rpcs3/rpcs3/Emu/RSX/Overlays/overlays.cpp
Ivan Chikish d34287b2cc Linux: use futex_waitv syscall for atomic waiting
In order to make this possible, some unnecessary features were removed.
2023-08-02 21:46:06 +03:00

432 lines
12 KiB
C++

#include "stdafx.h"
#include "overlays.h"
#include "overlay_manager.h"
#include "overlay_message_dialog.h"
#include "Input/pad_thread.h"
#include "Emu/Io/interception.h"
#include "Emu/Io/KeyboardHandler.h"
#include "Emu/RSX/RSXThread.h"
#include "Emu/RSX/Common/time.hpp"
LOG_CHANNEL(overlays);
extern bool is_input_allowed();
namespace rsx
{
namespace overlays
{
thread_local DECLARE(user_interface::g_thread_bit) = 0;
u64 user_interface::alloc_thread_bit()
{
auto [_old, ok] = this->thread_bits.fetch_op([](u32& bits)
{
if (~bits)
{
// Set lowest clear bit
bits |= bits + 1;
return true;
}
return false;
});
if (!ok)
{
::overlays.fatal("Out of thread bits in user interface");
return 0;
}
const u64 r = u64{1} << std::countr_one(_old);
::overlays.trace("Bit allocated (%u)", r);
return r;
}
// Singleton instance declaration
fontmgr* fontmgr::m_instance = nullptr;
s32 user_interface::run_input_loop(std::function<bool()> check_state)
{
user_interface::thread_bits_allocator thread_bits_alloc(this);
m_interactive = true;
std::array<steady_clock::time_point, CELL_PAD_MAX_PORT_NUM> timestamp;
timestamp.fill(steady_clock::now());
constexpr u64 ms_threshold = 500;
std::array<steady_clock::time_point, CELL_PAD_MAX_PORT_NUM> initial_timestamp;
initial_timestamp.fill(steady_clock::now());
std::array<pad_button, CELL_PAD_MAX_PORT_NUM> last_auto_repeat_button;
last_auto_repeat_button.fill(pad_button::pad_button_max_enum);
std::array<std::array<bool, static_cast<u32>(pad_button::pad_button_max_enum)>, CELL_PAD_MAX_PORT_NUM> last_button_state;
for (auto& state : last_button_state)
{
// Initialize last button states as pressed to avoid unwanted button presses when entering the dialog.
state.fill(true);
}
m_input_timer.Start();
// Only start intercepting input if the the overlay allows it (enabled by default)
if (m_start_pad_interception)
{
input::SetIntercepted(true);
}
const auto handle_button_press = [&](pad_button button_id, bool pressed, int pad_index)
{
if (button_id >= pad_button::pad_button_max_enum)
{
return;
}
bool& last_state = last_button_state[pad_index][static_cast<u32>(button_id)];
if (pressed)
{
const bool is_auto_repeat_button = m_auto_repeat_buttons.contains(button_id);
if (!last_state)
{
// The button was not pressed before, so this is a new button press. Reset auto-repeat.
timestamp[pad_index] = steady_clock::now();
initial_timestamp[pad_index] = timestamp[pad_index];
last_auto_repeat_button[pad_index] = is_auto_repeat_button ? button_id : pad_button::pad_button_max_enum;
on_button_pressed(static_cast<pad_button>(button_id), false);
}
else if (is_auto_repeat_button)
{
if (last_auto_repeat_button[pad_index] == button_id
&& m_input_timer.GetMsSince(initial_timestamp[pad_index]) > ms_threshold
&& m_input_timer.GetMsSince(timestamp[pad_index]) > m_auto_repeat_ms_interval)
{
// The auto-repeat button was pressed for at least the given threshold in ms and will trigger at an interval.
timestamp[pad_index] = steady_clock::now();
on_button_pressed(static_cast<pad_button>(button_id), true);
}
else if (last_auto_repeat_button[pad_index] == pad_button::pad_button_max_enum)
{
// An auto-repeat button was already pressed before and will now start triggering again after the next threshold.
last_auto_repeat_button[pad_index] = button_id;
}
}
}
else if (last_state && last_auto_repeat_button[pad_index] == button_id)
{
// We stopped pressing an auto-repeat button, so re-enable auto-repeat for other buttons.
last_auto_repeat_button[pad_index] = pad_button::pad_button_max_enum;
}
last_state = pressed;
};
while (!m_stop_input_loop)
{
if (check_state && !check_state())
{
// Interrupted externally.
break;
}
if (Emu.IsStopped())
{
return selection_code::canceled;
}
if (Emu.IsPaused() && !m_allow_input_on_pause)
{
thread_ctrl::wait_for(10000);
continue;
}
thread_ctrl::wait_for(1000);
if (!is_input_allowed())
{
refresh();
continue;
}
// Get keyboard input if supported by the overlay and activated by the game.
