// SPDX-FileCopyrightText: 2019-2023 Connor McLaughlin // SPDX-License-Identifier: (GPL-3.0 OR CC-BY-NC-ND-4.0) #pragma once #include #include #include #include #include #include #include "common/settings_interface.h" #include "common/types.h" #include "core/input_types.h" #include "window_info.h" /// Class, or source of an input event. enum class InputSourceType : u32 { Keyboard, Pointer, Sensor, #ifdef _WIN32 DInput, XInput, RawInput, #endif #ifdef ENABLE_SDL2 SDL, #endif #ifdef __ANDROID__ Android, #endif Count, }; /// Subtype of a key for an input source. enum class InputSubclass : u32 { None = 0, PointerButton = 0, PointerAxis = 1, ControllerButton = 0, ControllerAxis = 1, ControllerHat = 2, ControllerMotor = 3, ControllerHaptic = 4, SensorAccelerometer = 0, }; enum class InputModifier : u32 { None = 0, Negate, ///< Input * -1, gets the negative side of the axis FullAxis, ///< (Input * 0.5) + 0.5, uses both the negative and positive side of the axis together }; /// A composite type representing a full input key which is part of an event. union InputBindingKey { struct { InputSourceType source_type : 4; u32 source_index : 8; ///< controller number InputSubclass source_subtype : 3; ///< if 1, binding is for an axis and not a button (used for controllers) InputModifier modifier : 2; u32 invert : 1; ///< if 1, value is inverted prior to being sent to the sink u32 unused : 14; u32 data; }; u64 bits; bool operator==(const InputBindingKey& k) const { return bits == k.bits; } bool operator!=(const InputBindingKey& k) const { return bits != k.bits; } /// Removes the direction bit from the key, which is used to look up the bindings for it. /// This is because negative bindings should still fire when they reach zero again. InputBindingKey MaskDirection() const { InputBindingKey r; r.bits = bits; r.modifier = InputModifier::None; r.invert = 0; return r; } }; static_assert(sizeof(InputBindingKey) == sizeof(u64), "Input binding key is 64 bits"); /// Hashability for InputBindingKey struct InputBindingKeyHash { std::size_t operator()(const InputBindingKey& k) const { return std::hash{}(k.bits); } }; /// Callback type for a binary event. Usually used for hotkeys. using InputButtonEventHandler = std::function; /// Callback types for a normalized event. Usually used for pads. using InputAxisEventHandler = std::function; /// ------------------------------------------------------------------------ /// Event Handler Type /// ------------------------------------------------------------------------ /// This class acts as an adapter to convert from normalized values to /// binary values when the callback is a binary/button handler. That way /// you don't need to convert float->bool in your callbacks. using InputEventHandler = std::variant; /// Input monitoring for external access. struct InputInterceptHook { enum class CallbackResult { StopProcessingEvent, ContinueProcessingEvent, RemoveHookAndStopProcessingEvent, RemoveHookAndContinueProcessingEvent, }; using Callback = std::function; }; /// Hotkeys are actions (e.g. toggle frame limit) which can be bound to keys or chords. /// The handler is called with an integer representing the key state, where 0 means that /// one or more keys were released, 1 means all the keys were pressed, and -1 means that /// the hotkey was cancelled due to a chord with more keys being activated. struct HotkeyInfo { const char* name; const char* category; const char* display_name; void (*handler)(s32 pressed); }; #define DECLARE_HOTKEY_LIST(name) extern const HotkeyInfo name[] #define BEGIN_HOTKEY_LIST(name) const HotkeyInfo name[] = { #define DEFINE_HOTKEY(name, category, display_name, handler) {(name), (category), (display_name), (handler)}, #define END_HOTKEY_LIST() \ { \ nullptr, nullptr, nullptr, nullptr \ } \ } \ ; DECLARE_HOTKEY_LIST(g_common_hotkeys); DECLARE_HOTKEY_LIST(g_host_hotkeys); /// Generic input bindings. These roughly match a DualShock 4 or XBox One controller. /// They are used for automatic binding to PS2 controller types, and for big picture mode navigation. enum class GenericInputBinding : u8; using GenericInputBindingMapping = std::vector>; /// Host mouse relative