dolphin/Source/Core/InputCommon/GCAdapter.cpp

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// Copyright 2014 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "InputCommon/GCAdapter.h"
#ifndef ANDROID
#define GCADAPTER_USE_LIBUSB_IMPLEMENTATION true
#define GCADAPTER_USE_ANDROID_IMPLEMENTATION false
#else
#define GCADAPTER_USE_LIBUSB_IMPLEMENTATION false
#define GCADAPTER_USE_ANDROID_IMPLEMENTATION true
#endif
#include <algorithm>
#include <array>
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#include <mutex>
#include <optional>
#if GCADAPTER_USE_LIBUSB_IMPLEMENTATION
#include <libusb.h>
#elif GCADAPTER_USE_ANDROID_IMPLEMENTATION
#include <jni.h>
#endif
#include "Common/Event.h"
#include "Common/Flag.h"
Make the Wii U Gamecube adapter work with less magic. The Wii U Gamecube controller adapter setup has always been a bit weird. It tries to be as automatic as possible to make the user experience as easy as possible. The problem with this approach is that it brings a large disconnect in the user experience because you have the Gamecube controller setup with regular gamepads and then for some reason below that you have a "direct connect" option which will cause the Gamecube Adapter to overwrite the regular inputs if something was connected. While this works and allows the user to only click one checkbox to get the device working, it breaks the user's experience because they don't really know what "direct connect" means and won't look it up to figure out what it is. Just expecting the device to work (At least one occurence of this in the IRC channel in the last week). This way around also had the terrible nature of making the code more filthy than it needed to be. The GCAdapter namespace was parasitic and hooked in to the regular GC Controller SI class to overwrite the data that it was getting from the default configuration. Now instead we have a specific SIDevice class for the Wii U Gamecube adapter. This class is fairly simple and is a child of the regular SI Gamecube Pad device and only reimplements what it needs to. This also gives the ability to configure controllers individually, which allows the user to configure rumble individually per pad input. Overall the code is cleaner, and it fits more in line with how the rest of Dolphin works.
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#include "Common/Logging/Log.h"
#include "Common/Thread.h"
#include "Core/Config/MainSettings.h"
#include "Core/Core.h"
#include "Core/CoreTiming.h"
#include "Core/HW/SI/SI.h"
#include "Core/HW/SI/SI_Device.h"
#include "Core/HW/SystemTimers.h"
#include "InputCommon/GCPadStatus.h"
#if GCADAPTER_USE_LIBUSB_IMPLEMENTATION
#include "Common/ScopeGuard.h"
#include "Core/LibusbUtils.h"
#elif GCADAPTER_USE_ANDROID_IMPLEMENTATION
#include "jni/AndroidCommon/IDCache.h"
#endif
Make the Wii U Gamecube adapter work with less magic. The Wii U Gamecube controller adapter setup has always been a bit weird. It tries to be as automatic as possible to make the user experience as easy as possible. The problem with this approach is that it brings a large disconnect in the user experience because you have the Gamecube controller setup with regular gamepads and then for some reason below that you have a "direct connect" option which will cause the Gamecube Adapter to overwrite the regular inputs if something was connected. While this works and allows the user to only click one checkbox to get the device working, it breaks the user's experience because they don't really know what "direct connect" means and won't look it up to figure out what it is. Just expecting the device to work (At least one occurence of this in the IRC channel in the last week). This way around also had the terrible nature of making the code more filthy than it needed to be. The GCAdapter namespace was parasitic and hooked in to the regular GC Controller SI class to overwrite the data that it was getting from the default configuration. Now instead we have a specific SIDevice class for the Wii U Gamecube adapter. This class is fairly simple and is a child of the regular SI Gamecube Pad device and only reimplements what it needs to. This also gives the ability to configure controllers individually, which allows the user to configure rumble individually per pad input. Overall the code is cleaner, and it fits more in line with how the rest of Dolphin works.
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#if GCADAPTER_USE_LIBUSB_IMPLEMENTATION
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#if defined(LIBUSB_API_VERSION)
#define LIBUSB_API_VERSION_EXIST 1
#else
#define LIBUSB_API_VERSION_EXIST 0
#endif
#define LIBUSB_API_VERSION_ATLEAST(v) (LIBUSB_API_VERSION_EXIST && LIBUSB_API_VERSION >= (v))
#define LIBUSB_API_HAS_HOTPLUG LIBUSB_API_VERSION_ATLEAST(0x01000102)
#endif
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Make the Wii U Gamecube adapter work with less magic. The Wii U Gamecube controller adapter setup has always been a bit weird. It tries to be as automatic as possible to make the user experience as easy as possible. The problem with this approach is that it brings a large disconnect in the user experience because you have the Gamecube controller setup with regular gamepads and then for some reason below that you have a "direct connect" option which will cause the Gamecube Adapter to overwrite the regular inputs if something was connected. While this works and allows the user to only click one checkbox to get the device working, it breaks the user's experience because they don't really know what "direct connect" means and won't look it up to figure out what it is. Just expecting the device to work (At least one occurence of this in the IRC channel in the last week). This way around also had the terrible nature of making the code more filthy than it needed to be. The GCAdapter namespace was parasitic and hooked in to the regular GC Controller SI class to overwrite the data that it was getting from the default configuration. Now instead we have a specific SIDevice class for the Wii U Gamecube adapter. This class is fairly simple and is a child of the regular SI Gamecube Pad device and only reimplements what it needs to. This also gives the ability to configure controllers individually, which allows the user to configure rumble individually per pad input. Overall the code is cleaner, and it fits more in line with how the rest of Dolphin works.
