mirror of
https://github.com/RetroDECK/Duckstation.git
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8c7a192128
Should've did this in the beginning.
666 lines
22 KiB
C++
666 lines
22 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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#include "sdl_input_source.h"
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#include "common/assert.h"
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#include "common/log.h"
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#include "common/string_util.h"
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#include "core/host.h"
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#include "core/host_settings.h"
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#include "input_manager.h"
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#include <cmath>
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#ifdef __APPLE__
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#include <dispatch/dispatch.h>
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#endif
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Log_SetChannel(SDLInputSource);
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static const char* s_sdl_axis_names[] = {
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"LeftX", // SDL_CONTROLLER_AXIS_LEFTX
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"LeftY", // SDL_CONTROLLER_AXIS_LEFTY
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"RightX", // SDL_CONTROLLER_AXIS_RIGHTX
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"RightY", // SDL_CONTROLLER_AXIS_RIGHTY
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"LeftTrigger", // SDL_CONTROLLER_AXIS_TRIGGERLEFT
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"RightTrigger", // SDL_CONTROLLER_AXIS_TRIGGERRIGHT
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};
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static const GenericInputBinding s_sdl_generic_binding_axis_mapping[][2] = {
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{GenericInputBinding::LeftStickLeft, GenericInputBinding::LeftStickRight}, // SDL_CONTROLLER_AXIS_LEFTX
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{GenericInputBinding::LeftStickUp, GenericInputBinding::LeftStickDown}, // SDL_CONTROLLER_AXIS_LEFTY
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{GenericInputBinding::RightStickLeft, GenericInputBinding::RightStickRight}, // SDL_CONTROLLER_AXIS_RIGHTX
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{GenericInputBinding::RightStickUp, GenericInputBinding::RightStickDown}, // SDL_CONTROLLER_AXIS_RIGHTY
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{GenericInputBinding::Unknown, GenericInputBinding::L2}, // SDL_CONTROLLER_AXIS_TRIGGERLEFT
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{GenericInputBinding::Unknown, GenericInputBinding::R2}, // SDL_CONTROLLER_AXIS_TRIGGERRIGHT
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};
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static const char* s_sdl_button_names[] = {
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"A", // SDL_CONTROLLER_BUTTON_A
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"B", // SDL_CONTROLLER_BUTTON_B
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"X", // SDL_CONTROLLER_BUTTON_X
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"Y", // SDL_CONTROLLER_BUTTON_Y
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"Back", // SDL_CONTROLLER_BUTTON_BACK
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"Guide", // SDL_CONTROLLER_BUTTON_GUIDE
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"Start", // SDL_CONTROLLER_BUTTON_START
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"LeftStick", // SDL_CONTROLLER_BUTTON_LEFTSTICK
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"RightStick", // SDL_CONTROLLER_BUTTON_RIGHTSTICK
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"LeftShoulder", // SDL_CONTROLLER_BUTTON_LEFTSHOULDER
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"RightShoulder", // SDL_CONTROLLER_BUTTON_RIGHTSHOULDER
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"DPadUp", // SDL_CONTROLLER_BUTTON_DPAD_UP
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"DPadDown", // SDL_CONTROLLER_BUTTON_DPAD_DOWN
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"DPadLeft", // SDL_CONTROLLER_BUTTON_DPAD_LEFT
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"DPadRight", // SDL_CONTROLLER_BUTTON_DPAD_RIGHT
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"Misc1", // SDL_CONTROLLER_BUTTON_MISC1
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"Paddle1", // SDL_CONTROLLER_BUTTON_PADDLE1
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"Paddle2", // SDL_CONTROLLER_BUTTON_PADDLE2
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"Paddle3", // SDL_CONTROLLER_BUTTON_PADDLE3
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"Paddle4", // SDL_CONTROLLER_BUTTON_PADDLE4
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"Touchpad", // SDL_CONTROLLER_BUTTON_TOUCHPAD
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};
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static const GenericInputBinding s_sdl_generic_binding_button_mapping[] = {
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GenericInputBinding::Cross, // SDL_CONTROLLER_BUTTON_A
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GenericInputBinding::Circle, // SDL_CONTROLLER_BUTTON_B
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GenericInputBinding::Square, // SDL_CONTROLLER_BUTTON_X
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GenericInputBinding::Triangle, // SDL_CONTROLLER_BUTTON_Y
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GenericInputBinding::Select, // SDL_CONTROLLER_BUTTON_BACK
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GenericInputBinding::System, // SDL_CONTROLLER_BUTTON_GUIDE
