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authorJordan Woyak <jordan.woyak@gmail.com>2025-05-21 17:43:09 -0500
committerJordan Woyak <jordan.woyak@gmail.com>2025-06-07 16:27:54 -0500
commit6da3f5f26adf13b9fedfb85b0ebe844cb5b94a0c (patch)
treecec042e71b76cd137fd735e5c65a980a4792a484 /Source/Core/InputCommon/ControllerInterface/SDL/SDLGamepad.cpp
parentda8610e76fc1ae09562df3152a28be7f50d6e317 (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.cpp193
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;
}
}