mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-06-28 09:59:32 -06:00
@ -3,6 +3,7 @@
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#include "InputCommon/ControllerInterface/SDL/SDL.h"
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#include <span>
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#include <thread>
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#include <vector>
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@ -10,7 +11,7 @@
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#include <Windows.h>
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#endif
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#include <SDL.h>
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#include <SDL3/SDL.h>
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#include "Common/Event.h"
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#include "Common/Logging/Log.h"
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@ -31,7 +32,7 @@ public:
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void UpdateInput(std::vector<std::weak_ptr<ciface::Core::Device>>& devices_to_remove) override;
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private:
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void OpenAndAddDevice(int index);
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void OpenAndAddDevice(SDL_JoystickID instance_id);
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bool HandleEventAndContinue(const SDL_Event& e);
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@ -48,10 +49,10 @@ std::unique_ptr<ciface::InputBackend> CreateInputBackend(ControllerInterface* co
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static void EnableSDLLogging()
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{
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SDL_LogSetAllPriority(SDL_LOG_PRIORITY_VERBOSE);
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SDL_LogSetOutputFunction(
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SDL_SetLogPriorities(SDL_LOG_PRIORITY_VERBOSE);
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SDL_SetLogOutputFunction(
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[](void*, int category, SDL_LogPriority priority, const char* message) {
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std::string category_name;
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std::string_view category_name{};
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switch (category)
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{
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case SDL_LOG_CATEGORY_APPLICATION:
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@ -81,8 +82,10 @@ static void EnableSDLLogging()
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case SDL_LOG_CATEGORY_TEST:
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category_name = "test";
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break;
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case SDL_LOG_CATEGORY_GPU:
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category_name = "gpu";
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break;
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default:
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category_name = fmt::format("unknown({})", category);
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break;
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}
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@ -108,8 +111,16 @@ static void EnableSDLLogging()
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break;
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}
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GENERIC_LOG_FMT(Common::Log::LogType::CONTROLLERINTERFACE, log_level, "{}: {}",
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category_name, message);
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if (category_name.empty())
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{
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GENERIC_LOG_FMT(Common::Log::LogType::CONTROLLERINTERFACE, log_level, "unknown({}): {}",
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category, message);
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}
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else
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{
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GENERIC_LOG_FMT(Common::Log::LogType::CONTROLLERINTERFACE, log_level, "{}: {}",
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category_name, message);
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}
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},
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nullptr);
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}
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@ -122,9 +133,8 @@ InputBackend::InputBackend(ControllerInterface* controller_interface)
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// This is required on windows so that SDL's joystick code properly pumps window messages
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SDL_SetHint(SDL_HINT_JOYSTICK_THREAD, "1");
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SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE, "1");
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// We want buttons to come in as positions, not labels
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SDL_SetHint(SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS, "0");
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SDL_SetHint(SDL_HINT_JOYSTICK_ENHANCED_REPORTS, "1");
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// We have our own WGI backend. Enabling SDL's WGI handling creates even more redundant devices.
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SDL_SetHint(SDL_HINT_JOYSTICK_WGI, "0");
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@ -139,7 +149,7 @@ InputBackend::InputBackend(ControllerInterface* controller_interface)
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{
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Common::ScopeGuard init_guard([this] { m_init_event.Set(); });
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if (SDL_Init(SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC | SDL_INIT_GAMECONTROLLER) != 0)
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if (!SDL_Init(SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC | SDL_INIT_GAMEPAD))
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{
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ERROR_LOG_FMT(CONTROLLERINTERFACE, "SDL failed to initialize");
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return;
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@ -160,7 +170,7 @@ InputBackend::InputBackend(ControllerInterface* controller_interface)
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// duplicate devices. Adding devices will actually "fail" here, as the ControllerInterface
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// hasn't finished initializing yet.
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SDL_Event e;
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while (SDL_PollEvent(&e) != 0)
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while (SDL_PollEvent(&e))
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{
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if (!HandleEventAndContinue(e))
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return;
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@ -179,7 +189,7 @@ InputBackend::InputBackend(ControllerInterface* controller_interface)
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#endif
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SDL_Event e;
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while (SDL_WaitEvent(&e) != 0)
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while (SDL_WaitEvent(&e))
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{
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if (!HandleEventAndContinue(e))
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return;
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@ -221,20 +231,20 @@ void InputBackend::PopulateDevices()
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SDL_PushEvent(&populate_event);
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}
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void InputBackend::UpdateInput(std::vector<std::weak_ptr<ciface::Core::Device>>& devices_to_remove)
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void InputBackend::UpdateInput(std::vector<std::weak_ptr<ciface::Core::Device>>&)
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{
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SDL_GameControllerUpdate();
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SDL_UpdateGamepads();
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}
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void InputBackend::OpenAndAddDevice(int index)
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void InputBackend::OpenAndAddDevice(SDL_JoystickID instance_id)
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{
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SDL_GameController* gc = SDL_GameControllerOpen(index);
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SDL_Joystick* js = SDL_JoystickOpen(index);
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SDL_Gamepad* gc = SDL_OpenGamepad(instance_id);
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SDL_Joystick* js = SDL_OpenJoystick(instance_id);
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if (js)
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if (js != nullptr)
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{
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if (SDL_JoystickNumButtons(js) > 255 || SDL_JoystickNumAxes(js) > 255 ||
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SDL_JoystickNumHats(js) > 255 || SDL_JoystickNumBalls(js) > 255)
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if (SDL_GetNumJoystickButtons(js) > 255 || SDL_GetNumJoystickAxes(js) > 255 ||
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SDL_GetNumJoystickHats(js) > 255 || SDL_GetNumJoystickBalls(js) > 255)
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{
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// This device is invalid, don't use it
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// Some crazy devices (HP webcam 2100) end up as HID devices
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@ -249,17 +259,12 @@ void InputBackend::OpenAndAddDevice(int index)
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bool InputBackend::HandleEventAndContinue(const SDL_Event& e)
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{
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if (e.type == SDL_JOYDEVICEADDED)
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if (e.type == SDL_EVENT_JOYSTICK_ADDED)
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{
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// NOTE: SDL_JOYDEVICEADDED's `jdevice.which` is a device index in SDL2.
