// Copyright 2010 Dolphin Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later #include "InputCommon/ControllerInterface/ControllerInterface.h" #include #include "Common/Assert.h" #include "Common/Logging/Log.h" #include "Core/HW/WiimoteReal/WiimoteReal.h" #ifdef CIFACE_USE_WIN32 #include "InputCommon/ControllerInterface/Win32/Win32.h" #endif #ifdef CIFACE_USE_XLIB #include "InputCommon/ControllerInterface/Xlib/XInput2.h" #endif #ifdef CIFACE_USE_OSX #include "InputCommon/ControllerInterface/OSX/OSX.h" #include "InputCommon/ControllerInterface/Quartz/Quartz.h" #endif #ifdef CIFACE_USE_SDL #include "InputCommon/ControllerInterface/SDL/SDL.h" #endif #ifdef CIFACE_USE_ANDROID #include "InputCommon/ControllerInterface/Android/Android.h" #endif #ifdef CIFACE_USE_EVDEV #include "InputCommon/ControllerInterface/evdev/evdev.h" #endif #ifdef CIFACE_USE_PIPES #include "InputCommon/ControllerInterface/Pipes/Pipes.h" #endif #ifdef CIFACE_USE_DUALSHOCKUDPCLIENT #include "InputCommon/ControllerInterface/DualShockUDPClient/DualShockUDPClient.h" #endif ControllerInterface g_controller_interface; // We need to save which input channel we are in by thread, so we can access the correct input // update values in different threads by input channel. We start from InputChannel::Host on all // threads as hotkeys are updated from a worker thread, but UI can read from the main thread. This // will never interfere with game threads. static thread_local ciface::InputChannel tls_input_channel = ciface::InputChannel::Host; void ControllerInterface::Initialize(const WindowSystemInfo& wsi) { if (m_is_init) return; std::lock_guard lk_population(m_devices_population_mutex); m_wsi = wsi; m_populating_devices_counter = 1; #ifdef CIFACE_USE_WIN32 ciface::Win32::Init(wsi.render_window); #endif #ifdef CIFACE_USE_XLIB // nothing needed #endif #ifdef CIFACE_USE_OSX // nothing needed for OSX and Quartz #endif #ifdef CIFACE_USE_SDL m_input_backends.emplace_back(ciface::SDL::CreateInputBackend(this)); #endif #ifdef CIFACE_USE_ANDROID ciface::Android::Init(); #endif #ifdef CIFACE_USE_EVDEV m_input_backends.emplace_back(ciface::evdev::CreateInputBackend(this)); #endif #ifdef CIFACE_USE_PIPES // nothing needed #endif #ifdef CIFACE_USE_DUALSHOCKUDPCLIENT m_input_backends.emplace_back(ciface::DualShockUDPClient::CreateInputBackend(this)); #endif // Don't allow backends to add devices before the first RefreshDevices() as they will be cleaned // there. Or they'd end up waiting on the devices mutex if populated from another thread. m_is_init = true; RefreshDevices(); // Devices writes are already protected by m_devices_population_mutex but this won't hurt m_devices_mutex.lock(); const bool devices_empty = m_devices.empty(); m_devices_mutex.unlock(); if (m_populating_devices_counter.fetch_sub(1) == 1 && !devices_empty) InvokeDevicesChangedCallbacks(); } void ControllerInterface::ChangeWindow(void* hwnd, WindowChangeReason reason) { if (!m_is_init) return; // This shouldn't use render_surface so no need to update it. m_wsi.render_window = hwnd; // No need to re-add devices if this is an application exit request if (reason == WindowChangeReason::Exit) ClearDevices(); else RefreshDevices(RefreshReason::WindowChangeOnly); } void ControllerInterface::RefreshDevices(RefreshReason reason) { if (!m_is_init) return; #ifdef CIFACE_USE_OSX if (m_wsi.type == WindowSystemType::MacOS) { std::lock_guard lk_pre_population(m_pre_population_mutex); // This is needed to stop its threads before locking our mutexes, to avoid deadlocks // (in case it tried to add a device after we had locked m_devices_population_mutex). // There doesn't seem to be an easy to way to repopulate OSX devices without restarting its // hotplug thread. This should not remove its devices, and if it did, calls should be ignored. ciface::OSX::DeInit(); } #endif // We lock m_devices_population_mutex here to make everything simpler. // Multiple devices classes have their own "hotplug" thread, and can add/remove devices at any // time, while actual writes to "m_devices" are safe, the order in which they happen is not. That // means a thread could be adding devices while we are removing them, or removing them as we are // populating them (causing missing or duplicate devices). std::lock_guard lk_population(m_devices_population_mutex); #if defined(CIFACE_USE_WIN32) && !defined(CIFACE_USE_XLIB) && !defined(CIFACE_USE_OSX) // If only the window changed, avoid removing and re-adding all devices. // Instead only refresh devices that require the window handle. if (reason == RefreshReason::WindowChangeOnly) { m_populating_devices_counter.fetch_add(1); // No need to do anything else in this case. // Only (Win32) DInput needs the window handle to be updated. ciface::Win32::ChangeWindow(m_wsi.render_window); if (m_populating_devices_counter.fetch_sub(1) == 1) InvokeDevicesChangedCallbacks(); return; } #endif m_populating_devices_counter.fetch_add(1); // Make sure shared_ptr objects are released before repopulating. ClearDevices(); // Some of these calls won't immediately populate devices, but will do it async // with their own PlatformPopulateDevices(). // This means that devices might end up in different order, unless we override their priority. // It also means they might appear as "disconnected" in the Qt UI for a tiny bit of time. // This helps the emulation and host thread to not stall when repopulating devices for any reason. // Every platform that adds a device that is meant to be used as default device should try to not // do it async, to not risk the emulated controllers default config loading not finding a default // device. #ifdef CIFACE_USE_WIN32 ciface::Win32::PopulateDevices(m_wsi.render_window); #endif #ifdef CIFACE_USE_XLIB if (m_wsi.type == WindowSystemType::X11) ciface::XInput2::PopulateDevices(m_wsi.render_window); #endif #ifdef CIFACE_USE_OSX if (m_wsi.type == WindowSystemType::MacOS) { { std::lock_guard lk_pre_population(m_pre_population_mutex); ciface::OSX::Init(); } ciface::Quartz::PopulateDevices(m_wsi.render_window); } #endif #ifdef CIFACE_USE_ANDROID ciface::Android::PopulateDevices(); #endif #ifdef CIFACE_USE_PIPES ciface::Pipes::PopulateDevices(); #endif for (auto& backend : m_input_backends) backend->PopulateDevices(); WiimoteReal::PopulateDevices(); if (m_populating_devices_counter.fetch_sub(1) == 1) InvokeDevicesChangedCallbacks(); } void ControllerInterface::PlatformPopulateDevices(std::function callback) { if (!m_is_init) return; std::lock_guard lk_population(m_devices_population_mutex); m_populating_devices_counter.fetch_add(1); callback(); if (m_populating_devices_counter.fetch_sub(1) == 1) InvokeDevicesChangedCallbacks(); } // Remove all devices and call library cleanup functions void ControllerInterface::Shutdown() { if (!m_is_init) return; // Prevent additional devices from being added during shutdown. m_is_init = false; // Additional safety measure to avoid InvokeDevicesChangedCallbacks() m_populating_devices_counter = 1; // Update control references so shared_ptrs are freed up BEFORE we shutdown the backends. ClearDevices(); #ifdef CIFACE_USE_WIN32 ciface::Win32::DeInit(); #endif #ifdef CIFACE_USE_XLIB // nothing needed #endif #ifdef CIFACE_USE_OSX ciface::OSX::DeInit(); ciface::Quartz::DeInit(); #endif #ifdef CIFACE_USE_ANDROID ciface::Android::Shutdown(); #endif // Empty the container of input backends to deconstruct and deinitialize them. m_input_backends.clear(); // Make sure no devices had been added within Shutdown() in the time // between checking they checked atomic m_is_init bool and we changed it. // We couldn't have locked m_devices_population_mutex for the whole Shutdown() // as it could cause deadlocks. Note that this is still not 100% safe as some backends are // shut down in other places, possibly adding devices after we have shut down, but the chances of // that happening are basically zero. ClearDevices(); } void ControllerInterface::ClearDevices() { std::lock_guard lk_population(m_devices_population_mutex); { std::lock_guard lk(m_devices_mutex); if (m_devices.empty()) return; for (const auto& d : m_devices) { // Set outputs to ZERO before destroying device for (ciface::Core::Device::Output* o : d->Outputs()) o->SetState(0); } // Devices could still be alive after this as there might be shared ptrs around holding them. // The InvokeDevicesChangedCallbacks() underneath should always clean all of them (it needs to). m_devices.clear(); } InvokeDevicesChangedCallbacks(); } bool ControllerInterface::AddDevice(std::shared_ptr device) { // If we are shutdown (or in process of shutting down) ignore this request: if (!m_is_init) return false; std::lock_guard lk_population(m_devices_population_mutex); { std::lock_guard lk(m_devices_mutex); const auto is_id_in_use = [&device, this](int id) { return std::any_of(m_devices.begin(), m_devices.end(), [&device, &id](const auto& d) { return d->GetSource() == device->GetSource() && d->GetName() == device->GetName() && d->GetId() == id; }); }; const auto preferred_id = device->GetPreferredId(); if (preferred_id.has_value() && !is_id_in_use(*preferred_id)) { // Use the device's preferred ID if