// Copyright 2010 Dolphin Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later #include "InputCommon/ControllerInterface/SDL/SDL.h" #include #include #include #include #include #include "Common/Event.h" #include "Common/Logging/Log.h" #include "Common/MathUtil.h" #include "Common/ScopeGuard.h" #include "InputCommon/ControllerInterface/ControllerInterface.h" #ifdef _WIN32 #include #endif namespace ciface::Core { class Device; } namespace { std::string GetLegacyButtonName(int index) { return "Button " + std::to_string(index); } std::string GetLegacyAxisName(int index, int range) { return "Axis " + std::to_string(index) + (range < 0 ? '-' : '+'); } std::string GetLegacyHatName(int index, int direction) { return "Hat " + std::to_string(index) + ' ' + "NESW"[direction]; } constexpr int GetDirectionFromHatMask(u8 mask) { return MathUtil::IntLog2(mask); } static_assert(GetDirectionFromHatMask(SDL_HAT_UP) == 0); static_assert(GetDirectionFromHatMask(SDL_HAT_LEFT) == 3); bool IsTriggerAxis(int index) { // First 4 axes are for the analog sticks, the rest are for the triggers return index >= 4; } } // namespace namespace ciface::SDL { class GameController : public Core::Device { private: // GameController inputs class Button : public Core::Device::Input { public: std::string GetName() const override; 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_GameController* const m_gc; const SDL_GameControllerButton m_button; }; class Axis : public Core::Device::Input { public: std::string GetName() const override; 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 { return GetLegacyButtonName(m_index); } LegacyButton(SDL_Joystick* js, int index) : m_js(js), m_index(index) {} ControlState GetState() const override; private: SDL_Joystick* const m_js; const int m_index; }; class LegacyAxis : public Core::Device::Input { public: std::string GetName() const override { return GetLegacyAxisName(m_index, m_range); } LegacyAxis(SDL_Joystick* js, int index, s16 range, bool is_handled_elsewhere) : m_js(js), m_index(index), m_range(range), m_is_handled_elsewhere(is_handled_elsewhere) { } ControlState GetState() const override; bool IsHidden() const override { return m_is_handled_elsewhere; } bool IsDetectable() const override { return !IsHidden(); } private: SDL_Joystick* const m_js; const int m_index; const s16 m_range; const bool m_is_handled_elsewhere; }; class LegacyHat : public Input { public: std::string GetName() const override { return GetLegacyHatName(m_index, m_direction); } LegacyHat(SDL_Joystick* js, int index, u8 direction) : m_js(js), m_index(index), m_direction(direction) { } ControlState GetState() const override; private: SDL_Joystick* const m_js; const int m_index; const u8 m_direction; }; // Rumble template class GenericMotor : public Output { public: explicit GenericMotor(SDL_GameController* gc) : m_gc(gc) {} std::string GetName() const override { return std::string("Motor") + motor_suffixes[SuffixIndex]; } void SetState(ControlState state) override { Uint16 rumble = state * std::numeric_limits::max(); SDL_GameControllerRumble(m_gc, rumble * LowEnable, rumble * HighEnable, RUMBLE_LENGTH_MS); } private: SDL_GameController* const m_gc; }; static constexpr const char* motor_suffixes[] = {"", " L", " R"}; using Motor = GenericMotor<1, 1, 0>; using MotorL = GenericMotor<1, 0, 1>; using MotorR = GenericMotor<0, 1, 2>; class HapticEffect : public Output { public: HapticEffect(SDL_Haptic* haptic); ~HapticEffect(); protected: virtual bool UpdateParameters(s16 value) = 0; static void SetDirection(SDL_HapticDirection* dir); SDL_HapticEffect m_effect = {}; static constexpr u16 DISABLED_EFFECT_TYPE = 0; private: virtual void SetState(ControlState state) override final; void UpdateEffect(); SDL_Haptic* const m_haptic; int m_id = -1; }; class ConstantEffect : public HapticEffect { public: ConstantEffect(SDL_Haptic* haptic); std::string GetName() const override; private: bool UpdateParameters(s16 value) override; }; class RampEffect : public HapticEffect { public: RampEffect(SDL_Haptic* haptic); std::string GetName() const override; private: bool UpdateParameters(s16 value) override; }; class PeriodicEffect : public HapticEffect { public: PeriodicEffect(SDL_Haptic* haptic, u16 waveform); std::string GetName() const override; private: bool UpdateParameters(s16 value) override; const u16 m_waveform; }; class LeftRightEffect : public HapticEffect { public: enum class Motor : u8 { Weak, Strong, }; LeftRightEffect(SDL_Haptic* haptic, Motor motor); std::string GetName() const override; private: bool UpdateParameters(s16 value) override; const Motor m_motor; }; class MotionInput : public Input { public: MotionInput(std::string name, SDL_GameController* gc, SDL_SensorType type, int index, ControlState scale) : m_name(std::move(name)), m_gc(gc), m_type(type), m_index(index), m_scale(scale) { } std::string GetName() const override { return m_name; } bool IsDetectable() const override { return false; } ControlState GetState() const override; private: std::string m_name; SDL_GameController* const m_gc; SDL_SensorType const m_type; int const m_index; ControlState const m_scale; }; public: GameController(SDL_GameController* const gamecontroller, SDL_Joystick* const joystick, const int sdl_index); ~GameController(); std::string GetName() const override; std::string GetSource() const override; int GetSDLIndex() const; private: SDL_GameController* const m_gamecontroller; std::string m_name; int m_sdl_index; SDL_Joystick* const m_joystick; SDL_Haptic* m_haptic = nullptr; }; class InputBackend final : public ciface::InputBackend { public: InputBackend(ControllerInterface* controller_interface); ~InputBackend(); void PopulateDevices() override; void UpdateInput(std::vector>& devices_to_remove) override; private: void OpenAndAddDevice(int index); 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; }; std::unique_ptr CreateInputBackend(ControllerInterface* controller_interface) { return std::make_unique(controller_interface); } void InputBackend::OpenAndAddDevice(int index) { SDL_GameController* gc = SDL_GameControllerOpen(index); SDL_Joystick* js = SDL_JoystickOpen(index); if (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(gc, js, index); if (!gamecontroller->Inputs().empty() || !gamecontroller->Outputs().empty()) GetControllerInterface().AddDevice(std::move(gamecontroller)); } } bool InputBackend::HandleEventAndContinue(const SDL_Event& e) { 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_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" && static_cast(device)->GetSDLIndex() == e.jdevice.which; }); } else if (e.type == m_populate_event_type) { GetControllerInterface().PlatformPopulateDevices([this] { for (int i = 0; i < SDL_NumJoysticks(); ++i) OpenAndAddDevice(i); }); } else if (e.type == m_stop_event_type) { return false; } return true; } static void EnableSDLLogging() { SDL_LogSetAllPriority(SDL_LOG_PRIORITY_VERBOSE); SDL_LogSetOutputFunction( [](void*, int category, SDL_LogPriority priority, const char* message) { std::string category_name; switch (category) { case SDL_LOG_CATEGORY_APPLICATION: category_name = "app"; break; case SDL_LOG_CATEGORY_ERROR: category_name = "error"; break; case SDL_LOG_CATEGORY_ASSERT: category_name = "assert"; break; case SDL_LOG_CATEGORY_SYSTEM: category_name = "system"; break; case SDL_LOG_CATEGORY_AUDIO: category_name = "audio"; break; case SDL_LOG_CATEGORY_VIDEO: category_name = "video"; break; case SDL_LOG_CATEGORY_RENDER: category_name = "render"; break; case SDL_LOG_CATEGORY_INPUT: category_name = "input"; break; case SDL_LOG_CATEGORY_TEST: category_name = "test"; break; default: category_name = fmt::format("unknown({})", category); break; } auto log_level = Common::Log::LogLevel::LNOTICE; switch (priority) { case SDL_LOG_PRIORITY_VERBOSE: case SDL_LOG_PRIORITY_DEBUG: log_level = Common::Log::LogLevel::LDEBUG; break; case SDL_LOG_PRIORITY_INFO: log_level = Common::Log::LogLevel::LINFO; break; case SDL_LOG_PRIORITY_WARN: log_level = Common::Log::LogLevel::LWARNING; break; case SDL_LOG_PRIORITY_ERROR: log_level = Common::Log::LogLevel::LERROR; break; case SDL_LOG_PRIORITY_CRITICAL: default: log_level = Common::Log::LogLevel::LNOTICE; break; } GENERIC_LOG_FMT(Common::Log::LogType::CONTROLLERINTERFACE, log_level, "{}: {}", category_name, message); }, nullptr); } InputBackend::InputBackend(ControllerInterface* controller_interface) : ciface::InputBackend(controller_interface) { EnableSDLLogging(); // This is required on windows so that SDL's joystick code properly pumps window messages SDL_SetHint(SDL_HINT_JOYSTICK_THREAD, "1"); SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE, "1"); // 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([] { // TODO: there seems to be some sort of memory leak with SDL, quit isn't freeing everything up SDL_Quit(); }); { Common::ScopeGuard init_guard([this] { m_init_event.Set(); }); if (SDL_Init(SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC | SDL_INIT_GAMECONTROLLER) != 0) { ERROR_LOG_FMT(CONTROLLERINTERFACE, "SDL failed to initialize"); return; } const Uint32 custom_events_start = SDL_RegisterEvents(2); if (custom_events_start == static_cast(-1)) { ERROR_LOG_FMT(CONTROLLERINTERFACE, "SDL failed to register custom events"); return; } m_stop_event_type = custom_events_start; m_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. Adding devices will actually "fail" here, as the ControllerInterface // hasn't finished initializing yet. SDL_Event e; while (SDL_PollEvent(&e) != 0) { if (!HandleEventAndContinue(e)) return; } } #ifdef _WIN32 // This is a hack to workaround SDL_hidapi using window messages to detect device // removal/arrival, yet no part of SDL pumps messages for it. It can hopefully be removed in the // future when SDL fixes the issue. Note this is a separate issue from SDL_HINT_JOYSTICK_THREAD. // Also note that SDL_WaitEvent may block while device detection window messages get queued up, // causing some noticible stutter. This is just another reason it should be fixed properly by // SDL... const auto window_handle = FindWindowEx(HWND_MESSAGE, nullptr, TEXT("SDL_HIDAPI_DEVICE_DETECTION"), nullptr); #endif SDL_Event e; while (SDL_WaitEvent(&e) != 0) { if (!HandleEventAndContinue(e)) return; #ifdef _WIN32 MSG msg; while (window_handle && PeekMessage(&msg, window_handle, 0, 0, PM_NOREMOVE)) { if (GetMessageA(&msg, window_handle, 0, 0) != 0) { TranslateMessage(&msg); DispatchMessage(&msg); } } #endif } }); m_init_event.Wait(); } InputBackend::~InputBackend() { if (!m_hotplug_thread.joinable()) return; SDL_Event stop_event{m_stop_event_type}; SDL_PushEvent(&stop_event); m_hotplug_thread.join(); } void InputBackend::PopulateDevices() { if (!m_hotplug_thread.joinable()) return; SDL_Event populate_event{m_populate_event_type}; SDL_PushEvent(&populate_event); } struct SDLMotionAxis { std::string_view name; int index; ControlState scale; }; using SDLMotionAxisList = std::array; // clang-format off static constexpr std::array 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 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}, {"Forward", 2, -1}, {"Backward", 2, 1}, }}; static constexpr SDLMotionAxisList SDL_AXES_GYRO = {{ {"Pitch Up", 0, 1}, {"Pitch Down", 0, -1}, {"Roll Left", 2, 1}, {"Roll Right", 2, -1}, {"Yaw Left", 1, 1}, {"Yaw Right", 1, -1}, }}; // clang-format on 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) { const char* name; if (gamecontroller) name = SDL_GameControllerName(gamecontroller); else name = SDL_JoystickName(joystick); m_name = name != nullptr ? 