hid: Update mouse/keyboard state
This commit is contained in:
@@ -79,61 +79,65 @@ private:
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controller_header.left_color_body = JOYCON_BODY_NEON_BLUE;
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controller_header.left_color_body = JOYCON_BODY_NEON_BLUE;
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controller_header.left_color_buttons = JOYCON_BUTTONS_NEON_BLUE;
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controller_header.left_color_buttons = JOYCON_BUTTONS_NEON_BLUE;
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for (int index = 0; index < HID_NUM_LAYOUTS; index++) {
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for (int controller = 0; controller < mem.controllers.size(); controller++) {
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ControllerLayout& layout = mem.controllers[Controller_Handheld].layouts[index];
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for (int index = 0; index < HID_NUM_LAYOUTS; index++) {
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layout.header.num_entries = HID_NUM_ENTRIES;
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ControllerLayout& layout = mem.controllers[controller].layouts[index];
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layout.header.max_entry_index = HID_NUM_ENTRIES - 1;
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layout.header.num_entries = HID_NUM_ENTRIES;
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layout.header.max_entry_index = HID_NUM_ENTRIES - 1;
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// HID shared memory stores the state of the past 17 samples in a circlular buffer,
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// HID shared memory stores the state of the past 17 samples in a circlular buffer,
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// each with a timestamp in number of samples since boot.
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// each with a timestamp in number of samples since boot.
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layout.header.timestamp_ticks = CoreTiming::GetTicks();
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layout.header.timestamp_ticks = CoreTiming::GetTicks();
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layout.header.latest_entry = (layout.header.latest_entry + 1) % HID_NUM_ENTRIES;
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layout.header.latest_entry = (layout.header.latest_entry + 1) % HID_NUM_ENTRIES;
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ControllerInputEntry& entry = layout.entries[layout.header.latest_entry];
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ControllerInputEntry& entry = layout.entries[layout.header.latest_entry];
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entry.connection_state = ConnectionState_Connected | ConnectionState_Wired;
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entry.connection_state = ConnectionState_Connected | ConnectionState_Wired;
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entry.timestamp++;
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entry.timestamp++;
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entry.timestamp_2++; // TODO(shinyquagsire23): Is this always identical to timestamp?
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entry
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.timestamp_2++; // TODO(shinyquagsire23): Is this always identical to timestamp?
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// TODO(shinyquagsire23): Set up some LUTs for each layout mapping in the future?
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// TODO(shinyquagsire23): More than just handheld input
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// For now everything is just the default handheld layout, but split Joy-Con will
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if (controller != Controller_Handheld)
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// rotate the face buttons and directions for certain layouts.
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continue;
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ControllerPadState& state = entry.buttons;
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using namespace Settings::NativeButton;
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state.a.Assign(buttons[A - BUTTON_HID_BEGIN]->GetStatus());
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state.b.Assign(buttons[B - BUTTON_HID_BEGIN]->GetStatus());
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state.x.Assign(buttons[X - BUTTON_HID_BEGIN]->GetStatus());
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state.y.Assign(buttons[Y - BUTTON_HID_BEGIN]->GetStatus());
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state.lstick.Assign(buttons[LStick - BUTTON_HID_BEGIN]->GetStatus());
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state.rstick.Assign(buttons[RStick - BUTTON_HID_BEGIN]->GetStatus());
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state.l.Assign(buttons[L - BUTTON_HID_BEGIN]->GetStatus());
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state.r.Assign(buttons[R - BUTTON_HID_BEGIN]->GetStatus());
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state.zl.Assign(buttons[ZL - BUTTON_HID_BEGIN]->GetStatus());
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state.zr.Assign(buttons[ZR - BUTTON_HID_BEGIN]->GetStatus());
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state.plus.Assign(buttons[Plus - BUTTON_HID_BEGIN]->GetStatus());
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state.minus.Assign(buttons[Minus - BUTTON_HID_BEGIN]->GetStatus());
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state.dleft.Assign(buttons[DLeft - BUTTON_HID_BEGIN]->GetStatus());
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// TODO(shinyquagsire23): Set up some LUTs for each layout mapping in the future?
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state.dup.Assign(buttons[DUp - BUTTON_HID_BEGIN]->GetStatus());
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// For now everything is just the default handheld layout, but split Joy-Con will
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state.dright.Assign(buttons[DRight - BUTTON_HID_BEGIN]->GetStatus());
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// rotate the face buttons and directions for certain layouts.