axes are X, Y, wheel horizontal, wheel vertical. enum class InputPointerAxis : u8 { X, Y, WheelX, WheelY, Count }; /// External input source class. class InputSource; namespace InputManager { /// Minimum interval between vibration updates when the effect is continuous. static constexpr double VIBRATION_UPDATE_INTERVAL_SECONDS = 0.5; // 500ms /// Maximum number of host mouse devices. static constexpr u32 MAX_POINTER_DEVICES = 1; static constexpr u32 MAX_POINTER_BUTTONS = 3; /// Maximum number of software cursors. We allocate an extra two for controllers with /// positioning data from the controller instead of a mouse. static constexpr u32 MAX_SOFTWARE_CURSORS = MAX_POINTER_BUTTONS + 2; /// Number of macro buttons per controller. static constexpr u32 NUM_MACRO_BUTTONS_PER_CONTROLLER = 4; /// Returns a pointer to the external input source class, if present. InputSource* GetInputSourceInterface(InputSourceType type); /// Converts an input class to a string. const char* InputSourceToString(InputSourceType clazz); /// Returns the default state for an input source. bool GetInputSourceDefaultEnabled(InputSourceType type); /// Parses an input class string. std::optional ParseInputSourceString(const std::string_view& str); /// Parses a pointer device string, i.e. tells you which pointer is specified. std::optional GetIndexFromPointerBinding(const std::string_view& str); /// Returns the device name for a pointer index (e.g. Pointer-0). std::string GetPointerDeviceName(u32 pointer_index); /// Converts a key code from a human-readable string to an identifier. std::optional ConvertHostKeyboardStringToCode(const std::string_view& str); /// Converts a key code from an identifier to a human-readable string. std::optional ConvertHostKeyboardCodeToString(u32 code); /// Creates a key for a host-specific key code. InputBindingKey MakeHostKeyboardKey(u32 key_code); /// Creates a key for a host-specific button. InputBindingKey MakePointerButtonKey(u32 index, u32 button_index); /// Creates a key for a host-specific mouse relative event /// (axis 0 = horizontal, 1 = vertical, 2 = wheel horizontal, 3 = wheel vertical). InputBindingKey MakePointerAxisKey(u32 index, InputPointerAxis axis); /// Creates a key for a host-specific sensor. InputBindingKey MakeSensorAxisKey(InputSubclass sensor, u32 axis); /// Parses an input binding key string. std::optional ParseInputBindingKey(const std::string_view& binding); /// Converts a input key to a string. std::string ConvertInputBindingKeyToString(InputBindingInfo::Type binding_type, InputBindingKey key); /// Converts a chord of binding keys to a string. std::string ConvertInputBindingKeysToString(InputBindingInfo::Type binding_type, const InputBindingKey* keys, size_t num_keys); /// Returns a list of all hotkeys. std::vector GetHotkeyList(); /// Enumerates available devices. Returns a pair of the prefix (e.g. SDL-0) and the device name. std::vector> EnumerateDevices(); /// Enumerates available vibration motors at the time of call. std::vector EnumerateMotors(); /// Retrieves bindings that match the generic bindings for the specified device. GenericInputBindingMapping GetGenericBindingMapping(const std::string_view& device); /// Returns true if the specified input source is enabled. bool IsInputSourceEnabled(SettingsInterface& si, InputSourceType type); /// Re-parses the config and registers all hotkey and pad bindings. void ReloadBindings(SettingsInterface& si, SettingsInterface& binding_si); /// Migrates any bindings from the pre-InputManager configuration. bool MigrateBindings(SettingsInterface& si); /// Re-parses the sources part of the config and initializes any backends. void ReloadSources(SettingsInterface& si, std::unique_lock& settings_lock); /// Called when a device change is triggered by the system (DBT_DEVNODES_CHANGED on Windows). /// Returns true if any device changes are detected. bool ReloadDevices(); /// Shuts down any enabled input sources. void CloseSources(); /// Polls input sources for events (e.g. external controllers). void PollSources(); /// Returns true if any bindings exist for the specified key. /// Can be safely called on another thread. bool