mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-06-28 01:49:33 -06:00
InputCommon: Update to use SDL3 and bump the SDL submodule in Externals to release-3.2.16.
This commit is contained in:
@ -5,8 +5,8 @@
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#include <array>
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#include <SDL.h>
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#include <SDL_haptic.h>
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#include <SDL3/SDL_gamepad.h>
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#include <SDL3/SDL_haptic.h>
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#include "Common/MathUtil.h"
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@ -29,7 +29,7 @@ std::string GetLegacyHatName(int index, int direction)
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return "Hat " + std::to_string(index) + ' ' + "NESW"[direction];
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}
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constexpr int GetDirectionFromHatMask(u8 mask)
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constexpr int GetDirectionFromHatMask(int mask)
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{
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return MathUtil::IntLog2(mask);
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}
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@ -37,38 +37,6 @@ constexpr int GetDirectionFromHatMask(u8 mask)
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static_assert(GetDirectionFromHatMask(SDL_HAT_UP) == 0);
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static_assert(GetDirectionFromHatMask(SDL_HAT_LEFT) == 3);
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ControlState GetBatteryValueFromSDLPowerLevel(SDL_JoystickPowerLevel sdl_power_level)
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{
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// Values come from comments in SDL_joystick.h
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// A proper percentage will be exposed in SDL3.
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ControlState result;
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switch (sdl_power_level)
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{
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case SDL_JOYSTICK_POWER_EMPTY:
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result = 0.025;
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break;
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case SDL_JOYSTICK_POWER_LOW:
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result = 0.125;
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break;
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case SDL_JOYSTICK_POWER_MEDIUM:
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result = 0.45;
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break;
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case SDL_JOYSTICK_POWER_FULL:
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result = 0.85;
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break;
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case SDL_JOYSTICK_POWER_WIRED:
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case SDL_JOYSTICK_POWER_MAX:
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result = 1.0;
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break;
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case SDL_JOYSTICK_POWER_UNKNOWN:
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default:
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result = 0.0;
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break;
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}
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return result * ciface::BATTERY_INPUT_MAX_VALUE;
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}
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} // namespace
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namespace ciface::SDL
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@ -82,29 +50,29 @@ private:
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{
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public:
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std::string GetName() const override;
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Button(SDL_GameController* gc, SDL_GameControllerButton button) : m_gc(gc), m_button(button) {}
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Button(SDL_Gamepad* gc, const SDL_GamepadBinding& binding) : m_gc(gc), m_binding(binding) {}
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ControlState GetState() const override;
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bool IsMatchingName(std::string_view name) const override;
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private:
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SDL_GameController* const m_gc;
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const SDL_GameControllerButton m_button;
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SDL_Gamepad* const m_gc;
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const SDL_GamepadBinding m_binding;
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};
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class Axis : public Core::Device::Input
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{
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public:
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std::string GetName() const override;
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Axis(SDL_GameController* gc, Sint16 range, SDL_GameControllerAxis axis)
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Axis(SDL_Gamepad* gc, Sint16 range, SDL_GamepadAxis axis)
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: m_gc(gc), m_range(range), m_axis(axis)
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{
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}
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ControlState GetState() const override;
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private:
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SDL_GameController* const m_gc;
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SDL_Gamepad* const m_gc;
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const Sint16 m_range;
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const SDL_GameControllerAxis m_axis;
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const SDL_GamepadAxis m_axis;
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};
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// Legacy inputs
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@ -180,7 +148,7 @@ private:
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std::string GetName() const override { return m_name; }
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void SetState(ControlState state) override
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{
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const auto new_state = state * std::numeric_limits<Uint16>::max();
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const auto new_state = std::lround(state * std::numeric_limits<Uint16>::max());
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if (m_state == new_state)
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return;
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@ -205,7 +173,7 @@ private:
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std::string GetName() const override { return "Motor"; }
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void SetState(ControlState state) override
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{
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const auto new_state = state * std::numeric_limits<Uint16>::max();
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const auto new_state = std::lround(state * std::numeric_limits<Uint16>::max());
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if (m_low_state == new_state && m_high_state == new_state)
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return;
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@ -327,7 +295,7 @@ private:
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class MotionInput : public Input
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{
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public:
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MotionInput(std::string name, SDL_GameController* gc, SDL_SensorType type, int index,
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MotionInput(std::string name, SDL_Gamepad* gc, SDL_SensorType type, int index,
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ControlState scale)
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: m_name(std::move(name)), m_gc(gc), m_type(type), m_index(index), m_scale(scale)
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{
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@ -340,7 +308,7 @@ private:
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private:
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std::string m_name;
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SDL_GameController* const m_gc;
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SDL_Gamepad* const m_gc;
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SDL_SensorType const m_type;
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int const m_index;
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@ -348,26 +316,25 @@ private:
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};
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public:
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GameController(SDL_GameController* const gamecontroller, SDL_Joystick* const joystick);
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~GameController();
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GameController(SDL_Gamepad* gamecontroller, SDL_Joystick* joystick);
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~GameController() override;
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std::string GetName() const override;
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std::string GetSource() const override;
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int GetSDLInstanceID() const;
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SDL_JoystickID GetSDLInstanceID() const;
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Core::DeviceRemoval UpdateInput() override
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{
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m_battery_value = GetBatteryValueFromSDLPowerLevel(SDL_JoystickCurrentPowerLevel(m_joystick));
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UpdateBatteryLevel();
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// We only support one touchpad and one finger.
