mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2024-11-14 21:37:52 -07:00
1065 lines
29 KiB
C++
1065 lines
29 KiB
C++
// Copyright 2010 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "InputCommon/ControllerInterface/SDL/SDL.h"
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#include <thread>
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#include <unordered_set>
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#include <vector>
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#include <SDL.h>
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#include <SDL_haptic.h>
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#include "Common/Event.h"
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#include "Common/Logging/Log.h"
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#include "Common/MathUtil.h"
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#include "Common/ScopeGuard.h"
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#include "InputCommon/ControllerInterface/ControllerInterface.h"
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#ifdef _WIN32
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#include <Windows.h>
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#endif
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namespace ciface::Core
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{
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class Device;
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}
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namespace
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{
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std::string GetLegacyButtonName(int index)
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{
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return "Button " + std::to_string(index);
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}
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std::string GetLegacyAxisName(int index, int range)
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{
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return "Axis " + std::to_string(index) + (range < 0 ? '-' : '+');
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}
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std::string GetLegacyHatName(int index, int direction)
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{
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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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{
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return MathUtil::IntLog2(mask);
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}
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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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bool IsTriggerAxis(int index)
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{
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// First 4 axes are for the analog sticks, the rest are for the triggers
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return index >= 4;
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}
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} // namespace
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namespace ciface::SDL
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{
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class GameController : public Core::Device
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{
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private:
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// GameController inputs
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class Button : 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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Button(SDL_GameController* gc, SDL_GameControllerButton button) : m_gc(gc), m_button(button) {}
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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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};
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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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: 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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const Sint16 m_range;
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const SDL_GameControllerAxis m_axis;
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};
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// Legacy inputs
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class LegacyButton : public Core::Device::Input
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{
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public:
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std::string GetName() const override { return GetLegacyButtonName(m_index); }
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LegacyButton(SDL_Joystick* js, int index) : m_js(js), m_index(index) {}
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ControlState GetState() const override;
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private:
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SDL_Joystick* const m_js;
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const int m_index;
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};
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class LegacyAxis : public Core::Device::Input
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{
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public:
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std::string GetName() const override { return GetLegacyAxisName(m_index, m_range); }
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LegacyAxis(SDL_Joystick* js, int index, s16 range, bool is_handled_elsewhere)
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: m_js(js), m_index(index), m_range(range), m_is_handled_elsewhere(is_handled_elsewhere)
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{
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}
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ControlState GetState() const override;
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bool IsHidden() const override { return m_is_handled_elsewhere; }
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bool IsDetectable() const override { return !IsHidden(); }
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private:
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SDL_Joystick* const m_js;
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const int m_index;
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const s16 m_range;
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const bool m_is_handled_elsewhere;
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};
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class LegacyHat : public Input
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{
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public:
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std::string GetName() const override { return GetLegacyHatName(m_index, m_direction); }
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LegacyHat(SDL_Joystick* js, int index, u8 direction)
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: m_js(js), m_index(index), m_direction(direction)
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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_Joystick* const m_js;
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const int m_index;
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const u8 m_direction;
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};
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// Rumble
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template <int LowEnable, int HighEnable, int SuffixIndex>
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class GenericMotor : public Output
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{
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public:
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explicit GenericMotor(SDL_GameController* gc) : m_gc(gc) {}
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std::string GetName() const override
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{
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return std::string("Motor") + motor_suffixes[SuffixIndex];
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}
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void SetState(ControlState state) override
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{
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Uint16 rumble = state * std::numeric_limits<Uint16>::max();
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SDL_GameControllerRumble(m_gc, rumble * LowEnable, rumble * HighEnable, RUMBLE_LENGTH_MS);
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}
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private:
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SDL_GameController* const m_gc;
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};
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static constexpr const char* motor_suffixes[] = {"", " L", " R"};
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using Motor = GenericMotor<1, 1, 0>;
