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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:
commit
fe307a06c6
5 changed files with 1039 additions and 1006 deletions
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@ -541,6 +541,7 @@
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<ClInclude Include="InputCommon\ControllerInterface\Win32\Win32.h" />
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<ClInclude Include="InputCommon\ControllerInterface\XInput\XInput.h" />
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<ClInclude Include="InputCommon\ControllerInterface\SDL\SDL.h" />
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<ClInclude Include="InputCommon\ControllerInterface\SDL\SDLGamepad.h" />
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<ClInclude Include="InputCommon\ControlReference\ControlReference.h" />
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<ClInclude Include="InputCommon\ControlReference\ExpressionParser.h" />
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<ClInclude Include="InputCommon\ControlReference\FunctionExpression.h" />
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@ -1203,6 +1204,7 @@
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<ClCompile Include="InputCommon\ControllerInterface\Win32\Win32.cpp" />
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<ClCompile Include="InputCommon\ControllerInterface\XInput\XInput.cpp" />
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<ClCompile Include="InputCommon\ControllerInterface\SDL\SDL.cpp" />
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<ClCompile Include="InputCommon\ControllerInterface\SDL\SDLGamepad.cpp" />
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<ClCompile Include="InputCommon\ControlReference\ControlReference.cpp" />
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<ClCompile Include="InputCommon\ControlReference\ExpressionParser.cpp" />
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<ClCompile Include="InputCommon\ControlReference\FunctionExpression.cpp" />
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@ -177,6 +177,8 @@ if(ENABLE_SDL)
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target_sources(inputcommon PRIVATE
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ControllerInterface/SDL/SDL.cpp
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ControllerInterface/SDL/SDL.h
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ControllerInterface/SDL/SDLGamepad.cpp
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ControllerInterface/SDL/SDLGamepad.h
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)
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target_link_libraries(inputcommon PRIVATE SDL2::SDL2)
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target_compile_definitions(inputcommon PUBLIC HAVE_SDL2=1)
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File diff suppressed because it is too large
Load diff
524
Source/Core/InputCommon/ControllerInterface/SDL/SDLGamepad.cpp
Normal file
524
Source/Core/InputCommon/ControllerInterface/SDL/SDLGamepad.cpp
Normal file
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@ -0,0 +1,524 @@
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// Copyright 2025 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "InputCommon/ControllerInterface/SDL/SDLGamepad.h"
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#include <array>
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#include <unordered_set>
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#include "Common/Logging/Log.h"
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namespace ciface::SDL
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{
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bool IsTriggerAxis(int index)
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{
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// First 4 axes are for the analog sticks, the rest are for the triggers
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return index >= 4;
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}
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GameController::GameController(SDL_GameController* const gamecontroller,
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SDL_Joystick* const joystick)
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: m_gamecontroller(gamecontroller), m_joystick(joystick)
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{
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const char* name;
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if (gamecontroller)
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name = SDL_GameControllerName(gamecontroller);
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else
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name = SDL_JoystickName(joystick);
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m_name = name != nullptr ? name : "Unknown";
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// If a Joystick input has a GameController equivalent button/hat we don't add it.
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// "Equivalent" axes are still added as hidden/undetectable inputs to handle
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// loading of existing configs which may use "full surface" inputs.
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// Otherwise handling those would require dealing with gamepad specific quirks.