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// It will change to an "instance ID" in SDL3.
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// OpenAndAddDevice impl and calls will need refactoring when changing to SDL3.
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static_assert(!SDL_VERSION_ATLEAST(3, 0, 0), "Refactoring is needed for SDL3.");
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OpenAndAddDevice(e.jdevice.which);
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}
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else if (e.type == SDL_JOYDEVICEREMOVED)
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else if (e.type == SDL_EVENT_JOYSTICK_REMOVED)
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{
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// NOTE: SDL_JOYDEVICEREMOVED's `jdevice.which` is an "instance ID".
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GetControllerInterface().RemoveDevice([&e](const auto* device) {
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return device->GetSource() == "SDL" &&
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static_cast<const GameController*>(device)->GetSDLInstanceID() == e.jdevice.which;
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@ -268,8 +273,12 @@ bool InputBackend::HandleEventAndContinue(const SDL_Event& e)
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else if (e.type == m_populate_event_type)
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{
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GetControllerInterface().PlatformPopulateDevices([this] {
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for (int i = 0; i < SDL_NumJoysticks(); ++i)
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OpenAndAddDevice(i);
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int joystick_count = 0;
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auto* const joystick_ids = SDL_GetJoysticks(&joystick_count);
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for (auto instance_id : std::span(joystick_ids, joystick_count))
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OpenAndAddDevice(instance_id);
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SDL_free(joystick_ids);
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});
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}
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else if (e.type == m_stop_event_type)
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|
@ -4,9 +4,11 @@
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#include "InputCommon/ControllerInterface/SDL/SDLGamepad.h"
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#include <array>
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#include <span>
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#include <unordered_set>
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#include "Common/Logging/Log.h"
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#include "Common/ScopeGuard.h"
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namespace ciface::SDL
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{
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@ -17,16 +19,12 @@ bool IsTriggerAxis(int index)
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return index >= 4;
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}
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GameController::GameController(SDL_GameController* const gamecontroller,
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SDL_Joystick* const joystick)
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GameController::GameController(SDL_Gamepad* const gamecontroller, SDL_Joystick* const joystick)
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: m_gamecontroller(gamecontroller), m_joystick(joystick)
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{
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const char* name;
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if (gamecontroller)
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name = SDL_GameControllerName(gamecontroller);
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else
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name = SDL_JoystickName(joystick);
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m_name = name != nullptr ? name : "Unknown";
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const char* const sdl_name = (gamecontroller != nullptr) ? SDL_GetGamepadName(gamecontroller) :
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SDL_GetJoystickName(joystick);
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m_name = (sdl_name != nullptr) ? sdl_name : "Unknown";
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// If a Joystick input has a GameController equivalent button/hat we don't add it.
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// "Equivalent" axes are still added as hidden/undetectable inputs to handle
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@ -35,17 +33,17 @@ GameController::GameController(SDL_GameController* const gamecontroller,
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std::unordered_set<int> registered_buttons;
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std::unordered_set<int> registered_hats;
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std::unordered_set<int> registered_axes;
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const auto register_mapping = [&](const SDL_GameControllerButtonBind& bind) {
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switch (bind.bindType)
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const auto register_mapping = [&](const SDL_GamepadBinding& bind) {
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switch (bind.input_type)
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{
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case SDL_CONTROLLER_BINDTYPE_BUTTON:
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registered_buttons.insert(bind.value.button);
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case SDL_GAMEPAD_BINDTYPE_BUTTON:
