dolphin/Source/Core/InputCommon/GCAdapter.cpp

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// Copyright 2014 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include <algorithm>
#include <array>
#include <libusb.h>
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#include <mutex>
#include <optional>
#include "Common/Event.h"
#include "Common/Flag.h"
Make the Wii U Gamecube adapter work with less magic. The Wii U Gamecube controller adapter setup has always been a bit weird. It tries to be as automatic as possible to make the user experience as easy as possible. The problem with this approach is that it brings a large disconnect in the user experience because you have the Gamecube controller setup with regular gamepads and then for some reason below that you have a "direct connect" option which will cause the Gamecube Adapter to overwrite the regular inputs if something was connected. While this works and allows the user to only click one checkbox to get the device working, it breaks the user's experience because they don't really know what "direct connect" means and won't look it up to figure out what it is. Just expecting the device to work (At least one occurence of this in the IRC channel in the last week). This way around also had the terrible nature of making the code more filthy than it needed to be. The GCAdapter namespace was parasitic and hooked in to the regular GC Controller SI class to overwrite the data that it was getting from the default configuration. Now instead we have a specific SIDevice class for the Wii U Gamecube adapter. This class is fairly simple and is a child of the regular SI Gamecube Pad device and only reimplements what it needs to. This also gives the ability to configure controllers individually, which allows the user to configure rumble individually per pad input. Overall the code is cleaner, and it fits more in line with how the rest of Dolphin works.
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#include "Common/Logging/Log.h"
#include "Common/ScopeGuard.h"
#include "Common/Thread.h"
#include "Core/Config/MainSettings.h"
#include "Core/ConfigManager.h"
#include "Core/Core.h"
#include "Core/CoreTiming.h"
#include "Core/HW/SI/SI.h"
#include "Core/HW/SI/SI_Device.h"
#include "Core/HW/SystemTimers.h"
#include "Core/LibusbUtils.h"
#include "Core/NetPlayProto.h"
Make the Wii U Gamecube adapter work with less magic. The Wii U Gamecube controller adapter setup has always been a bit weird. It tries to be as automatic as possible to make the user experience as easy as possible. The problem with this approach is that it brings a large disconnect in the user experience because you have the Gamecube controller setup with regular gamepads and then for some reason below that you have a "direct connect" option which will cause the Gamecube Adapter to overwrite the regular inputs if something was connected. While this works and allows the user to only click one checkbox to get the device working, it breaks the user's experience because they don't really know what "direct connect" means and won't look it up to figure out what it is. Just expecting the device to work (At least one occurence of this in the IRC channel in the last week). This way around also had the terrible nature of making the code more filthy than it needed to be. The GCAdapter namespace was parasitic and hooked in to the regular GC Controller SI class to overwrite the data that it was getting from the default configuration. Now instead we have a specific SIDevice class for the Wii U Gamecube adapter. This class is fairly simple and is a child of the regular SI Gamecube Pad device and only reimplements what it needs to. This also gives the ability to configure controllers individually, which allows the user to configure rumble individually per pad input. Overall the code is cleaner, and it fits more in line with how the rest of Dolphin works.
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#include "InputCommon/GCAdapter.h"
#include "InputCommon/GCPadStatus.h"
Make the Wii U Gamecube adapter work with less magic. The Wii U Gamecube controller adapter setup has always been a bit weird. It tries to be as automatic as possible to make the user experience as easy as possible. The problem with this approach is that it brings a large disconnect in the user experience because you have the Gamecube controller setup with regular gamepads and then for some reason below that you have a "direct connect" option which will cause the Gamecube Adapter to overwrite the regular inputs if something was connected. While this works and allows the user to only click one checkbox to get the device working, it breaks the user's experience because they don't really know what "direct connect" means and won't look it up to figure out what it is. Just expecting the device to work (At least one occurence of this in the IRC channel in the last week). This way around also had the terrible nature of making the code more filthy than it needed to be. The GCAdapter namespace was parasitic and hooked in to the regular GC Controller SI class to overwrite the data that it was getting from the default configuration. Now instead we have a specific SIDevice class for the Wii U Gamecube adapter. This class is fairly simple and is a child of the regular SI Gamecube Pad device and only reimplements what it needs to. This also gives the ability to configure controllers individually, which allows the user to configure rumble individually per pad input. Overall the code is cleaner, and it fits more in line with how the rest of Dolphin works.