2015-12-31 17:09:47 +00:00
namespace GCAdapter
{
#if GCADAPTER_USE_LIBUSB_IMPLEMENTATION
static bool CheckDeviceAccess(libusb_device* device);
static void AddGCAdapter(libusb_device* device);
static void ResetRumbleLockNeeded();
#endif
static void Reset();
static void Setup();
static void Read();
static void Write();
#if GCADAPTER_USE_LIBUSB_IMPLEMENTATION
enum
{
NO_ADAPTER_DETECTED = 0,
ADAPTER_DETECTED = 1,
};
// Current adapter status: detected/not detected/in error (holds the error code)
static std::atomic<int> s_status = NO_ADAPTER_DETECTED;
static libusb_device_handle* s_handle = nullptr;
#elif GCADAPTER_USE_ANDROID_IMPLEMENTATION
// Java classes
static jclass s_adapter_class;
static bool s_detected = false;
static int s_fd = 0;
#endif
enum class ControllerType : u8
{
None = 0,
Wired = 1,
Wireless = 2,
};
static std::array<ControllerType, SerialInterface::MAX_SI_CHANNELS> s_controller_type = {
ControllerType::None, ControllerType::None, ControllerType::None, ControllerType::None};
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static std::array<u8, SerialInterface::MAX_SI_CHANNELS> s_controller_rumble{};
constexpr size_t CONTROLER_INPUT_PAYLOAD_EXPECTED_SIZE = 37;
constexpr size_t CONTROLER_OUTPUT_INIT_PAYLOAD_SIZE = 1;
constexpr size_t CONTROLER_OUTPUT_RUMBLE_PAYLOAD_SIZE = 5;
static std::array<u8, CONTROLER_INPUT_PAYLOAD_EXPECTED_SIZE> s_controller_payload;
static std::array<u8, CONTROLER_INPUT_PAYLOAD_EXPECTED_SIZE> s_controller_payload_swap;
// Only access with s_mutex held!
static int s_controller_payload_size = {0};
static std::array<u8, CONTROLER_OUTPUT_RUMBLE_PAYLOAD_SIZE> s_controller_write_payload;
static std::atomic<int> s_controller_write_payload_size{0};
static std::thread s_read_adapter_thread;
static Common::Flag s_read_adapter_thread_running;
static std::thread s_write_adapter_thread;
static Common::Flag s_write_adapter_thread_running;
static Common::Event s_write_happened;
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static std::mutex s_read_mutex;
#if GCADAPTER_USE_LIBUSB_IMPLEMENTATION
static std::mutex s_init_mutex;
#elif GCADAPTER_USE_ANDROID_IMPLEMENTATION
static std::mutex s_write_mutex;
#endif
static std::thread s_adapter_detect_thread;
static Common::Flag s_adapter_detect_thread_running;
#if GCADAPTER_USE_LIBUSB_IMPLEMENTATION
static Common::Event s_hotplug_event;
static std::function<void(void)> s_detect_callback;
#if defined(__FreeBSD__) && __FreeBSD__ >= 11
static bool s_libusb_hotplug_enabled = true;
#else
static bool s_libusb_hotplug_enabled = false;
#endif
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#if LIBUSB_API_HAS_HOTPLUG
static libusb_hotplug_callback_handle s_hotplug_handle;
#endif
static std::unique_ptr<LibusbUtils::Context> s_libusb_context;
static u8 s_endpoint_in = 0;
static u8 s_endpoint_out = 0;
#endif
static u64 s_last_init = 0;
static std::optional<size_t> s_config_callback_id = std::nullopt;
static std::array<SerialInterface::SIDevices, SerialInterface::MAX_SI_CHANNELS>
s_config_si_device_type{};
static std::array<bool, SerialInterface::MAX_SI_CHANNELS> s_config_rumble_enabled{};
static void Read()
{
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Common::SetCurrentThreadName("GCAdapter Read Thread");
NOTICE_LOG_FMT(CONTROLLERINTERFACE, "GCAdapter read thread started");
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#if GCADAPTER_USE_ANDROID_IMPLEMENTATION
bool first_read = true;
JNIEnv* env = IDCache::GetEnvForThread();
jfieldID payload_field = env->GetStaticFieldID(s_adapter_class, "controller_payload", "[B");
jobject payload_object = env->GetStaticObjectField(s_adapter_class, payload_field);
auto* java_controller_payload = reinterpret_cast<jbyteArray*>(&payload_object);
// Get function pointers
jmethodID getfd_func = env->GetStaticMethodID(s_adapter_class, "GetFD", "()I");
jmethodID input_func = env->GetStaticMethodID(s_adapter_class, "Input", "()I");
jmethodID openadapter_func = env->GetStaticMethodID(s_adapter_class, "OpenAdapter", "()Z");
bool connected = env->CallStaticBooleanMethod(s_adapter_class, openadapter_func);
if (!connected)
{
s_fd = 0;
s_detected = false;
NOTICE_LOG_FMT(CONTROLLERINTERFACE, "GC Adapter failed to open!");
return;
}
#endif
s_write_adapter_thread_running.Set(true);
s_write_adapter_thread = std::thread(Write);
// Reset rumble once on initial reading
ResetRumble();
while (s_read_adapter_thread_running.IsSet())
{
#if GCADAPTER_USE_LIBUSB_IMPLEMENTATION
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int payload_size = 0;
int err = libusb_interrupt_transfer(s_handle, s_endpoint_in, s_controller_payload_swap.data(),
CONTROLER_INPUT_PAYLOAD_EXPECTED_SIZE, &payload_size, 16);
if (err)
ERROR_LOG_FMT(CONTROLLERINTERFACE, "adapter libusb read failed: err={}",
libusb_error_name(err));
#elif GCADAPTER_USE_ANDROID_IMPLEMENTATION
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int payload_size = env->CallStaticIntMethod(s_adapter_class, input_func);
jbyte* java_data = env->GetByteArrayElements(*java_controller_payload, nullptr);
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std::copy(java_data, java_data + CONTROLER_INPUT_PAYLOAD_EXPECTED_SIZE,
s_controller_payload_swap.begin());
#endif
{
std::lock_guard<std::mutex> lk(s_read_mutex);
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std::swap(s_controller_payload_swap, s_controller_payload);
