Android: Use input override system for touch controls

This is the first step of getting rid of the controller indirection
on Android. (Needing a way for touch controls to provide input
to the emulator core is the reason why the controller indirection
exists to begin with as far as I understand it.)
This commit is contained in:
JosJuice
2021-04-03 13:49:26 +02:00
parent b296248b49
commit 51ee05cb35
17 changed files with 819 additions and 252 deletions

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@ -9,23 +9,11 @@
#include <unordered_map>
#include <vector>
#include "Common/Assert.h"
#include "Common/FileUtil.h"
#include "Common/IniFile.h"
#include "Common/StringUtil.h"
#include "Common/Thread.h"
#include "Core/Core.h"
#include "Core/HW/GCPad.h"
#include "Core/HW/GCPadEmu.h"
#include "Core/HW/Wiimote.h"
#include "Core/HW/WiimoteEmu/Extension/Classic.h"
#include "Core/HW/WiimoteEmu/Extension/Nunchuk.h"
#include "Core/HW/WiimoteEmu/WiimoteEmu.h"
#include "InputCommon/ControllerEmu/ControlGroup/ControlGroup.h"
#include "InputCommon/ControllerEmu/StickGate.h"
namespace ButtonManager
{
namespace
@ -700,39 +688,6 @@ float GetAxisValue(int pad_id, ButtonType axis)
return value;
}
double GetInputRadiusAtAngle(int pad_id, ButtonType stick, double angle)
{
// To avoid a crash, don't access controllers before they've been initialized by the boot process
if (!Core::IsRunningAndStarted())
return 0;
ControllerEmu::ControlGroup* group;
switch (stick)
{
case STICK_MAIN:
group = Pad::GetGroup(pad_id, PadGroup::MainStick);
break;
case STICK_C:
group = Pad::GetGroup(pad_id, PadGroup::CStick);
break;
case NUNCHUK_STICK:
group = Wiimote::GetNunchukGroup(pad_id, WiimoteEmu::NunchukGroup::Stick);
break;
case CLASSIC_STICK_LEFT:
group = Wiimote::GetClassicGroup(pad_id, WiimoteEmu::ClassicGroup::LeftStick);
break;
case CLASSIC_STICK_RIGHT:
group = Wiimote::GetClassicGroup(pad_id, WiimoteEmu::ClassicGroup::RightStick);
break;
default:
ASSERT(false);
return 0;
}
return static_cast<ControllerEmu::ReshapableInput*>(group)->GetInputRadiusAtAngle(angle);
}
bool GamepadEvent(const std::string& dev, int button, int action)
{
auto it = m_controllers.find(dev);

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@ -272,9 +272,6 @@ void Init(const std::string&);
bool GetButtonPressed(int pad_id, ButtonType button);
float GetAxisValue(int pad_id, ButtonType axis);
// emu_pad_id is numbered 0 to 3 for both GC pads and Wiimotes
double GetInputRadiusAtAngle(int emu_pad_id, ButtonType stick, double angle);
bool GamepadEvent(const std::string& dev, int button, int action);
