#include "sdl_input_source.h" #include "common/assert.h" #include "common/log.h" #include "common/string_util.h" #include "core/host.h" #include "core/host_settings.h" #include "input_manager.h" #include #ifdef __APPLE__ #include #endif Log_SetChannel(SDLInputSource); static const char* s_sdl_axis_names[] = { "LeftX", // SDL_CONTROLLER_AXIS_LEFTX "LeftY", // SDL_CONTROLLER_AXIS_LEFTY "RightX", // SDL_CONTROLLER_AXIS_RIGHTX "RightY", // SDL_CONTROLLER_AXIS_RIGHTY "LeftTrigger", // SDL_CONTROLLER_AXIS_TRIGGERLEFT "RightTrigger", // SDL_CONTROLLER_AXIS_TRIGGERRIGHT }; static const GenericInputBinding s_sdl_generic_binding_axis_mapping[][2] = { {GenericInputBinding::LeftStickLeft, GenericInputBinding::LeftStickRight}, // SDL_CONTROLLER_AXIS_LEFTX {GenericInputBinding::LeftStickUp, GenericInputBinding::LeftStickDown}, // SDL_CONTROLLER_AXIS_LEFTY {GenericInputBinding::RightStickLeft, GenericInputBinding::RightStickRight}, // SDL_CONTROLLER_AXIS_RIGHTX {GenericInputBinding::RightStickUp, GenericInputBinding::RightStickDown}, // SDL_CONTROLLER_AXIS_RIGHTY {GenericInputBinding::Unknown, GenericInputBinding::L2}, // SDL_CONTROLLER_AXIS_TRIGGERLEFT {GenericInputBinding::Unknown, GenericInputBinding::R2}, // SDL_CONTROLLER_AXIS_TRIGGERRIGHT }; static const char* s_sdl_button_names[] = { "A", // SDL_CONTROLLER_BUTTON_A "B", // SDL_CONTROLLER_BUTTON_B "X", // SDL_CONTROLLER_BUTTON_X "Y", // SDL_CONTROLLER_BUTTON_Y "Back", // SDL_CONTROLLER_BUTTON_BACK "Guide", // SDL_CONTROLLER_BUTTON_GUIDE "Start", // SDL_CONTROLLER_BUTTON_START "LeftStick", // SDL_CONTROLLER_BUTTON_LEFTSTICK "RightStick", // SDL_CONTROLLER_BUTTON_RIGHTSTICK "LeftShoulder", // SDL_CONTROLLER_BUTTON_LEFTSHOULDER "RightShoulder", // SDL_CONTROLLER_BUTTON_RIGHTSHOULDER "DPadUp", // SDL_CONTROLLER_BUTTON_DPAD_UP "DPadDown", // SDL_CONTROLLER_BUTTON_DPAD_DOWN "DPadLeft", // SDL_CONTROLLER_BUTTON_DPAD_LEFT "DPadRight", // SDL_CONTROLLER_BUTTON_DPAD_RIGHT "Misc1", // SDL_CONTROLLER_BUTTON_MISC1 "Paddle1", // SDL_CONTROLLER_BUTTON_PADDLE1 "Paddle2", // SDL_CONTROLLER_BUTTON_PADDLE2 "Paddle3", // SDL_CONTROLLER_BUTTON_PADDLE3 "Paddle4", // SDL_CONTROLLER_BUTTON_PADDLE4 "Touchpad", // SDL_CONTROLLER_BUTTON_TOUCHPAD }; static const GenericInputBinding s_sdl_generic_binding_button_mapping[] = { GenericInputBinding::Cross, // SDL_CONTROLLER_BUTTON_A GenericInputBinding::Circle, // SDL_CONTROLLER_BUTTON_B GenericInputBinding::Square, // SDL_CONTROLLER_BUTTON_X GenericInputBinding::Triangle, // SDL_CONTROLLER_BUTTON_Y GenericInputBinding::Select, // SDL_CONTROLLER_BUTTON_BACK GenericInputBinding::System, // SDL_CONTROLLER_BUTTON_GUIDE GenericInputBinding::Start, // SDL_CONTROLLER_BUTTON_START GenericInputBinding::L3, // SDL_CONTROLLER_BUTTON_LEFTSTICK GenericInputBinding::R3, // SDL_CONTROLLER_BUTTON_RIGHTSTICK GenericInputBinding::L1, // SDL_CONTROLLER_BUTTON_LEFTSHOULDER GenericInputBinding::R1, // SDL_CONTROLLER_BUTTON_RIGHTSHOULDER GenericInputBinding::DPadUp, // SDL_CONTROLLER_BUTTON_DPAD_UP GenericInputBinding::DPadDown, // SDL_CONTROLLER_BUTTON_DPAD_DOWN GenericInputBinding::DPadLeft, // SDL_CONTROLLER_BUTTON_DPAD_LEFT GenericInputBinding::DPadRight, // SDL_CONTROLLER_BUTTON_DPAD_RIGHT GenericInputBinding::Unknown, // SDL_CONTROLLER_BUTTON_MISC1 