summaryrefslogtreecommitdiff
path: root/Source/Core/InputCommon/ControllerInterface
AgeCommit message (Collapse)Author
2024-03-11InputCommon: Add Pipes InputBackend class.Jordan Woyak
2024-03-11InputCommon: Add XInput2 InputBackend class.Jordan Woyak
2024-03-11InputCommon: Add Quartz InputBackend class.Jordan Woyak
2024-03-11InputCommon: Provide WindowSystemInfo getter for ControllerInterface.Jordan Woyak
2024-03-11InputCommon: Remove some IOKit leftovers.Jordan Woyak
2024-01-18InputCommon/WGInput: Handle add/remove events on separate thread to prevent ↵Admiral H. Curtiss
deadlocks. In particular this is triggered when running Dolphin with the Steam overlay.
2024-01-15InputCommon/SDL: Code style fixes.Admiral H. Curtiss
2024-01-15InputCommon/SDL: Avoid potential infinite loops from integer truncation.Admiral H. Curtiss
2024-01-15InputCommon/SDL: Check for errors from SDL_JoystickNumButtons(), ↵Admiral H. Curtiss
SDL_JoystickNumAxes(), SDL_JoystickNumHats().
2024-01-15InputCommon/SDL: Fix incorrect use of std::vector::assign() and check bounds.Admiral H. Curtiss
2024-01-13Merge pull request #12085 from SuperSamus/sdl-gamecontrollerAdmiral H. Curtiss
SDL: Add GameController API, cleanup
2024-01-13SDL: Add GameController API, cleanupMartino Fontana
2024-01-10Steam Deck: Pad out feature report to 64 bytesVicki Pfau
Also update the names of the setting post-Steam Deck commits to SDL Fixes https://bugs.dolphin-emu.org/issues/13412
2024-01-10ControllerInterface: Make FullAnalogSurface inherit IsDetectable()Martino Fontana
2023-12-18Input: Improve Controller Interface devices threadingFiloppi
This specific issue was already addressed by https://github.com/dolphin-emu/dolphin/pull/11635 though I felt like there was something more we could do, and wasn't too happy with the likelihood of devices update calls being skipped (due to `m_devices_population_mutex` being locked).
2023-12-12MappingCommon: Make use of std::erase_ifLioncash
2023-11-10SDL: Add default case to switch statementDentomologist
Fix -WSwitch warning about unhandled enum value SDL_NUM_LOG_PRIORITIES. log_level is initialized to LNOTICE right before the switch statement so this doesn't cause any behavior changes.
2023-10-26ControllerInterface/SDL: Remove Xbox 360 controller disabling hack.Jordan Woyak
2023-09-28Merge pull request #12172 from ArcaneNibble/sdAdmiral H. Curtiss
Steam Deck: Periodically reenable gyro
2023-09-21fmt 10.0.0-10.1.1 compile fixesget
Implicit conversion operators and enums was removed for parity with std::format (https://github.com/fmtlib/fmt/commit/fce74caa15b24cbc0fcafe4706692cb06cb0b815).
2023-09-07Steam Deck: Periodically reenable gyroR
2023-08-17Use structs for config callback IDsJosJuice
This way you can't mix up regular config callback IDs and CPU thread config callback IDs. (It would be rather bad if you did!)
2023-08-15ControllerInterface/Android: Add null check to AddDeviceJosJuice
The Google Play Console is showing some users getting a crash here, and indeed, InputDevice.getDevice can return null.
2023-06-18Replace std::ostringstream usage with fmt::formatget
2023-06-06InputCommon: Don't treat two analog inputs as a spurious trigger comboJosJuice
I've received a report from an Android user with a gamepad (a "BSP-D3") where one physical trigger is controlling two analog axes at the same time. This was causing RemoveSpuriousTriggerCombinations to delete both axes, which is clearly not a desireable outcome. With this change, now the axis with the greatest smoothness is kept, or both in case they have the same smoothness.
2023-06-06Merge pull request #11762 from jbosboom/xinput2-raw-event-queryAdmiral H. Curtiss
Xinput2: use raw events and queries
2023-05-29Merge pull request #11819 from JosJuice/android-input-device-nullAdmiral H. Curtiss
ControllerInterface/Android: Use InputEvent.getDeviceId
2023-05-19XInput2: Listen to master devices onlyJeffrey Bosboom
A comment removed by this commit gives two reasons for listening to slave devices, both of which no longer apply: - "Only slaves emit raw motion events": perhaps this was true when the comment was written, but now master devices provide raw motion events along with the other raw events. - "Selecting slave keyboards avoids dealing with key focus": we get raw key events regardless of the focus. Listening to both master and slave devices results in duplicate raw events. For button and key events, that's a tiny waste of time setting the update flag a second time, but for raw mouse events the raw motion will be processed twice. That makes this commit a user-facing change.
