diff options
| author | Tilka <tilkax@gmail.com> | 2025-04-25 01:49:52 +0100 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2025-04-25 01:49:52 +0100 |
| commit | fe307a06c692f9fd0e7ac04e0ecf37f29393f491 (patch) | |
| tree | db1f1716bb36f87c6cd5712cce688fce3ab96a25 /Source/Core/InputCommon/ControllerInterface/SDL/SDLGamepad.cpp | |
| parent | a95779add09bf24002ba9e5d0d5987d2c6945e47 (diff) | |
| parent | 17c994df2a72519c4784011b2339a3ff8315a981 (diff) | |
Merge pull request #13476 from jordan-woyak/sdl-header
InputCommon: Move SDL Device class into its own cpp/h files.
Diffstat (limited to 'Source/Core/InputCommon/ControllerInterface/SDL/SDLGamepad.cpp')
| -rw-r--r-- | Source/Core/InputCommon/ControllerInterface/SDL/SDLGamepad.cpp | 524 |
1 files changed, 524 insertions, 0 deletions
diff --git a/Source/Core/InputCommon/ControllerInterface/SDL/SDLGamepad.cpp b/Source/Core/InputCommon/ControllerInterface/SDL/SDLGamepad.cpp new file mode 100644 index 0000000000..78df8f7ed7 --- /dev/null +++ b/Source/Core/InputCommon/ControllerInterface/SDL/SDLGamepad.cpp @@ -0,0 +1,524 @@ +// Copyright 2025 Dolphin Emulator Project +// SPDX-License-Identifier: GPL-2.0-or-later + +#include "InputCommon/ControllerInterface/SDL/SDLGamepad.h" + +#include <array> +#include <unordered_set> + +#include "Common/Logging/Log.h" + +namespace ciface::SDL +{ + +bool IsTriggerAxis(int index) +{ + // First 4 axes are for the analog sticks, the rest are for the triggers + return index >= 4; +} + +GameController::GameController(SDL_GameController* 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"; + + // 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 + // loading of existing configs which may use "full surface" inputs. + // Otherwise handling those would require dealing with gamepad specific quirks. + 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) + { + case SDL_CONTROLLER_BINDTYPE_BUTTON: + registered_buttons.insert(bind.value.button); + break; + case SDL_CONTROLLER_BINDTYPE_HAT: + registered_hats.insert(bind.value.hat.hat); + break; + case SDL_CONTROLLER_BINDTYPE_AXIS: + registered_axes.insert(bind.value.axis); + break; + default: + break; + } + }; + + if (gamecontroller != nullptr) + { + // Inputs + + // Buttons + for (u8 i = 0; i != size(s_sdl_button_names); ++i) + { + 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)); + } + } + + // 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)) + { + if (IsTriggerAxis(axis)) + { + AddInput(new Axis(m_gamecontroller, 32767, axis)); + } + else + { + // Each axis gets a negative and a positive input instance associated with it + AddInput(new Axis(m_gamecontroller, -32768, axis)); + AddInput(new Axis(m_gamecontroller, 32767, axis)); + } + + register_mapping(SDL_GameControllerGetBindForAxis(gamecontroller, axis)); + } + } + + // Rumble + if (SDL_GameControllerHasRumble(m_gamecontroller)) + { + 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)) + { + AddOutput(new Rumble("Trigger L", *this, &m_trigger_l_rumble, + &GameController::UpdateRumbleTriggers)); + AddOutput(new Rumble("Trigger R", *this, &m_trigger_r_rumble, + &GameController::UpdateRumbleTriggers)); + } + + // Touchpad + if (SDL_GameControllerGetNumTouchpads(m_gamecontroller) > 0) + { + const char* const name_x = "Touchpad X"; + AddInput(new NonDetectableDirectionalInput<-1>(name_x, &m_touchpad_x)); + AddInput(new NonDetectableDirectionalInput<+1>(name_x, &m_touchpad_x)); + const char* const name_y = "Touchpad Y"; + AddInput(new NonDetectableDirectionalInput<-1>(name_y, &m_touchpad_y)); + AddInput(new NonDetectableDirectionalInput<+1>(name_y, &m_touchpad_y)); + AddInput(new NormalizedInput("Touchpad Pressure", &m_touchpad_pressure)); + } + + // 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) + { + for (const SDLMotionAxis& axis : axes) + { + AddInput(new MotionInput(fmt::format("{} {}", sensor_name, axis.name), m_gamecontroller, + type, axis.index, axis.scale)); + } + } + }; + + add_sensor(SDL_SENSOR_ACCEL, "Accel", SDL_AXES_ACCELEROMETER); + add_sensor(SDL_SENSOR_GYRO, "Gyro", SDL_AXES_GYRO); + add_sensor(SDL_SENSOR_ACCEL_L, "Accel