SDL: Add GameController API, cleanup

This commit is contained in:
Martino Fontana 2023-08-03 16:30:26 +02:00
parent 0ab2bc2287
commit 51e05f468a
3 changed files with 433 additions and 276 deletions

View File

@ -587,7 +587,7 @@ if(UNIX)
endif()
if(ENABLE_SDL)
dolphin_find_optional_system_library(SDL2 Externals/SDL)
dolphin_find_optional_system_library(SDL2 Externals/SDL 2.26.0)
endif()
if(ENABLE_ANALYTICS)

View File

@ -3,10 +3,9 @@
#include "InputCommon/ControllerInterface/SDL/SDL.h"
#include <algorithm>
#include <SDL_haptic.h>
#include <thread>
#include <SDL_events.h>
#include <vector>
#include "Common/Event.h"
#include "Common/Logging/Log.h"
@ -25,15 +24,6 @@ class Device;
namespace ciface::SDL
{
static std::string GetJoystickName(int index)
{
#if SDL_VERSION_ATLEAST(2, 0, 0)
return SDL_JoystickNameForIndex(index);
#else
return SDL_JoystickName(index);
#endif
}
class InputBackend final : public ciface::InputBackend
{
public:
@ -45,14 +35,12 @@ public:
private:
void OpenAndAddDevice(int index);
#if SDL_VERSION_ATLEAST(2, 0, 0)
bool HandleEventAndContinue(const SDL_Event& e);
Common::Event m_init_event;
Uint32 m_stop_event_type;
Uint32 m_populate_event_type;
std::thread m_hotplug_thread;
#endif
};
std::unique_ptr<ciface::InputBackend> CreateInputBackend(ControllerInterface* controller_interface)
@ -62,30 +50,46 @@ std::unique_ptr<ciface::InputBackend> CreateInputBackend(ControllerInterface* co
void InputBackend::OpenAndAddDevice(int index)
{
SDL_Joystick* const dev = SDL_JoystickOpen(index);
if (dev)
SDL_GameController* gc = SDL_GameControllerOpen(index);
SDL_Joystick* js = SDL_JoystickOpen(index);
if (js)
{
auto js = std::make_shared<Joystick>(dev, index);
// only add if it has some inputs/outputs
if (!js->Inputs().empty() || !js->Outputs().empty())
GetControllerInterface().AddDevice(std::move(js));
if (SDL_JoystickNumButtons(js) > 255 || SDL_JoystickNumAxes(js) > 255 ||
SDL_JoystickNumHats(js) > 255 || SDL_JoystickNumBalls(js) > 255)
{
// This device is invalid, don't use it
// Some crazy devices (HP webcam 2100) end up as HID devices
// SDL tries parsing these as Joysticks
return;
}
auto gamecontroller = std::make_shared<GameController>(gc, js, index);
if (!gamecontroller->Inputs().empty() || !gamecontroller->Outputs().empty())
GetControllerInterface().AddDevice(std::move(gamecontroller));
}
}
#if SDL_VERSION_ATLEAST(2, 0, 0)
bool InputBackend::HandleEventAndContinue(const SDL_Event& e)
{
if (e.type == SDL_JOYDEVICEADDED)
if (e.type == SDL_CONTROLLERDEVICEADDED || e.type == SDL_JOYDEVICEADDED)
{
// Avoid handling the event twice on a GameController
if (e.type == SDL_JOYDEVICEADDED && SDL_IsGameController(e.jdevice.which))
{
return true;
}
OpenAndAddDevice(e.jdevice.which);
}
else if (e.type == SDL_JOYDEVICEREMOVED)
else if (e.type == SDL_CONTROLLERDEVICEREMOVED || e.type == SDL_JOYDEVICEREMOVED)
{
// Avoid handling the event twice on a GameController
if (e.type == SDL_JOYDEVICEREMOVED && SDL_IsGameController(e.jdevice.which))
{
return true;
}
