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authorTilka <tilkax@gmail.com>2025-04-25 01:49:52 +0100
committerGitHub <noreply@github.com>2025-04-25 01:49:52 +0100
commitfe307a06c692f9fd0e7ac04e0ecf37f29393f491 (patch)
treedb1f1716bb36f87c6cd5712cce688fce3ab96a25 /Source/Core/InputCommon/ControllerInterface/SDL/SDLGamepad.cpp
parenta95779add09bf24002ba9e5d0d5987d2c6945e47 (diff)
parent17c994df2a72519c4784011b2339a3ff8315a981 (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.cpp524
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