GenericInputBinding::Unknown, // SDL_CONTROLLER_BUTTON_PADDLE1 GenericInputBinding::Unknown, // SDL_CONTROLLER_BUTTON_PADDLE2 GenericInputBinding::Unknown, // SDL_CONTROLLER_BUTTON_PADDLE3 GenericInputBinding::Unknown, // SDL_CONTROLLER_BUTTON_PADDLE4 GenericInputBinding::Unknown, // SDL_CONTROLLER_BUTTON_TOUCHPAD }; SDLInputSource::SDLInputSource() = default; SDLInputSource::~SDLInputSource() { DebugAssert(m_controllers.empty()); } bool SDLInputSource::Initialize(SettingsInterface& si, std::unique_lock& settings_lock) { std::optional> controller_db_data = Host::ReadResourceFile("gamecontrollerdb.txt"); if (controller_db_data.has_value()) { SDL_RWops* ops = SDL_RWFromConstMem(controller_db_data->data(), static_cast(controller_db_data->size())); if (SDL_GameControllerAddMappingsFromRW(ops, true) < 0) Log_ErrorPrintf("SDL_GameControllerAddMappingsFromRW() failed: %s", SDL_GetError()); } else { Log_ErrorPrintf("Controller database resource is missing."); } LoadSettings(si); settings_lock.unlock(); SetHints(); bool result = InitializeSubsystem(); settings_lock.lock(); return result; } void SDLInputSource::UpdateSettings(SettingsInterface& si, std::unique_lock& settings_lock) { const bool old_controller_enhanced_mode = m_controller_enhanced_mode; LoadSettings(si); if (m_controller_enhanced_mode != old_controller_enhanced_mode) { settings_lock.unlock(); ShutdownSubsystem(); SetHints(); InitializeSubsystem(); settings_lock.lock(); } } void SDLInputSource::Shutdown() { ShutdownSubsystem(); } void SDLInputSource::LoadSettings(SettingsInterface& si) { m_controller_enhanced_mode = si.GetBoolValue("InputSources", "SDLControllerEnhancedMode", false); } void SDLInputSource::SetHints() { SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE, m_controller_enhanced_mode ? "1" : "0"); SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE, m_controller_enhanced_mode ? "1" : "0"); } bool SDLInputSource::InitializeSubsystem() { int result; #ifdef __APPLE__ // On macOS, SDL_InitSubSystem runs a main-thread-only call to some GameController framework method // So send this to be run on the main thread dispatch_sync_f(dispatch_get_main_queue(), &result, [](void* ctx) { *static_cast(ctx) = SDL_InitSubSystem(SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER | SDL_INIT_HAPTIC); }); #else result = SDL_InitSubSystem(SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER | SDL_INIT_HAPTIC); #endif if (result < 0) { Log_ErrorPrintf("SDL_InitSubSystem(SDL_INIT_JOYSTICK |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 SDLInputSource::ShutdownSubsystem() { while (!m_controllers.empty()) CloseGameController(m_controllers.begin()->joystick_id); if (m_sdl_subsystem_initialized) { #ifdef __APPLE__ dispatch_sync_f(dispatch_get_main_queue(), nullptr, [](void*) { SDL_QuitSubSystem(SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER | SDL_INIT_HAPTIC); }); #else SDL_QuitSubSystem(SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER | SDL_INIT_HAPTIC); #endif m_sdl_subsystem_initialized = false; } } void SDLInputSource::PollEvents() { for (;;) { SDL_Event ev; if (SDL_PollEvent(&ev)) ProcessSDLEvent(&ev); else break; } } std::vector> SDLInputSource::EnumerateDevices() { std::vector> ret; for (const ControllerData& cd : m_controllers) { std::string id(StringUtil::StdStringFromFormat("SDL-%d", cd.player_id)); const char* name = SDL_GameControllerName(cd.game_controller); if (name) ret.emplace_back(std::move(id), name); else ret.emplace_back(std::move(id), "Unknown Device"); } return ret; } std::optional SDLInputSource::ParseKeyString(const std::string_view& device, const std::string_view& binding) { if (!StringUtil::StartsWith(device, "SDL-") || binding.empty()) return std::nullopt; const std::optional player_id = StringUtil::FromChars(device.substr(4)); if (!player_id.has_value() || player_id.value() < 0) return std::nullopt; InputBindingKey key = {}; key.source_type = InputSourceType::SDL; key.source_index = static_cast(player_id.value()); if (StringUtil::EndsWith(binding, "Motor")) { key.source_subtype = InputSubclass::ControllerMotor; if (binding == "LargeMotor") { key.data = 0; return key; } else if (binding == "SmallMotor") { key.data = 1; return key; } else { return std::nullopt; } } else if (StringUtil::EndsWith(binding, "Haptic")) { key.source_subtype = InputSubclass::ControllerHaptic; key.data = 0; return key; } else if (binding[0] == '+' || binding[0] == '-') { // likely an axis const std::string_view axis_name(binding.substr(1)); for (u32 i = 0; i < std::size(s_sdl_axis_names); i++) { if (axis_name == s_sdl_axis_names[i]) { // found an axis! key.source_subtype = InputSubclass::ControllerAxis; key.data = i; key.negative = (binding[0] == '-'); return key; } } } else { // must be a button for (u32 i = 0; i < std::size(s_sdl_button_names); i++) { if (binding == s_sdl_button_names[i]) { key.source_subtype = InputSubclass::ControllerButton; key.data = i; return key; } } } // unknown axis/button return std::nullopt; } std::string SDLInputSource::ConvertKeyToString(InputBindingKey key) { std::string ret; if (key.source_type == InputSourceType::SDL) { if (key.source_subtype == InputSubclass::ControllerAxis && key.data < std::size(s_sdl_axis_names)) { ret = StringUtil::StdStringFromFormat("SDL-%u/%c%s", key.source_index, key.negative ? '-' : '+', s_sdl_axis_names[key.data]); } else if (key.source_subtype == InputSubclass::ControllerButton && key.data < std::size(s_sdl_button_names)) { ret = StringUtil::StdStringFromFormat("SDL-%u/%s", key.source_index, s_sdl_button_names[key.data]); } else if (key.source_subtype == InputSubclass::ControllerMotor) { ret = StringUtil::StdStringFromFormat("SDL-%u/%sMotor", key.source_index, key.data ? "Large" : "Small"); } else if (key.source_subtype == InputSubclass::ControllerHaptic) { ret = StringUtil::StdStringFromFormat("SDL-%u/Haptic", key.source_index); } } return ret; } bool SDLInputSource::ProcessSDLEvent(const SDL_Event* event) { switch (event->type) { case SDL_CONTROLLERDEVICEADDED: { Log_InfoPrintf("(SDLInputSource) Controller %d inserted", event->cdevice.which); OpenGameController(event->cdevice.which); return true; } case SDL_CONTROLLERDEVICEREMOVED: { Log_InfoPrintf("(SDLInputSource) Controller %d removed", event->cdevice.which); CloseGameController(event->cdevice.which); return true; } case SDL_CONTROLLERAXISMOTION: return HandleControllerAxisEvent(&event->caxis); case SDL_CONTROLLERBUTTONDOWN: case SDL_CONTROLLERBUTTONUP: return HandleControllerButtonEvent(&event->cbutton); default: