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[Host] Abstract audio output and pad/keyboard input behind the host platform seam (#192)
* [Host] Abstract audio output behind IHostAudioOutput Add IHostAudioOutput (opens streams, names the backend for diagnostics) and IHostAudioStream (submit interleaved stereo 16-bit PCM, Dispose) to the host seam, with the winmm waveOut implementation moving whole into Host/Windows/WindowsWaveOutAudio — same device open, queueing, 32 KB backpressure wait, and buffer lifetime as WinMmAudioPort had. The DllImports become source-generated LibraryImports in the move, matching the other Windows backends. The guest-format conversion (mono/stereo/7.1, s16/float32 -> stereo PCM16) is platform policy, not device code, so it stays in Libs as AudioPcmConversion; AudioOutOutput converts into a pooled buffer and submits the result through the stream. Open failures still degrade to the silent paced port with the same warning, and the port log line now takes its backend name from the platform instead of a hardcoded string. * [Host] Abstract pad and keyboard input behind IHostInput Add IHostInput to the host seam: gamepad state snapshots, rumble / trigger-rumble / lightbar sinks, and the keyboard-fallback queries (window focus, key state). Gamepad state crosses the seam as the new unmanaged HostGamepadState with HostGamepadButtons flags — named after the PlayStation layout the guest API exposes but with the seam's own values, so SCE_PAD_BUTTON bits never leak into host backends and the per-frame poll can stackalloc its snapshot buffer. The DualSense raw-HID reader, the XInput reader, and the Win32 HID interop move whole into Host/Windows (report parsing, hot-plug loops, rumble/lightbar output reports, and log strings unchanged), translating to the neutral flags instead of ORBIS bits and converting their DllImports to source-generated LibraryImports. WindowsHostInput composes them plus the user32 keyboard queries; rumble still fans out to both readers, trigger rumble stays XInput-only, lightbar stays DualSense-only. PadExports keeps all policy: the keyboard mapping (now via named OrbisPadButton constants instead of raw hex), the controller-beats- keyboard-past-deadzone merge, and the new host->ORBIS button translation. The GUI's source-linked reader copies re-point to the moved files (it still cannot reference SharpEmu.HLE wholesale), which requires AllowUnsafeBlocks for the generated marshalling stubs; its navigation code switches to the neutral flags. * [Host] Move the timer-resolution request behind IHostThreading IHostThreading gains RequestTimerResolution (idempotent, best-effort ~1 ms timed-wait granularity; a no-op wherever the platform default is already fine). The winmm timeBeginPeriod call, its once-only latch, and both warning strings move from the Libs-level HostTimerResolution helper into WindowsHostThreading as a source-generated LibraryImport; the vblank pump requests it through the platform instead. HostSystemInfo in SharpEmu.Logging keeps its direct user32/kernel32 imports deliberately: Logging sits below HLE in the dependency chain so it cannot see the host seam, every path is already OS-gated with fallbacks, and it only runs once for the diagnostics banner.
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// Copyright (C) 2026 SharpEmu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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using Microsoft.Win32.SafeHandles;
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namespace SharpEmu.HLE.Host.Windows;
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/// <summary>
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/// Reads a DualSense controller over raw HID on a background thread.
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/// Supports USB (input report 0x01) and Bluetooth (extended report 0x31,
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/// activated by requesting feature report 0x05), with hot-plug retry.
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/// </summary>
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internal static class WindowsDualSenseReader
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{
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private const ushort SonyVendorId = 0x054C;
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private const ushort DualSenseProductId = 0x0CE6;
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private const ushort DualSenseEdgeProductId = 0x0DF2;
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private static readonly object Gate = new();
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private static HostGamepadState _state;
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private static bool _started;
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// Output (rumble/lightbar) state, all guarded by Gate.
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private static string? _devicePath;
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private static bool _bluetooth;
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private static bool _outputReady;
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private static bool _lightbarSetupPending;
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private static byte _outputSequence;
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private static FileStream? _outputStream;
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private static byte _motorLeft;
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private static byte _motorRight;
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private static byte _lightbarRed;
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private static byte _lightbarGreen;
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private static byte _lightbarBlue = 64; // PS-style blue default
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private static byte _playerLeds = 0x04; // center LED = player 1
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/// <summary>Starts the background reader once; safe to call repeatedly.</summary>
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internal static void EnsureStarted()
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{
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// The GUI source-links this reader and calls it directly, without the
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// host-platform resolution that otherwise guarantees Windows.