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namespace GCAdapter
{
static bool CheckDeviceAccess(libusb_device* device);
static void AddGCAdapter(libusb_device* device);
static void ResetRumbleLockNeeded();
static void Reset();
static void Setup();
enum
{
NO_ADAPTER_DETECTED = 0,
ADAPTER_DETECTED = 1,
};
// Current adapter status: detected/not detected/in error (holds the error code)
static std::atomic<int> s_status = NO_ADAPTER_DETECTED;
static libusb_device_handle* s_handle = nullptr;
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static std::array<u8, SerialInterface::MAX_SI_CHANNELS> s_controller_type = {
ControllerTypes::CONTROLLER_NONE, ControllerTypes::CONTROLLER_NONE,
ControllerTypes::CONTROLLER_NONE, ControllerTypes::CONTROLLER_NONE};
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static std::array<u8, SerialInterface::MAX_SI_CHANNELS> s_controller_rumble{};
static std::mutex s_mutex;
static u8 s_controller_payload[37];
static u8 s_controller_payload_swap[37];
static std::atomic<int> s_controller_payload_size = {0};
static std::thread s_adapter_input_thread;
static std::thread s_adapter_output_thread;
static Common::Flag s_adapter_thread_running;
static Common::Event s_rumble_data_available;
static std::mutex s_init_mutex;
static std::thread s_adapter_detect_thread;
static Common::Flag s_adapter_detect_thread_running;
static Common::Event s_hotplug_event;
static std::function<void(void)> s_detect_callback;
#if defined(__FreeBSD__) && __FreeBSD__ >= 11
static bool s_libusb_hotplug_enabled = true;
#else
static bool s_libusb_hotplug_enabled = false;
#endif
#if defined(LIBUSB_API_VERSION) && LIBUSB_API_VERSION >= 0x01000102
static libusb_hotplug_callback_handle s_hotplug_handle;
#endif
static LibusbUtils::Context s_libusb_context;
static u8 s_endpoint_in = 0;
static u8 s_endpoint_out = 0;
static u64 s_last_init = 0;
static std::optional<size_t> s_config_callback_id = std::nullopt;
static std::array<bool, SerialInterface::MAX_SI_CHANNELS> s_config_rumble_enabled{};
static void Read()
{
int payload_size = 0;
while (s_adapter_thread_running.IsSet())
{
int err = libusb_interrupt_transfer(s_handle, s_endpoint_in, s_controller_payload_swap,
sizeof(s_controller_payload_swap), &payload_size, 16);
if (err)
ERROR_LOG_FMT(CONTROLLERINTERFACE, "adapter libusb read failed: err={}",
libusb_error_name(err));
{
std::lock_guard<std::mutex> lk(s_mutex);
std::swap(s_controller_payload_swap, s_controller_payload);
s_controller_payload_size.store(payload_size);
}
Common::YieldCPU();
}
}
static void Write()
{
int size = 0;
while (true)
{
s_rumble_data_available.Wait();
if (!s_adapter_thread_running.IsSet())
return;
u8 payload[5] = {
0x11,
s_controller_rumble[0],
s_controller_rumble[1],
s_controller_rumble[2],
s_controller_rumble[3],
};
const int err =
libusb_interrupt_transfer(s_handle, s_endpoint_out, payload, sizeof(payload), &size, 16);
if (err != 0)
ERROR_LOG_FMT(CONTROLLERINTERFACE, "adapter libusb write failed: err={}",
libusb_error_name(err));
}
}
#if defined(LIBUSB_API_VERSION) && LIBUSB_API_VERSION >= 0x01000102
static int HotplugCallback(libusb_context* ctx, libusb_device* dev, libusb_hotplug_event event,
void* user_data)
{
if (event == LIBUSB_HOTPLUG_EVENT_DEVICE_ARRIVED)
{
if (s_handle == nullptr)
s_hotplug_event.Set();
}
else if (event == LIBUSB_HOTPLUG_EVENT_DEVICE_LEFT)
{
if (s_handle != nullptr && libusb_get_device(s_handle) == dev)
Reset();
// Reset a potential error status now that the adapter is unplugged
if (s_status < 0)
{
s_status = NO_ADAPTER_DETECTED;
if (s_detect_callback != nullptr)
s_detect_callback();
}
}
return 0;
}
#endif
static void ScanThreadFunc()
{
Common::SetCurrentThreadName("GC Adapter Scanning Thread");
NOTICE_LOG_FMT(CONTROLLERINTERFACE, "GC Adapter scanning thread started");
#if defined(LIBUSB_API_VERSION) && LIBUSB_API_VERSION >= 0x01000102
#ifndef __FreeBSD__
s_libusb_hotplug_enabled = libusb_has_capability(LIBUSB_CAP_HAS_HOTPLUG) != 0;
#endif
if (s_libusb_hotplug_enabled)
{
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if (libusb_hotplug_register_callback(
s_libusb_context,
(libusb_hotplug_event)(LIBUSB_HOTPLUG_EVENT_DEVICE_ARRIVED |
LIBUSB_HOTPLUG_EVENT_DEVICE_LEFT),
