rpcs3/rpcs3/Input/sdl_pad_handler.cpp
2022-12-13 11:56:48 +01:00

899 lines
29 KiB
C++

#ifdef HAVE_SDL2
#include "stdafx.h"
#include "sdl_pad_handler.h"
LOG_CHANNEL(sdl_log, "SDL");
constexpr u32 rumble_duration_ms = 500; // Some high number to keep rumble updates at a minimum.
constexpr u32 rumble_refresh_ms = rumble_duration_ms - 100; // We need to keep updating the rumble. Choose a refresh timeout that is unlikely to run into missed rumble updates.
sdl_pad_handler::sdl_pad_handler() : PadHandlerBase(pad_handler::sdl)
{
button_list =
{
{ SDLKeyCodes::None, "" },
{ SDLKeyCodes::A, "A" },
{ SDLKeyCodes::B, "B" },
{ SDLKeyCodes::X, "X" },
{ SDLKeyCodes::Y, "Y" },
{ SDLKeyCodes::Left, "Left" },
{ SDLKeyCodes::Right, "Right" },
{ SDLKeyCodes::Up, "Up" },
{ SDLKeyCodes::Down, "Down" },
{ SDLKeyCodes::LB, "LB" },
{ SDLKeyCodes::RB, "RB" },
{ SDLKeyCodes::Back, "Back" },
{ SDLKeyCodes::Start, "Start" },
{ SDLKeyCodes::LS, "LS" },
{ SDLKeyCodes::RS, "RS" },
{ SDLKeyCodes::Guide, "Guide" },
{ SDLKeyCodes::Misc1, "Misc 1" },
{ SDLKeyCodes::Paddle1, "Paddle 1" },
{ SDLKeyCodes::Paddle2, "Paddle 2" },
{ SDLKeyCodes::Paddle3, "Paddle 3" },
{ SDLKeyCodes::Paddle4, "Paddle 4" },
{ SDLKeyCodes::Touchpad, "Touchpad" },
{ SDLKeyCodes::LT, "LT" },
{ SDLKeyCodes::RT, "RT" },
{ SDLKeyCodes::LSXNeg, "LS X-" },
{ SDLKeyCodes::LSXPos, "LS X+" },
{ SDLKeyCodes::LSYPos, "LS Y+" },
{ SDLKeyCodes::LSYNeg, "LS Y-" },
{ SDLKeyCodes::RSXNeg, "RS X-" },
{ SDLKeyCodes::RSXPos, "RS X+" },
{ SDLKeyCodes::RSYPos, "RS Y+" },
{ SDLKeyCodes::RSYNeg, "RS Y-" },
};
init_configs();
// Define border values
thumb_max = SDL_JOYSTICK_AXIS_MAX;
trigger_min = 0;
trigger_max = SDL_JOYSTICK_AXIS_MAX;
// set capabilities
b_has_config = true;
b_has_deadzones = true;
b_has_rumble = true;
b_has_motion = true;
b_has_led = true;
b_has_rgb = true;
b_has_battery = true;
m_trigger_threshold = trigger_max / 2;
m_thumb_threshold = thumb_max / 2;
}
sdl_pad_handler::~sdl_pad_handler()
{
if (!m_is_init)
return;
for (auto& controller : m_controllers)
{
if (controller.second && controller.second->sdl.game_controller)
{
set_rumble(controller.second.get(), 0, 0);
SDL_GameControllerClose(controller.second->sdl.game_controller);
controller.second->sdl.game_controller = nullptr;
}
}
SDL_Quit();
}
void sdl_pad_handler::init_config(cfg_pad* cfg)
{
if (!cfg) return;
// Set default button mapping
cfg->ls_left.def = ::at32(button_list, SDLKeyCodes::LSXNeg);
cfg->ls_down.def = ::at32(button_list, SDLKeyCodes::LSYNeg);
cfg->ls_right.def = ::at32(button_list, SDLKeyCodes::LSXPos);
cfg->ls_up.def = ::at32(button_list, SDLKeyCodes::LSYPos);
cfg->rs_left.def = ::at32(button_list, SDLKeyCodes::RSXNeg);
cfg->rs_down.def = ::at32(button_list, SDLKeyCodes::RSYNeg);
cfg->rs_right.def = ::at32(button_list, SDLKeyCodes::RSXPos);
cfg->rs_up.def = ::at32(button_list, SDLKeyCodes::RSYPos);
cfg->start.def = ::at32(button_list, SDLKeyCodes::Start);
cfg->select.def = ::at32(button_list, SDLKeyCodes::Back);
cfg->ps.def = ::at32(button_list, SDLKeyCodes::Guide);
cfg->square.def = ::at32(button_list, SDLKeyCodes::X);
cfg->cross.def = ::at32(button_list, SDLKeyCodes::A);