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if (!OperatingSystem.IsWindows())
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{
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return;
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}
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lock (Gate)
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{
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if (_started)
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{
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return;
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}
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_started = true;
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var thread = new Thread(ReadLoop)
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{
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IsBackground = true,
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Name = "DualSenseReader",
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};
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thread.Start();
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}
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}
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internal static bool TryGetState(out HostGamepadState state)
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{
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lock (Gate)
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{
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state = _state;
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}
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return state.Connected;
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}
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private static void SetState(in HostGamepadState state)
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{
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lock (Gate)
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{
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_state = state;
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}
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}
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/// <summary>Sets rumble; large = left/strong motor, small = right/weak.</summary>
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internal static void SetRumble(byte largeMotor, byte smallMotor)
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{
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lock (Gate)
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{
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if (_motorLeft == largeMotor && _motorRight == smallMotor)
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{
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return;
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}
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_motorLeft = largeMotor;
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_motorRight = smallMotor;
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SendOutputLocked();
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}
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}
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internal static void SetLightbar(byte red, byte green, byte blue)
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{
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lock (Gate)
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{
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if (_lightbarRed == red && _lightbarGreen == green && _lightbarBlue == blue)
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{
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return;
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}
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_lightbarRed = red;
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_lightbarGreen = green;
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_lightbarBlue = blue;
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SendOutputLocked();
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}
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}
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internal static void ResetLightbar() => SetLightbar(0, 0, 64);
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private static void OnDeviceIdentified(string path, bool bluetooth)
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{
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lock (Gate)
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{
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_devicePath = path;
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_bluetooth = bluetooth;
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_outputReady = true;
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_lightbarSetupPending = true;
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// Announce ourselves on the hardware: default lightbar + player 1 LED.
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SendOutputLocked();
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}
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}
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private static void OnDeviceLost()
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{
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lock (Gate)
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{
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_devicePath = null;
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_outputReady = false;
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_motorLeft = 0;
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_motorRight = 0;
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_outputStream?.Dispose();
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_outputStream = null;
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}
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}
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private static void SendOutputLocked()
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{
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if (!_outputReady || _devicePath is null)
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{
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return; // flushed by OnDeviceIdentified once connected
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}
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try
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{
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if (_outputStream is null)
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{
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var handle = WindowsHidNative.CreateFile(
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_devicePath,
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WindowsHidNative.GenericRead | WindowsHidNative.GenericWrite,
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WindowsHidNative.FileShareRead | WindowsHidNative.FileShareWrite,
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0, WindowsHidNative.OpenExisting, 0, 0);
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if (handle.IsInvalid)
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{
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handle.Dispose();
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return; // read-only device access: outputs unavailable
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}
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_outputStream = new FileStream(handle, FileAccess.Write, bufferSize: 1);
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}
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var report = BuildOutputReportLocked();
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_outputStream.Write(report, 0, report.Length);
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_outputStream.Flush();
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}
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catch (Exception)
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{
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_outputStream?.Dispose();
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_outputStream = null;
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}
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}
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private static byte[] BuildOutputReportLocked()
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{
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// Common 47-byte output payload (offsets per the DualSense output
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// report layout, same as Linux hid-playstation).
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Span<byte> common = stackalloc byte[47];
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common[0] = 0x03; // valid_flag0: compatible vibration + haptics select
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common[1] = 0x04 | 0x10; // valid_flag1: lightbar + player indicator
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common[2] = _motorRight; // right (weak) motor
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common[3] = _motorLeft; // left (strong) motor
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if (_lightbarSetupPending)
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{
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common[38] |= 0x02; // valid_flag2: lightbar setup control enable
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common[41] = 0x01; // lightbar_setup: light on
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_lightbarSetupPending = false;
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}
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common[43] = _playerLeds;
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common[44] = _lightbarRed;
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common[45] = _lightbarGreen;
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common[46] = _lightbarBlue;
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if (!_bluetooth)
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{
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var usbReport = new byte[48];
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usbReport[0] = 0x02;
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common.CopyTo(usbReport.AsSpan(1));
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return usbReport;
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}
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// Bluetooth: 0x31 wrapper with sequence tag and CRC32 over a 0xA2
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// seed byte plus the first 74 report bytes.