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const int touchpad_index = 0;
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const int finger_index = 0;
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if (SDL_GameControllerGetNumTouchpads(m_gamecontroller) > touchpad_index &&
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SDL_GameControllerGetNumTouchpadFingers(m_gamecontroller, touchpad_index) > finger_index)
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if (SDL_GetNumGamepadTouchpads(m_gamecontroller) > touchpad_index &&
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SDL_GetNumGamepadTouchpadFingers(m_gamecontroller, touchpad_index) > finger_index)
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{
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Uint8 state = 0;
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SDL_GameControllerGetTouchpadFinger(m_gamecontroller, touchpad_index, finger_index, &state,
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&m_touchpad_x, &m_touchpad_y, &m_touchpad_pressure);
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SDL_GetGamepadTouchpadFinger(m_gamecontroller, touchpad_index, finger_index, nullptr,
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&m_touchpad_x, &m_touchpad_y, &m_touchpad_pressure);
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m_touchpad_x = m_touchpad_x * 2 - 1;
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m_touchpad_y = m_touchpad_y * 2 - 1;
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}
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@ -378,23 +345,24 @@ public:
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private:
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void UpdateRumble()
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{
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SDL_GameControllerRumble(m_gamecontroller, m_low_freq_rumble, m_high_freq_rumble,
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RUMBLE_LENGTH_MS);
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SDL_RumbleGamepad(m_gamecontroller, m_low_freq_rumble, m_high_freq_rumble, RUMBLE_LENGTH_MS);
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}
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void UpdateRumbleTriggers()
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{
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SDL_GameControllerRumbleTriggers(m_gamecontroller, m_trigger_l_rumble, m_trigger_r_rumble,
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RUMBLE_LENGTH_MS);
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SDL_RumbleGamepadTriggers(m_gamecontroller, m_trigger_l_rumble, m_trigger_r_rumble,
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RUMBLE_LENGTH_MS);
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}
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bool UpdateBatteryLevel();
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Uint16 m_low_freq_rumble = 0;
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Uint16 m_high_freq_rumble = 0;
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Uint16 m_trigger_l_rumble = 0;
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Uint16 m_trigger_r_rumble = 0;
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SDL_GameController* const m_gamecontroller;
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SDL_Gamepad* const m_gamecontroller;
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std::string m_name;
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SDL_Joystick* const m_joystick;
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SDL_Haptic* m_haptic = nullptr;
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@ -413,35 +381,35 @@ struct SDLMotionAxis
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using SDLMotionAxisList = std::array<SDLMotionAxis, 6>;
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static constexpr std::array<const char*, 21> s_sdl_button_names = {
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"Button S", // SDL_CONTROLLER_BUTTON_A
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"Button E", // SDL_CONTROLLER_BUTTON_B
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"Button W", // SDL_CONTROLLER_BUTTON_X
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"Button N", // SDL_CONTROLLER_BUTTON_Y
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"Back", // SDL_CONTROLLER_BUTTON_BACK
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"Guide", // SDL_CONTROLLER_BUTTON_GUIDE
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"Start", // SDL_CONTROLLER_BUTTON_START
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"Thumb L", // SDL_CONTROLLER_BUTTON_LEFTSTICK
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"Thumb R", // SDL_CONTROLLER_BUTTON_RIGHTSTICK