cfg->circle.def = ::at32(button_list, SDLKeyCodes::B);
cfg->triangle.def = ::at32(button_list, SDLKeyCodes::Y);
cfg->left.def = ::at32(button_list, SDLKeyCodes::Left);
cfg->down.def = ::at32(button_list, SDLKeyCodes::Down);
cfg->right.def = ::at32(button_list, SDLKeyCodes::Right);
cfg->up.def = ::at32(button_list, SDLKeyCodes::Up);
cfg->r1.def = ::at32(button_list, SDLKeyCodes::RB);
cfg->r2.def = ::at32(button_list, SDLKeyCodes::RT);
cfg->r3.def = ::at32(button_list, SDLKeyCodes::RS);
cfg->l1.def = ::at32(button_list, SDLKeyCodes::LB);
cfg->l2.def = ::at32(button_list, SDLKeyCodes::LT);
cfg->l3.def = ::at32(button_list, SDLKeyCodes::LS);
cfg->pressure_intensity_button.def = ::at32(button_list, SDLKeyCodes::None);
// Set default misc variables
cfg->lstickdeadzone.def = 8000; // between 0 and SDL_JOYSTICK_AXIS_MAX
cfg->rstickdeadzone.def = 8000; // between 0 and SDL_JOYSTICK_AXIS_MAX
cfg->ltriggerthreshold.def = 0; // between 0 and SDL_JOYSTICK_AXIS_MAX
cfg->rtriggerthreshold.def = 0; // between 0 and SDL_JOYSTICK_AXIS_MAX
cfg->lpadsquircling.def = 8000;
cfg->rpadsquircling.def = 8000;
// Set default color value
cfg->colorR.def = 0;
cfg->colorG.def = 0;
cfg->colorB.def = 20;
// Set default LED options
cfg->led_battery_indicator.def = false;
cfg->led_battery_indicator_brightness.def = 10;
cfg->led_low_battery_blink.def = true;
// apply defaults
cfg->from_default();
}
bool sdl_pad_handler::Init()
{
if (m_is_init)
return true;
// Set non-dynamic hints before SDL_Init
if (!SDL_SetHint(SDL_HINT_JOYSTICK_THREAD, "1"))
{
sdl_log.error("Could not set SDL_HINT_JOYSTICK_THREAD: %s", SDL_GetError());
}
if (SDL_Init(SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC | SDL_INIT_GAMECONTROLLER) < 0)
{
sdl_log.error("Could not initialize! SDL Error: %s", SDL_GetError());
return false;
}
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(%d)", category);
break;
}
switch (priority)
{
case SDL_LOG_PRIORITY_VERBOSE:
case SDL_LOG_PRIORITY_DEBUG:
sdl_log.trace("%s: %s", category_name, message);
break;
case SDL_LOG_PRIORITY_INFO:
sdl_log.notice("%s: %s", category_name, message);
break;
case SDL_LOG_PRIORITY_WARN:
sdl_log.warning("%s: %s", category_name, message);
break;
case SDL_LOG_PRIORITY_ERROR:
sdl_log.error("%s: %s", category_name, message);
break;
case SDL_LOG_PRIORITY_CRITICAL:
sdl_log.error("%s: %s", category_name, message);
break;
default:
break;
}
}, nullptr);
m_is_init = true;
enumerate_devices();
return true;
}
void sdl_pad_handler::process()
{
if (!m_is_init)
return;
SDL_PumpEvents();
PadHandlerBase::process();
}
SDLDevice::sdl_info sdl_pad_handler::get_sdl_info(int i)
{
SDLDevice::sdl_info info{};
info.game_controller = SDL_GameControllerOpen(i);
if (!info.game_controller)
{
sdl_log.error("Could not open device %d! SDL Error: %s", i, SDL_GetError());
return {};
}
if (const char* name = SDL_GameControllerName(info.game_controller))
{
info.name = name;
}
if (const char* path = SDL_GameControllerPath(info.game_controller))
{
info.path = path;
}
if (const char* serial = SDL_GameControllerGetSerial(info.game_controller))
{
info.serial = serial;
}
info.joystick = SDL_GameControllerGetJoystick(info.game_controller);
