diff options
| author | Jordan Woyak <jordan.woyak@gmail.com> | 2025-05-21 17:43:09 -0500 |
|---|---|---|
| committer | Jordan Woyak <jordan.woyak@gmail.com> | 2025-06-07 16:27:54 -0500 |
| commit | 6da3f5f26adf13b9fedfb85b0ebe844cb5b94a0c (patch) | |
| tree | cec042e71b76cd137fd735e5c65a980a4792a484 /Source/Core/InputCommon/ControllerInterface/SDL/SDLGamepad.cpp | |
| parent | da8610e76fc1ae09562df3152a28be7f50d6e317 (diff) | |
InputCommon: Update to use SDL3 and bump the SDL submodule in Externals to release-3.2.16.
Diffstat (limited to 'Source/Core/InputCommon/ControllerInterface/SDL/SDLGamepad.cpp')
| -rw-r--r-- | Source/Core/InputCommon/ControllerInterface/SDL/SDLGamepad.cpp | 193 |
1 files changed, 101 insertions, 92 deletions
diff --git a/Source/Core/InputCommon/ControllerInterface/SDL/SDLGamepad.cpp b/Source/Core/InputCommon/ControllerInterface/SDL/SDLGamepad.cpp index 78df8f7ed7..345bef00a3 100644 --- a/Source/Core/InputCommon/ControllerInterface/SDL/SDLGamepad.cpp +++ b/Source/Core/InputCommon/ControllerInterface/SDL/SDLGamepad.cpp @@ -4,9 +4,11 @@ #include "InputCommon/ControllerInterface/SDL/SDLGamepad.h" #include <array> +#include <span> #include <unordered_set> #include "Common/Logging/Log.h" +#include "Common/ScopeGuard.h" namespace ciface::SDL { @@ -17,16 +19,12 @@ bool IsTriggerAxis(int index) return index >= 4; } -GameController::GameController(SDL_GameController* const gamecontroller, - SDL_Joystick* const joystick) +GameController::GameController(SDL_Gamepad* const gamecontroller, SDL_Joystick* const joystick) : m_gamecontroller(gamecontroller), m_joystick(joystick) { - const char* name; - if (gamecontroller) - name = SDL_GameControllerName(gamecontroller); - else - name = SDL_JoystickName(joystick); - m_name = name != nullptr ? name : "Unknown"; + const char* const sdl_name = (gamecontroller != nullptr) ? SDL_GetGamepadName(gamecontroller) : + SDL_GetJoystickName(joystick); + m_name = (sdl_name != nullptr) ? sdl_name : "Unknown"; // If a Joystick input has a GameController equivalent button/hat we don't add it. // "Equivalent" axes are still added as hidden/undetectable inputs to handle @@ -35,17 +33,17 @@ GameController::GameController(SDL_GameController* const gamecontroller, std::unordered_set<int> registered_buttons; std::unordered_set<int> registered_hats; std::unordered_set<int> registered_axes; - const auto register_mapping = [&](const SDL_GameControllerButtonBind& bind) { - switch (bind.bindType) + const auto register_mapping = [&](const SDL_GamepadBinding& bind) { + switch (bind.input_type) { - case SDL_CONTROLLER_BINDTYPE_BUTTON: - registered_buttons.insert(bind.value.button); + case SDL_GAMEPAD_BINDTYPE_BUTTON: + registered_buttons.insert(bind.input.button); break; - case SDL_CONTROLLER_BINDTYPE_HAT: - registered_hats.insert(bind.value.hat.hat); + case SDL_GAMEPAD_BINDTYPE_HAT: + registered_hats.insert(bind.input.hat.hat); break; - case SDL_CONTROLLER_BINDTYPE_AXIS: - registered_axes.insert(bind.value.axis); + case SDL_GAMEPAD_BINDTYPE_AXIS: + registered_axes.insert(bind.input.axis.axis); break; default: break; @@ -55,25 +53,22 @@ GameController::GameController(SDL_GameController* const gamecontroller, if (gamecontroller != nullptr) { // Inputs + int binding_count = 0; + auto** bindings = SDL_GetGamepadBindings(gamecontroller, &binding_count); + Common::ScopeGuard free_bindings([&] { SDL_free(bindings); }); - // Buttons - for (u8 i = 0; i != size(s_sdl_button_names); ++i) + for (auto* const binding : std::span(bindings, binding_count)) { - SDL_GameControllerButton button = static_cast<SDL_GameControllerButton>(i); - if (SDL_GameControllerHasButton(m_gamecontroller, button)) - { - AddInput(new Button(gamecontroller, button)); - - register_mapping(SDL_GameControllerGetBindForButton(gamecontroller, button)); - } - } + register_mapping(*binding); - // Axes - for (u8 i = 0; i != size(s_sdl_axis_names); ++i) - { - SDL_GameControllerAxis axis = static_cast<SDL_GameControllerAxis>(i); - if (SDL_GameControllerHasAxis(m_gamecontroller, axis)) + switch (binding->output_type) + { + case SDL_GAMEPAD_BINDTYPE_BUTTON: + AddInput(new Button(gamecontroller, *binding)); + break; + case SDL_GAMEPAD_BINDTYPE_AXIS: { + const auto axis = binding->output.axis.axis; if (IsTriggerAxis(axis)) { AddInput(new Axis(m_gamecontroller, 32767, axis)); @@ -84,19 +79,23 @@ GameController::GameController(SDL_GameController* const gamecontroller, AddInput(new Axis(m_gamecontroller, -32768, axis)); AddInput(new Axis(m_gamecontroller, 32767, axis)); } - - register_mapping(SDL_GameControllerGetBindForAxis(gamecontroller, axis)); + break; + } + default: + break; } } + const auto properties = SDL_GetGamepadProperties(m_gamecontroller); + // Rumble - if (SDL_GameControllerHasRumble(m_gamecontroller)) + if (SDL_GetBooleanProperty(properties, SDL_PROP_GAMEPAD_CAP_RUMBLE_BOOLEAN, false)) { AddOutput(new CombinedMotor(*this, &m_low_freq_rumble, &m_high_freq_rumble)); AddOutput(new Rumble("Motor L", *this, &m_low_freq_rumble, &GameController::UpdateRumble)); AddOutput(new Rumble("Motor R", *this, &m_high_freq_rumble, &GameController::UpdateRumble)); } - if (SDL_GameControllerHasRumbleTriggers(m_gamecontroller)) + if (SDL_GetBooleanProperty(properties, SDL_PROP_GAMEPAD_CAP_TRIGGER_RUMBLE_BOOLEAN, false)) { AddOutput(new Rumble("Trigger L", *this, &m_trigger_l_rumble, &GameController::UpdateRumbleTriggers)); @@ -105,7 +104,7 @@ GameController::GameController(SDL_GameController* const gamecontroller, } // Touchpad - if (SDL_GameControllerGetNumTouchpads(m_gamecontroller) > 0) + if (SDL_GetNumGamepadTouchpads(m_gamecontroller) > 0) { const char* const name_x = "Touchpad X"; AddInput(new NonDetectableDirectionalInput<-1>(name_x, &m_touchpad_x)); @@ -119,7 +118,7 @@ GameController::GameController(SDL_GameController* const gamecontroller, // Motion const auto add_sensor = [this](SDL_SensorType type, std::string_view sensor_name, const SDLMotionAxisList& axes) { - if (SDL_GameControllerSetSensorEnabled(m_gamecontroller, type, SDL_TRUE) == 0) + if (SDL_SetGamepadSensorEnabled(m_gamecontroller, type, true)) { for (const SDLMotionAxis& axis : axes) { @@ -140,7 +139,7 @@ GameController::GameController(SDL_GameController* const gamecontroller, // Legacy inputs // Buttons - int n_legacy_buttons = SDL_JoystickNumButtons(joystick); + int n_legacy_buttons = SDL_GetNumJoystickButtons(joystick); if (n_legacy_buttons < 0) { ERROR_LOG_FMT(CONTROLLERINTERFACE, "Error in SDL_JoystickNumButtons(): {}", SDL_GetError()); @@ -155,7 +154,7 @@ GameController::GameController(SDL_GameController* const gamecontroller, } // Axes - int n_legacy_axes = SDL_JoystickNumAxes(joystick); + int n_legacy_axes = SDL_GetNumJoystickAxes(joystick); if (n_legacy_axes < 0) { ERROR_LOG_FMT(CONTROLLERINTERFACE, "Error in SDL_JoystickNumAxes(): {}", SDL_GetError()); @@ -171,7 +170,7 @@ GameController::GameController(SDL_GameController* const gamecontroller, } // Hats - int n_legacy_hats = SDL_JoystickNumHats(joystick); + int n_legacy_hats = SDL_GetNumJoystickHats(joystick); if (n_legacy_hats < 0) { ERROR_LOG_FMT(CONTROLLERINTERFACE, "Error in SDL_JoystickNumHats(): {}", SDL_GetError()); @@ -188,16 +187,16 @@ GameController::GameController(SDL_GameController* const gamecontroller, } // Haptics - if (SDL_JoystickIsHaptic(m_joystick)) + if (SDL_IsJoystickHaptic(m_joystick)) { - m_haptic = SDL_HapticOpenFromJoystick(m_joystick); + m_haptic = SDL_OpenHapticFromJoystick(m_joystick); if (m_haptic) { - const unsigned int supported_effects = SDL_HapticQuery(m_haptic); + const unsigned int supported_effects = SDL_GetMaxHapticEffects(m_haptic); // Disable autocenter: if (supported_effects & SDL_HAPTIC_AUTOCENTER) - SDL_HapticSetAutocenter(m_haptic, 0); + SDL_SetHapticAutocenter(m_haptic, 0); // Constant if (supported_effects & SDL_HAPTIC_CONSTANT) @@ -224,16 +223,19 @@ GameController::GameController(SDL_GameController* const gamecontroller, } } - // Needed to make the below power level not "UNKNOWN". - SDL_JoystickUpdate(); - // Battery - if (SDL_JoystickPowerLevel const power_level = SDL_JoystickCurrentPowerLevel(m_joystick); - power_level != SDL_JOYSTICK_POWER_UNKNOWN) - { - m_battery_value = GetBatteryValueFromSDLPowerLevel(power_level); + if (UpdateBatteryLevel()) AddInput(new BatteryInput{&m_battery_value}); - } +} + +bool GameController::UpdateBatteryLevel() +{ + int battery_percent = 0; + if (SDL_GetJoystickPowerInfo(m_joystick, &battery_percent) == SDL_POWERSTATE_ERROR) + return false; + + m_battery_value = std::max(0, battery_percent); + return true; } GameController::~GameController() @@ -241,20 +243,18 @@ GameController::~GameController() if (m_haptic) { // stop/destroy all effects - SDL_HapticStopAll(m_haptic); + SDL_StopHapticEffects(m_haptic); // close haptic before joystick - SDL_HapticClose(m_haptic); + SDL_CloseHaptic(m_haptic); m_haptic = nullptr; } if (m_gamecontroller) { // stop all rumble - SDL_GameControllerRumble(m_gamecontroller, 0, 0, 0); - // close game controller - SDL_GameControllerClose(m_gamecontroller); + SDL_RumbleGamepad(m_gamecontroller, 0, 0, 0); + SDL_CloseGamepad(m_gamecontroller); } - // close joystick - SDL_JoystickClose(m_joystick); + SDL_CloseJoystick(m_joystick); } std::string GameController::GetName() const @@ -267,20 +267,28 @@ std::string GameController::GetSource() const return "SDL"; } -int GameController::GetSDLInstanceID() const +SDL_JoystickID GameController::GetSDLInstanceID() const { - return SDL_JoystickInstanceID(m_joystick); + return SDL_GetJoystickID(m_joystick); } std::string GameController::Button::GetName() const { - return s_sdl_button_names[m_button]; + const auto button = m_binding.output.button; + + if (std::size_t(button) >= std::size(s_sdl_button_names)) + return GetLegacyButtonName(button); + + return s_sdl_button_names[button]; } std::string GameController::Axis::GetName() const { + if (std::size_t(m_axis) >= std::size(s_sdl_axis_names)) + return GetLegacyAxisName(m_axis, m_range); + if (IsTriggerAxis(m_axis)) - return std::string(s_sdl_axis_names[m_axis]); + return s_sdl_axis_names[m_axis]; bool negative = m_range < 0; @@ -293,12 +301,12 @@ std::string GameController::Axis::GetName() const ControlState GameController::Button::GetState() const { - return SDL_GameControllerGetButton(m_gc, m_button); + return SDL_GetGamepadButton(m_gc, m_binding.output.button); } ControlState GameController::Axis::GetState() const { - return ControlState(SDL_GameControllerGetAxis(m_gc, m_axis)) / m_range; + return ControlState(SDL_GetGamepadAxis(m_gc, m_axis)) / m_range; } bool