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using MotorL = GenericMotor<1, 0, 1>;
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using MotorR = GenericMotor<0, 1, 2>;
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class HapticEffect : public Output
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{
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public:
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HapticEffect(SDL_Haptic* haptic);
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~HapticEffect();
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protected:
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virtual bool UpdateParameters(s16 value) = 0;
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static void SetDirection(SDL_HapticDirection* dir);
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SDL_HapticEffect m_effect = {};
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static constexpr u16 DISABLED_EFFECT_TYPE = 0;
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private:
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virtual void SetState(ControlState state) override final;
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void UpdateEffect();
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SDL_Haptic* const m_haptic;
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int m_id = -1;
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};
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class ConstantEffect : public HapticEffect
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{
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public:
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ConstantEffect(SDL_Haptic* haptic);
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std::string GetName() const override;
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private:
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bool UpdateParameters(s16 value) override;
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};
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class RampEffect : public HapticEffect
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{
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public:
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RampEffect(SDL_Haptic* haptic);
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std::string GetName() const override;
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private:
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bool UpdateParameters(s16 value) override;
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};
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class PeriodicEffect : public HapticEffect
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{
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public:
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PeriodicEffect(SDL_Haptic* haptic, u16 waveform);
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std::string GetName() const override;
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private:
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bool UpdateParameters(s16 value) override;
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const u16 m_waveform;
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};
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class LeftRightEffect : public HapticEffect
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{
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public:
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enum class Motor : u8
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{
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Weak,
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Strong,
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};
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LeftRightEffect(SDL_Haptic* haptic, Motor motor);
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std::string GetName() const override;
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private:
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bool UpdateParameters(s16 value) override;
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const Motor m_motor;
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};
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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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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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std::string GetName() const override { return m_name; };
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bool IsDetectable() const override { return false; };
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ControlState GetState() const override;
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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_SensorType const m_type;
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int const m_index;
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ControlState const m_scale;
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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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const int sdl_index);
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~GameController();
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std::string GetName() const override;
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std::string GetSource() const override;
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int GetSDLIndex() const;
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private:
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SDL_GameController* const m_gamecontroller;
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std::string m_name;
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int m_sdl_index;
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SDL_Joystick* const m_joystick;
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SDL_Haptic* m_haptic = nullptr;
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};
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class InputBackend final : public ciface::InputBackend
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{
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public:
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InputBackend(ControllerInterface* controller_interface);
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~InputBackend();
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void PopulateDevices() override;
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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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bool HandleEventAndContinue(const SDL_Event& e);
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Common::Event m_init_event;
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Uint32 m_stop_event_type;
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Uint32 m_populate_event_type;
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std::thread m_hotplug_thread;
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};
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std::unique_ptr<ciface::InputBackend> CreateInputBackend(ControllerInterface* controller_interface)
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{
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return std::make_unique<InputBackend>(controller_interface);
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}
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void InputBackend::OpenAndAddDevice(int index)
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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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if (js)
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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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{
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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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// SDL tries parsing these as Joysticks
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return;
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}
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auto gamecontroller = std::make_shared<GameController>(gc, js, index);
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if (!gamecontroller->Inputs().empty() || !gamecontroller->Outputs().empty())
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GetControllerInterface().AddDevice(std::move(gamecontroller));
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}
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}
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bool InputBackend::HandleEventAndContinue(const SDL_Event& e)
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{
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if (e.type == SDL_CONTROLLERDEVICEADDED || e.type == SDL_JOYDEVICEADDED)
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{
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// Avoid handling the event twice on a GameController
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if (e.type == SDL_JOYDEVICEADDED && SDL_IsGameController(e.jdevice.which))
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{
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return true;
