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https://github.com/LizardByte/Sunshine.git
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Refactor in preparation of Gamepad support on Windows
This commit is contained in:
parent
474324e1f5
commit
834d5cb59b
@ -19,7 +19,11 @@ if(WIN32)
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sunshine/platform/windows.cpp
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sunshine/platform/windows_dxgi.cpp
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sunshine/platform/windows_wasapi.cpp
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ViGEmClient/src/ViGEmClient.cpp)
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ViGEmClient/src/ViGEmClient.cpp
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ViGEmClient/include/ViGEm/Client.h
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ViGEmClient/include/ViGEm/Common.h
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ViGEmClient/include/ViGEm/Util.h
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ViGEmClient/include/ViGEm/km/BusShared.h)
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set(PLATFORM_LIBRARIES
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winmm
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ksuser
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@ -16,22 +16,6 @@ extern "C" {
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namespace input {
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using namespace std::literals;
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constexpr std::uint16_t DPAD_UP = 0x0001;
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constexpr std::uint16_t DPAD_DOWN = 0x0002;
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constexpr std::uint16_t DPAD_LEFT = 0x0004;
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constexpr std::uint16_t DPAD_RIGHT = 0x0008;
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constexpr std::uint16_t START = 0x0010;
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constexpr std::uint16_t BACK = 0x0020;
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constexpr std::uint16_t LEFT_STICK = 0x0040;
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constexpr std::uint16_t RIGHT_STICK = 0x0080;
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constexpr std::uint16_t LEFT_BUTTON = 0x0100;
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constexpr std::uint16_t RIGHT_BUTTON = 0x0200;
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constexpr std::uint16_t HOME = 0x0400;
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constexpr std::uint16_t A = 0x1000;
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constexpr std::uint16_t B = 0x2000;
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constexpr std::uint16_t X = 0x4000;
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constexpr std::uint16_t Y = 0x8000;
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void print(PNV_MOUSE_MOVE_PACKET packet) {
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BOOST_LOG(debug)
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<< "--begin mouse move packet--"sv << std::endl
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@ -146,7 +130,7 @@ void passthrough(std::shared_ptr<input_t> &input, PNV_MULTI_CONTROLLER_PACKET pa
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std::uint16_t bf;
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std::memcpy(&bf, &packet->buttonFlags, sizeof(std::uint16_t));
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gamepad_state_t gamepad_state {
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platf::gamepad_state_t gamepad_state{
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bf,
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packet->leftTrigger,
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packet->rightTrigger,
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@ -159,77 +143,36 @@ void passthrough(std::shared_ptr<input_t> &input, PNV_MULTI_CONTROLLER_PACKET pa
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bf = gamepad_state.buttonFlags ^ input->gamepad_state.buttonFlags;
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auto bf_new = gamepad_state.buttonFlags;
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if(bf) {
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// up pressed == -1, down pressed == 1, else 0
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if((DPAD_UP | DPAD_DOWN) & bf) {
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int val = bf_new & DPAD_UP ? -1 : (bf_new & DPAD_DOWN ? 1 : 0);
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// up pressed == -1, down pressed == 1, else 0
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if (platf::BACK & bf) {
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if (platf::BACK & bf_new) {
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input->back_timeout_id = task_pool.pushDelayed([input]() {
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auto &state = input->gamepad_state;
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platf::gp::dpad_y(input->input, val);
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}
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// Release Back button
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// state.buttonFlags &= ~platf::BACK;
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// platf::gamepad(input->input, state);
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if((DPAD_LEFT | DPAD_RIGHT) & bf) {
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int val = bf_new & DPAD_LEFT ? -1 : (bf_new & DPAD_RIGHT ? 1 : 0);
