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PS5Trigger.h
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PS5Trigger.h
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/**
* @file PS5Trigger.h
* @author Ludwig Füchsl, adapted for USB_Host_Library SAMD by Joseph Duchesne
* @brief Based on Ludwig Füchsl's DualSense Windows driver https://github.com/Ohjurot/DualSense-Windows
* @version 0.1
* @date 2020-11-25
*
* @copyright Copyright (c) 2020 Ludwig Füchsl
*
* MIT License
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
* Minor updates by Kristian Sloth Lauszus.
*/
#ifndef _ps5trigger_h_
#define _ps5trigger_h_
#include <inttypes.h>
class PS5Trigger {
private:
// Type of trigger effect
typedef enum _EffectType : uint8_t {
NoResitance = 0x00, // No resistance is applied
ContinuousResitance = 0x01, // Continuous Resitance is applied
SectionResitance = 0x02, // Seciton resistance is appleyed
EffectEx = 0x26, // Extended trigger effect
Calibrate = 0xFC, // Calibrate triggers
} EffectType;
// Trigger effect
typedef struct _EffectData {
// Trigger effect type
EffectType effectType;
// Union for effect parameters
union {
// Union one raw data
uint8_t _u1_raw[6];
// For type == ContinuousResitance
struct {
uint8_t startPosition; // Start position of resistance
uint8_t force; // Force of resistance
uint8_t _pad[4]; // PAD / UNUSED
} __attribute__((packed)) Continuous;
// For type == SectionResitance
struct {
uint8_t startPosition; // Start position of resistance
uint8_t endPosition; // End position of resistance (>= start)
uint8_t _pad[4]; // PAD / UNUSED
} __attribute__((packed)) Section;
// For type == EffectEx
struct {
uint8_t startPosition; // Position at witch the effect starts
bool keepEffect; // Wher the effect should keep playing when trigger goes beyond 255
uint8_t beginForce; // Force applied when trigger >= (255 / 2)
uint8_t middleForce; // Force applied when trigger <= (255 / 2)
uint8_t endForce; // Force applied when trigger is beyond 255
uint8_t frequency; // Vibration frequency of the trigger
} __attribute__((packed)) EffectEx;
} __attribute__((packed));
} __attribute__((packed)) EffectData;
EffectData data;
public:
bool reportChanged = false;
/**
* @brief Apply the trigger data to a PS5 update buffer
*
* @param buffer The buffer at the start offset for this trigger data
*/
void processTrigger(uint8_t* buffer);
/**
* Clear force feedback on trigger without report changed
*/
void Reset() {
data.effectType = EffectType::NoResitance;
reportChanged = false;
};
/**
* Clear force feedback on trigger
*/
void clearTriggerForce() {
data.effectType = EffectType::NoResitance;
reportChanged = true;
};
/**
* Set continuous force feedback on trigger
* @param start 0-255 trigger pull to start resisting
* @param force The force amount
*/
void setTriggerForce(uint8_t start, uint8_t force) {
if (force == 0)
data.effectType = EffectType::NoResitance;
else {
data.effectType = EffectType::ContinuousResitance;
data.Continuous.startPosition = start;
data.Continuous.force = force;
}
reportChanged = true;
};
/**
* Set section force feedback on trigger
* @param start trigger pull to start resisting
* @param end trigger pull to stop resisting
*/
void setTriggerForceSection(uint8_t start, uint8_t end) {
data.effectType = EffectType::SectionResitance;
data.Section.startPosition = start;
data.Section.endPosition = end;
reportChanged = true;
};
/**
* Set effect force feedback on trigger
* @param start trigger pull to start resisting
* @param keep Keep effect active after max trigger pull
* @param begin_force 0-255 force at start position
* @param mid_force 0-255 force half way between start and max pull
* @param end_force 0-255 force at max pull
* @param frequency Vibration frequency of the trigger
*/
void setTriggerForceEffect(uint8_t start, bool keep, uint8_t begin_force, uint8_t mid_force, uint8_t end_force, uint8_t frequency) {
data.effectType = EffectType::SectionResitance;
data.EffectEx.startPosition = start;
data.EffectEx.keepEffect = keep;
data.EffectEx.beginForce = begin_force;
data.EffectEx.middleForce = mid_force;
data.EffectEx.endForce = end_force;
data.EffectEx.frequency = frequency;
reportChanged = true;
};
};
#endif