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55 lines
2.1 KiB
C++
55 lines
2.1 KiB
C++
#pragma once
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#include "switch.h"
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#include "IController.h"
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#include "SwitchControllerHandler.h"
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//This class is a base class for SwitchHDLHandler and SwitchAbstractedPaadHandler.
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class SwitchVirtualGamepadHandler
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{
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protected:
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u32 m_vibrationDeviceHandle;
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SwitchControllerHandler m_controllerHandler;
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bool m_keepInputThreadRunning;
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Thread m_inputThread;
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bool m_keepOutputThreadRunning;
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Thread m_outputThread;
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public:
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SwitchVirtualGamepadHandler(std::unique_ptr<IController> &&controller);
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virtual ~SwitchVirtualGamepadHandler();
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//Don't allow to move this class in any way because it holds a thread member that reads from the instance's address
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SwitchVirtualGamepadHandler(SwitchVirtualGamepadHandler &&other) = delete;
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SwitchVirtualGamepadHandler(SwitchVirtualGamepadHandler &other) = delete;
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SwitchVirtualGamepadHandler &operator=(SwitchVirtualGamepadHandler &&other) = delete;
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SwitchVirtualGamepadHandler &operator=(SwitchVirtualGamepadHandler &other) = delete;
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//Override this if you want a custom init procedure
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virtual Result Initialize();
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//Override this if you want a custom exit procedure
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virtual void Exit();
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//Separately init the input-reading thread
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Result InitInputThread();
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//Separately close the input-reading thread
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void ExitInputThread();
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//Separately init the rumble sending thread
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Result InitOutputThread();
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//Separately close the rumble sending thread
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void ExitOutputThread();
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//The function to call indefinitely by the input thread
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virtual void UpdateInput() = 0;
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//The function to call indefinitely by the output thread
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virtual void UpdateOutput() = 0;
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//Get the raw controller handler pointer
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inline bool *GetInputThreadBool() { return &m_keepInputThreadRunning; }
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inline bool *GetOutputThreadBool() { return &m_keepOutputThreadRunning; }
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inline SwitchControllerHandler *GetControllerHandler() { return &m_controllerHandler; }
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inline IController *GetController() { return m_controllerHandler.GetController(); }
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inline u32 *GetVibrationHandle() { return &m_vibrationDeviceHandle; }
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}; |