// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later #pragma once #include #include "common/types.h" #include "core/libraries/pad/pad.h" struct SDL_Gamepad; namespace Input { enum class Axis { LeftX = 0, LeftY = 1, RightX = 2, RightY = 3, TriggerLeft = 4, TriggerRight = 5, AxisMax }; struct TouchpadEntry { bool state{}; u16 x{}; u16 y{}; }; struct State { Libraries::Pad::OrbisPadButtonDataOffset buttonsState{}; u64 time = 0; int axes[static_cast(Axis::AxisMax)] = {128, 128, 128, 128, 0, 0}; TouchpadEntry touchpad[2] = {{false, 0, 0}, {false, 0, 0}}; Libraries::Pad::OrbisFVector3 acceleration = {0.0f, 0.0f, 0.0f}; Libraries::Pad::OrbisFVector3 angularVelocity = {0.0f, 0.0f, 0.0f}; Libraries::Pad::OrbisFQuaternion orientation = {0.0f, 0.0f, 0.0f, 1.0f}; }; inline int GetAxis(int min, int max, int value) { int v = (255 * (value - min)) / (max - min); return (v < 0 ? 0 : (v > 255 ? 255 : v)); } constexpr u32 MAX_STATES = 64; class GameController { public: GameController(); virtual ~GameController() = default; void ReadState(State* state, bool* isConnected, int* connectedCount); int ReadStates(State* states, int states_num, bool* isConnected, int* connectedCount); State GetLastState() const; void CheckButton(int id, Libraries::Pad::OrbisPadButtonDataOffset button, bool isPressed); void AddState(const State& state); void Axis(int id, Input::Axis axis, int value); void Gyro(int id, const float gyro[3]); void Acceleration(int id, const float acceleration[3]); void SetLightBarRGB(u8 r, u8 g, u8 b); bool SetVibration(u8 smallMotor, u8 largeMotor); void SetTouchpadState(int touchIndex, bool touchDown, float x, float y); void TryOpenSDLController(); u32 Poll(); float gyro_poll_rate; float accel_poll_rate; static void CalculateOrientation(Libraries::Pad::OrbisFVector3& acceleration, Libraries::Pad::OrbisFVector3& angularVelocity, float deltaTime, Libraries::Pad::OrbisFQuaternion& orientation); private: struct StateInternal { bool obtained = false; }; std::mutex m_mutex; bool m_connected = true; State m_last_state; int m_connected_count = 0; u32 m_states_num = 0; u32 m_first_state = 0; std::array m_states; std::array m_private; SDL_Gamepad* m_sdl_gamepad = nullptr; }; } // namespace Input