flycast/core/input/gamepad_device.h

261 lines
8.0 KiB
C++

/*
Copyright 2019 flyinghead
This file is part of reicast.
reicast is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 2 of the License, or
(at your option) any later version.
reicast is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with reicast. If not, see <https://www.gnu.org/licenses/>.
*/
#pragma once
#include "types.h"
#include "mapping.h"
#include "stdclass.h"
#include <unordered_map>
#include <memory>
#include <mutex>
#include <vector>
#include <unordered_set>
class GamepadDevice
{
public:
typedef void (*input_detected_cb)(u32 code, bool analog, bool positive);
typedef void (*ButtonListener)(int port, DreamcastKey key, bool pressed);
const std::string& api_name() { return _api_name; }
const std::string& name() { return _name; }
int maple_port() const { return _maple_port; }
virtual void set_maple_port(int port) { _maple_port = port; }
const std::string& unique_id() { return _unique_id; }
virtual bool gamepad_btn_input(u32 code, bool pressed);
virtual bool gamepad_axis_input(u32 code, int value);
virtual ~GamepadDevice() = default;
void detect_btn_input(input_detected_cb button_pressed);
void detect_axis_input(input_detected_cb axis_moved);
void detectButtonOrAxisInput(input_detected_cb input_changed);
void detectInput(bool button, bool axis, bool combo, input_detected_cb input_changed);
void cancel_detect_input() {
_input_detected = nullptr;
_detecting_button = false;
_detecting_axis = false;
_detecting_combo = false;
detectionInputs.clear();
}
bool is_input_detecting() const {
return _input_detected != nullptr;
}
void listenButtons(ButtonListener listener) {
buttonListener = listener;
}
void unlistenButtons(ButtonListener listener) {
if (buttonListener == listener)
buttonListener = nullptr;
}
std::shared_ptr<InputMapping> get_input_mapping() { return input_mapper; }
void save_mapping(int system = settings.platform.system);
virtual const char *get_button_name(u32 code) { return nullptr; }
virtual const char *get_axis_name(u32 code) { return nullptr; }
bool remappable() { return _remappable && input_mapper; }
virtual bool is_virtual_gamepad() { return false; }
virtual void rumble(float power, float inclination, u32 duration_ms) {}
virtual void update_rumble() {}
bool is_rumble_enabled() const { return rumbleEnabled; }
int get_rumble_power() const { return rumblePower; }
void set_rumble_power(int power) {
if (power != this->rumblePower)
{
this->rumblePower = power;
if (input_mapper != nullptr)
{
input_mapper->rumblePower = power;
input_mapper->set_dirty();
save_mapping();
}
}
}
bool has_analog_stick() const { return hasAnalogStick; }
float get_dead_zone() const { return input_mapper->dead_zone; }
void set_dead_zone(float deadzone) {
if (deadzone != input_mapper->dead_zone)
{
input_mapper->dead_zone = deadzone;
input_mapper->set_dirty();
save_mapping();
}
}
float get_saturation() const { return input_mapper->saturation; }
void set_saturation(float saturation)
{
if (saturation != input_mapper->saturation)
{
input_mapper->saturation = saturation;
input_mapper->set_dirty();
save_mapping();
}
}
bool is_registered() const { return _is_registered; }
static void Register(const std::shared_ptr<GamepadDevice>& gamepad);
static void Unregister(const std::shared_ptr<GamepadDevice>& gamepad);
static int GetGamepadCount();
static std::shared_ptr<GamepadDevice> GetGamepad(int index);
static void SaveMaplePorts();
static void RampAnalog();
template<typename T>
static std::shared_ptr<T> GetGamepad()
{
Lock _(_gamepads_mutex);
for (const auto& gamepad : _gamepads)
if (dynamic_cast<T*>(gamepad.get()) != nullptr)
return std::dynamic_pointer_cast<T>(gamepad);
return {};
}
static void load_system_mappings();
