491 lines
12 KiB
C++
491 lines
12 KiB
C++
// Copyright 2010 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "InputCommon/ControllerInterface/SDL/SDL.h"
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#include <algorithm>
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#include <thread>
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#include <SDL_events.h>
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#include "Common/Event.h"
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#include "Common/Logging/Log.h"
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#include "Common/ScopeGuard.h"
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#include "Common/StringUtil.h"
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#include "InputCommon/ControllerInterface/ControllerInterface.h"
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#ifdef _WIN32
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#pragma comment(lib, "SDL2.lib")
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#endif
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namespace ciface::SDL
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{
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static std::string GetJoystickName(int index)
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{
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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return SDL_JoystickNameForIndex(index);
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#else
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return SDL_JoystickName(index);
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#endif
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}
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static void OpenAndAddDevice(int index)
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{
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SDL_Joystick* const dev = SDL_JoystickOpen(index);
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if (dev)
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{
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auto js = std::make_shared<Joystick>(dev, index);
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// only add if it has some inputs/outputs
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if (!js->Inputs().empty() || !js->Outputs().empty())
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g_controller_interface.AddDevice(std::move(js));
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}
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}
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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static Common::Event s_init_event;
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static Uint32 s_stop_event_type;
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static Uint32 s_populate_event_type;
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static std::thread s_hotplug_thread;
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static bool HandleEventAndContinue(const SDL_Event& e)
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{
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if (e.type == SDL_JOYDEVICEADDED)
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{
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OpenAndAddDevice(e.jdevice.which);
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}
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else if (e.type == SDL_JOYDEVICEREMOVED)
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{
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g_controller_interface.RemoveDevice([&e](const auto* device) {
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const Joystick* joystick = dynamic_cast<const Joystick*>(device);
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return joystick && SDL_JoystickInstanceID(joystick->GetSDLJoystick()) == e.jdevice.which;
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});
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}
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else if (e.type == s_populate_event_type)
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{
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g_controller_interface.PlatformPopulateDevices([] {
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for (int i = 0; i < SDL_NumJoysticks(); ++i)
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OpenAndAddDevice(i);
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});
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}
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else if (e.type == s_stop_event_type)
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{
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return false;
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}
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return true;
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}
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#endif
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void Init()
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{
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#if !SDL_VERSION_ATLEAST(2, 0, 0)
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if (SDL_Init(SDL_INIT_JOYSTICK) != 0)
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ERROR_LOG_FMT(CONTROLLERINTERFACE, "SDL failed to initialize");
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return;
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#else
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s_hotplug_thread = std::thread([] {
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Common::ScopeGuard quit_guard([] {
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// TODO: there seems to be some sort of memory leak with SDL, quit isn't freeing everything up
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SDL_Quit();
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});
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{
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Common::ScopeGuard init_guard([] { s_init_event.Set(); });
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if (SDL_Init(SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC) != 0)
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{
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ERROR_LOG_FMT(CONTROLLERINTERFACE, "SDL failed to initialize");
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return;
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}
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const Uint32 custom_events_start = SDL_RegisterEvents(2);
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if (custom_events_start == static_cast<Uint32>(-1))
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{
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ERROR_LOG_FMT(CONTROLLERINTERFACE, "SDL failed to register custom events");
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return;
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}
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s_stop_event_type = custom_events_start;
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s_populate_event_type = custom_events_start + 1;
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// Drain all of the events and add the initial joysticks before returning. Otherwise, the
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// individual joystick events as well as the custom populate event will be handled _after_
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// ControllerInterface::Init/RefreshDevices has cleared its list of devices, resulting in
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// duplicate devices. Adding devices will actually "fail" here, as the ControllerInterface
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// hasn't finished initializing yet.
