hid: Write to all layouts, implement circular buffers, set up controller metadata.

This commit is contained in:
shinyquagsire23 2018-01-16 03:14:27 -07:00
parent 713c1ed203
commit d20a883194
2 changed files with 65 additions and 33 deletions

View file

@ -65,44 +65,71 @@ private:
if (is_device_reload_pending.exchange(false)) if (is_device_reload_pending.exchange(false))
LoadInputDevices(); LoadInputDevices();
// TODO(shinyquagsire23): This is a hack! // Set up controllers as neon red+blue Joy-Con attached to console
ControllerPadState& state = ControllerHeader& controllerHeader = mem->controllers[Controller_Handheld].header;
mem->controllers[Controller_Handheld].layouts[Layout_Default].entries[0].buttons; controllerHeader.type = ControllerType_Handheld | ControllerType_JoyconPair;
using namespace Settings::NativeButton; controllerHeader.singleColorsDescriptor = ColorDesc_ColorsNonexistent;
state.a.Assign(buttons[A - BUTTON_HID_BEGIN]->GetStatus()); controllerHeader.rightColorBody = 0xFF3C28;
state.b.Assign(buttons[B - BUTTON_HID_BEGIN]->GetStatus()); controllerHeader.rightColorButtons = 0x1E0A0A;
state.x.Assign(buttons[X - BUTTON_HID_BEGIN]->GetStatus()); controllerHeader.leftColorBody = 0x0AB9E6;
state.y.Assign(buttons[Y - BUTTON_HID_BEGIN]->GetStatus()); controllerHeader.leftColorButtons = 0x001E1E;
state.lstick.Assign(buttons[LStick - BUTTON_HID_BEGIN]->GetStatus());
state.rstick.Assign(buttons[RStick - BUTTON_HID_BEGIN]->GetStatus());
state.l.Assign(buttons[L - BUTTON_HID_BEGIN]->GetStatus());
state.r.Assign(buttons[R - BUTTON_HID_BEGIN]->GetStatus());
state.zl.Assign(buttons[ZL - BUTTON_HID_BEGIN]->GetStatus());
state.zr.Assign(buttons[ZR - BUTTON_HID_BEGIN]->GetStatus());
state.plus.Assign(buttons[Plus - BUTTON_HID_BEGIN]->GetStatus());
state.minus.Assign(buttons[Minus - BUTTON_HID_BEGIN]->GetStatus());
state.dleft.Assign(buttons[DLeft - BUTTON_HID_BEGIN]->GetStatus()); for (int layoutIdx = 0; layoutIdx < HID_NUM_LAYOUTS; layoutIdx++)
state.dup.Assign(buttons[DUp - BUTTON_HID_BEGIN]->GetStatus()); {
state.dright.Assign(buttons[DRight - BUTTON_HID_BEGIN]->GetStatus()); ControllerLayout& layout = mem->controllers[Controller_Handheld].layouts[layoutIdx];
state.ddown.Assign(buttons[DDown - BUTTON_HID_BEGIN]->GetStatus()); layout.header.numEntries = HID_NUM_ENTRIES;
layout.header.maxEntryIndex = HID_NUM_ENTRIES - 1;
state.lstick_left.Assign(buttons[LStick_Left - BUTTON_HID_BEGIN]->GetStatus()); // HID shared memory stores the state of the past 17 samples in a circlular buffer,
state.lstick_up.Assign(buttons[LStick_Up - BUTTON_HID_BEGIN]->GetStatus()); // each with a timestamp in number of samples since boot.
state.lstick_right.Assign(buttons[LStick_Right - BUTTON_HID_BEGIN]->GetStatus()); layout.header.timestampTicks = CoreTiming::GetTicks();
state.lstick_down.Assign(buttons[LStick_Down - BUTTON_HID_BEGIN]->GetStatus()); layout.header.latestEntry = (layout.header.latestEntry + 1) % HID_NUM_ENTRIES;
state.rstick_left.Assign(buttons[RStick_Left - BUTTON_HID_BEGIN]->GetStatus()); ControllerInputEntry& entry = layout.entries[layout.header.latestEntry];
state.rstick_up.Assign(buttons[RStick_Up - BUTTON_HID_BEGIN]->GetStatus()); entry.connectionState = ConnectionState_Connected | ConnectionState_Wired;
state.rstick_right.Assign(buttons[RStick_Right - BUTTON_HID_BEGIN]->GetStatus()); entry.timestamp++;
state.rstick_down.Assign(buttons[RStick_Down - BUTTON_HID_BEGIN]->GetStatus()); entry.timestamp_2++; // TODO(shinyquagsire23): Is this always identical to timestamp?