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GenericInputBinding::Start, // SDL_CONTROLLER_BUTTON_START
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GenericInputBinding::L3, // SDL_CONTROLLER_BUTTON_LEFTSTICK
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GenericInputBinding::R3, // SDL_CONTROLLER_BUTTON_RIGHTSTICK
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GenericInputBinding::L1, // SDL_CONTROLLER_BUTTON_LEFTSHOULDER
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GenericInputBinding::R1, // SDL_CONTROLLER_BUTTON_RIGHTSHOULDER
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GenericInputBinding::DPadUp, // SDL_CONTROLLER_BUTTON_DPAD_UP
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GenericInputBinding::DPadDown, // SDL_CONTROLLER_BUTTON_DPAD_DOWN
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GenericInputBinding::DPadLeft, // SDL_CONTROLLER_BUTTON_DPAD_LEFT
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GenericInputBinding::DPadRight, // SDL_CONTROLLER_BUTTON_DPAD_RIGHT
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GenericInputBinding::Unknown, // SDL_CONTROLLER_BUTTON_MISC1
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GenericInputBinding::Unknown, // SDL_CONTROLLER_BUTTON_PADDLE1
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GenericInputBinding::Unknown, // SDL_CONTROLLER_BUTTON_PADDLE2
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GenericInputBinding::Unknown, // SDL_CONTROLLER_BUTTON_PADDLE3
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GenericInputBinding::Unknown, // SDL_CONTROLLER_BUTTON_PADDLE4
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GenericInputBinding::Unknown, // SDL_CONTROLLER_BUTTON_TOUCHPAD
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};
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SDLInputSource::SDLInputSource() = default;
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SDLInputSource::~SDLInputSource()
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{
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DebugAssert(m_controllers.empty());
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}
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bool SDLInputSource::Initialize(SettingsInterface& si, std::unique_lock<std::mutex>& settings_lock)
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{
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std::optional<std::vector<u8>> controller_db_data = Host::ReadResourceFile("gamecontrollerdb.txt");
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if (controller_db_data.has_value())
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{
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SDL_RWops* ops = SDL_RWFromConstMem(controller_db_data->data(), static_cast<int>(controller_db_data->size()));
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if (SDL_GameControllerAddMappingsFromRW(ops, true) < 0)
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Log_ErrorPrintf("SDL_GameControllerAddMappingsFromRW() failed: %s", SDL_GetError());
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}
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else
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{
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Log_ErrorPrintf("Controller database resource is missing.");
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}
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LoadSettings(si);
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settings_lock.unlock();
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SetHints();
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bool result = InitializeSubsystem();
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settings_lock.lock();
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return result;
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}
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void SDLInputSource::UpdateSettings(SettingsInterface& si, std::unique_lock<std::mutex>& settings_lock)
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{
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const bool old_controller_enhanced_mode = m_controller_enhanced_mode;
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LoadSettings(si);
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if (m_controller_enhanced_mode != old_controller_enhanced_mode)
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{
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settings_lock.unlock();
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ShutdownSubsystem();
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SetHints();
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InitializeSubsystem();
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settings_lock.lock();
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}
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}
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void SDLInputSource::Shutdown()
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{
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ShutdownSubsystem();
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}
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void SDLInputSource::LoadSettings(SettingsInterface& si)
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{
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m_controller_enhanced_mode = si.GetBoolValue("InputSources", "SDLControllerEnhancedMode", false);
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}
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bool SDLInputSource::ReloadDevices()
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{
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// We'll get a GC added/removed event here.
