mirror of
https://github.com/ndeadly/MissionControl
synced 2025-02-20 07:08:27 +00:00
75 lines
2.9 KiB
C++
75 lines
2.9 KiB
C++
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/*
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* Copyright (c) 2020-2021 ndeadly
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms and conditions of the GNU General Public License,
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* version 2, as published by the Free Software Foundation.
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*
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* This program is distributed in the hope it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "atgames_controller.hpp"
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#include <stratosphere.hpp>
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namespace ams::controller {
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namespace {
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const constexpr float stick_scale_factor = float(UINT12_MAX) / UINT8_MAX;
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}
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void AtGamesController::UpdateControllerState(const bluetooth::HidReport *report) {
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auto atgames_report = reinterpret_cast<const AtGamesReportData *>(&report->data);
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switch(atgames_report->id) {
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case 0x01:
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this->HandleInputReport0x01(atgames_report);
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break;
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default:
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break;
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}
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}
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void AtGamesController::HandleInputReport0x01(const AtGamesReportData *src) {
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m_left_stick = this->PackStickData(
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STICK_ZERO + 0x7ff * (src->input0x01.nudge_left - src->input0x01.nudge_right),
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STICK_ZERO
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);
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m_right_stick = this->PackStickData(
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STICK_ZERO,
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static_cast<uint16_t>(stick_scale_factor * (UINT8_MAX - src->input0x01.right_stick.x)) & 0xfff
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);
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m_buttons.dpad_down = (src->input0x01.dpad == AtGamesDPad_S) ||
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(src->input0x01.dpad == AtGamesDPad_SE) ||
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(src->input0x01.dpad == AtGamesDPad_SW);
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m_buttons.dpad_up = (src->input0x01.dpad == AtGamesDPad_N) ||
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(src->input0x01.dpad == AtGamesDPad_NE) ||
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(src->input0x01.dpad == AtGamesDPad_NW);
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m_buttons.dpad_right = (src->input0x01.dpad == AtGamesDPad_E) ||
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(src->input0x01.dpad == AtGamesDPad_NE) ||
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(src->input0x01.dpad == AtGamesDPad_SE);
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m_buttons.dpad_left = (src->input0x01.dpad == AtGamesDPad_W) ||
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(src->input0x01.dpad == AtGamesDPad_NW) ||
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(src->input0x01.dpad == AtGamesDPad_SW);
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m_buttons.A = src->input0x01.play;
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m_buttons.B = src->input0x01.rewind;
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m_buttons.Y = src->input0x01.nudge_front;
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m_buttons.R = src->input0x01.flipper_right;
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m_buttons.ZR = src->input0x01.flipper_right;
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m_buttons.L = src->input0x01.flipper_left;
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m_buttons.ZL = src->input0x01.flipper_left;
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m_buttons.plus = src->input0x01.home_twirl;
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}
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}
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