void GamepadAxisEvent(const std::string& dev, int axis, float value);

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@ -0,0 +1,272 @@
// Copyright 2021 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "InputCommon/ControllerInterface/Touch/InputOverrider.h"
#include <array>
#include <map>
#include <optional>
#include <string>
#include <string_view>
#include <utility>
#include "Common/Assert.h"
#include "Core/HW/GCPad.h"
#include "Core/HW/GCPadEmu.h"
#include "Core/HW/Wiimote.h"
#include "Core/HW/WiimoteEmu/Extension/Classic.h"
#include "Core/HW/WiimoteEmu/Extension/Nunchuk.h"
#include "Core/HW/WiimoteEmu/WiimoteEmu.h"
#include "InputCommon/ControllerEmu/ControlGroup/Attachments.h"
#include "InputCommon/ControllerEmu/ControlGroup/ControlGroup.h"
#include "InputCommon/ControllerEmu/ControllerEmu.h"
#include "InputCommon/ControllerEmu/StickGate.h"
#include "InputCommon/ControllerInterface/CoreDevice.h"
#include "InputCommon/InputConfig.h"
namespace ciface::Touch
{
namespace
{
struct InputState
{
ControlState normal_state = 0;
ControlState override_state = 0;
bool overriding = false;
};
using ControlsMap = std::map<std::pair<std::string_view, std::string_view>, ControlID>;
using StateArray = std::array<InputState, ControlID::NUMBER_OF_CONTROLS>;
std::array<StateArray, 4> s_state_arrays;
const ControlsMap s_gcpad_controls_map = {{
{{GCPad::BUTTONS_GROUP, GCPad::A_BUTTON}, ControlID::GCPAD_A_BUTTON},
{{GCPad::BUTTONS_GROUP, GCPad::B_BUTTON}, ControlID::GCPAD_B_BUTTON},
{{GCPad::BUTTONS_GROUP, GCPad::X_BUTTON}, ControlID::GCPAD_X_BUTTON},
{{GCPad::BUTTONS_GROUP, GCPad::Y_BUTTON}, ControlID::GCPAD_Y_BUTTON},
{{GCPad::BUTTONS_GROUP, GCPad::Z_BUTTON}, ControlID::GCPAD_Z_BUTTON},
{{GCPad::BUTTONS_GROUP, GCPad::START_BUTTON}, ControlID::GCPAD_START_BUTTON},
{{GCPad::DPAD_GROUP, DIRECTION_UP}, ControlID::GCPAD_DPAD_UP},
{{GCPad::DPAD_GROUP, DIRECTION_DOWN}, ControlID::GCPAD_DPAD_DOWN},
{{GCPad::DPAD_GROUP, DIRECTION_LEFT}, ControlID::GCPAD_DPAD_LEFT},
{{GCPad::DPAD_GROUP, DIRECTION_RIGHT}, ControlID::GCPAD_DPAD_RIGHT},
{{GCPad::TRIGGERS_GROUP, GCPad::L_DIGITAL}, ControlID::GCPAD_L_DIGITAL},
{{GCPad::TRIGGERS_GROUP, GCPad::R_DIGITAL}, ControlID::GCPAD_R_DIGITAL},
{{GCPad::TRIGGERS_GROUP, GCPad::L_ANALOG}, ControlID::GCPAD_L_ANALOG},
{{GCPad::TRIGGERS_GROUP, GCPad::R_ANALOG}, ControlID::GCPAD_R_ANALOG},
{{GCPad::MAIN_STICK_GROUP, ControllerEmu::ReshapableInput::X_INPUT_OVERRIDE},
ControlID::GCPAD_MAIN_STICK_X},
{{GCPad::MAIN_STICK_GROUP, ControllerEmu::ReshapableInput::Y_INPUT_OVERRIDE},
ControlID::GCPAD_MAIN_STICK_Y},
{{GCPad::C_STICK_GROUP, ControllerEmu::ReshapableInput::X_INPUT_OVERRIDE},