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var btReport = new byte[78];
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btReport[0] = 0x31;
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btReport[1] = (byte)((_outputSequence & 0x0F) << 4);
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_outputSequence = (byte)((_outputSequence + 1) & 0x0F);
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btReport[2] = 0x10;
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common.CopyTo(btReport.AsSpan(3));
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var crc = Crc32(0xA2, btReport.AsSpan(0, 74));
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btReport[74] = (byte)crc;
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btReport[75] = (byte)(crc >> 8);
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btReport[76] = (byte)(crc >> 16);
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btReport[77] = (byte)(crc >> 24);
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return btReport;
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}
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private static uint Crc32(byte seed, ReadOnlySpan<byte> data)
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{
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var crc = Crc32Update(0xFFFFFFFFu, seed);
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foreach (var value in data)
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{
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crc = Crc32Update(crc, value);
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}
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return ~crc;
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}
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private static uint Crc32Update(uint crc, byte value)
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{
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crc ^= value;
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for (var bit = 0; bit < 8; bit++)
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{
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crc = (crc >> 1) ^ (0xEDB88320u & (uint)-(int)(crc & 1));
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}
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return crc;
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}
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private static void ReadLoop()
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{
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var announcedConnect = false;
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while (true)
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{
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SafeFileHandle? handle = null;
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try
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{
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handle = OpenDualSense(out var devicePath);
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if (handle is null || devicePath is null)
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{
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SetState(default);
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announcedConnect = false;
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Thread.Sleep(1000);
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continue;
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}
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// Bluetooth quirk: the DualSense sends a simplified report
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// until feature report 0x05 is requested, which switches it
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// to the full 0x31 input report. Harmless over USB.
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var feature = new byte[41];
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feature[0] = 0x05;
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_ = WindowsHidNative.HidD_GetFeature(handle, feature, feature.Length);
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if (!announcedConnect)
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{
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Console.Error.WriteLine("[LOADER][INFO] DualSense controller connected.");
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announcedConnect = true;
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}
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using var stream = new FileStream(handle, FileAccess.Read, bufferSize: 1);
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handle = null; // stream owns it now
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var buffer = new byte[256];
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var transportKnown = false;
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while (true)
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{
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var read = stream.Read(buffer, 0, buffer.Length);
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if (read <= 0)
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{
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break;
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}
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if (TryParseReport(buffer.AsSpan(0, read), out var state))
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{
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if (!transportKnown)
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{
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// The first parsed report tells us the transport,
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// which the output (rumble/lightbar) path needs.
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transportKnown = true;
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OnDeviceIdentified(devicePath, bluetooth: buffer[0] == 0x31);
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}
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SetState(state);
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}
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}
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}
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catch (Exception)
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{
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// Unplugged or read error: fall through and retry.
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}
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finally
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{
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handle?.Dispose();
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}
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if (announcedConnect)
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{
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Console.Error.WriteLine("[LOADER][INFO] DualSense controller disconnected.");
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announcedConnect = false;
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}
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OnDeviceLost();
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SetState(default);
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Thread.Sleep(1000);
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}
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}
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private static SafeFileHandle? OpenDualSense(out string? devicePath)
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{
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devicePath = null;
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foreach (var path in WindowsHidNative.EnumerateHidDevicePaths())
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{
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// Open without access rights just to query VID/PID.
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using var probe = WindowsHidNative.CreateFile(
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path, 0, WindowsHidNative.FileShareRead | WindowsHidNative.FileShareWrite, 0, WindowsHidNative.OpenExisting, 0, 0);
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if (probe.IsInvalid)
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{
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continue;
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}
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var attributes = new WindowsHidNative.HiddAttributes { Size = 12 };
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if (!WindowsHidNative.HidD_GetAttributes(probe, ref attributes) ||
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attributes.VendorId != SonyVendorId ||
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(attributes.ProductId != DualSenseProductId && attributes.ProductId != DualSenseEdgeProductId))
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{
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continue;
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}
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// Read+write so feature reports work; fall back to read-only.
