boo/lib/inputdev/NintendoPowerA.cpp
Lioncash baff71cdc3 General: Tidy up includes
Alphabetizes includes and resolves quite a few instances of indirect
inclusions, making the requirements of several interfaces explicit. This
also trims out includes that aren't actually necessary (likely due to
changes in the API over time).
2019-08-19 21:02:56 -04:00

46 lines
1.3 KiB
C++

#include "boo/inputdev/NintendoPowerA.hpp"
#include <cstring>
#include "boo/inputdev/DeviceSignature.hpp"
namespace boo {
NintendoPowerA::NintendoPowerA(DeviceToken* token)
: TDeviceBase<INintendoPowerACallback>(dev_typeid(NintendoPowerA), token) {}
NintendoPowerA::~NintendoPowerA() {}
void NintendoPowerA::deviceDisconnected() {
std::lock_guard<std::mutex> lk(m_callbackLock);
if (m_callback)
m_callback->controllerDisconnected();
}
void NintendoPowerA::initialCycle() {}
void NintendoPowerA::transferCycle() {
uint8_t payload[8];
size_t recvSz = receiveUSBInterruptTransfer(payload, sizeof(payload));
if (recvSz != 8)
return;
NintendoPowerAState state = *reinterpret_cast<NintendoPowerAState*>(&payload);
std::lock_guard<std::mutex> lk(m_callbackLock);
if (state != m_last && m_callback)
m_callback->controllerUpdate(state);
m_last = state;
}
void NintendoPowerA::finalCycle() {}
void NintendoPowerA::receivedHIDReport(const uint8_t* data, size_t length, HIDReportType tp, uint32_t message) {}
bool NintendoPowerAState::operator==(const NintendoPowerAState& other) const {
return memcmp(this, &other, sizeof(NintendoPowerAState)) == 0;
}
bool NintendoPowerAState::operator!=(const NintendoPowerAState& other) const { return !operator==(other); }
} // namespace boo