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}
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OpenAndAddDevice(e.jdevice.which);
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}
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else if (e.type == SDL_CONTROLLERDEVICEREMOVED || e.type == SDL_JOYDEVICEREMOVED)
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{
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// Avoid handling the event twice on a GameController
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if (e.type == SDL_JOYDEVICEREMOVED && SDL_IsGameController(e.jdevice.which))
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{
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return true;
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}
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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)->GetSDLIndex() == e.jdevice.which;
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});
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}
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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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});
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}
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else if (e.type == m_stop_event_type)
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{
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return false;
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}
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return true;
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}
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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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[](void*, int category, SDL_LogPriority priority, const char* message) {
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std::string 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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category_name = "app";
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break;
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case SDL_LOG_CATEGORY_ERROR:
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category_name = "error";
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break;
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case SDL_LOG_CATEGORY_ASSERT:
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category_name = "assert";
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break;
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case SDL_LOG_CATEGORY_SYSTEM:
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category_name = "system";
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break;
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case SDL_LOG_CATEGORY_AUDIO:
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category_name = "audio";
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break;
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case SDL_LOG_CATEGORY_VIDEO:
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category_name = "video";
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break;
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case SDL_LOG_CATEGORY_RENDER:
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category_name = "render";
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break;
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case SDL_LOG_CATEGORY_INPUT:
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category_name = "input";
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break;
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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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default:
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category_name = fmt::format("unknown({})", category);
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break;
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}
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auto log_level = Common::Log::LogLevel::LNOTICE;
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switch (priority)
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{
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case SDL_LOG_PRIORITY_VERBOSE:
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case SDL_LOG_PRIORITY_DEBUG:
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log_level = Common::Log::LogLevel::LDEBUG;
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break;
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case SDL_LOG_PRIORITY_INFO:
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log_level = Common::Log::LogLevel::LINFO;
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break;
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case SDL_LOG_PRIORITY_WARN:
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log_level = Common::Log::LogLevel::LWARNING;
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break;
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case SDL_LOG_PRIORITY_ERROR:
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log_level = Common::Log::LogLevel::LERROR;
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break;
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case SDL_LOG_PRIORITY_CRITICAL:
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default:
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log_level = Common::Log::LogLevel::LNOTICE;
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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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},
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nullptr);
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}
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InputBackend::InputBackend(ControllerInterface* controller_interface)
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: ciface::InputBackend(controller_interface)
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{
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EnableSDLLogging();
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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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m_hotplug_thread = std::thread([this] {
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Common::ScopeGuard quit_guard([] {
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// TODO: there seems to be some sort of memory leak with SDL, quit isn't freeing everything up
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SDL_Quit();
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});
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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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{
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ERROR_LOG_FMT(CONTROLLERINTERFACE, "SDL failed to initialize");
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return;
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}
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const Uint32 custom_events_start = SDL_RegisterEvents(2);
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if (custom_events_start == static_cast<Uint32>(-1))
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{
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ERROR_LOG_FMT(CONTROLLERINTERFACE, "SDL failed to register custom events");
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return;
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}
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m_stop_event_type = custom_events_start;
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m_populate_event_type = custom_events_start + 1;
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// Drain all of the events and add the initial joysticks before returning. Otherwise, the
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// individual joystick events as well as the custom populate event will be handled _after_
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// ControllerInterface::Init/RefreshDevices has cleared its list of devices, resulting in
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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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{
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if (!HandleEventAndContinue(e))
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return;
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}
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}
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#ifdef _WIN32
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// This is a hack to workaround SDL_hidapi using window messages to detect device
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// removal/arrival, yet no part of SDL pumps messages for it. It can hopefully be removed in the
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// future when SDL fixes the issue. Note this is a separate issue from SDL_HINT_JOYSTICK_THREAD.
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// Also note that SDL_WaitEvent may block while device detection window messages get queued up,
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// causing some noticible stutter. This is just another reason it should be fixed properly by
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// SDL...
