Fixed indentation in PS4Parser.cpp

This commit is contained in:
Kristian Lauszus 2014-02-17 00:27:46 +01:00
parent 6373ebe6ce
commit 2b69cfe15e

View file

@ -36,89 +36,89 @@ bool PS4Parser::checkDpad(ButtonEnum b) {
}
bool PS4Parser::getButtonPress(ButtonEnum b) {
if (b <= LEFT) // Dpad
return checkDpad(b);
else {
uint8_t button = pgm_read_byte(&PS4_BUTTONS[(uint8_t)b]);
uint8_t index = button < 8 ? 0 : button < 16 ? 1 : 2;
uint8_t mask = 1 << (button - 8 * index);
return ps4Data.btn.val[index] & mask;
}
if (b <= LEFT) // Dpad
return checkDpad(b);
else {
uint8_t button = pgm_read_byte(&PS4_BUTTONS[(uint8_t)b]);
uint8_t index = button < 8 ? 0 : button < 16 ? 1 : 2;
uint8_t mask = 1 << (button - 8 * index);
return ps4Data.btn.val[index] & mask;
}
}
bool PS4Parser::getButtonClick(ButtonEnum b) {
uint8_t mask, index = 0;
if (b <= LEFT) // Dpad
mask = 1 << b;
else {
uint8_t button = pgm_read_byte(&PS4_BUTTONS[(uint8_t)b]);
index = button < 8 ? 0 : button < 16 ? 1 : 2;
mask = 1 << (button - 8 * index);
}
uint8_t mask, index = 0;
if (b <= LEFT) // Dpad
mask = 1 << b;
else {
uint8_t button = pgm_read_byte(&PS4_BUTTONS[(uint8_t)b]);
index = button < 8 ? 0 : button < 16 ? 1 : 2;
mask = 1 << (button - 8 * index);
}
bool click = buttonClickState.val[index] & mask;
buttonClickState.val[index] &= ~mask; // Clear "click" event
return click;
bool click = buttonClickState.val[index] & mask;
buttonClickState.val[index] &= ~mask; // Clear "click" event
return click;
}
uint8_t PS4Parser::getAnalogButton(ButtonEnum b) {
if (b == L2) // These are the only analog buttons on the controller
return ps4Data.trigger[0];
else if (b == R2)
return ps4Data.trigger[1];
return 0;
if (b == L2) // These are the only analog buttons on the controller
return ps4Data.trigger[0];
else if (b == R2)
return ps4Data.trigger[1];
return 0;
}
uint8_t PS4Parser::getAnalogHat(AnalogHatEnum a) {
return ps4Data.hatValue[(uint8_t)a];
return ps4Data.hatValue[(uint8_t)a];
}
void PS4Parser::Parse(uint8_t len, uint8_t *buf) {
if (len > 0 && buf) {
if (len > 0 && buf) {
#ifdef PRINTREPORT
Notify(PSTR("\r\n"), 0x80);
for (uint8_t i = 0; i < len; i++) {
D_PrintHex<uint8_t > (buf[i], 0x80);
Notify(PSTR(" "), 0x80);
}
Notify(PSTR("\r\n"), 0x80);
for (uint8_t i = 0; i < len; i++) {
D_PrintHex<uint8_t > (buf[i], 0x80);
Notify(PSTR(" "), 0x80);
}
#endif
if (buf[0] == 0x01) // Check report ID
memcpy(&ps4Data, buf + 1, min(len - 1, sizeof(ps4Data)));
else if (buf[0] == 0x11) // This report is send via Bluetooth, it has an offset of 2 compared to the USB data
memcpy(&ps4Data, buf + 3, min(len - 3, sizeof(ps4Data)));
else {
if (buf[0] == 0x01) // Check report ID
memcpy(&ps4Data, buf + 1, min(len - 1, sizeof(ps4Data)));
else if (buf[0] == 0x11) // This report is send via Bluetooth, it has an offset of 2 compared to the USB data
memcpy(&ps4Data, buf + 3, min(len - 3, sizeof(ps4Data)));
else {
#ifdef DEBUG_USB_HOST
Notify(PSTR("\r\nUnknown report id: "), 0x80);
D_PrintHex<uint8_t > (buf[0], 0x80);
Notify(PSTR("\r\nUnknown report id: "), 0x80);
D_PrintHex<uint8_t > (buf[0], 0x80);
#endif
return;
}
return;
}
for (uint8_t i = 0; i < sizeof(ps4Data.btn); i++) {
if (ps4Data.btn.val[i] != oldButtonState.val[i]) { // Check if anything has changed
buttonClickState.val[i] = ps4Data.btn.val[i] & ~oldButtonState.val[i]; // Update click state variable
oldButtonState.val[i] = ps4Data.btn.val[i];
if (i == 0) { // The DPAD buttons does not set the different bits, but set a value corresponding to the buttons pressed, we will simply set the bits ourself
uint8_t newDpad = 0;
if (checkDpad(UP))
newDpad |= 1 << UP;
if (checkDpad(RIGHT))
newDpad |= 1 << RIGHT;
if (checkDpad(DOWN))
newDpad |= 1 << DOWN;
if (checkDpad(LEFT))
newDpad |= 1 << LEFT;
if (newDpad != oldDpad) {
buttonClickState.dpad = newDpad & ~oldDpad; // Override values
oldDpad = newDpad;
}
}
}
}
}
for (uint8_t i = 0; i < sizeof(ps4Data.btn); i++) {
if (ps4Data.btn.val[i] != oldButtonState.val[i]) { // Check if anything has changed
buttonClickState.val[i] = ps4Data.btn.val[i] & ~oldButtonState.val[i]; // Update click state variable
oldButtonState.val[i] = ps4Data.btn.val[i];
if (i == 0) { // The DPAD buttons does not set the different bits, but set a value corresponding to the buttons pressed, we will simply set the bits ourself
uint8_t newDpad = 0;
if (checkDpad(UP))
newDpad |= 1 << UP;
if (checkDpad(RIGHT))
newDpad |= 1 << RIGHT;
if (checkDpad(DOWN))
newDpad |= 1 << DOWN;
if (checkDpad(LEFT))
newDpad |= 1 << LEFT;
if (newDpad != oldDpad) {
buttonClickState.dpad = newDpad & ~oldDpad; // Override values
oldDpad = newDpad;
}
}
}
}
}
if (ps4Output.reportChanged)
sendOutputReport(&ps4Output); // Send output report
if (ps4Output.reportChanged)
sendOutputReport(&ps4Output); // Send output report
}