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PS5Trigger.cpp
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PS5Trigger.cpp
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/**
* @file PS5Trigger.cpp
* @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
* @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.
*/
#include "PS5Trigger.h"
void PS5Trigger::processTrigger(uint8_t* buffer) {
// Switch on effect
switch (data.effectType) {
// Continious
case EffectType::ContinuousResitance:
// Mode
buffer[0x00] = 0x01;
// Parameters
buffer[0x01] = data.Continuous.startPosition;
buffer[0x02] = data.Continuous.force;
break;
// Section
case EffectType::SectionResitance:
// Mode
buffer[0x00] = 0x02;
// Parameters
buffer[0x01] = data.Section.startPosition;
buffer[0x02] = data.Section.endPosition;
break;
// EffectEx
case EffectType::EffectEx:
// Mode
buffer[0x00] = 0x02 | 0x20 | 0x04;
// Parameters
buffer[0x01] = 0xFF - data.EffectEx.startPosition;
// Keep flag
if (data.EffectEx.keepEffect)
buffer[0x02] = 0x02;
// Forces
buffer[0x04] = data.EffectEx.beginForce;
buffer[0x05] = data.EffectEx.middleForce;
buffer[0x06] = data.EffectEx.endForce;
// Frequency
buffer[0x09] = data.EffectEx.frequency / 2;
if(buffer[0x09] < 1) buffer[0x09] = 1; // minimum frequency
break;
// Calibrate
case EffectType::Calibrate:
// Mode
buffer[0x00] = 0xFC;
break;
// No resistance / default
case EffectType::NoResitance:
default:
// All zero
buffer[0x00] = 0x00;
buffer[0x01] = 0x00;
buffer[0x02] = 0x00;
break;
}
reportChanged = false;
}