mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-04-28 21:08:04 +03:00

I replaced the previous usage of `check_and_add_flag` with a new `check_and_add_warning` function. Certain warnings are also now errors by default. Those are mainly warnings that show and sneak up commonly but are quick to fix.
524 lines
15 KiB
C++
524 lines
15 KiB
C++
// 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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static 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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// 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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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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std::string GameController::GetSource() const
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{
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return "SDL";
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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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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))
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return std::string(s_sdl_axis_names[m_axis]);
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bool negative = m_range < 0;
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// Respect XInput: the vertical axes are inverted on SDL
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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);
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}
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ControlState GameController::Axis::GetState() const
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{
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return ControlState(SDL_GameControllerGetAxis(m_gc, m_axis)) / m_range;
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}
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bool GameController::Button::IsMatchingName(std::string_view name) const
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{
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if (GetName() == name)
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return true;
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// So that SDL can be a superset of XInput
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if (name == "Button A")
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return GetName() == "Button S";
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if (name == "Button B")
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return GetName() == "Button E";
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if (name == "Button X")
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return GetName() == "Button W";
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if (name == "Button Y")
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return GetName() == "Button N";
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// Match legacy names.
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const auto bind = SDL_GameControllerGetBindForButton(m_gc, m_button);
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switch (bind.bindType)
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{
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case SDL_CONTROLLER_BINDTYPE_BUTTON:
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return name == GetLegacyButtonName(bind.value.button);
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case SDL_CONTROLLER_BINDTYPE_HAT:
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return name == GetLegacyHatName(bind.value.hat.hat,
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GetDirectionFromHatMask(u8(bind.value.hat.hat_mask)));
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default:
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return false;
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}
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}
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ControlState GameController::MotionInput::GetState() const
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{
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std::array<float, 3> data{};
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SDL_GameControllerGetSensorData(m_gc, m_type, data.data(), (int)data.size());
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return m_scale * data[m_index];
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}
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// Legacy input
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ControlState GameController::LegacyButton::GetState() const
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{
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return SDL_JoystickGetButton(m_js, m_index);
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}
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ControlState GameController::LegacyAxis::GetState() const
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{
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return ControlState(SDL_JoystickGetAxis(m_js, m_index)) / m_range;
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}
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ControlState GameController::LegacyHat::GetState() const
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{
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return (SDL_JoystickGetHat(m_js, m_index) & (1 << m_direction)) > 0;
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}
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void GameController::HapticEffect::UpdateEffect()
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{
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if (m_effect.type != DISABLED_EFFECT_TYPE)
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{
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if (m_id < 0)
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{
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// Upload and try to play the effect.
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m_id = SDL_HapticNewEffect(m_haptic, &m_effect);
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if (m_id >= 0)
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SDL_HapticRunEffect(m_haptic, m_id, 1);
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}
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else
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{
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// Effect is already playing. Update parameters.
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SDL_HapticUpdateEffect(m_haptic, m_id, &m_effect);
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}
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}
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else if (m_id >= 0)
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{
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// Stop and remove the effect.
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SDL_HapticStopEffect(m_haptic, m_id);
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SDL_HapticDestroyEffect(m_haptic, m_id);
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m_id = -1;
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}
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}
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GameController::HapticEffect::HapticEffect(SDL_Haptic* haptic) : m_haptic(haptic)
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{
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// FYI: type is set within UpdateParameters.