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"Shoulder L", // SDL_CONTROLLER_BUTTON_LEFTSHOULDER
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"Shoulder R", // SDL_CONTROLLER_BUTTON_RIGHTSHOULDER
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"Pad N", // SDL_CONTROLLER_BUTTON_DPAD_UP
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"Pad S", // SDL_CONTROLLER_BUTTON_DPAD_DOWN
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"Pad W", // SDL_CONTROLLER_BUTTON_DPAD_LEFT
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"Pad E", // SDL_CONTROLLER_BUTTON_DPAD_RIGHT
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"Misc 1", // SDL_CONTROLLER_BUTTON_MISC1
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"Paddle 1", // SDL_CONTROLLER_BUTTON_PADDLE1
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"Paddle 2", // SDL_CONTROLLER_BUTTON_PADDLE2
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"Paddle 3", // SDL_CONTROLLER_BUTTON_PADDLE3
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"Paddle 4", // SDL_CONTROLLER_BUTTON_PADDLE4
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"Touchpad", // SDL_CONTROLLER_BUTTON_TOUCHPAD
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"Button S", // SDL_GAMEPAD_BUTTON_SOUTH
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"Button E", // SDL_GAMEPAD_BUTTON_EAST
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"Button W", // SDL_GAMEPAD_BUTTON_WEST
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"Button N", // SDL_GAMEPAD_BUTTON_NORTH
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"Back", // SDL_GAMEPAD_BUTTON_BACK
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"Guide", // SDL_GAMEPAD_BUTTON_GUIDE
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"Start", // SDL_GAMEPAD_BUTTON_START
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"Thumb L", // SDL_GAMEPAD_BUTTON_LEFT_STICK
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"Thumb R", // SDL_GAMEPAD_BUTTON_RIGHT_STICK
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"Shoulder L", // SDL_GAMEPAD_BUTTON_LEFT_SHOULDER
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"Shoulder R", // SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER
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"Pad N", // SDL_GAMEPAD_BUTTON_DPAD_UP
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"Pad S", // SDL_GAMEPAD_BUTTON_DPAD_DOWN
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"Pad W", // SDL_GAMEPAD_BUTTON_DPAD_LEFT
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"Pad E", // SDL_GAMEPAD_BUTTON_DPAD_RIGHT
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"Misc 1", // SDL_GAMEPAD_BUTTON_MISC1
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"Paddle 1", // SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1
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"Paddle 2", // SDL_GAMEPAD_BUTTON_LEFT_PADDLE1
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"Paddle 3", // SDL_GAMEPAD_BUTTON_RIGHT_PADDLE2
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"Paddle 4", // SDL_GAMEPAD_BUTTON_LEFT_PADDLE2
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"Touchpad", // SDL_GAMEPAD_BUTTON_TOUCHPAD
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};
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static constexpr std::array<const char*, 6> s_sdl_axis_names = {
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"Left X", // SDL_CONTROLLER_AXIS_LEFTX
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"Left Y", // SDL_CONTROLLER_AXIS_LEFTY
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"Right X", // SDL_CONTROLLER_AXIS_RIGHTX
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"Right Y", // SDL_CONTROLLER_AXIS_RIGHTY
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"Trigger L", // SDL_CONTROLLER_AXIS_TRIGGERLEFT
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"Trigger R", // SDL_CONTROLLER_AXIS_TRIGGERRIGHT
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"Left X", // SDL_GAMEPAD_AXIS_LEFTX
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"Left Y", // SDL_GAMEPAD_AXIS_LEFTY
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"Right X", // SDL_GAMEPAD_AXIS_RIGHTX
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"Right Y", // SDL_GAMEPAD_AXIS_RIGHTY
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"Trigger L", // SDL_GAMEPAD_AXIS_LEFT_TRIGGER
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"Trigger R", // SDL_GAMEPAD_AXIS_RIGHT_TRIGGER
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};
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static constexpr SDLMotionAxisList SDL_AXES_ACCELEROMETER = {{
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{"Up", 1, 1},
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