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_GameControllerButtonBind& bind) { switch (bind.bindType) { case SDL_CONTROLLER_BINDTYPE_BUTTON: registered_buttons.insert(bind.value.button); break; case SDL_CONTROLLER_BINDTYPE_HAT: registered_hats.insert(bind.value.hat.hat); break; case SDL_CONTROLLER_BINDTYPE_AXIS: registered_axes.insert(bind.value.axis); break; default: break; } }; if (gamecontroller != nullptr) { // Inputs // Buttons for (u8 i = 0; i != size(s_sdl_button_names); ++i) { SDL_GameControllerButton button = static_cast(i); if (SDL_GameControllerHasButton(m_gamecontroller, button)) { AddInput(new Button(gamecontroller, button)); register_mapping(SDL_GameControllerGetBindForButton(gamecontroller, button)); } } // Axes for (u8 i = 0; i != size(s_sdl_axis_names); ++i) { SDL_GameControllerAxis axis = static_cast(i); if (SDL_GameControllerHasAxis(m_gamecontroller, 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)); } register_mapping(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)); } // Motion const auto add_sensor = [this](SDL_SensorType type, std::string_view sensor_name, const SDLMotionAxisList& axes) { if (SDL_GameControllerSetSensorEnabled(m_gamecontroller, type, SDL_TRUE) == 0) { 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_JoystickNumButtons(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_JoystickNumAxes(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 AddAnalogInputs(new LegacyAxis(m_joystick, i, -32768, is_registered), new LegacyAxis(m_joystick, i, 32767, is_registered)); } // Hats int n_legacy_hats = SDL_JoystickNumHats(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_JoystickIsHaptic(m_joystick)) { m_haptic = SDL_HapticOpenFromJoystick(m_joystick); if (m_haptic) { const unsigned int supported_effects = SDL_HapticQuery(m_haptic); // Disable autocenter: if (supported_effects & SDL_HAPTIC_AUTOCENTER) SDL_HapticSetAutocenter(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)); } } } } GameController::~GameController() { if (m_haptic) { // stop/destroy all effects SDL_HapticStopAll(m_haptic); // close haptic before joystick SDL_HapticClose(m_haptic); m_haptic = nullptr; } if (m_gamecontroller) { // stop all rumble SDL_GameControllerRumble(m_gamecontroller, 0, 0, 0); // close game controller SDL_GameControllerClose(m_gamecontroller); } // close joystick SDL_JoystickClose(m_joystick); } void InputBackend::UpdateInput(std::vector>& 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 { if (IsTriggerAxis(m_axis)) 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"; // Match legacy names. const auto bind = SDL_GameControllerGetBindForButton(m_gc, m_button); switch (bind.bindType) { case SDL_CONTROLLER_BINDTYPE_BUTTON: return name == GetLegacyButtonName(bind.value.button); case SDL_CONTROLLER_BINDTYPE_HAT: return name == GetLegacyHatName(bind.value.hat.hat, GetDirectionFromHatMask(u8(bind.value.hat.hat_mask))); default: return false; } } ControlState GameController::MotionInput::GetState() const { std::array data{}; SDL_GameControllerGetSensorData(m_gc, m_type, data.data(), (int)data.size()); return m_scale * data[m_index]; } // Legacy input 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) { if (m_id < 0) { // Upload and try to play the effect. m_id = SDL_HapticNewEffect(m_haptic, &m_effect); if (m_id >= 0) SDL_HapticRunEffect(m_haptic, m_id, 1); } else { // Effect is already playing. Update parameters. SDL_HapticUpdateEffect(m_haptic, m_id, &m_effect); } } else if (m_id >= 0) { // Stop and remove the effect. SDL_HapticStopEffect(m_haptic, m_id); SDL_HapticDestroyEffect(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