Qt: Implement controller interface/binding
This commit is contained in:
parent
6a1206dde7
commit
59cf799491
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@ -39,6 +39,9 @@ public:
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/// Returns the game list.
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ALWAYS_INLINE const GameList* GetGameList() const { return m_game_list.get(); }
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/// Access to emulated system.
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ALWAYS_INLINE System* GetSystem() const { return m_system.get(); }
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bool BootSystemFromFile(const char* filename);
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bool BootSystemFromBIOS();
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void PauseSystem(bool paused);
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@ -43,7 +43,7 @@ add_executable(duckstation-qt
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settingsdialog.ui
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)
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target_link_libraries(duckstation-qt PRIVATE core common imgui glad minizip Qt5::Core Qt5::Gui Qt5::Widgets Qt5::Network)
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target_link_libraries(duckstation-qt PRIVATE frontend-common core common imgui glad minizip Qt5::Core Qt5::Gui Qt5::Widgets Qt5::Network)
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if(WIN32)
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target_sources(duckstation-qt PRIVATE
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@ -1,5 +1,6 @@
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#include "inputbindingwidgets.h"
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#include "core/settings.h"
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#include "frontend-common/sdl_controller_interface.h"
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#include "qthostinterface.h"
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#include "qtutils.h"
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#include <QtCore/QTimer>
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@ -81,6 +82,49 @@ void InputButtonBindingWidget::onInputListenTimerTimeout()
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setText(tr("Push Button... [%1]").arg(m_input_listen_remaining_seconds));
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}
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void InputButtonBindingWidget::hookControllerInput()
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{
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m_host_interface->enableBackgroundControllerPolling();
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g_sdl_controller_interface.SetHook([this](const SDLControllerInterface::Hook& ei) {
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if (ei.type == SDLControllerInterface::Hook::Type::Axis)
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{
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// TODO: this probably should consider the "last value"
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QMetaObject::invokeMethod(this, "bindToControllerAxis", Q_ARG(int, ei.controller_index),
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Q_ARG(int, ei.button_or_axis_number), Q_ARG(bool, ei.value > 0));
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return SDLControllerInterface::Hook::CallbackResult::StopMonitoring;
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}
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else if (ei.type == SDLControllerInterface::Hook::Type::Button && ei.value > 0.0f)
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{
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QMetaObject::invokeMethod(this, "bindToControllerButton", Q_ARG(int, ei.controller_index),
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Q_ARG(int, ei.button_or_axis_number));
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return SDLControllerInterface::Hook::CallbackResult::StopMonitoring;
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}
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return SDLControllerInterface::Hook::CallbackResult::ContinueMonitoring;
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});
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}
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void InputButtonBindingWidget::unhookControllerInput()
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{
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g_sdl_controller_interface.ClearHook();
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m_host_interface->disableBackgroundControllerPolling();
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}
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void InputButtonBindingWidget::bindToControllerAxis(int controller_index, int axis_index, bool positive)
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{
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m_new_binding_value =
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QStringLiteral("Controller%1/%2Axis%3").arg(controller_index).arg(positive ? '+' : '-').arg(axis_index);
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setNewBinding();
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stopListeningForInput();
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}
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void InputButtonBindingWidget::bindToControllerButton(int controller_index, int button_index)
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{
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m_new_binding_value = QStringLiteral("Controller%1/Button%2").arg(controller_index).arg(button_index);
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setNewBinding();
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stopListeningForInput();
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}
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void InputButtonBindingWidget::startListeningForInput()
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{
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m_input_listen_timer = new QTimer(this);
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@ -95,6 +139,7 @@ void InputButtonBindingWidget::startListeningForInput()
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installEventFilter(this);
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grabKeyboard();
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grabMouse();
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hookControllerInput();
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}
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void InputButtonBindingWidget::stopListeningForInput()
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@ -103,6 +148,7 @@ void InputButtonBindingWidget::stopListeningForInput()
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delete m_input_listen_timer;
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m_input_listen_timer = nullptr;
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unhookControllerInput();
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releaseMouse();
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releaseKeyboard();
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removeEventFilter(this);
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@ -20,12 +20,16 @@ protected:
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private Q_SLOTS:
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void onPressed();
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void onInputListenTimerTimeout();
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void bindToControllerAxis(int controller_index, int axis_index, bool positive);
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void bindToControllerButton(int controller_index, int button_index);
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private:
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bool isListeningForInput() const { return m_input_listen_timer != nullptr; }
