Merge pull request #13476 from jordan-woyak/sdl-header

InputCommon: Move SDL Device class into its own cpp/h files.
This commit is contained in:
Tilka 2025-04-25 01:49:52 +01:00 committed by GitHub
commit fe307a06c6
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GPG key ID: B5690EEEBB952194
5 changed files with 1039 additions and 1006 deletions

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@ -541,6 +541,7 @@
<ClInclude Include="InputCommon\ControllerInterface\Win32\Win32.h" /> <ClInclude Include="InputCommon\ControllerInterface\Win32\Win32.h" />
<ClInclude Include="InputCommon\ControllerInterface\XInput\XInput.h" /> <ClInclude Include="InputCommon\ControllerInterface\XInput\XInput.h" />
<ClInclude Include="InputCommon\ControllerInterface\SDL\SDL.h" /> <ClInclude Include="InputCommon\ControllerInterface\SDL\SDL.h" />
<ClInclude Include="InputCommon\ControllerInterface\SDL\SDLGamepad.h" />
<ClInclude Include="InputCommon\ControlReference\ControlReference.h" /> <ClInclude Include="InputCommon\ControlReference\ControlReference.h" />
<ClInclude Include="InputCommon\ControlReference\ExpressionParser.h" /> <ClInclude Include="InputCommon\ControlReference\ExpressionParser.h" />
<ClInclude Include="InputCommon\ControlReference\FunctionExpression.h" /> <ClInclude Include="InputCommon\ControlReference\FunctionExpression.h" />
@ -1203,6 +1204,7 @@
<ClCompile Include="InputCommon\ControllerInterface\Win32\Win32.cpp" /> <ClCompile Include="InputCommon\ControllerInterface\Win32\Win32.cpp" />
<ClCompile Include="InputCommon\ControllerInterface\XInput\XInput.cpp" /> <ClCompile Include="InputCommon\ControllerInterface\XInput\XInput.cpp" />
<ClCompile Include="InputCommon\ControllerInterface\SDL\SDL.cpp" /> <ClCompile Include="InputCommon\ControllerInterface\SDL\SDL.cpp" />
<ClCompile Include="InputCommon\ControllerInterface\SDL\SDLGamepad.cpp" />
<ClCompile Include="InputCommon\ControlReference\ControlReference.cpp" /> <ClCompile Include="InputCommon\ControlReference\ControlReference.cpp" />
<ClCompile Include="InputCommon\ControlReference\ExpressionParser.cpp" /> <ClCompile Include="InputCommon\ControlReference\ExpressionParser.cpp" />
<ClCompile Include="InputCommon\ControlReference\FunctionExpression.cpp" /> <ClCompile Include="InputCommon\ControlReference\FunctionExpression.cpp" />

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@ -177,6 +177,8 @@ if(ENABLE_SDL)
target_sources(inputcommon PRIVATE target_sources(inputcommon PRIVATE
ControllerInterface/SDL/SDL.cpp ControllerInterface/SDL/SDL.cpp
ControllerInterface/SDL/SDL.h ControllerInterface/SDL/SDL.h
ControllerInterface/SDL/SDLGamepad.cpp
ControllerInterface/SDL/SDLGamepad.h
) )
target_link_libraries(inputcommon PRIVATE SDL2::SDL2) target_link_libraries(inputcommon PRIVATE SDL2::SDL2)
target_compile_definitions(inputcommon PUBLIC HAVE_SDL2=1) target_compile_definitions(inputcommon PUBLIC HAVE_SDL2=1)

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@ -0,0 +1,524 @@
// Copyright 2025 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "InputCommon/ControllerInterface/SDL/SDLGamepad.h"
#include <array>
#include <unordered_set>
#include "Common/Logging/Log.h"
namespace ciface::SDL
{
bool IsTriggerAxis(int index)
{
// First 4 axes are for the analog sticks, the rest are for the triggers
return index >= 4;
}
GameController::GameController(SDL_GameController* const gamecontroller,
SDL_Joystick* const joystick)
: m_gamecontroller(gamecontroller), m_joystick(joystick)
{
const char* name;
if (gamecontroller)
name = SDL_GameControllerName(gamecontroller);
else
name = SDL_JoystickName(joystick);
m_name = name != nullptr ? name : "Unknown";
// If a Joystick input has a GameController equivalent button/hat we don't add it.