info.type = SDL_GameControllerGetType(info.game_controller);
info.vid = SDL_GameControllerGetVendor(info.game_controller);
info.pid = SDL_GameControllerGetProduct(info.game_controller);
info.product_version= SDL_GameControllerGetProductVersion(info.game_controller);
info.firmware_version = SDL_GameControllerGetFirmwareVersion(info.game_controller);
info.has_led = SDL_GameControllerHasLED(info.game_controller);
info.has_rumble = SDL_GameControllerHasRumble(info.game_controller);
info.has_rumble_triggers = SDL_GameControllerHasRumbleTriggers(info.game_controller);
info.has_accel = SDL_GameControllerHasSensor(info.game_controller, SDL_SENSOR_ACCEL);
info.has_gyro = SDL_GameControllerHasSensor(info.game_controller, SDL_SENSOR_GYRO);
sdl_log.notice("Found game controller %d: type=%d, name='%s', path='%s', serial='%s', vid=0x%x, pid=0x%x, product_version=0x%x, firmware_version=0x%x, has_led=%d, has_rumble=%d, has_rumble_triggers=%d, has_accel=%d, has_gyro=%d",
i, static_cast<int>(info.type), info.name, info.path, info.serial, info.vid, info.pid, info.product_version, info.firmware_version, info.has_led, info.has_rumble, info.has_rumble_triggers, info.has_accel, info.has_gyro);
if (info.has_accel)
{
if (SDL_GameControllerSetSensorEnabled(info.game_controller, SDL_SENSOR_ACCEL, SDL_TRUE) != 0 ||
!SDL_GameControllerIsSensorEnabled(info.game_controller, SDL_SENSOR_ACCEL))
{
sdl_log.error("Could not activate acceleration sensor of device %d! SDL Error: %s", i, SDL_GetError());
info.has_accel = false;
}
else
{
info.data_rate_accel = SDL_GameControllerGetSensorDataRate(info.game_controller, SDL_SENSOR_ACCEL);
sdl_log.notice("Acceleration sensor data rate of device %d = %.2f/s", i, info.data_rate_accel);
}
}
if (info.has_gyro)
{
if (SDL_GameControllerSetSensorEnabled(info.game_controller, SDL_SENSOR_GYRO, SDL_TRUE) != 0 ||
!SDL_GameControllerIsSensorEnabled(info.game_controller, SDL_SENSOR_GYRO))
{
sdl_log.error("Could not activate gyro sensor of device %d! SDL Error: %s", i, SDL_GetError());
info.has_gyro = false;
}
else
{
info.data_rate_gyro = SDL_GameControllerGetSensorDataRate(info.game_controller, SDL_SENSOR_GYRO);
sdl_log.notice("Gyro sensor data rate of device %d = %.2f/s", i, info.data_rate_accel);
}
}
for (int i = 0; i < SDL_CONTROLLER_BUTTON_MAX; i++)
{
const SDL_GameControllerButton button_id = static_cast<SDL_GameControllerButton>(i);
if (SDL_GameControllerHasButton(info.game_controller, button_id))
{
info.button_ids.insert(button_id);
}
}
for (int i = 0; i < SDL_CONTROLLER_AXIS_MAX; i++)
{
const SDL_GameControllerAxis axis_id = static_cast<SDL_GameControllerAxis>(i);
if (SDL_GameControllerHasAxis(info.game_controller, axis_id))
{
info.axis_ids.insert(axis_id);
}
}
return info;
}
std::vector<pad_list_entry> sdl_pad_handler::list_devices()
{
std::vector<pad_list_entry> pads_list;
if (!Init())
return pads_list;
for (const auto& controller : m_controllers)
{
pads_list.emplace_back(controller.first, false);
}
return pads_list;
}
void sdl_pad_handler::enumerate_devices()
{
if (!m_is_init)
return;
for (int i = 0; i < SDL_NumJoysticks(); i++)
{
if (!SDL_IsGameController(i))
{