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platf::gp::dpad_x(input->input, val);
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}
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// Press Home button
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state.buttonFlags |= platf::HOME;
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platf::gamepad(input->input, state);
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if(START & bf) platf::gp::start(input->input, bf_new & START ? 1 : 0);
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if(LEFT_STICK & bf) platf::gp::left_stick(input->input, bf_new & LEFT_STICK ? 1 : 0);
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if(RIGHT_STICK & bf) platf::gp::right_stick(input->input, bf_new & RIGHT_STICK ? 1 : 0);
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if(LEFT_BUTTON & bf) platf::gp::left_button(input->input, bf_new & LEFT_BUTTON ? 1 : 0);
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if(RIGHT_BUTTON & bf) platf::gp::right_button(input->input, bf_new & RIGHT_BUTTON ? 1 : 0);
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if(HOME & bf) platf::gp::home(input->input, bf_new & HOME ? 1 : 0);
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if(A & bf) platf::gp::a(input->input, bf_new & A ? 1 : 0);
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if(B & bf) platf::gp::b(input->input, bf_new & B ? 1 : 0);
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if(X & bf) platf::gp::x(input->input, bf_new & X ? 1 : 0);
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if(Y & bf) platf::gp::y(input->input, bf_new & Y ? 1 : 0);
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// Release Home button
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state.buttonFlags &= ~platf::HOME;
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platf::gamepad(input->input, state);
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if(BACK & bf) {
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if(BACK & bf_new) {
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platf::gp::back(input->input,1);
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input->back_timeout_id = task_pool.pushDelayed([input]() {
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platf::gp::back(input->input, 0);
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platf::gp::home(input->input,1);
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platf::gp::home(input->input,0);
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input->back_timeout_id = nullptr;
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}, config::input.back_button_timeout).task_id;
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}
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else if(input->back_timeout_id) {
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platf::gp::back(input->input, 0);
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task_pool.cancel(input->back_timeout_id);
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input->back_timeout_id = nullptr;
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}
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}, config::input.back_button_timeout).task_id;
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}
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else if (input->back_timeout_id) {
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task_pool.cancel(input->back_timeout_id);
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input->back_timeout_id = nullptr;
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}
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}
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if(input->gamepad_state.lt != gamepad_state.lt) {
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platf::gp::left_trigger(input->input, gamepad_state.lt);
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}
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if(input->gamepad_state.rt != gamepad_state.rt) {
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platf::gp::right_trigger(input->input, gamepad_state.rt);
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}
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if(input->gamepad_state.lsX != gamepad_state.lsX) {
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platf::gp::left_stick_x(input->input, gamepad_state.lsX);
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}
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if(input->gamepad_state.lsY != gamepad_state.lsY) {
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platf::gp::left_stick_y(input->input, gamepad_state.lsY);
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}
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if(input->gamepad_state.rsX != gamepad_state.rsX) {
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platf::gp::right_stick_x(input->input, gamepad_state.rsX);
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}
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if(input->gamepad_state.rsY != gamepad_state.rsY) {
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platf::gp::right_stick_y(input->input, gamepad_state.rsY);
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}
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platf::gamepad(input->input, gamepad_state);
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input->gamepad_state = gamepad_state;
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platf::gp::sync(input->input);
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}
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void passthrough_helper(std::shared_ptr<input_t> input, std::vector<std::uint8_t> &&input_data) {