// "Equivalent" axes are still added as hidden/undetectable inputs to handle
// loading of existing configs which may use "full surface" inputs.
// Otherwise handling those would require dealing with gamepad specific quirks.
std::unordered_set<int> registered_buttons;
std::unordered_set<int> registered_hats;
std::unordered_set<int> registered_axes;
const auto register_mapping = [&](const SDL_GameControllerButtonBind& bind) {
switch (bind.bindType)
{
case SDL_CONTROLLER_BINDTYPE_BUTTON:
registered_buttons.insert(bind.value.button);
break;
case SDL_CONTROLLER_BINDTYPE_HAT:
registered_hats.insert(bind.value.hat.hat);
break;
case SDL_CONTROLLER_BINDTYPE_AXIS:
registered_axes.insert(bind.value.axis);
break;
default:
break;
}
};
if (gamecontroller != nullptr)
{
// Inputs
// Buttons
for (u8 i = 0; i != size(s_sdl_button_names); ++i)
{
SDL_GameControllerButton button = static_cast<SDL_GameControllerButton>(i);
if (SDL_GameControllerHasButton(m_gamecontroller, button))
{
AddInput(new Button(gamecontroller, button));
register_mapping(SDL_GameControllerGetBindForButton(gamecontroller, button));
}
}
// Axes
for (u8 i = 0; i != size(s_sdl_axis_names); ++i)
{
SDL_GameControllerAxis axis = static_cast<SDL_GameControllerAxis>(i);
if (SDL_GameControllerHasAxis(m_gamecontroller, axis))
{
if (IsTriggerAxis(axis))
{
AddInput(new Axis(m_gamecontroller, 32767, axis));
}
else
{
// Each axis gets a negative and a positive input instance associated with it
AddInput(new Axis(m_gamecontroller, -32768, axis));
AddInput(new Axis(m_gamecontroller, 32767, axis));
}
register_mapping(SDL_GameControllerGetBindForAxis(gamecontroller, axis));
}
}
// Rumble
if (SDL_GameControllerHasRumble(m_gamecontroller))
{
AddOutput(new CombinedMotor(*this, &m_low_freq_rumble, &m_high_freq_rumble));
AddOutput(new Rumble("Motor L", *this, &m_low_freq_rumble, &GameController::UpdateRumble));
AddOutput(new Rumble("Motor R", *this, &m_high_freq_rumble, &GameController::UpdateRumble));
}
if (SDL_GameControllerHasRumbleTriggers(m_gamecontroller))
{
AddOutput(new Rumble("Trigger L", *this, &m_trigger_l_rumble,
&GameController::UpdateRumbleTriggers));
AddOutput(new Rumble("Trigger R", *this, &m_trigger_r_rumble,
&GameController::UpdateRumbleTriggers));
}
// Touchpad
if (SDL_GameControllerGetNumTouchpads(m_gamecontroller) > 0)
{
const char* const name_x = "Touchpad X";
AddInput(new NonDetectableDirectionalInput<-1>(name_x, &m_touchpad_x));
AddInput(new NonDetectableDirectionalInput<+1>(name_x, &m_touchpad_x));
const char* const name_y = "Touchpad Y";
AddInput(new NonDetectableDirectionalInput<-1>(name_y, &m_touchpad_y));
AddInput(new NonDetectableDirectionalInput<+1>(name_y, &m_touchpad_y));
AddInput(new NormalizedInput("Touchpad Pressure", &m_touchpad_pressure));
}
// Motion
const auto add_sensor = [this](SDL_SensorType type, std::string_view sensor_name,
const SDLMotionAxisList& axes) {
