dolphin/Source/Core/Common/Keyboard.cpp

331 lines
8.7 KiB
C++

// Copyright 2025 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "Common/Keyboard.h"
#include <array>
#include <map>
#include <mutex>
#include <utility>
#ifdef HAVE_SDL3
#include <SDL3/SDL_events.h>
#include <SDL3/SDL_keyboard.h>
// Will be overridden by Dolphin's SDL InputBackend
u32 Common::KeyboardContext::s_sdl_init_event_type(-1);
u32 Common::KeyboardContext::s_sdl_update_event_type(-1);
u32 Common::KeyboardContext::s_sdl_quit_event_type(-1);
#endif
#include "Core/Config/MainSettings.h"
#include "Core/Config/SYSCONFSettings.h"
#include "DiscIO/Enums.h"
namespace
{
// Translate HID usage ID based on the host and the game keyboard layout:
// - we need to take into account the host layout as we receive raw scan codes
// - we need to consider the game layout as it might be different from the host one
u8 TranslateUsageID(u8 usage_id, int host_layout, int game_layout)
{
if (host_layout == game_layout)
return usage_id;
// Currently, the translation is partial (i.e. alpha only)
if (usage_id != Common::HIDUsageID::M_AZERTY &&
(usage_id < Common::HIDUsageID::A || usage_id > Common::HIDUsageID::Z))
{
return usage_id;
}
switch (host_layout | game_layout)
{
case Common::KeyboardLayout::AZERTY_QWERTZ:
{
static const std::map<u8, u8> TO_QWERTZ{
{Common::HIDUsageID::A_AZERTY, Common::HIDUsageID::A},
{Common::HIDUsageID::Z_AZERTY, Common::HIDUsageID::Z_QWERTZ},
{Common::HIDUsageID::Y, Common::HIDUsageID::Y_QWERTZ},
{Common::HIDUsageID::Q_AZERTY, Common::HIDUsageID::Q},
{Common::HIDUsageID::M_AZERTY, Common::HIDUsageID::M},
{Common::HIDUsageID::W_AZERTY, Common::HIDUsageID::W},
{Common::HIDUsageID::M, Common::HIDUsageID::M_AZERTY},
};
static const std::map<u8, u8> TO_AZERTY{
{Common::HIDUsageID::Q, Common::HIDUsageID::Q_AZERTY},
{Common::HIDUsageID::W, Common::HIDUsageID::W_AZERTY},
{Common::HIDUsageID::Z_QWERTZ, Common::HIDUsageID::Z_AZERTY},
{Common::HIDUsageID::A, Common::HIDUsageID::A_AZERTY},
{Common::HIDUsageID::M_AZERTY, Common::HIDUsageID::M},
{Common::HIDUsageID::Y_QWERTZ, Common::HIDUsageID::Y},
{Common::HIDUsageID::M, Common::HIDUsageID::M_AZERTY},
};
const auto& map = game_layout == Common::KeyboardLayout::QWERTZ ? TO_QWERTZ : TO_AZERTY;
if (const auto it{map.find(usage_id)}; it != map.end())
return it->second;
break;
}
case Common::KeyboardLayout::QWERTY_AZERTY:
{
static constexpr std::array<std::pair<u8, u8>, 3> BI_MAP{
{{Common::HIDUsageID::Q, Common::HIDUsageID::A},
{Common::HIDUsageID::W, Common::HIDUsageID::Z},
{Common::HIDUsageID::M, Common::HIDUsageID::M_AZERTY}}};
for (const auto& [a, b] : BI_MAP)
{
if (usage_id == a)
return b;
else if (usage_id == b)
return a;
}
break;
}
case Common::KeyboardLayout::QWERTY_QWERTZ:
{
if (usage_id == Common::HIDUsageID::Y)
return Common::HIDUsageID::Z;
else if (usage_id == Common::HIDUsageID::Z)
return Common::HIDUsageID::Y;
break;
}
default:
// Shouldn't happen
break;
}
return usage_id;
}
int GetHostLayout()
{
const int layout = Config::Get(Config::MAIN_WII_KEYBOARD_HOST_LAYOUT);
if (layout != Common::KeyboardLayout::AUTO)
return layout;
#ifdef HAVE_SDL3
if (const SDL_Keycode key_code = SDL_GetKeyFromScancode(SDL_SCANCODE_Y, SDL_KMOD_NONE, false);
key_code == SDLK_Z)
{
return Common::KeyboardLayout::QWERTZ;
}
if (const SDL_Keycode key_code = SDL_GetKeyFromScancode(SDL_SCANCODE_Q, SDL_KMOD_NONE, false);
key_code == SDLK_A)
{
return Common::KeyboardLayout::AZERTY;
}
#endif
return Common::KeyboardLayout::QWERTY;
}
int GetGameLayout()
{
const int layout = Config::Get(Config::MAIN_WII_KEYBOARD_GAME_LAYOUT);
if (layout != Common::KeyboardLayout::AUTO)
return layout;
const DiscIO::Language language =
static_cast<DiscIO::Language>(Config::Get(Config::SYSCONF_LANGUAGE));
switch (language)
{
case DiscIO::Language::French:
return Common::KeyboardLayout::AZERTY;
case DiscIO::Language::German:
return Common::KeyboardLayout::QWERTZ;
default:
return Common::KeyboardLayout::QWERTY;
}
}
u8 MapVirtualKeyToHID(u8 virtual_key, int host_layout, int game_layout)
{
// SDL3 keyboard state uses scan codes already based on HID usage id
u8 usage_id = virtual_key;