s_controller_payload_size = payload_size;
}
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#if GCADAPTER_USE_ANDROID_IMPLEMENTATION
env->ReleaseByteArrayElements(*java_controller_payload, java_data, 0);
if (first_read)
{
first_read = false;
s_fd = env->CallStaticIntMethod(s_adapter_class, getfd_func);
}
#endif
Common::YieldCPU();
}
// Terminate the write thread on leaving
if (s_write_adapter_thread_running.TestAndClear())
{
s_controller_write_payload_size.store(0);
s_write_happened.Set(); // Kick the waiting event
s_write_adapter_thread.join();
}
#if GCADAPTER_USE_ANDROID_IMPLEMENTATION
s_fd = 0;
s_detected = false;
#endif
NOTICE_LOG_FMT(CONTROLLERINTERFACE, "GCAdapter read thread stopped");
}
static void Write()
{
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Common::SetCurrentThreadName("GCAdapter Write Thread");
NOTICE_LOG_FMT(CONTROLLERINTERFACE, "GCAdapter write thread started");
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#if GCADAPTER_USE_LIBUSB_IMPLEMENTATION
int size = 0;
#elif GCADAPTER_USE_ANDROID_IMPLEMENTATION
JNIEnv* env = IDCache::GetEnvForThread();
jmethodID output_func = env->GetStaticMethodID(s_adapter_class, "Output", "([B)I");
#endif
while (s_write_adapter_thread_running.IsSet())
{
s_write_happened.Wait();
int write_size = s_controller_write_payload_size.load();
if (write_size)
{
#if GCADAPTER_USE_LIBUSB_IMPLEMENTATION
const int err = libusb_interrupt_transfer(
s_handle, s_endpoint_out, s_controller_write_payload.data(), write_size, &size, 16);
if (err != 0)
{
ERROR_LOG_FMT(CONTROLLERINTERFACE, "adapter libusb write failed: err={}",
libusb_error_name(err));
}
#elif GCADAPTER_USE_ANDROID_IMPLEMENTATION
jbyteArray jrumble_array = env->NewByteArray(CONTROLER_OUTPUT_RUMBLE_PAYLOAD_SIZE);
jbyte* jrumble = env->GetByteArrayElements(jrumble_array, nullptr);
{
std::lock_guard<std::mutex> lk(s_write_mutex);
memcpy(jrumble, s_controller_write_payload.data(), write_size);
}
env->ReleaseByteArrayElements(jrumble_array, jrumble, 0);
env->CallStaticIntMethod(s_adapter_class, output_func, jrumble_array);
#endif
}
Common::YieldCPU();
}
NOTICE_LOG_FMT(CONTROLLERINTERFACE, "GCAdapter write thread stopped");
}
#if GCADAPTER_USE_LIBUSB_IMPLEMENTATION
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#if LIBUSB_API_HAS_HOTPLUG
static int HotplugCallback(libusb_context* ctx, libusb_device* dev, libusb_hotplug_event event,
void* user_data)
{
if (event == LIBUSB_HOTPLUG_EVENT_DEVICE_ARRIVED)
{
if (s_handle == nullptr)
s_hotplug_event.Set();
}
else if (event == LIBUSB_HOTPLUG_EVENT_DEVICE_LEFT)
{
if (s_handle != nullptr && libusb_get_device(s_handle) == dev)
Reset();
// Reset a potential error status now that the adapter is unplugged
if (s_status < 0)
{
s_status = NO_ADAPTER_DETECTED;
if (s_detect_callback != nullptr)
s_detect_callback();
}
}
return 0;
}
#endif
#endif
static void ScanThreadFunc()
{
Common::SetCurrentThreadName("GC Adapter Scanning Thread");
NOTICE_LOG_FMT(CONTROLLERINTERFACE, "GC Adapter scanning thread started");
#if GCADAPTER_USE_LIBUSB_IMPLEMENTATION
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#if LIBUSB_API_HAS_HOTPLUG
#ifndef __FreeBSD__
s_libusb_hotplug_enabled = libusb_has_capability(LIBUSB_CAP_HAS_HOTPLUG) != 0;
#endif
if (s_libusb_hotplug_enabled)
{
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if (libusb_hotplug_register_callback(
*s_libusb_context,
(libusb_hotplug_event)(LIBUSB_HOTPLUG_EVENT_DEVICE_ARRIVED |
LIBUSB_HOTPLUG_EVENT_DEVICE_LEFT),
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LIBUSB_HOTPLUG_ENUMERATE, 0x057e, 0x0337, LIBUSB_HOTPLUG_MATCH_ANY, HotplugCallback,
nullptr, &s_hotplug_handle) != LIBUSB_SUCCESS)
s_libusb_hotplug_enabled = false;
if (s_libusb_hotplug_enabled)
NOTICE_LOG_FMT(CONTROLLERINTERFACE, "Using libUSB hotplug detection");
}
#endif
while (s_adapter_detect_thread_running.IsSet())
{
if (s_handle == nullptr)
{
std::lock_guard<std::mutex> lk(s_init_mutex);
Setup();
}
if (s_libusb_hotplug_enabled)
s_hotplug_event.Wait();
else
Common::SleepCurrentThread(500);
}
#elif GCADAPTER_USE_ANDROID_IMPLEMENTATION
JNIEnv* env = IDCache::GetEnvForThread();
jmethodID queryadapter_func = env->GetStaticMethodID(s_adapter_class, "QueryAdapter", "()Z");
while (s_adapter_detect_thread_running.IsSet())
{
if (!s_detected && UseAdapter() &&
env->CallStaticBooleanMethod(s_adapter_class, queryadapter_func))
Setup();
Common::SleepCurrentThread(1000);
}
#endif
NOTICE_LOG_FMT(CONTROLLERINTERFACE, "GC Adapter scanning thread stopped");
}
void SetAdapterCallback(std::function<void(void)> func)
{
#if GCADAPTER_USE_LIBUSB_IMPLEMENTATION
s_detect_callback = func;
#endif
}
static void RefreshConfig()
{
for (int i = 0; i < SerialInterface::MAX_SI_CHANNELS; ++i)
{
s_config_si_device_type[i] = Config::Get(Config::GetInfoForSIDevice(i));
s_config_rumble_enabled[i] = Config::Get(Config::GetInfoForAdapterRumble(i));
}
}
void Init()
{
#if GCADAPTER_USE_LIBUSB_IMPLEMENTATION
if (s_handle != nullptr)
return;
s_libusb_context = std::make_unique<LibusbUtils::Context>();
#elif GCADAPTER_USE_ANDROID_IMPLEMENTATION
if (s_fd)
return;
#endif
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if (Core::GetState() != Core::State::Uninitialized && Core::GetState() != Core::State::Starting)
{
if ((CoreTiming::GetTicks() - s_last_init) < SystemTimers::GetTicksPerSecond())
return;
s_last_init = CoreTiming::GetTicks();
}
#if GCADAPTER_USE_LIBUSB_IMPLEMENTATION