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PollEvents();
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return false;
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}
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void SDLInputSource::SetHints()
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{
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SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE, m_controller_enhanced_mode ? "1" : "0");
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SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE, m_controller_enhanced_mode ? "1" : "0");
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}
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bool SDLInputSource::InitializeSubsystem()
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{
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int result;
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#ifdef __APPLE__
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// On macOS, SDL_InitSubSystem runs a main-thread-only call to some GameController framework method
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// So send this to be run on the main thread
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dispatch_sync_f(dispatch_get_main_queue(), &result, [](void* ctx) {
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*static_cast<int*>(ctx) = SDL_InitSubSystem(SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER | SDL_INIT_HAPTIC);
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});
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#else
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result = SDL_InitSubSystem(SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER | SDL_INIT_HAPTIC);
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#endif
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if (result < 0)
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{
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Log_ErrorPrintf("SDL_InitSubSystem(SDL_INIT_JOYSTICK |SDL_INIT_GAMECONTROLLER | SDL_INIT_HAPTIC) failed");
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return false;
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}
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// we should open the controllers as the connected events come in, so no need to do any more here
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m_sdl_subsystem_initialized = true;
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return true;
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}
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void SDLInputSource::ShutdownSubsystem()
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{
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while (!m_controllers.empty())
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CloseGameController(m_controllers.begin()->joystick_id);
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if (m_sdl_subsystem_initialized)
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{
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#ifdef __APPLE__
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dispatch_sync_f(dispatch_get_main_queue(), nullptr,
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[](void*) { SDL_QuitSubSystem(SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER | SDL_INIT_HAPTIC); });
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#else
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SDL_QuitSubSystem(SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER | SDL_INIT_HAPTIC);
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#endif
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m_sdl_subsystem_initialized = false;
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}
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}
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void SDLInputSource::PollEvents()
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{
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for (;;)
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{
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SDL_Event ev;
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if (SDL_PollEvent(&ev))
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ProcessSDLEvent(&ev);
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else
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break;
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}
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}
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std::vector<std::pair<std::string, std::string>> SDLInputSource::EnumerateDevices()
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{
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std::vector<std::pair<std::string, std::string>> ret;
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for (const ControllerData& cd : m_controllers)
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{
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std::string id(StringUtil::StdStringFromFormat("SDL-%d", cd.player_id));
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const char* name = SDL_GameControllerName(cd.game_controller);
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if (name)
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ret.emplace_back(std::move(id), name);
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else
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ret.emplace_back(std::move(id), "Unknown Device");
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}
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return ret;
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}
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std::optional<InputBindingKey> SDLInputSource::ParseKeyString(const std::string_view& device,
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const std::string_view& binding)
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{
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if (!StringUtil::StartsWith(device, "SDL-") || binding.empty())
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return std::nullopt;
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const std::optional<s32> player_id = StringUtil::FromChars<s32>(device.substr(4));
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if (!player_id.has_value() || player_id.value() < 0)
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return std::nullopt;
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InputBindingKey key = {};
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key.source_type = InputSourceType::SDL;
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key.source_index = static_cast<u32>(player_id.value());
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if (StringUtil::EndsWith(binding, "Motor"))
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{
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key.source_subtype = InputSubclass::ControllerMotor;
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if (binding == "LargeMotor")
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{
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key.data = 0;
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return key;
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}
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else if (binding == "SmallMotor")
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{
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key.data = 1;
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return key;
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}
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else
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{
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return std::nullopt;
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}
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}
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else if (StringUtil::EndsWith(binding, "Haptic"))
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{
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key.source_subtype = InputSubclass::ControllerHaptic;
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key.data = 0;
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return key;
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}
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else if (binding[0] == '+' || binding[0] == '-')
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{
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// likely an axis
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const std::string_view axis_name(binding.substr(1));
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for (u32 i = 0; i < std::size(s_sdl_axis_names); i++)
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{
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if (axis_name == s_sdl_axis_names[i])
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{
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// found an axis!
