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https://github.com/Genymobile/scrcpy.git
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147 lines
4.9 KiB
C
147 lines
4.9 KiB
C
#include "gamepad_uhid.h"
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#include <assert.h>
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#include <inttypes.h>
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#include <string.h>
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#include <SDL3/SDL_gamepad.h>
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#include "hid/hid_gamepad.h"
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#include "input_events.h"
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#include "util/log.h"
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/** Downcast gamepad processor to sc_gamepad_uhid */
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#define DOWNCAST(GP) container_of(GP, struct sc_gamepad_uhid, gamepad_processor)
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// Xbox 360
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#define SC_GAMEPAD_UHID_VENDOR_ID UINT16_C(0x045e)
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#define SC_GAMEPAD_UHID_PRODUCT_ID UINT16_C(0x028e)
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#define SC_GAMEPAD_UHID_NAME "Microsoft X-Box 360 Pad"
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static void
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sc_gamepad_uhid_send_input(struct sc_gamepad_uhid *gamepad,
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const struct sc_hid_input *hid_input,
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const char *name) {
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struct sc_control_msg msg;
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msg.type = SC_CONTROL_MSG_TYPE_UHID_INPUT;
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msg.uhid_input.id = hid_input->hid_id;
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assert(hid_input->size <= SC_HID_MAX_SIZE);
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memcpy(msg.uhid_input.data, hid_input->data, hid_input->size);
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msg.uhid_input.size = hid_input->size;
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if (!sc_controller_push_msg(gamepad->controller, &msg)) {
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LOGE("Could not push UHID_INPUT message (%s)", name);
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}
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}
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static void
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sc_gamepad_uhid_send_open(struct sc_gamepad_uhid *gamepad,
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const struct sc_hid_open *hid_open) {
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struct sc_control_msg msg;
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msg.type = SC_CONTROL_MSG_TYPE_UHID_CREATE;
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msg.uhid_create.id = hid_open->hid_id;
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msg.uhid_create.vendor_id = SC_GAMEPAD_UHID_VENDOR_ID;
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msg.uhid_create.product_id = SC_GAMEPAD_UHID_PRODUCT_ID;
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msg.uhid_create.name = SC_GAMEPAD_UHID_NAME;
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msg.uhid_create.report_desc = hid_open->report_desc;
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msg.uhid_create.report_desc_size = hid_open->report_desc_size;
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if (!sc_controller_push_msg(gamepad->controller, &msg)) {
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LOGE("Could not push UHID_CREATE message (gamepad)");
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}
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}
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static void
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sc_gamepad_uhid_send_close(struct sc_gamepad_uhid *gamepad,
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const struct sc_hid_close *hid_close) {
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struct sc_control_msg msg;
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msg.type = SC_CONTROL_MSG_TYPE_UHID_DESTROY;
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msg.uhid_create.id = hid_close->hid_id;
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if (!sc_controller_push_msg(gamepad->controller, &msg)) {
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LOGE("Could not push UHID_DESTROY message (gamepad)");
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}
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}
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static void
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sc_gamepad_processor_process_gamepad_added(struct sc_gamepad_processor *gp,
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const struct sc_gamepad_device_event *event) {
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struct sc_gamepad_uhid *gamepad = DOWNCAST(gp);
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struct sc_hid_open hid_open;
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if (!sc_hid_gamepad_generate_open(&gamepad->hid, &hid_open,
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event->gamepad_id)) {
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return;
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}
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SDL_Gamepad * game_controller =
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SDL_GetGamepadFromID(event->gamepad_id);
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assert(game_controller);
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const char *name = SDL_GetGamepadName(game_controller);
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LOGI("Gamepad added: [%" PRIu32 "] %s", event->gamepad_id, name);
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sc_gamepad_uhid_send_open(gamepad, &hid_open);
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}
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static void
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sc_gamepad_processor_process_gamepad_removed(struct sc_gamepad_processor *gp,
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const struct sc_gamepad_device_event *event) {
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struct sc_gamepad_uhid *gamepad = DOWNCAST(gp);
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struct sc_hid_close hid_close;
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if (!sc_hid_gamepad_generate_close(&gamepad->hid, &hid_close,
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event->gamepad_id)) {
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return;
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}
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LOGI("Gamepad removed: [%" PRIu32 "]", event->gamepad_id);
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sc_gamepad_uhid_send_close(gamepad, &hid_close);
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}
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static void
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sc_gamepad_processor_process_gamepad_axis(struct sc_gamepad_processor *gp,
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const struct sc_gamepad_axis_event *event) {
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struct sc_gamepad_uhid *gamepad = DOWNCAST(gp);
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struct sc_hid_input hid_input;
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if (!sc_hid_gamepad_generate_input_from_axis(&gamepad->hid, &hid_input,
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event)) {
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return;
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}
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sc_gamepad_uhid_send_input(gamepad, &hid_input, "gamepad axis");
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}
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static void
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sc_gamepad_processor_process_gamepad_button(struct sc_gamepad_processor *gp,
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const struct sc_gamepad_button_event *event) {
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struct sc_gamepad_uhid *gamepad = DOWNCAST(gp);
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struct sc_hid_input hid_input;
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if (!sc_hid_gamepad_generate_input_from_button(&gamepad->hid, &hid_input,
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event)) {
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return;
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}
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sc_gamepad_uhid_send_input(gamepad, &hid_input, "gamepad button");
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}
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void
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sc_gamepad_uhid_init(struct sc_gamepad_uhid *gamepad,
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struct sc_controller *controller) {
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sc_hid_gamepad_init(&gamepad->hid);
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gamepad->controller = controller;
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static const struct sc_gamepad_processor_ops ops = {
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.process_gamepad_added = sc_gamepad_processor_process_gamepad_added,
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.process_gamepad_removed = sc_gamepad_processor_process_gamepad_removed,
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.process_gamepad_axis = sc_gamepad_processor_process_gamepad_axis,
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.process_gamepad_button = sc_gamepad_processor_process_gamepad_button,
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};
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gamepad->gamepad_processor.ops = &ops;
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}
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