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void startListeningForInput();
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void stopListeningForInput();
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void setNewBinding();
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void hookControllerInput();
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void unhookControllerInput();
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QtHostInterface* m_host_interface;
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QString m_setting_name;
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@ -8,12 +8,14 @@
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#include "core/game_list.h"
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#include "core/gpu.h"
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#include "core/system.h"
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#include "frontend-common/sdl_controller_interface.h"
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#include "qtsettingsinterface.h"
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#include "qtutils.h"
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#include <QtCore/QCoreApplication>
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#include <QtCore/QDateTime>
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#include <QtCore/QDebug>
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#include <QtCore/QEventLoop>
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#include <QtCore/QTimer>
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#include <QtWidgets/QMenu>
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#include <QtWidgets/QMessageBox>
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#include <memory>
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@ -28,7 +30,6 @@ QtHostInterface::QtHostInterface(QObject* parent)
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{
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checkSettings();
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refreshGameList();
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doUpdateInputMap();
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createThread();
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}
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@ -283,6 +284,7 @@ void QtHostInterface::OnSystemCreated()
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HostInterface::OnSystemCreated();
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wakeThread();
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destroyBackgroundControllerPollTimer();
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emit emulationStarted();
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}
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@ -301,6 +303,9 @@ void QtHostInterface::OnSystemDestroyed()
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{
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HostInterface::OnSystemDestroyed();
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if (m_background_controller_polling_enable_count > 0)
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createBackgroundControllerPollTimer();
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emit emulationStopped();
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}
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@ -350,7 +355,9 @@ void QtHostInterface::updateInputMap()
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void QtHostInterface::doUpdateInputMap()
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{
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m_keyboard_input_handlers.clear();
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g_sdl_controller_interface.ClearControllerBindings();
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std::lock_guard<std::mutex> lock(m_qsettings_mutex);
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updateControllerInputMap();
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updateHotkeyInputMap();
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}
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@ -493,9 +500,41 @@ void QtHostInterface::addButtonToInputMap(const QString& binding, InputButtonHan
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m_keyboard_input_handlers.emplace(key_id.value(), std::move(handler));
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}
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else if (device.startsWith(QStringLiteral("Controller")))
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{
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bool controller_index_okay;
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const int controller_index = device.mid(10).toInt(&controller_index_okay);
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if (!controller_index_okay || controller_index < 0)
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{
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qWarning() << "Malformed controller binding: " << binding;
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return;
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}
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if (button.startsWith(QStringLiteral("Button")))
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{
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bool button_index_okay;
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const int button_index = button.mid(6).toInt(&button_index_okay);
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if (!button_index_okay ||
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!g_sdl_controller_interface.BindControllerButton(controller_index, button_index, std::move(handler)))
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{
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qWarning() << "Failed to bind " << binding;
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}
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}
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else if (button.startsWith(QStringLiteral("+Axis")) || button.startsWith(QStringLiteral("-Axis")))
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{
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bool axis_index_okay;
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const int axis_index = button.mid(5).toInt(&axis_index_okay);
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const bool positive = (button[0] == '+');
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if (!axis_index_okay || !g_sdl_controller_interface.BindControllerAxisToButton(controller_index, axis_index,
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positive, std::move(handler)))
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{
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qWarning() << "Failed to bind " << binding;
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}
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}
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}
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else
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{
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qWarning() << "Unknown input device: " << device;
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qWarning() << "Unknown input device: " << binding;
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return;
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}
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}
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@ -659,6 +698,63 @@ void QtHostInterface::saveState(bool global, qint32 slot, bool block_until_done
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SaveState(global, slot);
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}
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void QtHostInterface::enableBackgroundControllerPolling()
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{
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if (!isOnWorkerThread())
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{