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const auto window_handle =
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FindWindowEx(HWND_MESSAGE, nullptr, TEXT("SDL_HIDAPI_DEVICE_DETECTION"), nullptr);
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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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{
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if (!HandleEventAndContinue(e))
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return;
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#ifdef _WIN32
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MSG msg;
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while (window_handle && PeekMessage(&msg, window_handle, 0, 0, PM_NOREMOVE))
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{
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if (GetMessageA(&msg, window_handle, 0, 0) != 0)
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{
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TranslateMessage(&msg);
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DispatchMessage(&msg);
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}
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}
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#endif
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}
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});
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m_init_event.Wait();
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}
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InputBackend::~InputBackend()
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{
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if (!m_hotplug_thread.joinable())
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return;
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SDL_Event stop_event{m_stop_event_type};
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SDL_PushEvent(&stop_event);
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m_hotplug_thread.join();
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}
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void InputBackend::PopulateDevices()
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{
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if (!m_hotplug_thread.joinable())
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return;
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SDL_Event populate_event{m_populate_event_type};
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SDL_PushEvent(&populate_event);
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}
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struct SDLMotionAxis
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{
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std::string_view name;
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int index;
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ControlState scale;
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};
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using SDLMotionAxisList = std::array<SDLMotionAxis, 6>;
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// clang-format off
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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
|
|
"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
|
|
};
|
|
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
|
|
};
|
|
static constexpr SDLMotionAxisList SDL_AXES_ACCELEROMETER = {{
|
|
{"Up", 1, 1}, {"Down", 1, -1},
|
|
{"Left", 0, -1}, {"Right", 0, 1},
|
|
{"Forward", 2, -1}, {"Backward", 2, 1},
|
|
}};
|
|
static constexpr SDLMotionAxisList SDL_AXES_GYRO = {{
|
|
