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

534 lines
15 KiB
C++

// Copyright 2025 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "InputCommon/ControllerInterface/SDL/SDLGamepad.h"
#include <array>
#include <span>
#include <unordered_set>
#include "Common/Logging/Log.h"
#include "Common/ScopeGuard.h"
namespace ciface::SDL
{
bool IsTriggerAxis(int index)
{
// First 4 axes are for the analog sticks, the rest are for the triggers
return index >= 4;
}
GameController::GameController(SDL_Gamepad* const gamecontroller, SDL_Joystick* const joystick)
: m_gamecontroller(gamecontroller), m_joystick(joystick)
{
const char* const sdl_name = (gamecontroller != nullptr) ? SDL_GetGamepadName(gamecontroller) :
SDL_GetJoystickName(joystick);
m_name = (sdl_name != nullptr) ? sdl_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<int> registered_buttons;
std::unordered_set<int> registered_hats;
std::unordered_set<int> registered_axes;
const auto register_mapping = [&](const SDL_GamepadBinding& bind) {
switch (bind.input_type)
{
case SDL_GAMEPAD_BINDTYPE_BUTTON:
registered_buttons.insert(bind.input.button);
break;
case SDL_GAMEPAD_BINDTYPE_HAT:
registered_hats.insert(bind.input.hat.hat);
break;
case SDL_GAMEPAD_BINDTYPE_AXIS:
registered_axes.insert(bind.input.axis.axis);
break;
default:
break;
}
};
if (gamecontroller != nullptr)
{
// Inputs
int binding_count = 0;
auto** bindings = SDL_GetGamepadBindings(gamecontroller, &binding_count);
Common::ScopeGuard free_bindings([&] { SDL_free(bindings); });
for (auto* const binding : std::span(bindings, binding_count))
{
register_mapping(*binding);
switch (binding->output_type)
{
case SDL_GAMEPAD_BINDTYPE_BUTTON:
AddInput(new Button(gamecontroller, *binding));
break;
case SDL_GAMEPAD_BINDTYPE_AXIS:
{
const auto axis = binding->output.axis.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));
}
break;
}
default:
break;
}
}
const auto properties = SDL_GetGamepadProperties(m_gamecontroller);
// Rumble
if (SDL_GetBooleanProperty(properties, SDL_PROP_GAMEPAD_CAP_RUMBLE_BOOLEAN, false))
{
AddOutput(new CombinedMotor(*this, &m_low_freq_rumble, &m_high_freq_rumble));
AddOutput(new Rumble("Motor L", *this, &m_low_freq_rumble, &GameController::UpdateRumble));
AddOutput(new Rumble("Motor R", *this, &m_high_freq_rumble, &GameController::UpdateRumble));
}
if (SDL_GetBooleanProperty(properties, SDL_PROP_GAMEPAD_CAP_TRIGGER_RUMBLE_BOOLEAN, false))
{
AddOutput(new Rumble("Trigger L", *this, &m_trigger_l_rumble,
&GameController::UpdateRumbleTriggers));
AddOutput(new Rumble("Trigger R", *this, &m_trigger_r_rumble,
&GameController::UpdateRumbleTriggers));
}
// Touchpad
if (SDL_GetNumGamepadTouchpads(m_gamecontroller) > 0)
{
const char* const name_x = "Touchpad X";
AddInput(new NonDetectableDirectionalInput<-1>(name_x, &m_touchpad_x));
AddInput(new NonDetectableDirectionalInput<+1>(name_x, &m_touchpad_x));
const char* const name_y = "Touchpad Y";
AddInput(new NonDetectableDirectionalInput<-1>(name_y, &m_touchpad_y));
AddInput(new NonDetectableDirectionalInput<+1>(name_y, &m_touchpad_y));
AddInput(new NormalizedInput("Touchpad Pressure", &m_touchpad_pressure));
}
// Motion
const auto add_sensor = [this](SDL_SensorType type, std::string_view sensor_name,
const SDLMotionAxisList& axes) {
if (SDL_SetGamepadSensorEnabled(m_gamecontroller, type, true))
{
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_GetNumJoystickButtons(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_GetNumJoystickAxes(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
AddFullAnalogSurfaceInputs(new LegacyAxis(m_joystick, i, -32768, is_registered),
new LegacyAxis(m_joystick, i, 32767, is_registered));
}
// Hats
int n_legacy_hats = SDL_GetNumJoystickHats(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_IsJoystickHaptic(m_joystick))