if (SDL_GameControllerSetSensorEnabled(m_gamecontroller, type, SDL_TRUE) == 0)
{
for (const SDLMotionAxis& axis : axes)
{
AddInput(new MotionInput(fmt::format("{} {}", sensor_name, axis.name), m_gamecontroller,
type, axis.index, axis.scale));
}
}
};
add_sensor(SDL_SENSOR_ACCEL, "Accel", SDL_AXES_ACCELEROMETER);
add_sensor(SDL_SENSOR_GYRO, "Gyro", SDL_AXES_GYRO);
add_sensor(SDL_SENSOR_ACCEL_L, "Accel L", SDL_AXES_ACCELEROMETER);
add_sensor(SDL_SENSOR_GYRO_L, "Gyro L", SDL_AXES_GYRO);
add_sensor(SDL_SENSOR_ACCEL_R, "Accel R", SDL_AXES_ACCELEROMETER);
add_sensor(SDL_SENSOR_GYRO_R, "Gyro R", SDL_AXES_GYRO);
}
// Legacy inputs
// Buttons
int n_legacy_buttons = SDL_JoystickNumButtons(joystick);
if (n_legacy_buttons < 0)
{
ERROR_LOG_FMT(CONTROLLERINTERFACE, "Error in SDL_JoystickNumButtons(): {}", SDL_GetError());
n_legacy_buttons = 0;
}
for (int i = 0; i != n_legacy_buttons; ++i)
{
if (registered_buttons.contains(i))
continue;
AddInput(new LegacyButton(m_joystick, i));
}
// Axes
int n_legacy_axes = SDL_JoystickNumAxes(joystick);
if (n_legacy_axes < 0)
{
ERROR_LOG_FMT(CONTROLLERINTERFACE, "Error in SDL_JoystickNumAxes(): {}", SDL_GetError());
n_legacy_axes = 0;
}
for (int i = 0; i != n_legacy_axes; ++i)
{
const bool is_registered = registered_axes.contains(i);
// each axis gets a negative and a positive input instance associated with it
AddFullAnalogSurfaceInputs(new LegacyAxis(m_joystick, i, -32768, is_registered),
new LegacyAxis(m_joystick, i, 32767, is_registered));
}
// Hats
int n_legacy_hats = SDL_JoystickNumHats(joystick);
if (n_legacy_hats < 0)
{
ERROR_LOG_FMT(CONTROLLERINTERFACE, "Error in SDL_JoystickNumHats(): {}", SDL_GetError());
n_legacy_hats = 0;
}
for (int i = 0; i != n_legacy_hats; ++i)
{
if (registered_hats.contains(i))
continue;
// each hat gets 4 input instances associated with it, (up down left right)
for (u8 d = 0; d != 4; ++d)
AddInput(new LegacyHat(m_joystick, i, d));
}
// Haptics
if (SDL_JoystickIsHaptic(m_joystick))
{
m_haptic = SDL_HapticOpenFromJoystick(m_joystick);
if (m_haptic)
{
const unsigned int supported_effects = SDL_HapticQuery(m_haptic);
// Disable autocenter:
if (supported_effects & SDL_HAPTIC_AUTOCENTER)
SDL_HapticSetAutocenter(m_haptic, 0);
// Constant
if (supported_effects & SDL_HAPTIC_CONSTANT)
AddOutput(new ConstantEffect(m_haptic));
// Ramp
if (supported_effects & SDL_HAPTIC_RAMP)
AddOutput(new RampEffect(m_haptic));
// Periodic
for (auto waveform :
{SDL_HAPTIC_SINE, SDL_HAPTIC_TRIANGLE, SDL_HAPTIC_SAWTOOTHUP, SDL_HAPTIC_SAWTOOTHDOWN})
{
if (supported_effects & waveform)
AddOutput(new PeriodicEffect(m_haptic, waveform));
}
// LeftRight
if (supported_effects & SDL_HAPTIC_LEFTRIGHT)
{
AddOutput(new LeftRightEffect(m_haptic, LeftRightEffect::Motor::Strong));
AddOutput(new LeftRightEffect(m_haptic, LeftRightEffect::Motor::Weak));
}
}
}
// Needed to make the below power level not "UNKNOWN".