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key.source_subtype = InputSubclass::ControllerAxis;
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key.data = i;
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key.negative = (binding[0] == '-');
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return key;
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}
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}
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}
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else
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{
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// must be a button
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for (u32 i = 0; i < std::size(s_sdl_button_names); i++)
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{
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if (binding == s_sdl_button_names[i])
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{
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key.source_subtype = InputSubclass::ControllerButton;
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key.data = i;
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return key;
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}
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}
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}
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// unknown axis/button
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return std::nullopt;
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}
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std::string SDLInputSource::ConvertKeyToString(InputBindingKey key)
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{
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std::string ret;
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if (key.source_type == InputSourceType::SDL)
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{
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if (key.source_subtype == InputSubclass::ControllerAxis && key.data < std::size(s_sdl_axis_names))
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{
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ret = StringUtil::StdStringFromFormat("SDL-%u/%c%s", key.source_index, key.negative ? '-' : '+',
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s_sdl_axis_names[key.data]);
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}
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else if (key.source_subtype == InputSubclass::ControllerButton && key.data < std::size(s_sdl_button_names))
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{
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ret = StringUtil::StdStringFromFormat("SDL-%u/%s", key.source_index, s_sdl_button_names[key.data]);
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}
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else if (key.source_subtype == InputSubclass::ControllerMotor)
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{
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ret = StringUtil::StdStringFromFormat("SDL-%u/%sMotor", key.source_index, key.data ? "Large" : "Small");
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}
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else if (key.source_subtype == InputSubclass::ControllerHaptic)
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{
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ret = StringUtil::StdStringFromFormat("SDL-%u/Haptic", key.source_index);
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}
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}
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return ret;
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}
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bool SDLInputSource::ProcessSDLEvent(const SDL_Event* event)
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{
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switch (event->type)
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{
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case SDL_CONTROLLERDEVICEADDED:
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{
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Log_InfoPrintf("(SDLInputSource) Controller %d inserted", event->cdevice.which);
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OpenGameController(event->cdevice.which);
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return true;
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}
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case SDL_CONTROLLERDEVICEREMOVED:
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{
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Log_InfoPrintf("(SDLInputSource) Controller %d removed", event->cdevice.which);
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CloseGameController(event->cdevice.which);
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return true;
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}
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case SDL_CONTROLLERAXISMOTION:
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return HandleControllerAxisEvent(&event->caxis);
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case SDL_CONTROLLERBUTTONDOWN:
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case SDL_CONTROLLERBUTTONUP:
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return HandleControllerButtonEvent(&event->cbutton);
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default:
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return false;
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}
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}
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SDLInputSource::ControllerDataVector::iterator SDLInputSource::GetControllerDataForJoystickId(int id)
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{
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return std::find_if(m_controllers.begin(), m_controllers.end(),
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[id](const ControllerData& cd) { return cd.joystick_id == id; });
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}
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SDLInputSource::ControllerDataVector::iterator SDLInputSource::GetControllerDataForPlayerId(int id)
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{
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return std::find_if(m_controllers.begin(), m_controllers.end(),
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[id](const ControllerData& cd) { return cd.player_id == id; });
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}
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int SDLInputSource::GetFreePlayerId() const
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{
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for (int player_id = 0;; player_id++)
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{
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size_t i;
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for (i = 0; i < m_controllers.size(); i++)
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{
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if (m_controllers[i].player_id == player_id)
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break;
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}
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if (i == m_controllers.size())
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return player_id;
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}
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return 0;
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}
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bool SDLInputSource::OpenGameController(int index)
