// Copyright 2010 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include "InputCommon/ControllerInterface/SDL/SDL.h" #include #include #include #include #include #include "Common/Event.h" #include "Common/Logging/Log.h" #include "Common/ScopeGuard.h" #include "Common/StringUtil.h" #include "InputCommon/ControllerInterface/ControllerInterface.h" #ifdef _WIN32 #pragma comment(lib, "SDL2.lib") #endif namespace ciface { namespace SDL { // 10ms = 100Hz which homebrew docs very roughly imply is within WiiMote normal // range, used for periodic haptic effects though often ignored by devices static const u16 RUMBLE_PERIOD = 10; static const u16 RUMBLE_LENGTH_MAX = 500; // ms: enough to span multiple frames at low FPS, but still finite static std::string GetJoystickName(int index) { #if SDL_VERSION_ATLEAST(2, 0, 0) return SDL_JoystickNameForIndex(index); #else return SDL_JoystickName(index); #endif } static void OpenAndAddDevice(int index) { SDL_Joystick* dev = SDL_JoystickOpen(index); if (dev) { auto js = std::make_shared(dev, index); // only add if it has some inputs/outputs if (!js->Inputs().empty() || !js->Outputs().empty()) g_controller_interface.AddDevice(std::move(js)); } } #if SDL_VERSION_ATLEAST(2, 0, 0) static Common::Event s_init_event; static Uint32 s_stop_event_type; static Uint32 s_populate_event_type; static Common::Event s_populated_event; static std::thread s_hotplug_thread; static bool HandleEventAndContinue(const SDL_Event& e) { if (e.type == SDL_JOYDEVICEADDED) { OpenAndAddDevice(e.jdevice.which); g_controller_interface.InvokeDevicesChangedCallbacks(); } else if (e.type == SDL_JOYDEVICEREMOVED) { g_controller_interface.RemoveDevice([&e](const auto* device) { const Joystick* joystick = dynamic_cast(device); return joystick && SDL_JoystickInstanceID(joystick->GetSDLJoystick()) == e.jdevice.which; }); g_controller_interface.InvokeDevicesChangedCallbacks(); } else if (e.type == s_populate_event_type) { for (int i = 0; i < SDL_NumJoysticks(); ++i) OpenAndAddDevice(i); s_populated_event.Set(); } else if (e.type == s_stop_event_type) { return false; } return true; } #endif void Init() { #if !SDL_VERSION_ATLEAST(2, 0, 0) if (SDL_Init(SDL_INIT_JOYSTICK) != 0) ERROR_LOG(SERIALINTERFACE, "SDL failed to initialize"); return; #else s_hotplug_thread = std::thread([] { Common::ScopeGuard quit_guard([] { // TODO: there seems to be some sort of memory leak with SDL, quit isn't freeing everything up SDL_Quit(); }); { Common::ScopeGuard init_guard([] { s_init_event.Set(); }); if (SDL_Init(SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC) != 0) { ERROR_LOG(SERIALINTERFACE, "SDL failed to initialize"); return; } Uint32 custom_events_start = SDL_RegisterEvents(2); if (custom_events_start == static_cast(-1)) { ERROR_LOG(SERIALINTERFACE, "SDL failed to register custom events"); return; } s_stop_event_type = custom_events_start; s_populate_event_type = custom_events_start + 1; // Drain all of the events and add the initial joysticks before returning. Otherwise, the // individual joystick events as well as the custom populate event will be handled _after_ // ControllerInterface::Init/RefreshDevices has cleared its list of devices, resulting in // duplicate devices. SDL_Event e; while (SDL_PollEvent(&e) != 0) { if (!HandleEventAndContinue(e)) return; } } SDL_Event e; while (SDL_WaitEvent(&e) != 0) { if (!HandleEventAndContinue(e)) return; } }); s_init_event.Wait(); #endif } void DeInit() { #if !SDL_VERSION_ATLEAST(2, 0, 0) SDL_Quit(); #else if (!s_hotplug_thread.joinable()) return; SDL_Event stop_event{s_stop_event_type}; SDL_PushEvent(&stop_event); s_hotplug_thread.join(); #endif } void 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 (!s_hotplug_thread.joinable()) return; SDL_Event populate_event{s_populate_event_type}; SDL_PushEvent(&populate_event); s_populated_event.Wait(); #endif } Joystick::Joystick(SDL_Joystick* const joystick, const int sdl_index) : m_joystick(joystick), m_name(StripSpaces(GetJoystickName(sdl_index))) { // really bad HACKS: // to not use SDL for an XInput device // too many people on the forums pick the SDL device and ask: // "why don't my 360 gamepad triggers/rumble work correctly" #ifdef _WIN32 // checking the name is probably good (and hacky) enough // but I'll double check with the num of buttons/axes std::string lcasename = GetName(); std::transform(lcasename.begin(), lcasename.end(), lcasename.begin(), tolower); if ((std::string::npos != lcasename.find("xbox 360")) && (10 == SDL_JoystickNumButtons(joystick)) && (5 == SDL_JoystickNumAxes(joystick)) && (1 == SDL_JoystickNumHats(joystick)) && (0 == SDL_JoystickNumBalls(joystick))) { // this device won't be used return; } #endif if (SDL_JoystickNumButtons(joystick) > 255 || SDL_JoystickNumAxes(joystick) > 