SDL_JoystickUpdate();
// Battery
if (SDL_JoystickPowerLevel const power_level = SDL_JoystickCurrentPowerLevel(m_joystick);
power_level != SDL_JOYSTICK_POWER_UNKNOWN)
{
m_battery_value = GetBatteryValueFromSDLPowerLevel(power_level);
AddInput(new BatteryInput{&m_battery_value});
}
}
GameController::~GameController()
{
if (m_haptic)
{
// stop/destroy all effects
SDL_HapticStopAll(m_haptic);
// close haptic before joystick
SDL_HapticClose(m_haptic);
m_haptic = nullptr;
}
if (m_gamecontroller)
{
// stop all rumble
SDL_GameControllerRumble(m_gamecontroller, 0, 0, 0);
// close game controller
SDL_GameControllerClose(m_gamecontroller);
}
// close joystick
SDL_JoystickClose(m_joystick);
}
std::string GameController::GetName() const
{
return m_name;
}
std::string GameController::GetSource() const
{
return "SDL";
}
int GameController::GetSDLInstanceID() const
{
return SDL_JoystickInstanceID(m_joystick);
}
std::string GameController::Button::GetName() const
{
return s_sdl_button_names[m_button];
}
std::string GameController::Axis::GetName() const
{
if (IsTriggerAxis(m_axis))
return std::string(s_sdl_axis_names[m_axis]);
bool negative = m_range < 0;
// Respect XInput: the vertical axes are inverted on SDL
if (m_axis % 2 == 1)
negative = !negative;
return std::string(s_sdl_axis_names[m_axis]) + (negative ? '-' : '+');
}
ControlState GameController::Button::GetState() const
{
return SDL_GameControllerGetButton(m_gc, m_button);
}
ControlState GameController::Axis::GetState() const
{
return ControlState(SDL_GameControllerGetAxis(m_gc, m_axis)) / m_range;
}
bool GameController::Button::IsMatchingName(std::string_view name) const
{
if (GetName() == name)
return true;
// So that SDL can be a superset of XInput
if (name == "Button A")
return GetName() == "Button S";
if (name == "Button B")
return GetName() == "Button E";
if (name == "Button X")
return GetName() == "Button W";
if (name == "Button Y")
return GetName() == "Button N";
// Match legacy names.
const auto bind = SDL_GameControllerGetBindForButton(m_gc, m_button);
switch (bind.bindType)
{
case SDL_CONTROLLER_BINDTYPE_BUTTON:
return name == GetLegacyButtonName(bind.value.button);
case SDL_CONTROLLER_BINDTYPE_HAT:
return name == GetLegacyHatName(bind.value.hat.hat,
GetDirectionFromHatMask(u8(bind.value.hat.hat_mask)));
default:
return false;
}
}
ControlState GameController::MotionInput::GetState() const
{
std::array<float, 3> data{};
SDL_GameControllerGetSensorData(m_gc, m_type, data.data(), (int)data.size());
return m_scale * data[m_index];
}
// Legacy input
ControlState GameController::LegacyButton::GetState() const
{
return SDL_JoystickGetButton(m_js, m_index);
}
ControlState GameController::LegacyAxis::GetState() const
{
return ControlState(SDL_JoystickGetAxis(m_js, m_index)) / m_range;
}
ControlState GameController::LegacyHat::GetState() const
{
return (SDL_JoystickGetHat(m_js, m_index) & (1 << m_direction)) > 0;
}
void GameController::HapticEffect::UpdateEffect()
{
if (m_effect.type != DISABLED_EFFECT_TYPE)
{
if (m_id < 0)
{
// Upload and try to play the effect.
m_id = SDL_HapticNewEffect(m_haptic, &m_effect);
if (m_id >= 0)
SDL_HapticRunEffect(m_haptic, m_id, 1);
}
else
{
// Effect is already playing. Update parameters.
SDL_HapticUpdateEffect(m_haptic, m_id, &m_effect);
}
}
else if (m_id >= 0)
{
// Stop and remove the effect.
