shadPS4/src/sdl_window.cpp

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// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
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#include <SDL3/SDL_events.h>
#include <SDL3/SDL_init.h>
#include <SDL3/SDL_properties.h>
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#include <SDL3/SDL_timer.h>
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#include <SDL3/SDL_video.h>
#include "common/assert.h"
#include "common/config.h"
#include "core/libraries/pad/pad.h"
#include "imgui/renderer/imgui_core.h"
#include "input/controller.h"
#include "sdl_window.h"
#include "video_core/renderdoc.h"
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#ifdef __APPLE__
#include <SDL3/SDL_metal.h>
#endif
namespace Frontend {
using namespace Libraries::Pad;
static OrbisPadButtonDataOffset SDLGamepadToOrbisButton(u8 button) {
switch (button) {
case SDL_GAMEPAD_BUTTON_DPAD_DOWN:
return OrbisPadButtonDataOffset::Down;
case SDL_GAMEPAD_BUTTON_DPAD_UP:
return OrbisPadButtonDataOffset::Up;
case SDL_GAMEPAD_BUTTON_DPAD_LEFT:
return OrbisPadButtonDataOffset::Left;
case SDL_GAMEPAD_BUTTON_DPAD_RIGHT:
return OrbisPadButtonDataOffset::Right;
case SDL_GAMEPAD_BUTTON_SOUTH:
return OrbisPadButtonDataOffset::Cross;
case SDL_GAMEPAD_BUTTON_NORTH:
return OrbisPadButtonDataOffset::Triangle;
case SDL_GAMEPAD_BUTTON_WEST:
return OrbisPadButtonDataOffset::Square;
case SDL_GAMEPAD_BUTTON_EAST:
return OrbisPadButtonDataOffset::Circle;
case SDL_GAMEPAD_BUTTON_START:
return OrbisPadButtonDataOffset::Options;
case SDL_GAMEPAD_BUTTON_TOUCHPAD:
return OrbisPadButtonDataOffset::TouchPad;
case SDL_GAMEPAD_BUTTON_BACK:
return OrbisPadButtonDataOffset::TouchPad;
case SDL_GAMEPAD_BUTTON_LEFT_SHOULDER:
return OrbisPadButtonDataOffset::L1;
case SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER:
return OrbisPadButtonDataOffset::R1;
case SDL_GAMEPAD_BUTTON_LEFT_STICK:
return OrbisPadButtonDataOffset::L3;
case SDL_GAMEPAD_BUTTON_RIGHT_STICK:
return OrbisPadButtonDataOffset::R3;
default:
return OrbisPadButtonDataOffset::None;
}
}
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static Uint32 SDLCALL PollController(void* userdata, SDL_TimerID timer_id, Uint32 interval) {
auto* controller = reinterpret_cast<Input::GameController*>(userdata);
return controller->Poll();
}
WindowSDL::WindowSDL(s32 width_, s32 height_, Input::GameController* controller_,
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std::string_view window_title)
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: width{width_}, height{height_}, controller{controller_} {
if (!SDL_Init(SDL_INIT_VIDEO)) {
UNREACHABLE_MSG("Failed to initialize SDL video subsystem: {}", SDL_GetError());
}
SDL_InitSubSystem(SDL_INIT_AUDIO);
SDL_PropertiesID props = SDL_CreateProperties();
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SDL_SetStringProperty(props, SDL_PROP_WINDOW_CREATE_TITLE_STRING,
std::string(window_title).c_str());
SDL_SetNumberProperty(props, SDL_PROP_WINDOW_CREATE_X_NUMBER, SDL_WINDOWPOS_CENTERED);
SDL_SetNumberProperty(props, SDL_PROP_WINDOW_CREATE_Y_NUMBER, SDL_WINDOWPOS_CENTERED);
SDL_SetNumberProperty(props, SDL_PROP_WINDOW_CREATE_WIDTH_NUMBER, width);
SDL_SetNumberProperty(props, SDL_PROP_WINDOW_CREATE_HEIGHT_NUMBER, height);
