Commit Graph

3122 Commits

Author SHA1 Message Date
gblues 1d84c0eca1 Fix analog for DS3, plus some cleanups
== DETAILS

- DS3 analog wasn't working mainly because I forgot to actually declare the
  axes in input/input_autoconfig.c when declaring the pad. Whoops.
- I also moved the axis decoding logic to a more central place, because it
  clearly is not Wii U specific.
- Removed some dead commented-out code

== TESTING

Can use analog inputs on both GCA and DS3. Tested in Mario 3 on Nestopia core.

Haven't tested with any actual analog games, but I did confirm via logging
that the correct ranges are produced.
2018-04-23 23:22:27 -07:00
gblues f7135bcee6 Fix analog reading on GCA
== DETAILS
After a little trial and error, I got analog input working for the
Wii U GC adapter.

DS3 might work, but it's untested.
2018-04-22 23:47:07 -07:00
gblues ed742c48e0 Fix hotplugging
== DETAILS
So, it turns out that there *is* a autoconfig disconnect handler. Took digging
through tasks/task_autodetect.c to find it!

So, I added a call to the handler when the pad gets disconnected.

This seems to solve the problem of the pad not disappearing from the menu.

(At the very least, the user's pad index reverts to "none" which is still
an improvement)

== TESTING
Tested manually, made sure it didn't crash or leak slots.
2018-04-22 17:34:20 -07:00
gblues 0c92fab0b9 Fix GameCube button detection
This should fix the issue where R/L buttons didn't register when doing
input detection.

This also brings the GC pad in line with the rest of the gamepads in
input_autodetect_builtin.c.

Also fixed a really stupid bug that was part of why analog inputs aren't
being read. Analog still isn't working, mind, but it's a lot closer to
working now that it's actually getting down into the pad driver level!
2018-04-20 00:00:33 -07:00
gblues 53738e4a0d Allow Wii U GCA to work without 2nd cable attached
=== DETAILS

So, the GCA has 2 USB connections; one is the data connection, and the
second is used to drive rumble.

Due to a driver bug, if the second cable wasn't attached, the pads wouldn't
get detected.

I fixed that bug.
2018-04-18 23:12:45 -07:00
radius 8198e5c0b2 fix #6596 2018-04-19 09:54:16 -05:00
gblues 6eebbe4213 Build fix for PC
== DETAILS
Hooray for conditional compile directives.

Moving things around broke things in unexpected ways on non-WiiU builds.

Well, not *completely* unexpected. But still.

Changes:

- Move some typedefs around to avoid circular include dependencies
- Include the file where the HID driver definition got moved to

== TESTING
- verified build for Wii U still runs successfully
- did a local build without any errors (some weird warnings, but since they
  happen in code I didn't change, I'm assuming they're pre-existing?)
2018-04-15 00:04:49 -07:00
gblues 4cd301bd92 Add pad unregistration
== DETAILS

I think this will fix the problem with duplicate pads--pads weren't properly
de-initializing and registering as disconnected. When a pad is disconnected,
the slot should properly release now.
2018-04-14 21:30:44 -07:00
gblues 6ab91a422e Small cleanup to adapt to upstream code changes
retro_bits_t turned into input_bits_t and there were parts of my
code that needed to update.

== TESTING
No idea if upstream changes broke anything, but it compiles cleanly
now.
2018-04-14 14:34:13 -07:00
gblues fb5b31faf3 Merge branch 'master' into gblues/hid 2018-04-14 14:18:03 -07:00
gblues 97e09d179f Fix deadlocks when device is unplugged
== DETAILS
TIL that it's bad to call synchronization code from callbacks.

To avoid that, I made the following changes:

- Implemented an atomic swap (see previous commit) to avoid explicit
  locking when working with the event list
- ensure locks are only acquired in either the main thread or the
  I/O polling thread
- use an explicit polling loop; we still use async reads, but the
  read doesn't immediately re-invoke itself.
- remove the sleep in the polling thread.
- remove unnecessary locking in the thread cleanup call--verified that
  the list can't be modified while it is being executed.

