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Add some comments to HDL handler

This commit is contained in:
cathery 2020-04-17 12:05:48 +03:00
parent 8434a9e250
commit 2aac5d747e

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@ -100,6 +100,7 @@ Result SwitchHDLHandler::UpdateHdlState()
void SwitchHDLHandler::FillHdlState(const NormalizedButtonData &data)
{
// we convert the input packet into switch-specific button states
m_hdlState.buttons = 0;
m_hdlState.buttons |= (data.buttons[0] ? KEY_X : 0);
@ -135,10 +136,9 @@ void SwitchHDLHandler::FillHdlState(const NormalizedButtonData &data)
daxis_y += data.buttons[14] ? -1.0f : 0.0f; //DDOWN
daxis_x += data.buttons[15] ? -1.0f : 0.0f; //DLEFT
// clamp lefstick values to their acceptable range of values
float real_magnitude = std::sqrt(daxis_x * daxis_x + daxis_y * daxis_y);
float clipped_magnitude = std::min(1.0f, real_magnitude);
float ratio = clipped_magnitude / real_magnitude;
daxis_x *= ratio;
@ -165,17 +165,19 @@ void SwitchHDLHandler::FillHdlState(const NormalizedButtonData &data)
void SwitchHDLHandler::UpdateInput()
{
Result rc;
rc = GetController()->GetInput();
// We process any input packets here. If it fails, return and try again
Result rc = GetController()->GetInput();
if (R_FAILED(rc))
return;
// This is a check for controllers that can prompt themselves to go inactive - e.g. wireless Xbox 360 controllers
if (!GetController()->IsControllerActive())
{
hiddbgDetachHdlsVirtualDevice(m_hdlHandle);
}
else
{
// We get the button inputs from the input packet and update the state of our controller
FillHdlState(GetController()->GetNormalizedButtonData());
rc = UpdateHdlState();
if (R_FAILED(rc))
@ -185,9 +187,11 @@ void SwitchHDLHandler::UpdateInput()
void SwitchHDLHandler::UpdateOutput()
{
// Process a single output packet from a buffer
if (R_SUCCEEDED(GetController()->OutputBuffer()))
return;
// Process rumble values if supported
if (DoesControllerSupport(GetController()->GetType(), SUPPORTS_RUMBLE))
{
Result rc;