available. device->SetId(*preferred_id); } else { // Find the first available ID to use. int id = 0; while (is_id_in_use(id)) ++id; device->SetId(id); } NOTICE_LOG_FMT(CONTROLLERINTERFACE, "Added device: {}", device->GetQualifiedName()); m_devices.emplace_back(std::move(device)); // We can't (and don't want) to control the order in which devices are added, but we // need their order to be consistent, and we need the same one to always be the first, where // present (the keyboard and mouse device usually). This is because when defaulting a // controller profile, it will automatically select the first device in the list as its default. std::stable_sort(m_devices.begin(), m_devices.end(), [](const std::shared_ptr& a, const std::shared_ptr& b) { // It would be nice to sort devices by Source then Name then ID but it's // better to leave them sorted by the add order, which also avoids breaking // the order on other platforms that are less tested. return a->GetSortPriority() > b->GetSortPriority(); }); } if (!m_populating_devices_counter) InvokeDevicesChangedCallbacks(); return true; } void ControllerInterface::RemoveDevice(std::function callback, bool force_devices_release) { // If we are shutdown (or in process of shutting down) ignore this request: if (!m_is_init) return; std::lock_guard lk_population(m_devices_population_mutex); bool any_removed; { std::lock_guard lk(m_devices_mutex); auto it = std::remove_if(m_devices.begin(), m_devices.end(), [&callback](const auto& dev) { if (callback(dev.get())) { NOTICE_LOG_FMT(CONTROLLERINTERFACE, "Removed device: {}", dev->GetQualifiedName()); return true; } return false; }); const size_t prev_size = m_devices.size(); m_devices.erase(it, m_devices.end()); any_removed = m_devices.size() != prev_size; } if (any_removed && (!m_populating_devices_counter || force_devices_release)) InvokeDevicesChangedCallbacks(); } // Update input for all devices if lock can be acquired without waiting. void ControllerInterface::UpdateInput() { // This should never happen ASSERT(m_is_init); if (!m_is_init) return; // TODO: if we are an emulation input channel, we should probably always lock // Prefer outdated values over blocking UI or CPU thread (avoids short but noticeable frame drop) // Lock this first to avoid deadlock with m_devices_mutex in certain cases (such as a Wii Remote // getting disconnected) if (!m_devices_population_mutex.try_lock()) return; std::lock_guard population_lock(m_devices_population_mutex, std::adopt_lock); if (!m_devices_mutex.try_lock()) return; std::lock_guard lk(m_devices_mutex, std::adopt_lock); for (auto& backend : m_input_backends) backend->UpdateInput(); for (const auto& d : m_devices) { // Theoretically we could avoid updating input on devices that don't have any references to // them, but in practice a few devices types could break in different ways, so we don't d->UpdateInput(); } } void ControllerInterface::SetCurrentInputChannel(ciface::InputChannel input_channel) { tls_input_channel = input_channel; } ciface::InputChannel ControllerInterface::GetCurrentInputChannel() { return tls_input_channel; } void ControllerInterface::SetAspectRatioAdjustment(float value) { m_aspect_ratio_adjustment = value; } Common::Vec2 ControllerInterface::GetWindowInputScale() const { const auto ar = m_aspect_ratio_adjustment.load(); if (ar > 1) return {1.f, ar}; else return {1 / ar, 1.f}; } void ControllerInterface::SetMouseCenteringRequested(bool center) { m_requested_mouse_centering = center; } bool ControllerInterface::IsMouseCenteringRequested() const { return m_requested_mouse_centering.load(); } // Register a callback to be called when a device is added or removed (as from the input backends' // hotplug thread), or when devices are refreshed // Returns a handle for later removing the callback. ControllerInterface::HotplugCallbackHandle ControllerInterface::RegisterDevicesChangedCallback(std::function callback) { std::lock_guard lk(m_callbacks_mutex); m_devices_changed_callbacks.emplace_back(std::move(callback)); return std::prev(m_devices_changed_callbacks.end()); } // Unregister a device callback. void ControllerInterface::UnregisterDevicesChangedCallback(const HotplugCallbackHandle& handle) { std::lock_guard lk(m_callbacks_mutex); m_devices_changed_callbacks.erase(handle); } // Invoke all callbacks that were registered void ControllerInterface::InvokeDevicesChangedCallbacks() const { m_callbacks_mutex.lock(); const auto devices_changed_callbacks = m_devices_changed_callbacks; m_callbacks_mutex.unlock(); for (const auto& callback : devices_changed_callbacks) callback(); }