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SDL_Event e;
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while (SDL_PollEvent(&e) != 0)
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{
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if (!HandleEventAndContinue(e))
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return;
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}
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}
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SDL_Event e;
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while (SDL_WaitEvent(&e) != 0)
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{
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if (!HandleEventAndContinue(e))
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return;
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}
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});
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s_init_event.Wait();
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#endif
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}
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void DeInit()
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{
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#if !SDL_VERSION_ATLEAST(2, 0, 0)
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SDL_Quit();
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#else
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if (!s_hotplug_thread.joinable())
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return;
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SDL_Event stop_event{s_stop_event_type};
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SDL_PushEvent(&stop_event);
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s_hotplug_thread.join();
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#endif
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}
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void PopulateDevices()
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{
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#if !SDL_VERSION_ATLEAST(2, 0, 0)
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if (!SDL_WasInit(SDL_INIT_JOYSTICK))
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return;
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for (int i = 0; i < SDL_NumJoysticks(); ++i)
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OpenAndAddDevice(i);
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#else
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if (!s_hotplug_thread.joinable())
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return;
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SDL_Event populate_event{s_populate_event_type};
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SDL_PushEvent(&populate_event);
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#endif
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}
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Joystick::Joystick(SDL_Joystick* const joystick, const int sdl_index)
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: m_joystick(joystick), m_name(StripSpaces(GetJoystickName(sdl_index)))
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{
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// really bad HACKS:
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// to not use SDL for an XInput device
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// too many people on the forums pick the SDL device and ask:
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// "why don't my 360 gamepad triggers/rumble work correctly"
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#ifdef _WIN32
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// checking the name is probably good (and hacky) enough
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// but I'll double check with the num of buttons/axes
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std::string lcasename = GetName();
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Common::ToLower(&lcasename);
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if ((std::string::npos != lcasename.find("xbox 360")) &&
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(10 == SDL_JoystickNumButtons(joystick)) && (5 == SDL_JoystickNumAxes(joystick)) &&
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(1 == SDL_JoystickNumHats(joystick)) && (0 == SDL_JoystickNumBalls(joystick)))
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{
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// this device won't be used
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return;
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}
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#endif
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if (SDL_JoystickNumButtons(joystick) > 255 || SDL_JoystickNumAxes(joystick) > 255 ||
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SDL_JoystickNumHats(joystick) > 255 || SDL_JoystickNumBalls(joystick) > 255)
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{
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// This device is invalid, don't use it
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// Some crazy devices(HP webcam 2100) end up as HID devices
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// SDL tries parsing these as joysticks
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return;
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}
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// get buttons
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for (u8 i = 0; i != SDL_JoystickNumButtons(m_joystick); ++i)
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AddInput(new Button(i, m_joystick));
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// get hats
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for (u8 i = 0; i != SDL_JoystickNumHats(m_joystick); ++i)
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{
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// each hat gets 4 input instances associated with it, (up down left right)
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for (u8 d = 0; d != 4; ++d)
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AddInput(new Hat(i, m_joystick, d));
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}
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// get axes
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for (u8 i = 0; i != SDL_JoystickNumAxes(m_joystick); ++i)
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{
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// each axis gets a negative and a positive input instance associated with it
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AddAnalogInputs(new Axis(i, m_joystick, -32768), new Axis(i, m_joystick, 32767));
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}
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#ifdef USE_SDL_HAPTIC
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m_haptic = SDL_HapticOpenFromJoystick(m_joystick);
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if (!m_haptic)
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return;
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const unsigned int supported_effects = SDL_HapticQuery(m_haptic);
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// Disable autocenter:
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if (supported_effects & SDL_HAPTIC_AUTOCENTER)
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SDL_HapticSetAutocenter(m_haptic, 0);
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// Constant
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if (supported_effects & SDL_HAPTIC_CONSTANT)
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AddOutput(new ConstantEffect(m_haptic));
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// Ramp
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if (supported_effects & SDL_HAPTIC_RAMP)
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AddOutput(new RampEffect(m_haptic));
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// Periodic
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for (auto waveform :