sdl_log.error("Joystick %d is not game controller interface compatible! SDL Error: %s", i, SDL_GetError());
continue;
}
if (SDLDevice::sdl_info info = get_sdl_info(i); info.game_controller)
{
std::string name = info.name;
std::shared_ptr<SDLDevice> dev = std::make_shared<SDLDevice>();
dev->sdl = std::move(info);
m_controllers[std::move(name)] = std::move(dev);
}
}
}
std::shared_ptr<PadDevice> sdl_pad_handler::get_device(const std::string& device)
{
if (!Init() || device.empty())
return nullptr;
if (auto it = m_controllers.find(device); it != m_controllers.end())
{
return it->second;
}
// Add a virtual controller until it is actually attached
std::shared_ptr<SDLDevice> dev = std::make_unique<SDLDevice>();
dev->sdl.name = device;
m_controllers.emplace(device, dev);
sdl_log.warning("Adding empty device: %s", device);
return dev;
}
PadHandlerBase::connection sdl_pad_handler::update_connection(const std::shared_ptr<PadDevice>& device)
{
if (SDLDevice* dev = static_cast<SDLDevice*>(device.get()))
{
if (dev->sdl.game_controller)
{
if (SDL_GameControllerGetAttached(dev->sdl.game_controller))
{
if (SDL_HasEvent(SDL_EventType::SDL_CONTROLLERBUTTONDOWN) ||
SDL_HasEvent(SDL_EventType::SDL_CONTROLLERBUTTONUP) ||
SDL_HasEvent(SDL_EventType::SDL_CONTROLLERAXISMOTION) ||
SDL_HasEvent(SDL_EventType::SDL_CONTROLLERSENSORUPDATE) ||
SDL_HasEvent(SDL_EventType::SDL_CONTROLLERTOUCHPADUP) ||
SDL_HasEvent(SDL_EventType::SDL_CONTROLLERTOUCHPADDOWN) ||
SDL_HasEvent(SDL_EventType::SDL_JOYBATTERYUPDATED))
{
return connection::connected;
}
return connection::no_data;
}
SDL_GameControllerClose(dev->sdl.game_controller);
dev->sdl.game_controller = nullptr;
dev->sdl.joystick = nullptr;
}
// Try to reconnect
for (int i = 0; i < SDL_NumJoysticks(); i++)
{
if (!SDL_IsGameController(i))
{
continue;
}
if (const char* name = SDL_GameControllerNameForIndex(i))
{
if (dev->sdl.name == name)
{
if (SDLDevice::sdl_info info = get_sdl_info(i); info.game_controller)
{
dev->sdl = std::move(info);
}
break;
}
}
}
}
return connection::disconnected;
}
void sdl_pad_handler::SetPadData(const std::string& padId, u8 player_id, u8 large_motor, u8 small_motor, s32 r, s32 g, s32 b, bool /*player_led*/, bool battery_led, u32 battery_led_brightness)
{
std::shared_ptr<PadDevice> device = get_device(padId);
SDLDevice* dev = static_cast<SDLDevice*>(device.get());
if (!dev)
return;
dev->player_id = player_id;
int index = 0;
for (uint i = 0; i < MAX_GAMEPADS; i++)
{
if (g_cfg_input.player[i]->handler == m_type)
{
if (g_cfg_input.player[i]->device.to_string() == padId)
{
m_pad_configs[index].from_string(g_cfg_input.player[i]->config.to_string());
device->config = &m_pad_configs[index];
break;
}
index++;
}
}
set_rumble(dev, large_motor, small_motor);
if (battery_led)
{
const u32 combined_color = get_battery_color(dev->sdl.power_level, battery_led_brightness);
dev->config->colorR.set(combined_color >> 8);
dev->config->colorG.set(combined_color & 0xff);
dev->config->colorB.set(0);
}
else if (r >= 0 && g >= 0 && b >= 0 && r <= 255 && g <= 255 && b <= 255)
{
dev->config->colorR.set(r);
dev->config->colorG.set(g);
dev->config->colorB.set(b);
}