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registered_buttons.insert(bind.input.button);
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break;
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case SDL_CONTROLLER_BINDTYPE_HAT:
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registered_hats.insert(bind.value.hat.hat);
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case SDL_GAMEPAD_BINDTYPE_HAT:
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registered_hats.insert(bind.input.hat.hat);
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break;
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case SDL_CONTROLLER_BINDTYPE_AXIS:
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registered_axes.insert(bind.value.axis);
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case SDL_GAMEPAD_BINDTYPE_AXIS:
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registered_axes.insert(bind.input.axis.axis);
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break;
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default:
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break;
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@ -55,25 +53,22 @@ GameController::GameController(SDL_GameController* const gamecontroller,
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if (gamecontroller != nullptr)
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{
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// Inputs
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int binding_count = 0;
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auto** bindings = SDL_GetGamepadBindings(gamecontroller, &binding_count);
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Common::ScopeGuard free_bindings([&] { SDL_free(bindings); });
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// Buttons
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for (u8 i = 0; i != size(s_sdl_button_names); ++i)
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for (auto* const binding : std::span(bindings, binding_count))
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{
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SDL_GameControllerButton button = static_cast<SDL_GameControllerButton>(i);
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if (SDL_GameControllerHasButton(m_gamecontroller, button))
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{
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AddInput(new Button(gamecontroller, button));
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register_mapping(*binding);
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register_mapping(SDL_GameControllerGetBindForButton(gamecontroller, button));
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}
|
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}
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// Axes
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for (u8 i = 0; i != size(s_sdl_axis_names); ++i)
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{
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SDL_GameControllerAxis axis = static_cast<SDL_GameControllerAxis>(i);
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if (SDL_GameControllerHasAxis(m_gamecontroller, axis))
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switch (binding->output_type)
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{
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case SDL_GAMEPAD_BINDTYPE_BUTTON:
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AddInput(new Button(gamecontroller, *binding));
|
||||
break;
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case SDL_GAMEPAD_BINDTYPE_AXIS:
|
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{
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||||
const auto axis = binding->output.axis.axis;
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if (IsTriggerAxis(axis))
|
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{
|
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AddInput(new Axis(m_gamecontroller, 32767, axis));
|
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@ -84,19 +79,23 @@ GameController::GameController(SDL_GameController* const gamecontroller,
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AddInput(new Axis(m_gamecontroller, -32768, axis));
|
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AddInput(new Axis(m_gamecontroller, 32767, axis));
|
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}
|
||||
|
||||
register_mapping(SDL_GameControllerGetBindForAxis(gamecontroller, axis));
|
||||
break;
|
||||
}
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
const auto properties = SDL_GetGamepadProperties(m_gamecontroller);
|
||||
|
||||
// Rumble
|
||||
if (SDL_GameControllerHasRumble(m_gamecontroller))
|
||||
if (SDL_GetBooleanProperty(properties, SDL_PROP_GAMEPAD_CAP_RUMBLE_BOOLEAN, false))
|
||||
{
|
||||
AddOutput(new CombinedMotor(*this, &m_low_freq_rumble, &m_high_freq_rumble));
|
||||
AddOutput(new Rumble("Motor L", *this, &m_low_freq_rumble, &GameController::UpdateRumble));
|
||||
AddOutput(new Rumble("Motor R", *this, &m_high_freq_rumble, &GameController::UpdateRumble));
|
||||
}
|
||||
if (SDL_GameControllerHasRumbleTriggers(m_gamecontroller))
|
||||
if (SDL_GetBooleanProperty(properties, SDL_PROP_GAMEPAD_CAP_TRIGGER_RUMBLE_BOOLEAN, false))
|
||||
{
|
||||
AddOutput(new Rumble("Trigger L", *this, &m_trigger_l_rumble,
|
||||
&GameController::UpdateRumbleTriggers));
|
||||
@ -105,7 +104,7 @@ GameController::GameController(SDL_GameController* const gamecontroller,
|
||||
}
|
||||
|
||||
// Touchpad
|
||||
if (SDL_GameControllerGetNumTouchpads(m_gamecontroller) > 0)
|
||||
if (SDL_GetNumGamepadTouchpads(m_gamecontroller) > 0)
|
||||
{
|
||||
const char* const name_x = "Touchpad X";
|
||||
AddInput(new NonDetectableDirectionalInput<-1>(name_x, &m_touchpad_x));
|
||||
@ -119,7 +118,7 @@ GameController::GameController(SDL_GameController* const gamecontroller,
|
||||
// Motion
|
||||
const auto add_sensor = [this](SDL_SensorType type, std::string_view sensor_name,
|
||||