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@ -9,20 +9,10 @@
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#include "thread_pool.h"
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namespace input {
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struct gamepad_state_t {
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std::uint16_t buttonFlags;
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std::uint8_t lt;
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std::uint8_t rt;
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std::int16_t lsX;
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std::int16_t lsY;
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std::int16_t rsX;
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std::int16_t rsY;
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};
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struct input_t {
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input_t();
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gamepad_state_t gamepad_state;
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platf::gamepad_state_t gamepad_state;
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std::unordered_map<short, bool> key_press;
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std::array<std::uint8_t, 3> mouse_press;
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@ -9,6 +9,31 @@
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#include "sunshine/utility.h"
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namespace platf {
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constexpr std::uint16_t DPAD_UP = 0x0001;
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constexpr std::uint16_t DPAD_DOWN = 0x0002;
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constexpr std::uint16_t DPAD_LEFT = 0x0004;
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constexpr std::uint16_t DPAD_RIGHT = 0x0008;
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constexpr std::uint16_t START = 0x0010;
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constexpr std::uint16_t BACK = 0x0020;
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constexpr std::uint16_t LEFT_STICK = 0x0040;
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constexpr std::uint16_t RIGHT_STICK = 0x0080;
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constexpr std::uint16_t LEFT_BUTTON = 0x0100;
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constexpr std::uint16_t RIGHT_BUTTON = 0x0200;
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constexpr std::uint16_t HOME = 0x0400;
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constexpr std::uint16_t A = 0x1000;
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constexpr std::uint16_t B = 0x2000;
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constexpr std::uint16_t X = 0x4000;
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constexpr std::uint16_t Y = 0x8000;
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struct gamepad_state_t {
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std::uint16_t buttonFlags;
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std::uint8_t lt;
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std::uint8_t rt;
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std::int16_t lsX;
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std::int16_t lsY;
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std::int16_t rsX;
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std::int16_t rsY;
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};
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struct img_t {
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public:
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@ -59,29 +84,7 @@ void move_mouse(input_t &input, int deltaX, int deltaY);
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void button_mouse(input_t &input, int button, bool release);
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void scroll(input_t &input, int distance);
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void keyboard(input_t &input, uint16_t modcode, bool release);
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namespace gp {
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void dpad_y(input_t &input, int button_state); // up pressed == -1, down pressed == 1, else 0
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void dpad_x(input_t &input, int button_state); // left pressed == -1, right pressed == 1, else 0
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void start(input_t &input, int button_down);
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void back(input_t &input, int button_down);
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void left_stick(input_t &input, int button_down);
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void right_stick(input_t &input, int button_down);
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void left_button(input_t &input, int button_down);
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void right_button(input_t &input, int button_down);
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void home(input_t &input, int button_down);
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void a(input_t &input, int button_down);
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void b(input_t &input, int button_down);
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void x(input_t &input, int button_down);
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void y(input_t &input, int button_down);