if (dev->sdl.has_led && SDL_GameControllerSetLED(dev->sdl.game_controller, r, g, b) != 0)
{
sdl_log.error("Could not set LED of device %d! SDL Error: %s", player_id, SDL_GetError());
}
}
u32 sdl_pad_handler::get_battery_color(SDL_JoystickPowerLevel power_level, u32 brightness) const
{
u32 combined_color{};
switch (power_level)
{
default: combined_color = 0xFF00; break;
case SDL_JOYSTICK_POWER_UNKNOWN: combined_color = 0xFF00; break;
case SDL_JOYSTICK_POWER_EMPTY: combined_color = 0xFF33; break;
case SDL_JOYSTICK_POWER_LOW: combined_color = 0xFFCC; break;
case SDL_JOYSTICK_POWER_MEDIUM: combined_color = 0x66FF; break;
case SDL_JOYSTICK_POWER_FULL: combined_color = 0x00FF; break;
case SDL_JOYSTICK_POWER_WIRED: combined_color = 0x00FF; break;
case SDL_JOYSTICK_POWER_MAX: combined_color = 0x00FF; break;
}
const u32 red = (combined_color >> 8) * brightness / 100;
const u32 green = (combined_color & 0xff) * brightness / 100;
return ((red << 8) | green);
}
u32 sdl_pad_handler::get_battery_level(const std::string& padId)
{
std::shared_ptr<PadDevice> device = get_device(padId);
SDLDevice* dev = static_cast<SDLDevice*>(device.get());
if (!dev)
return 0;
if (dev->sdl.joystick)
{
dev->sdl.power_level = SDL_JoystickCurrentPowerLevel(dev->sdl.joystick);
switch (dev->sdl.power_level)
{
case SDL_JOYSTICK_POWER_UNKNOWN: return 0;
case SDL_JOYSTICK_POWER_EMPTY: return 5;
case SDL_JOYSTICK_POWER_LOW: return 20;
case SDL_JOYSTICK_POWER_MEDIUM: return 70;
case SDL_JOYSTICK_POWER_FULL: return 100;
case SDL_JOYSTICK_POWER_WIRED: return 100;
case SDL_JOYSTICK_POWER_MAX: return 100;
default: return 0;
}
}
return 0;
}
void sdl_pad_handler::get_extended_info(const pad_ensemble& binding)
{
const auto& pad = binding.pad;
SDLDevice* dev = static_cast<SDLDevice*>(binding.device.get());
if (!dev || !dev->sdl.game_controller || !pad)
return;
if (dev->sdl.joystick)
{
dev->sdl.power_level = SDL_JoystickCurrentPowerLevel(dev->sdl.joystick);
pad->m_cable_state = dev->sdl.power_level == SDL_JOYSTICK_POWER_WIRED;
switch (dev->sdl.power_level)
{
case SDL_JOYSTICK_POWER_UNKNOWN: pad->m_battery_level = 0; break;
case SDL_JOYSTICK_POWER_EMPTY: pad->m_battery_level = 5; break;
case SDL_JOYSTICK_POWER_LOW: pad->m_battery_level = 20; break;
case SDL_JOYSTICK_POWER_MEDIUM: pad->m_battery_level = 70; break;
case SDL_JOYSTICK_POWER_FULL: pad->m_battery_level = 100; break;
case SDL_JOYSTICK_POWER_WIRED: pad->m_battery_level = 100; break;
case SDL_JOYSTICK_POWER_MAX: pad->m_battery_level = 100; break;
default: pad->m_battery_level = 0; break;
}
}
else
{
pad->m_cable_state = 1;
pad->m_battery_level = 100;
}
if (dev->sdl.has_accel)
{
if (SDL_GameControllerGetSensorData(dev->sdl.game_controller, SDL_SENSOR_ACCEL, dev->values_accel.data(), 3) != 0)
{
sdl_log.error("Could not get acceleration sensor data of device %d! SDL Error: %s", dev->player_id, SDL_GetError());
}
else
{
const float& accel_x = dev->values_accel[0]; // Angular speed around the x axis (pitch)
const float& accel_y = dev->values_accel[1]; // Angular speed around the y axis (yaw)
const float& accel_z = dev->values_accel[2]; // Angular speed around the z axis (roll
// Convert to ds3. The ds3 resolution is 113/G.
