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