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sys-con/source/ControllerSwitch/SwitchVirtualGamepadHandler.h

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#pragma once
#include "switch.h"
#include "IController.h"
#include <stratosphere.hpp>
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//This class is a base class for SwitchHDLHandler and SwitchAbstractedPaadHandler.
class SwitchVirtualGamepadHandler
{
protected:
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u32 m_vibrationDeviceHandle;
std::unique_ptr<IController> m_controller;
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alignas(ams::os::ThreadStackAlignment) u8 input_thread_stack[0x1000];
alignas(ams::os::ThreadStackAlignment) u8 output_thread_stack[0x1000];
Thread m_inputThread;
Thread m_outputThread;
bool m_inputThreadIsRunning = false;
bool m_outputThreadIsRunning = false;
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static void InputThreadLoop(void *argument);
static void OutputThreadLoop(void *argument);
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public:
SwitchVirtualGamepadHandler(std::unique_ptr<IController> &&controller);
virtual ~SwitchVirtualGamepadHandler();
//Override this if you want a custom init procedure
virtual Result Initialize();
//Override this if you want a custom exit procedure
virtual void Exit();
//Separately init the input-reading thread
Result InitInputThread();
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//Separately close the input-reading thread
void ExitInputThread();
//Separately init the rumble sending thread
Result InitOutputThread();
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//Separately close the rumble sending thread
void ExitOutputThread();
//The function to call indefinitely by the input thread
virtual void UpdateInput() = 0;
//The function to call indefinitely by the output thread
virtual void UpdateOutput() = 0;
void ConvertAxisToSwitchAxis(float x, float y, float deadzone, s32 *x_out, s32 *y_out);
Result SetControllerVibration(float strong_mag, float weak_mag);
//Get the raw controller pointer
inline IController *GetController() { return m_controller.get(); }
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inline u32 *GetVibrationHandle() { return &m_vibrationDeviceHandle; }
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};