2020. december 28., hétfő 0:04 keltezéssel, Roderick Colenbrander írta: > [...] > > > + struct dualsense_input_report *ds_report; > > > + uint8_t value; > > > + > > > + /* DualSense in USB uses the full HID report for reportID 1, but > > > + * Bluetooth uses a minimal HID report for reportID 1 and reports > > > + * the full report using reportID 49. > > > + */ > > > + if (report->id == DS_INPUT_REPORT_USB && hdev->bus == BUS_USB) { > > > + ds_report = (struct dualsense_input_report *)&data[1]; > > > + } else { > > > + hid_err(hdev, "Unhandled reportID=%d\n", report->id); > > > + return -1; > > > + } > > > + > > > + input_report_abs(ds->gamepad, ABS_X, ds_report->x); > > > + input_report_abs(ds->gamepad, ABS_Y, ds_report->y); > > > + input_report_abs(ds->gamepad, ABS_RX, ds_report->rx); > > > + input_report_abs(ds->gamepad, ABS_RY, ds_report->ry); > > > + input_report_abs(ds->gamepad, ABS_Z, ds_report->z); > > > + input_report_abs(ds->gamepad, ABS_RZ, ds_report->rz); > > > + > > > + value = ds_report->buttons[0] & DS_BUTTONS0_HAT_SWITCH; > > > + if (value > 7) > > > + value = 8; /* center */ > > > + input_report_abs(ds->gamepad, ABS_HAT0X, ps_gamepad_hat_mapping[value].x); > > > + input_report_abs(ds->gamepad, ABS_HAT0Y, ps_gamepad_hat_mapping[value].y); > > > + > > > + input_report_key(ds->gamepad, BTN_WEST, ds_report->buttons[0] & DS_BUTTONS0_SQUARE); > > > + input_report_key(ds->gamepad, BTN_SOUTH, ds_report->buttons[0] & DS_BUTTONS0_CROSS); > > > + input_report_key(ds->gamepad, BTN_EAST, ds_report->buttons[0] & DS_BUTTONS0_CIRCLE); > > > + input_report_key(ds->gamepad, BTN_NORTH, ds_report->buttons[0] & DS_BUTTONS0_TRIANGLE); > > > + input_report_key(ds->gamepad, BTN_TL, ds_report->buttons[1] & DS_BUTTONS1_L1); > > > + input_report_key(ds->gamepad, BTN_TR, ds_report->buttons[1] & DS_BUTTONS1_R1); > > > + input_report_key(ds->gamepad, BTN_TL2, ds_report->buttons[1] & DS_BUTTONS1_L2); > > > + input_report_key(ds->gamepad, BTN_TR2, ds_report->buttons[1] & DS_BUTTONS1_R2); > > > + input_report_key(ds->gamepad, BTN_SELECT, ds_report->buttons[1] & DS_BUTTONS1_CREATE); > > > + input_report_key(ds->gamepad, BTN_START, ds_report->buttons[1] & DS_BUTTONS1_OPTIONS); > > > + input_report_key(ds->gamepad, BTN_THUMBL, ds_report->buttons[1] & DS_BUTTONS1_L3); > > > + input_report_key(ds->gamepad, BTN_THUMBR, ds_report->buttons[1] & DS_BUTTONS1_R3); > > > + input_report_key(ds->gamepad, BTN_MODE, ds_report->buttons[2] & DS_BUTTONS2_PS_HOME); > > > > Possibly this could be replaced with a loop? I have something like this in mind: > > > > ``` > > struct ps_gamepad_button { > > unsigned int code; > > uint8_t button_idx; > > uint8_t mask; > > } ps_gamepad_buttons[] = {...}; > > > > for (...) { > > struct ps_gamepad_button *b = ...; > > input_report_key(...); > > } > > ``` > > > > Or is there any reason why the unrolled version is preffered that I'm missing? > > It can be done from a loop. Main reason for unrolled was that it is > actually less code and potentially a tiny bit faster, but I bet a > compiler would have unrolled it anyway. I don't know what I want to do > here. Being explicit feels nice (other drivers do something similar). > [...] I agree that the compiler would've probably unrolled it. I'd personally consider the loop version to be shorter as I'd not consider the static array "code" - it's really just data initialization. Anyways, may I suggest then to align the parameters so that the given parameter of each call starts in the same column? I think it helps readability a good deal.