SDL_SetNumberProperty(props, "flags", SDL_WINDOW_VULKAN);
SDL_SetBooleanProperty(props, SDL_PROP_WINDOW_CREATE_RESIZABLE_BOOLEAN, true);
window = SDL_CreateWindowWithProperties(props);
SDL_DestroyProperties(props);
if (window == nullptr) {
UNREACHABLE_MSG("Failed to create window handle: {}", SDL_GetError());
}
SDL_SetWindowFullscreen(window, Config::isFullscreenMode());
SDL_InitSubSystem(SDL_INIT_GAMEPAD);
controller->TryOpenSDLController();
#if defined(SDL_PLATFORM_WIN32)
window_info.type = WindowSystemType::Windows;
window_info.render_surface = SDL_GetPointerProperty(SDL_GetWindowProperties(window),
SDL_PROP_WINDOW_WIN32_HWND_POINTER, NULL);
#elif defined(SDL_PLATFORM_LINUX)
if (SDL_strcmp(SDL_GetCurrentVideoDriver(), "x11") == 0) {
window_info.type = WindowSystemType::X11;
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window_info.display_connection = SDL_GetPointerProperty(
SDL_GetWindowProperties(window), SDL_PROP_WINDOW_X11_DISPLAY_POINTER, NULL);
window_info.render_surface = (void*)SDL_GetNumberProperty(
SDL_GetWindowProperties(window), SDL_PROP_WINDOW_X11_WINDOW_NUMBER, 0);
} else if (SDL_strcmp(SDL_GetCurrentVideoDriver(), "wayland") == 0) {
window_info.type = WindowSystemType::Wayland;
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window_info.display_connection = SDL_GetPointerProperty(
SDL_GetWindowProperties(window), SDL_PROP_WINDOW_WAYLAND_DISPLAY_POINTER, NULL);
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window_info.render_surface = SDL_GetPointerProperty(
SDL_GetWindowProperties(window), SDL_PROP_WINDOW_WAYLAND_SURFACE_POINTER, NULL);
}
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#elif defined(SDL_PLATFORM_MACOS)
window_info.type = WindowSystemType::Metal;
window_info.render_surface = SDL_Metal_GetLayer(SDL_Metal_CreateView(window));
#endif
}
WindowSDL::~WindowSDL() = default;
void WindowSDL::WaitEvent() {
// Called on main thread
SDL_Event event;
if (!SDL_WaitEvent(&event)) {
return;
}
if (ImGui::Core::ProcessEvent(&event)) {
return;
}
switch (event.type) {
case SDL_EVENT_WINDOW_RESIZED:
case SDL_EVENT_WINDOW_MAXIMIZED:
case SDL_EVENT_WINDOW_RESTORED:
OnResize();
break;
case SDL_EVENT_WINDOW_MINIMIZED:
case SDL_EVENT_WINDOW_EXPOSED:
is_shown = event.type == SDL_EVENT_WINDOW_EXPOSED;
OnResize();
break;
case SDL_EVENT_KEY_DOWN:
case SDL_EVENT_KEY_UP:
OnKeyPress(&event);
break;
case SDL_EVENT_GAMEPAD_BUTTON_DOWN:
case SDL_EVENT_GAMEPAD_BUTTON_UP:
case SDL_EVENT_GAMEPAD_AXIS_MOTION:
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case SDL_EVENT_GAMEPAD_ADDED:
case SDL_EVENT_GAMEPAD_REMOVED:
case SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN:
case SDL_EVENT_GAMEPAD_TOUCHPAD_UP:
case SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION:
OnGamepadEvent(&event);
break;
case SDL_EVENT_QUIT:
is_open = false;
break;
default:
break;
}
}
void WindowSDL::InitTimers() {
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SDL_AddTimer(100, &PollController, controller);
}
void WindowSDL::OnResize() {
SDL_GetWindowSizeInPixels(window, &width, &height);
ImGui::Core::OnResize();
}
void WindowSDL::OnKeyPress(const SDL_Event* event) {
#ifdef __APPLE__
// Use keys that are more friendly for keyboards without a keypad.