bool find_mapping(int system = settings.platform.system);
virtual void resetMappingToDefault(bool arcade, bool gamepad) {
input_mapper = getDefaultMapping();
}
void setPerGameMapping(bool enabled);
bool isPerGameMapping() const { return perGameMapping; }
//! The axis value which causes a button activation (for axis to button mapping) (inclusive)
static const int AXIS_ACTIVATION_VALUE = 16384; // Use 50% deflection as "pressed" threshold
//! The axis value which causes a button deactivation (for axis to button mapping) (exclusive)
static const int AXIS_DEACTIVATION_VALUE = 8192; // 25% deflection as "released" threshold
protected:
GamepadDevice(int maple_port, const char *api_name, bool remappable = true)
: _api_name(api_name), _maple_port(maple_port), _remappable(remappable),
digitalToAnalogState{}
{
// Initialize pressedButtons sets
currentInputs.clear();
}
void loadMapping() {
if (!find_mapping())
input_mapper = getDefaultMapping();
else
INFO_LOG(INPUT, "using custom mapping '%s'", input_mapper->name.c_str());
}
virtual std::shared_ptr<InputMapping> getDefaultMapping() {
return std::make_shared<IdentityInputMapping>();
}
bool is_detecting_input() const {
return _input_detected != nullptr;
}
bool isHalfAxis(u32 axis) const {
return halfAxes.count(axis) != 0;
}
std::string _name;
std::string _unique_id;
std::shared_ptr<InputMapping> input_mapper;
bool rumbleEnabled = false;
bool hasAnalogStick = false;
int rumblePower = 100;
std::unordered_set<u32> halfAxes;
private:
virtual void registered() {}
bool handleButtonInput(int port, DreamcastKey key, bool pressed);
bool handleButtonInputDef(const InputMapping::InputDef& inputDef, bool pressed);
std::string make_mapping_filename(bool instance, int system, bool perGame = false);
// Track which inputs are currently activated (for button combos)
InputMapping::InputSet currentInputs;
// Track inputs during the current mapping session
InputMapping::InputSet detectionInputs;
// Track which keys are currently pressed
std::list<DreamcastKey> currentKeys;
enum DigAnalog {
DIGANA_LEFT = 1 << 0,
DIGANA_RIGHT = 1 << 1,
DIGANA_UP = 1 << 2,
DIGANA_DOWN = 1 << 3,
DIGANA2_LEFT = 1 << 4,
DIGANA2_RIGHT = 1 << 5,
DIGANA2_UP = 1 << 6,
DIGANA2_DOWN = 1 << 7,
DIGANA3_LEFT = 1 << 8,
DIGANA3_RIGHT = 1 << 9,
DIGANA3_UP = 1 << 10,
DIGANA3_DOWN = 1 << 11,
};
template<DreamcastKey DcNegDir, DigAnalog NegDir, DigAnalog PosDir>
void buttonToAnalogInput(int port, DreamcastKey key, bool pressed, s16& joystick)
{
if (port < 0)
return;
Lock _(rampMutex);
DigAnalog axis = key == DcNegDir ? NegDir : PosDir;
if (pressed)
digitalToAnalogState[port] |= axis;
else
digitalToAnalogState[port] &= ~axis;
rampAnalogState[port] |= NegDir;
if (lastAnalogUpdate == 0)
lastAnalogUpdate = getTimeMs();
}
s16 (&getTargetArray(DigAnalog axis))[4];
void rampAnalog();
std::string _api_name;
int _maple_port;
bool _detecting_button = false;
bool _detecting_axis = false;
bool _detecting_combo = false; // For button combination detection
u64 _detection_start_time = 0;
input_detected_cb _input_detected = nullptr;
ButtonListener buttonListener = nullptr;
bool _remappable;
bool _is_registered = false;
u32 digitalToAnalogState[4];
std::unordered_map<DreamcastKey, int> lastAxisValue[4];
bool perGameMapping = false;
bool instanceMapping = false;
u64 lastAnalogUpdate = 0;
u32 rampAnalogState[4] {};
static constexpr float AnalogRamp = 32767.f / 100.f; // 100 ms ramp time
std::mutex rampMutex;
static std::vector<std::shared_ptr<GamepadDevice>> _gamepads;
static std::mutex _gamepads_mutex;
using Lock = std::lock_guard<std::mutex>;
};
#ifdef TEST_AUTOMATION
void replay_input();
#endif
extern u32 kcode[4];
extern u16 rt[4], lt[4], rt2[4], lt2[4];
extern s16 joyx[4], joyy[4];
extern s16 joyrx[4], joyry[4];
extern s16 joy3x[4], joy3y[4];