mirror of
https://github.com/wiiu-env/ftpiiu_plugin.git
synced 2024-12-23 11:21:49 +01:00
239 lines
6.3 KiB
C++
239 lines
6.3 KiB
C++
// ftpd is a server implementation based on the following:
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// - RFC 959 (https://tools.ietf.org/html/rfc959)
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// - RFC 3659 (https://tools.ietf.org/html/rfc3659)
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// - suggested implementation details from https://cr.yp.to/ftp/filesystem.html
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//
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// Copyright (C) 2020 Michael Theall
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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#ifndef CLASSIC
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#include "imgui_ctru.h"
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#include "imgui.h"
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#include "../imgui/imgui_internal.h"
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#include "fs.h"
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#include "platform.h"
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#include <chrono>
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#include <cstring>
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#include <functional>
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#include <string>
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#include <tuple>
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using namespace std::chrono_literals;
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namespace
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{
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/// \brief Clipboard
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std::string s_clipboard;
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/// \brief Get clipboard text callback
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/// \param userData_ User data
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char const *getClipboardText (void *const userData_)
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{
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(void)userData_;
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return s_clipboard.c_str ();
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}
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/// \brief Set clipboard text callback
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/// \param userData_ User data
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/// \param text_ Clipboard text
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void setClipboardText (void *const userData_, char const *const text_)
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{
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(void)userData_;
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s_clipboard = text_;
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}
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/// \brief Update touch position
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/// \param io_ ImGui IO
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void updateTouch (ImGuiIO &io_)
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{
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// check if touchpad was released
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if (hidKeysUp () & KEY_TOUCH)
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{
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// keep mouse position for one frame for release event
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io_.MouseDown[0] = false;
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return;
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}
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// check if touchpad is touched
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if (!(hidKeysHeld () & KEY_TOUCH))
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{
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// set mouse cursor off-screen
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io_.MousePos = ImVec2 (-10.0f, -10.0f);
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io_.MouseDown[0] = false;
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return;
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}
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// read touch position
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touchPosition pos;
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hidTouchRead (&pos);
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// transform to bottom-screen space
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io_.MousePos = ImVec2 (pos.px + 40.0f, pos.py + 240.0f);
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io_.MouseDown[0] = true;
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}
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/// \brief Update gamepad inputs
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/// \param io_ ImGui IO
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void updateGamepads (ImGuiIO &io_)
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{
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// clear navigation inputs
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std::memset (io_.NavInputs, 0, sizeof (io_.NavInputs));
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auto const buttonMapping = {
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std::make_pair (KEY_A, ImGuiNavInput_Activate),
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std::make_pair (KEY_B, ImGuiNavInput_Cancel),
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std::make_pair (KEY_X, ImGuiNavInput_Input),
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std::make_pair (KEY_Y, ImGuiNavInput_Menu),
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std::make_pair (KEY_L, ImGuiNavInput_FocusPrev),
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std::make_pair (KEY_L, ImGuiNavInput_TweakSlow),
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std::make_pair (KEY_ZL, ImGuiNavInput_FocusPrev),
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std::make_pair (KEY_ZL, ImGuiNavInput_TweakSlow),
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std::make_pair (KEY_R, ImGuiNavInput_FocusNext),
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std::make_pair (KEY_R, ImGuiNavInput_TweakFast),
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std::make_pair (KEY_ZR, ImGuiNavInput_FocusNext),
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std::make_pair (KEY_ZR, ImGuiNavInput_TweakFast),
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std::make_pair (KEY_DUP, ImGuiNavInput_DpadUp),
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std::make_pair (KEY_DRIGHT, ImGuiNavInput_DpadRight),
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std::make_pair (KEY_DDOWN, ImGuiNavInput_DpadDown),
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std::make_pair (KEY_DLEFT, ImGuiNavInput_DpadLeft),
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};
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// read buttons from 3DS
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auto const keys = hidKeysHeld ();
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for (auto const &[in, out] : buttonMapping)
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{
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if (keys & in)