ControlID::GCPAD_C_STICK_X},
{{GCPad::C_STICK_GROUP, ControllerEmu::ReshapableInput::Y_INPUT_OVERRIDE},
ControlID::GCPAD_C_STICK_Y},
}};
const ControlsMap s_wiimote_controls_map = {{
{{WiimoteEmu::Wiimote::BUTTONS_GROUP, WiimoteEmu::Wiimote::A_BUTTON},
ControlID::WIIMOTE_A_BUTTON},
{{WiimoteEmu::Wiimote::BUTTONS_GROUP, WiimoteEmu::Wiimote::B_BUTTON},
ControlID::WIIMOTE_B_BUTTON},
{{WiimoteEmu::Wiimote::BUTTONS_GROUP, WiimoteEmu::Wiimote::ONE_BUTTON},
ControlID::WIIMOTE_ONE_BUTTON},
{{WiimoteEmu::Wiimote::BUTTONS_GROUP, WiimoteEmu::Wiimote::TWO_BUTTON},
ControlID::WIIMOTE_TWO_BUTTON},
{{WiimoteEmu::Wiimote::BUTTONS_GROUP, WiimoteEmu::Wiimote::PLUS_BUTTON},
ControlID::WIIMOTE_PLUS_BUTTON},
{{WiimoteEmu::Wiimote::BUTTONS_GROUP, WiimoteEmu::Wiimote::MINUS_BUTTON},
ControlID::WIIMOTE_MINUS_BUTTON},
{{WiimoteEmu::Wiimote::BUTTONS_GROUP, WiimoteEmu::Wiimote::HOME_BUTTON},
ControlID::WIIMOTE_HOME_BUTTON},
{{WiimoteEmu::Wiimote::DPAD_GROUP, DIRECTION_UP}, ControlID::WIIMOTE_DPAD_UP},
{{WiimoteEmu::Wiimote::DPAD_GROUP, DIRECTION_DOWN}, ControlID::WIIMOTE_DPAD_DOWN},
{{WiimoteEmu::Wiimote::DPAD_GROUP, DIRECTION_LEFT}, ControlID::WIIMOTE_DPAD_LEFT},
{{WiimoteEmu::Wiimote::DPAD_GROUP, DIRECTION_RIGHT}, ControlID::WIIMOTE_DPAD_RIGHT},
{{WiimoteEmu::Wiimote::IR_GROUP, ControllerEmu::ReshapableInput::X_INPUT_OVERRIDE},
ControlID::WIIMOTE_IR_X},
{{WiimoteEmu::Wiimote::IR_GROUP, ControllerEmu::ReshapableInput::Y_INPUT_OVERRIDE},
ControlID::WIIMOTE_IR_Y},
}};
const ControlsMap s_nunchuk_controls_map = {{
{{WiimoteEmu::Nunchuk::BUTTONS_GROUP, WiimoteEmu::Nunchuk::C_BUTTON},
ControlID::NUNCHUK_C_BUTTON},
{{WiimoteEmu::Nunchuk::BUTTONS_GROUP, WiimoteEmu::Nunchuk::Z_BUTTON},
ControlID::NUNCHUK_Z_BUTTON},
{{WiimoteEmu::Nunchuk::STICK_GROUP, ControllerEmu::ReshapableInput::X_INPUT_OVERRIDE},
ControlID::NUNCHUK_STICK_X},
{{WiimoteEmu::Nunchuk::STICK_GROUP, ControllerEmu::ReshapableInput::Y_INPUT_OVERRIDE},
ControlID::NUNCHUK_STICK_Y},
}};
const ControlsMap s_classic_controls_map = {{
{{WiimoteEmu::Classic::BUTTONS_GROUP, WiimoteEmu::Classic::A_BUTTON},
ControlID::CLASSIC_A_BUTTON},
{{WiimoteEmu::Classic::BUTTONS_GROUP, WiimoteEmu::Classic::B_BUTTON},
ControlID::CLASSIC_B_BUTTON},
{{WiimoteEmu::Classic::BUTTONS_GROUP, WiimoteEmu::Classic::X_BUTTON},
ControlID::CLASSIC_X_BUTTON},
{{WiimoteEmu::Classic::BUTTONS_GROUP, WiimoteEmu::Classic::Y_BUTTON},
ControlID::CLASSIC_Y_BUTTON},
{{WiimoteEmu::Classic::BUTTONS_GROUP, WiimoteEmu::Classic::ZL_BUTTON},
ControlID::CLASSIC_ZL_BUTTON},
{{WiimoteEmu::Classic::BUTTONS_GROUP, WiimoteEmu::Classic::ZR_BUTTON},
ControlID::CLASSIC_ZR_BUTTON},
