// // Created by loki on 6/20/19. // #ifndef SUNSHINE_INPUT_H #define SUNSHINE_INPUT_H #include "platform/common.h" #include "thread_pool.h" namespace input { enum class button_state_e { NONE, DOWN, UP }; struct gamepad_t { gamepad_t(); platf::gamepad_state_t gamepad_state; util::ThreadPool::task_id_t back_timeout_id; // When emulating the HOME button, we may need to artificially release the back button. // Afterwards, the gamepad state on sunshine won't match the state on Moonlight // To prevent Sunshine from sending erronious input data to the active application, // Sunshine forces the button to be in a specific state until the gamepad state matches that of // Moonlight once more. button_state_e back_button_state; }; struct input_t { input_t(); std::unordered_map key_press; std::array mouse_press; platf::input_t input; std::vector gamepads; }; void print(void *input); void passthrough(std::shared_ptr &input, std::vector &&input_data); void reset(std::shared_ptr &input); } #endif //SUNSHINE_INPUT_H