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void left_trigger(input_t &input, std::uint8_t abs_z);
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void right_trigger(input_t &input, std::uint8_t abs_z);
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void left_stick_x(input_t &input, std::int16_t x);
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void left_stick_y(input_t &input, std::int16_t y);
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void right_stick_x(input_t &input, std::int16_t x);
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void right_stick_y(input_t &input, std::int16_t y);
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void sync(input_t &input);
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}
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void gamepad(input_t &input, const gamepad_state_t &gamepad_state);
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}
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#endif //SUNSHINE_COMMON_H
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@ -36,6 +36,8 @@ struct input_raw_t {
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uinput_t mouse_input;
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keyboard_t keyboard;
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gamepad_state_t gamepad_state {};
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};
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void move_mouse(input_t &input, int deltaX, int deltaY) {
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@ -211,89 +213,65 @@ void keyboard(input_t &input, uint16_t modcode, bool release) {
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XFlush(keyboard.get());
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}
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namespace gp {
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// up pressed == -1, down pressed == 1, else 0
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void dpad_y(input_t &input, int button_state) {
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auto &gp = *(input_raw_t*)input.get();
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libevdev_uinput_write_event(gp.gamepad_input.get(), EV_ABS, ABS_HAT0Y, button_state);
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}
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// left pressed == -1, right pressed == 1, else 0
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void dpad_x(input_t &input, int button_state) {
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auto &gp = *(input_raw_t*)input.get();
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libevdev_uinput_write_event(gp.gamepad_input.get(), EV_ABS, ABS_HAT0X, button_state);
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}
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void start(input_t &input, int button_down) {
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auto &gp = *(input_raw_t*)input.get();
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libevdev_uinput_write_event(gp.gamepad_input.get(), EV_KEY, BTN_START, button_down);
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}
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void back(input_t &input, int button_down) {
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auto &gp = *(input_raw_t*)input.get();
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libevdev_uinput_write_event(gp.gamepad_input.get(), EV_KEY, BTN_SELECT, button_down);
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}
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void left_stick(input_t &input, int button_down) {
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auto &gp = *(input_raw_t*)input.get();
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libevdev_uinput_write_event(gp.gamepad_input.get(), EV_KEY, BTN_THUMBL, button_down);
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}
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void right_stick(input_t &input, int button_down) {
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auto &gp = *(input_raw_t*)input.get();
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libevdev_uinput_write_event(gp.gamepad_input.get(), EV_KEY, BTN_THUMBR, button_down);
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}
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void left_button(input_t &input, int button_down) {
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auto &gp = *(input_raw_t*)input.get();
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libevdev_uinput_write_event(gp.gamepad_input.get(), EV_KEY, BTN_TL, button_down);
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}
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void right_button(input_t &input, int button_down) {
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auto &gp = *(input_raw_t*)input.get();
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libevdev_uinput_write_event(gp.gamepad_input.get(), EV_KEY, BTN_TR, button_down);
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}
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void home(input_t &input, int button_down) {
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auto &gp = *(input_raw_t*)input.get();
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libevdev_uinput_write_event(gp.gamepad_input.get(), EV_KEY, BTN_MODE, button_down);
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}
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void a(input_t &input, int button_down) {
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auto &gp = *(input_raw_t*)input.get();
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libevdev_uinput_write_event(gp.gamepad_input.get(), EV_KEY, BTN_SOUTH, button_down);