{{WiimoteEmu::Classic::BUTTONS_GROUP, WiimoteEmu::Classic::PLUS_BUTTON},
ControlID::CLASSIC_PLUS_BUTTON},
{{WiimoteEmu::Classic::BUTTONS_GROUP, WiimoteEmu::Classic::MINUS_BUTTON},
ControlID::CLASSIC_MINUS_BUTTON},
{{WiimoteEmu::Classic::BUTTONS_GROUP, WiimoteEmu::Classic::HOME_BUTTON},
ControlID::CLASSIC_HOME_BUTTON},
{{WiimoteEmu::Classic::DPAD_GROUP, DIRECTION_UP}, ControlID::CLASSIC_DPAD_UP},
{{WiimoteEmu::Classic::DPAD_GROUP, DIRECTION_DOWN}, ControlID::CLASSIC_DPAD_DOWN},
{{WiimoteEmu::Classic::DPAD_GROUP, DIRECTION_LEFT}, ControlID::CLASSIC_DPAD_LEFT},
{{WiimoteEmu::Classic::DPAD_GROUP, DIRECTION_RIGHT}, ControlID::CLASSIC_DPAD_RIGHT},
{{WiimoteEmu::Classic::TRIGGERS_GROUP, WiimoteEmu::Classic::L_DIGITAL},
ControlID::CLASSIC_L_DIGITAL},
{{WiimoteEmu::Classic::TRIGGERS_GROUP, WiimoteEmu::Classic::R_DIGITAL},
ControlID::CLASSIC_R_DIGITAL},
{{WiimoteEmu::Classic::TRIGGERS_GROUP, WiimoteEmu::Classic::L_ANALOG},
ControlID::CLASSIC_L_ANALOG},
{{WiimoteEmu::Classic::TRIGGERS_GROUP, WiimoteEmu::Classic::R_ANALOG},
ControlID::CLASSIC_R_ANALOG},
{{WiimoteEmu::Classic::LEFT_STICK_GROUP, ControllerEmu::ReshapableInput::X_INPUT_OVERRIDE},
ControlID::CLASSIC_LEFT_STICK_X},
{{WiimoteEmu::Classic::LEFT_STICK_GROUP, ControllerEmu::ReshapableInput::Y_INPUT_OVERRIDE},
ControlID::CLASSIC_LEFT_STICK_Y},
{{WiimoteEmu::Classic::RIGHT_STICK_GROUP, ControllerEmu::ReshapableInput::X_INPUT_OVERRIDE},
ControlID::CLASSIC_RIGHT_STICK_X},
{{WiimoteEmu::Classic::RIGHT_STICK_GROUP, ControllerEmu::ReshapableInput::Y_INPUT_OVERRIDE},
ControlID::CLASSIC_RIGHT_STICK_Y},
}};
ControllerEmu::InputOverrideFunction GetInputOverrideFunction(const ControlsMap& controls_map,
size_t i)
{
StateArray& state_array = s_state_arrays[i];
return [&](std::string_view group_name, std::string_view control_name,
ControlState controller_state) -> std::optional<ControlState> {
const auto it = controls_map.find(std::make_pair(group_name, control_name));
if (it == controls_map.end())
return std::nullopt;
const ControlID control = it->second;
InputState& input_state = state_array[control];
if (input_state.normal_state != controller_state)
{
input_state.normal_state = controller_state;
input_state.overriding = false;
}
return input_state.overriding ? std::make_optional(input_state.override_state) : std::nullopt;
};
}
} // namespace
void RegisterGameCubeInputOverrider(int controller_index)
{
Pad::GetConfig()
->GetController(controller_index)
->SetInputOverrideFunction(GetInputOverrideFunction(s_gcpad_controls_map, controller_index));
}
void RegisterWiiInputOverrider(int controller_index)
{
auto* wiimote =
