dolphin/Source/Core/InputCommon/ControllerInterface/SDL/SDLGamepad.h

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// Copyright 2025 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <array>
#include <SDL.h>
#include <SDL_haptic.h>
#include "Common/MathUtil.h"
#include "InputCommon/ControllerInterface/CoreDevice.h"
namespace
{
std::string GetLegacyButtonName(int index)
{
return "Button " + std::to_string(index);
}
std::string GetLegacyAxisName(int index, int range)
{
return "Axis " + std::to_string(index) + (range < 0 ? '-' : '+');
}
std::string GetLegacyHatName(int index, int direction)
{
return "Hat " + std::to_string(index) + ' ' + "NESW"[direction];
}
constexpr int GetDirectionFromHatMask(u8 mask)
{
return MathUtil::IntLog2(mask);
}
static_assert(GetDirectionFromHatMask(SDL_HAT_UP) == 0);
static_assert(GetDirectionFromHatMask(SDL_HAT_LEFT) == 3);
ControlState GetBatteryValueFromSDLPowerLevel(SDL_JoystickPowerLevel sdl_power_level)
{
// Values come from comments in SDL_joystick.h
// A proper percentage will be exposed in SDL3.
ControlState result;
switch (sdl_power_level)
{
case SDL_JOYSTICK_POWER_EMPTY:
result = 0.025;
break;
case SDL_JOYSTICK_POWER_LOW:
result = 0.125;
break;
case SDL_JOYSTICK_POWER_MEDIUM:
result = 0.45;
break;
case SDL_JOYSTICK_POWER_FULL:
result = 0.85;
break;
case SDL_JOYSTICK_POWER_WIRED:
case SDL_JOYSTICK_POWER_MAX:
result = 1.0;
break;
case SDL_JOYSTICK_POWER_UNKNOWN:
default:
result = 0.0;
break;
}
return result * ciface::BATTERY_INPUT_MAX_VALUE;
}
} // namespace
namespace ciface::SDL
{
class GameController : public Core::Device
{
private:
// GameController inputs
class Button : public Core::Device::Input
{
public:
std::string GetName() const override;
Button(SDL_GameController* gc, SDL_GameControllerButton button) : m_gc(gc), m_button(button) {}
ControlState GetState() const override;
bool IsMatchingName(std::string_view name) const override;
private:
SDL_GameController* const m_gc;
const SDL_GameControllerButton m_button;
};
class Axis : public Core::Device::Input
{
public:
std::string GetName() const override;
Axis(SDL_GameController* gc, Sint16 range, SDL_GameControllerAxis axis)
: m_gc(gc), m_range(range), m_axis(axis)
{
}
ControlState GetState() const override;
private:
SDL_GameController* const m_gc;
const Sint16 m_range;
const SDL_GameControllerAxis m_axis;
};
// Legacy inputs
class LegacyButton : public Core::Device::Input
{
public:
std::string GetName() const override { return GetLegacyButtonName(m_index); }
LegacyButton(SDL_Joystick* js, int index) : m_js(js), m_index(index) {}
ControlState GetState() const override;
private:
SDL_Joystick* const m_js;
const int m_index;
};
class LegacyAxis : public Core::Device::Input
{
public:
std::string GetName() const override { return GetLegacyAxisName(m_index, m_range); }
LegacyAxis(SDL_Joystick* js, int index, s16 range, bool is_handled_elsewhere)
: m_js(js), m_index(index), m_range(range), m_is_handled_elsewhere(is_handled_elsewhere)
{
}
ControlState GetState() const override;
bool IsHidden() const override { return m_is_handled_elsewhere; }
bool IsDetectable() const override { return !IsHidden(); }
private:
SDL_Joystick* const m_js;
const int m_index;
const s16 m_range;
const bool m_is_handled_elsewhere;
};
class LegacyHat : public Input
{
public:
std::string GetName() const override { return GetLegacyHatName(m_index, m_direction); }
LegacyHat(SDL_Joystick* js, int index, u8 direction)
: m_js(js), m_index(index), m_direction(direction)
{
}
ControlState GetState() const override;
private:
SDL_Joystick* const m_js;
const int m_index;
const u8 m_direction;
};
class BatteryInput final : public Input
{
public:
explicit BatteryInput(const ControlState* battery_value) : m_battery_value(*battery_value) {}
std::string GetName() const override { return "Battery"; }
ControlState GetState() const override { return m_battery_value; }
bool IsDetectable() const override { return false; }
private:
const ControlState& m_battery_value;
};
// Rumble
class Rumble : public Output
{
public:
using UpdateCallback = void (GameController::*)(void);
