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sys-con/source/ControllerSwitch/SwitchHDLHandler.cpp

199 lines
6.6 KiB
C++

#include "SwitchHDLHandler.h"
#include "ControllerHelpers.h"
#include <cmath>
SwitchHDLHandler::SwitchHDLHandler(std::unique_ptr<IController> &&controller)
: SwitchVirtualGamepadHandler(std::move(controller))
{
}
SwitchHDLHandler::~SwitchHDLHandler()
{
Exit();
}
Result SwitchHDLHandler::Initialize()
{
R_TRY(m_controller->Initialize());
if (DoesControllerSupport(m_controller->GetType(), SUPPORTS_NOTHING))
return 0;
R_TRY(InitHdlState());
if (DoesControllerSupport(m_controller->GetType(), SUPPORTS_PAIRING))
{
R_TRY(InitOutputThread());
}
R_TRY(InitInputThread());
return 0;
}
void SwitchHDLHandler::Exit()
{
if (DoesControllerSupport(m_controller->GetType(), SUPPORTS_NOTHING))
{
m_controller->Exit();
return;
}
ExitInputThread();
ExitOutputThread();
m_controller->Exit();
ExitHdlState();
}
Result SwitchHDLHandler::InitHdlState()
{
m_hdlHandle = 0;
m_deviceInfo = {0};
m_hdlState = {0};
// Set the controller type to Pro-Controller, and set the npadInterfaceType.
m_deviceInfo.deviceType = HidDeviceType_FullKey15;
m_deviceInfo.npadInterfaceType = NpadInterfaceType_USB;
// Set the controller colors. The grip colors are for Pro-Controller on [9.0.0+].
ControllerConfig *config = m_controller->GetConfig();
m_deviceInfo.singleColorBody = config->bodyColor.rgbaValue;
m_deviceInfo.singleColorButtons = config->buttonsColor.rgbaValue;
m_deviceInfo.colorLeftGrip = config->leftGripColor.rgbaValue;
m_deviceInfo.colorRightGrip = config->rightGripColor.rgbaValue;
m_hdlState.batteryCharge = 4; // Set battery charge to full.
m_hdlState.joysticks[JOYSTICK_LEFT].dx = 0x1234;
m_hdlState.joysticks[JOYSTICK_LEFT].dy = -0x1234;
m_hdlState.joysticks[JOYSTICK_RIGHT].dx = 0x5678;
m_hdlState.joysticks[JOYSTICK_RIGHT].dy = -0x5678;
if (m_controller->IsControllerActive())
return hiddbgAttachHdlsVirtualDevice(&m_hdlHandle, &m_deviceInfo);
return 0;
}
Result SwitchHDLHandler::ExitHdlState()
{
return hiddbgDetachHdlsVirtualDevice(m_hdlHandle);
}
//Sets the state of the class's HDL controller to the state stored in class's hdl.state
Result SwitchHDLHandler::UpdateHdlState()
{
//Checks if the virtual device was erased, in which case re-attach the device
bool isAttached;
if (R_SUCCEEDED(hiddbgIsHdlsVirtualDeviceAttached(m_hdlHandle, &isAttached)))
{
if (!isAttached)
hiddbgAttachHdlsVirtualDevice(&m_hdlHandle, &m_deviceInfo);
}
return hiddbgSetHdlsState(m_hdlHandle, &m_hdlState);
}
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);
m_hdlState.buttons |= (data.buttons[1] ? KEY_A : 0);
m_hdlState.buttons |= (data.buttons[2] ? KEY_B : 0);
m_hdlState.buttons |= (data.buttons[3] ? KEY_Y : 0);
m_hdlState.buttons |= (data.buttons[4] ? KEY_LSTICK : 0);
m_hdlState.buttons |= (data.buttons[5] ? KEY_RSTICK : 0);
m_hdlState.buttons |= (data.buttons[6] ? KEY_L : 0);
m_hdlState.buttons |= (data.buttons[7] ? KEY_R : 0);
m_hdlState.buttons |= (data.buttons[8] ? KEY_ZL : 0);
m_hdlState.buttons |= (data.buttons[9] ? KEY_ZR : 0);
m_hdlState.buttons |= (data.buttons[10] ? KEY_MINUS : 0);
m_hdlState.buttons |= (data.buttons[11] ? KEY_PLUS : 0);
ControllerConfig *config = m_controller->GetConfig();
if (config && config->swapDPADandLSTICK)
{
m_hdlState.buttons |= ((data.sticks[0].axis_y > 0.5f) ? KEY_DUP : 0);
m_hdlState.buttons |= ((data.sticks[0].axis_x > 0.5f) ? KEY_DRIGHT : 0);
m_hdlState.buttons |= ((data.sticks[0].axis_y < -0.5f) ? KEY_DDOWN : 0);
m_hdlState.buttons |= ((data.sticks[0].axis_x < -0.5f) ? KEY_DLEFT : 0);
float daxis_x{}, daxis_y{};
daxis_y += data.buttons[12] ? 1.0f : 0.0f; //DUP
daxis_x += data.buttons[13] ? 1.0f : 0.0f; //DRIGHT
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;
daxis_y *= ratio;
ConvertAxisToSwitchAxis(daxis_x, daxis_y, 0, &m_hdlState.joysticks[JOYSTICK_LEFT].dx, &m_hdlState.joysticks[JOYSTICK_LEFT].dy);
}
else
{
m_hdlState.buttons |= (data.buttons[12] ? KEY_DUP : 0);
m_hdlState.buttons |= (data.buttons[13] ? KEY_DRIGHT : 0);
m_hdlState.buttons |= (data.buttons[14] ? KEY_DDOWN : 0);
m_hdlState.buttons |= (data.buttons[15] ? KEY_DLEFT : 0);
ConvertAxisToSwitchAxis(data.sticks[0].axis_x, data.sticks[0].axis_y, 0, &m_hdlState.joysticks[JOYSTICK_LEFT].dx, &m_hdlState.joysticks[JOYSTICK_LEFT].dy);
}
ConvertAxisToSwitchAxis(data.sticks[1].axis_x, data.sticks[1].axis_y, 0, &m_hdlState.joysticks[JOYSTICK_RIGHT].dx, &m_hdlState.joysticks[JOYSTICK_RIGHT].dy);
m_hdlState.buttons |= (data.buttons[16] ? KEY_CAPTURE : 0);
m_hdlState.buttons |= (data.buttons[17] ? KEY_HOME : 0);
}
void SwitchHDLHandler::UpdateInput()
{
// We process any input packets here. If it fails, return and try again
Result rc = m_controller->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 (!m_controller->IsControllerActive())
{
hiddbgDetachHdlsVirtualDevice(m_hdlHandle);
}
else
{
// We get the button inputs from the input packet and update the state of our controller
FillHdlState(m_controller->GetNormalizedButtonData());
rc = UpdateHdlState();
if (R_FAILED(rc))
return;
}
}
void SwitchHDLHandler::UpdateOutput()
{
// Process a single output packet from a buffer
if (R_SUCCEEDED(m_controller->OutputBuffer()))
return;
// Process rumble values if supported
if (DoesControllerSupport(m_controller->GetType(), SUPPORTS_RUMBLE))
{
Result rc;
HidVibrationValue value;
rc = hidGetActualVibrationValue(&m_vibrationDeviceHandle, &value);
if (R_SUCCEEDED(rc))
m_controller->SetRumble(static_cast<uint8_t>(value.amp_high * 255.0f), static_cast<uint8_t>(value.amp_low * 255.0f));
}
svcSleepThread(1e+7L);
}