GetControllerInterface().RemoveDevice([&e](const auto* device) {
return device->GetSource() == "SDL" &&
SDL_JoystickInstanceID(static_cast<const Joystick*>(device)->GetSDLJoystick()) ==
e.jdevice.which;
static_cast<const GameController*>(device)->GetSDLIndex() == e.jdevice.which;
});
}
else if (e.type == m_populate_event_type)
@ -102,7 +106,6 @@ bool InputBackend::HandleEventAndContinue(const SDL_Event& e)
return true;
}
#endif
static void EnableSDLLogging()
{
@ -175,27 +178,14 @@ static void EnableSDLLogging()
InputBackend::InputBackend(ControllerInterface* controller_interface)
: ciface::InputBackend(controller_interface)
{
#if !SDL_VERSION_ATLEAST(2, 0, 0)
if (SDL_Init(SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC) != 0)
ERROR_LOG_FMT(CONTROLLERINTERFACE, "SDL failed to initialize");
return;
#else
#if defined(__APPLE__) && !SDL_VERSION_ATLEAST(2, 0, 24)
// Bug in SDL 2.0.22 requires the first init to be done on the main thread to avoid crashing
SDL_InitSubSystem(SDL_INIT_JOYSTICK);
SDL_QuitSubSystem(SDL_INIT_JOYSTICK);
#endif
EnableSDLLogging();
#if SDL_VERSION_ATLEAST(2, 0, 14)
// This is required on windows so that SDL's joystick code properly pumps window messages
SDL_SetHint(SDL_HINT_JOYSTICK_THREAD, "1");
#endif
#if SDL_VERSION_ATLEAST(2, 0, 9)
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE, "1");
#endif
// We want buttons to come in as positions, not labels
SDL_SetHint(SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS, "0");
m_hotplug_thread = std::thread([this] {
Common::ScopeGuard quit_guard([] {
@ -265,14 +255,10 @@ InputBackend::InputBackend(ControllerInterface* controller_interface)
});
m_init_event.Wait();
#endif
}
InputBackend::~InputBackend()
{
#if !SDL_VERSION_ATLEAST(2, 0, 0)
SDL_Quit();
#else
if (!m_hotplug_thread.joinable())
return;
@ -280,24 +266,15 @@ InputBackend::~InputBackend()
SDL_PushEvent(&stop_event);
m_hotplug_thread.join();
#endif
}
void InputBackend::PopulateDevices()
{
#if !SDL_VERSION_ATLEAST(2, 0, 0)
if (!SDL_WasInit(SDL_INIT_JOYSTICK))
return;
for (int i = 0; i < SDL_NumJoysticks(); ++i)
OpenAndAddDevice(i);
#else
if (!m_hotplug_thread.joinable())
return;
SDL_Event populate_event{m_populate_event_type};
SDL_PushEvent(&populate_event);
#endif
}
struct SDLMotionAxis
@ -309,6 +286,37 @@ struct SDLMotionAxis
using SDLMotionAxisList = std::array<SDLMotionAxis, 6>;
// clang-format off
static constexpr std::array<const char*, 21> s_sdl_button_names = {
"Button S", // SDL_CONTROLLER_BUTTON_A
"Button E", // SDL_CONTROLLER_BUTTON_B
"Button W", // SDL_CONTROLLER_BUTTON_X
"Button N", // SDL_CONTROLLER_BUTTON_Y
"Back", // SDL_CONTROLLER_BUTTON_BACK
"Guide", // SDL_CONTROLLER_BUTTON_GUIDE
"Start", // SDL_CONTROLLER_BUTTON_START
"Thumb L", // SDL_CONTROLLER_BUTTON_LEFTSTICK
"Thumb R", // SDL_CONTROLLER_BUTTON_RIGHTSTICK
"Shoulder L", // SDL_CONTROLLER_BUTTON_LEFTSHOULDER
"Shoulder R", // SDL_CONTROLLER_BUTTON_RIGHTSHOULDER
"Pad N", // SDL_CONTROLLER_BUTTON_DPAD_UP
"Pad S", // SDL_CONTROLLER_BUTTON_DPAD_DOWN
