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Vendored
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#include "gamepad.h"
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#include "udp_receiver.h"
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#include <iostream>
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#include <thread>
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#include <chrono>
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/**
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* @brief Constructor for the Gamepad class.
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*
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* Initializes the gamepad with the specified UDP port for data reception.
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*
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* @param port The UDP port to use for receiving gamepad data.
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*/
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template <typename KeysType>
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Gamepad<KeysType>::Gamepad(int port) : stop_thread_(false), port_(port) {
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clock_gettime(CLOCK_MONOTONIC,&start_time_);
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}
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/**
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* @brief Starts the data thread for continuous data reception.
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*/
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template <typename KeysType>
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void Gamepad<KeysType>::StartDataThread() {
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data_thread_ = std::thread([this]() {
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uint32_t updateCount = 0;
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UdpReceiver udpReceiver(port_);
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// Loop to continuously receive data
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while (!stop_thread_) {
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std::vector<uint8_t> receivedData = udpReceiver.ReceiveData();
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bool ret = false;
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if(true){
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std::lock_guard<std::mutex> lock(mutex_);
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ret = UpdateData(receivedData, keys_);
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}
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// If data is valid and updated, increase the update count
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if (ret) {
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updateCount++;
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// If there is an update callback function, call the callback and pass the update count
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if (updateCallback_) {
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updateCallback_(updateCount);
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}
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}
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}
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// std::this_thread::sleep_for(std::chrono::milliseconds(25));
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});
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data_thread_.detach();
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}
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/**
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* @brief Stops the data thread.
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*/
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template <typename KeysType>
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void Gamepad<KeysType>::StopDataThread() {
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stop_thread_ = true;
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// // Detach the thread after it has been stopped
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// data_thread_.detach();
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}
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/**
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* @brief Gets the current keys data.
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*
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* @return Reference to the keys data.
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*/
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template <typename KeysType>
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KeysType& Gamepad<KeysType>::GetKeys() {
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std::lock_guard<std::mutex> lock(mutex_);
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return keys_;
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}
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/**
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* @brief Calculates the CRC-16 checksum for a given data array.
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*
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* @param data Pointer to the data array.
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* @param length Length of the data array.
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* @return The calculated CRC-16 checksum.
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*/
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template <typename KeysType>
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uint16_t Gamepad<KeysType>::CalculateCrc16(const uint8_t* data, size_t length) {
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uint16_t crc = 0x00;
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// Calculate the CRC-16 checksum
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for (int i = 0; i < length; i++) {
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crc += data[i];
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}
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return crc;
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}
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/**
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* @brief Sets a callback function to be called on data update.
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*
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* @param callback The callback function taking an update count as a parameter.
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*/
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template <typename KeysType>
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void Gamepad<KeysType>::SetUpdateCallback(const std::function<void(uint32_t)>& callback) {
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updateCallback_ = callback;
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}
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// Explicitly instantiate the template class for specific gamepad types
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template class Gamepad<RetroidKeys>;
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template class Gamepad<SkydroidKeys>;
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