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state.ddown.Assign(buttons[DDown - BUTTON_HID_BEGIN]->GetStatus());
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ControllerPadState& state = entry.buttons;
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using namespace Settings::NativeButton;
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state.a.Assign(buttons[A - BUTTON_HID_BEGIN]->GetStatus());
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state.b.Assign(buttons[B - BUTTON_HID_BEGIN]->GetStatus());
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state.x.Assign(buttons[X - BUTTON_HID_BEGIN]->GetStatus());
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state.y.Assign(buttons[Y - BUTTON_HID_BEGIN]->GetStatus());
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state.lstick.Assign(buttons[LStick - BUTTON_HID_BEGIN]->GetStatus());
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state.rstick.Assign(buttons[RStick - BUTTON_HID_BEGIN]->GetStatus());
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state.l.Assign(buttons[L - BUTTON_HID_BEGIN]->GetStatus());
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state.r.Assign(buttons[R - BUTTON_HID_BEGIN]->GetStatus());
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state.zl.Assign(buttons[ZL - BUTTON_HID_BEGIN]->GetStatus());
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state.zr.Assign(buttons[ZR - BUTTON_HID_BEGIN]->GetStatus());
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state.plus.Assign(buttons[Plus - BUTTON_HID_BEGIN]->GetStatus());
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state.minus.Assign(buttons[Minus - BUTTON_HID_BEGIN]->GetStatus());
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state.lstick_left.Assign(buttons[LStick_Left - BUTTON_HID_BEGIN]->GetStatus());
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state.dleft.Assign(buttons[DLeft - BUTTON_HID_BEGIN]->GetStatus());
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state.lstick_up.Assign(buttons[LStick_Up - BUTTON_HID_BEGIN]->GetStatus());
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state.dup.Assign(buttons[DUp - BUTTON_HID_BEGIN]->GetStatus());
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state.lstick_right.Assign(buttons[LStick_Right - BUTTON_HID_BEGIN]->GetStatus());
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state.dright.Assign(buttons[DRight - BUTTON_HID_BEGIN]->GetStatus());
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state.lstick_down.Assign(buttons[LStick_Down - BUTTON_HID_BEGIN]->GetStatus());
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state.ddown.Assign(buttons[DDown - BUTTON_HID_BEGIN]->GetStatus());
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state.rstick_left.Assign(buttons[RStick_Left - BUTTON_HID_BEGIN]->GetStatus());
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state.lstick_left.Assign(buttons[LStick_Left - BUTTON_HID_BEGIN]->GetStatus());
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state.rstick_up.Assign(buttons[RStick_Up - BUTTON_HID_BEGIN]->GetStatus());
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state.lstick_up.Assign(buttons[LStick_Up - BUTTON_HID_BEGIN]->GetStatus());
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state.rstick_right.Assign(buttons[RStick_Right - BUTTON_HID_BEGIN]->GetStatus());
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state.lstick_right.Assign(buttons[LStick_Right - BUTTON_HID_BEGIN]->GetStatus());
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state.rstick_down.Assign(buttons[RStick_Down - BUTTON_HID_BEGIN]->GetStatus());
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state.lstick_down.Assign(buttons[LStick_Down - BUTTON_HID_BEGIN]->GetStatus());
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state.sl.Assign(buttons[SL - BUTTON_HID_BEGIN]->GetStatus());
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state.rstick_left.Assign(buttons[RStick_Left - BUTTON_HID_BEGIN]->GetStatus());
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state.sr.Assign(buttons[SR - BUTTON_HID_BEGIN]->GetStatus());
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state.rstick_up.Assign(buttons[RStick_Up - BUTTON_HID_BEGIN]->GetStatus());
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state.rstick_right.Assign(buttons[RStick_Right - BUTTON_HID_BEGIN]->GetStatus());
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state.rstick_down.Assign(buttons[RStick_Down - BUTTON_HID_BEGIN]->GetStatus());
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// TODO(shinyquagsire23): Analog stick vals
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state.sl.Assign(buttons[SL - BUTTON_HID_BEGIN]->GetStatus());
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state.sr.Assign(buttons[SR - BUTTON_HID_BEGIN]->GetStatus());
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// TODO(shinyquagsire23): Update pad info proper, (circular buffers, timestamps,
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// TODO(shinyquagsire23): Analog stick vals
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// layouts)
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}
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}
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}
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// TODO(bunnei): Properly implement the touch screen, the below will just write empty data
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// TODO(bunnei): Properly implement the touch screen, the below will just write empty data
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@@ -151,6 +155,33 @@ private:
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touchscreen.entries[curr_entry].header.timestamp = sample_counter;
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touchscreen.entries[curr_entry].header.timestamp = sample_counter;
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touchscreen.entries[curr_entry].header.num_touches = 0;
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touchscreen.entries[curr_entry].header.num_touches = 0;
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// TODO(shinyquagsire23): Properly implement mouse
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Mouse& mouse = mem.mouse;
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const u64 last_mouse_entry = mouse.header.latest_entry;
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const u64 curr_mouse_entry = (mouse.header.latest_entry + 1) % mouse.entries.size();
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const u64 mouse_sample_counter = mouse.entries[last_mouse_entry].timestamp + 1;
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mouse.header.timestamp_ticks = timestamp;
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mouse.header.num_entries = mouse.entries.size();
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mouse.header.max_entry_index = mouse.entries.size();
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mouse.header.latest_entry = curr_mouse_entry;
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mouse.entries[curr_mouse_entry].timestamp = mouse_sample_counter;
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mouse.entries[curr_mouse_entry].timestamp_2 = mouse_sample_counter;
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// TODO(shinyquagsire23): Properly implement keyboard
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Keyboard& keyboard = mem.keyboard;
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const u64 last_keyboard_entry = keyboard.header.latest_entry;
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const u64 curr_keyboard_entry =
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(keyboard.header.latest_entry + 1) % keyboard.entries.size();
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const u64 keyboard_sample_counter = keyboard.entries[last_keyboard_entry].timestamp + 1;
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keyboard.header.timestamp_ticks = timestamp;
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keyboard.header.num_entries = keyboard.entries.size();
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keyboard.header.latest_entry = last_keyboard_entry;
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keyboard.header.max_entry_index = keyboard.entries.size();
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keyboard.entries[curr_keyboard_entry].timestamp = keyboard_sample_counter;
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keyboard.entries[curr_keyboard_entry].timestamp_2 = keyboard_sample_counter;
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// TODO(shinyquagsire23): Signal events
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// TODO(shinyquagsire23): Signal events
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std::memcpy(shared_mem->GetPointer(), &mem, sizeof(SharedMemory));
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std::memcpy(shared_mem->GetPointer(), &mem, sizeof(SharedMemory));
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