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QMetaObject::invokeMethod(this, "enableBackgroundControllerPolling", Qt::BlockingQueuedConnection);
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return;
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}
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if (m_background_controller_polling_enable_count++ > 0)
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return;
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if (!m_system)
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{
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createBackgroundControllerPollTimer();
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// drain the event queue so we don't get events late
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g_sdl_controller_interface.PumpSDLEvents();
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}
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}
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void QtHostInterface::disableBackgroundControllerPolling()
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{
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if (!isOnWorkerThread())
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{
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QMetaObject::invokeMethod(this, "disableBackgroundControllerPolling");
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return;
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}
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Assert(m_background_controller_polling_enable_count > 0);
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if (--m_background_controller_polling_enable_count > 0)
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return;
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if (!m_system)
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destroyBackgroundControllerPollTimer();
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}
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void QtHostInterface::doBackgroundControllerPoll()
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{
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g_sdl_controller_interface.PumpSDLEvents();
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}
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void QtHostInterface::createBackgroundControllerPollTimer()
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{
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DebugAssert(!m_background_controller_polling_timer);
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m_background_controller_polling_timer = new QTimer(this);
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m_background_controller_polling_timer->setSingleShot(false);
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m_background_controller_polling_timer->setTimerType(Qt::VeryCoarseTimer);
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connect(m_background_controller_polling_timer, &QTimer::timeout, this, &QtHostInterface::doBackgroundControllerPoll);
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m_background_controller_polling_timer->start(BACKGROUND_CONTROLLER_POLLING_INTERVAL);
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}
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void QtHostInterface::destroyBackgroundControllerPollTimer()
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{
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delete m_background_controller_polling_timer;
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m_background_controller_polling_timer = nullptr;
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}
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void QtHostInterface::createThread()
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{
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m_original_thread = QThread::currentThread();
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@ -685,6 +781,12 @@ void QtHostInterface::threadEntryPoint()
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{
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m_worker_thread_event_loop = new QEventLoop();
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// set up controller interface and immediate poll to pick up the controller attached events
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g_sdl_controller_interface.Initialize(this, true);
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g_sdl_controller_interface.PumpSDLEvents();
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doUpdateInputMap();
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// TODO: Event which flags the thread as ready
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while (!m_shutdown_flag.load())
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{
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@ -710,10 +812,14 @@ void QtHostInterface::threadEntryPoint()
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m_system->Throttle();
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m_worker_thread_event_loop->processEvents(QEventLoop::AllEvents);
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g_sdl_controller_interface.PumpSDLEvents();
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}
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m_system.reset();
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m_audio_stream.reset();
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g_sdl_controller_interface.Shutdown();
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delete m_worker_thread_event_loop;
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m_worker_thread_event_loop = nullptr;
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@ -18,6 +18,7 @@ class ByteStream;
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class QEventLoop;
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class QMenu;
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class QWidget;
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class QTimer;
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class GameList;
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@ -88,11 +89,19 @@ public Q_SLOTS:
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void loadState(bool global, qint32 slot);
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void saveState(bool global, qint32 slot, bool block_until_done = false);
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/// Enables controller polling even without a system active. Must be matched by a call to
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/// disableBackgroundControllerPolling.
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void enableBackgroundControllerPolling();
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/// Disables background controller polling.
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void disableBackgroundControllerPolling();
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private Q_SLOTS:
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void doStopThread();
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void doUpdateInputMap();
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void doHandleKeyEvent(int key, bool pressed);
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void onDisplayWindowResized(int width, int height);
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void doBackgroundControllerPoll();
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protected:
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bool AcquireHostDisplay() override;
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@ -107,6 +116,12 @@ protected:
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void OnControllerTypeChanged(u32 slot) override;
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private:
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enum : u32
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{
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BACKGROUND_CONTROLLER_POLLING_INTERVAL =
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100 /// Interval at which the controllers are polled when the system is not active.