return false; } } SDLInputSource::ControllerDataVector::iterator SDLInputSource::GetControllerDataForJoystickId(int id) { return std::find_if(m_controllers.begin(), m_controllers.end(), [id](const ControllerData& cd) { return cd.joystick_id == id; }); } SDLInputSource::ControllerDataVector::iterator SDLInputSource::GetControllerDataForPlayerId(int id) { return std::find_if(m_controllers.begin(), m_controllers.end(), [id](const ControllerData& cd) { return cd.player_id == id; }); } int SDLInputSource::GetFreePlayerId() const { for (int player_id = 0;; player_id++) { size_t i; for (i = 0; i < m_controllers.size(); i++) { if (m_controllers[i].player_id == player_id) break; } if (i == m_controllers.size()) return player_id; } return 0; } bool SDLInputSource::OpenGameController(int index) { SDL_GameController* gcontroller = SDL_GameControllerOpen(index); SDL_Joystick* joystick = gcontroller ? SDL_GameControllerGetJoystick(gcontroller) : nullptr; if (!gcontroller || !joystick) { Log_ErrorPrintf("(SDLInputSource) Failed to open controller %d", index); if (gcontroller) SDL_GameControllerClose(gcontroller); return false; } const int joystick_id = SDL_JoystickInstanceID(joystick); int player_id = SDL_GameControllerGetPlayerIndex(gcontroller); if (player_id < 0 || GetControllerDataForPlayerId(player_id) != m_controllers.end()) { const int free_player_id = GetFreePlayerId(); Log_WarningPrintf("(SDLInputSource) Controller %d (joystick %d) returned player ID %d, which is invalid or in " "use. Using ID %d instead.", index, joystick_id, player_id, free_player_id); player_id = free_player_id; } Log_InfoPrintf("(SDLInputSource) Opened controller %d (instance id %d, player id %d): %s", index, joystick_id, player_id, SDL_GameControllerName(gcontroller)); ControllerData cd = {}; cd.player_id = player_id; cd.joystick_id = joystick_id; cd.haptic_left_right_effect = -1; cd.game_controller = gcontroller; cd.use_game_controller_rumble = (SDL_GameControllerRumble(gcontroller, 0, 0, 0) == 0); if (cd.use_game_controller_rumble) { Log_DevPrintf("(SDLInputSource) Rumble is supported on '%s' via gamecontroller", SDL_GameControllerName(gcontroller)); } else { SDL_Haptic* haptic = SDL_HapticOpenFromJoystick(joystick); if (haptic) { SDL_HapticEffect ef = {}; ef.leftright.type = SDL_HAPTIC_LEFTRIGHT; ef.leftright.length = 1000; int ef_id = SDL_HapticNewEffect(haptic, &ef); if (ef_id >= 0) { cd.haptic = haptic; cd.haptic_left_right_effect = ef_id; } else { Log_WarningPrintf("(SDLInputSource) Failed to create haptic left/right effect: %s", SDL_GetError()); if (SDL_HapticRumbleSupported(haptic) && SDL_HapticRumbleInit(haptic) != 0) { cd.haptic = haptic; } else { Log_ErrorPrintf("(SDLInputSource) No haptic rumble supported: %s", SDL_GetError()); SDL_HapticClose(haptic); } } } if (cd.haptic) Log_DevPrintf("(SDLInputSource) Rumble is supported on '%s' via haptic", SDL_GameControllerName(gcontroller)); } if (!cd.haptic && !cd.use_game_controller_rumble) Log_WarningPrintf("(SDLInputSource) Rumble is not supported on '%s'", SDL_GameControllerName(gcontroller)); m_controllers.push_back(std::move(cd)); const char* name = SDL_GameControllerName(cd.game_controller); Host::OnInputDeviceConnected(StringUtil::StdStringFromFormat("SDL-%d", player_id), name ? name : "Unknown Device"); return true; } bool SDLInputSource::CloseGameController(int joystick_index) { auto it = GetControllerDataForJoystickId(joystick_index); if (it == m_controllers.end()) return false; if (it->haptic) SDL_HapticClose(static_cast(it->haptic)); SDL_GameControllerClose(static_cast(it->game_controller)); const int player_id = it->player_id; m_controllers.erase(it); Host::OnInputDeviceDisconnected(StringUtil::StdStringFromFormat("SDL-%d", player_id)); return true; } bool SDLInputSource::HandleControllerAxisEvent(const SDL_ControllerAxisEvent* ev) { auto it = GetControllerDataForJoystickId(ev->which); if (it == m_controllers.end()) return false; const InputBindingKey key(MakeGenericControllerAxisKey(InputSourceType::SDL, it->player_id, ev->axis)); const float value = static_cast(ev->value) / (ev->value < 0 ? 32768.0f : 32767.0f); return InputManager::InvokeEvents(key, value, GenericInputBinding::Unknown); } bool SDLInputSource::HandleControllerButtonEvent(const SDL_ControllerButtonEvent* ev) { auto it = GetControllerDataForJoystickId(ev->which); if (it == m_controllers.end()) return false; const InputBindingKey key(MakeGenericControllerButtonKey(InputSourceType::SDL, it->player_id, ev->button)); const GenericInputBinding generic_key = (ev->button < std::size(s_sdl_generic_binding_button_mapping)) ? s_sdl_generic_binding_button_mapping[ev->button] : GenericInputBinding::Unknown; return InputManager::InvokeEvents(key, (ev->state == SDL_PRESSED) ? 1.0f : 0.0f, generic_key); } std::vector SDLInputSource::EnumerateMotors() { std::vector ret; InputBindingKey key = {}; key.source_type = InputSourceType::SDL; for (ControllerData& cd : m_controllers) { key.source_index = cd.player_id; if (cd.use_game_controller_rumble || cd.haptic_left_right_effect) { // two motors key.source_subtype = InputSubclass::ControllerMotor; key.data = 0; ret.push_back(key); key.data = 1; ret.push_back(key); } else if (cd.haptic) { // haptic effect key.source_subtype = InputSubclass::ControllerHaptic; key.data = 0; ret.push_back(key); } } return ret; } bool SDLInputSource::GetGenericBindingMapping(const std::string_view& device, GenericInputBindingMapping* mapping) { if (!StringUtil::StartsWith(device, "SDL-")) return false; const std::optional player_id = StringUtil::FromChars(device.substr(4)); if (!player_id.has_value() || player_id.value() < 0) return false; ControllerDataVector::iterator it = GetControllerDataForPlayerId(player_id.value()); if (it == m_controllers.end()) return false; if (it->game_controller) { // assume all buttons are present. const s32 pid = player_id.value(); for (u32 i = 0; i < std::size(s_sdl_generic_binding_axis_mapping); i++) { const GenericInputBinding negative = s_sdl_generic_binding_axis_mapping[i][0]; const GenericInputBinding positive = s_sdl_generic_binding_axis_mapping[i][1]; if (negative != GenericInputBinding::Unknown) mapping->emplace_back(negative, StringUtil::StdStringFromFormat("SDL-%d/-%s", pid, s_sdl_axis_names[i])); if (positive != GenericInputBinding::Unknown) mapping->emplace_back(positive, StringUtil::StdStringFromFormat("SDL-%d/+%s", pid, s_sdl_axis_names[i])); } for (u32 i = 0; i < std::size(s_sdl_generic_binding_button_mapping); i++) { const