Sunshine/sunshine/input.h
2020-01-25 01:05:43 +01:00

49 lines
1.1 KiB
C++

//
// 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<short, bool> key_press;
std::array<std::uint8_t, 5> mouse_press;
platf::input_t input;
std::vector<gamepad_t> gamepads;
};
void print(void *input);
void passthrough(std::shared_ptr<input_t> &input, std::vector<std::uint8_t> &&input_data);
void reset(std::shared_ptr<input_t> &input);
}
#endif //SUNSHINE_INPUT_H