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io_.NavInputs[out] = 1.0f;
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}
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// update joystick
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circlePosition cpad;
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auto const analogMapping = {
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std::make_tuple (std::ref (cpad.dx), ImGuiNavInput_LStickLeft, -0.3f, -0.9f),
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std::make_tuple (std::ref (cpad.dx), ImGuiNavInput_LStickRight, +0.3f, +0.9f),
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std::make_tuple (std::ref (cpad.dy), ImGuiNavInput_LStickUp, +0.3f, +0.9f),
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std::make_tuple (std::ref (cpad.dy), ImGuiNavInput_LStickDown, -0.3f, -0.9f),
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};
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// read left joystick from circle pad
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hidCircleRead (&cpad);
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for (auto const &[in, out, min, max] : analogMapping)
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{
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auto const value = in / static_cast<float> (0x9C);
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io_.NavInputs[out] = std::clamp ((value - min) / (max - min), 0.0f, 1.0f);
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}
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}
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/// \brief Update keyboard inputs
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/// \param io_ ImGui IO
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void updateKeyboard (ImGuiIO &io_)
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{
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static enum {
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INACTIVE,
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KEYBOARD,
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CLEARED,
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} state = INACTIVE;
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switch (state)
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{
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case INACTIVE:
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{
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if (!io_.WantTextInput)
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return;
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auto &textState = ImGui::GetCurrentContext ()->InputTextState;
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SwkbdState kbd;
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swkbdInit (&kbd, SWKBD_TYPE_NORMAL, 2, -1);
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swkbdSetButton (&kbd, SWKBD_BUTTON_LEFT, "Cancel", false);
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swkbdSetButton (&kbd, SWKBD_BUTTON_RIGHT, "OK", true);
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swkbdSetInitialText (
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&kbd, std::string (textState.InitialTextA.Data, textState.InitialTextA.Size).c_str ());
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if (textState.UserFlags & ImGuiInputTextFlags_Password)
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swkbdSetPasswordMode (&kbd, SWKBD_PASSWORD_HIDE_DELAY);
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char buffer[32] = {0};
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auto const button = swkbdInputText (&kbd, buffer, sizeof (buffer));
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if (button == SWKBD_BUTTON_RIGHT)
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io_.AddInputCharactersUTF8 (buffer);
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state = KEYBOARD;
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break;
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}
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case KEYBOARD:
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// need to skip a frame for active id to really be cleared
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ImGui::ClearActiveID ();
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state = CLEARED;
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break;
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case CLEARED:
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state = INACTIVE;
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break;
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}
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}
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}
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bool imgui::ctru::init ()
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{
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auto &io = ImGui::GetIO ();
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// setup config flags
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io.ConfigFlags |= ImGuiConfigFlags_IsTouchScreen;
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;
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// setup platform backend
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io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
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io.BackendPlatformName = "3DS";
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// disable mouse cursor
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io.MouseDrawCursor = false;
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// clipboard callbacks
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io.SetClipboardTextFn = setClipboardText;
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io.GetClipboardTextFn = getClipboardText;
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io.ClipboardUserData = nullptr;
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return true;
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}
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void imgui::ctru::newFrame ()
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{
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auto &io = ImGui::GetIO ();
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// check that font was built
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IM_ASSERT (io.Fonts->IsBuilt () &&
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"Font atlas not built! It is generally built by the renderer back-end. Missing call "
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"to renderer _NewFrame() function?");
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// time step
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static auto const start = platform::steady_clock::now ();
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static auto prev = start;
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auto const now = platform::steady_clock::now ();
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io.DeltaTime = std::chrono::duration<float> (now - prev).count ();
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prev = now;
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updateTouch (io);
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updateGamepads (io);
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updateKeyboard (io);
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}
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#endif
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