// Once there are key binding options this won't be necessary.
constexpr SDL_Keycode CrossKey = SDLK_N;
constexpr SDL_Keycode CircleKey = SDLK_B;
constexpr SDL_Keycode SquareKey = SDLK_V;
constexpr SDL_Keycode TriangleKey = SDLK_C;
#else
constexpr SDL_Keycode CrossKey = SDLK_KP_2;
constexpr SDL_Keycode CircleKey = SDLK_KP_6;
constexpr SDL_Keycode SquareKey = SDLK_KP_4;
constexpr SDL_Keycode TriangleKey = SDLK_KP_8;
#endif
auto button = OrbisPadButtonDataOffset::None;
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Input::Axis axis = Input::Axis::AxisMax;
int axisvalue = 0;
int ax = 0;
std::string backButtonBehavior = Config::getBackButtonBehavior();
switch (event->key.key) {
case SDLK_UP:
button = OrbisPadButtonDataOffset::Up;
break;
case SDLK_DOWN:
button = OrbisPadButtonDataOffset::Down;
break;
case SDLK_LEFT:
button = OrbisPadButtonDataOffset::Left;
break;
case SDLK_RIGHT:
button = OrbisPadButtonDataOffset::Right;
break;
case TriangleKey:
button = OrbisPadButtonDataOffset::Triangle;
break;
case CircleKey:
button = OrbisPadButtonDataOffset::Circle;
break;
case CrossKey:
button = OrbisPadButtonDataOffset::Cross;
break;
case SquareKey:
button = OrbisPadButtonDataOffset::Square;
break;
case SDLK_RETURN:
button = OrbisPadButtonDataOffset::Options;
break;
case SDLK_A:
axis = Input::Axis::LeftX;
if (event->type == SDL_EVENT_KEY_DOWN) {
axisvalue += -127;
} else {
axisvalue = 0;
}
ax = Input::GetAxis(-0x80, 0x80, axisvalue);
break;
case SDLK_D:
axis = Input::Axis::LeftX;
if (event->type == SDL_EVENT_KEY_DOWN) {
axisvalue += 127;
} else {
axisvalue = 0;
}
ax = Input::GetAxis(-0x80, 0x80, axisvalue);
break;
case SDLK_W:
axis = Input::Axis::LeftY;
if (event->type == SDL_EVENT_KEY_DOWN) {
axisvalue += -127;
} else {
axisvalue = 0;
}
ax = Input::GetAxis(-0x80, 0x80, axisvalue);
break;
case SDLK_S:
axis = Input::Axis::LeftY;
if (event->type == SDL_EVENT_KEY_DOWN) {
axisvalue += 127;
} else {
axisvalue = 0;
}
ax = Input::GetAxis(-0x80, 0x80, axisvalue);
break;
case SDLK_J:
axis = Input::Axis::RightX;
if (event->type == SDL_EVENT_KEY_DOWN) {
axisvalue += -127;
} else {
axisvalue = 0;
}
ax = Input::GetAxis(-0x80, 0x80, axisvalue);
break;
case SDLK_L:
axis = Input::Axis::RightX;
if (event->type == SDL_EVENT_KEY_DOWN) {
axisvalue += 127;
} else {
axisvalue = 0;
}
ax = Input::GetAxis(-0x80, 0x80, axisvalue);
break;
case SDLK_I:
axis = Input::Axis::RightY;
if (event->type == SDL_EVENT_KEY_DOWN) {
axisvalue += -127;
} else {
axisvalue = 0;
}
ax = Input::GetAxis(-0x80, 0x80, axisvalue);
break;
case SDLK_K:
axis = Input::Axis::RightY;
if (event->type == SDL_EVENT_KEY_DOWN) {
axisvalue += 127;
} else {
axisvalue = 0;
}
ax = Input::GetAxis(-0x80, 0x80, axisvalue);
break;
case SDLK_X:
button = OrbisPadButtonDataOffset::L3;
break;
case SDLK_M:
button = OrbisPadButtonDataOffset::R3;
break;
case SDLK_Q:
button = OrbisPadButtonDataOffset::L1;
break;
case SDLK_U:
button = OrbisPadButtonDataOffset::R1;
break;
case SDLK_E:
button = OrbisPadButtonDataOffset::L2;
axis = Input::Axis::TriggerLeft;
if (event->type == SDL_EVENT_KEY_DOWN) {
axisvalue += 255;
} else {
axisvalue = 0;
}
ax = Input::GetAxis(0, 0x80, axisvalue);
break;
case SDLK_O:
button = OrbisPadButtonDataOffset::R2;
axis = Input::Axis::TriggerRight;
if (event->type == SDL_EVENT_KEY_DOWN) {
axisvalue += 255;
} else {
axisvalue = 0;
}
ax = Input::GetAxis(0, 0x80, axisvalue);