"Pad W", // SDL_CONTROLLER_BUTTON_DPAD_LEFT
"Pad E", // SDL_CONTROLLER_BUTTON_DPAD_RIGHT
"Misc 1", // SDL_CONTROLLER_BUTTON_MISC1
"Paddle 1", // SDL_CONTROLLER_BUTTON_PADDLE1
"Paddle 2", // SDL_CONTROLLER_BUTTON_PADDLE2
"Paddle 3", // SDL_CONTROLLER_BUTTON_PADDLE3
"Paddle 4", // SDL_CONTROLLER_BUTTON_PADDLE4
"Touchpad", // SDL_CONTROLLER_BUTTON_TOUCHPAD
};
static constexpr std::array<const char*, 6> s_sdl_axis_names = {
"Left X", // SDL_CONTROLLER_AXIS_LEFTX
"Left Y", // SDL_CONTROLLER_AXIS_LEFTY
"Right X", // SDL_CONTROLLER_AXIS_RIGHTX
"Right Y", // SDL_CONTROLLER_AXIS_RIGHTY
"Trigger L", // SDL_CONTROLLER_AXIS_TRIGGERLEFT
"Trigger R", // SDL_CONTROLLER_AXIS_TRIGGERRIGHT
};
static constexpr SDLMotionAxisList SDL_AXES_ACCELEROMETER = {{
{"Up", 1, 1}, {"Down", 1, -1},
{"Left", 0, -1}, {"Right", 0, 1},
@ -321,38 +329,129 @@ static constexpr SDLMotionAxisList SDL_AXES_GYRO = {{
}};
// clang-format on
Joystick::Joystick(SDL_Joystick* const joystick, const int sdl_index)
: m_joystick(joystick), m_name(StripWhitespace(GetJoystickName(sdl_index)))
GameController::GameController(SDL_GameController* const gamecontroller,
SDL_Joystick* const joystick, const int sdl_index)
: m_gamecontroller(gamecontroller), m_sdl_index(sdl_index), m_joystick(joystick)
{
if (SDL_JoystickNumButtons(joystick) > 255 || SDL_JoystickNumAxes(joystick) > 255 ||
SDL_JoystickNumHats(joystick) > 255 || SDL_JoystickNumBalls(joystick) > 255)
const char* name;
if (gamecontroller)
name = SDL_GameControllerName(gamecontroller);
else
name = SDL_JoystickName(joystick);
m_name = name != NULL ? name : "Unknown";
// If a Joystick Button has a GameController equivalent, don't detect it
int n_legacy_buttons = SDL_JoystickNumButtons(joystick);
int n_legacy_axes = SDL_JoystickNumAxes(joystick);
int n_legacy_hats = SDL_JoystickNumHats(joystick);
std::vector<bool> is_button_mapped(n_legacy_buttons);
std::vector<bool> is_axis_mapped(n_legacy_axes);
std::vector<bool> is_hat_mapped(n_legacy_hats);
auto RegisterMapping = [&](SDL_GameControllerButtonBind bind) {
switch (bind.bindType)
{
// This device is invalid, don't use it
// Some crazy devices(HP webcam 2100) end up as HID devices
// SDL tries parsing these as joysticks
case SDL_CONTROLLER_BINDTYPE_NONE:
return;
case SDL_CONTROLLER_BINDTYPE_BUTTON:
is_button_mapped.assign(bind.value.button, true);
break;
case SDL_CONTROLLER_BINDTYPE_AXIS:
is_axis_mapped.assign(bind.value.axis, true);
break;
case SDL_CONTROLLER_BINDTYPE_HAT:
is_hat_mapped.assign(bind.value.hat.hat, true);
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));
RegisterMapping(SDL_GameControllerGetBindForButton(gamecontroller, button));
}
}
// get buttons
for (u8 i = 0; i != SDL_JoystickNumButtons(m_joystick); ++i)
AddInput(new Button(i, m_joystick));
// 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))
{
// First 4 axes are for the analog sticks, the rest are for the triggers
if (i < 4)
{
// 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));
}
else
{
AddInput(new Axis(m_gamecontroller, 32767, axis));
