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sys-con/SwitchUSB/include/SwitchVirtualGamepadHandler.h
cathery 264673d6fc Reduce memory usage
by using threadCreate instead of std::thread
2019-11-06 15:28:56 +03:00

55 lines
2.1 KiB
C++

#pragma once
#include "switch.h"
#include "IController.h"
#include "SwitchControllerHandler.h"
//This class is a base class for SwitchHDLHandler and SwitchAbstractedPaadHandler.
class SwitchVirtualGamepadHandler
{
protected:
u32 m_vibrationDeviceHandle;
SwitchControllerHandler m_controllerHandler;
bool m_keepInputThreadRunning;
Thread m_inputThread;
bool m_keepOutputThreadRunning;
Thread m_outputThread;
public:
SwitchVirtualGamepadHandler(std::unique_ptr<IController> &&controller);
virtual ~SwitchVirtualGamepadHandler();
//Don't allow to move this class in any way because it holds a thread member that reads from the instance's address
SwitchVirtualGamepadHandler(SwitchVirtualGamepadHandler &&other) = delete;
SwitchVirtualGamepadHandler(SwitchVirtualGamepadHandler &other) = delete;
SwitchVirtualGamepadHandler &operator=(SwitchVirtualGamepadHandler &&other) = delete;
SwitchVirtualGamepadHandler &operator=(SwitchVirtualGamepadHandler &other) = delete;
//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();
//Separately close the input-reading thread
void ExitInputThread();
//Separately init the rumble sending thread
Result InitOutputThread();
//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;
//Get the raw controller handler pointer
inline bool *GetInputThreadBool() { return &m_keepInputThreadRunning; }
inline bool *GetOutputThreadBool() { return &m_keepOutputThreadRunning; }
inline SwitchControllerHandler *GetControllerHandler() { return &m_controllerHandler; }
inline IController *GetController() { return m_controllerHandler.GetController(); }
inline u32 *GetVibrationHandle() { return &m_vibrationDeviceHandle; }
};