Duckstation/src/frontend-common/sdl_controller_interface.h
Connor McLaughlin 3ffbbe82e8 SDLControllerInterface: Use SDL_GameControllerRumble where supported
Allows vibration on DualShock 4 without using DS4Windows.
2020-12-31 19:41:51 +10:00

91 lines
3.5 KiB
C++

#pragma once
#include "controller_interface.h"
#include "core/types.h"
#include <array>
#include <functional>
#include <mutex>
#include <vector>
class SDLControllerInterface final : public ControllerInterface
{
public:
SDLControllerInterface();
~SDLControllerInterface();
Backend GetBackend() const override;
bool Initialize(CommonHostInterface* host_interface) override;
void Shutdown() override;
/// Returns the path of the optional game controller database file.
std::string GetGameControllerDBFileName() const;
// Removes all bindings. Call before setting new bindings.
void ClearBindings() override;
// Binding to events. If a binding for this axis/button already exists, returns false.
bool BindControllerAxis(int controller_index, int axis_number, AxisSide axis_side, AxisCallback callback) override;
bool BindControllerButton(int controller_index, int button_number, ButtonCallback callback) override;
bool BindControllerAxisToButton(int controller_index, int axis_number, bool direction,
ButtonCallback callback) override;
bool BindControllerHatToButton(int controller_index, int hat_number, std::string_view hat_position,
ButtonCallback callback) override;
bool BindControllerButtonToAxis(int controller_index, int button_number, AxisCallback callback) override;
// Changing rumble strength.
u32 GetControllerRumbleMotorCount(int controller_index) override;
void SetControllerRumbleStrength(int controller_index, const float* strengths, u32 num_motors) override;
// Set deadzone that will be applied on axis-to-button mappings
bool SetControllerDeadzone(int controller_index, float size = 0.25f) override;
void PollEvents() override;
bool ProcessSDLEvent(const union SDL_Event* event);
private:
struct ControllerData
{
void* haptic;
void* game_controller;
int haptic_left_right_effect;
int joystick_id;
int player_id;
bool use_game_controller_rumble;
float deadzone = 0.25f;
// TODO: Turn to vectors to support arbitrary amounts of buttons and axes (for Joysticks)
// Preferably implement a simple "flat map", an ordered view over a vector
std::array<std::array<AxisCallback, 3>, MAX_NUM_AXISES> axis_mapping;
std::array<ButtonCallback, MAX_NUM_BUTTONS> button_mapping;
std::array<std::array<ButtonCallback, 2>, MAX_NUM_AXISES> axis_button_mapping;
std::array<AxisCallback, MAX_NUM_BUTTONS> button_axis_mapping;
std::vector<std::array<ButtonCallback, 4>> hat_button_mapping;
ALWAYS_INLINE bool IsGameController() const { return (game_controller != nullptr); }
};
using ControllerDataVector = std::vector<ControllerData>;
ControllerDataVector::iterator GetControllerDataForJoystickId(int id);
ControllerDataVector::iterator GetControllerDataForPlayerId(int id);
int GetFreePlayerId() const;
bool OpenGameController(int index);
bool CloseGameController(int joystick_index, bool notify);
bool HandleControllerAxisEvent(const struct SDL_ControllerAxisEvent* event);
bool HandleControllerButtonEvent(const struct SDL_ControllerButtonEvent* event);
bool OpenJoystick(int index);
bool HandleJoystickAxisEvent(const struct SDL_JoyAxisEvent* event);
bool HandleJoystickButtonEvent(const struct SDL_JoyButtonEvent* event);
bool HandleJoystickHatEvent(const struct SDL_JoyHatEvent* event);
ControllerDataVector m_controllers;
std::mutex m_event_intercept_mutex;
Hook::Callback m_event_intercept_callback;
bool m_sdl_subsystem_initialized = false;
};