== TESTING
I tested locally, and was able to disconnect/reconnect USB devices several times without the worker thread getting deadlocked.
2018-04-14 13:30:34 -07:00
gblues dca36ebaf8 Add small snippet for atomic value swapping
Fortunately, the gcc port implements the builtins and, from basic
testing, they seem to work.

This is only really useful on Wii U--other platforms have more
robust atomic operations, or aren't using gcc to build.
2018-04-14 01:26:26 -07:00
twinaphex 6761ec471d Silence some Coverity warnings 2018-04-12 21:39:31 +02:00
twinaphex 0fb766b921 Move variables 2018-04-09 16:15:31 +02:00
twinaphex be5057eafc Cleanups 2018-04-09 00:38:44 +02:00
twinaphex a5c7b79842 Move BIT256_CLEAR_ALL_PTR outside of function 2018-04-09 00:34:07 +02:00
twinaphex 7b5a0bf706 Move clear operation outside of keys_pressed functions 2018-04-09 00:31:03 +02:00
Andrés 47a528801d
Merge pull request #6547 from fr500/master
add comment
2018-04-08 17:22:32 -05:00
twinaphex 2cb14e730f Initialize to false by default 2018-04-09 00:21:22 +02:00
radius 215868f755 add comment 2018-04-08 17:21:17 -05:00
radius 066d181535 cleanup 2018-04-08 16:58:48 -05:00
twinaphex 4cd4de3bd3 Simplify input_overlay_add_inputs_inner 2018-04-08 23:20:06 +02:00
Twinaphex 8dc63653e5 Remove unused variables 2018-04-08 23:17:45 +02:00
twinaphex 3a4d094277 MSVC buildfix 2018-04-08 23:13:20 +02:00
twinaphex bc70477005 (input_mapper.c) Some more refactors 2018-04-08 23:08:21 +02:00
twinaphex a646fd3e65 (input_mapper.c) Small non-functional cleanups 2018-04-08 22:36:48 +02:00
radius 968c692a04 remap-redux: allow the menu to display manual keybinds 2018-04-08 14:50:30 -05:00
twinaphex 1dd73f86b7 Simplify this code somewhat 2018-04-08 21:45:10 +02:00
twinaphex 9bcaac1abc Simplify input_mapper_state 2018-04-08 21:38:57 +02:00
twinaphex 24b694d674 Grab joypad_driver only once 2018-04-08 21:07:04 +02:00
twinaphex 30090db941 Simplify input_get_state_for_port for analogs 2018-04-08 21:04:42 +02:00
twinaphex 0ed69fd170 Simplify input_state analog code remapping somewhat 2018-04-08 20:49:02 +02:00
twinaphex a82bb0ec94 Create special type input_bits_t 2018-04-08 20:21:12 +02:00
radius 2b9b829459 remap-redux part2: fix saving, loading and set defaults 2018-04-08 12:13:51 -05:00
radius f517ca3b56 remap-redux part2: fix right stick 2018-04-08 12:13:50 -05:00
radius 72065aee0b remap-redux part2: analog to analog input rules are working for left stick to left stick and left stick to right, for some reason not for right stick to right
stick
(inverting axes) or right stick to left...
2018-04-08 12:13:50 -05:00
radius c608951ff8 remap-redux part2:
- remapping analogs to buttons works 100%
    - remapping to analogs needs the "new input rules written" based on the value and the new axis
2018-04-08 12:13:50 -05:00
radius 0ed9f05571 remap-redux part2:
- remapping analogs to buttons works 100%
- remapping analogs to other analogs still messed up for some reason
- need to reset input of the original axis in input_driver.c still
2018-04-08 12:13:49 -05:00
radius f662d9f65f remap-redux part2: start adding analog remapping 2018-04-08 12:13:49 -05:00
radius 06860bf704 remap-redux part2: rewrite keymapper to work like gamepad mapper 2018-04-08 12:13:49 -05:00
radius 3792a5e502 remap-redux part2: cleanup 2018-04-08 12:13:49 -05:00
radius fa3dfd5f63 remap-redux part2: finally user 2 mapping works! 2018-04-08 12:13:48 -05:00
radius 4260423e48 remap-redux part2: let's use this function instead, add logging 2018-04-08 12:13:48 -05:00
radius 1fa28f0e31 remap-redux part2: let's use this function instead, add logging 2018-04-08 12:13:47 -05:00
radius d8d22a9c40 remap-redux part2: simplify this code a bit, still not working 2018-04-08 12:13:47 -05:00
radius e42e79db28 remap-redux part2: rename variable 2018-04-08 12:13:47 -05:00
radius 958216ede9 remap-redux part2: change remap file labels because old ones are incompatible 2018-04-08 12:13:46 -05:00
radius e130afff73 remap-redux part2: cleanup 2018-04-08 12:13:46 -05:00
radius 5efba1c257 remap-redux part2: better wraparound, skip analogs, add RARCH_UNMAPPED 2018-04-08 12:13:46 -05:00
radius be2c648596 remap-redux part2: after 60 attempsts, new mapper works, N:1 mapping too 2018-04-08 12:13:43 -05:00
radius 7f5fe5ebff remap-redux part 2: add controller sublabel 2018-04-08 12:13:43 -05:00
radius c4754815b6 remap-redux part 2: fix small issue with keymapper 2018-04-08 12:13:43 -05:00
radius 34649d1abf remap-redux part 2: start inverting the gamepad mapper columns 2018-04-08 12:13:42 -05:00
radius 51edf47ed2 remap-redux part 2: cleanup keymapper code 2018-04-08 12:13:42 -05:00
radius f6ee035011 remap-redux part 2: only add items for devices set to RETRO_DEVICE_KEYBOARD (or a subclass) 2018-04-08 12:13:41 -05:00
radius c57f8722e5 remap-redux part 2: restore original var names 2018-04-08 12:13:41 -05:00
radius 2bfb5ec0df remap-redux part 2: fix nits, hookup left/right callbacks 2018-04-08 12:13:40 -05:00
radius ed334cd1dd remap-redux part 2: allow multiple gamepads to work for the keymapper 2018-04-08 12:13:40 -05:00
gblues 4433cbebc6 Get digital inputs for Sony DualShock 3 working
== DETAILS