{"Pitch Up", 0, 1}, {"Pitch Down", 0, -1},
|
|
{"Roll Left", 2, 1}, {"Roll Right", 2, -1},
|
|
{"Yaw Left", 1, 1}, {"Yaw Right", 1, -1},
|
|
}};
|
|
// clang-format on
|
|
|
|
GameController::GameController(SDL_GameController* const gamecontroller,
|
|
SDL_Joystick* const joystick, const int sdl_index)
|
|
: m_gamecontroller(gamecontroller), m_sdl_index(sdl_index), m_joystick(joystick)
|
|
{
|
|
const char* name;
|
|
if (gamecontroller)
|
|
name = SDL_GameControllerName(gamecontroller);
|
|
else
|
|
name = SDL_JoystickName(joystick);
|
|
m_name = name != nullptr ? name : "Unknown";
|
|
|
|
// If a Joystick input has a GameController equivalent button/hat we don't add it.
|
|
// "Equivalent" axes are still added as hidden/undetectable inputs to handle
|
|
// loading of existing configs which may use "full surface" inputs.
|
|
// Otherwise handling those would require dealing with gamepad specific quirks.
|
|
std::unordered_set<int> registered_buttons;
|
|
std::unordered_set<int> registered_hats;
|
|
std::unordered_set<int> registered_axes;
|
|
const auto register_mapping = [&](const SDL_GameControllerButtonBind& bind) {
|
|
switch (bind.bindType)
|
|
{
|
|
case SDL_CONTROLLER_BINDTYPE_BUTTON:
|
|
registered_buttons.insert(bind.value.button);
|
|
break;
|
|
case SDL_CONTROLLER_BINDTYPE_HAT:
|
|
registered_hats.insert(bind.value.hat.hat);
|
|
break;
|
|
case SDL_CONTROLLER_BINDTYPE_AXIS:
|
|
registered_axes.insert(bind.value.axis);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
};
|
|
|
|
if (gamecontroller != nullptr)
|
|
{
|
|
// Inputs
|
|
|
|
// Buttons
|
|
for (u8 i = 0; i != size(s_sdl_button_names); ++i)
|
|
{
|
|
SDL_GameControllerButton button = static_cast<SDL_GameControllerButton>(i);
|
|
if (SDL_GameControllerHasButton(m_gamecontroller, button))
|
|
{
|
|
AddInput(new Button(gamecontroller, button));
|
|
|
|
register_mapping(SDL_GameControllerGetBindForButton(gamecontroller, button));
|
|
}
|
|
}
|
|
|
|
// Axes
|
|
for (u8 i = 0; i != size(s_sdl_axis_names); ++i)
|
|
{
|
|
SDL_GameControllerAxis axis = static_cast<SDL_GameControllerAxis>(i);
|
|
if (SDL_GameControllerHasAxis(m_gamecontroller, axis))
|
|
{
|
|
if (IsTriggerAxis(axis))
|
|
{
|
|
AddInput(new Axis(m_gamecontroller, 32767, axis));
|
|
}
|
|
else
|
|
{
|
|
// Each axis gets a negative and a positive input instance associated with it
|
|
AddInput(new Axis(m_gamecontroller, -32768, axis));
|
|
AddInput(new Axis(m_gamecontroller, 32767, axis));
|
|
}
|
|
|
|
register_mapping(SDL_GameControllerGetBindForAxis(gamecontroller, axis));
|
|
}
|
|
}
|
|
|
|
// Rumble
|
|
if (SDL_GameControllerHasRumble(m_gamecontroller))
|
|
{
|
|
AddOutput(new Motor(m_gamecontroller));
|
|
AddOutput(new MotorL(m_gamecontroller));
|
|
AddOutput(new MotorR(m_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)
|
|
{
|
|
for (const SDLMotionAxis& axis : axes)
|
|
{
|
|
AddInput(new MotionInput(fmt::format("{} {}", sensor_name, axis.name), m_gamecontroller,
|
|
type, axis.index, axis.scale));
|
|
}
|
|
}
|
|
};
|
|
|
|
add_sensor(SDL_SENSOR_ACCEL, "Accel", SDL_AXES_ACCELEROMETER);
|
|
add_sensor(SDL_SENSOR_GYRO, "Gyro", SDL_AXES_GYRO);
|
|
add_sensor(SDL_SENSOR_ACCEL_L, "Accel L", SDL_AXES_ACCELEROMETER);
|
|
add_sensor(SDL_SENSOR_GYRO_L, "Gyro L", SDL_AXES_GYRO);
|
|
add_sensor(SDL_SENSOR_ACCEL_R, "Accel R", SDL_AXES_ACCELEROMETER);
|
|
add_sensor(SDL_SENSOR_GYRO_R, "Gyro R", SDL_AXES_GYRO);
|
|
}
|
|
|
|
// Legacy inputs
|
|
|
|
// Buttons
|
|
int n_legacy_buttons = SDL_JoystickNumButtons(joystick);
|
|
if (n_legacy_buttons < 0)
|
|
{
|
|
ERROR_LOG_FMT(CONTROLLERINTERFACE, "Error in SDL_JoystickNumButtons(): {}", SDL_GetError());
|
|
n_legacy_buttons = 0;
|
|
}
|
|
for (int i = 0; i != n_legacy_buttons; ++i)
|
|
{
|
|
if (registered_buttons.contains(i))
|
|
continue;
|
|
