Duckstation/src/core/controller.cpp

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// SPDX-FileCopyrightText: 2019-2022 Connor McLaughlin <stenzek@gmail.com>
// SPDX-License-Identifier: (GPL-3.0 OR CC-BY-NC-ND-4.0)
#include "controller.h"
#include "analog_controller.h"
#include "analog_joystick.h"
#include "digital_controller.h"
#include "fmt/format.h"
#include "guncon.h"
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#include "negcon.h"
#include "playstation_mouse.h"
#include "util/state_wrapper.h"
static const Controller::ControllerInfo s_none_info = {ControllerType::None,
"None",
"Not Connected",
nullptr,
0,
nullptr,
0,
Controller::VibrationCapabilities::NoVibration};
static const Controller::ControllerInfo* s_controller_info[] = {
&s_none_info, &DigitalController::INFO, &AnalogController::INFO, &AnalogJoystick::INFO, &NeGcon::INFO,
&GunCon::INFO, &PlayStationMouse::INFO,
};
Controller::Controller(u32 index) : m_index(index) {}
Controller::~Controller() = default;
void Controller::Reset() {}
bool Controller::DoState(StateWrapper& sw, bool apply_input_state)
{
return !sw.HasError();
}
void Controller::ResetTransferState() {}
bool Controller::Transfer(const u8 data_in, u8* data_out)
{
*data_out = 0xFF;
return false;
}
float Controller::GetBindState(u32 index) const
{
return 0.0f;
}
void Controller::SetBindState(u32 index, float value) {}
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u32 Controller::GetButtonStateBits() const
{
return 0;
}
bool Controller::InAnalogMode() const
{
return false;
}
std::optional<u32> Controller::GetAnalogInputBytes() const
{
return std::nullopt;
}
void Controller::LoadSettings(SettingsInterface& si, const char* section) {}
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bool Controller::GetSoftwareCursor(const Common::RGBA8Image** image, float* image_scale, bool* relative_mode)
{
return false;
}
JIT optimizations and refactoring (#675) * CPU/Recompiler: Use rel32 call where possible for no-args * JitCodeBuffer: Support using preallocated buffer * CPU/Recompiler/AArch64: Use bl instead of blr for short branches * CPU/CodeCache: Allocate recompiler buffer in program space This means we don't need 64-bit moves for every call out of the recompiler. * GTE: Don't store as u16 and load as u32 * CPU/Recompiler: Add methods to emit global load/stores * GTE: Convert class to namespace * CPU/Recompiler: Call GTE functions directly * Settings: Turn into a global variable * GPU: Replace local pointers with global * InterruptController: Turn into a global pointer * System: Replace local pointers with global * Timers: Turn into a global instance * DMA: Turn into a global instance * SPU: Turn into a global instance * CDROM: Turn into a global instance * MDEC: Turn into a global instance * Pad: Turn into a global instance * SIO: Turn into a global instance * CDROM: Move audio FIFO to the heap * CPU/Recompiler: Drop ASMFunctions No longer needed since we have code in the same 4GB window. * CPUCodeCache: Turn class into namespace * Bus: Local pointer -> global pointers * CPU: Turn class into namespace * Bus: Turn into namespace * GTE: Store registers in CPU state struct Allows relative addressing on ARM. * CPU/Recompiler: Align code storage to page size * CPU/Recompiler: Fix relative branches on A64 * HostInterface: Local references to global * System: Turn into a namespace, move events out * Add guard pages * Android: Fix build
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std::unique_ptr<Controller> Controller::Create(ControllerType type, u32 index)
{
switch (type)
{
case ControllerType::DigitalController:
return DigitalController::Create(index);
case ControllerType::AnalogController:
JIT optimizations and refactoring (#675) * CPU/Recompiler: Use rel32 call where possible for no-args * JitCodeBuffer: Support using preallocated buffer * CPU/Recompiler/AArch64: Use bl instead of blr for short branches * CPU/CodeCache: Allocate recompiler buffer in program space This means we don't need 64-bit moves for every call out of the recompiler. * GTE: Don't store as u16 and load as u32 * CPU/Recompiler: Add methods to emit global load/stores * GTE: Convert class to namespace * CPU/Recompiler: Call GTE functions directly * Settings: Turn into a global variable * GPU: Replace local pointers with global * InterruptController: Turn into a global pointer * System: Replace local pointers with global * Timers: Turn into a global instance * DMA: Turn into a global instance * SPU: Turn into a global instance * CDROM: Turn into a global instance * MDEC: Turn into a global instance * Pad: Turn into a global instance * SIO: Turn into a global instance * CDROM: Move audio FIFO to the heap * CPU/Recompiler: Drop ASMFunctions No longer needed since we have code in the same 4GB window. * CPUCodeCache: Turn class into namespace * Bus: Local pointer -> global pointers * CPU: Turn class into namespace * Bus: Turn into namespace * GTE: Store registers in CPU state struct Allows relative addressing on ARM. * CPU/Recompiler: Align code storage to page size * CPU/Recompiler: Fix relative branches on A64 * HostInterface: Local references to global * System: Turn into a namespace, move events out * Add guard pages * Android: Fix build