2023-05-19XInput2: Use raw events and queries for buttons and keysJeffrey Bosboom
In X, the ButtonPress events generated when a mouse button is pressed have a special property: if they don't activate an existing passive grab, the X server automatically activates the "implicit passive grab" on behalf of the client the event is delivered to. This ensures the ButtonRelease event is delivered to the same client even if the pointer moves between windows, but it also causes all events from that pointer to be delivered exclusively to that client. As a consequence of the implicit passive grab, for each window, only one client can listen for ButtonPress events; any further listeners would never receive the event. XInput 1 made the implicit grab optional and explicit by allowing clients to listen for DeviceButtonPress events without DeviceButtonPressGrab events. XInput 2 does not have a separate grab event class, but multiple clients can listen for XI_ButtonPress on the same window. When a button is pressed, the X server first tries to deliver an XI_ButtonPress event; if no clients want it, then the server tries to deliver a DeviceButtonPress event; if no clients want it, then the server tries to deliver a ButtonPress event. Once an event has been delivered, event processing stops and earlier protocol levels are not considered. The reason for this rule is not obviously documented, but it is probably because of the implicit passive grab; a client receiving a ButtonPress event assumes it is the only client receiving that event, and later protocols maintain that property for backward compatibility. Before this commit, Dolphin listened for XI_ButtonPress events on the root window. This interferes with window managers that expect to receive ButtonPress events on the root window, such as awesome and Openbox. In Openbox, applications are often launched from a menu activated by clicking on the root window, and desktops are switched by scroll wheel input on the root window. This makes normal use of other applications difficult when Dolphin is open (though Openbox keyboard shortcuts still work). Conversely, Dolphin only receives XI_ButtonPress events for clicks on the root window or window decorations (title bars), not on Dolphin's windows' content or the render window. In window managers that use a "virtual root window" covering the actual root window, such as Mutter running in X, Dolphin and the window manager do not conflict, but clicks delivered to other applications using XInput2 (for testing, try xinput --test-xi2) are not seen by Dolphin, which is relevant when background input is enabled. This commit changes Dolphin to listen for XI_RawButtonPress (and the raw versions of other events); Dolphin was already listening to XI_RawMotion for raw mouse movement. Raw events are always and exclusively delivered to the root window and are delivered to every client listening for them, so Dolphin will not interfere with (or be interfered with by) other applications listening for events. As part of being raw, button numbers and keycodes in raw events have not had mapping applied. If a left-handed user swapped the left and right buttons on their mouse, raw events do not reflect that. It is possible to query the mappings for each device and apply them manually, but that would require a fair amount of code, including listening for mapping changes. Instead, Dolphin now uses the events only to set a "changed" flag, then queries the current button and key state after processing all events. Dolphin was already querying the pointer to get its absolute position and querying the keyboard to filter the key bitmap it created from events; now Dolphin also uses the button state from the pointer query and uses the keyboard query directly. Queries have a performance cost because they are synchronous requests to the X server (Dolphin waits for the result). Commit 2b640a4f made the pointer query conditional on receiving a motion event to "cut down on round trips", but commit bbb12a75 added an unconditional keyboard query, and there have apparently been no performance complaints. This commit queries the pointer slightly more often (on button events in addition to motion), but only queries the keyboard after key events, so the total rate of queries should be substantially reduced. Fixes: https://bugs.dolphin-emu.org/issues/10668
2023-05-19XInput2: Request XInput 2.1Jeffrey Bosboom
We need XInput 2.1 to get raw events on the root window even while another client has a grab. We currently use raw events for relative mouse input, and upcoming commits will use raw events for buttons and keys.
2023-05-19XInput2: Make button state a u32Jeffrey Bosboom
Because we care how many bits it has, not its arithmetic range. No functional change on all supported platforms.
2023-05-19Merge pull request #11739 from OatmealDome/iokit-be-goneAdmiral H. Curtiss
InputCommon: Remove OSX (IOKit) input backend
2023-05-19Merge pull request #11758 from jbosboom/xinput2-client-pointerAdmiral H. Curtiss
XInput2: Accept input from keyboards other than the first master
2023-05-16StringUtil: Move IsAlpha() into Common namespaceLioncash
2023-05-10Support Steam Deck controls directly through hidrawR
This reads Steam Deck controls bypassing Steam Input. This allows for access to motion controls as well as independent access to thumb sticks, trackpads, and back grip buttons.
2023-05-07ControllerInterface/Android: Add some missing DeleteLocalRef callsJosJuice
2023-05-07ControllerInterface/Android: Use InputEvent.getDeviceIdJosJuice
Instead of InputEvent.getDevice followed by InputDevice.getId. Should hopefully fix https://bugs.dolphin-emu.org/issues/13237, while also being simpler.
