mirror of
https://github.com/cathery/sys-con.git
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201 lines
6.5 KiB
C++
201 lines
6.5 KiB
C++
#include "SwitchHDLHandler.h"
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#include "ControllerHelpers.h"
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#include <cmath>
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SwitchHDLHandler::SwitchHDLHandler(std::unique_ptr<IController> &&controller)
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: SwitchVirtualGamepadHandler(std::move(controller))
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{
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}
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SwitchHDLHandler::~SwitchHDLHandler()
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{
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Exit();
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}
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Result SwitchHDLHandler::Initialize()
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{
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R_TRY(m_controller->Initialize());
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if (DoesControllerSupport(m_controller->GetType(), SUPPORTS_NOTHING))
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return 0;
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R_TRY(InitHdlState());
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if (DoesControllerSupport(m_controller->GetType(), SUPPORTS_PAIRING))
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{
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R_TRY(InitOutputThread());
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}
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R_TRY(InitInputThread());
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return 0;
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}
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void SwitchHDLHandler::Exit()
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{
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if (DoesControllerSupport(m_controller->GetType(), SUPPORTS_NOTHING))
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{
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m_controller->Exit();
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return;
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}
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ExitInputThread();
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ExitOutputThread();
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m_controller->Exit();
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ExitHdlState();
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}
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Result SwitchHDLHandler::InitHdlState()
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{
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m_hdlHandle = {0};
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m_deviceInfo = {0};
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m_hdlState = {0};
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// Set the controller type to Pro-Controller, and set the npadInterfaceType.
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m_deviceInfo.deviceType = HidDeviceType_FullKey15;
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m_deviceInfo.npadInterfaceType = HidNpadInterfaceType_USB;
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// Set the controller colors. The grip colors are for Pro-Controller on [9.0.0+].
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ControllerConfig *config = m_controller->GetConfig();
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m_deviceInfo.singleColorBody = config->bodyColor.rgbaValue;
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m_deviceInfo.singleColorButtons = config->buttonsColor.rgbaValue;
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m_deviceInfo.colorLeftGrip = config->leftGripColor.rgbaValue;
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m_deviceInfo.colorRightGrip = config->rightGripColor.rgbaValue;
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m_hdlState.battery_level = 4; // Set battery charge to full.
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m_hdlState.analog_stick_l.x = 0x1234;
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m_hdlState.analog_stick_l.y = -0x1234;
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m_hdlState.analog_stick_r.x = 0x5678;
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m_hdlState.analog_stick_r.y = -0x5678;
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if (m_controller->IsControllerActive())
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return hiddbgAttachHdlsVirtualDevice(&m_hdlHandle, &m_deviceInfo);
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return 0;
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}
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Result SwitchHDLHandler::ExitHdlState()
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{
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return hiddbgDetachHdlsVirtualDevice(m_hdlHandle);
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}
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//Sets the state of the class's HDL controller to the state stored in class's hdl.state
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Result SwitchHDLHandler::UpdateHdlState()
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{
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//Checks if the virtual device was erased, in which case re-attach the device
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bool isAttached;
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if (R_SUCCEEDED(hiddbgIsHdlsVirtualDeviceAttached(m_hdlHandle, &isAttached)))
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{
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if (!isAttached)
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hiddbgAttachHdlsVirtualDevice(&m_hdlHandle, &m_deviceInfo);
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}
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return hiddbgSetHdlsState(m_hdlHandle, &m_hdlState);
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}
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void SwitchHDLHandler::FillHdlState(const NormalizedButtonData &data)
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{
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// we convert the input packet into switch-specific button states
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m_hdlState.buttons = 0;
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m_hdlState.buttons |= (data.buttons[0] ? KEY_X : 0);
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m_hdlState.buttons |= (data.buttons[1] ? KEY_A : 0);
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m_hdlState.buttons |= (data.buttons[2] ? KEY_B : 0);
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m_hdlState.buttons |= (data.buttons[3] ? KEY_Y : 0);
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m_hdlState.buttons |= (data.buttons[4] ? KEY_LSTICK : 0);