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{
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SDL_GameController* gcontroller = SDL_GameControllerOpen(index);
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SDL_Joystick* joystick = gcontroller ? SDL_GameControllerGetJoystick(gcontroller) : nullptr;
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if (!gcontroller || !joystick)
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{
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Log_ErrorPrintf("(SDLInputSource) Failed to open controller %d", index);
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if (gcontroller)
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SDL_GameControllerClose(gcontroller);
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return false;
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}
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const int joystick_id = SDL_JoystickInstanceID(joystick);
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int player_id = SDL_GameControllerGetPlayerIndex(gcontroller);
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if (player_id < 0 || GetControllerDataForPlayerId(player_id) != m_controllers.end())
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{
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const int free_player_id = GetFreePlayerId();
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Log_WarningPrintf("(SDLInputSource) Controller %d (joystick %d) returned player ID %d, which is invalid or in "
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"use. Using ID %d instead.",
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index, joystick_id, player_id, free_player_id);
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player_id = free_player_id;
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}
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Log_InfoPrintf("(SDLInputSource) Opened controller %d (instance id %d, player id %d): %s", index, joystick_id,
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player_id, SDL_GameControllerName(gcontroller));
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ControllerData cd = {};
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cd.player_id = player_id;
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cd.joystick_id = joystick_id;
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cd.haptic_left_right_effect = -1;
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cd.game_controller = gcontroller;
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cd.use_game_controller_rumble = (SDL_GameControllerRumble(gcontroller, 0, 0, 0) == 0);
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if (cd.use_game_controller_rumble)
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{
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Log_DevPrintf("(SDLInputSource) Rumble is supported on '%s' via gamecontroller",
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SDL_GameControllerName(gcontroller));
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}
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else
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{
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SDL_Haptic* haptic = SDL_HapticOpenFromJoystick(joystick);
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if (haptic)
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{
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SDL_HapticEffect ef = {};
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ef.leftright.type = SDL_HAPTIC_LEFTRIGHT;
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ef.leftright.length = 1000;
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int ef_id = SDL_HapticNewEffect(haptic, &ef);
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if (ef_id >= 0)
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{
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cd.haptic = haptic;
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cd.haptic_left_right_effect = ef_id;
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}
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else
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{
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Log_WarningPrintf("(SDLInputSource) Failed to create haptic left/right effect: %s", SDL_GetError());
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if (SDL_HapticRumbleSupported(haptic) && SDL_HapticRumbleInit(haptic) != 0)
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{
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cd.haptic = haptic;
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}
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else
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{
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Log_ErrorPrintf("(SDLInputSource) No haptic rumble supported: %s", SDL_GetError());
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SDL_HapticClose(haptic);
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}
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}
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}
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if (cd.haptic)
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Log_DevPrintf("(SDLInputSource) Rumble is supported on '%s' via haptic", SDL_GameControllerName(gcontroller));
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}
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if (!cd.haptic && !cd.use_game_controller_rumble)
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Log_WarningPrintf("(SDLInputSource) Rumble is not supported on '%s'", SDL_GameControllerName(gcontroller));
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m_controllers.push_back(std::move(cd));
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const char* name = SDL_GameControllerName(cd.game_controller);
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Host::OnInputDeviceConnected(StringUtil::StdStringFromFormat("SDL-%d", player_id), name ? name : "Unknown Device");
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return true;
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}
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bool SDLInputSource::CloseGameController(int joystick_index)
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{
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auto it = GetControllerDataForJoystickId(joystick_index);
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if (it == m_controllers.end())
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return false;
|
|
|
|
if (it->haptic)
|
|
SDL_HapticClose(static_cast<SDL_Haptic*>(it->haptic));
|
|
|
|
SDL_GameControllerClose(static_cast<SDL_GameController*>(it->game_controller));
|
|
|
|
const int player_id = it->player_id;
|
|
m_controllers.erase(it);
|
|
|
|
Host::OnInputDeviceDisconnected(StringUtil::StdStringFromFormat("SDL-%d", player_id));
|
|
return true;
|
|
}
|
|
|
|
bool SDLInputSource::HandleControllerAxisEvent(const SDL_ControllerAxisEvent* ev)
|
|
{
|
|
auto it = GetControllerDataForJoystickId(ev->which);
|
|
if (it == m_controllers.end())
|
|
return false;
|
|
|
|
const InputBindingKey key(MakeGenericControllerAxisKey(InputSourceType::SDL, it->player_id, ev->axis));
|
|
const float value = static_cast<float>(ev->value) / (ev->value < 0 ? 32768.0f : 32767.0f);
|
|
return InputManager::InvokeEvents(key, value, GenericInputBinding::Unknown);
|
|
}
|
|
|
|
bool SDLInputSource::HandleControllerButtonEvent(const SDL_ControllerButtonEvent* ev)
|
|
{
|
|
auto it = GetControllerDataForJoystickId(ev->which);
|
|
if (it == m_controllers.end())
|
|
return false;
|
|
|
|
const InputBindingKey key(MakeGenericControllerButtonKey(InputSourceType::SDL, it->player_id, ev->button));
|
|
const GenericInputBinding generic_key = (ev->button < std::size(s_sdl_generic_binding_button_mapping)) ?