2023-04-13XInput2: Accept input from keyboards other than the first masterJeffrey Bosboom
XInput2 was created to support multiple pointer/keyboard pairs (often called MPX for multi-pointer X). Dolphin's XInput2 implementation has always supported MPX by creating a KeyboardMouse object per master pointer. Since commit bbb12a7, Dolphin's keyboard state is filtered by the output of XQueryKeymap. As a core X function, XQueryKeymap queries "the" keyboard, which by default is the first master keyboard. As a result, Dolphin will ignore keys pressed on other master keyboards unless the first master is simultaneously pressing the same keys. XInput2 doesn't provide a function to query the keyboard state. There is no XIQueryKeymap and the current state is not a member of the XIKeyClassInfo returned by XIQueryDevice. Instead, XInput2 allows a master pointer to be nominated as "the" pointer on a per-client basis, with "the" keyboard automatically becoming the associated master keyboard. The "documentation" [1] says passing None for the window is only for debugging purposes, but it is documented in the XISetClientPointer man page and seems to be the only way to query keyboards beyond the first. With this commit, Dolphin correctly reads keys from keyboards other than the first master keyboard. To test, use the xinput command-line utility to create a master pointer and reattach a keyboard to the associated master keyboard. [1]: https://who-t.blogspot.com/2009/07/xi2-recipes-part-6.html (the XInput2 developer's blog)
2023-04-12Pragma diagnostic ignore [-Wregister] is no longer neededMinty-Meeo
2023-04-07InputCommon: Remove OSX (IOKit) input backendOatmealDome
2023-03-14Merge pull request #11635 from Dentomologist/wiimote_fix_disconnection_deadlockPierre Bourdon
ControllerInterface: Fix deadlock when Wii Remote disconnects
2023-03-08ControllerInterface: Fix deadlock when Wii Remote disconnectsDentomologist
In UpdateInput, lock m_devices_population_mutex before m_devices_mutex to be consistent with other ControllerInterface functions. Normally the former lock isn't needed in UpdateInput, but when a Wii Remote disconnects it calls RemoveDevice which results in the mutexes being locked in the wrong order.
2023-03-07Android: Add the advanced input mapping dialogJosJuice
It's missing a lot of features from the PC version for now, like buttons for inserting functions and the ability to see what the expression evaluates to. I mostly just wanted to get something in place so you can set up rumble. Co-authored-by: Charles Lombardo <clombardo169@gmail.com>
2023-03-03Android: Add input device selectionJosJuice
2023-03-03ControllerInterface/Android: Implement rumbleJosJuice
2023-03-03ControllerInterface/Android: Automatically suspend sensorsJosJuice
This is a battery-saving measure. Whether a sensor should be suspended is determined in the same way as whether key events and motion events should be handled by the OS rather than consumed by Dolphin.
2023-03-03ControllerInterface/Android: Implement sensor input for InputDevicesJosJuice
This functionality was added in Android 12 to let apps get motion data for gamepads.
2023-03-03ControllerInterface/Android: Implement sensor inputJosJuice
2023-03-03ControllerInterface/Android: Implement hotplugJosJuice
2023-03-03ControllerInterface/Android: Return whether input was handledJosJuice
When Android presents an input event to an app, it wants the app to return true or false depending on whether the app handled the event or not. If the event wasn't handled by the app, it will be passed on to the system, which may decide to take an action depending on what kind of input event it is. For instance, if a B button press is passed on to the system, it will be turned into a Back press. But if an R1 press is passed on to the system, nothing in particular happens. It's important that we get this return value right in Dolphin. For instance, the user generally wouldn't want a B button press to open the EmulationActivity menu, so B button presses usually shouldn't be passed on to the system - but volume button presses usually should be passed on to the system, since it would be hard to adjust the volume otherwise. What ButtonManager did was to pass on input events that are for a button which the user has not mapped, which I think makes sense. But exactly how to implement that is more complicated in the new input backend than in ButtonManager, because now we have a separation between the input backend and the code that keeps track of the user's mappings. What I'm going with in this commit is to treat an input as mapped if it has been polled recently. In part I chose this because it seemed like a simple way of implementing it that wouldn't cause too many layering violations, but it also has two useful side effects: 1. If a controller is not being polled (e.g. GameCube controllers in Wii games that don't use them), its mappings will not be considered. 2. Once sensor input is implemented in the Android input backend, we will be able to use this "polled recently" tracking to power down the sensors at times when the game is using a Wii Remote reporting mode that doesn't include motion data. (Assuming that the sensor inputs only are mapped to Wii Remote motion controls, that is.)