const SDLMotionAxisList& axes) {
|
||||
if (SDL_GameControllerSetSensorEnabled(m_gamecontroller, type, SDL_TRUE) == 0)
|
||||
if (SDL_SetGamepadSensorEnabled(m_gamecontroller, type, true))
|
||||
{
|
||||
for (const SDLMotionAxis& axis : axes)
|
||||
{
|
||||
@ -140,7 +139,7 @@ GameController::GameController(SDL_GameController* const gamecontroller,
|
||||
// Legacy inputs
|
||||
|
||||
// Buttons
|
||||
int n_legacy_buttons = SDL_JoystickNumButtons(joystick);
|
||||
int n_legacy_buttons = SDL_GetNumJoystickButtons(joystick);
|
||||
if (n_legacy_buttons < 0)
|
||||
{
|
||||
ERROR_LOG_FMT(CONTROLLERINTERFACE, "Error in SDL_JoystickNumButtons(): {}", SDL_GetError());
|
||||
@ -155,7 +154,7 @@ GameController::GameController(SDL_GameController* const gamecontroller,
|
||||
}
|
||||
|
||||
// Axes
|
||||
int n_legacy_axes = SDL_JoystickNumAxes(joystick);
|
||||
int n_legacy_axes = SDL_GetNumJoystickAxes(joystick);
|
||||
if (n_legacy_axes < 0)
|
||||
{
|
||||
ERROR_LOG_FMT(CONTROLLERINTERFACE, "Error in SDL_JoystickNumAxes(): {}", SDL_GetError());
|
||||
@ -171,7 +170,7 @@ GameController::GameController(SDL_GameController* const gamecontroller,
|
||||
}
|
||||
|
||||
// Hats
|
||||
int n_legacy_hats = SDL_JoystickNumHats(joystick);
|
||||
int n_legacy_hats = SDL_GetNumJoystickHats(joystick);
|
||||
if (n_legacy_hats < 0)
|
||||
{
|
||||
ERROR_LOG_FMT(CONTROLLERINTERFACE, "Error in SDL_JoystickNumHats(): {}", SDL_GetError());
|
||||
@ -188,16 +187,16 @@ GameController::GameController(SDL_GameController* const gamecontroller,
|
||||
}
|
||||
|
||||
// Haptics
|
||||
if (SDL_JoystickIsHaptic(m_joystick))
|
||||
if (SDL_IsJoystickHaptic(m_joystick))
|
||||
{
|
||||
m_haptic = SDL_HapticOpenFromJoystick(m_joystick);
|
||||
m_haptic = SDL_OpenHapticFromJoystick(m_joystick);
|
||||
if (m_haptic)
|
||||
{
|
||||
const unsigned int supported_effects = SDL_HapticQuery(m_haptic);
|
||||
const unsigned int supported_effects = SDL_GetMaxHapticEffects(m_haptic);
|
||||
|
||||
// Disable autocenter:
|
||||
if (supported_effects & SDL_HAPTIC_AUTOCENTER)
|
||||
SDL_HapticSetAutocenter(m_haptic, 0);
|
||||
SDL_SetHapticAutocenter(m_haptic, 0);
|
||||
|
||||
// Constant
|
||||
if (supported_effects & SDL_HAPTIC_CONSTANT)
|
||||
@ -224,16 +223,19 @@ GameController::GameController(SDL_GameController* const gamecontroller,
|
||||
}
|
||||
}
|
||||
|
||||
// Needed to make the below power level not "UNKNOWN".
|
||||
SDL_JoystickUpdate();
|
||||
|
||||
// Battery
|
||||
if (SDL_JoystickPowerLevel const power_level = SDL_JoystickCurrentPowerLevel(m_joystick);
|
||||
power_level != SDL_JOYSTICK_POWER_UNKNOWN)
|
||||
{
|
||||
m_battery_value = GetBatteryValueFromSDLPowerLevel(power_level);
|
||||
if (UpdateBatteryLevel())
|
||||
AddInput(new BatteryInput{&m_battery_value});
|
||||
}
|
||||
}
|
||||
|
||||
bool GameController::UpdateBatteryLevel()
|
||||
{
|
||||
int battery_percent = 0;
|
||||
if (SDL_GetJoystickPowerInfo(m_joystick, &battery_percent) == SDL_POWERSTATE_ERROR)
|
||||
return false;
|
||||
|
||||
m_battery_value = std::max(0, battery_percent);
|
||||
return true;
|
||||
}
|
||||
|
||||
GameController::~GameController()
|
||||
@ -241,20 +243,18 @@ GameController::~GameController()
|
||||
if (m_haptic)
|
||||
{
|
||||
// stop/destroy all effects
|
||||
SDL_HapticStopAll(m_haptic);
|
||||
SDL_StopHapticEffects(m_haptic);
|
||||
// close haptic before joystick
|
||||
SDL_HapticClose(m_haptic);
|
||||
SDL_CloseHaptic(m_haptic);
|
||||
m_haptic = nullptr;
|
||||
}
|
||||
if (m_gamecontroller)
|
||||
{
|
||||
// stop all rumble
|
||||
SDL_GameControllerRumble(m_gamecontroller, 0, 0, 0);
|
||||
// close game controller
|
||||
SDL_GameControllerClose(m_gamecontroller);
|
||||
SDL_RumbleGamepad(m_gamecontroller, 0, 0, 0);
|
||||
SDL_CloseGamepad(m_gamecontroller);
|
||||
}
|
||||
// close joystick
|
||||
SDL_JoystickClose(m_joystick);
|
||||
SDL_CloseJoystick(m_joystick);
|
||||
}
|
||||
|
||||
std::string GameController::GetName() const
|
||||
@ -267,20 +267,28 @@ std::string GameController::GetSource() const
|
||||
return "SDL";
|
||||
}
|
||||
|
||||
int GameController::GetSDLInstanceID() const
|
||||
SDL_JoystickID GameController::GetSDLInstanceID() const
|
||||
{
|
||||
return SDL_JoystickInstanceID(m_joystick);
|
||||
return SDL_GetJoystickID(m_joystick);
|
||||
}
|
||||
|
||||
std::string GameController::Button::GetName() const
|
||||
{
|
||||
return s_sdl_button_names[m_button];
|
||||
const auto button = m_binding.output.button;
|
||||
|
||||
if (std::size_t(button) >= std::size(s_sdl_button_names))
|
||||
return GetLegacyButtonName(button);
|
||||
|
||||
return s_sdl_button_names[button];
|
||||
}
|
||||
|
||||
std::string GameController::Axis::GetName() const
|
||||
{
|
||||
if (std::size_t(m_axis) >= std::size(s_sdl_axis_names))
|
||||
return GetLegacyAxisName(m_axis, m_range);
|
||||
|
||||
if (IsTriggerAxis(m_axis))
|
||||
return std::string(s_sdl_axis_names[m_axis]);
|
||||
return s_sdl_axis_names[m_axis];
|
||||
|
||||
bool negative = m_range < 0;
|
||||
|
||||
@ -293,12 +301,12 @@ std::string GameController::Axis::GetName() const
|
||||
|
||||
ControlState GameController::Button::GetState() const
|
||||
{
|
||||
return SDL_GameControllerGetButton(m_gc, m_button);
|
||||
return SDL_GetGamepadButton(m_gc, m_binding.output.button);
|
||||
}
|
||||
|
||||
ControlState GameController::Axis::GetState() const
|
||||
{
|
||||
return ControlState(SDL_GameControllerGetAxis(m_gc, m_axis)) / m_range;
|
||||
return ControlState(SDL_GetGamepadAxis(m_gc, m_axis)) / m_range;
|
||||
}
|
||||
|
||||
bool GameController::Button::IsMatchingName(std::string_view name) const
|
||||
@ -306,25 +314,26 @@ bool GameController::Button::IsMatchingName(std::string_view name) const
|
||||
if (GetName() == name)
|
||||
return true;
|
||||
|
||||
// So that SDL can be a superset of XInput
|
||||
if (name == "Button A")
|
||||
return GetName() == "Button S";
|
||||
if (name == "Button B")
|
||||
return GetName() == "Button E";
|
||||
if (name == "Button X")
|
||||
return GetName() == "Button W";
|
||||
if (name == "Button Y")
|
||||
return GetName() == "Button N";
|
||||
// Positionally match XInput button names.
