2023-10-13 08:40:59 +02:00
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#include "controller.h"
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namespace Emulator::Host::Controller {
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GameController::GameController() { m_states_num = 0;
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m_last_state = State();
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}
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void GameController::readState(State* state, bool* isConnected, int* connectedCount) {
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2023-10-22 16:10:25 +02:00
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std::scoped_lock lock{m_mutex};
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2023-10-13 08:40:59 +02:00
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*isConnected = m_connected;
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*connectedCount = m_connected_count;
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*state = getLastState();
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}
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State GameController::getLastState() const {
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if (m_states_num == 0) {
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return m_last_state;
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}
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auto last = (m_first_state + m_states_num - 1) % MAX_STATES;
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return m_states[last];
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}
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void GameController::addState(const State& state) {
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if (m_states_num >= MAX_STATES) {
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m_states_num = MAX_STATES - 1;
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m_first_state = (m_first_state + 1) % MAX_STATES;
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}
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auto index = (m_first_state + m_states_num) % MAX_STATES;
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m_states[index] = state;
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m_last_state = state;
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m_states_num++;
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}
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void GameController::checKButton(int id, u32 button, bool isPressed) {
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2023-10-22 16:10:25 +02:00
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std::scoped_lock lock{m_mutex};
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2023-10-13 08:40:59 +02:00
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auto state = getLastState();
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if (isPressed) {
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state.buttonsState |= button;
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} else {
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state.buttonsState &= ~button;
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}
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addState(state);
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}
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} // namespace Emulator::Host::Controller
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