#include "../input/gamepad_device.h" #include "oslib/oslib.h" #include "sdl.h" #include "rend/gui.h" class DefaultInputMapping : public InputMapping { public: DefaultInputMapping() { name = "Default"; set_button(DC_BTN_Y, 0); set_button(DC_BTN_B, 1); set_button(DC_BTN_A, 2); set_button(DC_BTN_X, 3); set_button(DC_BTN_START, 9); set_axis(DC_AXIS_X, 0, false); set_axis(DC_AXIS_Y, 1, false); set_axis(DC_AXIS_X2, 2, false); set_axis(DC_AXIS_Y2, 3, false); dirty = false; } DefaultInputMapping(int joystick_idx) : DefaultInputMapping() { if (SDL_IsGameController(joystick_idx)) { SDL_GameController *sdl_controller = SDL_GameControllerOpen(joystick_idx); name = SDL_GameControllerName(sdl_controller); INFO_LOG(INPUT, "SDL: using SDL game controller mappings for '%s'", name.c_str()); auto map_button = [&](SDL_GameControllerButton sdl_btn, DreamcastKey dc_btn) { SDL_GameControllerButtonBind bind = SDL_GameControllerGetBindForButton(sdl_controller, sdl_btn); if (bind.bindType == SDL_CONTROLLER_BINDTYPE_BUTTON) set_button(dc_btn, bind.value.button); else if (bind.bindType == SDL_CONTROLLER_BINDTYPE_HAT) { int dir; switch (bind.value.hat.hat_mask) { case SDL_HAT_UP: dir = 0; break; case SDL_HAT_DOWN: dir = 1; break; case SDL_HAT_LEFT: dir = 2; break; case SDL_HAT_RIGHT: dir = 3; break; default: return; } set_button(dc_btn, ((bind.value.hat.hat + 1) << 8) | dir); } }; map_button(SDL_CONTROLLER_BUTTON_A, DC_BTN_A); map_button(SDL_CONTROLLER_BUTTON_B, DC_BTN_B); map_button(SDL_CONTROLLER_BUTTON_X, DC_BTN_X); map_button(SDL_CONTROLLER_BUTTON_Y, DC_BTN_Y); map_button(SDL_CONTROLLER_BUTTON_START, DC_BTN_START); map_button(SDL_CONTROLLER_BUTTON_DPAD_UP, DC_DPAD_UP); map_button(SDL_CONTROLLER_BUTTON_DPAD_DOWN, DC_DPAD_DOWN); map_button(SDL_CONTROLLER_BUTTON_DPAD_LEFT, DC_DPAD_LEFT); map_button(SDL_CONTROLLER_BUTTON_DPAD_RIGHT, DC_DPAD_RIGHT); map_button(SDL_CONTROLLER_BUTTON_BACK, EMU_BTN_MENU); map_button(SDL_CONTROLLER_BUTTON_LEFTSHOULDER, DC_BTN_C); // service map_button(SDL_CONTROLLER_BUTTON_RIGHTSHOULDER, DC_BTN_Z); // test auto map_axis = [&](SDL_GameControllerAxis sdl_axis, DreamcastKey dc_axis) { SDL_GameControllerButtonBind bind = SDL_GameControllerGetBindForAxis(sdl_controller, sdl_axis); if (bind.bindType != SDL_CONTROLLER_BINDTYPE_AXIS) return false; bool invert_axis = false; const char *s = SDL_GameControllerGetStringForAxis(sdl_axis); if (s != nullptr && s[strlen(s) - 1] == '~') invert_axis = true; set_axis(dc_axis, bind.value.axis, invert_axis); return true; }; map_axis(SDL_CONTROLLER_AXIS_LEFTX, DC_AXIS_X); map_axis(SDL_CONTROLLER_AXIS_LEFTY, DC_AXIS_Y); map_axis(SDL_CONTROLLER_AXIS_RIGHTX, DC_AXIS_X2); map_axis(SDL_CONTROLLER_AXIS_RIGHTY, DC_AXIS_Y2); if (!map_axis(SDL_CONTROLLER_AXIS_TRIGGERLEFT, DC_AXIS_LT)) map_button(SDL_CONTROLLER_BUTTON_LEFTSHOULDER, EMU_BTN_TRIGGER_LEFT); if (!map_axis(SDL_CONTROLLER_AXIS_TRIGGERRIGHT, DC_AXIS_RT)) map_button(SDL_CONTROLLER_BUTTON_RIGHTSHOULDER, EMU_BTN_TRIGGER_RIGHT); SDL_GameControllerClose(sdl_controller); dirty = false; } else INFO_LOG(INPUT, "using default mapping"); } }; class SDLGamepad : public GamepadDevice { public: SDLGamepad(int maple_port, int joystick_idx, SDL_Joystick* sdl_joystick) : GamepadDevice(maple_port, "SDL"), sdl_joystick(sdl_joystick) { _name = SDL_JoystickName(sdl_joystick); sdl_joystick_instance = SDL_JoystickInstanceID(sdl_joystick); _unique_id = "sdl_joystick_" + std::to_string(sdl_joystick_instance); INFO_LOG(INPUT, "SDL: Opened joystick %d on port %d: '%s' unique_id=%s", sdl_joystick_instance, maple_port, _name.c_str(), _unique_id.c_str()); if (!find_mapping()) input_mapper = std::make_shared(joystick_idx); else INFO_LOG(INPUT, "using custom mapping '%s'", input_mapper->name.c_str()); sdl_haptic = SDL_HapticOpenFromJoystick(sdl_joystick); if (SDL_HapticRumbleInit(sdl_haptic) != 0) { SDL_HapticClose(sdl_haptic); sdl_haptic = NULL; } } void rumble(float power, float inclination, u32 duration_ms) override { if (sdl_haptic != NULL) { vib_inclination = inclination * power; vib_stop_time = os_GetSeconds() + duration_ms / 1000.0; SDL_HapticRumblePlay(sdl_haptic, power, duration_ms); } } void update_rumble() override { if (sdl_haptic == NULL) return; if (vib_inclination > 0) { int rem_time = (vib_stop_time - os_GetSeconds()) * 1000; if (rem_time <= 0) vib_inclination = 0; else SDL_HapticRumblePlay(sdl_haptic, vib_inclination * rem_time, rem_time); } } void close() { INFO_LOG(INPUT, "SDL: Joystick '%s' on port %d disconnected", _name.c_str(), maple_port()); if (sdl_haptic != NULL) SDL_HapticClose(sdl_haptic); SDL_JoystickClose(sdl_joystick); GamepadDevice::Unregister(sdl_gamepads[sdl_joystick_instance]); sdl_gamepads.erase(sdl_joystick_instance); } static void AddSDLGamepad(std::shared_ptr gamepad) { sdl_gamepads[gamepad->sdl_joystick_instance] = gamepad; GamepadDevice::Register(gamepad); } static std::shared_ptr GetSDLGamepad(SDL_JoystickID id) { auto it = sdl_gamepads.find(id); if (it != sdl_gamepads.end()) return it->second; else return NULL; } static void UpdateRumble() { for (auto& pair : sdl_gamepads) pair.second->update_rumble(); } protected: void load_axis_min_max(u32 axis) override { axis_min_values[axis] = -32768; axis_ranges[axis] = 65535; } private: SDL_Joystick* sdl_joystick; SDL_JoystickID sdl_joystick_instance; SDL_Haptic *sdl_haptic; float vib_inclination = 0; double vib_stop_time = 0; static std::map> sdl_gamepads; }; std::map> SDLGamepad::sdl_gamepads; class SDLMouse : public Mouse { public: SDLMouse() : Mouse("SDL") { this->_name = "Default Mouse"; this->_unique_id = "sdl_mouse"; loadMapping(); } void setAbsPos(int x, int y); };