|
|
AddInput(new LegacyButton(m_joystick, i));
|
|
}
|
|
|
|
// Axes
|
|
int n_legacy_axes = SDL_JoystickNumAxes(joystick);
|
|
if (n_legacy_axes < 0)
|
|
{
|
|
ERROR_LOG_FMT(CONTROLLERINTERFACE, "Error in SDL_JoystickNumAxes(): {}", SDL_GetError());
|
|
n_legacy_axes = 0;
|
|
}
|
|
for (int i = 0; i != n_legacy_axes; ++i)
|
|
{
|
|
const bool is_registered = registered_axes.contains(i);
|
|
|
|
// each axis gets a negative and a positive input instance associated with it
|
|
AddAnalogInputs(new LegacyAxis(m_joystick, i, -32768, is_registered),
|
|
new LegacyAxis(m_joystick, i, 32767, is_registered));
|
|
}
|
|
|
|
// Hats
|
|
int n_legacy_hats = SDL_JoystickNumHats(joystick);
|
|
if (n_legacy_hats < 0)
|
|
{
|
|
ERROR_LOG_FMT(CONTROLLERINTERFACE, "Error in SDL_JoystickNumHats(): {}", SDL_GetError());
|
|
n_legacy_hats = 0;
|
|
}
|
|
for (int i = 0; i != n_legacy_hats; ++i)
|
|
{
|
|
if (registered_hats.contains(i))
|
|
continue;
|
|
|
|
// each hat gets 4 input instances associated with it, (up down left right)
|
|
for (u8 d = 0; d != 4; ++d)
|
|
AddInput(new LegacyHat(m_joystick, i, d));
|
|
}
|
|
|
|
// Haptics
|
|
if (SDL_JoystickIsHaptic(m_joystick))
|
|
{
|
|
m_haptic = SDL_HapticOpenFromJoystick(m_joystick);
|
|
if (m_haptic)
|
|
{
|
|
const unsigned int supported_effects = SDL_HapticQuery(m_haptic);
|
|
|
|
// Disable autocenter:
|
|
if (supported_effects & SDL_HAPTIC_AUTOCENTER)
|
|
SDL_HapticSetAutocenter(m_haptic, 0);
|
|
|
|
// Constant
|
|
if (supported_effects & SDL_HAPTIC_CONSTANT)
|
|
AddOutput(new ConstantEffect(m_haptic));
|
|
|
|
// Ramp
|
|
if (supported_effects & SDL_HAPTIC_RAMP)
|
|
AddOutput(new RampEffect(m_haptic));
|
|
|
|
// Periodic
|
|
for (auto waveform :
|
|
{SDL_HAPTIC_SINE, SDL_HAPTIC_TRIANGLE, SDL_HAPTIC_SAWTOOTHUP, SDL_HAPTIC_SAWTOOTHDOWN})
|
|
{
|
|
if (supported_effects & waveform)
|
|
AddOutput(new PeriodicEffect(m_haptic, waveform));
|
|
}
|
|
|
|
// LeftRight
|
|
if (supported_effects & SDL_HAPTIC_LEFTRIGHT)
|
|
{
|
|
AddOutput(new LeftRightEffect(m_haptic, LeftRightEffect::Motor::Strong));
|
|
AddOutput(new LeftRightEffect(m_haptic, LeftRightEffect::Motor::Weak));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
GameController::~GameController()
|
|
{
|
|
if (m_haptic)
|
|
{
|
|
// stop/destroy all effects
|
|
SDL_HapticStopAll(m_haptic);
|
|
// close haptic before joystick
|
|
SDL_HapticClose(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);
|
|
}
|
|
// close joystick
|
|
SDL_JoystickClose(m_joystick);
|
|
}
|
|
|
|
void InputBackend::UpdateInput(std::vector<std::weak_ptr<ciface::Core::Device>>& devices_to_remove)
|
|
{
|
|
SDL_GameControllerUpdate();
|
|
}
|
|
|
|
std::string GameController::GetName() const
|
|
{
|
|
return m_name;
|
|
}
|
|
|
|
std::string GameController::GetSource() const
|
|
{
|
|
return "SDL";
|
|
}
|
|
|
|
int GameController::GetSDLIndex() const
|
|
{
|
|
return m_sdl_index;
|
|
}
|
|
|
|
std::string GameController::Button::GetName() const
|
|
{
|
|
return s_sdl_button_names[m_button];
|
|
}
|
|
|
|
std::string GameController::Axis::GetName() const
|
|
{
|
|
if (IsTriggerAxis(m_axis))
|
|
return std::string(s_sdl_axis_names[m_axis]);
|
|
|
|
bool negative = m_range < 0;
|
|
|
|
// Respect XInput: the vertical axes are inverted on SDL
|
|
if (m_axis % 2 == 1)
|
|
negative = !negative;
|
|
|
|
return std::string(s_sdl_axis_names[m_axis]) + (negative ? '-' : '+');
|
|
}
|
|
|
|
ControlState GameController::Button::GetState() const
|
|
{
|
|
return SDL_GameControllerGetButton(m_gc, m_button);
|
|
}
|
|
|
|
ControlState GameController::Axis::GetState() const
|
|
{
|
|
return ControlState(SDL_GameControllerGetAxis(m_gc, m_axis)) / m_range;
|
|
}
|
|
|
|
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";
|
|
|
|
// Match legacy names.
