Refactor in preparation of Gamepad support on Windows

This commit is contained in:
loki 2020-01-18 23:52:22 +01:00
commit 834d5cb59b
6 changed files with 194 additions and 198 deletions

View file

@ -9,6 +9,31 @@
#include "sunshine/utility.h"
namespace platf {
constexpr std::uint16_t DPAD_UP = 0x0001;
constexpr std::uint16_t DPAD_DOWN = 0x0002;
constexpr std::uint16_t DPAD_LEFT = 0x0004;
constexpr std::uint16_t DPAD_RIGHT = 0x0008;
constexpr std::uint16_t START = 0x0010;
constexpr std::uint16_t BACK = 0x0020;
constexpr std::uint16_t LEFT_STICK = 0x0040;
constexpr std::uint16_t RIGHT_STICK = 0x0080;
constexpr std::uint16_t LEFT_BUTTON = 0x0100;
constexpr std::uint16_t RIGHT_BUTTON = 0x0200;
constexpr std::uint16_t HOME = 0x0400;
constexpr std::uint16_t A = 0x1000;
constexpr std::uint16_t B = 0x2000;
constexpr std::uint16_t X = 0x4000;
constexpr std::uint16_t Y = 0x8000;
struct gamepad_state_t {
std::uint16_t buttonFlags;
std::uint8_t lt;
std::uint8_t rt;
std::int16_t lsX;
std::int16_t lsY;
std::int16_t rsX;
std::int16_t rsY;
};
struct img_t {
public:
@ -59,29 +84,7 @@ void move_mouse(input_t &input, int deltaX, int deltaY);
void button_mouse(input_t &input, int button, bool release);
void scroll(input_t &input, int distance);
void keyboard(input_t &input, uint16_t modcode, bool release);
namespace gp {
void dpad_y(input_t &input, int button_state); // up pressed == -1, down pressed == 1, else 0
void dpad_x(input_t &input, int button_state); // left pressed == -1, right pressed == 1, else 0
void start(input_t &input, int button_down);
void back(input_t &input, int button_down);
void left_stick(input_t &input, int button_down);
void right_stick(input_t &input, int button_down);
void left_button(input_t &input, int button_down);
void right_button(input_t &input, int button_down);
void home(input_t &input, int button_down);
void a(input_t &input, int button_down);
void b(input_t &input, int button_down);
void x(input_t &input, int button_down);
void y(input_t &input, int button_down);
void left_trigger(input_t &input, std::uint8_t abs_z);
void right_trigger(input_t &input, std::uint8_t abs_z);
void left_stick_x(input_t &input, std::int16_t x);
void left_stick_y(input_t &input, std::int16_t y);
void right_stick_x(input_t &input, std::int16_t x);
void right_stick_y(input_t &input, std::int16_t y);
void sync(input_t &input);
}
void gamepad(input_t &input, const gamepad_state_t &gamepad_state);
}
#endif //SUNSHINE_COMMON_H