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{SDL_HAPTIC_SINE, SDL_HAPTIC_TRIANGLE, SDL_HAPTIC_SAWTOOTHUP, SDL_HAPTIC_SAWTOOTHDOWN})
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{
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if (supported_effects & waveform)
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AddOutput(new PeriodicEffect(m_haptic, waveform));
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}
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// LeftRight
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if (supported_effects & SDL_HAPTIC_LEFTRIGHT)
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{
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AddOutput(new LeftRightEffect(m_haptic, LeftRightEffect::Motor::Strong));
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AddOutput(new LeftRightEffect(m_haptic, LeftRightEffect::Motor::Weak));
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}
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#endif
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}
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Joystick::~Joystick()
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{
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#ifdef USE_SDL_HAPTIC
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if (m_haptic)
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{
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// stop/destroy all effects
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SDL_HapticStopAll(m_haptic);
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// close haptic first
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SDL_HapticClose(m_haptic);
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}
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#endif
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// close joystick
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SDL_JoystickClose(m_joystick);
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}
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#ifdef USE_SDL_HAPTIC
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void Joystick::HapticEffect::UpdateEffect()
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{
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if (m_effect.type != DISABLED_EFFECT_TYPE)
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{
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if (m_id < 0)
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{
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// Upload and try to play the effect.
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m_id = SDL_HapticNewEffect(m_haptic, &m_effect);
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if (m_id >= 0)
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SDL_HapticRunEffect(m_haptic, m_id, 1);
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}
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else
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{
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// Effect is already playing. Update parameters.
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SDL_HapticUpdateEffect(m_haptic, m_id, &m_effect);
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}
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}
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else if (m_id >= 0)
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{
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// Stop and remove the effect.
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SDL_HapticStopEffect(m_haptic, m_id);
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SDL_HapticDestroyEffect(m_haptic, m_id);
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m_id = -1;
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}
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}
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Joystick::HapticEffect::HapticEffect(SDL_Haptic* haptic) : m_haptic(haptic)
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{
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// FYI: type is set within UpdateParameters.
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m_effect.type = DISABLED_EFFECT_TYPE;
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}
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Joystick::HapticEffect::~HapticEffect()
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{
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m_effect.type = DISABLED_EFFECT_TYPE;
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UpdateEffect();
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}
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void Joystick::HapticEffect::SetDirection(SDL_HapticDirection* dir)
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{
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// Left direction (for wheels)
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dir->type = SDL_HAPTIC_CARTESIAN;
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dir->dir[0] = -1;
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}
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Joystick::ConstantEffect::ConstantEffect(SDL_Haptic* haptic) : HapticEffect(haptic)
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{
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m_effect.constant = {};
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SetDirection(&m_effect.constant.direction);
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m_effect.constant.length = RUMBLE_LENGTH_MS;
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}
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Joystick::RampEffect::RampEffect(SDL_Haptic* haptic) : HapticEffect(haptic)
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{
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m_effect.ramp = {};
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SetDirection(&m_effect.ramp.direction);
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m_effect.ramp.length = RUMBLE_LENGTH_MS;
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}
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Joystick::PeriodicEffect::PeriodicEffect(SDL_Haptic* haptic, u16 waveform)
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: HapticEffect(haptic), m_waveform(waveform)
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{
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m_effect.periodic = {};
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SetDirection(&m_effect.periodic.direction);
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m_effect.periodic.length = RUMBLE_LENGTH_MS;
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m_effect.periodic.period = RUMBLE_PERIOD_MS;
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m_effect.periodic.offset = 0;
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m_effect.periodic.phase = 0;
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}
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Joystick::LeftRightEffect::LeftRightEffect(SDL_Haptic* haptic, Motor motor)
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: HapticEffect(haptic), m_motor(motor)
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{
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m_effect.leftright = {};
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m_effect.leftright.length = RUMBLE_LENGTH_MS;
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}
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std::string Joystick::ConstantEffect::GetName() const
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{
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return "Constant";
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}
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std::string Joystick::RampEffect::GetName() const
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{
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return "Ramp";
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}
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std::string Joystick::PeriodicEffect::GetName() const
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{
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switch (m_waveform)