static_cast<WiimoteEmu::Wiimote*>(Wiimote::GetConfig()->GetController(controller_index));
wiimote->SetInputOverrideFunction(
GetInputOverrideFunction(s_wiimote_controls_map, controller_index));
auto& attachments = static_cast<ControllerEmu::Attachments*>(
wiimote->GetWiimoteGroup(WiimoteEmu::WiimoteGroup::Attachments))
->GetAttachmentList();
attachments[WiimoteEmu::ExtensionNumber::NUNCHUK]->SetInputOverrideFunction(
GetInputOverrideFunction(s_nunchuk_controls_map, controller_index));
attachments[WiimoteEmu::ExtensionNumber::CLASSIC]->SetInputOverrideFunction(
GetInputOverrideFunction(s_classic_controls_map, controller_index));
}
void UnregisterGameCubeInputOverrider(int controller_index)
{
Pad::GetConfig()->GetController(controller_index)->ClearInputOverrideFunction();
for (size_t i = ControlID::FIRST_GC_CONTROL; i <= ControlID::LAST_GC_CONTROL; ++i)
s_state_arrays[controller_index][i].overriding = false;
}
void UnregisterWiiInputOverrider(int controller_index)
{
auto* wiimote =
static_cast<WiimoteEmu::Wiimote*>(Wiimote::GetConfig()->GetController(controller_index));
wiimote->ClearInputOverrideFunction();
auto& attachments = static_cast<ControllerEmu::Attachments*>(
wiimote->GetWiimoteGroup(WiimoteEmu::WiimoteGroup::Attachments))
->GetAttachmentList();
attachments[WiimoteEmu::ExtensionNumber::NUNCHUK]->ClearInputOverrideFunction();
attachments[WiimoteEmu::ExtensionNumber::CLASSIC]->ClearInputOverrideFunction();
for (size_t i = ControlID::FIRST_WII_CONTROL; i <= ControlID::LAST_WII_CONTROL; ++i)
s_state_arrays[controller_index][i].overriding = false;
}
void SetControlState(int controller_index, ControlID control, double state)
{
InputState& input_state = s_state_arrays[controller_index][control];
input_state.override_state = state;
input_state.overriding = true;
}
void ClearControlState(int controller_index, ControlID control)
{
InputState& input_state = s_state_arrays[controller_index][control];
input_state.overriding = false;
}
double GetGateRadiusAtAngle(int controller_index, ControlID stick, double angle)
{
ControllerEmu::ControlGroup* group;
switch (stick)
{
case ControlID::GCPAD_MAIN_STICK_X:
case ControlID::GCPAD_MAIN_STICK_Y:
group = Pad::GetGroup(controller_index, PadGroup::MainStick);
break;
case ControlID::GCPAD_C_STICK_X:
case ControlID::GCPAD_C_STICK_Y:
group = Pad::GetGroup(controller_index, PadGroup::CStick);
break;
case ControlID::NUNCHUK_STICK_X:
case ControlID::NUNCHUK_STICK_Y:
group = Wiimote::GetNunchukGroup(controller_index, WiimoteEmu::NunchukGroup::Stick);
break;
case ControlID::CLASSIC_LEFT_STICK_X:
case ControlID::CLASSIC_LEFT_STICK_Y:
