449 lines
11 KiB
C++
449 lines
11 KiB
C++
// Copyright 2010 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include "InputCommon/ControllerInterface/SDL/SDL.h"
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#include <algorithm>
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#include <map>
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#include <sstream>
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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
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{
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namespace SDL
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{
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// 10ms = 100Hz which homebrew docs very roughly imply is within WiiMote normal
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// range, used for periodic haptic effects though often ignored by devices
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static const u16 RUMBLE_PERIOD = 10;
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static const u16 RUMBLE_LENGTH_MAX =
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500; // ms: enough to span multiple frames at low FPS, but still finite
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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* 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 Common::Event s_populated_event;
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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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g_controller_interface.InvokeDevicesChangedCallbacks();
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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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g_controller_interface.InvokeDevicesChangedCallbacks();
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}
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else if (e.type == s_populate_event_type)
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{
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for (int i = 0; i < SDL_NumJoysticks(); ++i)
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OpenAndAddDevice(i);
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s_populated_event.Set();
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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(SERIALINTERFACE, "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(SERIALINTERFACE, "SDL failed to initialize");
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return;
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}
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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(SERIALINTERFACE, "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.
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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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s_populated_event.Wait();
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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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std::transform(lcasename.begin(), lcasename.end(), lcasename.begin(), tolower);
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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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// try to get supported ff effects
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m_haptic = SDL_HapticOpenFromJoystick(m_joystick);
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if (m_haptic)
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{
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// SDL_HapticSetGain( m_haptic, 1000 );
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// SDL_HapticSetAutocenter( m_haptic, 0 );
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const unsigned int supported_effects = SDL_HapticQuery(m_haptic);
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// constant effect
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if (supported_effects & SDL_HAPTIC_CONSTANT)
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AddOutput(new ConstantEffect(m_haptic));
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// ramp effect
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if (supported_effects & SDL_HAPTIC_RAMP)
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AddOutput(new RampEffect(m_haptic));
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// sine effect
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if (supported_effects & SDL_HAPTIC_SINE)
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AddOutput(new SineEffect(m_haptic));
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// triangle effect
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if (supported_effects & SDL_HAPTIC_TRIANGLE)
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AddOutput(new TriangleEffect(m_haptic));
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// left-right effect
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if (supported_effects & SDL_HAPTIC_LEFTRIGHT)
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AddOutput(new LeftRightEffect(m_haptic));
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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::Update()
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{
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if (m_id == -1 && m_effect.type > 0)
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{
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m_id = SDL_HapticNewEffect(m_haptic, &m_effect);
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if (m_id > -1)
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SDL_HapticRunEffect(m_haptic, m_id, 1);
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}
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else if (m_id > -1 && m_effect.type == 0)
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{
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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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else if (m_id > -1)
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{
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SDL_HapticUpdateEffect(m_haptic, m_id, &m_effect);
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}
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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::SineEffect::GetName() const
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{
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return "Sine";
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}
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std::string Joystick::TriangleEffect::GetName() const
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{
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return "Triangle";
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}
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std::string Joystick::LeftRightEffect::GetName() const
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{
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return "LeftRight";
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}
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void Joystick::HapticEffect::SetState(ControlState state)
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{
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memset(&m_effect, 0, sizeof(m_effect));
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if (state)
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{
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SetSDLHapticEffect(state);
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}
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else
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{
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// this module uses type==0 to indicate 'off'
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m_effect.type = 0;
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}
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Update();
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}
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void Joystick::ConstantEffect::SetSDLHapticEffect(ControlState state)
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{
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m_effect.type = SDL_HAPTIC_CONSTANT;
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m_effect.constant.length = RUMBLE_LENGTH_MAX;
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m_effect.constant.level = (Sint16)(state * 0x7FFF);
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}
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void Joystick::RampEffect::SetSDLHapticEffect(ControlState state)
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{
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m_effect.type = SDL_HAPTIC_RAMP;
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m_effect.ramp.length = RUMBLE_LENGTH_MAX;
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m_effect.ramp.start = (Sint16)(state * 0x7FFF);
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}
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void Joystick::SineEffect::SetSDLHapticEffect(ControlState state)
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{
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m_effect.type = SDL_HAPTIC_SINE;
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m_effect.periodic.period = RUMBLE_PERIOD;
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m_effect.periodic.magnitude = (Sint16)(state * 0x7FFF);
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m_effect.periodic.offset = 0;
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m_effect.periodic.phase = 18000;
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m_effect.periodic.length = RUMBLE_LENGTH_MAX;
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m_effect.periodic.delay = 0;
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m_effect.periodic.attack_length = 0;
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}
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void Joystick::TriangleEffect::SetSDLHapticEffect(ControlState state)
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{
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m_effect.type = SDL_HAPTIC_TRIANGLE;
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m_effect.periodic.period = RUMBLE_PERIOD;
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m_effect.periodic.magnitude = (Sint16)(state * 0x7FFF);
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m_effect.periodic.offset = 0;
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m_effect.periodic.phase = 18000;
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m_effect.periodic.length = RUMBLE_LENGTH_MAX;
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m_effect.periodic.delay = 0;
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m_effect.periodic.attack_length = 0;
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}
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void Joystick::LeftRightEffect::SetSDLHapticEffect(ControlState state)
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{
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m_effect.type = SDL_HAPTIC_LEFTRIGHT;
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m_effect.leftright.length = RUMBLE_LENGTH_MAX;
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// max ranges tuned to 'feel' similar in magnitude to triangle/sine on xbox360 controller
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m_effect.leftright.large_magnitude = (Uint16)(state * 0x4000);
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m_effect.leftright.small_magnitude = (Uint16)(state * 0xFFFF);
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}
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#endif
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void Joystick::UpdateInput()
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{
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// each joystick is doin this, o well
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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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std::ostringstream ss;
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ss << "Button " << (int)m_index;
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return ss.str();
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}
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std::string Joystick::Axis::GetName() const
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{
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std::ostringstream ss;
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ss << "Axis " << (int)m_index << (m_range < 0 ? '-' : '+');
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return ss.str();
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}
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std::string Joystick::Hat::GetName() const
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{
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static char tmpstr[] = "Hat . .";
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// I don't think more than 10 hats are supported
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tmpstr[4] = (char)('0' + m_index);
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tmpstr[6] = "NESW"[m_direction];
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return tmpstr;
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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 std::max(0.0, 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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}
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}
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