- fix the bitshift math
- read the right bytes out of the ds3 data packet
- remove verbose logging in critical path
- stop caring about errors in the hid read loop -- seems to just
  be benign "device not ready" -- or at least, that's what I'm assuming
  given that the read eventually succeeds.

== TESTING
Played Mario 3 with the DS3 with no issues.
2018-04-05 23:03:38 -07:00
gblues 46dad14d5f Merge branch 'master' into gblues/hid 2018-04-03 20:30:06 -07:00
gblues af08e5015a More work on Dual Shock 3 driver
== DETAILS

- update to not try starting the read loop until after the device
  is successfully initialized
- add new HID wrapper macros needed by ds3 driver
- add some debug logging to help with troubleshooting
- add button map for DS3

== TESTING
Tested with local build. DS3 init is not working.
2018-04-02 23:16:49 -07:00
gblues 9bc5a15c2d Enable pads to register in any order
== DETAILS

Whereas the last commit had a hack (that disabled the wiimote
driver in the process), this has.. well, a *different* hack that
allows pads to register in any order.

Note that due to the initialization routines, the gamepad will still
likely always get slot 0. Not sure if this can be overridden via config
or not.

== TESTING

Tested locally with GC adapter
2018-04-01 18:52:26 -07:00
gblues 2cf89feb86 Code clean-up
== DETAILS

Now that I have a working implementation, it's time to tidy up a bit:

- there was no need for the HID subsystem's object data to have a reference
  to the global hid state (since it's global), so removed it.
- refactored the users of that member to use the global state, defining
  reusable macros.
- reorganized the information in *.h files
- removing the hid state also made the constructor changes to the hid driver
  unneeded, so I reverted those changes.

== TESTING
Confirmed clean build. Haven't tested the build yet to make sure everything
still works, though.
2018-03-31 22:25:30 -07:00
gblues 39e4167df6 Start work on DualShock 3 driver
== DETAILS

The WiiU GC adapter is working!