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LIBUSB_HOTPLUG_ENUMERATE, 0x057e, 0x0337, LIBUSB_HOTPLUG_MATCH_ANY, HotplugCallback,
nullptr, &s_hotplug_handle) != LIBUSB_SUCCESS)
s_libusb_hotplug_enabled = false;
if (s_libusb_hotplug_enabled)
NOTICE_LOG_FMT(CONTROLLERINTERFACE, "Using libUSB hotplug detection");
}
#endif
while (s_adapter_detect_thread_running.IsSet())
{
if (s_handle == nullptr)
{
std::lock_guard<std::mutex> lk(s_init_mutex);
Setup();
}
if (s_libusb_hotplug_enabled)
s_hotplug_event.Wait();
else
Common::SleepCurrentThread(500);
}
NOTICE_LOG_FMT(CONTROLLERINTERFACE, "GC Adapter scanning thread stopped");
}
void SetAdapterCallback(std::function<void()> func)
{
s_detect_callback = func;
}
static void RefreshConfig()
{
for (int i = 0; i < SerialInterface::MAX_SI_CHANNELS; ++i)
s_config_rumble_enabled[i] = Config::Get(Config::GetInfoForAdapterRumble(i));
}
void Init()
{
if (s_handle != nullptr)
return;
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if (Core::GetState() != Core::State::Uninitialized && Core::GetState() != Core::State::Starting)
{
if ((CoreTiming::GetTicks() - s_last_init) < SystemTimers::GetTicksPerSecond())
return;
s_last_init = CoreTiming::GetTicks();
}
s_status = NO_ADAPTER_DETECTED;
if (!s_config_callback_id)
s_config_callback_id = Config::AddConfigChangedCallback(RefreshConfig);
RefreshConfig();
if (UseAdapter())
StartScanThread();
}
void StartScanThread()
{
Make the Wii U Gamecube adapter work with less magic. The Wii U Gamecube controller adapter setup has always been a bit weird. It tries to be as automatic as possible to make the user experience as easy as possible. The problem with this approach is that it brings a large disconnect in the user experience because you have the Gamecube controller setup with regular gamepads and then for some reason below that you have a "direct connect" option which will cause the Gamecube Adapter to overwrite the regular inputs if something was connected. While this works and allows the user to only click one checkbox to get the device working, it breaks the user's experience because they don't really know what "direct connect" means and won't look it up to figure out what it is. Just expecting the device to work (At least one occurence of this in the IRC channel in the last week). This way around also had the terrible nature of making the code more filthy than it needed to be. The GCAdapter namespace was parasitic and hooked in to the regular GC Controller SI class to overwrite the data that it was getting from the default configuration. Now instead we have a specific SIDevice class for the Wii U Gamecube adapter. This class is fairly simple and is a child of the regular SI Gamecube Pad device and only reimplements what it needs to. This also gives the ability to configure controllers individually, which allows the user to configure rumble individually per pad input. Overall the code is cleaner, and it fits more in line with how the rest of Dolphin works.
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if (s_adapter_detect_thread_running.IsSet())
return;
if (!s_libusb_context.IsValid())
return;
s_adapter_detect_thread_running.Set(true);
s_adapter_detect_thread = std::thread(ScanThreadFunc);
}
void StopScanThread()
{
if (s_adapter_detect_thread_running.TestAndClear())
{
s_hotplug_event.Set();
s_adapter_detect_thread.join();
}
}
static void Setup()
{
int prev_status = s_status;
// Reset the error status in case the adapter gets unplugged
if (s_status < 0)
s_status = NO_ADAPTER_DETECTED;
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s_controller_type.fill(ControllerTypes::CONTROLLER_NONE);
s_controller_rumble.fill(0);
s_libusb_context.GetDeviceList([](libusb_device* device) {
if (CheckDeviceAccess(device))
{
// Only connect to a single adapter in case the user has multiple connected
AddGCAdapter(device);
return false;
}
return true;
});
if (s_status != ADAPTER_DETECTED && prev_status != s_status && s_detect_callback != nullptr)
s_detect_callback();
}
static bool CheckDeviceAccess(libusb_device* device)
{
libusb_device_descriptor desc;
int ret = libusb_get_device_descriptor(device, &desc);
if (ret != 0)
{
// could not acquire the descriptor, no point in trying to use it.
