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377 lines (314 loc) · 10.9 KB
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/**
* @file src/core/gamepad_adapter.cpp
* @brief Platform-neutral gamepad adapter helper definitions.
*/
// standard includes
#include <algorithm>
#include <array>
#include <string>
#include <utility>
// local includes
#include <libvirtualhid/gamepad_adapter.hpp>
namespace lvh {
namespace {
using enum GamepadButton;
constexpr std::array common_buttons {
a,
b,
x,
y,
back,
start,
guide,
left_stick,
right_stick,
left_shoulder,
right_shoulder,
dpad_up,
dpad_down,
dpad_left,
dpad_right,
};
bool is_common_button(GamepadButton button) {
return std::find(common_buttons.begin(), common_buttons.end(), button) != common_buttons.end();
}
bool supports_common_misc1_button(GamepadProfileKind kind) {
switch (kind) {
using enum GamepadProfileKind;
case generic:
case xbox_series:
case dualsense:
case switch_pro:
return true;
case xbox_360:
case xbox_one:
case dualshock4:
return false;
}
return false;
}
OperationStatus missing_gamepad() {
return OperationStatus::failure(ErrorCode::device_closed, "gamepad adapter has no owned gamepad");
}
OperationStatus unsupported_feature(std::string feature) {
return OperationStatus::failure(ErrorCode::unsupported_profile, std::move(feature));
}
OperationStatus validate_gamepad(const Gamepad *gamepad) {
if (!gamepad) {
return missing_gamepad();
}
return OperationStatus::success();
}
} // namespace
GamepadProfileSupport gamepad_profile_support(const DeviceProfile &profile) {
GamepadProfileSupport support;
if (profile.device_type != DeviceType::gamepad) {
return support;
}
support.supports_rumble = profile.capabilities.supports_rumble;
support.supports_rgb_led = profile.capabilities.supports_rgb_led;
support.supports_adaptive_triggers = profile.capabilities.supports_adaptive_triggers;
support.supports_player_led = profile.capabilities.supports_player_led;
support.supports_mic_led = profile.capabilities.supports_mic_led;
support.supports_motion = profile.capabilities.supports_motion;
support.supports_touchpad = profile.capabilities.supports_touchpad;
support.supports_battery = profile.capabilities.supports_battery;
support.supports_misc1_button = supports_common_misc1_button(profile.gamepad_kind);
support.supports_touchpad_button = profile.capabilities.supports_touchpad;
return support;
}
bool supports_gamepad_button(const DeviceProfile &profile, GamepadButton button) {
using enum GamepadButton;
if (profile.device_type != DeviceType::gamepad) {
return false;
}
const auto support = gamepad_profile_support(profile);
if (is_common_button(button)) {
return true;
}
if (button == misc1) {
return support.supports_misc1_button;
}
if (button == touchpad) {
return support.supports_touchpad_button;
}
const auto paddle_count = support.supported_rear_paddle_count;
switch (button) {
case paddle1:
return paddle_count >= 1U;
case paddle2:
return paddle_count >= 2U;
case paddle3:
return paddle_count >= 3U;
case paddle4:
return paddle_count >= 4U;
default:
return false;
}
}
bool supports_gamepad_output(const DeviceProfile &profile, GamepadOutputKind output_kind) {
using enum GamepadOutputKind;
if (profile.device_type != DeviceType::gamepad) {
return false;
}
const auto support = gamepad_profile_support(profile);
switch (output_kind) {
case rumble:
return support.supports_rumble;
case trigger_rumble:
return support.supports_trigger_rumble;
case rgb_led:
return support.supports_rgb_led;
case adaptive_triggers:
return support.supports_adaptive_triggers;
case raw_report:
return profile.output_report_size > 0U;
case player_led:
return support.supports_player_led;
case mic_led:
return support.supports_mic_led;
}
return false;
}
GamepadStateAdapter::GamepadStateAdapter(std::unique_ptr<Gamepad> gamepad):
gamepad_ {std::move(gamepad)} {
if (gamepad_) {
support_ = gamepad_profile_support(gamepad_->profile());
}
}
GamepadStateAdapter::GamepadStateAdapter(GamepadStateAdapter &&) noexcept = default;
GamepadStateAdapter &GamepadStateAdapter::operator=(GamepadStateAdapter &&) noexcept = default;
GamepadStateAdapter::~GamepadStateAdapter() {
if (gamepad_) {
static_cast<void>(gamepad_->close());
}
}
GamepadAdapterCreationResult GamepadStateAdapter::create(Runtime &runtime, const CreateGamepadOptions &options) {
auto created = runtime.create_gamepad(options);
if (!created) {
return {std::move(created.status), nullptr};
}
auto adapter = std::make_unique<GamepadStateAdapter>(std::move(created.gamepad));
if (const auto status = adapter->submit(); !status.ok()) {
static_cast<void>(adapter->close());
return {status, nullptr};
}
return {OperationStatus::success(), std::move(adapter)};
}
Gamepad *GamepadStateAdapter::gamepad() {
return gamepad_.get();
}
const Gamepad *GamepadStateAdapter::gamepad() const {
return gamepad_.get();
}
const GamepadProfileSupport &GamepadStateAdapter::support() const {
return support_;
}
const GamepadState &GamepadStateAdapter::state() const {