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std::unordered_set<int> registered_buttons;
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std::unordered_set<int> registered_hats;
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std::unordered_set<int> registered_axes;
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const auto register_mapping = [&](const SDL_GameControllerButtonBind& bind) {
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switch (bind.bindType)
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{
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case SDL_CONTROLLER_BINDTYPE_BUTTON:
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registered_buttons.insert(bind.value.button);
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break;
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case SDL_CONTROLLER_BINDTYPE_HAT:
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registered_hats.insert(bind.value.hat.hat);
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break;
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case SDL_CONTROLLER_BINDTYPE_AXIS:
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registered_axes.insert(bind.value.axis);
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break;
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default:
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break;
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}
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};
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if (gamecontroller != nullptr)
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{
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// Inputs
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// Buttons
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for (u8 i = 0; i != size(s_sdl_button_names); ++i)
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{
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SDL_GameControllerButton button = static_cast<SDL_GameControllerButton>(i);
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if (SDL_GameControllerHasButton(m_gamecontroller, button))
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{
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AddInput(new Button(gamecontroller, button));
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register_mapping(SDL_GameControllerGetBindForButton(gamecontroller, button));
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}
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}
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// Axes
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for (u8 i = 0; i != size(s_sdl_axis_names); ++i)
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{
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SDL_GameControllerAxis axis = static_cast<SDL_GameControllerAxis>(i);
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if (SDL_GameControllerHasAxis(m_gamecontroller, axis))
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{
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if (IsTriggerAxis(axis))
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{
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AddInput(new Axis(m_gamecontroller, 32767, axis));
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}
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else
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{
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// Each axis gets a negative and a positive input instance associated with it
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AddInput(new Axis(m_gamecontroller, -32768, axis));
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AddInput(new Axis(m_gamecontroller, 32767, axis));
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}
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register_mapping(SDL_GameControllerGetBindForAxis(gamecontroller, axis));
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}
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}
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// Rumble
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if (SDL_GameControllerHasRumble(m_gamecontroller))
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{
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AddOutput(new CombinedMotor(*this, &m_low_freq_rumble, &m_high_freq_rumble));
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AddOutput(new Rumble("Motor L", *this, &m_low_freq_rumble, &GameController::UpdateRumble));
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AddOutput(new Rumble("Motor R", *this, &m_high_freq_rumble, &GameController::UpdateRumble));
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}
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if (SDL_GameControllerHasRumbleTriggers(m_gamecontroller))
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{
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AddOutput(new Rumble("Trigger L", *this, &m_trigger_l_rumble,
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&GameController::UpdateRumbleTriggers));
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AddOutput(new Rumble("Trigger R", *this, &m_trigger_r_rumble,
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&GameController::UpdateRumbleTriggers));
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}
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// Touchpad
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if (SDL_GameControllerGetNumTouchpads(m_gamecontroller) > 0)
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{
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const char* const name_x = "Touchpad X";
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AddInput(new NonDetectableDirectionalInput<-1>(name_x, &m_touchpad_x));
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AddInput(new NonDetectableDirectionalInput<+1>(name_x, &m_touchpad_x));
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const char* const name_y = "Touchpad Y";
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AddInput(new NonDetectableDirectionalInput<-1>(name_y, &m_touchpad_y));
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AddInput(new NonDetectableDirectionalInput<+1>(name_y, &m_touchpad_y));
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AddInput(new NormalizedInput("Touchpad Pressure", &m_touchpad_pressure));
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}
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// Motion
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const auto add_sensor = [this](SDL_SensorType type, std::string_view sensor_name,
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const SDLMotionAxisList& axes) {
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if (SDL_GameControllerSetSensorEnabled(m_gamecontroller, type, SDL_TRUE) == 0)
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{
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for (const SDLMotionAxis& axis : axes)
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{
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AddInput(new MotionInput(fmt::format("{} {}", sensor_name, axis.name), m_gamecontroller,
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type, axis.index, axis.scale));
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}
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}
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};
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add_sensor(SDL_SENSOR_ACCEL, "Accel", SDL_AXES_ACCELEROMETER);
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add_sensor(SDL_SENSOR_GYRO, "Gyro", SDL_AXES_GYRO);
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add_sensor(SDL_SENSOR_ACCEL_L, "Accel L", SDL_AXES_ACCELEROMETER);
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add_sensor(SDL_SENSOR_GYRO_L, "Gyro L", SDL_AXES_GYRO);
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add_sensor(SDL_SENSOR_ACCEL_R, "Accel R", SDL_AXES_ACCELEROMETER);
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add_sensor(SDL_SENSOR_GYRO_R, "Gyro R", SDL_AXES_GYRO);
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}
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// Legacy inputs
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// Buttons
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int n_legacy_buttons = SDL_JoystickNumButtons(joystick);
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if (n_legacy_buttons < 0)
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{
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ERROR_LOG_FMT(CONTROLLERINTERFACE, "Error in SDL_JoystickNumButtons(): {}", SDL_GetError());
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n_legacy_buttons = 0;
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}
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for (int i = 0; i != n_legacy_buttons; ++i)
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{
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if (registered_buttons.contains(i))
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continue;
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AddInput(new LegacyButton(m_joystick, i));
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}
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// Axes
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int n_legacy_axes = SDL_JoystickNumAxes(joystick);
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if (n_legacy_axes < 0)
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{
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ERROR_LOG_FMT(CONTROLLERINTERFACE, "Error in SDL_JoystickNumAxes(): {}", SDL_GetError());