{
m_haptic = SDL_OpenHapticFromJoystick(m_joystick);
if (m_haptic)
{
const unsigned int supported_effects = SDL_GetMaxHapticEffects(m_haptic);
// Disable autocenter:
if (supported_effects & SDL_HAPTIC_AUTOCENTER)
SDL_SetHapticAutocenter(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));
}
}
}
// Battery
if (UpdateBatteryLevel())
AddInput(new BatteryInput{&m_battery_value});
}
bool GameController::UpdateBatteryLevel()
{
int battery_percent = 0;
if (SDL_GetJoystickPowerInfo(m_joystick, &battery_percent) == SDL_POWERSTATE_ERROR)
return false;
m_battery_value = std::max(0, battery_percent);
return true;
}
GameController::~GameController()
{
if (m_haptic)
{
// stop/destroy all effects
SDL_StopHapticEffects(m_haptic);
// close haptic before joystick
SDL_CloseHaptic(m_haptic);
m_haptic = nullptr;
}
if (m_gamecontroller)
{
// stop all rumble
SDL_RumbleGamepad(m_gamecontroller, 0, 0, 0);
SDL_CloseGamepad(m_gamecontroller);
}
SDL_CloseJoystick(m_joystick);
}
std::string GameController::GetName() const
{
return m_name;
}
std::string GameController::GetSource() const
{
return "SDL";
}
SDL_JoystickID GameController::GetSDLInstanceID() const
{
return SDL_GetJoystickID(m_joystick);
}
std::string GameController::Button::GetName() const
{
const auto button = m_binding.output.button;
if (std::size_t(button) >= std::size(s_sdl_button_names))
return GetLegacyButtonName(button);
return s_sdl_button_names[button];
}
std::string GameController::Axis::GetName() const
{
if (std::size_t(m_axis) >= std::size(s_sdl_axis_names))
return GetLegacyAxisName(m_axis, m_range);
if (IsTriggerAxis(m_axis))
return 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_GetGamepadButton(m_gc, m_binding.output.button);
}
ControlState GameController::Axis::GetState() const
{
return ControlState(SDL_GetGamepadAxis(m_gc, m_axis)) / m_range;
}
bool GameController::Button::IsMatchingName(std::string_view name) const
{
if (GetName() == name)
return true;
// Positionally match XInput button names.
// e.g. Switch Pro controller A-button matches "Button B".
// e.g. PlayStation controller Circle-button matches "Button B".
if (m_binding.output.button == SDL_GAMEPAD_BUTTON_SOUTH && name == "Button A")
return true;
if (m_binding.output.button == SDL_GAMEPAD_BUTTON_EAST && name == "Button B")
return true;
if (m_binding.output.button == SDL_GAMEPAD_BUTTON_WEST && name == "Button X")
return true;
if (m_binding.output.button == SDL_GAMEPAD_BUTTON_NORTH && name == "Button Y")
return true;
// Match the old "Button 0"-like names.
switch (m_binding.input_type)
{
case SDL_GAMEPAD_BINDTYPE_BUTTON:
return name == GetLegacyButtonName(m_binding.input.button);
case SDL_GAMEPAD_BINDTYPE_HAT:
return name == GetLegacyHatName(m_binding.input.hat.hat,
GetDirectionFromHatMask(m_binding.input.hat.hat_mask));
default:
return false;
}
}
ControlState GameController::MotionInput::GetState() const
{
std::array<float, 3> data{};
SDL_GetGamepadSensorData(m_gc, m_type, data.data(), (int)data.size());
return m_scale * data[m_index];
}
// Legacy input
ControlState GameController::LegacyButton::GetState() const
{
return SDL_GetJoystickButton(m_js, m_index);
}
ControlState GameController::LegacyAxis::GetState() const
{
return ControlState(SDL_GetJoystickAxis(m_js, m_index)) / m_range;
}
ControlState GameController::LegacyHat::GetState() const
{
return (SDL_GetJoystickHat(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_CreateHapticEffect(m_haptic, &m_effect);
if (m_id >= 0)
SDL_RunHapticEffect(m_haptic, m_id, 1);
}
else
{
// Effect is already playing. Update parameters.
SDL_UpdateHapticEffect(m_haptic, m_id, &m_effect);
}
}
else if (m_id >= 0)
{
// Stop and remove the effect.
SDL_StopHapticEffect(m_haptic, m_id);
SDL_DestroyHapticEffect(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