// Copyright 2025 Dolphin Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later #include "InputCommon/ControllerInterface/SDL/SDLGamepad.h" #include #include #include #include "Common/Logging/Log.h" #include "Common/ScopeGuard.h" namespace ciface::SDL { bool IsTriggerAxis(int index) { // First 4 axes are for the analog sticks, the rest are for the triggers return index >= 4; } GameController::GameController(SDL_Gamepad* const gamecontroller, SDL_Joystick* const joystick) : m_gamecontroller(gamecontroller), m_joystick(joystick) { const char* const sdl_name = (gamecontroller != nullptr) ? SDL_GetGamepadName(gamecontroller) : SDL_GetJoystickName(joystick); m_name = (sdl_name != nullptr) ? sdl_name : "Unknown"; // If a Joystick input has a GameController equivalent button/hat we don't add it. // "Equivalent" axes are still added as hidden/undetectable inputs to handle // loading of existing configs which may use "full surface" inputs. // Otherwise handling those would require dealing with gamepad specific quirks. std::unordered_set registered_buttons; std::unordered_set registered_hats; std::unordered_set registered_axes; const auto register_mapping = [&](const SDL_GamepadBinding& bind) { switch (bind.input_type) { case SDL_GAMEPAD_BINDTYPE_BUTTON: registered_buttons.insert(bind.input.button); break; case SDL_GAMEPAD_BINDTYPE_HAT: registered_hats.insert(bind.input.hat.hat); break; case SDL_GAMEPAD_BINDTYPE_AXIS: registered_axes.insert(bind.input.axis.axis); break; default: break; } }; if (gamecontroller != nullptr) { // Inputs int binding_count = 0; auto** bindings = SDL_GetGamepadBindings(gamecontroller, &binding_count); Common::ScopeGuard free_bindings([&] { SDL_free(bindings); }); for (auto* const binding : std::span(bindings, binding_count)) { register_mapping(*binding); switch (binding->output_type) { case SDL_GAMEPAD_BINDTYPE_BUTTON: AddInput(new Button(gamecontroller, *binding)); break; case SDL_GAMEPAD_BINDTYPE_AXIS: { const auto axis = binding->output.axis.axis; if (IsTriggerAxis(axis)) { AddInput(new Axis(m_gamecontroller, 32767, axis)); } else { // 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)); } break; } default: break; } } const auto properties = SDL_GetGamepadProperties(m_gamecontroller); // Rumble if (SDL_GetBooleanProperty(properties, SDL_PROP_GAMEPAD_CAP_RUMBLE_BOOLEAN, false)) { AddOutput(new CombinedMotor(*this, &m_low_freq_rumble, &m_high_freq_rumble)); AddOutput(new Rumble("Motor L", *this, &m_low_freq_rumble, &GameController::UpdateRumble)); AddOutput(new Rumble("Motor R", *this, &m_high_freq_rumble, &GameController::UpdateRumble)); } if (SDL_GetBooleanProperty(properties, SDL_PROP_GAMEPAD_CAP_TRIGGER_RUMBLE_BOOLEAN, false)) { AddOutput(new Rumble("Trigger L", *this, &m_trigger_l_rumble, &GameController::UpdateRumbleTriggers)); AddOutput(new Rumble("Trigger R", *this, &m_trigger_r_rumble, &GameController::UpdateRumbleTriggers)); } // Touchpad if (SDL_GetNumGamepadTouchpads(m_gamecontroller) > 0) { const char* const name_x = "Touchpad X"; AddInput(new NonDetectableDirectionalInput<-1>(name_x, &m_touchpad_x)); AddInput(new NonDetectableDirectionalInput<+1>(name_x, &m_touchpad_x)); const char* const name_y = "Touchpad Y"; AddInput(new NonDetectableDirectionalInput<-1>(name_y, &m_touchpad_y)); AddInput(new