s_status = NO_ADAPTER_DETECTED;
#elif GCADAPTER_USE_ANDROID_IMPLEMENTATION
JNIEnv* env = IDCache::GetEnvForThread();
jclass adapter_class = env->FindClass("org/dolphinemu/dolphinemu/utils/Java_GCAdapter");
s_adapter_class = reinterpret_cast<jclass>(env->NewGlobalRef(adapter_class));
#endif
if (!s_config_callback_id)
s_config_callback_id = Config::AddConfigChangedCallback(RefreshConfig);
RefreshConfig();
if (UseAdapter())
StartScanThread();
}
void StartScanThread()
{
Make the Wii U Gamecube adapter work with less magic. The Wii U Gamecube controller adapter setup has always been a bit weird. It tries to be as automatic as possible to make the user experience as easy as possible. The problem with this approach is that it brings a large disconnect in the user experience because you have the Gamecube controller setup with regular gamepads and then for some reason below that you have a "direct connect" option which will cause the Gamecube Adapter to overwrite the regular inputs if something was connected. While this works and allows the user to only click one checkbox to get the device working, it breaks the user's experience because they don't really know what "direct connect" means and won't look it up to figure out what it is. Just expecting the device to work (At least one occurence of this in the IRC channel in the last week). This way around also had the terrible nature of making the code more filthy than it needed to be. The GCAdapter namespace was parasitic and hooked in to the regular GC Controller SI class to overwrite the data that it was getting from the default configuration. Now instead we have a specific SIDevice class for the Wii U Gamecube adapter. This class is fairly simple and is a child of the regular SI Gamecube Pad device and only reimplements what it needs to. This also gives the ability to configure controllers individually, which allows the user to configure rumble individually per pad input. Overall the code is cleaner, and it fits more in line with how the rest of Dolphin works.
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if (s_adapter_detect_thread_running.IsSet())
return;
#if GCADAPTER_USE_LIBUSB_IMPLEMENTATION
if (!s_libusb_context->IsValid())
return;
#endif
s_adapter_detect_thread_running.Set(true);
s_adapter_detect_thread = std::thread(ScanThreadFunc);
}
void StopScanThread()
{
if (s_adapter_detect_thread_running.TestAndClear())
{
#if GCADAPTER_USE_LIBUSB_IMPLEMENTATION
s_hotplug_event.Set();
#endif
s_adapter_detect_thread.join();
}
}
static void Setup()
{
#if GCADAPTER_USE_LIBUSB_IMPLEMENTATION
int prev_status = s_status;
// Reset the error status in case the adapter gets unplugged
if (s_status < 0)
s_status = NO_ADAPTER_DETECTED;
s_controller_type.fill(ControllerType::None);
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s_controller_rumble.fill(0);
s_libusb_context->GetDeviceList([](libusb_device* device) {
if (CheckDeviceAccess(device))
{
// Only connect to a single adapter in case the user has multiple connected
AddGCAdapter(device);
return false;
}
return true;
});
if (s_status != ADAPTER_DETECTED && prev_status != s_status && s_detect_callback != nullptr)
s_detect_callback();
#elif GCADAPTER_USE_ANDROID_IMPLEMENTATION
s_fd = 0;
s_detected = true;
// Make sure the thread isn't in the middle of shutting down while starting a new one
if (s_read_adapter_thread_running.TestAndClear())
s_read_adapter_thread.join();
s_read_adapter_thread_running.Set(true);
s_read_adapter_thread = std::thread(Read);
#endif
}
#if GCADAPTER_USE_LIBUSB_IMPLEMENTATION
static bool CheckDeviceAccess(libusb_device* device)
{
libusb_device_descriptor desc;
int ret = libusb_get_device_descriptor(device, &desc);
if (ret != 0)
{
// could not acquire the descriptor, no point in trying to use it.
ERROR_LOG_FMT(CONTROLLERINTERFACE, "libusb_get_device_descriptor failed with error: {}", ret);
return false;
}
if (desc.idVendor != 0x057e || desc.idProduct != 0x0337)
{
// This isnt the device we are looking for.
return false;
}
NOTICE_LOG_FMT(CONTROLLERINTERFACE, "Found GC Adapter with Vendor: {:X} Product: {:X} Devnum: {}",
desc.idVendor, desc.idProduct, 1);
// In case of failure, capture the libusb error code into the adapter status
Common::ScopeGuard status_guard([&ret] { s_status = ret; });
const u8 bus = libusb_get_bus_number(device);
const u8 port = libusb_get_device_address(device);
ret = libusb_open(device, &s_handle);
if (ret == LIBUSB_ERROR_ACCESS)
{
ERROR_LOG_FMT(
CONTROLLERINTERFACE,
"Dolphin does not have access to this device: Bus {:03d} Device {:03d}: ID {:04X}:{:04X}.",
bus, port, desc.idVendor, desc.idProduct);
return false;
}
if (ret != 0)
{
ERROR_LOG_FMT(CONTROLLERINTERFACE, "libusb_open failed to open device with error = {}", ret);
return false;
}
bool detach_failed = false;
ret = libusb_kernel_driver_active(s_handle, 0);
if (ret == 1)
{
// On macos detaching would fail without root or entitlement.
// We assume user is using GCAdapterDriver and therefor don't want to detach anything
#if !defined(__APPLE__)
ret = libusb_detach_kernel_driver(s_handle, 0);
detach_failed = ret < 0 && ret != LIBUSB_ERROR_NOT_FOUND && ret != LIBUSB_ERROR_NOT_SUPPORTED;
#endif
if (detach_failed)
ERROR_LOG_FMT(CONTROLLERINTERFACE, "libusb_detach_kernel_driver failed with error: {}", ret);
}
// This call makes Nyko-brand (and perhaps other) adapters work.