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m_hdlState.buttons |= (data.buttons[5] ? KEY_RSTICK : 0);
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m_hdlState.buttons |= (data.buttons[6] ? KEY_L : 0);
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m_hdlState.buttons |= (data.buttons[7] ? KEY_R : 0);
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m_hdlState.buttons |= (data.buttons[8] ? KEY_ZL : 0);
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m_hdlState.buttons |= (data.buttons[9] ? KEY_ZR : 0);
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m_hdlState.buttons |= (data.buttons[10] ? KEY_MINUS : 0);
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m_hdlState.buttons |= (data.buttons[11] ? KEY_PLUS : 0);
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ControllerConfig *config = m_controller->GetConfig();
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if (config && config->swapDPADandLSTICK)
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{
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m_hdlState.buttons |= ((data.sticks[0].axis_y > 0.5f) ? KEY_DUP : 0);
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m_hdlState.buttons |= ((data.sticks[0].axis_x > 0.5f) ? KEY_DRIGHT : 0);
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m_hdlState.buttons |= ((data.sticks[0].axis_y < -0.5f) ? KEY_DDOWN : 0);
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m_hdlState.buttons |= ((data.sticks[0].axis_x < -0.5f) ? KEY_DLEFT : 0);
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float daxis_x{}, daxis_y{};
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daxis_y += data.buttons[12] ? 1.0f : 0.0f; //DUP
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daxis_x += data.buttons[13] ? 1.0f : 0.0f; //DRIGHT
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daxis_y += data.buttons[14] ? -1.0f : 0.0f; //DDOWN
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daxis_x += data.buttons[15] ? -1.0f : 0.0f; //DLEFT
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// clamp lefstick values to their acceptable range of values
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float real_magnitude = std::sqrt(daxis_x * daxis_x + daxis_y * daxis_y);
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float clipped_magnitude = std::min(1.0f, real_magnitude);
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float ratio = clipped_magnitude / real_magnitude;
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daxis_x *= ratio;
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daxis_y *= ratio;
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ConvertAxisToSwitchAxis(daxis_x, daxis_y, 0, &m_hdlState.analog_stick_l.x, &m_hdlState.analog_stick_l.y);
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}
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else
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{
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m_hdlState.buttons |= (data.buttons[12] ? KEY_DUP : 0);
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m_hdlState.buttons |= (data.buttons[13] ? KEY_DRIGHT : 0);
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m_hdlState.buttons |= (data.buttons[14] ? KEY_DDOWN : 0);
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m_hdlState.buttons |= (data.buttons[15] ? KEY_DLEFT : 0);
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ConvertAxisToSwitchAxis(data.sticks[0].axis_x, data.sticks[0].axis_y, 0, &m_hdlState.analog_stick_l.x, &m_hdlState.analog_stick_l.y);
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}
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ConvertAxisToSwitchAxis(data.sticks[1].axis_x, data.sticks[1].axis_y, 0, &m_hdlState.analog_stick_r.x, &m_hdlState.analog_stick_r.y);
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m_hdlState.buttons |= (data.buttons[16] ? KEY_CAPTURE : 0);
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m_hdlState.buttons |= (data.buttons[17] ? KEY_HOME : 0);
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}
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void SwitchHDLHandler::UpdateInput()
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{
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// We process any input packets here. If it fails, return and try again
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Result rc = m_controller->GetInput();
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if (R_FAILED(rc))
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return;
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// This is a check for controllers that can prompt themselves to go inactive - e.g. wireless Xbox 360 controllers
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if (!m_controller->IsControllerActive())
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{
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hiddbgDetachHdlsVirtualDevice(m_hdlHandle);
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}
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else
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{
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// We get the button inputs from the input packet and update the state of our controller
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FillHdlState(m_controller->GetNormalizedButtonData());
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rc = UpdateHdlState();
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if (R_FAILED(rc))
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return;
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}
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}
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void SwitchHDLHandler::UpdateOutput()
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{
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// Process a single output packet from a buffer
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if (R_SUCCEEDED(m_controller->OutputBuffer()))
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return;
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/*
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// Process rumble values if supported
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if (DoesControllerSupport(m_controller->GetType(), SUPPORTS_RUMBLE))
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{
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Result rc;
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HidVibrationValue value;
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rc = hidGetActualVibrationValue(m_vibrationDeviceHandle, &value);
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if (R_SUCCEEDED(rc))
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m_controller->SetRumble(static_cast<uint8_t>(value.amp_high * 255.0f), static_cast<uint8_t>(value.amp_low * 255.0f));
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}
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*/
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svcSleepThread(1e+7L);
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} |