ERROR_LOG_FMT(CONTROLLERINTERFACE, "libusb_get_device_descriptor failed with error: {}", ret);
return false;
}
if (desc.idVendor != 0x057e || desc.idProduct != 0x0337)
{
// This isnt the device we are looking for.
return false;
}
NOTICE_LOG_FMT(CONTROLLERINTERFACE, "Found GC Adapter with Vendor: {:X} Product: {:X} Devnum: {}",
desc.idVendor, desc.idProduct, 1);
// In case of failure, capture the libusb error code into the adapter status
Common::ScopeGuard status_guard([&ret] { s_status = ret; });
const u8 bus = libusb_get_bus_number(device);
const u8 port = libusb_get_device_address(device);
ret = libusb_open(device, &s_handle);
if (ret == LIBUSB_ERROR_ACCESS)
{
ERROR_LOG_FMT(
CONTROLLERINTERFACE,
"Dolphin does not have access to this device: Bus {:03d} Device {:03d}: ID {:04X}:{:04X}.",
bus, port, desc.idVendor, desc.idProduct);
return false;
}
if (ret != 0)
{
ERROR_LOG_FMT(CONTROLLERINTERFACE, "libusb_open failed to open device with error = {}", ret);
return false;
}
ret = libusb_kernel_driver_active(s_handle, 0);
if (ret == 1)
{
ret = libusb_detach_kernel_driver(s_handle, 0);
if (ret != 0 && ret != LIBUSB_ERROR_NOT_SUPPORTED)
ERROR_LOG_FMT(CONTROLLERINTERFACE, "libusb_detach_kernel_driver failed with error: {}", ret);
}
// This call makes Nyko-brand (and perhaps other) adapters work.
// However it returns LIBUSB_ERROR_PIPE with Mayflash adapters.
const int transfer = libusb_control_transfer(s_handle, 0x21, 11, 0x0001, 0, nullptr, 0, 1000);
if (transfer < 0)
WARN_LOG_FMT(CONTROLLERINTERFACE, "libusb_control_transfer failed with error: {}", transfer);
// this split is needed so that we don't avoid claiming the interface when
// detaching the kernel driver is successful
if (ret != 0 && ret != LIBUSB_ERROR_NOT_SUPPORTED)
{
libusb_close(s_handle);
s_handle = nullptr;
return false;
}
ret = libusb_claim_interface(s_handle, 0);
if (ret != 0)
{
ERROR_LOG_FMT(CONTROLLERINTERFACE, "libusb_claim_interface failed with error: {}", ret);
libusb_close(s_handle);
s_handle = nullptr;
return false;
}
// Updating the adapter status will be done in AddGCAdapter
status_guard.Dismiss();
return true;
}
static void AddGCAdapter(libusb_device* device)
{
libusb_config_descriptor* config = nullptr;
libusb_get_config_descriptor(device, 0, &config);
for (u8 ic = 0; ic < config->bNumInterfaces; ic++)
{
const libusb_interface* interfaceContainer = &config->interface[ic];
for (int i = 0; i < interfaceContainer->num_altsetting; i++)
{
const libusb_interface_descriptor* interface = &interfaceContainer->altsetting[i];
for (u8 e = 0; e < interface->bNumEndpoints; e++)
{
const libusb_endpoint_descriptor* endpoint = &interface->endpoint[e];
if (endpoint->bEndpointAddress & LIBUSB_ENDPOINT_IN)
s_endpoint_in = endpoint->bEndpointAddress;
else
s_endpoint_out = endpoint->bEndpointAddress;
}
}
}
int tmp = 0;
unsigned char payload = 0x13;
libusb_interrupt_transfer(s_handle, s_endpoint_out, &payload, sizeof(payload), &tmp, 16);
s_adapter_thread_running.Set(true);
s_adapter_input_thread = std::thread(Read);
s_adapter_output_thread = std::thread(Write);
s_status = ADAPTER_DETECTED;
if (s_detect_callback != nullptr)
s_detect_callback();
ResetRumbleLockNeeded();
}
void Shutdown()
{
StopScanThread();
#if defined(LIBUSB_API_VERSION) && LIBUSB_API_VERSION >= 0x01000102
if (s_libusb_context.IsValid() && s_libusb_hotplug_enabled)
libusb_hotplug_deregister_callback(s_libusb_context, s_hotplug_handle);
#endif
Reset();
s_status = NO_ADAPTER_DETECTED;
if (s_config_callback_id)
{
Config::RemoveConfigChangedCallback(*s_config_callback_id);
s_config_callback_id = std::nullopt;
}
}
static void Reset()
{
std::unique_lock<std::mutex> lock(s_init_mutex, std::defer_lock);
if (!lock.try_lock())
return;
if (s_status != ADAPTER_DETECTED)
return;
if (s_adapter_thread_running.TestAndClear())
{
s_rumble_data_available.Set();
s_adapter_input_thread.join();
s_adapter_output_thread.join();
}
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s_controller_type.fill(ControllerTypes::CONTROLLER_NONE);
s_status = NO_ADAPTER_DETECTED;
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if (s_handle)
{
libusb_release_interface(s_handle, 0);
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libusb_close(s_handle);
s_handle = nullptr;
}
if (s_detect_callback != nullptr)
s_detect_callback();
NOTICE_LOG_FMT(CONTROLLERINTERFACE, "GC Adapter detached");