HasAnyBindingsForKey(InputBindingKey key); /// Returns true if any bindings exist for the specified source + index. /// Can be safely called on another thread. bool HasAnyBindingsForSource(InputBindingKey key); /// Parses a string binding into its components. Use with external AddBinding(). bool ParseBindingAndGetSource(const std::string_view& binding, InputBindingKey* key, InputSource** source); /// Externally adds a fixed binding. Be sure to call *after* ReloadBindings() otherwise it will be lost. void AddBinding(const std::string_view& binding, const InputEventHandler& handler); /// Adds an external vibration binding. void AddVibrationBinding(u32 pad_index, const InputBindingKey* motor_0_binding, InputSource* motor_0_source, const InputBindingKey* motor_1_binding, InputSource* motor_1_source); /// Updates internal state for any binds for this key, and fires callbacks as needed. /// Returns true if anything was bound to this key, otherwise false. bool InvokeEvents(InputBindingKey key, float value, GenericInputBinding generic_key = GenericInputBinding::Unknown); /// Clears internal state for any binds with a matching source/index. void ClearBindStateFromSource(InputBindingKey key); /// Sets a hook which can be used to intercept events before they're processed by the normal bindings. /// This is typically used when binding new controls to detect what gets pressed. void SetHook(InputInterceptHook::Callback callback); /// Removes any currently-active interception hook. void RemoveHook(); /// Returns true if there is an interception hook present. bool HasHook(); /// Internal method used by pads to dispatch vibration updates to input sources. /// Intensity is normalized from 0 to 1. void SetPadVibrationIntensity(u32 pad_index, float large_or_single_motor_intensity, float small_motor_intensity); /// Zeros all vibration intensities. Call when pausing. /// The pad vibration state will internally remain, so that when emulation is unpaused, the effect resumes. void PauseVibration(); /// Reads absolute pointer position. std::pair GetPointerAbsolutePosition(u32 index); /// Updates absolute pointer position. Can call from UI thread, use when the host only reports absolute coordinates. void UpdatePointerAbsolutePosition(u32 index, float x, float y); /// Updates relative pointer position. Can call from the UI thread, use when host supports relative coordinate /// reporting. void UpdatePointerRelativeDelta(u32 index, InputPointerAxis axis, float d, bool raw_input = false); /// Updates host mouse mode (relative/cursor hiding). void UpdateHostMouseMode(); /// Sets the state of the specified macro button. void SetMacroButtonState(u32 pad, u32 index, bool state); /// Returns true if the raw input source is being used. bool IsUsingRawInput(); /// Returns true if any bindings are present which require relative mouse movement. bool HasPointerAxisBinds(); /// Restores default configuration. void SetDefaultSourceConfig(SettingsInterface& si); /// Clears all bindings for a given port. void ClearPortBindings(SettingsInterface& si, u32 port); /// Copies pad configuration from one interface (ini) to another. void CopyConfiguration(SettingsInterface* dest_si, const SettingsInterface& src_si, bool copy_pad_config = true, bool copy_pad_bindings = true, bool copy_hotkey_bindings = true); /// Performs automatic controller mapping with the provided list of generic mappings. bool MapController(SettingsInterface& si, u32 controller, const std::vector>& mapping); /// Returns a list of input profiles available. std::vector GetInputProfileNames(); /// Called when a new input device is connected. void OnInputDeviceConnected(const std::string_view& identifier, const std::string_view& device_name); /// Called when an input device is disconnected. void OnInputDeviceDisconnected(const std::string_view& identifier); } // namespace InputManager namespace Host { /// Called when a new input device is connected. void OnInputDeviceConnected(const std::string_view& identifier, const std::string_view& device_name); /// Called when an input device is disconnected. void OnInputDeviceDisconnected(const std::string_view& identifier); } // namespace Host