|
|
s_sdl_generic_binding_button_mapping[ev->button] :
|
|
GenericInputBinding::Unknown;
|
|
return InputManager::InvokeEvents(key, (ev->state == SDL_PRESSED) ? 1.0f : 0.0f, generic_key);
|
|
}
|
|
|
|
std::vector<InputBindingKey> SDLInputSource::EnumerateMotors()
|
|
{
|
|
std::vector<InputBindingKey> ret;
|
|
|
|
InputBindingKey key = {};
|
|
key.source_type = InputSourceType::SDL;
|
|
|
|
for (ControllerData& cd : m_controllers)
|
|
{
|
|
key.source_index = cd.player_id;
|
|
|
|
if (cd.use_game_controller_rumble || cd.haptic_left_right_effect)
|
|
{
|
|
// two motors
|
|
key.source_subtype = InputSubclass::ControllerMotor;
|
|
key.data = 0;
|
|
ret.push_back(key);
|
|
key.data = 1;
|
|
ret.push_back(key);
|
|
}
|
|
else if (cd.haptic)
|
|
{
|
|
// haptic effect
|
|
key.source_subtype = InputSubclass::ControllerHaptic;
|
|
key.data = 0;
|
|
ret.push_back(key);
|
|
}
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
bool SDLInputSource::GetGenericBindingMapping(const std::string_view& device, GenericInputBindingMapping* mapping)
|
|
{
|
|
if (!StringUtil::StartsWith(device, "SDL-"))
|
|
return false;
|
|
|
|
const std::optional<s32> player_id = StringUtil::FromChars<s32>(device.substr(4));
|
|
if (!player_id.has_value() || player_id.value() < 0)
|
|
return false;
|
|
|
|
ControllerDataVector::iterator it = GetControllerDataForPlayerId(player_id.value());
|
|
if (it == m_controllers.end())
|
|
return false;
|
|
|
|
if (it->game_controller)
|
|
{
|
|
// assume all buttons are present.
|
|
const s32 pid = player_id.value();
|
|
for (u32 i = 0; i < std::size(s_sdl_generic_binding_axis_mapping); i++)
|
|
{
|
|
const GenericInputBinding negative = s_sdl_generic_binding_axis_mapping[i][0];
|
|
const GenericInputBinding positive = s_sdl_generic_binding_axis_mapping[i][1];
|
|
if (negative != GenericInputBinding::Unknown)
|
|
mapping->emplace_back(negative, StringUtil::StdStringFromFormat("SDL-%d/-%s", pid, s_sdl_axis_names[i]));
|
|
|
|
if (positive != GenericInputBinding::Unknown)
|
|
mapping->emplace_back(positive, StringUtil::StdStringFromFormat("SDL-%d/+%s", pid, s_sdl_axis_names[i]));
|
|
}
|
|
for (u32 i = 0; i < std::size(s_sdl_generic_binding_button_mapping); i++)
|
|
{
|
|
const GenericInputBinding binding = s_sdl_generic_binding_button_mapping[i];
|
|
if (binding != GenericInputBinding::Unknown)
|
|
mapping->emplace_back(binding, StringUtil::StdStringFromFormat("SDL-%d/%s", pid, s_sdl_button_names[i]));
|
|
}
|
|
|
|
if (it->use_game_controller_rumble || it->haptic_left_right_effect)
|
|
{
|
|
mapping->emplace_back(GenericInputBinding::SmallMotor, StringUtil::StdStringFromFormat("SDL-%d/SmallMotor", pid));
|
|
mapping->emplace_back(GenericInputBinding::LargeMotor, StringUtil::StdStringFromFormat("SDL-%d/LargeMotor", pid));
|
|
}
|
|
else
|
|
{
|
|
mapping->emplace_back(GenericInputBinding::SmallMotor, StringUtil::StdStringFromFormat("SDL-%d/Haptic", pid));
|
|
mapping->emplace_back(GenericInputBinding::LargeMotor, StringUtil::StdStringFromFormat("SDL-%d/Haptic", pid));
|
|
}
|
|
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
// joysticks, which we haven't implemented yet anyway.
