mirror of
https://github.com/RetroDECK/Duckstation.git
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3ffbbe82e8
Allows vibration on DualShock 4 without using DS4Windows.
91 lines
3.5 KiB
C++
91 lines
3.5 KiB
C++
#pragma once
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#include "controller_interface.h"
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#include "core/types.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 SDLControllerInterface final : public ControllerInterface
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{
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public:
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SDLControllerInterface();
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~SDLControllerInterface();
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Backend GetBackend() const override;
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bool Initialize(CommonHostInterface* host_interface) override;
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void Shutdown() override;
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/// Returns the path of the optional game controller database file.
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std::string GetGameControllerDBFileName() const;
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// Removes all bindings. Call before setting new bindings.
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void ClearBindings() override;
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// Binding to events. If a binding for this axis/button already exists, returns false.
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bool BindControllerAxis(int controller_index, int axis_number, AxisSide axis_side, AxisCallback callback) override;
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bool BindControllerButton(int controller_index, int button_number, ButtonCallback callback) override;
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bool BindControllerAxisToButton(int controller_index, int axis_number, bool direction,
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ButtonCallback callback) override;
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bool BindControllerHatToButton(int controller_index, int hat_number, std::string_view hat_position,
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ButtonCallback callback) override;
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bool BindControllerButtonToAxis(int controller_index, int button_number, AxisCallback callback) override;
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// Changing rumble strength.
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u32 GetControllerRumbleMotorCount(int controller_index) override;
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void SetControllerRumbleStrength(int controller_index, const float* strengths, u32 num_motors) override;
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// Set deadzone that will be applied on axis-to-button mappings
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bool SetControllerDeadzone(int controller_index, float size = 0.25f) override;
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void PollEvents() override;
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bool ProcessSDLEvent(const union SDL_Event* event);
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private:
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struct ControllerData
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{
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void* haptic;
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void* game_controller;
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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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float deadzone = 0.25f;
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// TODO: Turn to vectors to support arbitrary amounts of buttons and axes (for Joysticks)
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// Preferably implement a simple "flat map", an ordered view over a vector
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std::array<std::array<AxisCallback, 3>, MAX_NUM_AXISES> axis_mapping;
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std::array<ButtonCallback, MAX_NUM_BUTTONS> button_mapping;
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std::array<std::array<ButtonCallback, 2>, MAX_NUM_AXISES> axis_button_mapping;
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std::array<AxisCallback, MAX_NUM_BUTTONS> button_axis_mapping;
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std::vector<std::array<ButtonCallback, 4>> hat_button_mapping;
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ALWAYS_INLINE bool IsGameController() const { return (game_controller != nullptr); }
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};
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using ControllerDataVector = std::vector<ControllerData>;
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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 OpenGameController(int index);
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bool CloseGameController(int joystick_index, bool notify);
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bool HandleControllerAxisEvent(const struct SDL_ControllerAxisEvent* event);
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bool HandleControllerButtonEvent(const struct SDL_ControllerButtonEvent* event);
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bool OpenJoystick(int index);
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bool HandleJoystickAxisEvent(const struct SDL_JoyAxisEvent* event);
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bool HandleJoystickButtonEvent(const struct SDL_JoyButtonEvent* event);
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bool HandleJoystickHatEvent(const struct SDL_JoyHatEvent* event);
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ControllerDataVector m_controllers;
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std::mutex m_event_intercept_mutex;
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Hook::Callback m_event_intercept_callback;
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bool m_sdl_subsystem_initialized = false;
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};
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