2020-02-15 15:14:53 +00:00
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#include "sdl_controller_interface.h"
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#include "common/assert.h"
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#include "common/log.h"
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#include "core/controller.h"
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#include "core/host_interface.h"
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#include "core/system.h"
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2020-02-15 15:15:05 +00:00
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#include "sdl_initializer.h"
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2020-02-15 15:14:53 +00:00
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#include <SDL.h>
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2020-02-17 15:06:11 +00:00
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#include <cmath>
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2020-02-15 15:14:53 +00:00
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Log_SetChannel(SDLControllerInterface);
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SDLControllerInterface g_sdl_controller_interface;
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SDLControllerInterface::SDLControllerInterface() = default;
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SDLControllerInterface::~SDLControllerInterface()
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{
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Assert(m_controllers.empty());
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}
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2020-02-15 15:15:05 +00:00
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bool SDLControllerInterface::Initialize(HostInterface* host_interface)
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{
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2020-02-15 15:15:05 +00:00
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FrontendCommon::EnsureSDLInitialized();
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if (SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER | SDL_INIT_HAPTIC) < 0)
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2020-02-15 15:14:53 +00:00
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{
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2020-02-15 15:15:05 +00:00
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Log_ErrorPrintf("SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER | SDL_INIT_HAPTIC) failed");
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return false;
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2020-02-15 15:14:53 +00:00
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}
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// we should open the controllers as the connected events come in, so no need to do any more here
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m_host_interface = host_interface;
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2020-02-15 15:15:05 +00:00
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m_initialized = true;
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2020-02-15 15:14:53 +00:00
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return true;
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}
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void SDLControllerInterface::Shutdown()
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{
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while (!m_controllers.empty())
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CloseGameController(m_controllers.begin()->first);
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2020-02-15 15:15:05 +00:00
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if (m_initialized)
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2020-02-15 15:14:53 +00:00
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{
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2020-02-15 15:15:05 +00:00
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SDL_QuitSubSystem(SDL_INIT_GAMECONTROLLER | SDL_INIT_HAPTIC);
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m_initialized = false;
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2020-02-15 15:14:53 +00:00
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}
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m_host_interface = nullptr;
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}
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void SDLControllerInterface::PumpSDLEvents()
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{
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for (;;)
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{
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SDL_Event ev;
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if (SDL_PollEvent(&ev))
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ProcessSDLEvent(&ev);
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else
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break;
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}
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}
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bool SDLControllerInterface::ProcessSDLEvent(const SDL_Event* event)
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{
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switch (event->type)
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{
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case SDL_CONTROLLERDEVICEADDED:
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{
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Log_InfoPrintf("Controller %d inserted", event->cdevice.which);
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OpenGameController(event->cdevice.which);
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return true;
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}
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case SDL_CONTROLLERDEVICEREMOVED:
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{
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Log_InfoPrintf("Controller %d removed", event->cdevice.which);
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CloseGameController(event->cdevice.which);
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return true;
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}
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case SDL_CONTROLLERAXISMOTION:
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return HandleControllerAxisEvent(event);
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case SDL_CONTROLLERBUTTONDOWN:
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case SDL_CONTROLLERBUTTONUP:
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return HandleControllerButtonEvent(event);
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default:
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return false;
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}
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}
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System* SDLControllerInterface::GetSystem() const
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{
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return m_host_interface->GetSystem();
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}
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Controller* SDLControllerInterface::GetController(u32 slot) const
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{
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System* system = GetSystem();
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return system ? system->GetController(slot) : nullptr;
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}
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void SDLControllerInterface::SetHook(Hook::Callback callback)
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{
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std::unique_lock<std::mutex> lock(m_event_intercept_mutex);
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Assert(!m_event_intercept_callback);
