dolphin/Source/Core/InputCommon/ControllerInterface/evdev/evdev.cpp

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// Copyright 2015 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
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#include <fcntl.h>
#include <libudev.h>
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#include <map>
#include <unistd.h>
#include "Common/Assert.h"
#include "Common/Logging/Log.h"
#include "Common/MathUtil.h"
#include "InputCommon/ControllerInterface/ControllerInterface.h"
#include "InputCommon/ControllerInterface/evdev/evdev.h"
namespace ciface
{
namespace evdev
{
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static std::string GetName(const std::string& devnode)
{
int fd = open(devnode.c_str(), O_RDWR | O_NONBLOCK);
libevdev* dev = nullptr;
int ret = libevdev_new_from_fd(fd, &dev);
if (ret != 0)
{
close(fd);
return std::string();
}
std::string res = libevdev_get_name(dev);
libevdev_free(dev);
close(fd);
return res;
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}
void Init()
{
// this is used to number the joysticks
// multiple joysticks with the same name shall get unique ids starting at 0
std::map<std::string, int> name_counts;
int num_controllers = 0;
// We use Udev to find any devices. In the future this will allow for hotplugging.
// But for now it is essentially iterating over /dev/input/event0 to event31. However if the
// naming scheme is ever updated in the future, this *should* be forwards compatable.
struct udev* udev = udev_new();
_assert_msg_(PAD, udev != 0, "Couldn't initilize libudev.");
// List all input devices
udev_enumerate* enumerate = udev_enumerate_new(udev);
udev_enumerate_add_match_subsystem(enumerate, "input");
udev_enumerate_scan_devices(enumerate);
udev_list_entry* devices = udev_enumerate_get_list_entry(enumerate);
// Iterate over all input devices
udev_list_entry* dev_list_entry;
udev_list_entry_foreach(dev_list_entry, devices)
{
const char* path = udev_list_entry_get_name(dev_list_entry);
udev_device* dev = udev_device_new_from_syspath(udev, path);
const char* devnode = udev_device_get_devnode(dev);
// We only care about devices which we have read/write access to.
if (devnode && access(devnode, W_OK) == 0)
{
// Unfortunately udev gives us no way to filter out the non event device interfaces.
// So we open it and see if it works with evdev ioctls or not.
std::string name = GetName(devnode);
auto input = std::make_shared<evdevDevice>(devnode, name_counts[name]++);
if (input->IsInteresting())
{
g_controller_interface.AddDevice(std::move(input));
num_controllers++;
}
}
udev_device_unref(dev);
}
udev_enumerate_unref(enumerate);
udev_unref(udev);
}
evdevDevice::evdevDevice(const std::string& devnode, int id) : m_devfile(devnode), m_id(id)
{
// The device file will be read on one of the main threads, so we open in non-blocking mode.
m_fd = open(devnode.c_str(), O_RDWR | O_NONBLOCK);
int ret = libevdev_new_from_fd(m_fd, &m_dev);
if (ret != 0)
{
// This useally fails because the device node isn't an evdev device, such as /dev/input/js0
m_initialized = false;
close(m_fd);
return;
}
m_name = libevdev_get_name(m_dev);
// Controller buttons (and keyboard keys)
int num_buttons = 0;
for (int key = 0; key < KEY_MAX; key++)
if (libevdev_has_event_code(m_dev, EV_KEY, key))
AddInput(new Button(num_buttons++, key, m_dev));
// Absolute axis (thumbsticks)
int num_axis = 0;
for (int axis = 0; axis < 0x100; axis++)
if (libevdev_has_event_code(m_dev, EV_ABS, axis))
{
AddAnalogInputs(new Axis(num_axis, axis, false, m_dev),
new Axis(num_axis, axis, true, m_dev));
num_axis++;
}
// Force feedback
if (libevdev_has_event_code(m_dev, EV_FF, FF_PERIODIC))
{
for (auto type : {FF_SINE, FF_SQUARE, FF_TRIANGLE, FF_SAW_UP, FF_SAW_DOWN})
if (libevdev_has_event_code(m_dev, EV_FF, type))
AddOutput(new ForceFeedback(type, m_dev));
}
if (libevdev_has_event_code(m_dev, EV_FF, FF_RUMBLE))
{
AddOutput(new ForceFeedback(FF_RUMBLE, m_dev));
}
// TODO: Add leds as output devices
m_initialized = true;
m_interesting = num_axis >= 2 || num_buttons >= 8;
}
evdevDevice::~evdevDevice()
{
if (m_initialized)
{
libevdev_free(m_dev);
close(m_fd);
}
}
void evdevDevice::UpdateInput()
{
// Run through all evdev events
// libevdev will keep track of the actual controller state internally which can be queried
// later with libevdev_fetch_event_value()
input_event ev;
int rc = LIBEVDEV_READ_STATUS_SUCCESS;
do
{
if (rc == LIBEVDEV_READ_STATUS_SYNC)
rc = libevdev_next_event(m_dev, LIBEVDEV_READ_FLAG_SYNC, &ev);
else
rc = libevdev_next_event(m_dev, LIBEVDEV_READ_FLAG_NORMAL, &ev);
} while (rc >= 0);
}
std::string evdevDevice::Button::GetName() const
{
// Buttons below 0x100 are mostly keyboard keys, and the names make sense
if (m_code < 0x100)
{
const char* name = libevdev_event_code_get_name(EV_KEY, m_code);
if (name)
return std::string(name);
}
// But controllers use codes above 0x100, and the standard label often doesn't match.