NonDetectableDirectionalInput<+1>(name_y, &m_touchpad_y)); AddInput(new NormalizedInput("Touchpad Pressure", &m_touchpad_pressure)); } // Motion const auto add_sensor = [this](SDL_SensorType type, std::string_view sensor_name, const SDLMotionAxisList& axes) { if (SDL_SetGamepadSensorEnabled(m_gamecontroller, type, true)) { for (const SDLMotionAxis& axis : axes) { AddInput(new MotionInput(fmt::format("{} {}", sensor_name, axis.name), m_gamecontroller, type, axis.index, axis.scale)); } } }; add_sensor(SDL_SENSOR_ACCEL, "Accel", SDL_AXES_ACCELEROMETER); add_sensor(SDL_SENSOR_GYRO, "Gyro", SDL_AXES_GYRO); add_sensor(SDL_SENSOR_ACCEL_L, "Accel L", SDL_AXES_ACCELEROMETER); add_sensor(SDL_SENSOR_GYRO_L, "Gyro L", SDL_AXES_GYRO); add_sensor(SDL_SENSOR_ACCEL_R, "Accel R", SDL_AXES_ACCELEROMETER); add_sensor(SDL_SENSOR_GYRO_R, "Gyro R", SDL_AXES_GYRO); } // Legacy inputs // Buttons int n_legacy_buttons = SDL_GetNumJoystickButtons(joystick); if (n_legacy_buttons < 0) { ERROR_LOG_FMT(CONTROLLERINTERFACE, "Error in SDL_JoystickNumButtons(): {}", SDL_GetError()); n_legacy_buttons = 0; } for (int i = 0; i != n_legacy_buttons; ++i) { if (registered_buttons.contains(i)) continue; AddInput(new LegacyButton(m_joystick, i)); } // Axes int n_legacy_axes = SDL_GetNumJoystickAxes(joystick); if (n_legacy_axes < 0) { ERROR_LOG_FMT(CONTROLLERINTERFACE, "Error in SDL_JoystickNumAxes(): {}", SDL_GetError()); n_legacy_axes = 0; } for (int i = 0; i != n_legacy_axes; ++i) { const bool is_registered = registered_axes.contains(i); // each axis gets a negative and a positive input instance associated with it AddFullAnalogSurfaceInputs(new LegacyAxis(m_joystick, i, -32768, is_registered), new LegacyAxis(m_joystick, i, 32767, is_registered)); } // Hats int n_legacy_hats = SDL_GetNumJoystickHats(joystick); if (n_legacy_hats < 0) { ERROR_LOG_FMT(CONTROLLERINTERFACE, "Error in SDL_JoystickNumHats(): {}", SDL_GetError()); n_legacy_hats = 0; } for (int i = 0; i != n_legacy_hats; ++i) { if (registered_hats.contains(i)) continue; // each hat gets 4 input instances associated with it, (up down left right) for (u8 d = 0; d != 4; ++d) AddInput(new LegacyHat(m_joystick, i, d)); } // Haptics if (SDL_IsJoystickHaptic(m_joystick)) { m_haptic = SDL_OpenHapticFromJoystick(m_joystick); if (m_haptic) { const unsigned int supported_effects = SDL_GetMaxHapticEffects(m_haptic); // Disable autocenter: if (supported_effects & SDL_HAPTIC_AUTOCENTER) SDL_SetHapticAutocenter(m_haptic, 0); // Constant if (supported_effects & SDL_HAPTIC_CONSTANT) AddOutput(new ConstantEffect(m_haptic)); // Ramp if (supported_effects & SDL_HAPTIC_RAMP) AddOutput(new RampEffect(m_haptic)); // Periodic for (auto waveform : {SDL_HAPTIC_SINE, SDL_HAPTIC_TRIANGLE, SDL_HAPTIC_SAWTOOTHUP, SDL_HAPTIC_SAWTOOTHDOWN}) { if (supported_effects & waveform) AddOutput(new PeriodicEffect(m_haptic, waveform)); } // LeftRight if (supported_effects & SDL_HAPTIC_LEFTRIGHT) { AddOutput(new LeftRightEffect(m_haptic, LeftRightEffect::Motor::Strong)); AddOutput(new LeftRightEffect(m_haptic, LeftRightEffect::Motor::Weak)); } } } // Battery if (UpdateBatteryLevel()) AddInput(new BatteryInput{&m_battery_value}); } bool GameController::UpdateBatteryLevel() { int battery_percent = 0; if (SDL_GetJoystickPowerInfo(m_joystick, &battery_percent) == SDL_POWERSTATE_ERROR) return