#pragma once #include "controller.h" #include #include #include class PlayStationMouse final : public Controller { public: enum class Button : u8 { Left = 0, Right = 1, Count }; PlayStationMouse(); ~PlayStationMouse() override; static std::unique_ptr Create(); static std::optional StaticGetAxisCodeByName(std::string_view button_name); static std::optional StaticGetButtonCodeByName(std::string_view button_name); static AxisList StaticGetAxisNames(); static ButtonList StaticGetButtonNames(); static u32 StaticGetVibrationMotorCount(); ControllerType GetType() const override; std::optional GetAxisCodeByName(std::string_view axis_name) const override; std::optional GetButtonCodeByName(std::string_view button_name) const override; void Reset() override; bool DoState(StateWrapper& sw) override; void SetAxisState(s32 axis_code, float value) override; void SetButtonState(s32 button_code, bool pressed) override; void ResetTransferState() override; bool Transfer(const u8 data_in, u8* data_out) override; void SetButtonState(Button button, bool pressed); private: void UpdatePosition(); enum class TransferState : u8 { Idle, IDMSB, ButtonsLSB, ButtonsMSB, DeltaX, DeltaY }; s32 m_last_host_position_x = 0; s32 m_last_host_position_y = 0; // buttons are active low u16 m_button_state = UINT16_C(0xFFFF); s8 m_delta_x = 0; s8 m_delta_y = 0; TransferState m_transfer_state = TransferState::Idle; };