// However it returns LIBUSB_ERROR_PIPE with Mayflash adapters.
const int transfer = libusb_control_transfer(s_handle, 0x21, 11, 0x0001, 0, nullptr, 0, 1000);
if (transfer < 0)
WARN_LOG_FMT(CONTROLLERINTERFACE, "libusb_control_transfer failed with error: {}", transfer);
// this split is needed so that we don't avoid claiming the interface when
// detaching the kernel driver is successful
if (detach_failed)
{
libusb_close(s_handle);
s_handle = nullptr;
return false;
}
ret = libusb_claim_interface(s_handle, 0);
if (ret != 0)
{
ERROR_LOG_FMT(CONTROLLERINTERFACE, "libusb_claim_interface failed with error: {}", ret);
libusb_close(s_handle);
s_handle = nullptr;
return false;
}
// Updating the adapter status will be done in AddGCAdapter
status_guard.Dismiss();
return true;
}
static void AddGCAdapter(libusb_device* device)
{
libusb_config_descriptor* config = nullptr;
libusb_get_config_descriptor(device, 0, &config);
for (u8 ic = 0; ic < config->bNumInterfaces; ic++)
{
const libusb_interface* interfaceContainer = &config->interface[ic];
for (int i = 0; i < interfaceContainer->num_altsetting; i++)
{
const libusb_interface_descriptor* interface = &interfaceContainer->altsetting[i];
for (u8 e = 0; e < interface->bNumEndpoints; e++)
{
const libusb_endpoint_descriptor* endpoint = &interface->endpoint[e];
if (endpoint->bEndpointAddress & LIBUSB_ENDPOINT_IN)
s_endpoint_in = endpoint->bEndpointAddress;
else
s_endpoint_out = endpoint->bEndpointAddress;
}
}
}
int size = 0;
std::array<u8, CONTROLER_OUTPUT_INIT_PAYLOAD_SIZE> payload = {0x13};
libusb_interrupt_transfer(s_handle, s_endpoint_out, payload.data(),
CONTROLER_OUTPUT_INIT_PAYLOAD_SIZE, &size, 16);
s_read_adapter_thread_running.Set(true);
s_read_adapter_thread = std::thread(Read);
s_status = ADAPTER_DETECTED;
if (s_detect_callback != nullptr)
s_detect_callback();
ResetRumbleLockNeeded();
}
#endif
void Shutdown()
{
StopScanThread();
#if GCADAPTER_USE_LIBUSB_IMPLEMENTATION
2022-04-22 14:36:56 +00:00
#if LIBUSB_API_HAS_HOTPLUG
if (s_libusb_context->IsValid() && s_libusb_hotplug_enabled)
libusb_hotplug_deregister_callback(*s_libusb_context, s_hotplug_handle);
#endif
#endif
Reset();
#if GCADAPTER_USE_LIBUSB_IMPLEMENTATION
s_libusb_context.reset();
s_status = NO_ADAPTER_DETECTED;
#endif
if (s_config_callback_id)
{
Config::RemoveConfigChangedCallback(*s_config_callback_id);
s_config_callback_id = std::nullopt;
}
}
static void Reset()
{
#if GCADAPTER_USE_LIBUSB_IMPLEMENTATION
std::unique_lock<std::mutex> lock(s_init_mutex, std::defer_lock);
if (!lock.try_lock())
return;
if (s_status != ADAPTER_DETECTED)
return;
#elif GCADAPTER_USE_ANDROID_IMPLEMENTATION
if (!s_detected)
return;
#endif
if (s_read_adapter_thread_running.TestAndClear())
s_read_adapter_thread.join();
// The read thread will close the write thread
s_controller_type.fill(ControllerType::None);
#if GCADAPTER_USE_LIBUSB_IMPLEMENTATION
s_status = NO_ADAPTER_DETECTED;
2015-01-05 00:31:54 +00:00
if (s_handle)
{
libusb_release_interface(s_handle, 0);
2015-01-05 00:31:54 +00:00
libusb_close(s_handle);
s_handle = nullptr;
}
if (s_detect_callback != nullptr)
s_detect_callback();
#elif GCADAPTER_USE_ANDROID_IMPLEMENTATION
s_detected = false;
s_fd = 0;
#endif
NOTICE_LOG_FMT(CONTROLLERINTERFACE, "GC Adapter detached");
}
2016-08-02 01:16:00 +00:00
GCPadStatus Input(int chan)
{
2016-01-06 06:35:56 +00:00
if (!UseAdapter())
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return {};
#if GCADAPTER_USE_LIBUSB_IMPLEMENTATION
if (s_handle == nullptr || s_status != ADAPTER_DETECTED)
2016-08-02 01:16:00 +00:00
return {};
#elif GCADAPTER_USE_ANDROID_IMPLEMENTATION
if (!s_detected || !s_fd)
return {};
#endif
int payload_size = 0;
std::array<u8, CONTROLER_INPUT_PAYLOAD_EXPECTED_SIZE> controller_payload_copy{};
{
std::lock_guard<std::mutex> lk(s_read_mutex);
controller_payload_copy = s_controller_payload;
payload_size = s_controller_payload_size;
}
2016-08-02 01:16:00 +00:00
GCPadStatus pad = {};
if (payload_size != CONTROLER_INPUT_PAYLOAD_EXPECTED_SIZE
#if GCADAPTER_USE_LIBUSB_IMPLEMENTATION
|| controller_payload_copy[0] != LIBUSB_DT_HID
#endif
)
{
// This can occur for a few frames on initialization.
ERROR_LOG_FMT(CONTROLLERINTERFACE, "error reading payload (size: {}, type: {:02x})",
payload_size, controller_payload_copy[0]);
#if GCADAPTER_USE_ANDROID_IMPLEMENTATION
Reset();
#endif
}
else
{
Make the Wii U Gamecube adapter work with less magic. The Wii U Gamecube controller adapter setup has always been a bit weird. It tries to be as automatic as possible to make the user experience as easy as possible. The problem with this approach is that it brings a large disconnect in the user experience because you have the Gamecube controller setup with regular gamepads and then for some reason below that you have a "direct connect" option which will cause the Gamecube Adapter to overwrite the regular inputs if something was connected. While this works and allows the user to only click one checkbox to get the device working, it breaks the user's experience because they don't really know what "direct connect" means and won't look it up to figure out what it is. Just expecting the device to work (At least one occurence of this in the IRC channel in the last week). This way around also had the terrible nature of making the code more filthy than it needed to be. The GCAdapter namespace was parasitic and hooked in to the regular GC Controller SI class to overwrite the data that it was getting from the default configuration. Now instead we have a specific SIDevice class for the Wii U Gamecube adapter. This class is fairly simple and is a child of the regular SI Gamecube Pad device and only reimplements what it needs to. This also gives the ability to configure controllers individually, which allows the user to configure rumble individually per pad input. Overall the code is cleaner, and it fits more in line with how the rest of Dolphin works.
