summaryrefslogtreecommitdiff
path: root/Source/Core/InputCommon/ControllerInterface/SDL/SDL.cpp
diff options
context:
space:
mode:
authorJMC47 <JMC4789@gmail.com>2022-07-11 16:28:30 -0400
committerGitHub <noreply@github.com>2022-07-11 16:28:30 -0400
commitb2be9b40ccdd3ab6b71fc5f124404148fb16a5f4 (patch)
tree176104c39c1d4e9ba9416ea6ad08d1d468669edd /Source/Core/InputCommon/ControllerInterface/SDL/SDL.cpp
parent99eef447651d40ed1954ccd5a83557478546face (diff)
parent54b4ad8f559d6fa16bf0ca15f91de4e7d103996f (diff)
Merge pull request #10561 from shuffle2/sdl-motion
ControllerInterface: Add support for motion and rumble to SDL backend
Diffstat (limited to 'Source/Core/InputCommon/ControllerInterface/SDL/SDL.cpp')
-rw-r--r--Source/Core/InputCommon/ControllerInterface/SDL/SDL.cpp253
1 files changed, 220 insertions, 33 deletions
diff --git a/Source/Core/InputCommon/ControllerInterface/SDL/SDL.cpp b/Source/Core/InputCommon/ControllerInterface/SDL/SDL.cpp
index a2e6893801..6dec6003fd 100644
--- a/Source/Core/InputCommon/ControllerInterface/SDL/SDL.cpp
+++ b/Source/Core/InputCommon/ControllerInterface/SDL/SDL.cpp
@@ -15,6 +15,8 @@
#include "InputCommon/ControllerInterface/ControllerInterface.h"
#ifdef _WIN32
+#include <Windows.h>
+
#pragma comment(lib, "SDL2.lib")
#endif
@@ -56,8 +58,9 @@ static bool HandleEventAndContinue(const SDL_Event& e)
else if (e.type == SDL_JOYDEVICEREMOVED)
{
g_controller_interface.RemoveDevice([&e](const auto* device) {
- const Joystick* joystick = dynamic_cast<const Joystick*>(device);
- return joystick && SDL_JoystickInstanceID(joystick->GetSDLJoystick()) == e.jdevice.which;
+ return device->GetSource() == "SDL" &&
+ SDL_JoystickInstanceID(static_cast<const Joystick*>(device)->GetSDLJoystick()) ==
+ e.jdevice.which;
});
}
else if (e.type == s_populate_event_type)
@@ -76,10 +79,77 @@ static bool HandleEventAndContinue(const SDL_Event& e)
}
#endif
+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:
+ log_level = Common::Log::LogLevel::LNOTICE;
+ break;
+ }
+
+ GENERIC_LOG_FMT(Common::Log::LogType::CONTROLLERINTERFACE, log_level, "{}: {}",
+ category_name, message);
+ },
+ nullptr);
+}
+
void Init()
{
#if !SDL_VERSION_ATLEAST(2, 0, 0)
- if (SDL_Init(SDL_INIT_JOYSTICK) != 0)
+ if (SDL_Init(SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC) != 0)
ERROR_LOG_FMT(CONTROLLERINTERFACE, "SDL failed to initialize");
return;
#else
@@ -88,16 +158,27 @@ void Init()
SDL_InitSubSystem(SDL_INIT_JOYSTICK);
SDL_QuitSubSystem(SDL_INIT_JOYSTICK);
#endif
+
+ EnableSDLLogging();
+
+#if SDL_VERSION_ATLEAST(2, 0, 14)
+ // This is required on windows so that SDL's joystick code properly pumps window messages
+ SDL_SetHint(SDL_HINT_JOYSTICK_THREAD, "1");
+#endif
+
+#if SDL_VERSION_ATLEAST(2, 0, 9)
+ SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE, "1");
+#endif
+
s_hotplug_thread = std::thread([] {
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([] { s_init_event.Set(); });
- if (SDL_Init(SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC) != 0)
+ if (SDL_Init(SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC | SDL_INIT_GAMECONTROLLER) != 0)
{
ERROR_LOG_FMT(CONTROLLERINTERFACE, "SDL failed to initialize");
return;
@@ -125,11 +206,34 @@ void Init()
}
}
+#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
}
});
@@ -172,10 +276,13 @@ void PopulateDevices()
Joystick::Joystick(SDL_Joystick* const joystick, const int sdl_index)
: m_joystick(joystick), m_name(StripSpaces(GetJoystickName(sdl_index)))
{
-// really bad HACKS:
-// to not use SDL for an XInput device
-// too many people on the forums pick the SDL device and ask:
-// "why don't my 360 gamepad triggers/rumble work correctly"
+ // really bad HACKS:
+ // to not use SDL for an XInput device
+ // too many people on the forums pick the SDL device and ask:
+ // "why don't my 360 gamepad triggers/rumble work correctly"
+ // XXX x360 controllers _should_ work on modern SDL2, so it's unclear why they're
+ // still broken. Perhaps it's because we're not pumping window messages, which SDL seems to
+ // expect.