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}
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void b(input_t &input, int button_down) {
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auto &gp = *(input_raw_t*)input.get();
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libevdev_uinput_write_event(gp.gamepad_input.get(), EV_KEY, BTN_EAST, button_down);
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}
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void x(input_t &input, int button_down) {
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auto &gp = *(input_raw_t*)input.get();
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libevdev_uinput_write_event(gp.gamepad_input.get(), EV_KEY, BTN_NORTH, button_down);
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}
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void y(input_t &input, int button_down) {
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auto &gp = *(input_raw_t*)input.get();
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libevdev_uinput_write_event(gp.gamepad_input.get(), EV_KEY, BTN_WEST, button_down);
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}
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void left_trigger(input_t &input, std::uint8_t abs_z) {
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auto &gp = *(input_raw_t*)input.get();
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libevdev_uinput_write_event(gp.gamepad_input.get(), EV_ABS, ABS_Z, abs_z);
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}
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void right_trigger(input_t &input, std::uint8_t abs_z) {
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auto &gp = *(input_raw_t*)input.get();
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libevdev_uinput_write_event(gp.gamepad_input.get(), EV_ABS, ABS_RZ, abs_z);
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}
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void left_stick_x(input_t &input, std::int16_t x) {
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auto &gp = *(input_raw_t*)input.get();
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libevdev_uinput_write_event(gp.gamepad_input.get(), EV_ABS, ABS_X, x);
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}
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void left_stick_y(input_t &input, std::int16_t y) {
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auto &gp = *(input_raw_t*)input.get();
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libevdev_uinput_write_event(gp.gamepad_input.get(), EV_ABS, ABS_Y, -y);
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}
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void right_stick_x(input_t &input, std::int16_t x) {
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auto &gp = *(input_raw_t*)input.get();
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libevdev_uinput_write_event(gp.gamepad_input.get(), EV_ABS, ABS_RX, x);
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}
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void right_stick_y(input_t &input, std::int16_t y) {
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auto &gp = *(input_raw_t*)input.get();
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libevdev_uinput_write_event(gp.gamepad_input.get(), EV_ABS, ABS_RY, -y);
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}
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void sync(input_t &input) {
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auto &gp = *(input_raw_t*)input.get();
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libevdev_uinput_write_event(gp.gamepad_input.get(), EV_SYN, SYN_REPORT, 0);
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}
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void gamepad(input_t &input, const gamepad_state_t &gamepad_state) {
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auto uinput = (input_raw_t*)input.get();
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auto bf = gamepad_state.buttonFlags ^ uinput->gamepad_state.buttonFlags;
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auto bf_new = gamepad_state.buttonFlags;
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if(bf) {
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// up pressed == -1, down pressed == 1, else 0
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if((DPAD_UP | DPAD_DOWN) & bf) {
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int button_state = bf_new & DPAD_UP ? -1 : (bf_new & DPAD_DOWN ? 1 : 0);
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libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_ABS, ABS_HAT0Y, button_state);
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}
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if((DPAD_LEFT | DPAD_RIGHT) & bf) {
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int button_state = bf_new & DPAD_LEFT ? -1 : (bf_new & DPAD_RIGHT ? 1 : 0);
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libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_ABS, ABS_HAT0X, button_state);
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}
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if(START & bf) libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_KEY, BTN_START, bf_new & START ? 1 : 0);
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if(BACK & bf) libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_KEY, BTN_SELECT, bf_new & BACK ? 1 : 0);
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if(LEFT_STICK & bf) libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_KEY, BTN_THUMBL, bf_new & LEFT_STICK ? 1 : 0);
