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sys-con/ControllerUSB/source/Controllers/XboxController.cpp
2019-11-09 23:26:47 +03:00

201 lines
5.7 KiB
C++

#include "Controllers/XboxController.h"
#include <cmath>
static ControllerConfig _xboxControllerConfig{};
XboxController::XboxController(std::unique_ptr<IUSBDevice> &&interface)
: IController(std::move(interface))
{
}
XboxController::~XboxController()
{
Exit();
}
Status XboxController::Initialize()
{
Status rc;
rc = OpenInterfaces();
if (S_FAILED(rc))
return rc;
return rc;
}
void XboxController::Exit()
{
CloseInterfaces();
}
Status XboxController::OpenInterfaces()
{
Status rc;
rc = m_device->Open();
if (S_FAILED(rc))
return rc;
//This will open each interface and try to acquire Xbox controller's in and out endpoints, if it hasn't already
std::vector<std::unique_ptr<IUSBInterface>> &interfaces = m_device->GetInterfaces();
for (auto &&interface : interfaces)
{
rc = interface->Open();
if (S_FAILED(rc))
return rc;
if (interface->GetDescriptor()->bInterfaceProtocol != 0)
continue;
if (interface->GetDescriptor()->bNumEndpoints < 2)
continue;
if (!m_inPipe)
{
for (int i = 0; i != 15; ++i)
{
IUSBEndpoint *inEndpoint = interface->GetEndpoint(IUSBEndpoint::USB_ENDPOINT_IN, i);
if (inEndpoint)
{
rc = inEndpoint->Open();
if (S_FAILED(rc))
return 55555;
m_inPipe = inEndpoint;
break;
}
}
}
if (!m_outPipe)
{
for (int i = 0; i != 15; ++i)
{
IUSBEndpoint *outEndpoint = interface->GetEndpoint(IUSBEndpoint::USB_ENDPOINT_OUT, i);
if (outEndpoint)
{
rc = outEndpoint->Open();
if (S_FAILED(rc))
return 66666;
m_outPipe = outEndpoint;
break;
}
}
}
}
if (!m_inPipe || !m_outPipe)
return 69;
return rc;
}
void XboxController::CloseInterfaces()
{
//m_device->Reset();
m_device->Close();
}
Status XboxController::GetInput()
{
uint8_t input_bytes[64];
Status rc = m_inPipe->Read(input_bytes, sizeof(input_bytes));
if (S_SUCCEEDED(rc))
m_buttonData = *reinterpret_cast<XboxButtonData *>(input_bytes);
return rc;
}
void XboxController::NormalizeAxis(int16_t x,
int16_t y,
uint8_t deadzonePercent,
float *x_out,
float *y_out)
{
float x_val = x;
float y_val = y;
// Determine how far the stick is pushed.
//This will never exceed 32767 because if the stick is
//horizontally maxed in one direction, vertically it must be neutral(0) and vice versa
float real_magnitude = std::sqrt(x_val * x_val + y_val * y_val);
float real_deadzone = (32767 * deadzonePercent) / 100;
// Check if the controller is outside a circular dead zone.
if (real_magnitude > real_deadzone)
{
// Clip the magnitude at its expected maximum value.
float magnitude = std::min(32767.0f, real_magnitude);
// Adjust magnitude relative to the end of the dead zone.
magnitude -= real_deadzone;
// Normalize the magnitude with respect to its expected range giving a
// magnitude value of 0.0 to 1.0
//ratio = (currentValue / maxValue) / realValue
float ratio = (magnitude / (32767 - real_deadzone)) / real_magnitude;
*x_out = x_val * ratio;
*y_out = y_val * ratio;
}
else
{
// If the controller is in the deadzone zero out the magnitude.
*x_out = *y_out = 0.0f;
}
}
//Pass by value should hopefully be optimized away by RVO
NormalizedButtonData XboxController::GetNormalizedButtonData()
{
NormalizedButtonData normalData;
normalData.triggers[0] = m_buttonData.trigger_left;
normalData.triggers[1] = m_buttonData.trigger_right;
NormalizeAxis(m_buttonData.stick_left_x, m_buttonData.stick_left_y, _xboxControllerConfig.leftStickDeadzonePercent,
&normalData.sticks[0].axis_x, &normalData.sticks[0].axis_y);
NormalizeAxis(m_buttonData.stick_right_x, m_buttonData.stick_right_y, _xboxControllerConfig.rightStickDeadzonePercent,
&normalData.sticks[1].axis_x, &normalData.sticks[1].axis_y);
bool buttons[NUM_CONTROLLERBUTTONS]{
m_buttonData.y,
m_buttonData.b,
m_buttonData.a,
m_buttonData.x,
m_buttonData.stick_left_click,
m_buttonData.stick_right_click,
false,
false,
m_buttonData.trigger_left,
m_buttonData.trigger_right,
m_buttonData.back,
m_buttonData.start,
m_buttonData.dpad_up,
m_buttonData.dpad_right,
m_buttonData.dpad_down,
m_buttonData.dpad_left,
m_buttonData.white_button,
m_buttonData.black_buttton,
};
for (int i = 0; i != NUM_CONTROLLERBUTTONS; ++i)
{
ControllerButton button = _xboxControllerConfig.buttons[i];
normalData.buttons[(button != NOT_SET ? button : i)] = buttons[i];
}
return normalData;
}
Status XboxController::SetRumble(uint8_t strong_magnitude, uint8_t weak_magnitude)
{
uint8_t rumbleData[]{0x00, 0x06, 0x00, strong_magnitude, weak_magnitude, 0x00, 0x00, 0x00};
return m_outPipe->Write(rumbleData, sizeof(rumbleData));
}
void XboxController::LoadConfig(const ControllerConfig *config)
{
_xboxControllerConfig = *config;
}
ControllerConfig *XboxController::GetConfig()
{
return &_xboxControllerConfig;
}