#ifdef _WIN32
// checking the name is probably good (and hacky) enough
// but I'll double check with the num of buttons/axes
@@ -183,7 +290,7 @@ Joystick::Joystick(SDL_Joystick* const joystick, const int sdl_index)
Common::ToLower(&lcasename);
if ((std::string::npos != lcasename.find("xbox 360")) &&
- (10 == SDL_JoystickNumButtons(joystick)) && (5 == SDL_JoystickNumAxes(joystick)) &&
+ (11 == SDL_JoystickNumButtons(joystick)) && (6 == SDL_JoystickNumAxes(joystick)) &&
(1 == SDL_JoystickNumHats(joystick)) && (0 == SDL_JoystickNumBalls(joystick)))
{
// this device won't be used
@@ -220,53 +327,110 @@ Joystick::Joystick(SDL_Joystick* const joystick, const int sdl_index)
}
#ifdef USE_SDL_HAPTIC
- m_haptic = SDL_HapticOpenFromJoystick(m_joystick);
- if (!m_haptic)
- return;
+ if (SDL_JoystickIsHaptic(m_joystick))
+ {
+ m_haptic = SDL_HapticOpenFromJoystick(m_joystick);
+ if (m_haptic)
+ {
+ const unsigned int supported_effects = SDL_HapticQuery(m_haptic);
- const unsigned int supported_effects = SDL_HapticQuery(m_haptic);
+ // Disable autocenter:
+ if (supported_effects & SDL_HAPTIC_AUTOCENTER)
+ SDL_HapticSetAutocenter(m_haptic, 0);
- // Disable autocenter:
- if (supported_effects & SDL_HAPTIC_AUTOCENTER)
- SDL_HapticSetAutocenter(m_haptic, 0);
+ // Constant
+ if (supported_effects & SDL_HAPTIC_CONSTANT)
+ AddOutput(new ConstantEffect(m_haptic));
- // Constant
- if (supported_effects & SDL_HAPTIC_CONSTANT)
- AddOutput(new ConstantEffect(m_haptic));
+ // Ramp
+ if (supported_effects & SDL_HAPTIC_RAMP)
+ AddOutput(new RampEffect(m_haptic));
- // Ramp
- if (supported_effects & SDL_HAPTIC_RAMP)
- AddOutput(new RampEffect(m_haptic));
+ // Periodic
+ for (auto waveform :
+ {SDL_HAPTIC_SINE, SDL_HAPTIC_TRIANGLE, SDL_HAPTIC_SAWTOOTHUP, SDL_HAPTIC_SAWTOOTHDOWN})
+ {
+ if (supported_effects & waveform)
+ AddOutput(new PeriodicEffect(m_haptic, waveform));
+ }
- // Periodic
- for (auto waveform :
- {SDL_HAPTIC_SINE, SDL_HAPTIC_TRIANGLE, SDL_HAPTIC_SAWTOOTHUP, SDL_HAPTIC_SAWTOOTHDOWN})
+ // LeftRight
+ if (supported_effects & SDL_HAPTIC_LEFTRIGHT)
+ {
+ AddOutput(new LeftRightEffect(m_haptic, LeftRightEffect::Motor::Strong));
+ AddOutput(new LeftRightEffect(m_haptic, LeftRightEffect::Motor::Weak));
+ }
+ }
+ }
+#endif
+
+#if SDL_VERSION_ATLEAST(2, 0, 9)
+ if (!m_haptic)
{
- if (supported_effects & waveform)
- AddOutput(new PeriodicEffect(m_haptic, waveform));
+ AddOutput(new Motor(m_joystick));
}
+#endif
- // LeftRight
- if (supported_effects & SDL_HAPTIC_LEFTRIGHT)
+#ifdef USE_SDL_GAMECONTROLLER
+ if (SDL_IsGameController(sdl_index))
{
- AddOutput(new LeftRightEffect(m_haptic, LeftRightEffect::Motor::Strong));
- AddOutput(new LeftRightEffect(m_haptic, LeftRightEffect::Motor::Weak));
+ m_controller = SDL_GameControllerOpen(sdl_index);