2015-12-31 17:09:47 +00:00
bool get_origin = false;
// TODO: What do the other bits here indicate? Does casting to an enum like this make sense?
const auto type = static_cast<ControllerType>(controller_payload_copy[1 + (9 * chan)] >> 4);
if (type != ControllerType::None && s_controller_type[chan] == ControllerType::None)
Make the Wii U Gamecube adapter work with less magic. The Wii U Gamecube controller adapter setup has always been a bit weird. It tries to be as automatic as possible to make the user experience as easy as possible. The problem with this approach is that it brings a large disconnect in the user experience because you have the Gamecube controller setup with regular gamepads and then for some reason below that you have a "direct connect" option which will cause the Gamecube Adapter to overwrite the regular inputs if something was connected. While this works and allows the user to only click one checkbox to get the device working, it breaks the user's experience because they don't really know what "direct connect" means and won't look it up to figure out what it is. Just expecting the device to work (At least one occurence of this in the IRC channel in the last week). This way around also had the terrible nature of making the code more filthy than it needed to be. The GCAdapter namespace was parasitic and hooked in to the regular GC Controller SI class to overwrite the data that it was getting from the default configuration. Now instead we have a specific SIDevice class for the Wii U Gamecube adapter. This class is fairly simple and is a child of the regular SI Gamecube Pad device and only reimplements what it needs to. This also gives the ability to configure controllers individually, which allows the user to configure rumble individually per pad input. Overall the code is cleaner, and it fits more in line with how the rest of Dolphin works.
2015-12-31 17:09:47 +00:00
{
NOTICE_LOG_FMT(CONTROLLERINTERFACE, "New device connected to Port {} of Type: {:02x}",
chan + 1, controller_payload_copy[1 + (9 * chan)]);
Make the Wii U Gamecube adapter work with less magic. The Wii U Gamecube controller adapter setup has always been a bit weird. It tries to be as automatic as possible to make the user experience as easy as possible. The problem with this approach is that it brings a large disconnect in the user experience because you have the Gamecube controller setup with regular gamepads and then for some reason below that you have a "direct connect" option which will cause the Gamecube Adapter to overwrite the regular inputs if something was connected. While this works and allows the user to only click one checkbox to get the device working, it breaks the user's experience because they don't really know what "direct connect" means and won't look it up to figure out what it is. Just expecting the device to work (At least one occurence of this in the IRC channel in the last week). This way around also had the terrible nature of making the code more filthy than it needed to be. The GCAdapter namespace was parasitic and hooked in to the regular GC Controller SI class to overwrite the data that it was getting from the default configuration. Now instead we have a specific SIDevice class for the Wii U Gamecube adapter. This class is fairly simple and is a child of the regular SI Gamecube Pad device and only reimplements what it needs to. This also gives the ability to configure controllers individually, which allows the user to configure rumble individually per pad input. Overall the code is cleaner, and it fits more in line with how the rest of Dolphin works.
2015-12-31 17:09:47 +00:00
get_origin = true;
}
s_controller_type[chan] = type;
if (s_controller_type[chan] != ControllerType::None)
{
u8 b1 = controller_payload_copy[1 + (9 * chan) + 1];
u8 b2 = controller_payload_copy[1 + (9 * chan) + 2];
if (b1 & (1 << 0))
2016-08-02 01:16:00 +00:00
pad.button |= PAD_BUTTON_A;
if (b1 & (1 << 1))
2016-08-02 01:16:00 +00:00
pad.button |= PAD_BUTTON_B;
if (b1 & (1 << 2))
2016-08-02 01:16:00 +00:00
pad.button |= PAD_BUTTON_X;
if (b1 & (1 << 3))
2016-08-02 01:16:00 +00:00
pad.button |= PAD_BUTTON_Y;
if (b1 & (1 << 4))
2016-08-02 01:16:00 +00:00
pad.button |= PAD_BUTTON_LEFT;
if (b1 & (1 << 5))
2016-08-02 01:16:00 +00:00
pad.button |= PAD_BUTTON_RIGHT;
if (b1 & (1 << 6))
2016-08-02 01:16:00 +00:00
pad.button |= PAD_BUTTON_DOWN;
if (b1 & (1 << 7))
2016-08-02 01:16:00 +00:00
pad.button |= PAD_BUTTON_UP;
if (b2 & (1 << 0))
2016-08-02 01:16:00 +00:00
pad.button |= PAD_BUTTON_START;
if (b2 & (1 << 1))
2016-08-02 01:16:00 +00:00
pad.button |= PAD_TRIGGER_Z;
if (b2 & (1 << 2))
2016-08-02 01:16:00 +00:00
pad.button |= PAD_TRIGGER_R;
if (b2 & (1 << 3))
2016-08-02 01:16:00 +00:00
pad.button |= PAD_TRIGGER_L;
Make the Wii U Gamecube adapter work with less magic. The Wii U Gamecube controller adapter setup has always been a bit weird. It tries to be as automatic as possible to make the user experience as easy as possible. The problem with this approach is that it brings a large disconnect in the user experience because you have the Gamecube controller setup with regular gamepads and then for some reason below that you have a "direct connect" option which will cause the Gamecube Adapter to overwrite the regular inputs if something was connected. While this works and allows the user to only click one checkbox to get the device working, it breaks the user's experience because they don't really know what "direct connect" means and won't look it up to figure out what it is. Just expecting the device to work (At least one occurence of this in the IRC channel in the last week). This way around also had the terrible nature of making the code more filthy than it needed to be. The GCAdapter namespace was parasitic and hooked in to the regular GC Controller SI class to overwrite the data that it was getting from the default configuration. Now instead we have a specific SIDevice class for the Wii U Gamecube adapter. This class is fairly simple and is a child of the regular SI Gamecube Pad device and only reimplements what it needs to. This also gives the ability to configure controllers individually, which allows the user to configure rumble individually per pad input. Overall the code is cleaner, and it fits more in line with how the rest of Dolphin works.