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m_effect.type = DISABLED_EFFECT_TYPE;
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}
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GameController::HapticEffect::~HapticEffect()
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{
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m_effect.type = DISABLED_EFFECT_TYPE;
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UpdateEffect();
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}
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void GameController::HapticEffect::SetDirection(SDL_HapticDirection* dir)
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{
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// Left direction (for wheels)
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dir->type = SDL_HAPTIC_CARTESIAN;
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dir->dir[0] = -1;
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}
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GameController::ConstantEffect::ConstantEffect(SDL_Haptic* haptic) : HapticEffect(haptic)
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{
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m_effect.constant = {};
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SetDirection(&m_effect.constant.direction);
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m_effect.constant.length = RUMBLE_LENGTH_MS;
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}
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GameController::RampEffect::RampEffect(SDL_Haptic* haptic) : HapticEffect(haptic)
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{
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m_effect.ramp = {};
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SetDirection(&m_effect.ramp.direction);
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m_effect.ramp.length = RUMBLE_LENGTH_MS;
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}
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GameController::PeriodicEffect::PeriodicEffect(SDL_Haptic* haptic, u16 waveform)
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: HapticEffect(haptic), m_waveform(waveform)
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{
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m_effect.periodic = {};
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SetDirection(&m_effect.periodic.direction);
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m_effect.periodic.length = RUMBLE_LENGTH_MS;
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m_effect.periodic.period = RUMBLE_PERIOD_MS;
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m_effect.periodic.offset = 0;
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m_effect.periodic.phase = 0;
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}
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GameController::LeftRightEffect::LeftRightEffect(SDL_Haptic* haptic, Motor motor)
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: HapticEffect(haptic), m_motor(motor)
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{
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m_effect.leftright = {};
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m_effect.leftright.length = RUMBLE_LENGTH_MS;
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}
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std::string GameController::ConstantEffect::GetName() const
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{
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return "Constant";
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}
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std::string GameController::RampEffect::GetName() const
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{
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return "Ramp";
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}
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std::string GameController::PeriodicEffect::GetName() const
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{
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switch (m_waveform)
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{
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case SDL_HAPTIC_SINE:
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return "Sine";
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case SDL_HAPTIC_TRIANGLE:
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return "Triangle";
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case SDL_HAPTIC_SAWTOOTHUP:
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return "Sawtooth Up";
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case SDL_HAPTIC_SAWTOOTHDOWN:
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return "Sawtooth Down";
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default:
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return "Unknown";
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}
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}
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std::string GameController::LeftRightEffect::GetName() const
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{
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return (Motor::Strong == m_motor) ? "Strong" : "Weak";
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}
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void GameController::HapticEffect::SetState(ControlState state)
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{
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// Maximum force value for all SDL effects:
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constexpr s16 MAX_FORCE_VALUE = 0x7fff;
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if (UpdateParameters(s16(state * MAX_FORCE_VALUE)))
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{
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UpdateEffect();
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}
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}
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bool GameController::ConstantEffect::UpdateParameters(s16 value)
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{
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s16& level = m_effect.constant.level;
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const s16 old_level = level;
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level = value;
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m_effect.type = level ? SDL_HAPTIC_CONSTANT : DISABLED_EFFECT_TYPE;
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return level != old_level;
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}
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bool GameController::RampEffect::UpdateParameters(s16 value)
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{
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s16& level = m_effect.ramp.start;
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const s16 old_level = level;
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level = value;
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// FYI: Setting end to same as start is odd,
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// but so is using Ramp effects for rumble simulation.
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m_effect.ramp.end = level;
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m_effect.type = level ? SDL_HAPTIC_RAMP : DISABLED_EFFECT_TYPE;
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return level != old_level;
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}
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bool GameController::PeriodicEffect::UpdateParameters(s16 value)
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{
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s16& level = m_effect.periodic.magnitude;
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const s16 old_level = level;
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level = value;
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m_effect.type = level ? m_waveform : DISABLED_EFFECT_TYPE;
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return level != old_level;
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}
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bool GameController::LeftRightEffect::UpdateParameters(s16 value)
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{
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u16& level = (Motor::Strong == m_motor) ? m_effect.leftright.large_magnitude :
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m_effect.leftright.small_magnitude;
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const u16 old_level = level;
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level = value;
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m_effect.type = level ? SDL_HAPTIC_LEFTRIGHT : DISABLED_EFFECT_TYPE;
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return level != old_level;
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}
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} // namespace ciface::SDL
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