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};
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using InputButtonHandler = std::function<void(bool)>;
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class Thread : public QThread
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@ -124,6 +139,8 @@ private:
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void checkSettings();
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void updateQSettingsFromCoreSettings();
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void createBackgroundControllerPollTimer();
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void destroyBackgroundControllerPollTimer();
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void updateControllerInputMap();
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void updateHotkeyInputMap();
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@ -145,4 +162,7 @@ private:
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// input key maps, todo hotkeys
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std::map<int, InputButtonHandler> m_keyboard_input_handlers;
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QTimer* m_background_controller_polling_timer = nullptr;
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u32 m_background_controller_polling_enable_count = 0;
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};
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@ -5,6 +5,8 @@ add_library(frontend-common
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imgui_styles.h
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sdl_audio_stream.cpp
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sdl_audio_stream.h
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sdl_controller_interface.cpp
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sdl_controller_interface.h
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)
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target_include_directories(frontend-common PRIVATE ${SDL2_INCLUDE_DIRS})
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@ -49,11 +49,13 @@
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<ClCompile Include="icon.cpp" />
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<ClCompile Include="imgui_styles.cpp" />
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<ClCompile Include="sdl_audio_stream.cpp" />
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<ClCompile Include="sdl_controller_interface.cpp" />
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="icon.h" />
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<ClInclude Include="imgui_styles.h" />
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<ClInclude Include="sdl_audio_stream.h" />
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<ClInclude Include="sdl_controller_interface.h" />
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</ItemGroup>
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<ItemGroup>
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<None Include="font_roboto_regular.inl" />
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@ -4,11 +4,13 @@
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<ClCompile Include="icon.cpp" />
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<ClCompile Include="imgui_styles.cpp" />
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<ClCompile Include="sdl_audio_stream.cpp" />
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<ClCompile Include="sdl_controller_interface.cpp" />
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="icon.h" />
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<ClInclude Include="imgui_styles.h" />
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<ClInclude Include="sdl_audio_stream.h" />
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<ClInclude Include="sdl_controller_interface.h" />
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</ItemGroup>
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<ItemGroup>
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<None Include="font_roboto_regular.inl" />