// Ignored if a keyboard pad handler is active in order to prevent double input.
if (m_keyboard_input_enabled && !m_keyboard_pad_handler_active && input::g_keyboards_intercepted)
{
auto& handler = g_fxo->get<KeyboardHandlerBase>();
std::lock_guard<std::mutex> lock(handler.m_mutex);
if (!handler.GetKeyboards().empty() && handler.GetInfo().status[0] == CELL_KB_STATUS_CONNECTED)
{
KbData& current_data = handler.GetData(0);
KbExtraData& extra_data = handler.GetExtraData(0);
if (current_data.len > 0 || !extra_data.pressed_keys.empty())
{
for (s32 i = 0; i < current_data.len; i++)
{
const KbButton& key = current_data.buttons[i];
on_key_pressed(current_data.led, current_data.mkey, key.m_keyCode, key.m_outKeyCode, key.m_pressed, {});
}
for (const std::u32string& key : extra_data.pressed_keys)
{
on_key_pressed(0, 0, 0, 0, true, key);
}
// Flush buffer unconditionally. Otherwise we get a flood of key events.
current_data.len = 0;
extra_data.pressed_keys.clear();
// Ignore gamepad input if a key was recognized
refresh();
continue;
}
}
else if (g_cfg.io.keyboard != keyboard_handler::null)
{
// Workaround if cellKb did not init the keyboard handler.
handler.Init(1);
// Enable key repeat
std::vector<Keyboard>& keyboards = handler.GetKeyboards();
ensure(!keyboards.empty());
::at32(keyboards, 0).m_key_repeat = true;
}
}
// Get gamepad input
std::lock_guard lock(pad::g_pad_mutex);
const auto handler = pad::get_current_handler();
const PadInfo& rinfo = handler->GetInfo();
if (!rinfo.now_connect || !input::g_pads_intercepted)
{
m_keyboard_pad_handler_active = false;
refresh();
continue;
}
bool keyboard_pad_handler_active = false;
int pad_index = -1;
for (const auto& pad : handler->GetPads())
{
if (m_stop_input_loop)
break;
if (++pad_index >= CELL_PAD_MAX_PORT_NUM)
{
rsx_log.fatal("The native overlay cannot handle more than 7 pads! Current number of pads: %d", pad_index + 1);
continue;
}
if (pad_index > 0 && g_cfg.io.lock_overlay_input_to_player_one)
{
continue;
}
if (!pad)
{
rsx_log.fatal("Pad %d is nullptr", pad_index);
continue;
}
if (!(pad->m_port_status & CELL_PAD_STATUS_CONNECTED))
{
continue;
}
if (pad->m_pad_handler == pad_handler::keyboard)
{
m_keyboard_pad_handler_active = true;
}
for (const Button& button : pad->m_buttons)
{
pad_button button_id = pad_button::pad_button_max_enum;
if (button.m_offset == CELL_PAD_BTN_OFFSET_DIGITAL1)
{
switch (button.m_outKeyCode)
{
case CELL_PAD_CTRL_LEFT:
button_id = pad_button::dpad_left;
break;
case CELL_PAD_CTRL_RIGHT:
button_id = pad_button::dpad_right;
break;
case CELL_PAD_CTRL_DOWN:
button_id = pad_button::dpad_down;
break;
case CELL_PAD_CTRL_UP:
button_id = pad_button::dpad_up;
break;
case CELL_PAD_CTRL_L3:
button_id = pad_button::L3;
break;
case CELL_PAD_CTRL_R3:
button_id = pad_button::R3;
break;
case CELL_PAD_CTRL_SELECT:
button_id = pad_button::select;
break;
case CELL_PAD_CTRL_START:
button_id = pad_button::start;
break;
default:
break;
}
}
else if (button.m_offset == CELL_PAD_BTN_OFFSET_DIGITAL2)
{
switch (button.m_outKeyCode)
{
case CELL_PAD_CTRL_TRIANGLE:
button_id = pad_button::triangle;
break;
case CELL_PAD_CTRL_CIRCLE:
button_id = g_cfg.sys.enter_button_assignment == enter_button_assign::circle ? pad_button::cross : pad_button::circle;
break;
case CELL_PAD_CTRL_SQUARE:
button_id = pad_button::square;
break;
case CELL_PAD_CTRL_CROSS:
button_id = g_cfg.sys.enter_button_assignment == enter_button_assign::circle ? pad_button::circle : pad_button::cross;
break;
case CELL_PAD_CTRL_L1:
button_id = pad_button::L1;
break;
case CELL_PAD_CTRL_R1:
button_id = pad_button::R1;
break;
case CELL_PAD_CTRL_L2:
button_id = pad_button::L2;
break;
case CELL_PAD_CTRL_R2:
button_id = pad_button::R2;
break;
case CELL_PAD_CTRL_PS:
button_id = pad_button::ps;
break;
default:
break;
}
}
handle_button_press(button_id, button.m_pressed, pad_index);
if (m_stop_input_loop)
break;
}
for (const AnalogStick& stick : pad->m_sticks)
{
pad_button button_id = pad_button::pad_button_max_enum;
pad_button release_id = pad_button::pad_button_max_enum;
// Let's say sticks are only pressed if they are almost completely tilted. Otherwise navigation feels really wacky.