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if(RIGHT_STICK & bf) libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_KEY, BTN_THUMBR, bf_new & RIGHT_STICK ? 1 : 0);
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if(LEFT_BUTTON & bf) libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_KEY, BTN_TL, bf_new & LEFT_BUTTON ? 1 : 0);
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if(RIGHT_BUTTON & bf) libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_KEY, BTN_TR, bf_new & RIGHT_BUTTON ? 1 : 0);
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if(HOME & bf) libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_KEY, BTN_MODE, bf_new & HOME ? 1 : 0);
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if(A & bf) libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_KEY, BTN_SOUTH, bf_new & A ? 1 : 0);
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if(B & bf) libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_KEY, BTN_EAST, bf_new & B ? 1 : 0);
|
||||
if(X & bf) libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_KEY, BTN_NORTH, bf_new & X ? 1 : 0);
|
||||
if(Y & bf) libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_KEY, BTN_WEST, bf_new & Y ? 1 : 0);
|
||||
}
|
||||
|
||||
if(uinput->gamepad_state.lt != gamepad_state.lt) {
|
||||
libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_ABS, ABS_Z, gamepad_state.lt);
|
||||
}
|
||||
|
||||
if(uinput->gamepad_state.rt != gamepad_state.rt) {
|
||||
libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_ABS, ABS_RZ, gamepad_state.rt);
|
||||
}
|
||||
|
||||
if(uinput->gamepad_state.lsX != gamepad_state.lsX) {
|
||||
libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_ABS, ABS_X, gamepad_state.lsX);
|
||||
}
|
||||
|
||||
if(uinput->gamepad_state.lsY != gamepad_state.lsY) {
|
||||
libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_ABS, ABS_Y, -gamepad_state.lsY);
|
||||
}
|
||||
|
||||
if(uinput->gamepad_state.rsX != gamepad_state.rsX) {
|
||||
libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_ABS, ABS_RX, gamepad_state.rsX);
|
||||
}
|
||||
|
||||
if(uinput->gamepad_state.rsY != gamepad_state.rsY) {
|
||||
libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_ABS, ABS_RY, -gamepad_state.rsY);
|
||||
}
|
||||
|
||||
uinput->gamepad_state = gamepad_state;
|
||||
libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_SYN, SYN_REPORT, 0);
|
||||
}
|
||||
|
||||
int mouse(input_raw_t &gp) {
|
||||
|
@ -3,15 +3,71 @@
|
||||
#include <windows.h>
|
||||
#include <winuser.h>
|
||||
|
||||
#include <ViGEm/Client.h>
|
||||
|
||||
#include "sunshine/main.h"
|
||||
#include "common.h"
|
||||
|
||||
namespace platf {
|
||||
using namespace std::literals;
|
||||
|
||||
class vigem_t {
|
||||
public:
|
||||
using client_t = util::safe_ptr<_VIGEM_CLIENT_T, vigem_free>;
|
||||
using target_t = util::safe_ptr<_VIGEM_TARGET_T, vigem_target_free>;
|
||||
|
||||
int init() {
|
||||
VIGEM_ERROR status;
|
||||
|
||||
client.reset(vigem_alloc());
|
||||
|
||||
status = vigem_connect(client.get());
|
||||
if(!VIGEM_SUCCESS(status)) {
|
||||
BOOST_LOG(warning) << "Couldn't setup connection to ViGEm for gamepad support ["sv << util::hex(status).to_string_view() << ']';
|
||||
|
||||
return -1;
|
||||
}
|
||||
|
||||
x360.reset(vigem_target_x360_alloc());
|
||||
|
||||
status = vigem_target_add(client.get(), x360.get());
|
||||
if(!VIGEM_SUCCESS(status)) {
|
||||
BOOST_LOG(error) << "Couldn't add Gamepad to ViGEm connection ["sv << util::hex(status).to_string_view() << ']';
|
||||
|
||||
return -1;
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
~vigem_t() {
|
||||
if(client) {
|
||||
if(vigem_target_is_attached(x360.get())) {
|
||||
auto status = vigem_target_remove(client.get(), x360.get());
|
||||
if(!VIGEM_SUCCESS(status)) {
|
||||
BOOST_LOG(warning) << "Couldn't detach gamepad from ViGEm ["sv << util::hex(status).to_string_view() << ']';
|
||||
}
|
||||
}
|
||||
|
||||
vigem_disconnect(client.get());
|
||||
}
|
||||
}
|
||||
|
||||
target_t x360;
|
||||
client_t client;
|
||||
};
|
||||
|
||||
std::string get_local_ip() { return "192.168.0.119"s; }
|
||||
|
||||
input_t input() {
|
||||
return nullptr;
|
||||
input_t result { new vigem_t {} };
|
||||
|
||||
auto vigem = (vigem_t*)result.get();
|
||||
if(vigem->init()) {
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
void move_mouse(input_t &input, int deltaX, int deltaY) {
|
||||
@ -119,6 +175,24 @@ void keyboard(input_t &input, uint16_t modcode, bool release) {
|
||||
}
|
||||
}
|
||||
|
||||
void gamepad(input_t &input, const gamepad_state_t &gamepad_state) {
|
||||
// If there is no gamepad support
|
||||
if(!input) {
|
||||
return;
|
||||
}
|
||||
|
||||
auto vigem = (vigem_t*)input.get();
|
||||
auto &xusb = *(PXUSB_REPORT)&gamepad_state;
|
||||
|
||||
auto status = vigem_target_x360_update(vigem->client.get(), vigem->x360.get(), xusb);
|
||||
if(!VIGEM_SUCCESS(status)) {
|
||||
BOOST_LOG(fatal) << "Couldn't send gamepad input to ViGEm ["sv << util::hex(status).to_string_view() << ']';
|
||||
|
||||
log_flush();
|
||||
std::abort();
|
||||
}
|
||||
}
|
||||
|
||||
namespace gp {
|
||||
void dpad_y(input_t &input, int button_state) {} // up pressed == -1, down pressed == 1, else 0
|
||||
void dpad_x(input_t &input, int button_state) {} // left pressed == -1, right pressed == 1, else 0
|
||||
@ -142,5 +216,9 @@ void right_stick_y(input_t &input, std::int16_t y) {}
|
||||
void sync(input_t &input) {}
|
||||
}
|
||||
|
||||
void freeInput(void*) {}
|
||||
void freeInput(void *p) {
|
||||
auto vigem = (vigem_t*)p;
|
||||
|
||||
delete vigem;
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user