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@ -0,0 +1,425 @@
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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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#include <SDL.h>
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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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bool SDLControllerInterface::Initialize(HostInterface* host_interface, bool init_sdl)
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{
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if (init_sdl)
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{
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if (SDL_Init(SDL_INIT_GAMECONTROLLER | SDL_INIT_HAPTIC) < 0)
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{
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Log_ErrorPrintf("SDL_Init() failed");
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return false;
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}
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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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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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if (m_sdl_initialized_by_us)
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{
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SDL_Quit();
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m_sdl_initialized_by_us = false;
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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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}
|
||||
|
||||
Controller* SDLControllerInterface::GetController(u32 slot) const
|
||||
{
|
||||
System* system = GetSystem();
|
||||
return system ? system->GetController(slot) : nullptr;
|
||||
}
|
||||
|
||||
void SDLControllerInterface::SetHook(Hook::Callback callback)
|
||||
{
|
||||
std::unique_lock<std::mutex> lock(m_event_intercept_mutex);
|
||||
Assert(!m_event_intercept_callback);
|
||||
m_event_intercept_callback = std::move(callback);
|
||||
}
|
||||
|
||||
void SDLControllerInterface::ClearHook()
|
||||
{
|
||||
std::unique_lock<std::mutex> lock(m_event_intercept_mutex);
|
||||
if (m_event_intercept_callback)
|
||||
m_event_intercept_callback = {};
|
||||
}
|
||||
|
||||
bool SDLControllerInterface::DoEventHook(Hook::Type type, int controller_index, int button_or_axis_number, float value)
|
||||
{
|
||||
std::unique_lock<std::mutex> lock(m_event_intercept_mutex);
|
||||
if (!m_event_intercept_callback)
|
||||
return false;
|
||||
|
||||
const Hook ei{type, controller_index, button_or_axis_number, value};
|
||||
const Hook::CallbackResult action = m_event_intercept_callback(ei);
|
||||
if (action == Hook::CallbackResult::StopMonitoring)
|
||||
m_event_intercept_callback = {};
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool SDLControllerInterface::OpenGameController(int index)
|
||||
{
|
||||
if (m_controllers.find(index) != m_controllers.end())
|
||||
CloseGameController(index);
|
||||
|
||||
SDL_GameController* gcontroller = SDL_GameControllerOpen(index);
|
||||
if (!gcontroller)
|
||||
{
|
||||
Log_WarningPrintf("Failed to open controller %d", index);
|
||||
return false;
|
||||
}
|
||||
|
||||
Log_InfoPrintf("Opened controller %d: %s", index, SDL_GameControllerName(gcontroller));
|
||||
|
||||
ControllerData cd = {};
|
||||
cd.controller = gcontroller;
|
||||
|
||||
SDL_Joystick* joystick = SDL_GameControllerGetJoystick(gcontroller);
|
||||
if (joystick)
|
||||
{
|
||||
SDL_Haptic* haptic = SDL_HapticOpenFromJoystick(joystick);
|
||||
if (SDL_HapticRumbleSupported(haptic) && SDL_HapticRumbleInit(haptic) == 0)
|
||||
cd.haptic = haptic;
|
||||
else
|
||||
SDL_HapticClose(haptic);
|
||||
}
|
||||
|
||||
if (cd.haptic)
|
||||
Log_InfoPrintf("Rumble is supported on '%s'", SDL_GameControllerName(gcontroller));
|
||||
else
|
||||
Log_WarningPrintf("Rumble is not supported on '%s'", SDL_GameControllerName(gcontroller));
