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Diffstat (limited to 'src/core/hle/service/hid/hid.cpp')
-rw-r--r--src/core/hle/service/hid/hid.cpp190
1 files changed, 134 insertions, 56 deletions
diff --git a/src/core/hle/service/hid/hid.cpp b/src/core/hle/service/hid/hid.cpp
index dc7ff5c31..1891255cb 100644
--- a/src/core/hle/service/hid/hid.cpp
+++ b/src/core/hle/service/hid/hid.cpp
@@ -60,7 +60,10 @@ private:
std::transform(Settings::values.buttons.begin() + Settings::NativeButton::BUTTON_HID_BEGIN,
Settings::values.buttons.begin() + Settings::NativeButton::BUTTON_HID_END,
buttons.begin(), Input::CreateDevice<Input::ButtonDevice>);
- // TODO(shinyquagsire23): sticks, gyro, touch, mouse, keyboard
+ std::transform(Settings::values.analogs.begin() + Settings::NativeAnalog::STICK_HID_BEGIN,
+ Settings::values.analogs.begin() + Settings::NativeAnalog::STICK_HID_END,
+ sticks.begin(), Input::CreateDevice<Input::AnalogDevice>);
+ // TODO(shinyquagsire23): gyro, touch, mouse, keyboard
}
void UpdatePadCallback(u64 userdata, int cycles_late) {
@@ -79,61 +82,70 @@ private:
controller_header.left_color_body = JOYCON_BODY_NEON_BLUE;
controller_header.left_color_buttons = JOYCON_BUTTONS_NEON_BLUE;
- for (int index = 0; index < HID_NUM_LAYOUTS; index++) {
- ControllerLayout& layout = mem.controllers[Controller_Handheld].layouts[index];
- layout.header.num_entries = HID_NUM_ENTRIES;
- layout.header.max_entry_index = HID_NUM_ENTRIES - 1;
-
- // HID shared memory stores the state of the past 17 samples in a circlular buffer,
- // each with a timestamp in number of samples since boot.
- layout.header.timestamp_ticks = CoreTiming::GetTicks();
- layout.header.latest_entry = (layout.header.latest_entry + 1) % HID_NUM_ENTRIES;
-
- ControllerInputEntry& entry = layout.entries[layout.header.latest_entry];
- entry.connection_state = ConnectionState_Connected | ConnectionState_Wired;
- entry.timestamp++;
- entry.timestamp_2++; // TODO(shinyquagsire23): Is this always identical to timestamp?
-
- // TODO(shinyquagsire23): Set up some LUTs for each layout mapping in the future?
- // 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());
-
- 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());
-
- 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)
+ for (size_t controller = 0; controller < mem.controllers.size(); controller++) {
+ for (int index = 0; index < HID_NUM_LAYOUTS; index++) {
+ ControllerLayout& layout = mem.controllers[controller].layouts[index];
+ layout.header.num_entries = HID_NUM_ENTRIES;
+ layout.header.max_entry_index = HID_NUM_ENTRIES - 1;
+
+ // HID shared memory stores the state of the past 17 samples in a circlular buffer,
+ // each with a timestamp in number of samples since boot.
+ layout.header.timestamp_ticks = CoreTiming::GetTicks();
+ layout.header.latest_entry = (layout.header.latest_entry + 1) % HID_NUM_ENTRIES;
+
+ ControllerInputEntry& entry = layout.entries[layout.header.latest_entry];
+ entry.connection_state = ConnectionState_Connected | ConnectionState_Wired;
+ entry.timestamp++;
+ // TODO(shinyquagsire23): Is this always identical to timestamp?
+ entry.timestamp_2++;
+
+ // TODO(shinyquagsire23): More than just handheld input
+ if (controller != Controller_Handheld)
+ continue;
+
+ // TODO(shinyquagsire23): Set up some LUTs for each layout mapping in the future?
