#ifndef SMXDevice_H #define SMXDevice_H #include #include #include #include #include #include using namespace std; #include "Helpers.h" namespace SMX { struct SMXDeviceInfo { // If true, this controller is set to player 2. bool m_bP2 = false; // This device's serial number. char m_Serial[33]; // This device's firmware version (normally 1). uint16_t m_iFirmwareVersion; }; // Low-level SMX device handling. class SMXDeviceConnection { public: static shared_ptr Create(); SMXDeviceConnection(shared_ptr &pSelf); ~SMXDeviceConnection(); bool Open(shared_ptr DeviceHandle, wstring &error); void Close(); // Get the device handle opened by Open(), or NULL if we're not open. shared_ptr GetDeviceHandle() const { return m_hDevice; } void Update(wstring &sError); // Devices are inactive by default, and will just read device info and then idle. We'll // process input state packets, but we won't send any commands to the device or process // any commands from it. It's safe to have a device open but inactive if it's being used // by another application. void SetActive(bool bActive); bool GetActive() const { return m_bActive; } bool IsConnected() const { return m_hDevice != nullptr; } bool IsConnectedWithDeviceInfo() const { return m_hDevice != nullptr && m_bGotInfo; } SMXDeviceInfo GetDeviceInfo() const { return m_DeviceInfo; } // Read from the read buffer. This only returns data that we've already read, so there aren't // any errors to report here. bool ReadPacket(string &out); // Send a command. This must be a single complete command: partial writes and multiple // commands in a call aren't allowed. void SendCommand(const string &cmd, function pComplete=nullptr); uint16_t GetInputState() const { return m_iInputState; } private: void RequestDeviceInfo(function pComplete = nullptr); void CheckReads(wstring &error); void BeginAsyncRead(wstring &error); void CheckWrites(wstring &error); void HandleUsbPacket(const string &buf); weak_ptr m_pSelf; shared_ptr m_hDevice; bool m_bActive = false; // After we open a device, we request basic info. Once we get it, this is set to true. bool m_bGotInfo = false; list m_sReadBuffers; string m_sCurrentReadBuffer; struct PendingCommandPacket { PendingCommandPacket(); string sData; OVERLAPPED m_OverlappedWrite; }; // Commands that are waiting to be sent: struct PendingCommand { list> m_Packets; // This is only called if m_bWaitForResponse if true. Otherwise, we send the command // and forget about it. function m_pComplete; // If true, once we send this command we won't send any other commands until we get // a response. bool m_bIsDeviceInfoCommand = false; }; list> m_aPendingCommands; // If set, we've sent a command out of m_aPendingCommands and we're waiting for a response. We // can't send another command until the previous one has completed. shared_ptr m_pCurrentCommand = nullptr; // We always have a read in progress. OVERLAPPED overlapped_read; char overlapped_read_buffer[64]; uint16_t m_iInputState = 0; // The current device info. We retrieve this when we connect. SMXDeviceInfo m_DeviceInfo; }; } #endif