pad->m_sensors[0].m_value = Clamp0To1023((accel_x / SDL_STANDARD_GRAVITY) * -1 * 113 + 512);
pad->m_sensors[1].m_value = Clamp0To1023((accel_y / SDL_STANDARD_GRAVITY) * -1 * 113 + 512);
pad->m_sensors[2].m_value = Clamp0To1023((accel_z / SDL_STANDARD_GRAVITY) * -1 * 113 + 512);
}
}
if (dev->sdl.has_gyro)
{
if (SDL_GameControllerGetSensorData(dev->sdl.game_controller, SDL_SENSOR_GYRO, dev->values_gyro.data(), 3) != 0)
{
sdl_log.error("Could not get gyro sensor data of device %d! SDL Error: %s", dev->player_id, SDL_GetError());
}
else
{
//const float& gyro_x = dev->values_gyro[0]; // Angular speed around the x axis (pitch)
const float& gyro_y = dev->values_gyro[1]; // Angular speed around the y axis (yaw)
//const float& gyro_z = dev->values_gyro[2]; // Angular speed around the z axis (roll)
// Convert to ds3. The ds3 resolution is 123/90°/sec. The SDL gyro is measured in rad/sec.
static constexpr f32 PI = 3.14159265f;
const float degree = (gyro_y * 180.0f / PI);
pad->m_sensors[3].m_value = Clamp0To1023(degree * (123.f / 90.f) + 512);
}
}
}
void sdl_pad_handler::get_motion_sensors(const std::string& pad_id, const motion_callback& callback, const motion_fail_callback& fail_callback, motion_preview_values preview_values, const std::array<AnalogSensor, 4>& sensors)
{
if (!m_is_init)
return;
SDL_PumpEvents();
PadHandlerBase::get_motion_sensors(pad_id, callback, fail_callback, preview_values, sensors);
}
PadHandlerBase::connection sdl_pad_handler::get_next_button_press(const std::string& padId, const pad_callback& callback, const pad_fail_callback& fail_callback, bool get_blacklist, const std::vector<std::string>& buttons)
{
if (!m_is_init)
return connection::disconnected;
SDL_PumpEvents();
return PadHandlerBase::get_next_button_press(padId, callback, fail_callback, get_blacklist, buttons);
}
void sdl_pad_handler::apply_pad_data(const pad_ensemble& binding)
{
const auto& pad = binding.pad;
SDLDevice* dev = static_cast<SDLDevice*>(binding.device.get());
if (!dev || !pad)
return;
cfg_pad* cfg = dev->config;
// The left motor is the low-frequency rumble motor. The right motor is the high-frequency rumble motor.
// The two motors are not the same, and they create different vibration effects. Values range between 0 to 65535.
const usz idx_l = cfg->switch_vibration_motors ? 1 : 0;
const usz idx_s = cfg->switch_vibration_motors ? 0 : 1;
if (dev->sdl.has_rumble || dev->sdl.has_rumble_triggers)
{
const u8 speed_large = cfg->enable_vibration_motor_large ? pad->m_vibrateMotors[idx_l].m_value : 0;
const u8 speed_small = cfg->enable_vibration_motor_small ? pad->m_vibrateMotors[idx_s].m_value : 0;
dev->has_new_rumble_data |= dev->large_motor != speed_large || dev->small_motor != speed_small;
dev->large_motor = speed_large;
dev->small_motor = speed_small;
const steady_clock::time_point now = steady_clock::now();
const s64 elapsed_ms = std::chrono::duration_cast<std::chrono::milliseconds>(now - dev->last_vibration).count();
// XBox One Controller can't handle faster vibration updates than ~10ms. Elite is even worse. So I'll use 20ms to be on the safe side. No lag was noticable.