GenericInputBinding binding = s_sdl_generic_binding_button_mapping[i]; if (binding != GenericInputBinding::Unknown) mapping->emplace_back(binding, StringUtil::StdStringFromFormat("SDL-%d/%s", pid, s_sdl_button_names[i])); } if (it->use_game_controller_rumble || it->haptic_left_right_effect) { mapping->emplace_back(GenericInputBinding::SmallMotor, StringUtil::StdStringFromFormat("SDL-%d/SmallMotor", pid)); mapping->emplace_back(GenericInputBinding::LargeMotor, StringUtil::StdStringFromFormat("SDL-%d/LargeMotor", pid)); } else { mapping->emplace_back(GenericInputBinding::SmallMotor, StringUtil::StdStringFromFormat("SDL-%d/Haptic", pid)); mapping->emplace_back(GenericInputBinding::LargeMotor, StringUtil::StdStringFromFormat("SDL-%d/Haptic", pid)); } return true; } else { // joysticks, which we haven't implemented yet anyway. return false; } } void SDLInputSource::UpdateMotorState(InputBindingKey key, float intensity) { if (key.source_subtype != InputSubclass::ControllerMotor && key.source_subtype != InputSubclass::ControllerHaptic) return; auto it = GetControllerDataForPlayerId(key.source_index); if (it == m_controllers.end()) return; it->rumble_intensity[key.data] = static_cast(intensity * 65535.0f); SendRumbleUpdate(&(*it)); } void SDLInputSource::UpdateMotorState(InputBindingKey large_key, InputBindingKey small_key, float large_intensity, float small_intensity) { if (large_key.source_index != small_key.source_index || large_key.source_subtype != InputSubclass::ControllerMotor || small_key.source_subtype != InputSubclass::ControllerMotor) { // bonkers config where they're mapped to different controllers... who would do such a thing? UpdateMotorState(large_key, large_intensity); UpdateMotorState(small_key, small_intensity); return; } auto it = GetControllerDataForPlayerId(large_key.source_index); if (it == m_controllers.end()) return; it->rumble_intensity[large_key.data] = static_cast(large_intensity * 65535.0f); it->rumble_intensity[small_key.data] = static_cast(small_intensity * 65535.0f); SendRumbleUpdate(&(*it)); } void SDLInputSource::SendRumbleUpdate(ControllerData* cd) { // we'll update before this duration is elapsed static constexpr u32 DURATION = 65535; // SDL_MAX_RUMBLE_DURATION_MS if (cd->use_game_controller_rumble) { SDL_GameControllerRumble(cd->game_controller, cd->rumble_intensity[0], cd->rumble_intensity[1], DURATION); return; } if (cd->haptic_left_right_effect >= 0) { if ((static_cast(cd->rumble_intensity[0]) + static_cast(cd->rumble_intensity[1])) > 0) { SDL_HapticEffect ef; ef.type = SDL_HAPTIC_LEFTRIGHT; ef.leftright.large_magnitude = cd->rumble_intensity[0]; ef.leftright.small_magnitude = cd->rumble_intensity[1]; ef.leftright.length = DURATION; SDL_HapticUpdateEffect(cd->haptic, cd->haptic_left_right_effect, &ef); SDL_HapticRunEffect(cd->haptic, cd->haptic_left_right_effect, SDL_HAPTIC_INFINITY); } else { SDL_HapticStopEffect(cd->haptic, cd->haptic_left_right_effect); } } else { const float strength = static_cast(std::max(cd->rumble_intensity[0], cd->rumble_intensity[1])) * (1.0f / 65535.0f); if (strength > 0.0f) SDL_HapticRumblePlay(cd->haptic, strength, DURATION); else SDL_HapticRumbleStop(cd->haptic); } } std::unique_ptr InputSource::CreateSDLSource() { return std::make_unique(); }