}
RegisterMapping(SDL_GameControllerGetBindForAxis(gamecontroller, axis));
}
}
// Rumble
if (SDL_GameControllerHasRumble(m_gamecontroller))
{
AddOutput(new Motor(m_gamecontroller));
AddOutput(new MotorL(m_gamecontroller));
AddOutput(new MotorR(m_gamecontroller));
}
// get hats
for (u8 i = 0; i != SDL_JoystickNumHats(m_joystick); ++i)
// Motion
auto AddSensor = [this](SDL_SensorType type, std::string_view name,
const SDLMotionAxisList& axes) {
if (SDL_GameControllerSetSensorEnabled(m_gamecontroller, type, SDL_TRUE) == 0)
{
for (const SDLMotionAxis& axis : axes)
{
AddInput(new MotionInput(fmt::format("{} {}", name, axis.name), m_gamecontroller, type,
axis.index, axis.scale));
}
}
};
AddSensor(SDL_SENSOR_ACCEL, "Accel", SDL_AXES_ACCELEROMETER);
AddSensor(SDL_SENSOR_GYRO, "Gyro", SDL_AXES_GYRO);
AddSensor(SDL_SENSOR_ACCEL_L, "Accel L", SDL_AXES_ACCELEROMETER);
AddSensor(SDL_SENSOR_GYRO_L, "Gyro L", SDL_AXES_GYRO);
AddSensor(SDL_SENSOR_ACCEL_R, "Accel R", SDL_AXES_ACCELEROMETER);
AddSensor(SDL_SENSOR_GYRO_R, "Gyro R", SDL_AXES_GYRO);
}
// Legacy inputs
// Buttons
for (u8 i = 0; i != n_legacy_buttons; ++i)
AddInput(new LegacyButton(m_joystick, i, !is_button_mapped[i]));
// Axes
for (u8 i = 0; i != n_legacy_axes; ++i)
{
// each axis gets a negative and a positive input instance associated with it
AddAnalogInputs(new LegacyAxis(m_joystick, i, -32768, !is_axis_mapped[i]),
new LegacyAxis(m_joystick, i, 32767, !is_axis_mapped[i]));
}
// Hats
for (u8 i = 0; i != n_legacy_hats; ++i)
{
// each hat gets 4 input instances associated with it, (up down left right)
for (u8 d = 0; d != 4; ++d)
AddInput(new Hat(i, m_joystick, d));
AddInput(new LegacyHat(m_joystick, i, d, !is_hat_mapped[i]));
}
// get axes
for (u8 i = 0; i != SDL_JoystickNumAxes(m_joystick); ++i)
{
// each axis gets a negative and a positive input instance associated with it
AddAnalogInputs(new Axis(i, m_joystick, -32768), new Axis(i, m_joystick, 32767));
}
#ifdef USE_SDL_HAPTIC
// Haptics
if (SDL_JoystickIsHaptic(m_joystick))
{
m_haptic = SDL_HapticOpenFromJoystick(m_joystick);
@ -388,57 +487,10 @@ Joystick::Joystick(SDL_Joystick* const joystick, const int sdl_index)
}
}
}
#endif
#if SDL_VERSION_ATLEAST(2, 0, 9)
if (!m_haptic)
{
AddOutput(new Motor(m_joystick));
}
#endif
#ifdef USE_SDL_GAMECONTROLLER
if (SDL_IsGameController(sdl_index))
{
m_controller = SDL_GameControllerOpen(sdl_index);
if (m_controller)
{
auto AddSensor = [this](SDL_SensorType type, std::string_view name,
const SDLMotionAxisList& axes) {
if (SDL_GameControllerSetSensorEnabled(m_controller, type, SDL_TRUE) == 0)
{
for (const SDLMotionAxis& axis : axes)
{
AddInput(new MotionInput(fmt::format("{} {}", name, axis.name), m_controller, type,
axis.index, axis.scale));
}
}
};
AddSensor(SDL_SENSOR_ACCEL, "Accel", SDL_AXES_ACCELEROMETER);
AddSensor(SDL_SENSOR_GYRO, "Gyro", SDL_AXES_GYRO);
#if SDL_VERSION_ATLEAST(2, 26, 0)
AddSensor(SDL_SENSOR_ACCEL_L, "Accel L", SDL_AXES_ACCELEROMETER);
AddSensor(SDL_SENSOR_GYRO_L, "Gyro L", SDL_AXES_GYRO);