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n_legacy_axes = 0;
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}
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for (int i = 0; i != n_legacy_axes; ++i)
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{
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const bool is_registered = registered_axes.contains(i);
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// each axis gets a negative and a positive input instance associated with it
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AddFullAnalogSurfaceInputs(new LegacyAxis(m_joystick, i, -32768, is_registered),
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new LegacyAxis(m_joystick, i, 32767, is_registered));
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}
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// Hats
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int n_legacy_hats = SDL_JoystickNumHats(joystick);
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if (n_legacy_hats < 0)
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{
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ERROR_LOG_FMT(CONTROLLERINTERFACE, "Error in SDL_JoystickNumHats(): {}", SDL_GetError());
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n_legacy_hats = 0;
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}
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for (int i = 0; i != n_legacy_hats; ++i)
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{
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if (registered_hats.contains(i))
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continue;
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// each hat gets 4 input instances associated with it, (up down left right)
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for (u8 d = 0; d != 4; ++d)
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AddInput(new LegacyHat(m_joystick, i, d));
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}
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// Haptics
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if (SDL_JoystickIsHaptic(m_joystick))
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{
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m_haptic = SDL_HapticOpenFromJoystick(m_joystick);
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if (m_haptic)
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{
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const unsigned int supported_effects = SDL_HapticQuery(m_haptic);
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// Disable autocenter:
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if (supported_effects & SDL_HAPTIC_AUTOCENTER)
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SDL_HapticSetAutocenter(m_haptic, 0);
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// Constant
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if (supported_effects & SDL_HAPTIC_CONSTANT)
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AddOutput(new ConstantEffect(m_haptic));
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// Ramp
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if (supported_effects & SDL_HAPTIC_RAMP)
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AddOutput(new RampEffect(m_haptic));
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// Periodic
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for (auto waveform :
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{SDL_HAPTIC_SINE, SDL_HAPTIC_TRIANGLE, SDL_HAPTIC_SAWTOOTHUP, SDL_HAPTIC_SAWTOOTHDOWN})
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{
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if (supported_effects & waveform)
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AddOutput(new PeriodicEffect(m_haptic, waveform));
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}
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// LeftRight
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if (supported_effects & SDL_HAPTIC_LEFTRIGHT)
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{
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AddOutput(new LeftRightEffect(m_haptic, LeftRightEffect::Motor::Strong));
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AddOutput(new LeftRightEffect(m_haptic, LeftRightEffect::Motor::Weak));
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}
|
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}
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}
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// Needed to make the below power level not "UNKNOWN".
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SDL_JoystickUpdate();
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|
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// Battery
|
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if (SDL_JoystickPowerLevel const power_level = SDL_JoystickCurrentPowerLevel(m_joystick);
|
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power_level != SDL_JOYSTICK_POWER_UNKNOWN)
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{
|
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m_battery_value = GetBatteryValueFromSDLPowerLevel(power_level);
|
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AddInput(new BatteryInput{&m_battery_value});
|
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}
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}
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|
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GameController::~GameController()
|
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{
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if (m_haptic)
|
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{
|
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// stop/destroy all effects
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SDL_HapticStopAll(m_haptic);
|
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// close haptic before joystick
|
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SDL_HapticClose(m_haptic);
|
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m_haptic = nullptr;
|
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}
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if (m_gamecontroller)
|
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{
|
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// stop all rumble
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SDL_GameControllerRumble(m_gamecontroller, 0, 0, 0);
|
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// close game controller
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SDL_GameControllerClose(m_gamecontroller);
|
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}
|
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// close joystick
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SDL_JoystickClose(m_joystick);
|
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}
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std::string GameController::GetName() const
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{
|
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return m_name;
|
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}
|
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|
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std::string GameController::GetSource() const
|
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{
|
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return "SDL";
|
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}
|
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|
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int GameController::GetSDLInstanceID() const
|
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{
|
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return SDL_JoystickInstanceID(m_joystick);
|
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}
|
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|
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std::string GameController::Button::GetName() const
|
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{
|
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return s_sdl_button_names[m_button];
|
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}
|
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|
||||
std::string GameController::Axis::GetName() const
|
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{
|
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if (IsTriggerAxis(m_axis))
|
||||
return std::string(s_sdl_axis_names[m_axis]);
|
||||
|
||||
bool negative = m_range < 0;
|
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|
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// Respect XInput: the vertical axes are inverted on SDL
|
||||
if (m_axis % 2 == 1)
|
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negative = !negative;
|
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|
||||
return std::string(s_sdl_axis_names[m_axis]) + (negative ? '-' : '+');
|
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}
|
||||
|
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ControlState GameController::Button::GetState() const
|
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{
|
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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)
|
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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
|
458
Source/Core/InputCommon/ControllerInterface/SDL/SDLGamepad.h
Normal file
458
Source/Core/InputCommon/ControllerInterface/SDL/SDLGamepad.h
Normal file
|
@ -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
|
Loading…
Add table
Add a link
Reference in a new issue