// We are better off with Button 0 and so on.
return "Button " + std::to_string(m_index);
}
ControlState evdevDevice::Button::GetState() const
{
int value = 0;
libevdev_fetch_event_value(m_dev, EV_KEY, m_code, &value);
return value;
}
evdevDevice::Axis::Axis(u8 index, u16 code, bool upper, libevdev* dev)
: m_code(code), m_index(index), m_upper(upper), m_dev(dev)
{
m_min = libevdev_get_abs_minimum(m_dev, m_code);
m_range = libevdev_get_abs_maximum(m_dev, m_code) + abs(m_min);
}
std::string evdevDevice::Axis::GetName() const
{
return "Axis " + std::to_string(m_index) + (m_upper ? "+" : "-");
}
ControlState evdevDevice::Axis::GetState() const
{
int value = 0;
libevdev_fetch_event_value(m_dev, EV_ABS, m_code, &value);
// Value from 0.0 to 1.0
ControlState fvalue = MathUtil::Clamp(double(value - m_min) / double(m_range), 0.0, 1.0);
// Split into two axis, each covering half the range from 0.0 to 1.0
if (m_upper)
return std::max(0.0, fvalue - 0.5) * 2.0;
else
return (0.5 - std::min(0.5, fvalue)) * 2.0;
}
std::string evdevDevice::ForceFeedback::GetName() const
{
// We have some default names.
switch (m_type)
{
case FF_SINE:
return "Sine";
case FF_TRIANGLE:
return "Triangle";
case FF_SQUARE:
return "Square";
case FF_RUMBLE:
return "LeftRight";
default:
{
const char* name = libevdev_event_code_get_name(EV_FF, m_type);
if (name)
return std::string(name);
return "Unknown";
}
}
}
void evdevDevice::ForceFeedback::SetState(ControlState state)
{
// libevdev doesn't have nice helpers for forcefeedback
// we will use the file descriptors directly.
if (m_id != -1) // delete the previous effect (which also stops it)
{
ioctl(m_fd, EVIOCRMFF, m_id);
m_id = -1;
}
if (state > 0) // Upload and start an effect.
{
ff_effect effect;
effect.id = -1;
effect.direction = 0; // down
effect.replay.length = 500; // 500ms
effect.replay.delay = 0;
effect.trigger.button = 0; // don't trigger on button press
effect.trigger.interval = 0;
// This is the the interface that XInput uses, with 2 motors of differing sizes/frequencies that
// are controlled seperatally
if (m_type == FF_RUMBLE)
{
effect.type = FF_RUMBLE;
// max ranges tuned to 'feel' similar in magnitude to triangle/sine on xbox360 controller
effect.u.rumble.strong_magnitude = u16(state * 0x4000);
effect.u.rumble.weak_magnitude = u16(state * 0xFFFF);
}
else // FF_PERIODIC, a more generic interface.
{
effect.type = FF_PERIODIC;
effect.u.periodic.waveform = m_type;
effect.u.periodic.phase = 0x7fff; // 180 degrees
effect.u.periodic.offset = 0;
effect.u.periodic.period = 10;
effect.u.periodic.magnitude = s16(state * 0x7FFF);
effect.u.periodic.envelope.attack_length = 0; // no attack
effect.u.periodic.envelope.attack_level = 0;
effect.u.periodic.envelope.fade_length = 0;
effect.u.periodic.envelope.fade_level = 0;
}
ioctl(m_fd, EVIOCSFF, &effect);
m_id = effect.id;
input_event play;
play.type = EV_FF;
play.code = m_id;
play.value = 1;
write(m_fd, (const void*)&play, sizeof(play));
}
}
evdevDevice::ForceFeedback::~ForceFeedback()
{
// delete the uploaded effect, so we don't leak it.
if (m_id != -1)
{
ioctl(m_fd, EVIOCRMFF, m_id);
}
}
}
}