if ((dev->has_new_rumble_data && elapsed_ms > 20) || (elapsed_ms > rumble_refresh_ms))
{
set_rumble(dev, speed_large, speed_small);
dev->has_new_rumble_data = false;
dev->last_vibration = steady_clock::now();
}
}
if (dev->sdl.has_led)
{
// Use LEDs to indicate battery level
if (cfg->led_battery_indicator)
{
// This makes sure that the LED color doesn't update every 1ms. DS4 only reports battery level in 10% increments
if (dev->sdl.last_power_level != dev->sdl.power_level)
{
const u32 combined_color = get_battery_color(dev->sdl.power_level, cfg->led_battery_indicator_brightness);
cfg->colorR.set(combined_color >> 8);
cfg->colorG.set(combined_color & 0xff);
cfg->colorB.set(0);
dev->sdl.last_power_level = dev->sdl.power_level;
dev->led_needs_update = true;
}
}
// Blink LED when battery is low
if (cfg->led_low_battery_blink)
{
const bool low_battery = pad->m_battery_level <= 20;
if (dev->led_is_blinking && !low_battery)
{
dev->led_is_blinking = false;
dev->led_needs_update = true;
}
else if (!dev->led_is_blinking && low_battery)
{
dev->led_is_blinking = true;
dev->led_needs_update = true;
}
if (dev->led_is_blinking)
{
if (const steady_clock::time_point now = steady_clock::now(); (now - dev->led_timestamp) > 500ms)
{
dev->led_is_on = !dev->led_is_on;
dev->led_timestamp = now;
dev->led_needs_update = true;
}
}
}
else if (!dev->led_is_on)
{
dev->led_is_on = true;
dev->led_needs_update = true;
}
if (dev->led_needs_update)
{
const u8 r = dev->led_is_on ? cfg->colorR : 0;
const u8 g = dev->led_is_on ? cfg->colorG : 0;
const u8 b = dev->led_is_on ? cfg->colorB : 0;
if (SDL_GameControllerSetLED(dev->sdl.game_controller, r, g, b) != 0)
{
sdl_log.error("Could not set LED of device %d! SDL Error: %s", dev->player_id, SDL_GetError());
}
dev->led_needs_update = false;
}
}
}
void sdl_pad_handler::set_rumble(SDLDevice* dev, u8 speed_large, u8 speed_small)
{
if (!dev || !dev->sdl.game_controller) return;
if (dev->sdl.has_rumble)
{
if (SDL_GameControllerRumble(dev->sdl.game_controller, speed_large * 257, speed_small * 257, rumble_duration_ms) != 0)
{
sdl_log.error("Unable to play game controller rumble of player %d! SDL Error: %s", dev->player_id, SDL_GetError());
}
}
// NOTE: Disabled for now. The triggers do not seem to be implemented correctly in SDL in the current version.
// The rumble is way too intensive and has a high frequency. It is very displeasing at the moment.
// In the future we could use additional trigger rumble to enhance the existing rumble.
if (false && dev->sdl.has_rumble_triggers)
{
// Only the large motor shall control both triggers. It wouldn't make sense to differentiate here.
if (SDL_GameControllerRumbleTriggers(dev->sdl.game_controller, speed_large * 257, speed_large * 257, rumble_duration_ms) != 0)
{
sdl_log.error("Unable to play game controller trigger rumble of player %d! SDL Error: %s", dev->player_id, SDL_GetError());
}
}
}
bool sdl_pad_handler::get_is_left_trigger(const std::shared_ptr<PadDevice>& /*device*/, u64 keyCode)
{
return keyCode == SDLKeyCodes::LT;
}
bool sdl_pad_handler::get_is_right_trigger(const std::shared_ptr<PadDevice>& /*device*/, u64 keyCode)
{
return keyCode == SDLKeyCodes::RT;
}
bool sdl_pad_handler::get_is_left_stick(const std::shared_ptr<PadDevice>& /*device*/, u64 keyCode)
{
switch (keyCode)
{
case SDLKeyCodes::LSXNeg:
case SDLKeyCodes::LSXPos:
case SDLKeyCodes::LSYPos:
case SDLKeyCodes::LSYNeg:
return true;
default:
return false;
}
}
bool sdl_pad_handler::get_is_right_stick(const std::shared_ptr<PadDevice>& /*device*/, u64 keyCode)
{
switch (keyCode)
{
case SDLKeyCodes::RSXNeg:
case SDLKeyCodes::RSXPos:
case SDLKeyCodes::RSYPos:
case SDLKeyCodes::RSYNeg:
return true;
default:
return false;
}
}
std::unordered_map<u64, u16> sdl_pad_handler::get_button_values(const std::shared_ptr<PadDevice>& device)
{
std::unordered_map<u64, u16> values;
SDLDevice* dev = static_cast<SDLDevice*>(device.get());
if (!dev || !dev->sdl.game_controller)
return values;
for (SDL_GameControllerButton button_id : dev->sdl.button_ids)
{
const u8 value = SDL_GameControllerGetButton(dev->sdl.game_controller, button_id);
const SDLKeyCodes key_code = get_button_code(button_id);