+ if (m_controller)
+ {
+ if (SDL_GameControllerSetSensorEnabled(m_controller, SDL_SENSOR_ACCEL, SDL_TRUE) == 0)
+ {
+ AddInput(new MotionInput("Accel Up", m_controller, SDL_SENSOR_ACCEL, 1, 1));
+ AddInput(new MotionInput("Accel Down", m_controller, SDL_SENSOR_ACCEL, 1, -1));
+
+ AddInput(new MotionInput("Accel Left", m_controller, SDL_SENSOR_ACCEL, 0, -1));
+ AddInput(new MotionInput("Accel Right", m_controller, SDL_SENSOR_ACCEL, 0, 1));
+
+ AddInput(new MotionInput("Accel Forward", m_controller, SDL_SENSOR_ACCEL, 2, -1));
+ AddInput(new MotionInput("Accel Backward", m_controller, SDL_SENSOR_ACCEL, 2, 1));
+ }
+
+ if (SDL_GameControllerSetSensorEnabled(m_controller, SDL_SENSOR_GYRO, SDL_TRUE) == 0)
+ {
+ AddInput(new MotionInput("Gyro Pitch Up", m_controller, SDL_SENSOR_GYRO, 0, 1));
+ AddInput(new MotionInput("Gyro Pitch Down", m_controller, SDL_SENSOR_GYRO, 0, -1));
+
+ AddInput(new MotionInput("Gyro Roll Left", m_controller, SDL_SENSOR_GYRO, 2, 1));
+ AddInput(new MotionInput("Gyro Roll Right", m_controller, SDL_SENSOR_GYRO, 2, -1));
+
+ AddInput(new MotionInput("Gyro Yaw Left", m_controller, SDL_SENSOR_GYRO, 1, 1));
+ AddInput(new MotionInput("Gyro Yaw Right", m_controller, SDL_SENSOR_GYRO, 1, -1));
+ }
+ }
}
#endif
}
Joystick::~Joystick()
{
+#ifdef USE_SDL_GAMECONTROLLER
+ if (m_controller)
+ {
+ SDL_GameControllerClose(m_controller);
+ m_controller = nullptr;
+ }
+#endif
+
#ifdef USE_SDL_HAPTIC
if (m_haptic)
{
// stop/destroy all effects
SDL_HapticStopAll(m_haptic);
- // close haptic first
+ // close haptic before joystick
SDL_HapticClose(m_haptic);
+ m_haptic = nullptr;
}
#endif
+#if SDL_VERSION_ATLEAST(2, 0, 9)
+ // stop all rumble
+ SDL_JoystickRumble(m_joystick, 0, 0, 0);
+#endif
+
// close joystick
SDL_JoystickClose(m_joystick);
}
@@ -442,6 +606,19 @@ bool Joystick::LeftRightEffect::UpdateParameters(s16 value)
}
#endif
+#if SDL_VERSION_ATLEAST(2, 0, 9)
+std::string Joystick::Motor::GetName() const
+{
+ return "Motor";
+}
+
+void Joystick::Motor::SetState(ControlState state)
+{
+ Uint16 rumble = state * std::numeric_limits<Uint16>::max();
+ SDL_JoystickRumble(m_js, rumble, rumble, std::numeric_limits<Uint32>::max());
+}
+#endif
+
void Joystick::UpdateInput()
{
// TODO: Don't call this for every Joystick, only once per ControllerInterface::UpdateInput()
@@ -492,4 +669,14 @@ ControlState Joystick::Hat::GetState() const
{
return (SDL_JoystickGetHat(m_js, m_index) & (1 << m_direction)) > 0;
}
+#ifdef USE_SDL_GAMECONTROLLER
+
+ControlState Joystick::MotionInput::GetState() const
+{
+ std::array<float, 3> data{};
+ SDL_GameControllerGetSensorData(m_gc, m_type, data.data(), (int)data.size());
+ return m_scale * data[m_index];
+}
+
+#endif
} // namespace ciface::SDL