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@ -65,44 +65,71 @@ private:
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if (is_device_reload_pending.exchange(false))
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LoadInputDevices();
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// TODO(shinyquagsire23): This is a hack!
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ControllerPadState& state =
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mem->controllers[Controller_Handheld].layouts[Layout_Default].entries[0].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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// Set up controllers as neon red+blue Joy-Con attached to console
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ControllerHeader& controllerHeader = mem->controllers[Controller_Handheld].header;
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controllerHeader.type = ControllerType_Handheld | ControllerType_JoyconPair;
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controllerHeader.singleColorsDescriptor = ColorDesc_ColorsNonexistent;
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controllerHeader.rightColorBody = 0xFF3C28;
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controllerHeader.rightColorButtons = 0x1E0A0A;
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controllerHeader.leftColorBody = 0x0AB9E6;
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controllerHeader.leftColorButtons = 0x001E1E;
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state.dleft.Assign(buttons[DLeft - BUTTON_HID_BEGIN]->GetStatus());
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state.dup.Assign(buttons[DUp - BUTTON_HID_BEGIN]->GetStatus());
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state.dright.Assign(buttons[DRight - BUTTON_HID_BEGIN]->GetStatus());
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state.ddown.Assign(buttons[DDown - BUTTON_HID_BEGIN]->GetStatus());
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for (int layoutIdx = 0; layoutIdx < HID_NUM_LAYOUTS; layoutIdx++)
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{
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ControllerLayout& layout = mem->controllers[Controller_Handheld].layouts[layoutIdx];
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layout.header.numEntries = HID_NUM_ENTRIES;
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layout.header.maxEntryIndex = HID_NUM_ENTRIES - 1;
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state.lstick_left.Assign(buttons[LStick_Left - BUTTON_HID_BEGIN]->GetStatus());
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state.lstick_up.Assign(buttons[LStick_Up - BUTTON_HID_BEGIN]->GetStatus());
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state.lstick_right.Assign(buttons[LStick_Right - BUTTON_HID_BEGIN]->GetStatus());
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state.lstick_down.Assign(buttons[LStick_Down - BUTTON_HID_BEGIN]->GetStatus());
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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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layout.header.timestampTicks = CoreTiming::GetTicks();
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layout.header.latestEntry = (layout.header.latestEntry + 1) % HID_NUM_ENTRIES;
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state.rstick_left.Assign(buttons[RStick_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.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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ControllerInputEntry& entry = layout.entries[layout.header.latestEntry];
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entry.connectionState = ConnectionState_Connected | ConnectionState_Wired;
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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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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): Set up some LUTs for each layout mapping in the future?
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// For now everything is just the default handheld layout, but split Joy-Con will
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// rotate the face buttons and directions for certain layouts.
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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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// TODO(shinyquagsire23): Analog stick vals
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state.dleft.Assign(buttons[DLeft - BUTTON_HID_BEGIN]->GetStatus());
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state.dup.Assign(buttons[DUp - BUTTON_HID_BEGIN]->GetStatus());
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state.dright.Assign(buttons[DRight - BUTTON_HID_BEGIN]->GetStatus());
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state.ddown.Assign(buttons[DDown - BUTTON_HID_BEGIN]->GetStatus());
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// TODO(shinyquagsire23): Update pad info proper, (circular buffers, timestamps, layouts)
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state.lstick_left.Assign(buttons[LStick_Left - BUTTON_HID_BEGIN]->GetStatus());
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state.lstick_up.Assign(buttons[LStick_Up - BUTTON_HID_BEGIN]->GetStatus());
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state.lstick_right.Assign(buttons[LStick_Right - BUTTON_HID_BEGIN]->GetStatus());
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state.lstick_down.Assign(buttons[LStick_Down - BUTTON_HID_BEGIN]->GetStatus());
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state.rstick_left.Assign(buttons[RStick_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.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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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): Analog stick vals
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// TODO(shinyquagsire23): Update pad info proper, (circular buffers, timestamps, layouts)
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}
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// TODO(shinyquagsire23): Update touch info
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