Re: [PATCH 01/13] HID: playstation: initial DualSense USB support.
From: Barnabás Pőcze <hidden>
Date: 2020-12-29 19:13:36
2020. december 28., hétfő 0:04 keltezéssel, Roderick Colenbrander írta:
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+ 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.