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m_event_intercept_callback = std::move(callback);
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}
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void SDLControllerInterface::ClearHook()
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{
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std::unique_lock<std::mutex> lock(m_event_intercept_mutex);
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if (m_event_intercept_callback)
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m_event_intercept_callback = {};
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}
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bool SDLControllerInterface::DoEventHook(Hook::Type type, int controller_index, int button_or_axis_number, float value)
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{
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std::unique_lock<std::mutex> lock(m_event_intercept_mutex);
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if (!m_event_intercept_callback)
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return false;
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const Hook ei{type, controller_index, button_or_axis_number, value};
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const Hook::CallbackResult action = m_event_intercept_callback(ei);
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if (action == Hook::CallbackResult::StopMonitoring)
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m_event_intercept_callback = {};
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return true;
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}
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bool SDLControllerInterface::OpenGameController(int index)
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{
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if (m_controllers.find(index) != m_controllers.end())
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CloseGameController(index);
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SDL_GameController* gcontroller = SDL_GameControllerOpen(index);
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if (!gcontroller)
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{
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Log_WarningPrintf("Failed to open controller %d", index);
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return false;
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}
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Log_InfoPrintf("Opened controller %d: %s", index, SDL_GameControllerName(gcontroller));
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ControllerData cd = {};
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cd.controller = gcontroller;
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SDL_Joystick* joystick = SDL_GameControllerGetJoystick(gcontroller);
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if (joystick)
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{
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SDL_Haptic* haptic = SDL_HapticOpenFromJoystick(joystick);
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if (SDL_HapticRumbleSupported(haptic) && SDL_HapticRumbleInit(haptic) == 0)
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cd.haptic = haptic;
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else
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SDL_HapticClose(haptic);
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}
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if (cd.haptic)
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Log_InfoPrintf("Rumble is supported on '%s'", SDL_GameControllerName(gcontroller));
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else
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Log_WarningPrintf("Rumble is not supported on '%s'", SDL_GameControllerName(gcontroller));
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m_controllers.emplace(index, cd);
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return true;
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}
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void SDLControllerInterface::CloseGameControllers()
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{
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while (!m_controllers.empty())
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CloseGameController(m_controllers.begin()->first);
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}
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bool SDLControllerInterface::CloseGameController(int index)
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{
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auto it = m_controllers.find(index);
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if (it == m_controllers.end())
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return false;
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if (it->second.haptic)
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SDL_HapticClose(static_cast<SDL_Haptic*>(it->second.haptic));
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SDL_GameControllerClose(static_cast<SDL_GameController*>(it->second.controller));
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m_controllers.erase(it);
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return true;
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}
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void SDLControllerInterface::ClearControllerBindings()
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{
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for (auto& it : m_controllers)
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{
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for (AxisCallback& ac : it.second.axis_mapping)
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ac = {};
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for (ButtonCallback& bc : it.second.button_mapping)
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bc = {};
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}
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}
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bool SDLControllerInterface::BindControllerAxis(int controller_index, int axis_number, AxisCallback callback)
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{
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auto it = m_controllers.find(controller_index);
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if (it == m_controllers.end())
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return false;
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if (axis_number < 0 || axis_number >= MAX_NUM_AXISES)
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return false;
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it->second.axis_mapping[axis_number] = std::move(callback);
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return true;
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}
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bool SDLControllerInterface::BindControllerButton(int controller_index, int button_number, ButtonCallback callback)
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{
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auto it = m_controllers.find(controller_index);
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if (it == m_controllers.end())
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return false;
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if (button_number < 0 || button_number >= MAX_NUM_BUTTONS)
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return false;
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it->second.button_mapping[button_number] = std::move(callback);
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return true;
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}
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bool SDLControllerInterface::BindControllerAxisToButton(int controller_index, int axis_number, bool direction,
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ButtonCallback callback)
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{