+ // 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());
+
+ 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());
+
+ 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());
+
+ const auto [stick_l_x_f, stick_l_y_f] = sticks[Joystick_Left]->GetStatus();
+ const auto [stick_r_x_f, stick_r_y_f] = sticks[Joystick_Right]->GetStatus();
+ entry.joystick_left_x = static_cast<s32>(stick_l_x_f * HID_JOYSTICK_MAX);
+ entry.joystick_left_y = static_cast<s32>(stick_l_y_f * HID_JOYSTICK_MAX);
+ entry.joystick_right_x = static_cast<s32>(stick_r_x_f * HID_JOYSTICK_MAX);
+ entry.joystick_right_y = static_cast<s32>(stick_r_y_f * HID_JOYSTICK_MAX);
+ }
}
// TODO(bunnei): Properly implement the touch screen, the below will just write empty data
@@ -151,6 +163,71 @@ private:
touchscreen.entries[curr_entry].header.timestamp = sample_counter;
touchscreen.entries[curr_entry].header.num_touches = 0;
+ // TODO(shinyquagsire23): Properly implement mouse
+ Mouse& mouse = mem.mouse;
+ const u64 last_mouse_entry = mouse.header.latest_entry;
+ const u64 curr_mouse_entry = (mouse.header.latest_entry + 1) % mouse.entries.size();
+ const u64 mouse_sample_counter = mouse.entries[last_mouse_entry].timestamp + 1;
+ mouse.header.timestamp_ticks = timestamp;
+ mouse.header.num_entries = mouse.entries.size();
+ mouse.header.max_entry_index = mouse.entries.size();
+ mouse.header.latest_entry = curr_mouse_entry;
+
+ mouse.entries[curr_mouse_entry].timestamp = mouse_sample_counter;
+ mouse.entries[curr_mouse_entry].timestamp_2 = mouse_sample_counter;
+
+ // TODO(shinyquagsire23): Properly implement keyboard
+ Keyboard& keyboard = mem.keyboard;
+ const u64 last_keyboard_entry = keyboard.header.latest_entry;
+ const u64 curr_keyboard_entry =
+ (keyboard.header.latest_entry + 1) % keyboard.entries.size();
+ const u64 keyboard_sample_counter = keyboard.entries[last_keyboard_entry].timestamp + 1;
+ keyboard.header.timestamp_ticks = timestamp;
+ keyboard.header.num_entries = keyboard.entries.size();
+ keyboard.header.latest_entry = last_keyboard_entry;
+ keyboard.header.max_entry_index = keyboard.entries.size();
+
+ keyboard.entries[curr_keyboard_entry].timestamp = keyboard_sample_counter;
+ keyboard.entries[curr_keyboard_entry].timestamp_2 = keyboard_sample_counter;
+
+ // TODO(shinyquagsire23): Figure out what any of these are
+ for (size_t i = 0; i < mem.unk_input_1.size(); i++) {
+ UnkInput1& input = mem.unk_input_1[i];
+ const u64 last_input_entry = input.header.latest_entry;
+ const u64 curr_input_entry = (input.header.latest_entry + 1) % input.entries.size();
+ const u64 input_sample_counter = input.entries[last_input_entry].timestamp + 1;
+
+ input.header.timestamp_ticks = timestamp;
+ input.header.num_entries = input.entries.size();
+ input.header.latest_entry = last_input_entry;
+ input.header.max_entry_index = input.entries.size();
+
+ input.entries[curr_input_entry].timestamp = input_sample_counter;
+ input.entries[curr_input_entry].timestamp_2 = input_sample_counter;
+ }
+
+ for (size_t i = 0; i < mem.unk_input_2.size(); i++) {
+ UnkInput2& input = mem.unk_input_2[i];
+
+ input.header.timestamp_ticks = timestamp;
+ input.header.num_entries = 17;
+ input.header.latest_entry = 0;
+ input.header.max_entry_index = 0;
+ }
+
+ UnkInput3& input = mem.unk_input_3;
+ const u64 last_input_entry = input.header.latest_entry;
+ const u64 curr_input_entry = (input.header.latest_entry + 1) % input.entries.size();
+ const u64 input_sample_counter = input.entries[last_input_entry].timestamp + 1;
+
+ input.header.timestamp_ticks = timestamp;
+ input.header.num_entries = input.entries.size();
+ input.header.latest_entry = last_input_entry;
+ input.header.max_entry_index = input.entries.size();
+
+ input.entries[curr_input_entry].timestamp = input_sample_counter;
+ input.entries[curr_input_entry].timestamp_2 = input_sample_counter;
+
// TODO(shinyquagsire23): Signal events
std::memcpy(shared_mem->GetPointer(), &mem, sizeof(SharedMemory));
@@ -169,6 +246,7 @@ private:
std::atomic<bool> is_device_reload_pending{true};
std::array<std::unique_ptr<Input::ButtonDevice>, Settings::NativeButton::NUM_BUTTONS_HID>
buttons;
+ std::array<std::unique_ptr<Input::AnalogDevice>, Settings::NativeAnalog::NUM_STICKS_HID> sticks;
};
class IActiveVibrationDeviceList final : public ServiceFramework<IActiveVibrationDeviceList> {