|
|
const auto bind = SDL_GameControllerGetBindForButton(m_gc, m_button);
|
|
switch (bind.bindType)
|
|
{
|
|
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)));
|
|
default:
|
|
return false;
|
|
}
|
|
}
|
|
|
|
ControlState GameController::MotionInput::GetState() const
|
|
{
|
|
std::array<float, 3> data{};
|
|
SDL_GameControllerGetSensorData(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);
|
|
}
|
|
|
|
ControlState GameController::LegacyAxis::GetState() const
|
|
{
|
|
return ControlState(SDL_JoystickGetAxis(m_js, m_index)) / m_range;
|
|
}
|
|
|
|
ControlState GameController::LegacyHat::GetState() const
|
|
{
|
|
return (SDL_JoystickGetHat(m_js, m_index) & (1 << m_direction)) > 0;
|
|
}
|
|
|
|
void GameController::HapticEffect::UpdateEffect()
|
|
{
|
|
if (m_effect.type != DISABLED_EFFECT_TYPE)
|
|
{
|
|
if (m_id < 0)
|
|
{
|
|
// Upload and try to play the effect.
|
|
m_id = SDL_HapticNewEffect(m_haptic, &m_effect);
|
|
|
|
if (m_id >= 0)
|
|
SDL_HapticRunEffect(m_haptic, m_id, 1);
|
|
}
|
|
else
|
|
{
|
|
// Effect is already playing. Update parameters.
|
|
SDL_HapticUpdateEffect(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);
|
|
m_id = -1;
|
|
}
|
|
}
|
|
|
|
GameController::HapticEffect::HapticEffect(SDL_Haptic* haptic) : m_haptic(haptic)
|
|
{
|
|
// FYI: type is set within UpdateParameters.
|
|
m_effect.type = DISABLED_EFFECT_TYPE;
|
|
}
|
|
|
|
GameController::HapticEffect::~HapticEffect()
|
|
{
|
|
m_effect.type = DISABLED_EFFECT_TYPE;
|
|
UpdateEffect();
|
|
}
|
|
|
|
void GameController::HapticEffect::SetDirection(SDL_HapticDirection* dir)
|
|
{
|
|
// Left direction (for wheels)
|
|
dir->type = SDL_HAPTIC_CARTESIAN;
|
|
dir->dir[0] = -1;
|
|
}
|
|
|
|
GameController::ConstantEffect::ConstantEffect(SDL_Haptic* haptic) : HapticEffect(haptic)
|
|
{
|
|
m_effect.constant = {};
|
|
SetDirection(&m_effect.constant.direction);
|
|
m_effect.constant.length = RUMBLE_LENGTH_MS;
|
|
}
|
|
|
|
GameController::RampEffect::RampEffect(SDL_Haptic* haptic) : HapticEffect(haptic)
|
|
{
|
|
m_effect.ramp = {};
|
|
SetDirection(&m_effect.ramp.direction);
|
|
m_effect.ramp.length = RUMBLE_LENGTH_MS;
|
|
}
|
|
|
|
GameController::PeriodicEffect::PeriodicEffect(SDL_Haptic* haptic, u16 waveform)
|
|
: HapticEffect(haptic), m_waveform(waveform)
|
|
{
|
|
m_effect.periodic = {};
|
|
SetDirection(&m_effect.periodic.direction);
|
|
m_effect.periodic.length = RUMBLE_LENGTH_MS;
|
|
m_effect.periodic.period = RUMBLE_PERIOD_MS;
|
|
m_effect.periodic.offset = 0;
|
|
m_effect.periodic.phase = 0;
|
|
}
|
|
|
|
GameController::LeftRightEffect::LeftRightEffect(SDL_Haptic* haptic, Motor motor)
|
|
: HapticEffect(haptic), m_motor(motor)
|
|
{
|
|
m_effect.leftright = {};
|
|
m_effect.leftright.length = RUMBLE_LENGTH_MS;
|
|
}
|
|
|
|
std::string GameController::ConstantEffect::GetName() const
|
|
{
|
|
return "Constant";
|
|
}
|
|
|
|