AddSensor(SDL_SENSOR_ACCEL_R, "Accel R", SDL_AXES_ACCELEROMETER);
AddSensor(SDL_SENSOR_GYRO_R, "Gyro R", SDL_AXES_GYRO);
#endif
}
}
#endif
}
Joystick::~Joystick()
GameController::~GameController()
{
#ifdef USE_SDL_GAMECONTROLLER
if (m_controller)
{
SDL_GameControllerClose(m_controller);
m_controller = nullptr;
}
#endif
#ifdef USE_SDL_HAPTIC
if (m_haptic)
{
// stop/destroy all effects
@ -447,19 +499,156 @@ Joystick::~Joystick()
SDL_HapticClose(m_haptic);
m_haptic = nullptr;
}
#endif
#if SDL_VERSION_ATLEAST(2, 0, 9)
if (m_gamecontroller)
{
// stop all rumble
SDL_JoystickRumble(m_joystick, 0, 0, 0);
#endif
SDL_GameControllerRumble(m_gamecontroller, 0, 0, 0);
// close game controller
SDL_GameControllerClose(m_gamecontroller);
}
// close joystick
SDL_JoystickClose(m_joystick);
}
#ifdef USE_SDL_HAPTIC
void Joystick::HapticEffect::UpdateEffect()
std::string GameController::Motor::GetName() const
{
return "Motor";
}
void GameController::Motor::SetState(ControlState state)
{
Uint16 rumble = state * std::numeric_limits<Uint16>::max();
SDL_GameControllerRumble(m_gc, rumble, rumble, std::numeric_limits<Uint32>::max());
}
std::string GameController::MotorL::GetName() const
{
return "Motor L";
}
void GameController::MotorL::SetState(ControlState state)
{
Uint16 rumble = state * std::numeric_limits<Uint16>::max();
SDL_GameControllerRumble(m_gc, rumble, 0, std::numeric_limits<Uint32>::max());
}
std::string GameController::MotorR::GetName() const
{
return "Motor R";
}
void GameController::MotorR::SetState(ControlState state)
{
Uint16 rumble = state * std::numeric_limits<Uint16>::max();
SDL_GameControllerRumble(m_gc, 0, rumble, std::numeric_limits<Uint32>::max());
}
void InputBackend::UpdateInput(std::vector<std::weak_ptr<ciface::Core::Device>>& devices_to_remove)
{
SDL_GameControllerUpdate();
}
std::string GameController::GetName() const
{
return m_name;
}
std::string GameController::GetSource() const
{
return "SDL";
}
int GameController::GetSDLIndex() const
{
return m_sdl_index;
}
std::string GameController::Button::GetName() const
{
return s_sdl_button_names[m_button];
}
std::string GameController::Axis::GetName() const
{
// The triggers are only positive, and must not have a sign
if (m_axis >= 4)
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";
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
std::string GameController::LegacyButton::GetName() const
{
return "Button " + std::to_string(m_index);
}
std::string GameController::LegacyAxis::GetName() const
{
return "Axis " + std::to_string(m_index) + (m_range < 0 ? '-' : '+');
}
std::string GameController::LegacyHat::GetName() const
{
return "Hat " + std::to_string(m_index) + ' ' + "NESW"[m_direction];
}
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)
{
@ -486,40 +675,40 @@ void Joystick::HapticEffect::UpdateEffect()
}
}
Joystick::HapticEffect::HapticEffect(SDL_Haptic* haptic) : m_haptic(haptic)
GameController::HapticEffect::HapticEffect(SDL_Haptic* haptic) : m_haptic(haptic)
{
// FYI: type is set within UpdateParameters.