|
||||
|
||||
m_controllers.emplace(index, cd);
|
||||
return true;
|
||||
}
|
||||
|
||||
void SDLControllerInterface::CloseGameControllers()
|
||||
{
|
||||
while (!m_controllers.empty())
|
||||
CloseGameController(m_controllers.begin()->first);
|
||||
}
|
||||
|
||||
bool SDLControllerInterface::CloseGameController(int index)
|
||||
{
|
||||
auto it = m_controllers.find(index);
|
||||
if (it == m_controllers.end())
|
||||
return false;
|
||||
|
||||
if (it->second.haptic)
|
||||
SDL_HapticClose(static_cast<SDL_Haptic*>(it->second.haptic));
|
||||
|
||||
SDL_GameControllerClose(static_cast<SDL_GameController*>(it->second.controller));
|
||||
m_controllers.erase(it);
|
||||
return true;
|
||||
}
|
||||
|
||||
void SDLControllerInterface::ClearControllerBindings()
|
||||
{
|
||||
for (auto& it : m_controllers)
|
||||
{
|
||||
for (AxisCallback& ac : it.second.axis_mapping)
|
||||
ac = {};
|
||||
for (ButtonCallback& bc : it.second.button_mapping)
|
||||
bc = {};
|
||||
}
|
||||
}
|
||||
|
||||
bool SDLControllerInterface::BindControllerAxis(int controller_index, int axis_number, AxisCallback callback)
|
||||
{
|
||||
auto it = m_controllers.find(controller_index);
|
||||
if (it == m_controllers.end())
|
||||
return false;
|
||||
|
||||
if (axis_number < 0 || axis_number >= MAX_NUM_AXISES)
|
||||
return false;
|
||||
|
||||
it->second.axis_mapping[axis_number] = std::move(callback);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool SDLControllerInterface::BindControllerButton(int controller_index, int button_number, ButtonCallback callback)
|
||||
{
|
||||
auto it = m_controllers.find(controller_index);
|
||||
if (it == m_controllers.end())
|
||||
return false;
|
||||
|
||||
if (button_number < 0 || button_number >= MAX_NUM_BUTTONS)
|
||||
return false;
|
||||
|
||||
it->second.button_mapping[button_number] = std::move(callback);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool SDLControllerInterface::BindControllerAxisToButton(int controller_index, int axis_number, bool direction,
|
||||
ButtonCallback callback)
|
||||
{
|
||||
auto it = m_controllers.find(controller_index);
|
||||
if (it == m_controllers.end())
|
||||
return false;
|
||||
|
||||
if (axis_number < 0 || axis_number >= MAX_NUM_AXISES)
|
||||
return false;
|
||||
|
||||
it->second.axis_button_mapping[axis_number][BoolToUInt8(direction)] = std::move(callback);
|
||||
return true;
|
||||
}
|
||||
|
||||
void SDLControllerInterface::SetDefaultBindings()
|
||||
{
|
||||
ClearControllerBindings();
|
||||
|
||||
const ControllerType type = m_host_interface->GetSettings().controller_types[0];
|
||||
if (type == ControllerType::None || m_controllers.empty())
|
||||
return;
|
||||
|
||||
const int first_controller_index = m_controllers.begin()->first;
|
||||
|
||||
#define SET_AXIS_MAP(axis, name) \
|
||||
do \
|
||||
{ \
|
||||
std::optional<s32> code = Controller::GetAxisCodeByName(type, name); \
|
||||
if (code) \
|
||||
{ \
|
||||
const s32 code_value = code.value(); \
|
||||
BindControllerAxis(first_controller_index, axis, [this, code_value](float value) { \
|
||||
Controller* controller = GetController(0); \
|
||||
if (controller) \
|
||||
controller->SetAxisState(code_value, value); \
|
||||
}); \
|
||||
} \
|
||||
} while (0)
|
||||
|
||||
#define SET_BUTTON_MAP(button, name) \
|
||||
do \
|
||||
{ \
|
||||
std::optional<s32> code = Controller::GetButtonCodeByName(type, name); \
|
||||
if (code) \
|
||||
{ \
|
||||
const s32 code_value = code.value(); \
|
||||
BindControllerButton(first_controller_index, button, [this, code_value](bool pressed) { \
|
||||
Controller* controller = GetController(0); \
|
||||
if (controller) \
|
||||
controller->SetButtonState(code_value, pressed); \
|
||||
}); \
|
||||
} \
|
||||
} while (0)
|
||||
|
||||
#define SET_AXIS_BUTTON_MAP(axis, direction, name) \
|
||||
do \
|
||||
{ \
|
||||
std::optional<s32> code = Controller::GetButtonCodeByName(type, name); \
|
||||
if (code) \
|
||||
{ \
|
||||
const s32 code_value = code.value(); \
|
||||
BindControllerAxisToButton(first_controller_index, axis, direction, [this, code_value](bool pressed) { \
