dolphin/Source/Core/InputCommon/ControllerInterface/SDL/SDL.cpp

449 lines
11 KiB
C++

// Copyright 2010 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "InputCommon/ControllerInterface/SDL/SDL.h"
#include <algorithm>
#include <map>
#include <sstream>
#include <thread>
#include <SDL_events.h>
#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<Joystick>(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<const Joystick*>(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<Uint32>(-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;
}
}
}