m_effect.type = DISABLED_EFFECT_TYPE;
}
Joystick::HapticEffect::~HapticEffect()
GameController::HapticEffect::~HapticEffect()
{
m_effect.type = DISABLED_EFFECT_TYPE;
UpdateEffect();
}
void Joystick::HapticEffect::SetDirection(SDL_HapticDirection* dir)
void GameController::HapticEffect::SetDirection(SDL_HapticDirection* dir)
{
// Left direction (for wheels)
dir->type = SDL_HAPTIC_CARTESIAN;
dir->dir[0] = -1;
}
Joystick::ConstantEffect::ConstantEffect(SDL_Haptic* haptic) : HapticEffect(haptic)
GameController::ConstantEffect::ConstantEffect(SDL_Haptic* haptic) : HapticEffect(haptic)
{
m_effect.constant = {};
SetDirection(&m_effect.constant.direction);
m_effect.constant.length = RUMBLE_LENGTH_MS;
}
Joystick::RampEffect::RampEffect(SDL_Haptic* haptic) : HapticEffect(haptic)
GameController::RampEffect::RampEffect(SDL_Haptic* haptic) : HapticEffect(haptic)
{
m_effect.ramp = {};
SetDirection(&m_effect.ramp.direction);
m_effect.ramp.length = RUMBLE_LENGTH_MS;
}
Joystick::PeriodicEffect::PeriodicEffect(SDL_Haptic* haptic, u16 waveform)
GameController::PeriodicEffect::PeriodicEffect(SDL_Haptic* haptic, u16 waveform)
: HapticEffect(haptic), m_waveform(waveform)
{
m_effect.periodic = {};
@ -530,24 +719,24 @@ Joystick::PeriodicEffect::PeriodicEffect(SDL_Haptic* haptic, u16 waveform)
m_effect.periodic.phase = 0;
}
Joystick::LeftRightEffect::LeftRightEffect(SDL_Haptic* haptic, Motor motor)
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 Joystick::ConstantEffect::GetName() const
std::string GameController::ConstantEffect::GetName() const
{
return "Constant";
}
std::string Joystick::RampEffect::GetName() const
std::string GameController::RampEffect::GetName() const
{
return "Ramp";
}
std::string Joystick::PeriodicEffect::GetName() const
std::string GameController::PeriodicEffect::GetName() const
{
switch (m_waveform)
{
@ -564,12 +753,12 @@ std::string Joystick::PeriodicEffect::GetName() const
}
}
std::string Joystick::LeftRightEffect::GetName() const
std::string GameController::LeftRightEffect::GetName() const
{
return (Motor::Strong == m_motor) ? "Strong" : "Weak";
}
void Joystick::HapticEffect::SetState(ControlState state)
void GameController::HapticEffect::SetState(ControlState state)
{
// Maximum force value for all SDL effects:
constexpr s16 MAX_FORCE_VALUE = 0x7fff;
@ -580,7 +769,7 @@ void Joystick::HapticEffect::SetState(ControlState state)
}
}
bool Joystick::ConstantEffect::UpdateParameters(s16 value)
bool GameController::ConstantEffect::UpdateParameters(s16 value)
{
s16& level = m_effect.constant.level;
const s16 old_level = level;
@ -591,7 +780,7 @@ bool Joystick::ConstantEffect::UpdateParameters(s16 value)
return level != old_level;
}
bool Joystick::RampEffect::UpdateParameters(s16 value)
bool GameController::RampEffect::UpdateParameters(s16 value)
{
s16& level = m_effect.ramp.start;
const s16 old_level = level;
@ -605,7 +794,7 @@ bool Joystick::RampEffect::UpdateParameters(s16 value)
return level != old_level;
}
bool Joystick::PeriodicEffect::UpdateParameters(s16 value)
bool GameController::PeriodicEffect::UpdateParameters(s16 value)
{
s16& level = m_effect.periodic.magnitude;
const s16 old_level = level;
@ -616,7 +805,7 @@ bool Joystick::PeriodicEffect::UpdateParameters(s16 value)
return level != old_level;
}
bool Joystick::LeftRightEffect::UpdateParameters(s16 value)