group = Wiimote::GetClassicGroup(controller_index, WiimoteEmu::ClassicGroup::LeftStick);
break;
case ControlID::CLASSIC_RIGHT_STICK_X:
case ControlID::CLASSIC_RIGHT_STICK_Y:
group = Wiimote::GetClassicGroup(controller_index, WiimoteEmu::ClassicGroup::RightStick);
break;
default:
ASSERT(false);
return 0;
}
return static_cast<ControllerEmu::ReshapableInput*>(group)->GetGateRadiusAtAngle(angle);
}
} // namespace ciface::Touch

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@ -0,0 +1,89 @@
// Copyright 2021 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
namespace ciface::Touch
{
enum ControlID
{
GCPAD_A_BUTTON = 0,
GCPAD_B_BUTTON = 1,
GCPAD_X_BUTTON = 2,
GCPAD_Y_BUTTON = 3,
GCPAD_Z_BUTTON = 4,
GCPAD_START_BUTTON = 5,
GCPAD_DPAD_UP = 6,
GCPAD_DPAD_DOWN = 7,
GCPAD_DPAD_LEFT = 8,
GCPAD_DPAD_RIGHT = 9,
GCPAD_L_DIGITAL = 10,
GCPAD_R_DIGITAL = 11,
GCPAD_L_ANALOG = 12,
GCPAD_R_ANALOG = 13,
GCPAD_MAIN_STICK_X = 14,
GCPAD_MAIN_STICK_Y = 15,
GCPAD_C_STICK_X = 16,
GCPAD_C_STICK_Y = 17,
WIIMOTE_A_BUTTON = 18,
WIIMOTE_B_BUTTON = 19,
WIIMOTE_ONE_BUTTON = 20,
WIIMOTE_TWO_BUTTON = 21,
WIIMOTE_PLUS_BUTTON = 22,
WIIMOTE_MINUS_BUTTON = 23,
WIIMOTE_HOME_BUTTON = 24,
WIIMOTE_DPAD_UP = 25,
WIIMOTE_DPAD_DOWN = 26,
WIIMOTE_DPAD_LEFT = 27,
WIIMOTE_DPAD_RIGHT = 28,
WIIMOTE_IR_X = 29,
WIIMOTE_IR_Y = 30,
NUNCHUK_C_BUTTON = 31,
NUNCHUK_Z_BUTTON = 32,
NUNCHUK_STICK_X = 33,
NUNCHUK_STICK_Y = 34,
CLASSIC_A_BUTTON = 35,
CLASSIC_B_BUTTON = 36,
CLASSIC_X_BUTTON = 37,
CLASSIC_Y_BUTTON = 38,
CLASSIC_ZL_BUTTON = 39,
CLASSIC_ZR_BUTTON = 40,
CLASSIC_PLUS_BUTTON = 41,
CLASSIC_MINUS_BUTTON = 42,
CLASSIC_HOME_BUTTON = 43,
CLASSIC_DPAD_UP = 44,
CLASSIC_DPAD_DOWN = 45,
CLASSIC_DPAD_LEFT = 46,
CLASSIC_DPAD_RIGHT = 47,
CLASSIC_L_DIGITAL = 48,
CLASSIC_R_DIGITAL = 49,
CLASSIC_L_ANALOG = 50,
CLASSIC_R_ANALOG = 51,
CLASSIC_LEFT_STICK_X = 52,
CLASSIC_LEFT_STICK_Y = 53,
CLASSIC_RIGHT_STICK_X = 54,
CLASSIC_RIGHT_STICK_Y = 55,
NUMBER_OF_CONTROLS,
FIRST_GC_CONTROL = GCPAD_A_BUTTON,
LAST_GC_CONTROL = GCPAD_C_STICK_Y,
FIRST_WII_CONTROL = WIIMOTE_A_BUTTON,
LAST_WII_CONTROL = CLASSIC_RIGHT_STICK_Y,
};
void RegisterGameCubeInputOverrider(int controller_index);
void RegisterWiiInputOverrider(int controller_index);
void UnregisterGameCubeInputOverrider(int controller_index);
void UnregisterWiiInputOverrider(int controller_index);
void SetControlState(int controller_index, ControlID control, double state);
void ClearControlState(int controller_index, ControlID control);
// Angle is in radians and should be non-negative
double GetGateRadiusAtAngle(int controller_index, ControlID stick, double angle);
} // namespace ciface::Touch