|
||||
// e.g. Switch Pro controller A-button matches "Button B".
|
||||
// e.g. PlayStation controller Circle-button matches "Button B".
|
||||
if (m_binding.output.button == SDL_GAMEPAD_BUTTON_SOUTH && name == "Button A")
|
||||
return true;
|
||||
if (m_binding.output.button == SDL_GAMEPAD_BUTTON_EAST && name == "Button B")
|
||||
return true;
|
||||
if (m_binding.output.button == SDL_GAMEPAD_BUTTON_WEST && name == "Button X")
|
||||
return true;
|
||||
if (m_binding.output.button == SDL_GAMEPAD_BUTTON_NORTH && name == "Button Y")
|
||||
return true;
|
||||
|
||||
// Match legacy names.
|
||||
const auto bind = SDL_GameControllerGetBindForButton(m_gc, m_button);
|
||||
switch (bind.bindType)
|
||||
// Match the old "Button 0"-like names.
|
||||
switch (m_binding.input_type)
|
||||
{
|
||||
case SDL_CONTROLLER_BINDTYPE_BUTTON:
|
||||
return name == GetLegacyButtonName(bind.value.button);
|
||||
case SDL_CONTROLLER_BINDTYPE_HAT:
|
||||
return name == GetLegacyHatName(bind.value.hat.hat,
|
||||
GetDirectionFromHatMask(u8(bind.value.hat.hat_mask)));
|
||||
case SDL_GAMEPAD_BINDTYPE_BUTTON:
|
||||
return name == GetLegacyButtonName(m_binding.input.button);
|
||||
case SDL_GAMEPAD_BINDTYPE_HAT:
|
||||
return name == GetLegacyHatName(m_binding.input.hat.hat,
|
||||
GetDirectionFromHatMask(m_binding.input.hat.hat_mask));
|
||||
default:
|
||||
return false;
|
||||
}
|
||||
@ -333,24 +342,24 @@ bool GameController::Button::IsMatchingName(std::string_view name) const
|
||||
ControlState GameController::MotionInput::GetState() const
|
||||
{
|
||||
std::array<float, 3> data{};
|
||||
SDL_GameControllerGetSensorData(m_gc, m_type, data.data(), (int)data.size());
|
||||
SDL_GetGamepadSensorData(m_gc, m_type, data.data(), (int)data.size());
|
||||
return m_scale * data[m_index];
|
||||
}
|
||||
|
||||
// Legacy input
|
||||
ControlState GameController::LegacyButton::GetState() const
|
||||
{
|
||||
return SDL_JoystickGetButton(m_js, m_index);
|
||||
return SDL_GetJoystickButton(m_js, m_index);
|
||||
}
|
||||
|
||||
ControlState GameController::LegacyAxis::GetState() const
|
||||
{
|
||||
return ControlState(SDL_JoystickGetAxis(m_js, m_index)) / m_range;
|
||||
return ControlState(SDL_GetJoystickAxis(m_js, m_index)) / m_range;
|
||||
}
|
||||
|
||||
ControlState GameController::LegacyHat::GetState() const
|
||||
{
|
||||
return (SDL_JoystickGetHat(m_js, m_index) & (1 << m_direction)) > 0;
|
||||
return (SDL_GetJoystickHat(m_js, m_index) & (1 << m_direction)) > 0;
|
||||
}
|
||||
|
||||
void GameController::HapticEffect::UpdateEffect()
|
||||
@ -360,22 +369,22 @@ void GameController::HapticEffect::UpdateEffect()
|
||||
if (m_id < 0)
|
||||
{
|
||||
// Upload and try to play the effect.
|
||||
m_id = SDL_HapticNewEffect(m_haptic, &m_effect);
|
||||
m_id = SDL_CreateHapticEffect(m_haptic, &m_effect);
|
||||
|
||||
if (m_id >= 0)
|
||||
SDL_HapticRunEffect(m_haptic, m_id, 1);
|
||||
SDL_RunHapticEffect(m_haptic, m_id, 1);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Effect is already playing. Update parameters.