Next up: DualShock 3

I have the skeleton of the driver started, need to work out the
activation packet.

== TESTING

The DS3 driver is broke as hell right now.
2018-03-30 23:00:14 -07:00
gblues d65bd90e67 Fix GC pad button mapping 2018-03-30 18:57:34 -07:00
twinaphex 8acc085dec (input_overlay.c) Get rid of some forward declarations 2018-03-30 13:57:50 +02:00
twinaphex 94254e4c79 (IOHIDManager) Cleanups 2018-03-30 11:49:25 +02:00
Twinaphex 86bfd8f4fc
Merge pull request #6497 from ceb33/master
fix to have a deterministic HID device registration
2018-03-30 11:40:24 +02:00
ceb33 c6d6fc7098 fix memory leak 2018-03-30 11:00:38 +02:00
ceb33 82e2cc7c73 set hid device registration deterministic (sorting by ascending location_id), this solve the issue where game with same vid and pid where sometime swapped by the OS 2018-03-30 10:43:54 +02:00
gblues 5060c2aac4 More fixes, GC pad kinda sorta works
== DETAILS

- Added a new method to the joypad_connection_t interface for
  getting a single button
- wired everything into the hidpad driver
- for testing purposes, hacking the top-level joypad driver
  so that kpad isn't used
- add a new RARCH_LOG_BUFFER method to verbosity for logging the
  contents of a binary buffer (useful for writing/debugging pad drivers)
- fix a few bugs in the wiiu GC pad driver

The button mapping isn't quite right, and I'm not sure what's
going wrong.
2018-03-29 23:37:11 -07:00
gblues 89c1ba7929 Keep HID pads from clobbering gamepad/wiimotes
== DETAILS

Trying to do weird pad math just wasn't working so I bit the bullet and just
let it allocate all 16 pads in the slot list, then just mark 0-4 as
connected so that the slot allocator would start at 5.

I can see it detect the pad, but no idea if it works. Out of time for
today.
2018-03-29 23:37:11 -07:00
gblues 1eea48d0c8 Fix crash on exit bug
== DETAILS

Turns out freeing memory that's already been freed is.. bad.

Fix two double-free instances; one due to over-freeing and the other
due to wrong order-of-operations causing a double free.

Also updated logging a little.

== TESTING

The GC adapter still clobbers slot 0, but the "emergency exit" sequence
works to quit RA cleanly.
2018-03-29 23:37:11 -07:00
gblues 8a4c5086fb Finish HID implementation for WiiU GCA adapter
== DETAILS

(I think)

- Uncomment the call in the read loop to start feeding packets to the
  driver
- implement the GCA packet driver
- implement the pad interface
- fix indentations in GCA driver

== TESTING
Compiles. Haven't tested yet.
2018-03-29 23:37:11 -07:00
gblues 180d6a28bf Fix up HID device driver initialization
== DETAILS
Turns out the cause of the crash was a bad cast, resulting in a
function call to nowhere.

Also, I think the DSI exception handler only works on the primary core;
when this was happening in the background thread, I got a black
screen error instead.

Next up: finishing up the GCA driver.
2018-03-29 23:37:11 -07:00
gblues dc6f4c23ed Rename hid_driver_instance members for clarity 2018-03-29 23:37:11 -07:00
gblues 4b9d5c0ab7 Start implementing "detach" code path
== DETAILS
We're at a point where we need to do more than just
clean up a local data structure, so I've started
implementing the "detach" part of the code so that
everything gets cleaned up properly.

Also, added error handling inside the polling
thread.

== TESTING

Have not tested yet.
2018-03-29 23:37:11 -07:00
gblues 0100d58ffb WIP: evolve driver implementation
== DETAILS

I've created the concept of a hid_driver_instance_t which is basically
a central place to store the hid pad driver, hid subsystem driver,
the pad list, and the instance data for the above in a central location.

The HID pad device drivers can use it to perform HID operations in a
generic manner.

This is more-or-less a pause point so I can catch up with upstream.

