Separate abstractions from implementations following DIP:
servers/ drivers/
│ │
▼ ▼
ports/ (trait-only crates, zero deps)
New crates:
ports/ (abstractions):
- port-framebuffer: Framebuffer trait
- port-block-device: BlockDevice trait + SectorId
- port-input-device: InputDevice trait + InputEvent types
drivers/ (implementations depend on ports/):
- driver-framebuffer-virtio: VirtIO GPU framebuffer
- driver-framebuffer-mock: test double
- driver-block-virtio: VirtIO block device
bins/ (composition roots wire server + driver):
- display-qemu: DisplayServer<VirtioFramebuffer>
- storage-qemu: storage server with VirtIO block
Servers no longer own their hardware traits or driver code.
Neither server nor driver depends on the other — both point
inward to the port abstraction.
220 lines
6.6 KiB
Rust
220 lines
6.6 KiB
Rust
use server_framework::{Decode, Encode};
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pub use port_input_device::{Key, GamepadButton, Axis, InputEvent};
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#[derive(Debug, PartialEq)]
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pub enum InputRequest {
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PollEvent,
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WaitEvent,
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}
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#[derive(Debug, PartialEq)]
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pub enum InputResponse {
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Event(InputEvent),
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NoEvent,
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}
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impl Encode for InputRequest {
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fn encode(&self) -> [usize; 4] {
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match self {
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InputRequest::PollEvent => [0, 0, 0, 0],
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InputRequest::WaitEvent => [1, 0, 0, 0],
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}
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}
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}
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impl Decode for InputRequest {
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fn decode(words: [usize; 4]) -> Option<Self> {
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match words[0] {
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0 => Some(InputRequest::PollEvent),
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1 => Some(InputRequest::WaitEvent),
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_ => None,
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}
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}
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}
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const EV_KEY_DOWN: usize = 1;
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const EV_KEY_UP: usize = 2;
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const EV_PTR_DOWN: usize = 3;
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const EV_PTR_MOVE: usize = 4;
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const EV_PTR_UP: usize = 5;
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const EV_SCROLL: usize = 6;
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const EV_GAMEPAD_BTN: usize = 7;
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const EV_GAMEPAD_AXIS: usize = 8;
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fn encode_key(key: Key) -> (usize, usize) {
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match key {
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Key::Up => (0, 0),
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Key::Down => (1, 0),
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Key::Left => (2, 0),
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Key::Right => (3, 0),
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Key::Enter => (4, 0),
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Key::Escape => (5, 0),
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Key::Space => (6, 0),
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Key::Backspace => (7, 0),
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Key::Tab => (8, 0),
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Key::Char(c) => (9, c as usize),
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}
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}
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fn decode_key(kind: usize, data: usize) -> Option<Key> {
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match kind {
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0 => Some(Key::Up),
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1 => Some(Key::Down),
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2 => Some(Key::Left),
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3 => Some(Key::Right),
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4 => Some(Key::Enter),
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5 => Some(Key::Escape),
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6 => Some(Key::Space),
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7 => Some(Key::Backspace),
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8 => Some(Key::Tab),
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9 => Some(Key::Char(data as u8)),
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_ => None,
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}
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}
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fn encode_pointer(id: u8, x: u16, y: u16) -> (usize, usize) {
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(id as usize, (x as usize) | ((y as usize) << 16))
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}
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fn decode_pointer(w1: usize, w2: usize) -> (u8, u16, u16) {
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(w1 as u8, (w2 & 0xFFFF) as u16, ((w2 >> 16) & 0xFFFF) as u16)
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}
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fn encode_gamepad_button(button: GamepadButton) -> usize {
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match button {
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GamepadButton::South => 0,
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GamepadButton::East => 1,
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GamepadButton::North => 2,
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GamepadButton::West => 3,
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GamepadButton::DpadUp => 4,
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GamepadButton::DpadDown => 5,
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GamepadButton::DpadLeft => 6,
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GamepadButton::DpadRight => 7,
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GamepadButton::Start => 8,
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GamepadButton::Select => 9,
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}
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}
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fn decode_gamepad_button(v: usize) -> Option<GamepadButton> {
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match v {
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0 => Some(GamepadButton::South),
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1 => Some(GamepadButton::East),
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2 => Some(GamepadButton::North),
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3 => Some(GamepadButton::West),
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4 => Some(GamepadButton::DpadUp),
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5 => Some(GamepadButton::DpadDown),
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6 => Some(GamepadButton::DpadLeft),
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7 => Some(GamepadButton::DpadRight),