}
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GCPadStatus Input(int chan)
{
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if (!UseAdapter())
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return {};
if (s_handle == nullptr || s_status != ADAPTER_DETECTED)
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return {};
int payload_size = 0;
u8 controller_payload_copy[37];
{
std::lock_guard<std::mutex> lk(s_mutex);
std::copy(std::begin(s_controller_payload), std::end(s_controller_payload),
std::begin(controller_payload_copy));
payload_size = s_controller_payload_size.load();
}
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GCPadStatus pad = {};
if (payload_size != sizeof(controller_payload_copy) ||
controller_payload_copy[0] != LIBUSB_DT_HID)
{
// This can occur for a few frames on initialization.
ERROR_LOG_FMT(CONTROLLERINTERFACE, "error reading payload (size: {}, type: {:02x})",
payload_size, controller_payload_copy[0]);
}
else
{
Make the Wii U Gamecube adapter work with less magic. The Wii U Gamecube controller adapter setup has always been a bit weird. It tries to be as automatic as possible to make the user experience as easy as possible. The problem with this approach is that it brings a large disconnect in the user experience because you have the Gamecube controller setup with regular gamepads and then for some reason below that you have a "direct connect" option which will cause the Gamecube Adapter to overwrite the regular inputs if something was connected. While this works and allows the user to only click one checkbox to get the device working, it breaks the user's experience because they don't really know what "direct connect" means and won't look it up to figure out what it is. Just expecting the device to work (At least one occurence of this in the IRC channel in the last week). This way around also had the terrible nature of making the code more filthy than it needed to be. The GCAdapter namespace was parasitic and hooked in to the regular GC Controller SI class to overwrite the data that it was getting from the default configuration. Now instead we have a specific SIDevice class for the Wii U Gamecube adapter. This class is fairly simple and is a child of the regular SI Gamecube Pad device and only reimplements what it needs to. This also gives the ability to configure controllers individually, which allows the user to configure rumble individually per pad input. Overall the code is cleaner, and it fits more in line with how the rest of Dolphin works.
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bool get_origin = false;
u8 type = controller_payload_copy[1 + (9 * chan)] >> 4;
if (type != ControllerTypes::CONTROLLER_NONE &&
s_controller_type[chan] == ControllerTypes::CONTROLLER_NONE)
Make the Wii U Gamecube adapter work with less magic. The Wii U Gamecube controller adapter setup has always been a bit weird. It tries to be as automatic as possible to make the user experience as easy as possible. The problem with this approach is that it brings a large disconnect in the user experience because you have the Gamecube controller setup with regular gamepads and then for some reason below that you have a "direct connect" option which will cause the Gamecube Adapter to overwrite the regular inputs if something was connected. While this works and allows the user to only click one checkbox to get the device working, it breaks the user's experience because they don't really know what "direct connect" means and won't look it up to figure out what it is. Just expecting the device to work (At least one occurence of this in the IRC channel in the last week). This way around also had the terrible nature of making the code more filthy than it needed to be. The GCAdapter namespace was parasitic and hooked in to the regular GC Controller SI class to overwrite the data that it was getting from the default configuration. Now instead we have a specific SIDevice class for the Wii U Gamecube adapter. This class is fairly simple and is a child of the regular SI Gamecube Pad device and only reimplements what it needs to. This also gives the ability to configure controllers individually, which allows the user to configure rumble individually per pad input. Overall the code is cleaner, and it fits more in line with how the rest of Dolphin works.