break;
case SDLK_SPACE:
if (backButtonBehavior != "none") {
float x = backButtonBehavior == "left" ? 0.25f
: (backButtonBehavior == "right" ? 0.75f : 0.5f);
// trigger a touchpad event so that the touchpad emulation for back button works
controller->SetTouchpadState(0, true, x, 0.5f);
button = OrbisPadButtonDataOffset::TouchPad;
} else {
button = {};
}
break;
case SDLK_F11:
if (event->type == SDL_EVENT_KEY_DOWN) {
{
SDL_WindowFlags flag = SDL_GetWindowFlags(window);
bool is_fullscreen = flag & SDL_WINDOW_FULLSCREEN;
SDL_SetWindowFullscreen(window, !is_fullscreen);
}
}
break;
case SDLK_F12:
if (event->type == SDL_EVENT_KEY_DOWN) {
// Trigger rdoc capture
VideoCore::TriggerCapture();
}
break;
default:
break;
}
if (button != OrbisPadButtonDataOffset::None) {
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controller->CheckButton(0, button, event->type == SDL_EVENT_KEY_DOWN);
}
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if (axis != Input::Axis::AxisMax) {
controller->Axis(0, axis, ax);
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}
}
void WindowSDL::OnGamepadEvent(const SDL_Event* event) {
auto button = OrbisPadButtonDataOffset::None;
Input::Axis axis = Input::Axis::AxisMax;
switch (event->type) {
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case SDL_EVENT_GAMEPAD_ADDED:
case SDL_EVENT_GAMEPAD_REMOVED:
controller->TryOpenSDLController();
break;
case SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN:
case SDL_EVENT_GAMEPAD_TOUCHPAD_UP:
case SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION:
controller->SetTouchpadState(event->gtouchpad.finger,
event->type != SDL_EVENT_GAMEPAD_TOUCHPAD_UP,
event->gtouchpad.x, event->gtouchpad.y);
break;
case SDL_EVENT_GAMEPAD_BUTTON_DOWN:
case SDL_EVENT_GAMEPAD_BUTTON_UP: {
button = SDLGamepadToOrbisButton(event->gbutton.button);
if (button == OrbisPadButtonDataOffset::None) {
break;
}
if (event->gbutton.button != SDL_GAMEPAD_BUTTON_BACK) {
controller->CheckButton(0, button, event->type == SDL_EVENT_GAMEPAD_BUTTON_DOWN);
break;
}
const auto backButtonBehavior = Config::getBackButtonBehavior();
if (backButtonBehavior != "none") {
float x = backButtonBehavior == "left" ? 0.25f
: (backButtonBehavior == "right" ? 0.75f : 0.5f);
// trigger a touchpad event so that the touchpad emulation for back button works
controller->SetTouchpadState(0, true, x, 0.5f);
controller->CheckButton(0, button, event->type == SDL_EVENT_GAMEPAD_BUTTON_DOWN);
}
break;
}
case SDL_EVENT_GAMEPAD_AXIS_MOTION:
axis = event->gaxis.axis == SDL_GAMEPAD_AXIS_LEFTX ? Input::Axis::LeftX
: event->gaxis.axis == SDL_GAMEPAD_AXIS_LEFTY ? Input::Axis::LeftY
: event->gaxis.axis == SDL_GAMEPAD_AXIS_RIGHTX ? Input::Axis::RightX
: event->gaxis.axis == SDL_GAMEPAD_AXIS_RIGHTY ? Input::Axis::RightY
: event->gaxis.axis == SDL_GAMEPAD_AXIS_LEFT_TRIGGER ? Input::Axis::TriggerLeft
: event->gaxis.axis == SDL_GAMEPAD_AXIS_RIGHT_TRIGGER ? Input::Axis::TriggerRight
: Input::Axis::AxisMax;
if (axis != Input::Axis::AxisMax) {
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if (event->gaxis.axis == SDL_GAMEPAD_AXIS_LEFT_TRIGGER ||
event->gaxis.axis == SDL_GAMEPAD_AXIS_RIGHT_TRIGGER) {
controller->Axis(0, axis, Input::GetAxis(0, 0x8000, event->gaxis.value));
} else {
controller->Axis(0, axis, Input::GetAxis(-0x8000, 0x8000, event->gaxis.value));
}
}
break;
}
}
} // namespace Frontend