false; m_battery_value = std::max(0, battery_percent); return true; } GameController::~GameController() { if (m_haptic) { // stop/destroy all effects SDL_StopHapticEffects(m_haptic); // close haptic before joystick SDL_CloseHaptic(m_haptic); m_haptic = nullptr; } if (m_gamecontroller) { // stop all rumble SDL_RumbleGamepad(m_gamecontroller, 0, 0, 0); SDL_CloseGamepad(m_gamecontroller); } SDL_CloseJoystick(m_joystick); } std::string GameController::GetName() const { return m_name; } std::string GameController::GetSource() const { return "SDL"; } SDL_JoystickID GameController::GetSDLInstanceID() const { return SDL_GetJoystickID(m_joystick); } std::string GameController::Button::GetName() const { const auto button = m_binding.output.button; if (std::size_t(button) >= std::size(s_sdl_button_names)) return GetLegacyButtonName(button); return s_sdl_button_names[button]; } std::string GameController::Axis::GetName() const { if (std::size_t(m_axis) >= std::size(s_sdl_axis_names)) return GetLegacyAxisName(m_axis, m_range); if (IsTriggerAxis(m_axis)) return 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_GetGamepadButton(m_gc, m_binding.output.button); } ControlState GameController::Axis::GetState() const { return ControlState(SDL_GetGamepadAxis(m_gc, m_axis)) / m_range; } bool GameController::Button::IsMatchingName(std::string_view name) const { if (GetName() == name) return true; // Positionally match XInput button names. // e.g. Switch Pro controller A-button matches "Button B". // e.g. PlayStation controller Circle-button matches "Button B". if (m_binding.output.button == SDL_GAMEPAD_BUTTON_SOUTH && name == "Button A") return true; if (m_binding.output.button == SDL_GAMEPAD_BUTTON_EAST && name == "Button B") return true; if (m_binding.output.button == SDL_GAMEPAD_BUTTON_WEST && name == "Button X") return true; if (m_binding.output.button == SDL_GAMEPAD_BUTTON_NORTH && name == "Button Y") return true; // Match the old "Button 0"-like names. switch (m_binding.input_type) { case SDL_GAMEPAD_BINDTYPE_BUTTON: return name == GetLegacyButtonName(m_binding.input.button); case SDL_GAMEPAD_BINDTYPE_HAT: return name == GetLegacyHatName(m_binding.input.hat.hat, GetDirectionFromHatMask(m_binding.input.hat.hat_mask)); default: return false; } } ControlState GameController::MotionInput::GetState() const { std::array data{}; SDL_GetGamepadSensorData(m_gc, m_type, data.data(), (int)data.size()); return m_scale * data[m_index]; } // Legacy input ControlState GameController::LegacyButton::GetState() const { return SDL_GetJoystickButton(m_js, m_index); } ControlState GameController::LegacyAxis::GetState() const { return ControlState(SDL_GetJoystickAxis(m_js, m_index)) / m_range; } ControlState GameController::LegacyHat::GetState() const { return (SDL_GetJoystickHat(m_js, m_index) & (1 << m_direction)) > 0; } void GameController::HapticEffect::UpdateEffect() { if (m_effect.type != DISABLED_EFFECT_TYPE) { if (m_id < 0) { // Upload and try to play the effect. m_id = SDL_CreateHapticEffect(m_haptic, &m_effect); if (m_id >= 0) SDL_RunHapticEffect(m_haptic, m_id, 1); } else { // Effect is already playing. Update parameters. SDL_UpdateHapticEffect(m_haptic, m_id, &m_effect); } } else if (m_id >= 0) { // Stop and remove the