GameController::Button::IsMatchingName(std::string_view name) const @@ -306,25 +314,26 @@ bool GameController::Button::IsMatchingName(std::string_view name) const if (GetName() == name) return true; - // So that SDL can be a superset of XInput - if (name == "Button A") - return GetName() == "Button S"; - if (name == "Button B") - return GetName() == "Button E"; - if (name == "Button X") - return GetName() == "Button W"; - if (name == "Button Y") - return GetName() == "Button N"; - - // Match legacy names. - const auto bind = SDL_GameControllerGetBindForButton(m_gc, m_button); - switch (bind.bindType) + // Positionally match XInput button names. + // e.g. Switch Pro controller A-button matches "Button B". + // e.g. PlayStation controller Circle-button matches "Button B". + if (m_binding.output.button == SDL_GAMEPAD_BUTTON_SOUTH && name == "Button A") + return true; + if (m_binding.output.button == SDL_GAMEPAD_BUTTON_EAST && name == "Button B") + return true; + if (m_binding.output.button == SDL_GAMEPAD_BUTTON_WEST && name == "Button X") + return true; + if (m_binding.output.button == SDL_GAMEPAD_BUTTON_NORTH && name == "Button Y") + return true; + + // Match the old "Button 0"-like names. + switch (m_binding.input_type) { - case SDL_CONTROLLER_BINDTYPE_BUTTON: - return name == GetLegacyButtonName(bind.value.button); - case SDL_CONTROLLER_BINDTYPE_HAT: - return name == GetLegacyHatName(bind.value.hat.hat, - GetDirectionFromHatMask(u8(bind.value.hat.hat_mask))); + case SDL_GAMEPAD_BINDTYPE_BUTTON: + return name == GetLegacyButtonName(m_binding.input.button); + case SDL_GAMEPAD_BINDTYPE_HAT: + return name == GetLegacyHatName(m_binding.input.hat.hat, + GetDirectionFromHatMask(m_binding.input.hat.hat_mask)); default: return false; } @@ -333,24 +342,24 @@ bool GameController::Button::IsMatchingName(std::string_view name) const ControlState GameController::MotionInput::GetState() const { std::array<float, 3> data{}; - SDL_GameControllerGetSensorData(m_gc, m_type, data.data(), (int)data.size()); + SDL_GetGamepadSensorData(m_gc, m_type, data.data(), (int)data.size()); return m_scale * data[m_index]; } // Legacy input ControlState GameController::LegacyButton::GetState() const { - return SDL_JoystickGetButton(m_js, m_index); + return SDL_GetJoystickButton(m_js, m_index); } ControlState GameController::LegacyAxis::GetState() const { - return ControlState(SDL_JoystickGetAxis(m_js, m_index)) / m_range; + return ControlState(SDL_GetJoystickAxis(m_js, m_index)) / m_range; } ControlState GameController::LegacyHat::GetState() const { - return (SDL_JoystickGetHat(m_js, m_index) & (1 << m_direction)) > 0; + return (SDL_GetJoystickHat(m_js, m_index) & (1 << m_direction)) > 0; } void GameController::HapticEffect::UpdateEffect() @@ -360,22 +369,22 @@ void GameController::HapticEffect::UpdateEffect() if (m_id < 0) { // Upload and try to play the effect. - m_id = SDL_HapticNewEffect(m_haptic, &m_effect); + m_id = SDL_CreateHapticEffect(m_haptic, &m_effect); if (m_id >= 0) - SDL_HapticRunEffect(m_haptic, m_id, 1); + SDL_RunHapticEffect(m_haptic, m_id, 1); } else { // Effect is already playing. Update parameters. - SDL_HapticUpdateEffect(m_haptic, m_id, &m_effect); + SDL_UpdateHapticEffect(m_haptic, m_id, &m_effect); } } else if (m_id >= 0) { // Stop and remove the effect. - SDL_HapticStopEffect(m_haptic, m_id); - SDL_HapticDestroyEffect(m_haptic, m_id); + SDL_StopHapticEffect(m_haptic, m_id); + SDL_DestroyHapticEffect(m_haptic, m_id); m_id = -1; } } |