bool GameController::LeftRightEffect::UpdateParameters(s16 value)
{
u16& level = (Motor::Strong == m_motor) ? m_effect.leftright.large_magnitude :
m_effect.leftright.small_magnitude;
@ -627,78 +816,4 @@ bool Joystick::LeftRightEffect::UpdateParameters(s16 value)
m_effect.type = level ? SDL_HAPTIC_LEFTRIGHT : DISABLED_EFFECT_TYPE;
return level != old_level;
}
#endif
#if SDL_VERSION_ATLEAST(2, 0, 9)
std::string Joystick::Motor::GetName() const
{
return "Motor";
}
void Joystick::Motor::SetState(ControlState state)
{
Uint16 rumble = state * std::numeric_limits<Uint16>::max();
SDL_JoystickRumble(m_js, rumble, rumble, std::numeric_limits<Uint32>::max());
}
#endif
void InputBackend::UpdateInput(std::vector<std::weak_ptr<ciface::Core::Device>>& devices_to_remove)
{
SDL_JoystickUpdate();
}
std::string Joystick::GetName() const
{
return m_name;
}
std::string Joystick::GetSource() const
{
return "SDL";
}
SDL_Joystick* Joystick::GetSDLJoystick() const
{
return m_joystick;
}
std::string Joystick::Button::GetName() const
{
return "Button " + std::to_string(m_index);
}
std::string Joystick::Axis::GetName() const
{
return "Axis " + std::to_string(m_index) + (m_range < 0 ? '-' : '+');
}
std::string Joystick::Hat::GetName() const
{
return "Hat " + std::to_string(m_index) + ' ' + "NESW"[m_direction];
}
ControlState Joystick::Button::GetState() const
{
return SDL_JoystickGetButton(m_js, m_index);
}
ControlState Joystick::Axis::GetState() const
{
return ControlState(SDL_JoystickGetAxis(m_js, m_index)) / m_range;
}
ControlState Joystick::Hat::GetState() const
{
return (SDL_JoystickGetHat(m_js, m_index) & (1 << m_direction)) > 0;
}
#ifdef USE_SDL_GAMECONTROLLER
ControlState Joystick::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];
}
#endif
} // namespace ciface::SDL

View File

@ -5,22 +5,6 @@
#include <SDL.h>
#if SDL_VERSION_ATLEAST(1, 3, 0)
#define USE_SDL_HAPTIC
#endif
#if SDL_VERSION_ATLEAST(2, 0, 14)
#define USE_SDL_GAMECONTROLLER
#endif
#ifdef USE_SDL_HAPTIC
#include <SDL_haptic.h>
#endif
#ifdef USE_SDL_GAMECONTROLLER
#include <SDL_gamecontroller.h>
#endif
#include "InputCommon/ControllerInterface/CoreDevice.h"
#include "InputCommon/ControllerInterface/InputBackend.h"
@ -28,50 +12,128 @@ namespace ciface::SDL
{
std::unique_ptr<ciface::InputBackend> CreateInputBackend(ControllerInterface* controller_interface);
class Joystick : public Core::Device
class GameController : public Core::Device
{
private:
// GameController inputs
class Button : public Core::Device::Input
{
public:
std::string GetName() const override;
Button(u8 index, SDL_Joystick* js) : m_js(js), m_index(index) {}
Button(SDL_GameController* gc, SDL_GameControllerButton button) : m_gc(gc), m_button(button) {}
ControlState GetState() const override;
bool IsMatchingName(std::string_view name) const override;
private:
SDL_Joystick* const m_js;
const u8 m_index;
SDL_GameController* const m_gc;
const SDL_GameControllerButton m_button;
};
class Axis : public Core::Device::Input
{
public:
std::string GetName() const override;
Axis(u8 index, SDL_Joystick* js, Sint16 range) : m_js(js), m_range(range), m_index(index) {}
Axis(SDL_GameController* gc, Sint16 range, SDL_GameControllerAxis axis)
: m_gc(gc), m_range(range), m_axis(axis)
{
}
ControlState GetState() const override;
private:
SDL_GameController* const m_gc;
const Sint16 m_range;
