#include "sdl_controller_interface.h" #include "common/assert.h" #include "common/log.h" #include "core/controller.h" #include "core/host_interface.h" #include "core/system.h" #include "sdl_initializer.h" #include #include Log_SetChannel(SDLControllerInterface); SDLControllerInterface::SDLControllerInterface() = default; SDLControllerInterface::~SDLControllerInterface() { Assert(m_controllers.empty()); } bool SDLControllerInterface::Initialize(CommonHostInterface* host_interface) { if (!ControllerInterface::Initialize(host_interface)) return false; FrontendCommon::EnsureSDLInitialized(); if (SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER | SDL_INIT_HAPTIC) < 0) { Log_ErrorPrintf("SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER | SDL_INIT_HAPTIC) failed"); return false; } // we should open the controllers as the connected events come in, so no need to do any more here m_sdl_subsystem_initialized = true; return true; } void SDLControllerInterface::Shutdown() { while (!m_controllers.empty()) CloseGameController(m_controllers.begin()->joystick_id, false); if (m_sdl_subsystem_initialized) { SDL_QuitSubSystem(SDL_INIT_GAMECONTROLLER | SDL_INIT_HAPTIC); m_sdl_subsystem_initialized = false; } ControllerInterface::Shutdown(); } void SDLControllerInterface::PollEvents() { for (;;) { SDL_Event ev; if (SDL_PollEvent(&ev)) ProcessSDLEvent(&ev); else break; } } bool SDLControllerInterface::ProcessSDLEvent(const SDL_Event* event) { switch (event->type) { case SDL_CONTROLLERDEVICEADDED: { Log_InfoPrintf("Controller %d inserted", event->cdevice.which); OpenGameController(event->cdevice.which); return true; } case SDL_CONTROLLERDEVICEREMOVED: { Log_InfoPrintf("Controller %d removed", event->cdevice.which); CloseGameController(event->cdevice.which, true); return true; } case SDL_CONTROLLERAXISMOTION: return HandleControllerAxisEvent(event); case SDL_CONTROLLERBUTTONDOWN: case SDL_CONTROLLERBUTTONUP: return HandleControllerButtonEvent(event); default: return false; } } SDLControllerInterface::ControllerDataVector::iterator SDLControllerInterface::GetControllerDataForController(void* controller) { return std::find_if(m_controllers.begin(), m_controllers.end(), [controller](const ControllerData& cd) { return cd.controller == controller; }); } SDLControllerInterface::ControllerDataVector::iterator SDLControllerInterface::GetControllerDataForJoystickId(int id) { return std::find_if(m_controllers.begin(), m_controllers.end(), [id](const ControllerData& cd) { return cd.joystick_id == id; }); } SDLControllerInterface::ControllerDataVector::iterator SDLControllerInterface::GetControllerDataForPlayerId(int id) { return std::find_if(m_controllers.begin(), m_controllers.end(), [id](const ControllerData& cd) { return cd.player_id == id; }); } bool SDLControllerInterface::OpenGameController(int index) { SDL_GameController* gcontroller = SDL_GameControllerOpen(index); SDL_Joystick* joystick = gcontroller ? SDL_GameControllerGetJoystick(gcontroller) : nullptr; if (!gcontroller || !joystick) { Log_WarningPrintf("Failed to open controller %d", index); if (gcontroller) SDL_GameControllerClose(gcontroller); return false; } int joystick_id = SDL_JoystickInstanceID(joystick); #if SDL_VERSION_ATLEAST(2, 0, 9) int player_id = SDL_GameControllerGetPlayerIndex(gcontroller); #else int player_id = -1; #endif if (player_id < 0) { Log_WarningPrintf("Controller %d (joystick %d) returned player ID %d. Setting to zero, but this may cause issues " "if you try to use multiple controllers.", index, joystick_id, player_id); player_id = 0; } Log_InfoPrintf("Opened controller %d (instance id %d, player id %d): %s", index, joystick_id, player_id, SDL_GameControllerName(gcontroller)); ControllerData cd = {}; cd.controller = gcontroller; cd.player_id = player_id; cd.joystick_id = joystick_id; SDL_Haptic* haptic = SDL_HapticOpenFromJoystick(joystick); if (SDL_HapticRumbleSupported(haptic) && SDL_HapticRumbleInit(haptic) == 0) cd.haptic = haptic; else if (haptic) SDL_HapticClose(haptic); if (cd.haptic) Log_InfoPrintf("Rumble is supported on '%s'", SDL_GameControllerName(gcontroller)); else Log_WarningPrintf("Rumble is not supported on '%s'", SDL_GameControllerName(gcontroller)); m_controllers.push_back(std::move(cd)); OnControllerConnected(player_id); return