// Copyright 2010 Dolphin Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later #include "InputCommon/ControllerInterface/SDL/SDL.h" #include #include #ifdef _WIN32 #include #endif #include #include "Common/Event.h" #include "Common/Logging/Log.h" #include "Common/ScopeGuard.h" #include "InputCommon/ControllerInterface/ControllerInterface.h" #include "InputCommon/ControllerInterface/SDL/SDLGamepad.h" namespace ciface::SDL { class InputBackend final : public ciface::InputBackend { public: InputBackend(ControllerInterface* controller_interface); ~InputBackend(); void PopulateDevices() override; void UpdateInput(std::vector>& devices_to_remove) override; private: void OpenAndAddDevice(int index); bool HandleEventAndContinue(const SDL_Event& e); Common::Event m_init_event; Uint32 m_stop_event_type; Uint32 m_populate_event_type; std::thread m_hotplug_thread; }; std::unique_ptr CreateInputBackend(ControllerInterface* controller_interface) { return std::make_unique(controller_interface); } static void EnableSDLLogging() { SDL_LogSetAllPriority(SDL_LOG_PRIORITY_VERBOSE); SDL_LogSetOutputFunction( [](void*, int category, SDL_LogPriority priority, const char* message) { std::string category_name; switch (category) { case SDL_LOG_CATEGORY_APPLICATION: category_name = "app"; break; case SDL_LOG_CATEGORY_ERROR: category_name = "error"; break; case SDL_LOG_CATEGORY_ASSERT: category_name = "assert"; break; case SDL_LOG_CATEGORY_SYSTEM: category_name = "system"; break; case SDL_LOG_CATEGORY_AUDIO: category_name = "audio"; break; case SDL_LOG_CATEGORY_VIDEO: category_name = "video"; break; case SDL_LOG_CATEGORY_RENDER: category_name = "render"; break; case SDL_LOG_CATEGORY_INPUT: category_name = "input"; break; case SDL_LOG_CATEGORY_TEST: category_name = "test"; break; default: category_name = fmt::format("unknown({})", category); break; } auto log_level = Common::Log::LogLevel::LNOTICE; switch (priority) { case SDL_LOG_PRIORITY_VERBOSE: case SDL_LOG_PRIORITY_DEBUG: log_level = Common::Log::LogLevel::LDEBUG; break; case SDL_LOG_PRIORITY_INFO: log_level = Common::Log::LogLevel::LINFO; break; case SDL_LOG_PRIORITY_WARN: log_level = Common::Log::LogLevel::LWARNING; break; case SDL_LOG_PRIORITY_ERROR: log_level = Common::Log::LogLevel::LERROR; break; case SDL_LOG_PRIORITY_CRITICAL: default: log_level = Common::Log::LogLevel::LNOTICE; break; } GENERIC_LOG_FMT(Common::Log::LogType::CONTROLLERINTERFACE, log_level, "{}: {}", category_name, message); }, nullptr); } InputBackend::InputBackend(ControllerInterface* controller_interface) : ciface::InputBackend(controller_interface) { EnableSDLLogging(); // This is required on windows so that SDL's joystick code properly pumps window messages SDL_SetHint(SDL_HINT_JOYSTICK_THREAD, "1"); SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE, "1"); // We want buttons to come in as positions, not labels SDL_SetHint(SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS, "0"); // We have our own WGI backend. Enabling SDL's WGI handling creates even more redundant devices. SDL_SetHint(SDL_HINT_JOYSTICK_WGI, "0"); // Disable DualSense Player LEDs; We already colorize the Primary LED SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS5_PLAYER_LED, "0"); m_hotplug_thread = std::thread([this] { Common::ScopeGuard quit_guard([] { // TODO: there seems to be some sort of memory leak with SDL, quit isn't freeing everything up SDL_Quit(); }); { Common::ScopeGuard init_guard([this] { m_init_event.Set(); }); if (SDL_Init(SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC | SDL_INIT_GAMECONTROLLER) != 0) { ERROR_LOG_FMT(CONTROLLERINTERFACE, "SDL failed to initialize"); return; } const Uint32 custom_events_start = SDL_RegisterEvents(2); if (custom_events_start == static_cast(-1)) { ERROR_LOG_FMT(CONTROLLERINTERFACE, "SDL failed to register custom events"); return; } m_stop_event_type = custom_events_start; m_populate_event_type = custom_events_start + 1; // Drain all of the events and add the initial joysticks before returning. Otherwise, the // individual joystick events as well as the custom populate event will be handled _after_ // ControllerInterface::Init/RefreshDevices has cleared its list of devices, resulting in // duplicate devices. Adding devices will actually "fail" here, as the ControllerInterface // hasn't finished initializing yet. SDL_Event e; while (SDL_PollEvent(&e) != 0) { if (!HandleEventAndContinue(e)) return; } } #ifdef _WIN32 // This is a hack to workaround SDL_hidapi using window messages to detect device // removal/arrival, yet no part of SDL pumps messages for it. It can hopefully be removed in the // future when SDL fixes the issue. Note this is a separate issue from SDL_HINT_JOYSTICK_THREAD. // Also note that SDL_WaitEvent may block while device detection window messages get queued up, // causing some noticible stutter. This is just another reason it should be fixed properly by // SDL... const auto window_handle = FindWindowEx(HWND_MESSAGE, nullptr, TEXT("SDL_HIDAPI_DEVICE_DETECTION"), nullptr); #endif SDL_Event e; while (SDL_WaitEvent(&e) != 0) { if (!HandleEventAndContinue(e)) return; #ifdef _WIN32 MSG msg; while (window_handle && PeekMessage(&msg, window_handle, 0, 0, PM_NOREMOVE)) { if (GetMessageA(&msg, window_handle, 0, 0) != 0) { TranslateMessage(&msg); DispatchMessage(&msg); } } #endif } }); m_init_event.Wait(); } InputBackend::~InputBackend() { if (!m_hotplug_thread.joinable()) return; SDL_Event stop_event{m_stop_event_type}; SDL_PushEvent(&stop_event); m_hotplug_thread.join(); } void InputBackend::PopulateDevices() { if (!m_hotplug_thread.joinable()) return; SDL_Event populate_event{m_populate_event_type}; SDL_PushEvent(&populate_event); } void InputBackend::UpdateInput(std::vector>& devices_to_remove) { SDL_GameControllerUpdate(); } void InputBackend::OpenAndAddDevice(int index) { SDL_GameController* gc = SDL_GameControllerOpen(index); SDL_Joystick* js = SDL_JoystickOpen(index); if (js) { if (SDL_JoystickNumButtons(js) > 255 || SDL_JoystickNumAxes(js) > 255 || SDL_JoystickNumHats(js) > 255 || SDL_JoystickNumBalls(js) > 255) { // This device is invalid, don't use it // Some crazy devices (HP webcam 2100) end up as HID devices // SDL tries parsing these as Joysticks return; } auto gamecontroller = std::make_shared(gc, js); if (!gamecontroller->Inputs().empty() || !gamecontroller->Outputs().empty()) GetControllerInterface().AddDevice(std::move(gamecontroller)); } } bool InputBackend::HandleEventAndContinue(const SDL_Event& e) { if (e.type == SDL_JOYDEVICEADDED) { // NOTE: SDL_JOYDEVICEADDED's `jdevice.which` is a device index in SDL2. // It will change to an "instance ID" in SDL3. // OpenAndAddDevice impl and calls will need refactoring when changing to SDL3. static_assert(!SDL_VERSION_ATLEAST(3, 0, 0), "Refactoring is needed for SDL3."); OpenAndAddDevice(e.jdevice.which); } else if (e.type == SDL_JOYDEVICEREMOVED) { // NOTE: SDL_JOYDEVICEREMOVED's `jdevice.which` is an "instance ID". GetControllerInterface().RemoveDevice([&e](const auto* device) { return device->GetSource() == "SDL" && static_cast(device)->GetSDLInstanceID() == e.jdevice.which; }); } else if (e.type == m_populate_event_type) { GetControllerInterface().PlatformPopulateDevices([this] { for (int i = 0; i < SDL_NumJoysticks(); ++i) OpenAndAddDevice(i); }); } else if (e.type == m_stop_event_type) { return false; } return true; } } // namespace ciface::SDL