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return AnalogController::Create(index);
case ControllerType::AnalogJoystick:
return AnalogJoystick::Create(index);
case ControllerType::GunCon:
return GunCon::Create(index);
case ControllerType::PlayStationMouse:
return PlayStationMouse::Create(index);
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case ControllerType::NeGcon:
return NeGcon::Create(index);
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case ControllerType::None:
default:
return {};
}
}
const char* Controller::GetDefaultPadType(u32 pad)
{
return Settings::GetControllerTypeName((pad == 0) ? Settings::DEFAULT_CONTROLLER_1_TYPE :
Settings::DEFAULT_CONTROLLER_2_TYPE);
}
const Controller::ControllerInfo* Controller::GetControllerInfo(ControllerType type)
{
for (const ControllerInfo* info : s_controller_info)
{
if (type == info->type)
return info;
}
return nullptr;
}
const Controller::ControllerInfo* Controller::GetControllerInfo(const std::string_view& name)
{
for (const ControllerInfo* info : s_controller_info)
{
if (name == info->name)
return info;
}
return nullptr;
}
std::vector<std::pair<std::string, std::string>> Controller::GetControllerTypeNames()
{
std::vector<std::pair<std::string, std::string>> ret;
for (const ControllerInfo* info : s_controller_info)
ret.emplace_back(info->name, info->display_name);
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return ret;
}
std::vector<std::string> Controller::GetControllerBinds(const std::string_view& type)
{
std::vector<std::string> ret;
const ControllerInfo* info = GetControllerInfo(type);
if (info)
{
for (u32 i = 0; i < info->num_bindings; i++)
{
const ControllerBindingInfo& bi = info->bindings[i];
if (bi.type == InputBindingInfo::Type::Unknown || bi.type == InputBindingInfo::Type::Motor)
continue;
ret.emplace_back(info->bindings[i].name);
}
}
return ret;
}
std::vector<std::string> Controller::GetControllerBinds(ControllerType type)
{
std::vector<std::string> ret;
const ControllerInfo* info = GetControllerInfo(type);
if (info)
{
for (u32 i = 0; i < info->num_bindings; i++)
{
const ControllerBindingInfo& bi = info->bindings[i];
if (bi.type == InputBindingInfo::Type::Unknown || bi.type == InputBindingInfo::Type::Motor)
continue;
ret.emplace_back(info->bindings[i].name);
}
}
return ret;
}
std::optional<u32> Controller::GetBindIndex(ControllerType type, const std::string_view& bind_name)
{
const ControllerInfo* info = GetControllerInfo(type);
if (!info)
return std::nullopt;
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for (u32 i = 0; i < info->num_bindings; i++)
{
if (bind_name == info->bindings[i].name)
return i;
}
return std::nullopt;
}
Controller::VibrationCapabilities Controller::GetControllerVibrationCapabilities(const std::string_view& type)
{
const ControllerInfo* info = GetControllerInfo(type);
return info ? info->vibration_caps : VibrationCapabilities::NoVibration;
}
std::tuple<u32, u32> Controller::ConvertPadToPortAndSlot(u32 index)
{
if (index > 4) // [5,6,7]
return std::make_tuple(1, index - 4); // 2B,2C,2D
else if (index > 1) // [2,3,4]
return std::make_tuple(0, index - 1); // 1B,1C,1D
else // [0,1]
return std::make_tuple(index, 0); // 1A,2A
}
u32 Controller::ConvertPortAndSlotToPad(u32 port, u32 slot)
{
if (slot == 0)
return port;
else if (port == 0) // slot=[0,1]
return slot + 1; // 2,3,4
else
return slot + 4; // 5,6,7
}
bool Controller::PadIsMultitapSlot(u32 index)
{
return (index >= 2);
}
bool Controller::PortAndSlotIsMultitap(u32 port, u32 slot)
{
return (slot != 0);
}
std::string Controller::GetSettingsSection(u32 pad)
{
return fmt::format("Pad{}", pad + 1u);
}
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bool Controller::InCircularDeadzone(float deadzone, float pos_x, float pos_y)
{
if (pos_x == 0.0f && pos_y == 0.0f)
return false;
// Compute the angle at the given position in the stick's square bounding box.
const float theta = std::atan2(pos_y, pos_x);
// Compute the position that the edge of the circle would be at, given the angle.
const float dz_x = std::cos(theta) * deadzone;
const float dz_y = std::sin(theta) * deadzone;
// We're in the deadzone if our position is less than the circle edge.
const bool in_x = (pos_x < 0.0f) ? (pos_x > dz_x) : (pos_x <= dz_x);
const bool in_y = (pos_y < 0.0f) ? (pos_y > dz_y) : (pos_y <= dz_y);
return (in_x && in_y);
}