L", SDL_AXES_ACCELEROMETER); + add_sensor(SDL_SENSOR_GYRO_L, "Gyro L", SDL_AXES_GYRO); + add_sensor(SDL_SENSOR_ACCEL_R, "Accel R", SDL_AXES_ACCELEROMETER); + add_sensor(SDL_SENSOR_GYRO_R, "Gyro R", SDL_AXES_GYRO); + } + + // Legacy inputs + + // Buttons + int n_legacy_buttons = SDL_JoystickNumButtons(joystick); + if (n_legacy_buttons < 0) + { + ERROR_LOG_FMT(CONTROLLERINTERFACE, "Error in SDL_JoystickNumButtons(): {}", SDL_GetError()); + n_legacy_buttons = 0; + } + for (int i = 0; i != n_legacy_buttons; ++i) + { + if (registered_buttons.contains(i)) + continue; + + AddInput(new LegacyButton(m_joystick, i)); + } + + // Axes + int n_legacy_axes = SDL_JoystickNumAxes(joystick); + if (n_legacy_axes < 0) + { + ERROR_LOG_FMT(CONTROLLERINTERFACE, "Error in SDL_JoystickNumAxes(): {}", SDL_GetError()); + n_legacy_axes = 0; + } + for (int i = 0; i != n_legacy_axes; ++i) + { + const bool is_registered = registered_axes.contains(i); + + // each axis gets a negative and a positive input instance associated with it + AddFullAnalogSurfaceInputs(new LegacyAxis(m_joystick, i, -32768, is_registered), + new LegacyAxis(m_joystick, i, 32767, is_registered)); + } + + // Hats + int n_legacy_hats = SDL_JoystickNumHats(joystick); + if (n_legacy_hats < 0) + { + ERROR_LOG_FMT(CONTROLLERINTERFACE, "Error in SDL_JoystickNumHats(): {}", SDL_GetError()); + n_legacy_hats = 0; + } + for (int i = 0; i != n_legacy_hats; ++i) + { + if (registered_hats.contains(i)) + continue; + + // each hat gets 4 input instances associated with it, (up down left right) + for (u8 d = 0; d != 4; ++d) + AddInput(new LegacyHat(m_joystick, i, d)); + } + + // Haptics + if (SDL_JoystickIsHaptic(m_joystick)) + { + m_haptic = SDL_HapticOpenFromJoystick(m_joystick); + if (m_haptic) + { + const unsigned int supported_effects = SDL_HapticQuery(m_haptic); + + // 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)); + + // 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)); + } + + // LeftRight + if (supported_effects & SDL_HAPTIC_LEFTRIGHT) + { + AddOutput(new LeftRightEffect(m_haptic, LeftRightEffect::Motor::Strong)); + AddOutput(new LeftRightEffect(m_haptic, LeftRightEffect::Motor::Weak)); + } + } + } + + // 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); + AddInput(new BatteryInput{&m_battery_value}); + } +} + +GameController::~GameController() +{ + if (m_haptic) + { + // stop/destroy all effects + SDL_HapticStopAll(m_haptic); + // close haptic before joystick + SDL_HapticClose(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); + } + // close joystick + SDL_JoystickClose(m_joystick); +} + +std::string GameController::GetName() const +{ + return m_name; +} + +std::string GameController::GetSource() const +{ + return "SDL"; +} + +int GameController::GetSDLInstanceID() const +{ + return SDL_JoystickInstanceID(m_joystick); +} + +std::string GameController::Button::GetName() const +{ + return s_sdl_button_names[m_button]; +} + +std::string GameController::Axis::GetName() const +{ + if (IsTriggerAxis(m_axis)) + return std::string(s_sdl_axis_names[m_axis]); + + bool negative = m_range < 0; + + // Respect XInput: the vertical axes are inverted on SDL + if (m_axis % 2 == 1) + negative = !negative; + + return std::string(s_sdl_axis_names[m_axis]) + (negative ? '-' : '+'); +} + +ControlState GameController::Button::GetState() const +{ + return SDL_GameControllerGetButton(m_gc, m_button); +} + +ControlState GameController::Axis::GetState() const +{ + return ControlState(SDL_GameControllerGetAxis(m_gc, m_axis)) / m_range; +} + +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) + { + 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))); + default: + return false; + } +} + +ControlState GameController::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]; +} + +// Legacy input +ControlState GameController::LegacyButton::GetState() const +{ + return SDL_JoystickGetButton(m_js, m_index); +} + +ControlState GameController::LegacyAxis::GetState() const +{ + return ControlState(SDL_JoystickGetAxis(m_js, m_index)) / m_range; +} + +ControlState GameController::LegacyHat::GetState() const +{ + return (SDL_JoystickGetHat(m_js, m_index) & (1 << m_direction)) > 0; +} + +void GameController::HapticEffect::UpdateEffect() +{ + if (m_effect.type != DISABLED_EFFECT_TYPE) + { + if (m_id < 0) + { + // Upload and try to play the effect. + m_id = SDL_HapticNewEffect(m_haptic, &m_effect); + + if (m_id >= 0) + SDL_HapticRunEffect(m_haptic, m_id, 1); + } + else + { + // Effect is already playing. Update parameters. + SDL_HapticUpdateEffect(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); + m_id = -1; + } +} + +GameController::HapticEffect::HapticEffect(SDL_Haptic* haptic) : m_haptic(haptic) +{ + // FYI: type is set within UpdateParameters. + m_effect.type = DISABLED_EFFECT_TYPE; +} + +GameController::HapticEffect::~HapticEffect() +{ + m_effect.type = DISABLED_EFFECT_TYPE; + UpdateEffect(); +} + +void GameController::HapticEffect::SetDirection(SDL_HapticDirection* dir) +{ + // Left direction (for wheels) + dir->type = SDL_HAPTIC_CARTESIAN; + dir->dir[0] = -1; +} + +GameController::ConstantEffect::ConstantEffect(SDL_Haptic* haptic) : HapticEffect(haptic) +{ + m_effect.constant = {}; + SetDirection(&m_effect.constant.direction); + m_effect.constant.length = RUMBLE_LENGTH_MS; +} + +GameController::RampEffect::RampEffect(SDL_Haptic* haptic) : HapticEffect(haptic) +{ + m_effect.ramp = {}; + SetDirection(&m_effect.ramp.direction); + m_effect.ramp.length = RUMBLE_LENGTH_MS; +} + +GameController::PeriodicEffect::PeriodicEffect(SDL_Haptic* haptic, u16 waveform) + : HapticEffect(haptic), m_waveform(waveform) +{ + m_effect.periodic = {}; + SetDirection(&m_effect.periodic.direction); + m_effect.periodic.length = RUMBLE_LENGTH_MS; + m_effect.periodic.period = RUMBLE_PERIOD_MS; + m_effect.periodic.offset = 0; + m_effect.periodic.phase = 0; +} + +GameController::LeftRightEffect::LeftRightEffect(SDL_Haptic* haptic, Motor motor) + : HapticEffect(haptic), m_motor(motor) +{ + m_effect.leftright = {}; + m_effect.leftright.length = RUMBLE_LENGTH_MS; +} + +std::string GameController::ConstantEffect::GetName() const +{ + return "Constant"; +} + +std::string GameController::RampEffect::GetName() const +{ + return "Ramp"; +} + +std::string GameController::PeriodicEffect::GetName() const +{ + switch (m_waveform) + { + case SDL_HAPTIC_SINE: + return "Sine"; + case SDL_HAPTIC_TRIANGLE: + return "Triangle"; + case SDL_HAPTIC_SAWTOOTHUP: + return "Sawtooth Up"; + case SDL_HAPTIC_SAWTOOTHDOWN: + return "Sawtooth Down"; + default: + return "Unknown"; + } +} + +std::string GameController::LeftRightEffect::GetName() const +{ + return (Motor::Strong == m_motor) ? "Strong" : "Weak"; +} + +void GameController::HapticEffect::SetState(ControlState state) +{ + // Maximum force value for all SDL effects: + constexpr s16 MAX_FORCE_VALUE = 0x7fff; + + if (UpdateParameters(s16(state * MAX_FORCE_VALUE))) + { + UpdateEffect(); + } +} + +bool GameController::ConstantEffect::UpdateParameters(s16 value) +{ + s16& level = m_effect.constant.level; + const s16 old_level = level; + + level = value; + + m_effect.type = level ? SDL_HAPTIC_CONSTANT : DISABLED_EFFECT_TYPE; + return level != old_level; +} + +bool GameController::RampEffect::UpdateParameters(s16 value) +{ + s16& level = m_effect.ramp.start; + const s16 old_level = level; + + level = value; + // FYI: Setting end to same as start is odd, + // but so is using Ramp effects for rumble simulation. + m_effect.ramp.end = level; + + m_effect.type = level ? SDL_HAPTIC_RAMP : DISABLED_EFFECT_TYPE; + return level != old_level; +} + +bool GameController::PeriodicEffect::UpdateParameters(s16 value) +{ + s16& level = m_effect.periodic.magnitude; + const s16 old_level = level; + + level = value; + + m_effect.type = level ? m_waveform : DISABLED_EFFECT_TYPE; + return level != old_level; +} + +bool GameController::LeftRightEffect::UpdateParameters(s16 value) +{ + u16& level = (Motor::Strong == m_motor) ? m_effect.leftright.large_magnitude : + m_effect.leftright.small_magnitude; + const u16 old_level = level; + + level = value; + + m_effect.type = level ? SDL_HAPTIC_LEFTRIGHT : DISABLED_EFFECT_TYPE; + return level != old_level; +} +} // namespace ciface::SDL |