if (Config::Get(Config::MAIN_WII_KEYBOARD_TRANSLATION))
usage_id = TranslateUsageID(usage_id, host_layout, game_layout);
return usage_id;
}
std::weak_ptr<Common::KeyboardContext> s_keyboard_context;
std::mutex s_keyboard_context_mutex;
// Will be updated by DolphinQt's Host:
// - SetRenderHandle
// - SetFullscreen
Common::KeyboardContext::HandlerState s_handler_state{};
} // Anonymous namespace
namespace Common
{
KeyboardContext::KeyboardContext()
{
if (Config::Get(Config::MAIN_WII_KEYBOARD))
Init();
}
KeyboardContext::~KeyboardContext()
{
if (Config::Get(Config::MAIN_WII_KEYBOARD))
Quit();
}
void KeyboardContext::Init()
{
#ifdef HAVE_SDL3
SDL_Event event{s_sdl_init_event_type};
SDL_PushEvent(&event);
m_keyboard_state = SDL_GetKeyboardState(nullptr);
#endif
UpdateLayout();
m_is_ready = true;
}
void KeyboardContext::Quit()
{
m_is_ready = false;
#ifdef HAVE_SDL3
SDL_Event event{s_sdl_quit_event_type};
SDL_PushEvent(&event);
#endif
}
void* KeyboardContext::HandlerState::GetHandle() const
{
#ifdef _WIN32
if (is_rendering_to_main && !is_fullscreen)
return main_handle;
#endif
return renderer_handle;
}
void KeyboardContext::NotifyInit()
{
if (auto self = s_keyboard_context.lock())
self->Init();
}
void KeyboardContext::NotifyHandlerChanged(const KeyboardContext::HandlerState& state)
{
s_handler_state = state;
if (s_keyboard_context.expired())
return;
#ifdef HAVE_SDL3
SDL_Event event{s_sdl_update_event_type};
SDL_PushEvent(&event);
#endif
}
void KeyboardContext::NotifyQuit()
{
if (auto self = s_keyboard_context.lock())
self->Quit();
}
void KeyboardContext::UpdateLayout()
{
if (auto self = s_keyboard_context.lock())
{
self->m_host_layout = GetHostLayout();
self->m_game_layout = GetGameLayout();
}
}
void* KeyboardContext::GetWindowHandle()
{
return s_handler_state.GetHandle();
}
std::shared_ptr<KeyboardContext> KeyboardContext::GetInstance()
{
const std::lock_guard guard(s_keyboard_context_mutex);
std::shared_ptr<KeyboardContext> ptr = s_keyboard_context.lock();
if (!ptr)
{
ptr = std::shared_ptr<KeyboardContext>(new KeyboardContext);
s_keyboard_context = ptr;
}
return ptr;
}
HIDPressedState KeyboardContext::GetPressedState() const
{
return m_is_ready ? HIDPressedState{.modifiers = PollHIDModifiers(),
.pressed_keys = PollHIDPressedKeys()} :
HIDPressedState{};
}
bool KeyboardContext::IsVirtualKeyPressed(int virtual_key) const
{
#ifdef HAVE_SDL3
if (virtual_key >= SDL_SCANCODE_COUNT)
return false;
return m_keyboard_state[virtual_key];
#else
// TODO: Android implementation
return false;
#endif
}
u8 KeyboardContext::PollHIDModifiers() const
{
u8 modifiers = 0;
using VkHidPair = std::pair<int, u8>;
// References:
// https://wiki.libsdl.org/SDL3/SDL_Scancode
// https://www.usb.org/document-library/device-class-definition-hid-111
//
// HID modifier: Bit 0 - LEFT CTRL
// HID modifier: Bit 1 - LEFT SHIFT
// HID modifier: Bit 2 - LEFT ALT
// HID modifier: Bit 3 - LEFT GUI
// HID modifier: Bit 4 - RIGHT CTRL
// HID modifier: Bit 5 - RIGHT SHIFT
// HID modifier: Bit 6 - RIGHT ALT
// HID modifier: Bit 7 - RIGHT GUI
static const std::vector<VkHidPair> MODIFIERS_MAP{
#ifdef HAVE_SDL3
{SDL_SCANCODE_LCTRL, 0x01}, {SDL_SCANCODE_LSHIFT, 0x02}, {SDL_SCANCODE_LALT, 0x04},
{SDL_SCANCODE_LGUI, 0x08}, {SDL_SCANCODE_RCTRL, 0x10}, {SDL_SCANCODE_RSHIFT, 0x20},
{SDL_SCANCODE_RALT, 0x40}, {SDL_SCANCODE_RGUI, 0x80}
#else
// TODO: Android implementation
#endif
};
for (const auto& [virtual_key, hid_modifier] : MODIFIERS_MAP)
{
if (IsVirtualKeyPressed(virtual_key))
modifiers |= hid_modifier;
}
return modifiers;
}
HIDPressedKeys KeyboardContext::PollHIDPressedKeys() const
{
HIDPressedKeys pressed_keys{};
auto it = pressed_keys.begin();
#ifdef HAVE_SDL3
const std::size_t begin = SDL_SCANCODE_A;
const std::size_t end = SDL_SCANCODE_LCTRL;
#else
const std::size_t begin = 0;
const std::size_t end = 0;
#endif
for (std::size_t virtual_key = begin; virtual_key < end; ++virtual_key)
{
if (!IsVirtualKeyPressed(static_cast<int>(virtual_key)))
continue;
*it = MapVirtualKeyToHID(static_cast<u8>(virtual_key), m_host_layout, m_game_layout);
if (++it == pressed_keys.end())
break;
}
return pressed_keys;
}
} // namespace Common