values[key_code] = value;
}
for (SDL_GameControllerAxis axis_id : dev->sdl.axis_ids)
{
const s16 value = SDL_GameControllerGetAxis(dev->sdl.game_controller, axis_id);
switch (axis_id)
{
case SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_TRIGGERLEFT:
values[SDLKeyCodes::LT] = std::max<u16>(0, value);
break;
case SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_TRIGGERRIGHT:
values[SDLKeyCodes::RT] = std::max<u16>(0, value);
break;
case SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_LEFTX:
values[SDLKeyCodes::LSXNeg] = value < 0 ? std::abs(value) - 1 : 0;
values[SDLKeyCodes::LSXPos] = value > 0 ? value : 0;
break;
case SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_LEFTY:
values[SDLKeyCodes::LSYNeg] = value > 0 ? value : 0;
values[SDLKeyCodes::LSYPos] = value < 0 ? std::abs(value) - 1 : 0;
break;
case SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_RIGHTX:
values[SDLKeyCodes::RSXNeg] = value < 0 ? std::abs(value) - 1 : 0;
values[SDLKeyCodes::RSXPos] = value > 0 ? value : 0;
break;
case SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_RIGHTY:
values[SDLKeyCodes::RSYNeg] = value > 0 ? value : 0;
values[SDLKeyCodes::RSYPos] = value < 0 ? std::abs(value) - 1 : 0;
break;
default:
break;
}
}
return values;
}
pad_preview_values sdl_pad_handler::get_preview_values(const std::unordered_map<u64, u16>& data)
{
return {
::at32(data, LT),
::at32(data, RT),
::at32(data, LSXPos) - ::at32(data, LSXNeg),
::at32(data, LSYPos) - ::at32(data, LSYNeg),
::at32(data, RSXPos) - ::at32(data, RSXNeg),
::at32(data, RSYPos) - ::at32(data, RSYNeg)
};
}
std::string sdl_pad_handler::button_to_string(SDL_GameControllerButton button)
{
if (const char* name = SDL_GameControllerGetStringForButton(button))
{
return name;
}
return {};
}
std::string sdl_pad_handler::axis_to_string(SDL_GameControllerAxis axis)
{
if (const char* name = SDL_GameControllerGetStringForAxis(axis))
{
return name;
}
return {};
}
sdl_pad_handler::SDLKeyCodes sdl_pad_handler::get_button_code(SDL_GameControllerButton button)
{
switch (button)
{
default:
case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_INVALID: return SDLKeyCodes::None;
case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_A: return SDLKeyCodes::A;
case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_B: return SDLKeyCodes::B;
case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_X: return SDLKeyCodes::X;
case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_Y: return SDLKeyCodes::Y;
case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_DPAD_LEFT: return SDLKeyCodes::Left;
case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_DPAD_RIGHT: return SDLKeyCodes::Right;
case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_DPAD_UP: return SDLKeyCodes::Up;
case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_DPAD_DOWN: return SDLKeyCodes::Down;
case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_LEFTSHOULDER: return SDLKeyCodes::LB;
case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_RIGHTSHOULDER: return SDLKeyCodes::RB;
case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_BACK: return SDLKeyCodes::Back;
case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_START: return SDLKeyCodes::Start;
case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_LEFTSTICK: return SDLKeyCodes::LS;
case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_RIGHTSTICK: return SDLKeyCodes::RS;
case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_GUIDE: return SDLKeyCodes::Guide;
case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_MISC1: return SDLKeyCodes::Misc1;
case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_PADDLE1: return SDLKeyCodes::Paddle1;
case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_PADDLE2: return SDLKeyCodes::Paddle2;
case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_PADDLE3: return SDLKeyCodes::Paddle3;
case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_PADDLE4: return SDLKeyCodes::Paddle4;
case SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_TOUCHPAD: return SDLKeyCodes::Touchpad;
}
}
#endif