|
|
return false;
|
|
}
|
|
}
|
|
|
|
void SDLInputSource::UpdateMotorState(InputBindingKey key, float intensity)
|
|
{
|
|
if (key.source_subtype != InputSubclass::ControllerMotor && key.source_subtype != InputSubclass::ControllerHaptic)
|
|
return;
|
|
|
|
auto it = GetControllerDataForPlayerId(key.source_index);
|
|
if (it == m_controllers.end())
|
|
return;
|
|
|
|
it->rumble_intensity[key.data] = static_cast<u16>(intensity * 65535.0f);
|
|
SendRumbleUpdate(&(*it));
|
|
}
|
|
|
|
void SDLInputSource::UpdateMotorState(InputBindingKey large_key, InputBindingKey small_key, float large_intensity,
|
|
float small_intensity)
|
|
{
|
|
if (large_key.source_index != small_key.source_index || large_key.source_subtype != InputSubclass::ControllerMotor ||
|
|
small_key.source_subtype != InputSubclass::ControllerMotor)
|
|
{
|
|
// bonkers config where they're mapped to different controllers... who would do such a thing?
|
|
UpdateMotorState(large_key, large_intensity);
|
|
UpdateMotorState(small_key, small_intensity);
|
|
return;
|
|
}
|
|
|
|
auto it = GetControllerDataForPlayerId(large_key.source_index);
|
|
if (it == m_controllers.end())
|
|
return;
|
|
|
|
it->rumble_intensity[large_key.data] = static_cast<u16>(large_intensity * 65535.0f);
|
|
it->rumble_intensity[small_key.data] = static_cast<u16>(small_intensity * 65535.0f);
|
|
SendRumbleUpdate(&(*it));
|
|
}
|
|
|
|
void SDLInputSource::SendRumbleUpdate(ControllerData* cd)
|
|
{
|
|
// we'll update before this duration is elapsed
|
|
static constexpr u32 DURATION = 65535; // SDL_MAX_RUMBLE_DURATION_MS
|
|
|
|
if (cd->use_game_controller_rumble)
|
|
{
|
|
SDL_GameControllerRumble(cd->game_controller, cd->rumble_intensity[0], cd->rumble_intensity[1], DURATION);
|
|
return;
|
|
}
|
|
|
|
if (cd->haptic_left_right_effect >= 0)
|
|
{
|
|
if ((static_cast<u32>(cd->rumble_intensity[0]) + static_cast<u32>(cd->rumble_intensity[1])) > 0)
|
|
{
|
|
SDL_HapticEffect ef;
|
|
ef.type = SDL_HAPTIC_LEFTRIGHT;
|
|
ef.leftright.large_magnitude = cd->rumble_intensity[0];
|
|
ef.leftright.small_magnitude = cd->rumble_intensity[1];
|
|
ef.leftright.length = DURATION;
|
|
SDL_HapticUpdateEffect(cd->haptic, cd->haptic_left_right_effect, &ef);
|
|
SDL_HapticRunEffect(cd->haptic, cd->haptic_left_right_effect, SDL_HAPTIC_INFINITY);
|
|
}
|
|
else
|
|
{
|
|
SDL_HapticStopEffect(cd->haptic, cd->haptic_left_right_effect);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
const float strength =
|
|
static_cast<float>(std::max(cd->rumble_intensity[0], cd->rumble_intensity[1])) * (1.0f / 65535.0f);
|
|
if (strength > 0.0f)
|
|
SDL_HapticRumblePlay(cd->haptic, strength, DURATION);
|
|
else
|
|
SDL_HapticRumbleStop(cd->haptic);
|
|
}
|
|
}
|
|
|
|
std::unique_ptr<InputSource> InputSource::CreateSDLSource()
|
|
{
|
|
return std::make_unique<SDLInputSource>();
|
|
}
|