|
||||
SDL_HapticUpdateEffect(m_haptic, m_id, &m_effect);
|
||||
SDL_UpdateHapticEffect(m_haptic, m_id, &m_effect);
|
||||
}
|
||||
}
|
||||
else if (m_id >= 0)
|
||||
{
|
||||
// Stop and remove the effect.
|
||||
SDL_HapticStopEffect(m_haptic, m_id);
|
||||
SDL_HapticDestroyEffect(m_haptic, m_id);
|
||||
SDL_StopHapticEffect(m_haptic, m_id);
|
||||
SDL_DestroyHapticEffect(m_haptic, m_id);
|
||||
m_id = -1;
|
||||
}
|
||||
}
|
||||
|
@ -5,8 +5,8 @@
|
||||
|
||||
#include <array>
|
||||
|
||||
#include <SDL.h>
|
||||
#include <SDL_haptic.h>
|
||||
#include <SDL3/SDL_gamepad.h>
|
||||
#include <SDL3/SDL_haptic.h>
|
||||
|
||||
#include "Common/MathUtil.h"
|
||||
|
||||
@ -29,7 +29,7 @@ std::string GetLegacyHatName(int index, int direction)
|
||||
return "Hat " + std::to_string(index) + ' ' + "NESW"[direction];
|
||||
}
|
||||
|
||||
constexpr int GetDirectionFromHatMask(u8 mask)
|
||||
constexpr int GetDirectionFromHatMask(int mask)
|
||||
{
|
||||
return MathUtil::IntLog2(mask);
|
||||
}
|
||||
@ -37,38 +37,6 @@ constexpr int GetDirectionFromHatMask(u8 mask)
|
||||
static_assert(GetDirectionFromHatMask(SDL_HAT_UP) == 0);
|
||||
static_assert(GetDirectionFromHatMask(SDL_HAT_LEFT) == 3);
|
||||
|
||||
ControlState GetBatteryValueFromSDLPowerLevel(SDL_JoystickPowerLevel sdl_power_level)
|
||||
{
|
||||
// Values come from comments in SDL_joystick.h
|
||||
// A proper percentage will be exposed in SDL3.
|
||||
ControlState result;
|
||||
switch (sdl_power_level)
|
||||
{
|
||||
case SDL_JOYSTICK_POWER_EMPTY:
|
||||
result = 0.025;
|
||||
break;
|
||||
case SDL_JOYSTICK_POWER_LOW:
|
||||
result = 0.125;
|
||||
break;
|
||||
case SDL_JOYSTICK_POWER_MEDIUM:
|
||||
result = 0.45;
|
||||
break;
|
||||
case SDL_JOYSTICK_POWER_FULL:
|
||||
result = 0.85;
|
||||
break;
|
||||
case SDL_JOYSTICK_POWER_WIRED:
|
||||
case SDL_JOYSTICK_POWER_MAX:
|
||||
result = 1.0;
|
||||
break;
|
||||
case SDL_JOYSTICK_POWER_UNKNOWN:
|
||||
default:
|
||||
result = 0.0;
|
||||
break;
|
||||
}
|
||||
|
||||
return result * ciface::BATTERY_INPUT_MAX_VALUE;
|
||||
}
|
||||
|
||||
} // namespace
|
||||
|
||||
namespace ciface::SDL
|
||||
@ -82,29 +50,29 @@ private:
|
||||
{
|
||||
public:
|
||||
std::string GetName() const override;
|
||||
Button(SDL_GameController* gc, SDL_GameControllerButton button) : m_gc(gc), m_button(button) {}
|
||||
Button(SDL_Gamepad* gc, const SDL_GamepadBinding& binding) : m_gc(gc), m_binding(binding) {}
|
||||
ControlState GetState() const override;
|
||||
bool IsMatchingName(std::string_view name) const override;
|
||||
|
||||
private:
|
||||
SDL_GameController* const m_gc;
|
||||
const SDL_GameControllerButton m_button;
|
||||
SDL_Gamepad* const m_gc;
|
||||
const SDL_GamepadBinding m_binding;
|
||||
};
|
||||
|
||||
class Axis : public Core::Device::Input
|
||||
{
|
||||
public:
|
||||
std::string GetName() const override;
|
||||
Axis(SDL_GameController* gc, Sint16 range, SDL_GameControllerAxis axis)
|
||||
Axis(SDL_Gamepad* gc, Sint16 range, SDL_GamepadAxis axis)
|
||||
: m_gc(gc), m_range(range), m_axis(axis)
|
||||
{
|
||||
}
|
||||
ControlState GetState() const override;
|
||||
|
||||
private:
|
||||
SDL_GameController* const m_gc;
|
||||
SDL_Gamepad* const m_gc;
|
||||
const Sint16 m_range;
|
||||
const SDL_GameControllerAxis m_axis;
|
||||
const SDL_GamepadAxis m_axis;
|
||||
};
|
||||
|
||||
// Legacy inputs
|
||||
@ -180,7 +148,7 @@ private:
|
||||
std::string GetName() const override { return m_name; }
|
||||
void SetState(ControlState state) override