== TESTING

Haven't tested this yet. Compiles without warnings though!
2018-03-29 23:37:11 -07:00
gblues 41ce8853d7 Add name for hid device; implement detect
== DETAILS

- detect() methods in device_* files now check for VID/PID
  instead of just returning false
- add "name" field on hid device, mainly for logging purposes

== TESTING
Verified my WiiU GC adapter detected properly
2018-03-29 23:37:11 -07:00
gblues ae19eed00f implement hid device search 2018-03-29 23:37:11 -07:00
twinaphex 1103f4f630 (input_overlay.c) Cleanups 2018-03-29 19:43:04 +02:00
Ash aeea0e6ca8
[WiiU] Fix OOB read/write in keyboard driver
This code used a keyboardState size of 256 and indexed it with a
retro_key, which can be any value (RETROK_RALT is 307). This fixes
that by using RETROK_LAST as the array size.

Should fix #6322.
2018-03-17 13:00:47 +11:00
twinaphex 6653818dc8 Revert "(input_overlay.c) Cleanups"
This reverts commit 56389466aa.
2018-03-15 06:39:06 +01:00
Ryunam c5775fd73c Implement Slow motion toggle 2018-03-10 18:42:45 +01:00
Twinaphex 4dc9c408d4
Merge pull request #6329 from markand/fix-vid-pid
Use EVIOCGID's ioctl to get vendor/product id, #6325
2018-02-26 18:39:33 +01:00
twinaphex fae9223641 Remove hashes from task_overlay 2018-02-25 13:03:54 +01:00
David Demelier e99049a8ff Use EVIOCGID's ioctl to get vendor/product id, #6325
The current code get the USB vendor/product controller, in case of
bluetooth connection this means that you get the bluetooth dongle ids
instead of gamepads. This is not fine as we match gamepads using their
product and vendor ids.

Credits go to SDL which helped me to figure out this issue.

http://hg.libsdl.org/SDL/file/f7c6b974d5af/src/joystick/linux/SDL_sysjoystick.c#l208
2018-02-23 09:19:43 +01:00
twinaphex 5139241e87 Fix Python codepath 2018-02-19 09:11:33 +01:00
twinaphex 070c09faec Avoid more pointer grabbing for video driver ptr 2018-02-16 20:42:37 +01:00
twinaphex 2b02616512 Disable ENABLE_TOUCH_SCREEN_MOUSE for now until issues are resolved 2018-02-15 14:50:14 +01:00
twinaphex 56389466aa (input_overlay.c) Cleanups 2018-02-11 17:58:24 +01:00
Brad Parker 039da3bb83 C89 buildfix 2018-02-06 22:17:32 -05:00
Twinaphex 0c3a684e2c
Merge pull request #6192 from gblues/master
Fix memory management bugs
2018-01-28 08:48:21 +01:00
gblues f2ea5dde11 Fix memory management bugs
== DETAILS

 * Fix double-free in hidpad shutdown code
 * Fix possible double-free in hidpad error handling code
 * Fix memory leak in adapter delete method
2018-01-27 22:54:59 -08:00
Olivier PARRA 8bff69eae8 1.[IOS9]Remove HID entry from menu as IOKIT is not available 2.[OSX]Add robustness and determinism to HID buttons detection code (add controller buttons in a sorted list) 2018-01-25 02:20:52 +01:00
twinaphex 80b17668b6 Add initial VS2013 solution 2018-01-24 01:29:45 +01:00
Twinaphex 4a6a97be60
Merge pull request #5429 from GregorR/netplay-input-upgrades-1
Netplay input upgrades 1
2018-01-23 05:01:45 +01:00
twinaphex 3fc2ddb8d2 (IOHIDManager) Add improvements - https://github.com/libretro/RetroArch/issues/4816#issuecomment-359145035 2018-01-22 06:48:56 +01:00
twinaphex c5ffd06778 Revert "(xdk_joypad.c) Cleanups"
This reverts commit 49c399217d.
2018-01-21 01:48:28 +01:00
twinaphex 6c73cea470 Revert "Buildfix"
This reverts commit 832cf07247.
2018-01-21 01:48:21 +01:00