effect. SDL_StopHapticEffect(m_haptic, m_id); SDL_DestroyHapticEffect(m_haptic, m_id); m_id = -1; } } GameController::HapticEffect::HapticEffect(SDL_Haptic* haptic) : m_haptic(haptic) { // FYI: type is set within UpdateParameters. m_effect.type = DISABLED_EFFECT_TYPE; } GameController::HapticEffect::~HapticEffect() { m_effect.type = DISABLED_EFFECT_TYPE; UpdateEffect(); } void GameController::HapticEffect::SetDirection(SDL_HapticDirection* dir) { // Left direction (for wheels) dir->type = SDL_HAPTIC_CARTESIAN; dir->dir[0] = -1; } GameController::ConstantEffect::ConstantEffect(SDL_Haptic* haptic) : HapticEffect(haptic) { m_effect.constant = {}; SetDirection(&m_effect.constant.direction); m_effect.constant.length = RUMBLE_LENGTH_MS; } GameController::RampEffect::RampEffect(SDL_Haptic* haptic) : HapticEffect(haptic) { m_effect.ramp = {}; SetDirection(&m_effect.ramp.direction); m_effect.ramp.length = RUMBLE_LENGTH_MS; } GameController::PeriodicEffect::PeriodicEffect(SDL_Haptic* haptic, u16 waveform) : HapticEffect(haptic), m_waveform(waveform) { m_effect.periodic = {}; SetDirection(&m_effect.periodic.direction); m_effect.periodic.length = RUMBLE_LENGTH_MS; m_effect.periodic.period = RUMBLE_PERIOD_MS; m_effect.periodic.offset = 0; m_effect.periodic.phase = 0; } 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 GameController::ConstantEffect::GetName() const { return "Constant"; } std::string GameController::RampEffect::GetName() const { return "Ramp"; } std::string GameController::PeriodicEffect::GetName() const { switch (m_waveform) { case SDL_HAPTIC_SINE: return "Sine"; case SDL_HAPTIC_TRIANGLE: return "Triangle"; case SDL_HAPTIC_SAWTOOTHUP: return "Sawtooth Up"; case SDL_HAPTIC_SAWTOOTHDOWN: return "Sawtooth Down"; default: return "Unknown"; } } std::string GameController::LeftRightEffect::GetName() const { return (Motor::Strong == m_motor) ? "Strong" : "Weak"; } void GameController::HapticEffect::SetState(ControlState state) { // Maximum force value for all SDL effects: constexpr s16 MAX_FORCE_VALUE = 0x7fff; if (UpdateParameters(s16(state * MAX_FORCE_VALUE))) { UpdateEffect(); } } bool GameController::ConstantEffect::UpdateParameters(s16 value) { s16& level = m_effect.constant.level; const s16 old_level = level; level = value; m_effect.type = level ? SDL_HAPTIC_CONSTANT : DISABLED_EFFECT_TYPE; return level != old_level; } bool GameController::RampEffect::UpdateParameters(s16 value) { s16& level = m_effect.ramp.start; const s16 old_level = level; level = value; // FYI: Setting end to same as start is odd, // but so is using Ramp effects for rumble simulation. m_effect.ramp.end = level; m_effect.type = level ? SDL_HAPTIC_RAMP : DISABLED_EFFECT_TYPE; return level != old_level; } bool GameController::PeriodicEffect::UpdateParameters(s16 value) { s16& level = m_effect.periodic.magnitude; const s16 old_level = level; level = value; m_effect.type = level ? m_waveform : DISABLED_EFFECT_TYPE; return level != old_level; } bool GameController::LeftRightEffect::UpdateParameters(s16 value) { u16& level = (Motor::Strong == m_motor) ? m_effect.leftright.large_magnitude : m_effect.leftright.small_magnitude; const u16 old_level = level; level = value; m_effect.type = level ? SDL_HAPTIC_LEFTRIGHT : DISABLED_EFFECT_TYPE; return level != old_level; } } // namespace ciface::SDL