const bool pressed = stick.m_value < 30 || stick.m_value > 225;
switch (stick.m_offset)
{
case CELL_PAD_BTN_OFFSET_ANALOG_LEFT_X:
button_id = (stick.m_value <= 128) ? pad_button::ls_left : pad_button::ls_right;
release_id = (stick.m_value > 128) ? pad_button::ls_left : pad_button::ls_right;
break;
case CELL_PAD_BTN_OFFSET_ANALOG_LEFT_Y:
button_id = (stick.m_value <= 128) ? pad_button::ls_up : pad_button::ls_down;
release_id = (stick.m_value > 128) ? pad_button::ls_up : pad_button::ls_down;
break;
case CELL_PAD_BTN_OFFSET_ANALOG_RIGHT_X:
button_id = (stick.m_value <= 128) ? pad_button::rs_left : pad_button::rs_right;
release_id = (stick.m_value > 128) ? pad_button::rs_left : pad_button::rs_right;
break;
case CELL_PAD_BTN_OFFSET_ANALOG_RIGHT_Y:
button_id = (stick.m_value <= 128) ? pad_button::rs_up : pad_button::rs_down;
release_id = (stick.m_value > 128) ? pad_button::rs_up : pad_button::rs_down;
break;
default:
break;
}
// Release other direction on the same axis first
handle_button_press(release_id, false, pad_index);
// Handle currently pressed stick direction
handle_button_press(button_id, pressed, pad_index);
if (m_stop_input_loop)
break;
}
}
m_keyboard_pad_handler_active = keyboard_pad_handler_active;
refresh();
}
// Disable pad interception since this user interface has to be interactive.
// Non-interactive user intefaces handle this in close in order to prevent a g_pad_mutex deadlock.
if (m_stop_pad_interception)
{
input::SetIntercepted(false);
}
return !m_stop_input_loop
? selection_code::interrupted
: selection_code::ok;
}
void user_interface::close(bool use_callback, bool stop_pad_interception)
{
// Force unload
m_stop_pad_interception.release(stop_pad_interception);
m_stop_input_loop.release(true);
while (u32 b = thread_bits)
{
if (b == g_thread_bit)
{
// Don't wait for its own bit
break;
}
thread_bits.wait(b);
}
// Only disable pad interception if this user interface is not interactive.
// Interactive user interfaces handle this in run_input_loop in order to prevent a g_pad_mutex deadlock.
if (!m_interactive && m_stop_pad_interception)
{
input::SetIntercepted(false);
}
if (on_close && use_callback)
{
on_close(return_code);
}
// NOTE: Object removal should be the last step
if (auto& manager = g_fxo->get<display_manager>(); g_fxo->is_init<display_manager>())
{
manager.remove(uid);
}
}
void overlay::refresh() const
{
if (!visible)
{
return;
}
if (auto rsxthr = rsx::get_current_renderer(); rsxthr &&
(min_refresh_duration_us + rsxthr->last_host_flip_timestamp) < rsx::uclock())
{
rsxthr->async_flip_requested |= rsx::thread::flip_request::native_ui;
}
}
} // namespace overlays
} // namespace rsx