// ftpd is a server implementation based on the following: // - RFC 959 (https://tools.ietf.org/html/rfc959) // - RFC 3659 (https://tools.ietf.org/html/rfc3659) // - suggested implementation details from https://cr.yp.to/ftp/filesystem.html // // Copyright (C) 2020 Michael Theall // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program. If not, see . #include "imgui_ctru.h" #include "imgui.h" #include "fs.h" #include "platform.h" #include <3ds.h> #include #include #include #include #include using namespace std::chrono_literals; namespace { /// \brief Clipboard std::string s_clipboard; /// \brief Get clipboard text callback /// \param userData_ User data char const *getClipboardText (void *const userData_) { (void)userData_; return s_clipboard.c_str (); } /// \brief Set clipboard text callback /// \param userData_ User data /// \param text_ Clipboard text void setClipboardText (void *const userData_, char const *const text_) { (void)userData_; s_clipboard = text_; } /// \brief Update touch position /// \param io_ ImGui IO void updateTouch (ImGuiIO &io_) { // check if touchpad was touched if (!(hidKeysHeld () & KEY_TOUCH)) { // set mouse cursor off-screen io_.MousePos = ImVec2 (-10.0f, -10.0f); io_.MouseDown[0] = false; return; } // read touch position touchPosition pos; hidTouchRead (&pos); // transform to bottom-screen space io_.MousePos = ImVec2 ((pos.px + 40.0f) * 2.0f, (pos.py + 240.0f) * 2.0f); io_.MouseDown[0] = true; } /// \brief Update gamepad inputs /// \param io_ ImGui IO void updateGamepads (ImGuiIO &io_) { // clear navigation inputs std::memset (io_.NavInputs, 0, sizeof (io_.NavInputs)); auto const buttonMapping = { std::make_pair (KEY_A, ImGuiNavInput_Activate), std::make_pair (KEY_B, ImGuiNavInput_Cancel), std::make_pair (KEY_X, ImGuiNavInput_Input), std::make_pair (KEY_Y, ImGuiNavInput_Menu), std::make_pair (KEY_L, ImGuiNavInput_FocusPrev), std::make_pair (KEY_L, ImGuiNavInput_TweakSlow), std::make_pair (KEY_ZL, ImGuiNavInput_FocusPrev), std::make_pair (KEY_ZL, ImGuiNavInput_TweakSlow), std::make_pair (KEY_R, ImGuiNavInput_FocusNext), std::make_pair (KEY_R, ImGuiNavInput_TweakFast), std::make_pair (KEY_ZR, ImGuiNavInput_FocusNext), std::make_pair (KEY_ZR, ImGuiNavInput_TweakFast), std::make_pair (KEY_DUP, ImGuiNavInput_DpadUp), std::make_pair (KEY_DRIGHT, ImGuiNavInput_DpadRight), std::make_pair (KEY_DDOWN, ImGuiNavInput_DpadDown), std::make_pair (KEY_DLEFT, ImGuiNavInput_DpadLeft), }; // read buttons from 3DS auto const keys = hidKeysHeld (); for (auto const &[in, out] : buttonMapping) { if (keys & in) io_.NavInputs[out] = 1.0f; } // update joystick circlePosition cpad; auto const analogMapping = { std::make_tuple (std::ref (cpad.dx), ImGuiNavInput_LStickLeft, -0.3f, -0.9f), std::make_tuple (std::ref (cpad.dx), ImGuiNavInput_LStickRight, +0.3f, +0.9f), std::make_tuple (std::ref (cpad.dy), ImGuiNavInput_LStickUp, +0.3f, +0.9f), std::make_tuple (std::ref (cpad.dy), ImGuiNavInput_LStickDown, -0.3f, -0.9f), }; // read left joystick from circle pad hidCircleRead (&cpad); for (auto const &[in, out, min, max] : analogMapping) { auto const value = in / static_cast (0x9C); io_.NavInputs[out] = std::clamp ((value - min) / (max - min), 0.0f, 1.0f); } } } bool imgui::ctru::init () { auto &io = ImGui::GetIO (); // setup config flags io.ConfigFlags |= ImGuiConfigFlags_IsTouchScreen; io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // setup platform backend io.BackendFlags |= ImGuiBackendFlags_HasGamepad; io.BackendPlatformName = "3DS"; // disable mouse cursor io.MouseDrawCursor = false; // clipboard callbacks io.SetClipboardTextFn = setClipboardText; io.GetClipboardTextFn = getClipboardText; io.ClipboardUserData = nullptr; return true; } void imgui::ctru::newFrame () { auto &io = ImGui::GetIO (); // check that font was built IM_ASSERT (io.Fonts->IsBuilt () && "Font atlas not built! It is generally built by the renderer back-end. Missing call " "to renderer _NewFrame() function?"); // time step static auto const start = platform::steady_clock::now (); static auto prev = start; auto const now = platform::steady_clock::now (); io.DeltaTime = std::chrono::duration (now - prev).count (); prev = now; updateTouch (io); updateGamepads (io); }