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{
NOTICE_LOG_FMT(CONTROLLERINTERFACE, "New device connected to Port {} of Type: {:02x}",
chan + 1, controller_payload_copy[1 + (9 * chan)]);
Make the Wii U Gamecube adapter work with less magic. The Wii U Gamecube controller adapter setup has always been a bit weird. It tries to be as automatic as possible to make the user experience as easy as possible. The problem with this approach is that it brings a large disconnect in the user experience because you have the Gamecube controller setup with regular gamepads and then for some reason below that you have a "direct connect" option which will cause the Gamecube Adapter to overwrite the regular inputs if something was connected. While this works and allows the user to only click one checkbox to get the device working, it breaks the user's experience because they don't really know what "direct connect" means and won't look it up to figure out what it is. Just expecting the device to work (At least one occurence of this in the IRC channel in the last week). This way around also had the terrible nature of making the code more filthy than it needed to be. The GCAdapter namespace was parasitic and hooked in to the regular GC Controller SI class to overwrite the data that it was getting from the default configuration. Now instead we have a specific SIDevice class for the Wii U Gamecube adapter. This class is fairly simple and is a child of the regular SI Gamecube Pad device and only reimplements what it needs to. This also gives the ability to configure controllers individually, which allows the user to configure rumble individually per pad input. Overall the code is cleaner, and it fits more in line with how the rest of Dolphin works.
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get_origin = true;
}
s_controller_type[chan] = type;
if (s_controller_type[chan] != ControllerTypes::CONTROLLER_NONE)
{
u8 b1 = controller_payload_copy[1 + (9 * chan) + 1];
u8 b2 = controller_payload_copy[1 + (9 * chan) + 2];
if (b1 & (1 << 0))
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pad.button |= PAD_BUTTON_A;
if (b1 & (1 << 1))
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pad.button |= PAD_BUTTON_B;
if (b1 & (1 << 2))
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pad.button |= PAD_BUTTON_X;
if (b1 & (1 << 3))
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pad.button |= PAD_BUTTON_Y;
if (b1 & (1 << 4))
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pad.button |= PAD_BUTTON_LEFT;
if (b1 & (1 << 5))
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pad.button |= PAD_BUTTON_RIGHT;
if (b1 & (1 << 6))
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pad.button |= PAD_BUTTON_DOWN;
if (b1 & (1 << 7))
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pad.button |= PAD_BUTTON_UP;
if (b2 & (1 << 0))
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pad.button |= PAD_BUTTON_START;
if (b2 & (1 << 1))
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pad.button |= PAD_TRIGGER_Z;
if (b2 & (1 << 2))
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pad.button |= PAD_TRIGGER_R;
if (b2 & (1 << 3))
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pad.button |= PAD_TRIGGER_L;
Make the Wii U Gamecube adapter work with less magic. The Wii U Gamecube controller adapter setup has always been a bit weird. It tries to be as automatic as possible to make the user experience as easy as possible. The problem with this approach is that it brings a large disconnect in the user experience because you have the Gamecube controller setup with regular gamepads and then for some reason below that you have a "direct connect" option which will cause the Gamecube Adapter to overwrite the regular inputs if something was connected. While this works and allows the user to only click one checkbox to get the device working, it breaks the user's experience because they don't really know what "direct connect" means and won't look it up to figure out what it is. Just expecting the device to work (At least one occurence of this in the IRC channel in the last week). This way around also had the terrible nature of making the code more filthy than it needed to be. The GCAdapter namespace was parasitic and hooked in to the regular GC Controller SI class to overwrite the data that it was getting from the default configuration. Now instead we have a specific SIDevice class for the Wii U Gamecube adapter. This class is fairly simple and is a child of the regular SI Gamecube Pad device and only reimplements what it needs to. This also gives the ability to configure controllers individually, which allows the user to configure rumble individually per pad input. Overall the code is cleaner, and it fits more in line with how the rest of Dolphin works.
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if (get_origin)
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pad.button |= PAD_GET_ORIGIN;
pad.stickX = controller_payload_copy[1 + (9 * chan) + 3];
pad.stickY = controller_payload_copy[1 + (9 * chan) + 4];
pad.substickX = controller_payload_copy[1 + (9 * chan) + 5];
pad.substickY = controller_payload_copy[1 + (9 * chan) + 6];
pad.triggerLeft = controller_payload_copy[1 + (9 * chan) + 7];
pad.triggerRight = controller_payload_copy[1 + (9 * chan) + 8];
}
else if (!Core::WantsDeterminism())
Make the Wii U Gamecube adapter work with less magic. The Wii U Gamecube controller adapter setup has always been a bit weird. It tries to be as automatic as possible to make the user experience as easy as possible. The problem with this approach is that it brings a large disconnect in the user experience because you have the Gamecube controller setup with regular gamepads and then for some reason below that you have a "direct connect" option which will cause the Gamecube Adapter to overwrite the regular inputs if something was connected. While this works and allows the user to only click one checkbox to get the device working, it breaks the user's experience because they don't really know what "direct connect" means and won't look it up to figure out what it is. Just expecting the device to work (At least one occurence of this in the IRC channel in the last week). This way around also had the terrible nature of making the code more filthy than it needed to be. The GCAdapter namespace was parasitic and hooked in to the regular GC Controller SI class to overwrite the data that it was getting from the default configuration. Now instead we have a specific SIDevice class for the Wii U Gamecube adapter. This class is fairly simple and is a child of the regular SI Gamecube Pad device and only reimplements what it needs to. This also gives the ability to configure controllers individually, which allows the user to configure rumble individually per pad input. Overall the code is cleaner, and it fits more in line with how the rest of Dolphin works.