return state_;
}
bool GamepadStateAdapter::is_open() const {
return gamepad_ && gamepad_->is_open();
}
OperationStatus GamepadStateAdapter::submit() {
if (const auto status = validate_gamepad(gamepad_.get()); !status.ok()) {
return status;
}
return gamepad_->submit(state_);
}
OperationStatus GamepadStateAdapter::set_state(const GamepadState &state) {
state_ = state;
return submit();
}
OperationStatus GamepadStateAdapter::set_button(GamepadButton button, bool pressed) {
if (const auto status = validate_gamepad(gamepad_.get()); !status.ok()) {
return status;
}
if (!supports_gamepad_button(gamepad_->profile(), button)) {
return unsupported_feature("selected gamepad profile cannot expose the requested button");
}
state_.buttons.set(button, pressed);
return submit();
}
OperationStatus GamepadStateAdapter::set_left_stick(Stick stick) {
state_.left_stick = stick;
return submit();
}
OperationStatus GamepadStateAdapter::set_right_stick(Stick stick) {
state_.right_stick = stick;
return submit();
}
OperationStatus GamepadStateAdapter::set_left_trigger(float value) {
state_.left_trigger = value;
return submit();
}
OperationStatus GamepadStateAdapter::set_right_trigger(float value) {
state_.right_trigger = value;
return submit();
}
OperationStatus GamepadStateAdapter::set_acceleration(std::optional<Vector3> acceleration) {
if (const auto status = validate_gamepad(gamepad_.get()); !status.ok()) {
return status;
}
if (!support_.supports_motion) {
return unsupported_feature("selected gamepad profile cannot expose motion sensor input");
}
state_.acceleration = acceleration;
return submit();
}
OperationStatus GamepadStateAdapter::set_gyroscope(std::optional<Vector3> gyroscope) {
if (const auto status = validate_gamepad(gamepad_.get()); !status.ok()) {
return status;
}
if (!support_.supports_motion) {
return unsupported_feature("selected gamepad profile cannot expose motion sensor input");
}
state_.gyroscope = gyroscope;
return submit();
}
OperationStatus GamepadStateAdapter::set_motion(Vector3 acceleration, Vector3 gyroscope) {
if (const auto status = validate_gamepad(gamepad_.get()); !status.ok()) {
return status;
}
if (!support_.supports_motion) {
return unsupported_feature("selected gamepad profile cannot expose motion sensor input");
}
state_.acceleration = acceleration;
state_.gyroscope = gyroscope;
return submit();
}
OperationStatus GamepadStateAdapter::clear_motion() {
if (const auto status = validate_gamepad(gamepad_.get()); !status.ok()) {
return status;
}
if (!support_.supports_motion) {
return unsupported_feature("selected gamepad profile cannot expose motion sensor input");
}
state_.acceleration.reset();
state_.gyroscope.reset();
return submit();
}
OperationStatus GamepadStateAdapter::set_battery(GamepadBattery battery) {
if (const auto status = validate_gamepad(gamepad_.get()); !status.ok()) {
return status;
}
if (!support_.supports_battery) {
return unsupported_feature("selected gamepad profile cannot expose battery input");
}
state_.battery = battery;
return submit();
}
OperationStatus GamepadStateAdapter::clear_battery() {
if (const auto status = validate_gamepad(gamepad_.get()); !status.ok()) {
return status;
}
if (!support_.supports_battery) {
return unsupported_feature("selected gamepad profile cannot expose battery input");
}
state_.battery.reset();
return submit();
}
OperationStatus GamepadStateAdapter::set_touchpad_contact(std::size_t index, GamepadTouchContact contact) {
if (const auto status = validate_gamepad(gamepad_.get()); !status.ok()) {
return status;
}
if (!support_.supports_touchpad) {
return unsupported_feature("selected gamepad profile cannot expose touchpad input");
}
if (index >= state_.touchpad_contacts.size()) {
return OperationStatus::failure(ErrorCode::invalid_argument, "touchpad contact index is out of range");
}
state_.touchpad_contacts[index] = contact;
return submit();
}
OperationStatus GamepadStateAdapter::clear_touchpad_contact(std::size_t index) {
if (const auto status = validate_gamepad(gamepad_.get()); !status.ok()) {
return status;
}
if (!support_.supports_touchpad) {
return unsupported_feature("selected gamepad profile cannot expose touchpad input");
}
if (index >= state_.touchpad_contacts.size()) {
return OperationStatus::failure(ErrorCode::invalid_argument, "touchpad contact index is out of range");
}
state_.touchpad_contacts[index] = {};
return submit();
}
void GamepadStateAdapter::set_output_callback(const OutputCallback &callback) {
if (gamepad_) {
gamepad_->set_output_callback(callback);
}
}
OperationStatus GamepadStateAdapter::dispatch_output(const GamepadOutput &output) {
if (const auto status = validate_gamepad(gamepad_.get()); !status.ok()) {
return status;
}
return gamepad_->dispatch_output(output);
}
OperationStatus GamepadStateAdapter::close() {
if (const auto status = validate_gamepad(gamepad_.get()); !status.ok()) {
return status;
}
return gamepad_->close();
}
} // namespace lvh