|
||||
Controller* controller = GetController(0); \
|
||||
if (controller) \
|
||||
controller->SetButtonState(code_value, pressed); \
|
||||
}); \
|
||||
} \
|
||||
} while (0)
|
||||
|
||||
SET_AXIS_MAP(SDL_CONTROLLER_AXIS_LEFTX, "LeftX");
|
||||
SET_AXIS_MAP(SDL_CONTROLLER_AXIS_LEFTY, "LeftY");
|
||||
SET_AXIS_MAP(SDL_CONTROLLER_AXIS_RIGHTX, "RightX");
|
||||
SET_AXIS_MAP(SDL_CONTROLLER_AXIS_RIGHTY, "RightY");
|
||||
SET_AXIS_MAP(SDL_CONTROLLER_AXIS_TRIGGERLEFT, "LeftTrigger");
|
||||
SET_AXIS_MAP(SDL_CONTROLLER_AXIS_TRIGGERRIGHT, "RightTrigger");
|
||||
|
||||
SET_BUTTON_MAP(SDL_CONTROLLER_BUTTON_DPAD_UP, "Up");
|
||||
SET_BUTTON_MAP(SDL_CONTROLLER_BUTTON_DPAD_DOWN, "Down");
|
||||
SET_BUTTON_MAP(SDL_CONTROLLER_BUTTON_DPAD_LEFT, "Left");
|
||||
SET_BUTTON_MAP(SDL_CONTROLLER_BUTTON_DPAD_RIGHT, "Right");
|
||||
SET_BUTTON_MAP(SDL_CONTROLLER_BUTTON_Y, "Triangle");
|
||||
SET_BUTTON_MAP(SDL_CONTROLLER_BUTTON_A, "Cross");
|
||||
SET_BUTTON_MAP(SDL_CONTROLLER_BUTTON_X, "Square");
|
||||
SET_BUTTON_MAP(SDL_CONTROLLER_BUTTON_B, "Circle");
|
||||
SET_BUTTON_MAP(SDL_CONTROLLER_BUTTON_LEFTSHOULDER, "L1");
|
||||
SET_BUTTON_MAP(SDL_CONTROLLER_BUTTON_RIGHTSHOULDER, "R1");
|
||||
SET_BUTTON_MAP(SDL_CONTROLLER_BUTTON_LEFTSTICK, "L3");
|
||||
SET_BUTTON_MAP(SDL_CONTROLLER_BUTTON_RIGHTSTICK, "R3");
|
||||
SET_BUTTON_MAP(SDL_CONTROLLER_BUTTON_START, "Start");
|
||||
SET_BUTTON_MAP(SDL_CONTROLLER_BUTTON_BACK, "Select");
|
||||
|
||||
// fallback axis -> button mappings
|
||||
SET_AXIS_BUTTON_MAP(SDL_CONTROLLER_AXIS_LEFTX, false, "Left");
|
||||
SET_AXIS_BUTTON_MAP(SDL_CONTROLLER_AXIS_LEFTX, true, "Right");
|
||||
SET_AXIS_BUTTON_MAP(SDL_CONTROLLER_AXIS_LEFTY, false, "Up");
|
||||
SET_AXIS_BUTTON_MAP(SDL_CONTROLLER_AXIS_LEFTY, true, "Down");
|
||||
SET_AXIS_BUTTON_MAP(SDL_CONTROLLER_AXIS_TRIGGERLEFT, true, "L2");
|
||||
SET_AXIS_BUTTON_MAP(SDL_CONTROLLER_AXIS_TRIGGERRIGHT, true, "R2");
|
||||
|
||||
#undef SET_AXIS_MAP
|
||||
#undef SET_BUTTON_MAP
|
||||
#undef SET_AXIS_BUTTON_MAP
|
||||
|
||||
// TODO: L2/R2 -> buttons
|
||||
}
|
||||
|
||||
bool SDLControllerInterface::HandleControllerAxisEvent(const SDL_Event* ev)
|
||||
{
|
||||
Log_DebugPrintf("controller %d axis %d %d", ev->caxis.which, ev->caxis.axis, ev->caxis.value);
|
||||
|
||||
// TODO: Make deadzone customizable.
|
||||
static constexpr float deadzone = 8192.0f / 32768.0f;
|
||||
|
||||
const float value = static_cast<float>(ev->caxis.value) / (ev->caxis.value < 0 ? 32768.0f : 32767.0f);
|
||||
const bool outside_deadzone = (std::abs(value) >= deadzone);
|
||||
|
||||
// only send monitor events if it's outside of the deadzone, otherwise it's really hard to bind
|
||||
if (outside_deadzone && DoEventHook(Hook::Type::Axis, ev->caxis.which, ev->caxis.axis, value))
|
||||
return true;
|
||||
|
||||
auto it = m_controllers.find(ev->caxis.which);
|
||||
if (it == m_controllers.end())
|
||||
return false;
|
||||
|
||||
const ControllerData& cd = it->second;
|
||||
const AxisCallback& cb = cd.axis_mapping[ev->caxis.axis];
|
||||
if (cb)
|
||||
{
|
||||
cb(value);
|
||||
return true;
|
||||
}
|
||||
|
||||
// set the other direction to false so large movements don't leave the opposite on
|
||||
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;
|
||||
}
|
||||
}
|
|
@ -0,0 +1,107 @@
|
|||
#pragma once
|
||||
#include "core/types.h"
|
||||
#include <array>
|
||||
#include <functional>
|
||||
#include <map>
|
||||
#include <mutex>
|
||||
|
||||
class HostInterface;
|
||||
class System;
|
||||
class Controller;
|
||||
|
||||
union SDL_Event;
|
||||
|
||||
class SDLControllerInterface
|
||||
{
|
||||
public:
|
||||
enum : int
|
||||
{
|
||||
MAX_NUM_AXISES = 7,
|
||||
MAX_NUM_BUTTONS = 15
|
||||
};
|
||||
|
||||
using AxisCallback = std::function<void(float value)>;
|
||||
using ButtonCallback = std::function<void(bool pressed)>;
|
||||
|
||||
SDLControllerInterface();
|
||||
~SDLControllerInterface();
|
||||
|
||||
bool Initialize(HostInterface* host_interface, bool init_sdl);
|
||||
void Shutdown();
|
||||
|
||||
// Removes all bindings. Call before setting new bindings.