const SDL_GameControllerAxis m_axis;
};
// Legacy inputs
class LegacyButton : public Core::Device::Input
{
public:
std::string GetName() const override;
LegacyButton(SDL_Joystick* js, u8 index, bool is_detectable)
: m_js(js), m_index(index), m_is_detectable(is_detectable)
{
}
bool IsDetectable() const override { return m_is_detectable; }
ControlState GetState() const override;
private:
SDL_Joystick* const m_js;
const int m_index;
const bool m_is_detectable;
};
class LegacyAxis : public Core::Device::Input
{
public:
std::string GetName() const override;
LegacyAxis(SDL_Joystick* js, u8 index, Sint16 range, bool is_detectable)
: m_js(js), m_range(range), m_index(index), m_is_detectable(is_detectable)
{
}
bool IsDetectable() const override { return m_is_detectable; }
ControlState GetState() const override;
private:
SDL_Joystick* const m_js;
const Sint16 m_range;
const u8 m_index;
const bool m_is_detectable;
};
class Hat : public Input
class LegacyHat : public Input
{
public:
std::string GetName() const override;
Hat(u8 index, SDL_Joystick* js, u8 direction) : m_js(js), m_direction(direction), m_index(index)
LegacyHat(SDL_Joystick* js, u8 index, u8 direction, bool is_detectable)
: m_js(js), m_direction(direction), m_index(index), m_is_detectable(is_detectable)
{
}
bool IsDetectable() const override { return m_is_detectable; }
ControlState GetState() const override;
private:
SDL_Joystick* const m_js;
const u8 m_direction;
const u8 m_index;
const bool m_is_detectable;
};
// Rumble
class Motor : public Output
{
public:
explicit Motor(SDL_GameController* gc) : m_gc(gc){};
std::string GetName() const override;
void SetState(ControlState state) override;
private:
SDL_GameController* const m_gc;
};
class MotorL : public Output
{
public:
explicit MotorL(SDL_GameController* gc) : m_gc(gc){};
std::string GetName() const override;
void SetState(ControlState state) override;
private:
SDL_GameController* const m_gc;
};
// Rumble
class MotorR : public Output
{
public:
explicit MotorR(SDL_GameController* gc) : m_gc(gc){};
std::string GetName() const override;
void SetState(ControlState state) override;
private:
SDL_GameController* const m_gc;
};
#ifdef USE_SDL_HAPTIC
class HapticEffect : public Output
{
public:
@ -142,22 +204,7 @@ private:
const Motor m_motor;
};
#endif
#if SDL_VERSION_ATLEAST(2, 0, 9)
class Motor : public Output
{
public:
explicit Motor(SDL_Joystick* js) : m_js(js){};
std::string GetName() const override;
void SetState(ControlState state) override;
private:
SDL_Joystick* const m_js;
};
#endif
#ifdef USE_SDL_GAMECONTROLLER
class MotionInput : public Input
{
public:
@ -178,26 +225,21 @@ private:
ControlState const m_scale;
};
#endif
public:
Joystick(SDL_Joystick* const joystick, const int sdl_index);
~Joystick();
GameController(SDL_GameController* const gamecontroller, SDL_Joystick* const joystick,
const int sdl_index);
~GameController();
std::string GetName() const override;
std::string GetSource() const override;
SDL_Joystick* GetSDLJoystick() const;
int GetSDLIndex() const;
private:
SDL_Joystick* const m_joystick;
SDL_GameController* const m_gamecontroller;
std::string m_name;
#ifdef USE_SDL_HAPTIC
int m_sdl_index;
SDL_Joystick* const m_joystick;
SDL_Haptic* m_haptic = nullptr;
#endif
#ifdef USE_SDL_GAMECONTROLLER
SDL_GameController* m_controller = nullptr;
#endif
};
} // namespace ciface::SDL