flycast/core/sdl/sdl_gamepad.h

325 lines
9.2 KiB
C++

#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<DefaultInputMapping>(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;
}
}
virtual 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);
}
}
virtual 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<SDLGamepad> gamepad)
{
sdl_gamepads[gamepad->sdl_joystick_instance] = gamepad;
GamepadDevice::Register(gamepad);
}
static std::shared_ptr<SDLGamepad> 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:
virtual 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_JoystickID, std::shared_ptr<SDLGamepad>> sdl_gamepads;
};
std::map<SDL_JoystickID, std::shared_ptr<SDLGamepad>> SDLGamepad::sdl_gamepads;
class KbInputMapping : public InputMapping
{
public:
KbInputMapping()
{
name = "SDL Keyboard";
set_button(DC_BTN_A, SDLK_x);
set_button(DC_BTN_B, SDLK_c);
set_button(DC_BTN_X, SDLK_s);
set_button(DC_BTN_Y, SDLK_d);
set_button(DC_DPAD_UP, SDLK_UP);
set_button(DC_DPAD_DOWN, SDLK_DOWN);
set_button(DC_DPAD_LEFT, SDLK_LEFT);
set_button(DC_DPAD_RIGHT, SDLK_RIGHT);
set_button(DC_BTN_START, SDLK_RETURN);
set_button(EMU_BTN_TRIGGER_LEFT, SDLK_f);
set_button(EMU_BTN_TRIGGER_RIGHT, SDLK_v);
set_button(EMU_BTN_MENU, SDLK_TAB);
set_button(EMU_BTN_FFORWARD, SDLK_SPACE);
dirty = false;
}
};
class SDLKbGamepadDevice : public GamepadDevice
{
public:
SDLKbGamepadDevice(int maple_port) : GamepadDevice(maple_port, "SDL")
{
_name = "Keyboard";
_unique_id = "sdl_keyboard";
if (!find_mapping())
input_mapper = std::make_shared<KbInputMapping>();
}
virtual const char *get_button_name(u32 code) override
{
const char *name = SDL_GetKeyName((SDL_Keycode)code);
if (name[0] == 0)
return nullptr;
return name;
}
};
class MouseInputMapping : public InputMapping
{
public:
MouseInputMapping()
{
name = "SDL Mouse";
set_button(DC_BTN_A, SDL_BUTTON_LEFT);
set_button(DC_BTN_B, SDL_BUTTON_RIGHT);
set_button(DC_BTN_START, SDL_BUTTON_MIDDLE);
dirty = false;
}
};
class SDLMouse : public GamepadDevice
{
public:
SDLMouse() : GamepadDevice(0, "SDL")
{
this->_name = "Default Mouse";
this->_unique_id = "sdl_mouse";
if (!find_mapping())
input_mapper = std::make_shared<MouseInputMapping>();
}
SDLMouse(int maple_port, const std::string& name, const std::string& uniqueId, u32 handle)
: GamepadDevice(maple_port, "RAW")
{
this->_name = name;
this->_unique_id = uniqueId;
std::replace(this->_unique_id.begin(), this->_unique_id.end(), '=', '_');
std::replace(this->_unique_id.begin(), this->_unique_id.end(), '[', '_');
std::replace(this->_unique_id.begin(), this->_unique_id.end(), ']', '_');
this->rawHandle = handle;
if (!find_mapping())
input_mapper = std::make_shared<MouseInputMapping>();
}
bool gamepad_btn_input(u32 code, bool pressed) override
{
if (!is_detecting_input() && detectedRawMouse != nullptr)
{
bool handled = detectedRawMouse->gamepad_btn_input(code, pressed);
if (!detectedRawMouse->is_detecting_input())
detectedRawMouse = nullptr;
return handled;
}
if (gui_is_open() && !is_detecting_input())
// Don't register mouse clicks as gamepad presses when gui is open
// This makes the gamepad presses to be handled first and the mouse position to be ignored
// TODO Make this generic
return false;
else
return GamepadDevice::gamepad_btn_input(code, pressed);
}
virtual const char *get_button_name(u32 code) override
{
switch(code)
{
case SDL_BUTTON_LEFT:
return "Left Button";
case SDL_BUTTON_RIGHT:
return "Right Button";
case SDL_BUTTON_MIDDLE:
return "Middle Button";
case SDL_BUTTON_X1:
return "X1 Button";
case SDL_BUTTON_X2:
return "X2 Button";
default:
return nullptr;
}
}
void setMouseAbsPos(int x, int y);
void setMouseRelPos(int deltax, int deltay);
void setMouseButton(u32 button, bool pressed);
virtual void detect_btn_input(input_detected_cb button_pressed) override;
virtual void cancel_detect_input() override;
private:
u32 rawHandle = 0;
std::shared_ptr<SDLMouse> detectedRawMouse;
};