|
||||
void ClearControllerBindings();
|
||||
|
||||
// Binding to events. If a binding for this axis/button already exists, returns false.
|
||||
bool BindControllerAxis(int controller_index, int axis_number, AxisCallback callback);
|
||||
bool BindControllerButton(int controller_index, int button_number, ButtonCallback callback);
|
||||
bool BindControllerAxisToButton(int controller_index, int axis_number, bool direction, ButtonCallback callback);
|
||||
|
||||
// Default bindings, used by SDL frontend.
|
||||
void SetDefaultBindings();
|
||||
|
||||
void PumpSDLEvents();
|
||||
|
||||
bool ProcessSDLEvent(const SDL_Event* event);
|
||||
|
||||
void UpdateControllerRumble();
|
||||
|
||||
// Input monitoring for external access.
|
||||
struct Hook
|
||||
{
|
||||
enum class Type
|
||||
{
|
||||
Axis,
|
||||
Button
|
||||
};
|
||||
|
||||
enum class CallbackResult
|
||||
{
|
||||
StopMonitoring,
|
||||
ContinueMonitoring
|
||||
};
|
||||
|
||||
using Callback = std::function<CallbackResult(const Hook& ei)>;
|
||||
|
||||
Type type;
|
||||
int controller_index;
|
||||
int button_or_axis_number;
|
||||
float value; // 0/1 for buttons, -1..1 for axises
|
||||
};
|
||||
void SetHook(Hook::Callback callback);
|
||||
void ClearHook();
|
||||
|
||||
private:
|
||||
System* GetSystem() const;
|
||||
Controller* GetController(u32 slot) const;
|
||||
bool DoEventHook(Hook::Type type, int controller_index, int button_or_axis_number, float value);
|
||||
|
||||
bool OpenGameController(int index);
|
||||
bool CloseGameController(int index);
|
||||
void CloseGameControllers();
|
||||
bool HandleControllerAxisEvent(const SDL_Event* event);
|
||||
bool HandleControllerButtonEvent(const SDL_Event* event);
|
||||
|
||||
struct ControllerData
|
||||
{
|
||||
void* controller;
|
||||
void* haptic;
|
||||
u32 controller_index;
|
||||
float last_rumble_strength;
|
||||
|
||||
std::array<AxisCallback, MAX_NUM_AXISES> axis_mapping;
|
||||
std::array<ButtonCallback, MAX_NUM_BUTTONS> button_mapping;
|
||||
std::array<std::array<ButtonCallback, 2>, MAX_NUM_AXISES> axis_button_mapping;
|
||||
};
|
||||
|
||||
HostInterface* m_host_interface = nullptr;
|
||||
|
||||
std::map<int, ControllerData> m_controllers;
|
||||
|
||||
std::mutex m_event_intercept_mutex;
|
||||
Hook::Callback m_event_intercept_callback;
|
||||
|
||||
bool m_sdl_initialized_by_us = false;
|
||||
};
|
||||
|
||||
extern SDLControllerInterface g_sdl_controller_interface;
|
Loading…
Reference in New Issue