state.sl.Assign(buttons[SL - BUTTON_HID_BEGIN]->GetStatus()); // TODO(shinyquagsire23): Set up some LUTs for each layout mapping in the future?
state.sr.Assign(buttons[SR - BUTTON_HID_BEGIN]->GetStatus()); // For now everything is just the default handheld layout, but split Joy-Con will
// rotate the face buttons and directions for certain layouts.
ControllerPadState& state = entry.buttons;
using namespace Settings::NativeButton;
state.a.Assign(buttons[A - BUTTON_HID_BEGIN]->GetStatus());
state.b.Assign(buttons[B - BUTTON_HID_BEGIN]->GetStatus());
state.x.Assign(buttons[X - BUTTON_HID_BEGIN]->GetStatus());
state.y.Assign(buttons[Y - BUTTON_HID_BEGIN]->GetStatus());
state.lstick.Assign(buttons[LStick - BUTTON_HID_BEGIN]->GetStatus());
state.rstick.Assign(buttons[RStick - BUTTON_HID_BEGIN]->GetStatus());
state.l.Assign(buttons[L - BUTTON_HID_BEGIN]->GetStatus());
state.r.Assign(buttons[R - BUTTON_HID_BEGIN]->GetStatus());
state.zl.Assign(buttons[ZL - BUTTON_HID_BEGIN]->GetStatus());
state.zr.Assign(buttons[ZR - BUTTON_HID_BEGIN]->GetStatus());
state.plus.Assign(buttons[Plus - BUTTON_HID_BEGIN]->GetStatus());
state.minus.Assign(buttons[Minus - BUTTON_HID_BEGIN]->GetStatus());
// TODO(shinyquagsire23): Analog stick vals state.dleft.Assign(buttons[DLeft - BUTTON_HID_BEGIN]->GetStatus());
state.dup.Assign(buttons[DUp - BUTTON_HID_BEGIN]->GetStatus());
state.dright.Assign(buttons[DRight - BUTTON_HID_BEGIN]->GetStatus());
state.ddown.Assign(buttons[DDown - BUTTON_HID_BEGIN]->GetStatus());
// TODO(shinyquagsire23): Update pad info proper, (circular buffers, timestamps, layouts) state.lstick_left.Assign(buttons[LStick_Left - BUTTON_HID_BEGIN]->GetStatus());
state.lstick_up.Assign(buttons[LStick_Up - BUTTON_HID_BEGIN]->GetStatus());
state.lstick_right.Assign(buttons[LStick_Right - BUTTON_HID_BEGIN]->GetStatus());
state.lstick_down.Assign(buttons[LStick_Down - BUTTON_HID_BEGIN]->GetStatus());
state.rstick_left.Assign(buttons[RStick_Left - BUTTON_HID_BEGIN]->GetStatus());
state.rstick_up.Assign(buttons[RStick_Up - BUTTON_HID_BEGIN]->GetStatus());
state.rstick_right.Assign(buttons[RStick_Right - BUTTON_HID_BEGIN]->GetStatus());
state.rstick_down.Assign(buttons[RStick_Down - BUTTON_HID_BEGIN]->GetStatus());
state.sl.Assign(buttons[SL - BUTTON_HID_BEGIN]->GetStatus());
state.sr.Assign(buttons[SR - BUTTON_HID_BEGIN]->GetStatus());
// TODO(shinyquagsire23): Analog stick vals
// TODO(shinyquagsire23): Update pad info proper, (circular buffers, timestamps, layouts)
}
// TODO(shinyquagsire23): Update touch info // TODO(shinyquagsire23): Update touch info

View file

@ -12,6 +12,11 @@ namespace HID {
// Begin enums and output structs // Begin enums and output structs
constexpr u32 HID_NUM_ENTRIES = 17;
constexpr u32 HID_NUM_LAYOUTS = 7;
constexpr s32 HID_JOYSTICK_MAX = 0x8000;
constexpr s32 HID_JOYSTICK_MIN = -0x8000;
enum ControllerType : u32 { enum ControllerType : u32 {
ControllerType_ProController = 1 << 0, ControllerType_ProController = 1 << 0,
ControllerType_Handheld = 1 << 1, ControllerType_Handheld = 1 << 1,
@ -215,7 +220,7 @@ struct ControllerHeader {
u32 leftColorBody; u32 leftColorBody;
u32 leftColorButtons; u32 leftColorButtons;
u32 rightColorBody; u32 rightColorBody;
u32 rightColorbuttons; u32 rightColorButtons;
}; };
static_assert(sizeof(ControllerHeader) == 0x28, static_assert(sizeof(ControllerHeader) == 0x28,
"HID controller header structure has incorrect size"); "HID controller header structure has incorrect size");