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auto it = m_controllers.find(controller_index);
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if (it == m_controllers.end())
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return false;
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if (axis_number < 0 || axis_number >= MAX_NUM_AXISES)
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return false;
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it->second.axis_button_mapping[axis_number][BoolToUInt8(direction)] = std::move(callback);
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return true;
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}
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void SDLControllerInterface::SetDefaultBindings()
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{
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ClearControllerBindings();
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const ControllerType type = m_host_interface->GetSettings().controller_types[0];
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if (type == ControllerType::None || m_controllers.empty())
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return;
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const int first_controller_index = m_controllers.begin()->first;
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#define SET_AXIS_MAP(axis, name) \
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do \
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{ \
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std::optional<s32> code = Controller::GetAxisCodeByName(type, name); \
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if (code) \
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{ \
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const s32 code_value = code.value(); \
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BindControllerAxis(first_controller_index, axis, [this, code_value](float value) { \
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Controller* controller = GetController(0); \
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if (controller) \
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controller->SetAxisState(code_value, value); \
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}); \
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} \
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} while (0)
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#define SET_BUTTON_MAP(button, name) \
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do \
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{ \
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std::optional<s32> code = Controller::GetButtonCodeByName(type, name); \
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if (code) \
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{ \
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const s32 code_value = code.value(); \
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BindControllerButton(first_controller_index, button, [this, code_value](bool pressed) { \
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Controller* controller = GetController(0); \
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if (controller) \
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controller->SetButtonState(code_value, pressed); \
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}); \
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} \
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} while (0)
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#define SET_AXIS_BUTTON_MAP(axis, direction, name) \
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do \
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{ \
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std::optional<s32> code = Controller::GetButtonCodeByName(type, name); \
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if (code) \
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{ \
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const s32 code_value = code.value(); \
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BindControllerAxisToButton(first_controller_index, axis, direction, [this, code_value](bool pressed) { \
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Controller* controller = GetController(0); \
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if (controller) \
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controller->SetButtonState(code_value, pressed); \
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}); \
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} \
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} while (0)
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SET_AXIS_MAP(SDL_CONTROLLER_AXIS_LEFTX, "LeftX");
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SET_AXIS_MAP(SDL_CONTROLLER_AXIS_LEFTY, "LeftY");
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SET_AXIS_MAP(SDL_CONTROLLER_AXIS_RIGHTX, "RightX");
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SET_AXIS_MAP(SDL_CONTROLLER_AXIS_RIGHTY, "RightY");
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SET_AXIS_MAP(SDL_CONTROLLER_AXIS_TRIGGERLEFT, "LeftTrigger");
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SET_AXIS_MAP(SDL_CONTROLLER_AXIS_TRIGGERRIGHT, "RightTrigger");
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SET_BUTTON_MAP(SDL_CONTROLLER_BUTTON_DPAD_UP, "Up");
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SET_BUTTON_MAP(SDL_CONTROLLER_BUTTON_DPAD_DOWN, "Down");
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SET_BUTTON_MAP(SDL_CONTROLLER_BUTTON_DPAD_LEFT, "Left");
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SET_BUTTON_MAP(SDL_CONTROLLER_BUTTON_DPAD_RIGHT, "Right");
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SET_BUTTON_MAP(SDL_CONTROLLER_BUTTON_Y, "Triangle");
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SET_BUTTON_MAP(SDL_CONTROLLER_BUTTON_A, "Cross");
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SET_BUTTON_MAP(SDL_CONTROLLER_BUTTON_X, "Square");
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SET_BUTTON_MAP(SDL_CONTROLLER_BUTTON_B, "Circle");
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SET_BUTTON_MAP(SDL_CONTROLLER_BUTTON_LEFTSHOULDER, "L1");
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SET_BUTTON_MAP(SDL_CONTROLLER_BUTTON_RIGHTSHOULDER, "R1");
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SET_BUTTON_MAP(SDL_CONTROLLER_BUTTON_LEFTSTICK, "L3");
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SET_BUTTON_MAP(SDL_CONTROLLER_BUTTON_RIGHTSTICK, "R3");
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SET_BUTTON_MAP(SDL_CONTROLLER_BUTTON_START, "Start");
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SET_BUTTON_MAP(SDL_CONTROLLER_BUTTON_BACK, "Select");
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// fallback axis -> button mappings
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SET_AXIS_BUTTON_MAP(SDL_CONTROLLER_AXIS_LEFTX, false, "Left");
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SET_AXIS_BUTTON_MAP(SDL_CONTROLLER_AXIS_LEFTX, true, "Right");
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SET_AXIS_BUTTON_MAP(SDL_CONTROLLER_AXIS_LEFTY, false, "Up");
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SET_AXIS_BUTTON_MAP(SDL_CONTROLLER_AXIS_LEFTY, true, "Down");
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SET_AXIS_BUTTON_MAP(SDL_CONTROLLER_AXIS_TRIGGERLEFT, true, "L2");
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SET_AXIS_BUTTON_MAP(SDL_CONTROLLER_AXIS_TRIGGERRIGHT, true, "R2");
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#undef SET_AXIS_MAP
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#undef SET_BUTTON_MAP
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#undef SET_AXIS_BUTTON_MAP
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// TODO: L2/R2 -> buttons
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}
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bool SDLControllerInterface::HandleControllerAxisEvent(const SDL_Event* ev)
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{
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// TODO: Make deadzone customizable.
