Duckstation/src/core/playstation_mouse.h
Connor McLaughlin 8f82987341 Controller: Add basic PlayStation Mouse support
Still needs capture/relative movement for a better experience.
2020-04-29 14:00:11 +10:00

67 lines
1.6 KiB
C++

#pragma once
#include "controller.h"
#include <memory>
#include <optional>
#include <string_view>
class PlayStationMouse final : public Controller
{
public:
enum class Button : u8
{
Left = 0,
Right = 1,
Count
};
PlayStationMouse(System* system);
~PlayStationMouse() override;
static std::unique_ptr<PlayStationMouse> Create(System* system);
static std::optional<s32> StaticGetAxisCodeByName(std::string_view button_name);
static std::optional<s32> StaticGetButtonCodeByName(std::string_view button_name);
static AxisList StaticGetAxisNames();
static ButtonList StaticGetButtonNames();
static u32 StaticGetVibrationMotorCount();
ControllerType GetType() const override;
std::optional<s32> GetAxisCodeByName(std::string_view axis_name) const override;
std::optional<s32> 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
};
System* m_system;
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;
};