255 || SDL_JoystickNumHats(joystick) > 255 || SDL_JoystickNumBalls(joystick) > 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; } // get buttons for (u8 i = 0; i != SDL_JoystickNumButtons(m_joystick); ++i) AddInput(new Button(i, m_joystick)); // get hats for (u8 i = 0; i != SDL_JoystickNumHats(m_joystick); ++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)); } // 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 // try to get supported ff effects m_haptic = SDL_HapticOpenFromJoystick(m_joystick); if (m_haptic) { // SDL_HapticSetGain( m_haptic, 1000 ); // SDL_HapticSetAutocenter( m_haptic, 0 ); const unsigned int supported_effects = SDL_HapticQuery(m_haptic); // constant effect if (supported_effects & SDL_HAPTIC_CONSTANT) AddOutput(new ConstantEffect(m_haptic)); // ramp effect if (supported_effects & SDL_HAPTIC_RAMP) AddOutput(new RampEffect(m_haptic)); // sine effect if (supported_effects & SDL_HAPTIC_SINE) AddOutput(new SineEffect(m_haptic)); // triangle effect if (supported_effects & SDL_HAPTIC_TRIANGLE) AddOutput(new TriangleEffect(m_haptic)); // left-right effect if (supported_effects & SDL_HAPTIC_LEFTRIGHT) AddOutput(new LeftRightEffect(m_haptic)); } #endif } Joystick::~Joystick() { #ifdef USE_SDL_HAPTIC if (m_haptic) { // stop/destroy all effects SDL_HapticStopAll(m_haptic); // close haptic first SDL_HapticClose(m_haptic); } #endif // close joystick SDL_JoystickClose(m_joystick); } #ifdef USE_SDL_HAPTIC void Joystick::HapticEffect::Update() { if (m_id == -1 && m_effect.type > 0) { m_id = SDL_HapticNewEffect(m_haptic, &m_effect); if (m_id > -1) SDL_HapticRunEffect(m_haptic, m_id, 1); } else if (m_id > -1 && m_effect.type == 0) { SDL_HapticStopEffect(m_haptic, m_id); SDL_HapticDestroyEffect(m_haptic, m_id); m_id = -1; } else if (m_id > -1) { SDL_HapticUpdateEffect(m_haptic, m_id, &m_effect); } } std::string Joystick::ConstantEffect::GetName() const { return "Constant"; } std::string Joystick::RampEffect::GetName() const { return "Ramp"; } std::string Joystick::SineEffect::GetName() const { return "Sine"; } std::string Joystick::TriangleEffect::GetName() const { return "Triangle"; } std::string Joystick::LeftRightEffect::GetName() const { return "LeftRight"; } void Joystick::HapticEffect::SetState(ControlState state) { memset(&m_effect, 0, sizeof(m_effect)); if (state) { SetSDLHapticEffect(state); } else { // this module uses type==0 to indicate 'off' m_effect.type = 0; } Update(); } void Joystick::ConstantEffect::SetSDLHapticEffect(ControlState state) { m_effect.type = SDL_HAPTIC_CONSTANT; m_effect.constant.length = RUMBLE_LENGTH_MAX; m_effect.constant.level = (Sint16)(state * 0x7FFF); } void Joystick::RampEffect::SetSDLHapticEffect(ControlState state) { m_effect.type = SDL_HAPTIC_RAMP; m_effect.ramp.length = RUMBLE_LENGTH_MAX; m_effect.ramp.start = (Sint16)(state * 0x7FFF); } void Joystick::SineEffect::SetSDLHapticEffect(ControlState state) { m_effect.type = SDL_HAPTIC_SINE; m_effect.periodic.period = RUMBLE_PERIOD; m_effect.periodic.magnitude = (Sint16)(state * 0x7FFF); m_effect.periodic.offset = 0; m_effect.periodic.phase = 18000; m_effect.periodic.length = RUMBLE_LENGTH_MAX; m_effect.periodic.delay = 0; m_effect.periodic.attack_length = 0; } void Joystick::TriangleEffect::SetSDLHapticEffect(ControlState state) { m_effect.type = SDL_HAPTIC_TRIANGLE; m_effect.periodic.period = RUMBLE_PERIOD; m_effect.periodic.magnitude = (Sint16)(state * 0x7FFF); m_effect.periodic.offset = 0; m_effect.periodic.phase = 18000; m_effect.periodic.length = RUMBLE_LENGTH_MAX; m_effect.periodic.delay = 0; m_effect.periodic.attack_length = 0; } void Joystick::LeftRightEffect::SetSDLHapticEffect(ControlState state) { m_effect.type = SDL_HAPTIC_LEFTRIGHT; m_effect.leftright.length = RUMBLE_LENGTH_MAX; // max ranges tuned to 'feel' similar in magnitude to triangle/sine on xbox360 controller m_effect.leftright.large_magnitude = (Uint16)(state * 0x4000); m_effect.leftright.small_magnitude = (Uint16)(state * 0xFFFF); } #endif void Joystick::UpdateInput() { // each joystick is doin this, o well 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 { std::ostringstream ss; ss << "Button " << (int)m_index; return ss.str(); } std::string Joystick::Axis::GetName() const { std::ostringstream ss; ss << "Axis " << (int)m_index << (m_range < 0 ? '-' : '+'); return ss.str(); } std::string Joystick::Hat::GetName() const { static char tmpstr[] = "Hat . ."; // I don't think more than 10 hats are supported tmpstr[4] = (char)('0' + m_index); tmpstr[6] = "NESW"[m_direction]; return tmpstr; } ControlState Joystick::Button::GetState() const { return SDL_JoystickGetButton(m_js, m_index); } ControlState Joystick::Axis::GetState() const { return std::max(0.0, 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; } } }