std::string GameController::RampEffect::GetName() const
|
|
{
|
|
return "Ramp";
|
|
}
|
|
|
|
std::string GameController::PeriodicEffect::GetName() const
|
|
{
|
|
switch (m_waveform)
|
|
{
|
|
case SDL_HAPTIC_SINE:
|
|
return "Sine";
|
|
case SDL_HAPTIC_TRIANGLE:
|
|
return "Triangle";
|
|
case SDL_HAPTIC_SAWTOOTHUP:
|
|
return "Sawtooth Up";
|
|
case SDL_HAPTIC_SAWTOOTHDOWN:
|
|
return "Sawtooth Down";
|
|
default:
|
|
return "Unknown";
|
|
}
|
|
}
|
|
|
|
std::string GameController::LeftRightEffect::GetName() const
|
|
{
|
|
return (Motor::Strong == m_motor) ? "Strong" : "Weak";
|
|
}
|
|
|
|
void GameController::HapticEffect::SetState(ControlState state)
|
|
{
|
|
// Maximum force value for all SDL effects:
|
|
constexpr s16 MAX_FORCE_VALUE = 0x7fff;
|
|
|
|
if (UpdateParameters(s16(state * MAX_FORCE_VALUE)))
|
|
{
|
|
UpdateEffect();
|
|
}
|
|
}
|
|
|
|
bool GameController::ConstantEffect::UpdateParameters(s16 value)
|
|
{
|
|
s16& level = m_effect.constant.level;
|
|
const s16 old_level = level;
|
|
|
|
level = value;
|
|
|
|
m_effect.type = level ? SDL_HAPTIC_CONSTANT : DISABLED_EFFECT_TYPE;
|
|
return level != old_level;
|
|
}
|
|
|
|
bool GameController::RampEffect::UpdateParameters(s16 value)
|
|
{
|
|
s16& level = m_effect.ramp.start;
|
|
const s16 old_level = level;
|
|
|
|
level = value;
|
|
// FYI: Setting end to same as start is odd,
|
|
// but so is using Ramp effects for rumble simulation.
|
|
m_effect.ramp.end = level;
|
|
|
|
m_effect.type = level ? SDL_HAPTIC_RAMP : DISABLED_EFFECT_TYPE;
|
|
return level != old_level;
|
|
}
|
|
|
|
bool GameController::PeriodicEffect::UpdateParameters(s16 value)
|
|
{
|
|
s16& level = m_effect.periodic.magnitude;
|
|
const s16 old_level = level;
|
|
|
|
level = value;
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m_effect.type = level ? m_waveform : DISABLED_EFFECT_TYPE;
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return level != old_level;
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}
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bool GameController::LeftRightEffect::UpdateParameters(s16 value)
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{
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u16& level = (Motor::Strong == m_motor) ? m_effect.leftright.large_magnitude :
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m_effect.leftright.small_magnitude;
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const u16 old_level = level;
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level = value;
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m_effect.type = level ? SDL_HAPTIC_LEFTRIGHT : DISABLED_EFFECT_TYPE;
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return level != old_level;
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}
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} // namespace ciface::SDL
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