2015-12-31 17:09:47 +00:00
if (get_origin)
2016-08-02 01:16:00 +00:00
pad.button |= PAD_GET_ORIGIN;
pad.stickX = controller_payload_copy[1 + (9 * chan) + 3];
pad.stickY = controller_payload_copy[1 + (9 * chan) + 4];
pad.substickX = controller_payload_copy[1 + (9 * chan) + 5];
pad.substickY = controller_payload_copy[1 + (9 * chan) + 6];
pad.triggerLeft = controller_payload_copy[1 + (9 * chan) + 7];
pad.triggerRight = controller_payload_copy[1 + (9 * chan) + 8];
}
else if (!Core::WantsDeterminism())
Make the Wii U Gamecube adapter work with less magic. The Wii U Gamecube controller adapter setup has always been a bit weird. It tries to be as automatic as possible to make the user experience as easy as possible. The problem with this approach is that it brings a large disconnect in the user experience because you have the Gamecube controller setup with regular gamepads and then for some reason below that you have a "direct connect" option which will cause the Gamecube Adapter to overwrite the regular inputs if something was connected. While this works and allows the user to only click one checkbox to get the device working, it breaks the user's experience because they don't really know what "direct connect" means and won't look it up to figure out what it is. Just expecting the device to work (At least one occurence of this in the IRC channel in the last week). This way around also had the terrible nature of making the code more filthy than it needed to be. The GCAdapter namespace was parasitic and hooked in to the regular GC Controller SI class to overwrite the data that it was getting from the default configuration. Now instead we have a specific SIDevice class for the Wii U Gamecube adapter. This class is fairly simple and is a child of the regular SI Gamecube Pad device and only reimplements what it needs to. This also gives the ability to configure controllers individually, which allows the user to configure rumble individually per pad input. Overall the code is cleaner, and it fits more in line with how the rest of Dolphin works.
2015-12-31 17:09:47 +00:00
{
// This is a hack to prevent a desync due to SI devices
// being different and returning different values.
// The corresponding code in DeviceGCAdapter has the same check
2016-08-02 01:16:00 +00:00
pad.button = PAD_ERR_STATUS;
Make the Wii U Gamecube adapter work with less magic. The Wii U Gamecube controller adapter setup has always been a bit weird. It tries to be as automatic as possible to make the user experience as easy as possible. The problem with this approach is that it brings a large disconnect in the user experience because you have the Gamecube controller setup with regular gamepads and then for some reason below that you have a "direct connect" option which will cause the Gamecube Adapter to overwrite the regular inputs if something was connected. While this works and allows the user to only click one checkbox to get the device working, it breaks the user's experience because they don't really know what "direct connect" means and won't look it up to figure out what it is. Just expecting the device to work (At least one occurence of this in the IRC channel in the last week). This way around also had the terrible nature of making the code more filthy than it needed to be. The GCAdapter namespace was parasitic and hooked in to the regular GC Controller SI class to overwrite the data that it was getting from the default configuration. Now instead we have a specific SIDevice class for the Wii U Gamecube adapter. This class is fairly simple and is a child of the regular SI Gamecube Pad device and only reimplements what it needs to. This also gives the ability to configure controllers individually, which allows the user to configure rumble individually per pad input. Overall the code is cleaner, and it fits more in line with how the rest of Dolphin works.
2015-12-31 17:09:47 +00:00
}
}
2016-08-02 01:16:00 +00:00
return pad;
}
Make the Wii U Gamecube adapter work with less magic. The Wii U Gamecube controller adapter setup has always been a bit weird. It tries to be as automatic as possible to make the user experience as easy as possible. The problem with this approach is that it brings a large disconnect in the user experience because you have the Gamecube controller setup with regular gamepads and then for some reason below that you have a "direct connect" option which will cause the Gamecube Adapter to overwrite the regular inputs if something was connected. While this works and allows the user to only click one checkbox to get the device working, it breaks the user's experience because they don't really know what "direct connect" means and won't look it up to figure out what it is. Just expecting the device to work (At least one occurence of this in the IRC channel in the last week). This way around also had the terrible nature of making the code more filthy than it needed to be. The GCAdapter namespace was parasitic and hooked in to the regular GC Controller SI class to overwrite the data that it was getting from the default configuration. Now instead we have a specific SIDevice class for the Wii U Gamecube adapter. This class is fairly simple and is a child of the regular SI Gamecube Pad device and only reimplements what it needs to. This also gives the ability to configure controllers individually, which allows the user to configure rumble individually per pad input. Overall the code is cleaner, and it fits more in line with how the rest of Dolphin works.
2015-12-31 17:09:47 +00:00
bool DeviceConnected(int chan)
{
return s_controller_type[chan] != ControllerType::None;
Make the Wii U Gamecube adapter work with less magic. The Wii U Gamecube controller adapter setup has always been a bit weird. It tries to be as automatic as possible to make the user experience as easy as possible. The problem with this approach is that it brings a large disconnect in the user experience because you have the Gamecube controller setup with regular gamepads and then for some reason below that you have a "direct connect" option which will cause the Gamecube Adapter to overwrite the regular inputs if something was connected. While this works and allows the user to only click one checkbox to get the device working, it breaks the user's experience because they don't really know what "direct connect" means and won't look it up to figure out what it is. Just expecting the device to work (At least one occurence of this in the IRC channel in the last week). This way around also had the terrible nature of making the code more filthy than it needed to be. The GCAdapter namespace was parasitic and hooked in to the regular GC Controller SI class to overwrite the data that it was getting from the default configuration. Now instead we have a specific SIDevice class for the Wii U Gamecube adapter. This class is fairly simple and is a child of the regular SI Gamecube Pad device and only reimplements what it needs to. This also gives the ability to configure controllers individually, which allows the user to configure rumble individually per pad input. Overall the code is cleaner, and it fits more in line with how the rest of Dolphin works.