SDL_HapticStopEffect(m_haptic, m_id);
SDL_HapticDestroyEffect(m_haptic, m_id);
m_id = -1;
}
}
GameController::HapticEffect::HapticEffect(SDL_Haptic* haptic) : m_haptic(haptic)
{
// FYI: type is set within UpdateParameters.
m_effect.type = DISABLED_EFFECT_TYPE;
}
GameController::HapticEffect::~HapticEffect()
{
m_effect.type = DISABLED_EFFECT_TYPE;
UpdateEffect();
}
void GameController::HapticEffect::SetDirection(SDL_HapticDirection* dir)
{
// Left direction (for wheels)
dir->type = SDL_HAPTIC_CARTESIAN;
dir->dir[0] = -1;
}
GameController::ConstantEffect::ConstantEffect(SDL_Haptic* haptic) : HapticEffect(haptic)
{
m_effect.constant = {};
SetDirection(&m_effect.constant.direction);
m_effect.constant.length = RUMBLE_LENGTH_MS;
}
GameController::RampEffect::RampEffect(SDL_Haptic* haptic) : HapticEffect(haptic)
{
m_effect.ramp = {};
SetDirection(&m_effect.ramp.direction);
m_effect.ramp.length = RUMBLE_LENGTH_MS;
}
GameController::PeriodicEffect::PeriodicEffect(SDL_Haptic* haptic, u16 waveform)
: HapticEffect(haptic), m_waveform(waveform)
{
m_effect.periodic = {};
SetDirection(&m_effect.periodic.direction);
m_effect.periodic.length = RUMBLE_LENGTH_MS;
m_effect.periodic.period = RUMBLE_PERIOD_MS;
m_effect.periodic.offset = 0;
m_effect.periodic.phase = 0;
}
GameController::LeftRightEffect::LeftRightEffect(SDL_Haptic* haptic, Motor motor)
: HapticEffect(haptic), m_motor(motor)
{
m_effect.leftright = {};
m_effect.leftright.length = RUMBLE_LENGTH_MS;
}
std::string GameController::ConstantEffect::GetName() const
{
return "Constant";
}
std::string GameController::RampEffect::GetName() const
{
return "Ramp";
}
std::string GameController::PeriodicEffect::GetName() const
{
switch (m_waveform)
{
case SDL_HAPTIC_SINE:
return "Sine";
case SDL_HAPTIC_TRIANGLE:
return "Triangle";
case SDL_HAPTIC_SAWTOOTHUP:
return "Sawtooth Up";
case SDL_HAPTIC_SAWTOOTHDOWN:
return "Sawtooth Down";
default:
return "Unknown";
}
}
std::string GameController::LeftRightEffect::GetName() const
{
return (Motor::Strong == m_motor) ? "Strong" : "Weak";
}
void GameController::HapticEffect::SetState(ControlState state)
{
// Maximum force value for all SDL effects:
constexpr s16 MAX_FORCE_VALUE = 0x7fff;
if (UpdateParameters(s16(state * MAX_FORCE_VALUE)))
{
UpdateEffect();
}
}
bool GameController::ConstantEffect::UpdateParameters(s16 value)
{
s16& level = m_effect.constant.level;
const s16 old_level = level;
level = value;
m_effect.type = level ? SDL_HAPTIC_CONSTANT : DISABLED_EFFECT_TYPE;
return level != old_level;
}
bool GameController::RampEffect::UpdateParameters(s16 value)
{
s16& level = m_effect.ramp.start;
const s16 old_level = level;
level = value;
// FYI: Setting end to same as start is odd,
// but so is using Ramp effects for rumble simulation.
m_effect.ramp.end = level;
m_effect.type = level ? SDL_HAPTIC_RAMP : DISABLED_EFFECT_TYPE;
return level != old_level;
}
bool GameController::PeriodicEffect::UpdateParameters(s16 value)
{
s16& level = m_effect.periodic.magnitude;
const s16 old_level = level;
level = value;
m_effect.type = level ? m_waveform : DISABLED_EFFECT_TYPE;
return level != old_level;
}
bool GameController::LeftRightEffect::UpdateParameters(s16 value)
{
u16& level = (Motor::Strong == m_motor) ? m_effect.leftright.large_magnitude :
m_effect.leftright.small_magnitude;
const u16 old_level = level;
level = value;
m_effect.type = level ? SDL_HAPTIC_LEFTRIGHT : DISABLED_EFFECT_TYPE;
return level != old_level;
}
} // namespace ciface::SDL

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@ -0,0 +1,458 @@
// 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