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static constexpr float deadzone = 8192.0f / 32768.0f;
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const float value = static_cast<float>(ev->caxis.value) / (ev->caxis.value < 0 ? 32768.0f : 32767.0f);
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2020-02-17 15:06:11 +00:00
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Log_DebugPrintf("controller %d axis %d %d %f", ev->caxis.which, ev->caxis.axis, ev->caxis.value, value);
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2020-02-15 15:14:53 +00:00
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2020-02-17 15:06:11 +00:00
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if (DoEventHook(Hook::Type::Axis, ev->caxis.which, ev->caxis.axis, value))
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2020-02-15 15:14:53 +00:00
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return true;
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auto it = m_controllers.find(ev->caxis.which);
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if (it == m_controllers.end())
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return false;
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const ControllerData& cd = it->second;
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const AxisCallback& cb = cd.axis_mapping[ev->caxis.axis];
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if (cb)
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{
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cb(value);
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return true;
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|
}
|
|
|
|
|
|
|
|
// set the other direction to false so large movements don't leave the opposite on
|
2020-02-17 15:06:11 +00:00
|
|
|
const bool outside_deadzone = (std::abs(value) >= deadzone);
|
2020-02-15 15:14:53 +00:00
|
|
|
const bool positive = (value >= 0.0f);
|
|
|
|
const ButtonCallback& other_button_cb = cd.axis_button_mapping[ev->caxis.axis][BoolToUInt8(!positive)];
|
|
|
|
const ButtonCallback& button_cb = cd.axis_button_mapping[ev->caxis.axis][BoolToUInt8(positive)];
|
|
|
|
if (button_cb)
|
|
|
|
{
|
|
|
|
button_cb(outside_deadzone);
|
|
|
|
if (other_button_cb)
|
|
|
|
other_button_cb(false);
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
else if (other_button_cb)
|
|
|
|
{
|
|
|
|
other_button_cb(false);
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
bool SDLControllerInterface::HandleControllerButtonEvent(const SDL_Event* ev)
|
|
|
|
{
|
|
|
|
Log_DebugPrintf("controller %d button %d %s", ev->cbutton.which, ev->cbutton.button,
|
|
|
|
ev->cbutton.state == SDL_PRESSED ? "pressed" : "released");
|
|
|
|
|
|
|
|
const bool pressed = (ev->cbutton.state == SDL_PRESSED);
|
|
|
|
if (DoEventHook(Hook::Type::Button, ev->cbutton.which, ev->cbutton.button, pressed ? 1.0f : 0.0f))
|
|
|
|
return true;
|
|
|
|
|
|
|
|
auto it = m_controllers.find(ev->caxis.which);
|
|
|
|
if (it == m_controllers.end())
|
|
|
|
return false;
|
|
|
|
|
|
|
|
const ButtonCallback& cb = it->second.button_mapping[ev->cbutton.button];
|
|
|
|
if (!cb)
|
|
|
|
return false;
|
|
|
|
|
|
|
|
cb(pressed);
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
void SDLControllerInterface::UpdateControllerRumble()
|
|
|
|
{
|
|
|
|
for (auto& it : m_controllers)
|
|
|
|
{
|
|
|
|
ControllerData& cd = it.second;
|
|
|
|
if (!cd.haptic)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
float new_strength = 0.0f;
|
|
|
|
Controller* controller = GetController(cd.controller_index);
|
|
|
|
if (controller)
|
|
|
|
{
|
|
|
|
const u32 motor_count = controller->GetVibrationMotorCount();
|
|
|
|
for (u32 i = 0; i < motor_count; i++)
|
|
|
|
new_strength = std::max(new_strength, controller->GetVibrationMotorStrength(i));
|
|
|
|
}
|
|
|
|
|
|
|
|
if (cd.last_rumble_strength == new_strength)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
if (new_strength > 0.01f)
|
|
|
|
SDL_HapticRumblePlay(static_cast<SDL_Haptic*>(cd.haptic), new_strength, 100000);
|
|
|
|
else
|
|
|
|
SDL_HapticRumbleStop(static_cast<SDL_Haptic*>(cd.haptic));
|
|
|
|
|
|
|
|
cd.last_rumble_strength = new_strength;
|
|
|
|
}
|
|
|
|
}
|