dolphin/Source/Core/InputCommon/ControllerInterface/SDL/SDL.cpp

283 lines
8.5 KiB
C++

// Copyright 2010 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "InputCommon/ControllerInterface/SDL/SDL.h"
#include <thread>
#include <vector>
#ifdef _WIN32
#include <Windows.h>
#endif
#include <SDL.h>
#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<std::weak_ptr<ciface::Core::Device>>& 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<ciface::InputBackend> CreateInputBackend(ControllerInterface* controller_interface)
{
return std::make_unique<InputBackend>(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<Uint32>(-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<std::weak_ptr<ciface::Core::Device>>& 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<GameController>(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<const GameController*>(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