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{
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case SDL_HAPTIC_SINE:
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return "Sine";
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case SDL_HAPTIC_TRIANGLE:
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return "Triangle";
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case SDL_HAPTIC_SAWTOOTHUP:
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return "Sawtooth Up";
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case SDL_HAPTIC_SAWTOOTHDOWN:
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return "Sawtooth Down";
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default:
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return "Unknown";
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}
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}
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std::string Joystick::LeftRightEffect::GetName() const
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{
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return (Motor::Strong == m_motor) ? "Strong" : "Weak";
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}
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void Joystick::HapticEffect::SetState(ControlState state)
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{
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// Maximum force value for all SDL effects:
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constexpr s16 MAX_FORCE_VALUE = 0x7fff;
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if (UpdateParameters(s16(state * MAX_FORCE_VALUE)))
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{
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UpdateEffect();
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}
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}
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bool Joystick::ConstantEffect::UpdateParameters(s16 value)
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{
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s16& level = m_effect.constant.level;
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const s16 old_level = level;
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level = value;
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m_effect.type = level ? SDL_HAPTIC_CONSTANT : DISABLED_EFFECT_TYPE;
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return level != old_level;
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}
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bool Joystick::RampEffect::UpdateParameters(s16 value)
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{
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s16& level = m_effect.ramp.start;
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const s16 old_level = level;
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level = value;
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// FYI: Setting end to same as start is odd,
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// but so is using Ramp effects for rumble simulation.
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m_effect.ramp.end = level;
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m_effect.type = level ? SDL_HAPTIC_RAMP : DISABLED_EFFECT_TYPE;
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return level != old_level;
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}
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bool Joystick::PeriodicEffect::UpdateParameters(s16 value)
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{
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s16& level = m_effect.periodic.magnitude;
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const s16 old_level = level;
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level = value;
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m_effect.type = level ? m_waveform : DISABLED_EFFECT_TYPE;
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return level != old_level;
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}
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bool Joystick::LeftRightEffect::UpdateParameters(s16 value)
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{
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u16& level = (Motor::Strong == m_motor) ? m_effect.leftright.large_magnitude :
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m_effect.leftright.small_magnitude;
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const u16 old_level = level;
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level = value;
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m_effect.type = level ? SDL_HAPTIC_LEFTRIGHT : DISABLED_EFFECT_TYPE;
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return level != old_level;
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}
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#endif
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void Joystick::UpdateInput()
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{
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// TODO: Don't call this for every Joystick, only once per ControllerInterface::UpdateInput()
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SDL_JoystickUpdate();
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}
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std::string Joystick::GetName() const
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{
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return m_name;
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}
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std::string Joystick::GetSource() const
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{
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return "SDL";
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}
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SDL_Joystick* Joystick::GetSDLJoystick() const
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{
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return m_joystick;
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}
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std::string Joystick::Button::GetName() const
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{
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return "Button " + std::to_string(m_index);
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}
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std::string Joystick::Axis::GetName() const
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{
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return "Axis " + std::to_string(m_index) + (m_range < 0 ? '-' : '+');
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}
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std::string Joystick::Hat::GetName() const
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{
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return "Hat " + std::to_string(m_index) + ' ' + "NESW"[m_direction];
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}
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ControlState Joystick::Button::GetState() const
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{
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return SDL_JoystickGetButton(m_js, m_index);
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}
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ControlState Joystick::Axis::GetState() const
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{
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return ControlState(SDL_JoystickGetAxis(m_js, m_index)) / m_range;
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}
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ControlState Joystick::Hat::GetState() const
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{
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return (SDL_JoystickGetHat(m_js, m_index) & (1 << m_direction)) > 0;
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}
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} // namespace ciface::SDL
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