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var handle = WindowsHidNative.CreateFile(
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path,
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WindowsHidNative.GenericRead | WindowsHidNative.GenericWrite,
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WindowsHidNative.FileShareRead | WindowsHidNative.FileShareWrite,
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0, WindowsHidNative.OpenExisting, 0, 0);
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if (handle.IsInvalid)
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{
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handle.Dispose();
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handle = WindowsHidNative.CreateFile(
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path,
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WindowsHidNative.GenericRead,
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WindowsHidNative.FileShareRead | WindowsHidNative.FileShareWrite,
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0, WindowsHidNative.OpenExisting, 0, 0);
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}
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if (!handle.IsInvalid)
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{
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devicePath = path;
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return handle;
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}
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handle.Dispose();
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}
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return null;
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}
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private static bool TryParseReport(ReadOnlySpan<byte> report, out HostGamepadState state)
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{
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// USB: report id 0x01, payload starts at [1].
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// Bluetooth extended: report id 0x31, sequence byte at [1], payload at [2].
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int offset;
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if (report.Length >= 11 && report[0] == 0x01)
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{
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offset = 1;
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}
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else if (report.Length >= 12 && report[0] == 0x31)
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{
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offset = 2;
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}
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else
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{
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state = default;
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return false;
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}
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var leftX = report[offset + 0];
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var leftY = report[offset + 1];
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var rightX = report[offset + 2];
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var rightY = report[offset + 3];
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var l2 = report[offset + 4];
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var r2 = report[offset + 5];
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var buttons0 = report[offset + 7];
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var buttons1 = report[offset + 8];
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var buttons2 = report[offset + 9];
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var buttons = HostGamepadButtons.None;
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buttons |= (buttons0 & 0x10) != 0 ? HostGamepadButtons.Square : 0;
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buttons |= (buttons0 & 0x20) != 0 ? HostGamepadButtons.Cross : 0;
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buttons |= (buttons0 & 0x40) != 0 ? HostGamepadButtons.Circle : 0;
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buttons |= (buttons0 & 0x80) != 0 ? HostGamepadButtons.Triangle : 0;
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buttons |= HatToButtons(buttons0 & 0x0F);
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buttons |= (buttons1 & 0x01) != 0 ? HostGamepadButtons.L1 : 0;
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buttons |= (buttons1 & 0x02) != 0 ? HostGamepadButtons.R1 : 0;
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buttons |= (buttons1 & 0x04) != 0 ? HostGamepadButtons.L2 : 0;
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buttons |= (buttons1 & 0x08) != 0 ? HostGamepadButtons.R2 : 0;
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buttons |= (buttons1 & 0x20) != 0 ? HostGamepadButtons.Options : 0;
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buttons |= (buttons1 & 0x40) != 0 ? HostGamepadButtons.L3 : 0;
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buttons |= (buttons1 & 0x80) != 0 ? HostGamepadButtons.R3 : 0;
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buttons |= (buttons2 & 0x02) != 0 ? HostGamepadButtons.TouchPad : 0;
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state = new HostGamepadState(
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Connected: true,
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Buttons: buttons,
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LeftX: leftX,
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LeftY: leftY,
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RightX: rightX,
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RightY: rightY,
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LeftTrigger: l2,
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RightTrigger: r2);
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return true;
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}
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private static HostGamepadButtons HatToButtons(int hat) => hat switch
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{
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0 => HostGamepadButtons.Up,
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1 => HostGamepadButtons.Up | HostGamepadButtons.Right,
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2 => HostGamepadButtons.Right,
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3 => HostGamepadButtons.Right | HostGamepadButtons.Down,
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4 => HostGamepadButtons.Down,
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5 => HostGamepadButtons.Down | HostGamepadButtons.Left,
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6 => HostGamepadButtons.Left,
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7 => HostGamepadButtons.Left | HostGamepadButtons.Up,
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_ => 0,
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};
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}
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