Rumble(const char* name, GameController& gc, Uint16* state, UpdateCallback update_callback)
: m_name{name}, m_gc{gc}, m_state{*state}, m_update_callback{update_callback}
{
}
std::string GetName() const override { return m_name; }
void SetState(ControlState state) override
{
const auto new_state = state * std::numeric_limits<Uint16>::max();
if (m_state == new_state)
return;
m_state = new_state;
(m_gc.*m_update_callback)();
}
private:
const char* const m_name;
GameController& m_gc;
Uint16& m_state;
UpdateCallback const m_update_callback;
};
class CombinedMotor : public Output
{
public:
CombinedMotor(GameController& gc, Uint16* low_state, Uint16* high_state)
: m_gc{gc}, m_low_state{*low_state}, m_high_state{*high_state}
{
}
std::string GetName() const override { return "Motor"; }
void SetState(ControlState state) override
{
const auto new_state = state * std::numeric_limits<Uint16>::max();
if (m_low_state == new_state && m_high_state == new_state)
return;
m_low_state = new_state;
m_high_state = new_state;
m_gc.UpdateRumble();
}
private:
GameController& m_gc;
Uint16& m_low_state;
Uint16& m_high_state;
};
class HapticEffect : public Output
{
public:
HapticEffect(SDL_Haptic* haptic);
~HapticEffect();
protected:
virtual bool UpdateParameters(s16 value) = 0;
static void SetDirection(SDL_HapticDirection* dir);
SDL_HapticEffect m_effect = {};
static constexpr u16 DISABLED_EFFECT_TYPE = 0;
private:
virtual void SetState(ControlState state) override final;
void UpdateEffect();
SDL_Haptic* const m_haptic;
int m_id = -1;
};
class ConstantEffect : public HapticEffect
{
public:
ConstantEffect(SDL_Haptic* haptic);
std::string GetName() const override;
private:
bool UpdateParameters(s16 value) override;
};
class RampEffect : public HapticEffect
{
public:
RampEffect(SDL_Haptic* haptic);
std::string GetName() const override;
private:
bool UpdateParameters(s16 value) override;
};
class PeriodicEffect : public HapticEffect
{
public:
PeriodicEffect(SDL_Haptic* haptic, u16 waveform);
std::string GetName() const override;
private:
bool UpdateParameters(s16 value) override;
const u16 m_waveform;
};
class LeftRightEffect : public HapticEffect
{
public:
enum class Motor : u8
{
Weak,
Strong,
};
LeftRightEffect(SDL_Haptic* haptic, Motor motor);
std::string GetName() const override;
private:
bool UpdateParameters(s16 value) override;
const Motor m_motor;
};
class NormalizedInput : public Input
{
public:
NormalizedInput(const char* name, const float* state) : m_name{std::move(name)}, m_state{*state}
{
}
std::string GetName() const override { return std::string{m_name}; }
ControlState GetState() const override { return m_state; }
private:
const char* const m_name;
const float& m_state;
};
template <int Scale>
class NonDetectableDirectionalInput : public Input
{
public:
NonDetectableDirectionalInput(const char* name, const float* state)
: m_name{std::move(name)}, m_state{*state}
{
}
std::string GetName() const override { return std::string{m_name} + (Scale > 0 ? '+' : '-'); }
bool IsDetectable() const override { return false; }
ControlState GetState() const override { return m_state * Scale; }
private:
const char* const m_name;
const float& m_state;
};
class MotionInput : public Input
{
public:
MotionInput(std::string name, SDL_GameController* gc, SDL_SensorType type, int index,
ControlState scale)
: m_name(std::move(name)), m_gc(gc), m_type(type), m_index(index), m_scale(scale)
{
}
std::string GetName() const override { return m_name; }
bool IsDetectable() const override { return false; }
ControlState GetState() const override;
private:
std::string m_name;
SDL_GameController* const m_gc;
SDL_SensorType const m_type;
int const m_index;
ControlState const m_scale;
};
public:
GameController(SDL_GameController* const gamecontroller, SDL_Joystick* const joystick);
~GameController();
std::string GetName() const override;
std::string GetSource() const override;
int GetSDLInstanceID() const;
Core::DeviceRemoval UpdateInput() override
{
m_battery_value = GetBatteryValueFromSDLPowerLevel(SDL_JoystickCurrentPowerLevel(m_joystick));
// We only support one touchpad and one finger.