|
||||
{
|
||||
const auto new_state = state * std::numeric_limits<Uint16>::max();
|
||||
const auto new_state = std::lround(state * std::numeric_limits<Uint16>::max());
|
||||
if (m_state == new_state)
|
||||
return;
|
||||
|
||||
@ -205,7 +173,7 @@ private:
|
||||
std::string GetName() const override { return "Motor"; }
|
||||
void SetState(ControlState state) override
|
||||
{
|
||||
const auto new_state = state * std::numeric_limits<Uint16>::max();
|
||||
const auto new_state = std::lround(state * std::numeric_limits<Uint16>::max());
|
||||
if (m_low_state == new_state && m_high_state == new_state)
|
||||
return;
|
||||
|
||||
@ -327,7 +295,7 @@ private:
|
||||
class MotionInput : public Input
|
||||
{
|
||||
public:
|
||||
MotionInput(std::string name, SDL_GameController* gc, SDL_SensorType type, int index,
|
||||
MotionInput(std::string name, SDL_Gamepad* gc, SDL_SensorType type, int index,
|
||||
ControlState scale)
|
||||
: m_name(std::move(name)), m_gc(gc), m_type(type), m_index(index), m_scale(scale)
|
||||
{
|
||||
@ -340,7 +308,7 @@ private:
|
||||
private:
|
||||
std::string m_name;
|
||||
|
||||
SDL_GameController* const m_gc;
|
||||
SDL_Gamepad* const m_gc;
|
||||
SDL_SensorType const m_type;
|
||||
int const m_index;
|
||||
|
||||
@ -348,26 +316,25 @@ private:
|
||||
};
|
||||
|
||||
public:
|
||||
GameController(SDL_GameController* const gamecontroller, SDL_Joystick* const joystick);
|
||||
~GameController();
|
||||
GameController(SDL_Gamepad* gamecontroller, SDL_Joystick* joystick);
|
||||
~GameController() override;
|
||||
|
||||
std::string GetName() const override;
|
||||
std::string GetSource() const override;
|
||||
int GetSDLInstanceID() const;
|
||||
SDL_JoystickID GetSDLInstanceID() const;
|
||||
Core::DeviceRemoval UpdateInput() override
|
||||
{
|
||||
m_battery_value = GetBatteryValueFromSDLPowerLevel(SDL_JoystickCurrentPowerLevel(m_joystick));
|
||||
UpdateBatteryLevel();
|
||||
|
||||
// We only support one touchpad and one finger.
|
||||
const int touchpad_index = 0;
|
||||
const int finger_index = 0;
|
||||
|
||||
if (SDL_GameControllerGetNumTouchpads(m_gamecontroller) > touchpad_index &&
|
||||
SDL_GameControllerGetNumTouchpadFingers(m_gamecontroller, touchpad_index) > finger_index)
|
||||
if (SDL_GetNumGamepadTouchpads(m_gamecontroller) > touchpad_index &&
|
||||
SDL_GetNumGamepadTouchpadFingers(m_gamecontroller, touchpad_index) > finger_index)
|
||||
{
|
||||
Uint8 state = 0;
|
||||
SDL_GameControllerGetTouchpadFinger(m_gamecontroller, touchpad_index, finger_index, &state,
|
||||
&m_touchpad_x, &m_touchpad_y, &m_touchpad_pressure);
|
||||
SDL_GetGamepadTouchpadFinger(m_gamecontroller, touchpad_index, finger_index, nullptr,
|
||||
&m_touchpad_x, &m_touchpad_y, &m_touchpad_pressure);
|
||||
m_touchpad_x = m_touchpad_x * 2 - 1;
|
||||
m_touchpad_y = m_touchpad_y * 2 - 1;
|
||||
}
|
||||
@ -378,23 +345,24 @@ public:
|
||||
private:
|
||||
void UpdateRumble()
|
||||
{
|
||||
SDL_GameControllerRumble(m_gamecontroller, m_low_freq_rumble, m_high_freq_rumble,
|
||||
RUMBLE_LENGTH_MS);
|
||||
SDL_RumbleGamepad(m_gamecontroller, m_low_freq_rumble, m_high_freq_rumble, RUMBLE_LENGTH_MS);
|
||||
}
|
||||
|
||||
void UpdateRumbleTriggers()
|
||||
{
|
||||
SDL_GameControllerRumbleTriggers(m_gamecontroller, m_trigger_l_rumble, m_trigger_r_rumble,
|
||||
RUMBLE_LENGTH_MS);
|
||||
SDL_RumbleGamepadTriggers(m_gamecontroller, m_trigger_l_rumble, m_trigger_r_rumble,
|
||||
RUMBLE_LENGTH_MS);
|
||||
}
|
||||
|
||||
bool UpdateBatteryLevel();