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{
// This is a hack to prevent a desync due to SI devices
// being different and returning different values.
// The corresponding code in DeviceGCAdapter has the same check
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pad.button = PAD_ERR_STATUS;
Make the Wii U Gamecube adapter work with less magic. The Wii U Gamecube controller adapter setup has always been a bit weird. It tries to be as automatic as possible to make the user experience as easy as possible. The problem with this approach is that it brings a large disconnect in the user experience because you have the Gamecube controller setup with regular gamepads and then for some reason below that you have a "direct connect" option which will cause the Gamecube Adapter to overwrite the regular inputs if something was connected. While this works and allows the user to only click one checkbox to get the device working, it breaks the user's experience because they don't really know what "direct connect" means and won't look it up to figure out what it is. Just expecting the device to work (At least one occurence of this in the IRC channel in the last week). This way around also had the terrible nature of making the code more filthy than it needed to be. The GCAdapter namespace was parasitic and hooked in to the regular GC Controller SI class to overwrite the data that it was getting from the default configuration. Now instead we have a specific SIDevice class for the Wii U Gamecube adapter. This class is fairly simple and is a child of the regular SI Gamecube Pad device and only reimplements what it needs to. This also gives the ability to configure controllers individually, which allows the user to configure rumble individually per pad input. Overall the code is cleaner, and it fits more in line with how the rest of Dolphin works.
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}
}
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return pad;
}
Make the Wii U Gamecube adapter work with less magic. The Wii U Gamecube controller adapter setup has always been a bit weird. It tries to be as automatic as possible to make the user experience as easy as possible. The problem with this approach is that it brings a large disconnect in the user experience because you have the Gamecube controller setup with regular gamepads and then for some reason below that you have a "direct connect" option which will cause the Gamecube Adapter to overwrite the regular inputs if something was connected. While this works and allows the user to only click one checkbox to get the device working, it breaks the user's experience because they don't really know what "direct connect" means and won't look it up to figure out what it is. Just expecting the device to work (At least one occurence of this in the IRC channel in the last week). This way around also had the terrible nature of making the code more filthy than it needed to be. The GCAdapter namespace was parasitic and hooked in to the regular GC Controller SI class to overwrite the data that it was getting from the default configuration. Now instead we have a specific SIDevice class for the Wii U Gamecube adapter. This class is fairly simple and is a child of the regular SI Gamecube Pad device and only reimplements what it needs to. This also gives the ability to configure controllers individually, which allows the user to configure rumble individually per pad input. Overall the code is cleaner, and it fits more in line with how the rest of Dolphin works.
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bool DeviceConnected(int chan)
{
return s_controller_type[chan] != ControllerTypes::CONTROLLER_NONE;
Make the Wii U Gamecube adapter work with less magic. The Wii U Gamecube controller adapter setup has always been a bit weird. It tries to be as automatic as possible to make the user experience as easy as possible. The problem with this approach is that it brings a large disconnect in the user experience because you have the Gamecube controller setup with regular gamepads and then for some reason below that you have a "direct connect" option which will cause the Gamecube Adapter to overwrite the regular inputs if something was connected. While this works and allows the user to only click one checkbox to get the device working, it breaks the user's experience because they don't really know what "direct connect" means and won't look it up to figure out what it is. Just expecting the device to work (At least one occurence of this in the IRC channel in the last week). This way around also had the terrible nature of making the code more filthy than it needed to be. The GCAdapter namespace was parasitic and hooked in to the regular GC Controller SI class to overwrite the data that it was getting from the default configuration. Now instead we have a specific SIDevice class for the Wii U Gamecube adapter. This class is fairly simple and is a child of the regular SI Gamecube Pad device and only reimplements what it needs to. This also gives the ability to configure controllers individually, which allows the user to configure rumble individually per pad input. Overall the code is cleaner, and it fits more in line with how the rest of Dolphin works.