const int touchpad_index = 0;
const int finger_index = 0;
Uint8 state = 0;
SDL_GameControllerGetTouchpadFinger(m_gamecontroller, touchpad_index, finger_index, &state,
&m_touchpad_x, &m_touchpad_y, &m_touchpad_pressure);
m_touchpad_x = m_touchpad_x * 2 - 1;
m_touchpad_y = m_touchpad_y * 2 - 1;
return Core::DeviceRemoval::Keep;
}
private:
void UpdateRumble()
{
SDL_GameControllerRumble(m_gamecontroller, m_low_freq_rumble, m_high_freq_rumble,
RUMBLE_LENGTH_MS);
}
void UpdateRumbleTriggers()
{
SDL_GameControllerRumbleTriggers(m_gamecontroller, m_trigger_l_rumble, m_trigger_r_rumble,
RUMBLE_LENGTH_MS);
}
Uint16 m_low_freq_rumble = 0;
Uint16 m_high_freq_rumble = 0;
Uint16 m_trigger_l_rumble = 0;
Uint16 m_trigger_r_rumble = 0;
SDL_GameController* const m_gamecontroller;
std::string m_name;
SDL_Joystick* const m_joystick;
SDL_Haptic* m_haptic = nullptr;
ControlState m_battery_value;
float m_touchpad_x = 0.f;
float m_touchpad_y = 0.f;
float m_touchpad_pressure = 0.f;
};
struct SDLMotionAxis
{
std::string_view name;
int index;
ControlState scale;
};
using SDLMotionAxisList = std::array<SDLMotionAxis, 6>;
static constexpr std::array<const char*, 21> s_sdl_button_names = {
"Button S", // SDL_CONTROLLER_BUTTON_A
"Button E", // SDL_CONTROLLER_BUTTON_B
"Button W", // SDL_CONTROLLER_BUTTON_X
"Button N", // SDL_CONTROLLER_BUTTON_Y
"Back", // SDL_CONTROLLER_BUTTON_BACK
"Guide", // SDL_CONTROLLER_BUTTON_GUIDE
"Start", // SDL_CONTROLLER_BUTTON_START
"Thumb L", // SDL_CONTROLLER_BUTTON_LEFTSTICK
"Thumb R", // SDL_CONTROLLER_BUTTON_RIGHTSTICK
"Shoulder L", // SDL_CONTROLLER_BUTTON_LEFTSHOULDER
"Shoulder R", // SDL_CONTROLLER_BUTTON_RIGHTSHOULDER
"Pad N", // SDL_CONTROLLER_BUTTON_DPAD_UP
"Pad S", // SDL_CONTROLLER_BUTTON_DPAD_DOWN
"Pad W", // SDL_CONTROLLER_BUTTON_DPAD_LEFT
"Pad E", // SDL_CONTROLLER_BUTTON_DPAD_RIGHT
"Misc 1", // SDL_CONTROLLER_BUTTON_MISC1
"Paddle 1", // SDL_CONTROLLER_BUTTON_PADDLE1
"Paddle 2", // SDL_CONTROLLER_BUTTON_PADDLE2
"Paddle 3", // SDL_CONTROLLER_BUTTON_PADDLE3
"Paddle 4", // SDL_CONTROLLER_BUTTON_PADDLE4
"Touchpad", // SDL_CONTROLLER_BUTTON_TOUCHPAD
};
static constexpr std::array<const char*, 6> s_sdl_axis_names = {
"Left X", // SDL_CONTROLLER_AXIS_LEFTX
"Left Y", // SDL_CONTROLLER_AXIS_LEFTY
"Right X", // SDL_CONTROLLER_AXIS_RIGHTX
"Right Y", // SDL_CONTROLLER_AXIS_RIGHTY
"Trigger L", // SDL_CONTROLLER_AXIS_TRIGGERLEFT
"Trigger R", // SDL_CONTROLLER_AXIS_TRIGGERRIGHT
};
static constexpr SDLMotionAxisList SDL_AXES_ACCELEROMETER = {{
{"Up", 1, 1},
{"Down", 1, -1},
{"Left", 0, -1},
{"Right", 0, 1},
{"Forward", 2, -1},
{"Backward", 2, 1},
}};
static constexpr SDLMotionAxisList SDL_AXES_GYRO = {{
{"Pitch Up", 0, 1},
{"Pitch Down", 0, -1},
{"Roll Left", 2, 1},
{"Roll Right", 2, -1},
{"Yaw Left", 1, 1},
{"Yaw Right", 1, -1},
}};
} // namespace ciface::SDL