|
||||
|
||||
Uint16 m_low_freq_rumble = 0;
|
||||
Uint16 m_high_freq_rumble = 0;
|
||||
|
||||
Uint16 m_trigger_l_rumble = 0;
|
||||
Uint16 m_trigger_r_rumble = 0;
|
||||
|
||||
SDL_GameController* const m_gamecontroller;
|
||||
SDL_Gamepad* const m_gamecontroller;
|
||||
std::string m_name;
|
||||
SDL_Joystick* const m_joystick;
|
||||
SDL_Haptic* m_haptic = nullptr;
|
||||
@ -413,35 +381,35 @@ struct SDLMotionAxis
|
||||
using SDLMotionAxisList = std::array<SDLMotionAxis, 6>;
|
||||
|
||||
static constexpr std::array<const char*, 21> s_sdl_button_names = {
|
||||
"Button S", // SDL_CONTROLLER_BUTTON_A
|
||||
"Button E", // SDL_CONTROLLER_BUTTON_B
|
||||
"Button W", // SDL_CONTROLLER_BUTTON_X
|
||||
"Button N", // SDL_CONTROLLER_BUTTON_Y
|
||||
"Back", // SDL_CONTROLLER_BUTTON_BACK
|
||||
"Guide", // SDL_CONTROLLER_BUTTON_GUIDE
|
||||
"Start", // SDL_CONTROLLER_BUTTON_START
|
||||
"Thumb L", // SDL_CONTROLLER_BUTTON_LEFTSTICK
|
||||
"Thumb R", // SDL_CONTROLLER_BUTTON_RIGHTSTICK
|
||||
"Shoulder L", // SDL_CONTROLLER_BUTTON_LEFTSHOULDER
|
||||
"Shoulder R", // SDL_CONTROLLER_BUTTON_RIGHTSHOULDER
|
||||
"Pad N", // SDL_CONTROLLER_BUTTON_DPAD_UP
|
||||
"Pad S", // SDL_CONTROLLER_BUTTON_DPAD_DOWN
|
||||
"Pad W", // SDL_CONTROLLER_BUTTON_DPAD_LEFT
|
||||
"Pad E", // SDL_CONTROLLER_BUTTON_DPAD_RIGHT
|
||||
"Misc 1", // SDL_CONTROLLER_BUTTON_MISC1
|
||||
"Paddle 1", // SDL_CONTROLLER_BUTTON_PADDLE1
|
||||
"Paddle 2", // SDL_CONTROLLER_BUTTON_PADDLE2
|
||||
"Paddle 3", // SDL_CONTROLLER_BUTTON_PADDLE3
|
||||
"Paddle 4", // SDL_CONTROLLER_BUTTON_PADDLE4
|
||||
"Touchpad", // SDL_CONTROLLER_BUTTON_TOUCHPAD
|
||||
"Button S", // SDL_GAMEPAD_BUTTON_SOUTH
|
||||
"Button E", // SDL_GAMEPAD_BUTTON_EAST
|
||||
"Button W", // SDL_GAMEPAD_BUTTON_WEST
|
||||
"Button N", // SDL_GAMEPAD_BUTTON_NORTH
|
||||
"Back", // SDL_GAMEPAD_BUTTON_BACK
|
||||
"Guide", // SDL_GAMEPAD_BUTTON_GUIDE
|
||||
"Start", // SDL_GAMEPAD_BUTTON_START
|
||||
"Thumb L", // SDL_GAMEPAD_BUTTON_LEFT_STICK
|
||||
"Thumb R", // SDL_GAMEPAD_BUTTON_RIGHT_STICK
|
||||
"Shoulder L", // SDL_GAMEPAD_BUTTON_LEFT_SHOULDER
|
||||
"Shoulder R", // SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER
|
||||
"Pad N", // SDL_GAMEPAD_BUTTON_DPAD_UP
|
||||
"Pad S", // SDL_GAMEPAD_BUTTON_DPAD_DOWN
|
||||
"Pad W", // SDL_GAMEPAD_BUTTON_DPAD_LEFT
|
||||
"Pad E", // SDL_GAMEPAD_BUTTON_DPAD_RIGHT
|
||||
"Misc 1", // SDL_GAMEPAD_BUTTON_MISC1
|
||||
"Paddle 1", // SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1
|
||||
"Paddle 2", // SDL_GAMEPAD_BUTTON_LEFT_PADDLE1
|
||||
"Paddle 3", // SDL_GAMEPAD_BUTTON_RIGHT_PADDLE2
|
||||
"Paddle 4", // SDL_GAMEPAD_BUTTON_LEFT_PADDLE2
|
||||
"Touchpad", // SDL_GAMEPAD_BUTTON_TOUCHPAD
|
||||
};
|
||||
static constexpr std::array<const char*, 6> s_sdl_axis_names = {
|
||||
"Left X", // SDL_CONTROLLER_AXIS_LEFTX
|
||||
"Left Y", // SDL_CONTROLLER_AXIS_LEFTY
|
||||
"Right X", // SDL_CONTROLLER_AXIS_RIGHTX
|
||||
"Right Y", // SDL_CONTROLLER_AXIS_RIGHTY
|
||||
"Trigger L", // SDL_CONTROLLER_AXIS_TRIGGERLEFT
|
||||
"Trigger R", // SDL_CONTROLLER_AXIS_TRIGGERRIGHT
|
||||
"Left X", // SDL_GAMEPAD_AXIS_LEFTX
|
||||
"Left Y", // SDL_GAMEPAD_AXIS_LEFTY
|
||||
"Right X", // SDL_GAMEPAD_AXIS_RIGHTX
|
||||
"Right Y", // SDL_GAMEPAD_AXIS_RIGHTY
|
||||
"Trigger L", // SDL_GAMEPAD_AXIS_LEFT_TRIGGER
|
||||
"Trigger R", // SDL_GAMEPAD_AXIS_RIGHT_TRIGGER
|
||||
};
|
||||
static constexpr SDLMotionAxisList SDL_AXES_ACCELEROMETER = {{
|
||||
{"Up", 1, 1},
|
||||
|
Reference in New Issue
Block a user