2015-12-31 17:09:47 +00:00
}
2019-03-29 11:15:58 +00:00
void ResetDeviceType(int chan)
{
s_controller_type[chan] = ControllerType::None;
2019-03-29 11:15:58 +00:00
}
Make the Wii U Gamecube adapter work with less magic. The Wii U Gamecube controller adapter setup has always been a bit weird. It tries to be as automatic as possible to make the user experience as easy as possible. The problem with this approach is that it brings a large disconnect in the user experience because you have the Gamecube controller setup with regular gamepads and then for some reason below that you have a "direct connect" option which will cause the Gamecube Adapter to overwrite the regular inputs if something was connected. While this works and allows the user to only click one checkbox to get the device working, it breaks the user's experience because they don't really know what "direct connect" means and won't look it up to figure out what it is. Just expecting the device to work (At least one occurence of this in the IRC channel in the last week). This way around also had the terrible nature of making the code more filthy than it needed to be. The GCAdapter namespace was parasitic and hooked in to the regular GC Controller SI class to overwrite the data that it was getting from the default configuration. Now instead we have a specific SIDevice class for the Wii U Gamecube adapter. This class is fairly simple and is a child of the regular SI Gamecube Pad device and only reimplements what it needs to. This also gives the ability to configure controllers individually, which allows the user to configure rumble individually per pad input. Overall the code is cleaner, and it fits more in line with how the rest of Dolphin works.
2015-12-31 17:09:47 +00:00
bool UseAdapter()
{
const auto& si_devices = s_config_si_device_type;
return std::any_of(si_devices.begin(), si_devices.end(), [](const auto device_type) {
return device_type == SerialInterface::SIDEVICE_WIIU_ADAPTER;
});
Make the Wii U Gamecube adapter work with less magic. The Wii U Gamecube controller adapter setup has always been a bit weird. It tries to be as automatic as possible to make the user experience as easy as possible. The problem with this approach is that it brings a large disconnect in the user experience because you have the Gamecube controller setup with regular gamepads and then for some reason below that you have a "direct connect" option which will cause the Gamecube Adapter to overwrite the regular inputs if something was connected. While this works and allows the user to only click one checkbox to get the device working, it breaks the user's experience because they don't really know what "direct connect" means and won't look it up to figure out what it is. Just expecting the device to work (At least one occurence of this in the IRC channel in the last week). This way around also had the terrible nature of making the code more filthy than it needed to be. The GCAdapter namespace was parasitic and hooked in to the regular GC Controller SI class to overwrite the data that it was getting from the default configuration. Now instead we have a specific SIDevice class for the Wii U Gamecube adapter. This class is fairly simple and is a child of the regular SI Gamecube Pad device and only reimplements what it needs to. This also gives the ability to configure controllers individually, which allows the user to configure rumble individually per pad input. Overall the code is cleaner, and it fits more in line with how the rest of Dolphin works.
2015-12-31 17:09:47 +00:00
}
void ResetRumble()
{
#if GCADAPTER_USE_LIBUSB_IMPLEMENTATION
std::unique_lock<std::mutex> lock(s_init_mutex, std::defer_lock);
if (!lock.try_lock())
return;
ResetRumbleLockNeeded();
#elif GCADAPTER_USE_ANDROID_IMPLEMENTATION
std::array<u8, CONTROLER_OUTPUT_RUMBLE_PAYLOAD_SIZE> rumble = {0x11, 0, 0, 0, 0};
{
std::lock_guard<std::mutex> lk(s_write_mutex);
s_controller_write_payload = rumble;
s_controller_write_payload_size.store(CONTROLER_OUTPUT_RUMBLE_PAYLOAD_SIZE);
}
s_write_happened.Set();
#endif
}
#if GCADAPTER_USE_LIBUSB_IMPLEMENTATION
// Needs to be called when s_init_mutex is locked in order to avoid
// being called while the libusb state is being reset
static void ResetRumbleLockNeeded()
{
if (!UseAdapter() || (s_handle == nullptr || s_status != ADAPTER_DETECTED))
{
return;
}
std::fill(std::begin(s_controller_rumble), std::end(s_controller_rumble), 0);
std::array<u8, CONTROLER_OUTPUT_RUMBLE_PAYLOAD_SIZE> rumble = {
0x11, s_controller_rumble[0], s_controller_rumble[1], s_controller_rumble[2],
s_controller_rumble[3]};
int size = 0;
libusb_interrupt_transfer(s_handle, s_endpoint_out, rumble.data(),
CONTROLER_OUTPUT_RUMBLE_PAYLOAD_SIZE, &size, 16);
INFO_LOG_FMT(CONTROLLERINTERFACE, "Rumble state reset");
}
#endif
void Output(int chan, u8 rumble_command)
{
if (!UseAdapter() || !s_config_rumble_enabled[chan])
return;
#if GCADAPTER_USE_LIBUSB_IMPLEMENTATION
if (s_handle == nullptr)
return;
#elif GCADAPTER_USE_ANDROID_IMPLEMENTATION
if (!s_detected || !s_fd)
return;
#endif
// Skip over rumble commands if it has not changed or the controller is wireless
if (rumble_command != s_controller_rumble[chan] &&
s_controller_type[chan] != ControllerType::Wireless)
{
s_controller_rumble[chan] = rumble_command;
std::array<u8, CONTROLER_OUTPUT_RUMBLE_PAYLOAD_SIZE> rumble = {
0x11, s_controller_rumble[0], s_controller_rumble[1], s_controller_rumble[2],
s_controller_rumble[3]};
{
#if GCADAPTER_USE_ANDROID_IMPLEMENTATION
std::lock_guard<std::mutex> lk(s_write_mutex);
#endif
s_controller_write_payload = rumble;
s_controller_write_payload_size.store(CONTROLER_OUTPUT_RUMBLE_PAYLOAD_SIZE);
}
s_write_happened.Set();
}
}
bool IsDetected(const char** error_message)
{
#if GCADAPTER_USE_LIBUSB_IMPLEMENTATION
if (s_status >= 0)
{
if (error_message)
*error_message = nullptr;
return s_status == ADAPTER_DETECTED;
}
if (error_message)
*error_message = libusb_strerror(static_cast<libusb_error>(s_status.load()));
return false;
#elif GCADAPTER_USE_ANDROID_IMPLEMENTATION
return s_detected;
#endif
}
2021-06-07 08:55:52 +00:00
} // namespace GCAdapter