Files
sharpemu/src/SharpEmu.HLE/Host/HostGamepadState.cs
T
Berk 2b6bd5a532 Sdl backend (#670)
* [audio] added sdl audio backend and in-tree atrac9 decoder

* [input] replaced per-platform pad readers with sdl gamepad input

* [video] added sdl window and host display plumbing

* [gui] added host display options and per-game render settings

* [bink] synced host movie playback to the guest audio clock

* [cpu] hooked windows write faults into guest image tracking

* [perf] added guest and render profiling, reserved host cpu lanes

* [kernel] fixed stale pthread mutex handle alias

* [host] wired the sdl session, save-data paths and project references

* [audio] hoisted ajm trace stackalloc out of its loop

* [video] Add guest image sync setting

* [build] Strip native symbols

* reuse
2026-07-28 03:33:26 +03:00

136 lines
3.4 KiB
C#

// Copyright (C) 2026 SharpEmu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
namespace SharpEmu.HLE.Host;
/// <summary>
/// Host-neutral gamepad button flags. Named after the PlayStation layout the guest API
/// exposes, but the numeric values are the seam's own — the HLE pad exports translate
/// them to SCE_PAD_BUTTON bits, so guest ABI values never leak into host backends.
/// </summary>
[Flags]
public enum HostGamepadButtons : uint
{
None = 0,
Up = 1 << 0,
Down = 1 << 1,
Left = 1 << 2,
Right = 1 << 3,
Cross = 1 << 4,
Circle = 1 << 5,
Square = 1 << 6,
Triangle = 1 << 7,
L1 = 1 << 8,
R1 = 1 << 9,
L2 = 1 << 10,
R2 = 1 << 11,
L3 = 1 << 12,
R3 = 1 << 13,
Options = 1 << 14,
TouchPad = 1 << 15,
Create = 1 << 16,
Ps = 1 << 17,
Mic = 1 << 18,
}
public enum HostGamepadType : byte
{
Generic,
DualShock4,
DualSense,
}
public enum HostGamepadConnection : byte
{
Unknown,
Wired,
Wireless,
}
public readonly record struct HostMotionState(
bool Available,
float AccelerationX,
float AccelerationY,
float AccelerationZ,
float AngularVelocityX,
float AngularVelocityY,
float AngularVelocityZ);
public readonly record struct HostTouchPoint(
bool Active,
byte Id,
float X,
float Y);
public readonly record struct HostTouchState(
HostTouchPoint First,
HostTouchPoint Second);
/// <summary>
/// Snapshot of one host gamepad: sticks are 0..255 with 128 centered and Y growing
/// downward; triggers 0..255. Unmanaged on purpose so per-frame polls can stackalloc
/// snapshot buffers.
/// </summary>
public readonly record struct HostGamepadState(
bool Connected,
HostGamepadButtons Buttons,
byte LeftX,
byte LeftY,
byte RightX,
byte RightY,
byte LeftTrigger,
byte RightTrigger,
HostGamepadType Type = HostGamepadType.Generic,
HostGamepadConnection Connection = HostGamepadConnection.Unknown,
HostMotionState Motion = default,
HostTouchState Touch = default,
byte BatteryPercent = 0);
/// <summary>A complete 11-byte DualSense adaptive-trigger command.</summary>
public readonly record struct HostAdaptiveTriggerEffect(
byte B0,
byte B1,
byte B2,
byte B3,
byte B4,
byte B5,
byte B6,
byte B7,
byte B8,
byte B9,
byte B10,
byte FallbackStrength = 0)
{
public static HostAdaptiveTriggerEffect FromBytes(ReadOnlySpan<byte> source, byte fallbackStrength = 0)
{
if (source.Length < 11)
{
throw new ArgumentException("Adaptive-trigger source is too small.", nameof(source));
}
return new HostAdaptiveTriggerEffect(
source[0], source[1], source[2], source[3], source[4], source[5],
source[6], source[7], source[8], source[9], source[10], fallbackStrength);
}
public void CopyTo(Span<byte> destination)
{
if (destination.Length < 11)
{
throw new ArgumentException("Adaptive-trigger destination is too small.", nameof(destination));
}
destination[0] = B0;
destination[1] = B1;
destination[2] = B2;
destination[3] = B3;
destination[4] = B4;
destination[5] = B5;
destination[6] = B6;
destination[7] = B7;
destination[8] = B8;
destination[9] = B9;
destination[10] = B10;
}
}