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8 => Some(GamepadButton::Start),
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9 => Some(GamepadButton::Select),
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_ => None,
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}
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}
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fn encode_axis(axis: Axis) -> usize {
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match axis {
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Axis::LeftX => 0,
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Axis::LeftY => 1,
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Axis::RightX => 2,
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Axis::RightY => 3,
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}
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}
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fn decode_axis(v: usize) -> Option<Axis> {
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match v {
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0 => Some(Axis::LeftX),
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1 => Some(Axis::LeftY),
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2 => Some(Axis::RightX),
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3 => Some(Axis::RightY),
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_ => None,
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}
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}
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impl Encode for InputResponse {
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fn encode(&self) -> [usize; 4] {
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match self {
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InputResponse::NoEvent => [0, 0, 0, 0],
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InputResponse::Event(event) => match event {
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InputEvent::KeyDown(key) => {
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let (k, d) = encode_key(*key);
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[EV_KEY_DOWN, k, d, 0]
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}
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InputEvent::KeyUp(key) => {
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let (k, d) = encode_key(*key);
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[EV_KEY_UP, k, d, 0]
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}
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InputEvent::PointerDown { id, x, y } => {
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let (w1, w2) = encode_pointer(*id, *x, *y);
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[EV_PTR_DOWN, w1, w2, 0]
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}
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InputEvent::PointerMove { id, x, y } => {
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let (w1, w2) = encode_pointer(*id, *x, *y);
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[EV_PTR_MOVE, w1, w2, 0]
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}
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InputEvent::PointerUp { id, x, y } => {
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let (w1, w2) = encode_pointer(*id, *x, *y);
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[EV_PTR_UP, w1, w2, 0]
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}
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InputEvent::Scroll { dx, dy } => {
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[EV_SCROLL, *dx as usize, *dy as usize, 0]
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}
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InputEvent::GamepadButton { button, pressed } => {
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[EV_GAMEPAD_BTN, encode_gamepad_button(*button), *pressed as usize, 0]
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}
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InputEvent::GamepadAxis { axis, value } => {
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[EV_GAMEPAD_AXIS, encode_axis(*axis), *value as usize, 0]
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}
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},
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}
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}
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}
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impl Decode for InputResponse {
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fn decode(words: [usize; 4]) -> Option<Self> {
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match words[0] {
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0 => Some(InputResponse::NoEvent),
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EV_KEY_DOWN => {
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let key = decode_key(words[1], words[2])?;
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Some(InputResponse::Event(InputEvent::KeyDown(key)))
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}
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EV_KEY_UP => {
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let key = decode_key(words[1], words[2])?;
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Some(InputResponse::Event(InputEvent::KeyUp(key)))
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}
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EV_PTR_DOWN => {
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let (id, x, y) = decode_pointer(words[1], words[2]);
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Some(InputResponse::Event(InputEvent::PointerDown { id, x, y }))
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}
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EV_PTR_MOVE => {
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let (id, x, y) = decode_pointer(words[1], words[2]);
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Some(InputResponse::Event(InputEvent::PointerMove { id, x, y }))
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}
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EV_PTR_UP => {
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let (id, x, y) = decode_pointer(words[1], words[2]);
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Some(InputResponse::Event(InputEvent::PointerUp { id, x, y }))
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}
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EV_SCROLL => {
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Some(InputResponse::Event(InputEvent::Scroll {
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dx: words[1] as i16,
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dy: words[2] as i16,
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}))
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}
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EV_GAMEPAD_BTN => {
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let button = decode_gamepad_button(words[1])?;
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Some(InputResponse::Event(InputEvent::GamepadButton {
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button,
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pressed: words[2] != 0,
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}))
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}
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EV_GAMEPAD_AXIS => {
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let axis = decode_axis(words[1])?;
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Some(InputResponse::Event(InputEvent::GamepadAxis {
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axis,
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value: words[2] as i16,
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}))
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}
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_ => None,
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}
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}
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}
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