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}
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void ResetDeviceType(int chan)
{
s_controller_type[chan] = ControllerTypes::CONTROLLER_NONE;
}
Make the Wii U Gamecube adapter work with less magic. The Wii U Gamecube controller adapter setup has always been a bit weird. It tries to be as automatic as possible to make the user experience as easy as possible. The problem with this approach is that it brings a large disconnect in the user experience because you have the Gamecube controller setup with regular gamepads and then for some reason below that you have a "direct connect" option which will cause the Gamecube Adapter to overwrite the regular inputs if something was connected. While this works and allows the user to only click one checkbox to get the device working, it breaks the user's experience because they don't really know what "direct connect" means and won't look it up to figure out what it is. Just expecting the device to work (At least one occurence of this in the IRC channel in the last week). This way around also had the terrible nature of making the code more filthy than it needed to be. The GCAdapter namespace was parasitic and hooked in to the regular GC Controller SI class to overwrite the data that it was getting from the default configuration. Now instead we have a specific SIDevice class for the Wii U Gamecube adapter. This class is fairly simple and is a child of the regular SI Gamecube Pad device and only reimplements what it needs to. This also gives the ability to configure controllers individually, which allows the user to configure rumble individually per pad input. Overall the code is cleaner, and it fits more in line with how the rest of Dolphin works.
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bool UseAdapter()
{
const auto& si_devices = SConfig::GetInstance().m_SIDevice;
return std::any_of(std::begin(si_devices), std::end(si_devices), [](const auto device_type) {
return device_type == SerialInterface::SIDEVICE_WIIU_ADAPTER;
});
Make the Wii U Gamecube adapter work with less magic. The Wii U Gamecube controller adapter setup has always been a bit weird. It tries to be as automatic as possible to make the user experience as easy as possible. The problem with this approach is that it brings a large disconnect in the user experience because you have the Gamecube controller setup with regular gamepads and then for some reason below that you have a "direct connect" option which will cause the Gamecube Adapter to overwrite the regular inputs if something was connected. While this works and allows the user to only click one checkbox to get the device working, it breaks the user's experience because they don't really know what "direct connect" means and won't look it up to figure out what it is. Just expecting the device to work (At least one occurence of this in the IRC channel in the last week). This way around also had the terrible nature of making the code more filthy than it needed to be. The GCAdapter namespace was parasitic and hooked in to the regular GC Controller SI class to overwrite the data that it was getting from the default configuration. Now instead we have a specific SIDevice class for the Wii U Gamecube adapter. This class is fairly simple and is a child of the regular SI Gamecube Pad device and only reimplements what it needs to. This also gives the ability to configure controllers individually, which allows the user to configure rumble individually per pad input. Overall the code is cleaner, and it fits more in line with how the rest of Dolphin works.
2015-12-31 10:09:47 -07:00
}
void ResetRumble()
{
std::unique_lock<std::mutex> lock(s_init_mutex, std::defer_lock);
if (!lock.try_lock())
return;
ResetRumbleLockNeeded();
}
// Needs to be called when s_init_mutex is locked in order to avoid
// being called while the libusb state is being reset
static void ResetRumbleLockNeeded()
{
if (!UseAdapter() || (s_handle == nullptr || s_status != ADAPTER_DETECTED))
{
return;
}
std::fill(std::begin(s_controller_rumble), std::end(s_controller_rumble), 0);
unsigned char rumble[5] = {0x11, s_controller_rumble[0], s_controller_rumble[1],
s_controller_rumble[2], s_controller_rumble[3]};
int size = 0;
libusb_interrupt_transfer(s_handle, s_endpoint_out, rumble, sizeof(rumble), &size, 16);
INFO_LOG_FMT(CONTROLLERINTERFACE, "Rumble state reset");
}
void Output(int chan, u8 rumble_command)
{
if (s_handle == nullptr || !UseAdapter() || !s_config_rumble_enabled[chan])
return;
// Skip over rumble commands if it has not changed or the controller is wireless
if (rumble_command != s_controller_rumble[chan] &&
s_controller_type[chan] != ControllerTypes::CONTROLLER_WIRELESS)
{
s_controller_rumble[chan] = rumble_command;
s_rumble_data_available.Set();
}
}
bool IsDetected(const char** error_message)
{
if (s_status >= 0)
{
if (error_message)
*error_message = nullptr;
return s_status == ADAPTER_DETECTED;
}
if (error_message)
*error_message = libusb_strerror(static_cast<libusb_error>(s_status.load()));
return false;
}
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} // namespace GCAdapter