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