Duckstation/src/util/sdl_input_source.h
2023-11-26 23:57:49 +10:00

94 lines
3.3 KiB
C++

// SPDX-FileCopyrightText: 2019-2022 Connor McLaughlin <stenzek@gmail.com>
// SPDX-License-Identifier: (GPL-3.0 OR CC-BY-NC-ND-4.0)
#pragma once
#include "SDL.h"
#include "input_source.h"
#include <array>
#include <functional>
#include <mutex>
#include <vector>
class SettingsInterface;
class SDLInputSource final : public InputSource
{
public:
static constexpr u32 MAX_LED_COLORS = 4;
SDLInputSource();
~SDLInputSource();
bool Initialize(SettingsInterface& si, std::unique_lock<std::mutex>& settings_lock) override;
void UpdateSettings(SettingsInterface& si, std::unique_lock<std::mutex>& settings_lock) override;
bool ReloadDevices() override;
void Shutdown() override;
void PollEvents() override;
std::vector<std::pair<std::string, std::string>> EnumerateDevices() override;
std::vector<InputBindingKey> EnumerateMotors() override;
bool GetGenericBindingMapping(const std::string_view& device, GenericInputBindingMapping* mapping) override;
void UpdateMotorState(InputBindingKey key, float intensity) override;
void UpdateMotorState(InputBindingKey large_key, InputBindingKey small_key, float large_intensity,
float small_intensity) override;
std::optional<InputBindingKey> ParseKeyString(const std::string_view& device,
const std::string_view& binding) override;
TinyString ConvertKeyToString(InputBindingKey key) override;
TinyString ConvertKeyToIcon(InputBindingKey key) override;
bool ProcessSDLEvent(const SDL_Event* event);
SDL_Joystick* GetJoystickForDevice(const std::string_view& device);
static u32 GetRGBForPlayerId(SettingsInterface& si, u32 player_id);
static u32 ParseRGBForPlayerId(const std::string_view& str, u32 player_id);
private:
struct ControllerData
{
SDL_Haptic* haptic;
SDL_GameController* game_controller;
SDL_Joystick* joystick;
u16 rumble_intensity[2];
int haptic_left_right_effect;
int joystick_id;
int player_id;
bool use_game_controller_rumble;
// Used to disable Joystick controls that are used in GameController inputs so we don't get double events
std::vector<bool> joy_button_used_in_gc;
std::vector<bool> joy_axis_used_in_gc;
// Track last hat state so we can send "unpressed" events.
std::vector<u8> last_hat_state;
};
using ControllerDataVector = std::vector<ControllerData>;
bool InitializeSubsystem();
void ShutdownSubsystem();
void LoadSettings(SettingsInterface& si);
void SetHints();
ControllerDataVector::iterator GetControllerDataForJoystickId(int id);
ControllerDataVector::iterator GetControllerDataForPlayerId(int id);
int GetFreePlayerId() const;
bool OpenDevice(int index, bool is_gamecontroller);
bool CloseDevice(int joystick_index);
bool HandleControllerAxisEvent(const SDL_ControllerAxisEvent* ev);
bool HandleControllerButtonEvent(const SDL_ControllerButtonEvent* ev);
bool HandleJoystickAxisEvent(const SDL_JoyAxisEvent* ev);
bool HandleJoystickButtonEvent(const SDL_JoyButtonEvent* ev);
bool HandleJoystickHatEvent(const SDL_JoyHatEvent* ev);
void SendRumbleUpdate(ControllerData* cd);
ControllerDataVector m_controllers;
bool m_sdl_subsystem_initialized = false;
bool m_controller_enhanced_mode = false;
std::array<u32, MAX_LED_COLORS> m_led_colors{};
std::vector<std::pair<std::string, std::string>> m_sdl_hints;
};