true; } bool SDLControllerInterface::CloseGameController(int joystick_index, bool notify) { auto it = GetControllerDataForJoystickId(joystick_index); if (it == m_controllers.end()) return false; const int player_id = it->player_id; if (it->haptic) SDL_HapticClose(static_cast(it->haptic)); SDL_GameControllerClose(static_cast(it->controller)); m_controllers.erase(it); if (notify) OnControllerDisconnected(player_id); return true; } void SDLControllerInterface::ClearBindings() { for (auto& it : m_controllers) { for (AxisCallback& ac : it.axis_mapping) ac = {}; for (ButtonCallback& bc : it.button_mapping) bc = {}; } } bool SDLControllerInterface::BindControllerAxis(int controller_index, int axis_number, AxisCallback callback) { auto it = GetControllerDataForPlayerId(controller_index); if (it == m_controllers.end()) return false; if (axis_number < 0 || axis_number >= MAX_NUM_AXISES) return false; it->axis_mapping[axis_number] = std::move(callback); return true; } bool SDLControllerInterface::BindControllerButton(int controller_index, int button_number, ButtonCallback callback) { auto it = GetControllerDataForPlayerId(controller_index); if (it == m_controllers.end()) return false; if (button_number < 0 || button_number >= MAX_NUM_BUTTONS) return false; it->button_mapping[button_number] = std::move(callback); return true; } bool SDLControllerInterface::BindControllerAxisToButton(int controller_index, int axis_number, bool direction, ButtonCallback callback) { auto it = GetControllerDataForPlayerId(controller_index); if (it == m_controllers.end()) return false; if (axis_number < 0 || axis_number >= MAX_NUM_AXISES) return false; it->axis_button_mapping[axis_number][BoolToUInt8(direction)] = std::move(callback); return true; } bool SDLControllerInterface::HandleControllerAxisEvent(const SDL_Event* ev) { // TODO: Make deadzone customizable. static constexpr float deadzone = 8192.0f / 32768.0f; const float value = static_cast(ev->caxis.value) / (ev->caxis.value < 0 ? 32768.0f : 32767.0f); Log_DebugPrintf("controller %d axis %d %d %f", ev->caxis.which, ev->caxis.axis, ev->caxis.value, value); auto it = GetControllerDataForJoystickId(ev->caxis.which); if (it == m_controllers.end()) return false; if (DoEventHook(Hook::Type::Axis, it->player_id, ev->caxis.axis, value)) return true; const AxisCallback& cb = it->axis_mapping[ev->caxis.axis]; if (cb) { cb(value); return true; } // set the other direction to false so large movements don't leave the opposite on const bool outside_deadzone = (std::abs(value) >= deadzone); const bool positive = (value >= 0.0f); const ButtonCallback& other_button_cb = it->axis_button_mapping[ev->caxis.axis][BoolToUInt8(!positive)]; const ButtonCallback& button_cb = it->axis_button_mapping[ev->caxis.axis][BoolToUInt8(positive)]; if (button_cb) { button_cb(outside_deadzone); if (other_button_cb) other_button_cb(false); return true; } else if (other_button_cb) { other_button_cb(false); return true; } else { return false; } } bool SDLControllerInterface::HandleControllerButtonEvent(const SDL_Event* ev) { Log_DebugPrintf("controller %d button %d %s", ev->cbutton.which, ev->cbutton.button, ev->cbutton.state == SDL_PRESSED ? "pressed" : "released"); auto it = GetControllerDataForJoystickId(ev->caxis.which); if (it == m_controllers.end()) return false; const bool pressed = (ev->cbutton.state == SDL_PRESSED); if (DoEventHook(Hook::Type::Button, it->player_id, ev->cbutton.button, pressed ? 1.0f : 0.0f)) return true; const ButtonCallback& cb = it->button_mapping[ev->cbutton.button]; if (!cb) return false; cb(pressed); return true; } void SDLControllerInterface::UpdateControllerRumble() { for (auto& cd : m_controllers) { // TODO: FIXME proper binding if (!cd.haptic || cd.player_id < 0 || cd.player_id >= 2) continue; float new_strength = 0.0f; Controller* controller = GetController(cd.player_id); if (controller) { const u32 motor_count = controller->GetVibrationMotorCount(); for (u32 i = 0; i < motor_count; i++) new_strength = std::max(new_strength, controller->GetVibrationMotorStrength(i)); } if (cd.last_rumble_strength == new_strength) continue; if (new_strength > 0.01f) SDL_HapticRumblePlay(static_cast(cd.haptic), new_strength, 100000); else SDL_HapticRumbleStop(static_cast(cd.haptic)); cd.last_rumble_strength = new_strength; } }