399 lines
12 KiB
C++
399 lines
12 KiB
C++
#include "input/gamepad_device.h"
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#include "input/mouse.h"
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#include "oslib/oslib.h"
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#include "sdl.h"
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#include "rend/gui.h"
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template<bool Arcade = false, bool Gamepad = false>
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class DefaultInputMapping : public InputMapping
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{
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public:
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DefaultInputMapping()
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{
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name = "Default";
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set_button(DC_BTN_Y, 0);
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set_button(DC_BTN_B, 1);
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set_button(DC_BTN_A, 2);
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set_button(DC_BTN_X, 3);
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set_button(DC_BTN_START, 9);
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set_axis(0, DC_AXIS_LEFT, 0, false);
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set_axis(0, DC_AXIS_RIGHT, 0, true);
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set_axis(0, DC_AXIS_UP, 1, false);
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set_axis(0, DC_AXIS_DOWN, 1, true);
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set_axis(0, DC_AXIS2_LEFT, 2, false);
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set_axis(0, DC_AXIS2_RIGHT, 2, true);
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set_axis(0, DC_AXIS2_UP, 3, false);
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set_axis(0, DC_AXIS2_DOWN, 3, true);
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dirty = false;
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}
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DefaultInputMapping(SDL_GameController *sdlController) : DefaultInputMapping()
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{
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if (sdlController != nullptr)
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{
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name = SDL_GameControllerName(sdlController);
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INFO_LOG(INPUT, "SDL: using SDL game controller mappings for '%s'", name.c_str());
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auto map_button = [&](SDL_GameControllerButton sdl_btn, DreamcastKey dc_btn) {
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SDL_GameControllerButtonBind bind = SDL_GameControllerGetBindForButton(sdlController, sdl_btn);
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if (bind.bindType == SDL_CONTROLLER_BINDTYPE_BUTTON)
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set_button(dc_btn, bind.value.button);
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else if (bind.bindType == SDL_CONTROLLER_BINDTYPE_HAT)
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{
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int dir;
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switch (bind.value.hat.hat_mask)
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{
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case SDL_HAT_UP:
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dir = 0;
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break;
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case SDL_HAT_DOWN:
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dir = 1;
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break;
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case SDL_HAT_LEFT:
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dir = 2;
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break;
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case SDL_HAT_RIGHT:
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dir = 3;
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break;
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default:
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return;
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}
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set_button(dc_btn, ((bind.value.hat.hat + 1) << 8) | dir);
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}
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};
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auto map_axis = [&](SDL_GameControllerAxis sdl_axis, DreamcastKey dc_axis, bool positive) {
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SDL_GameControllerButtonBind bind = SDL_GameControllerGetBindForAxis(sdlController, sdl_axis);
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if (bind.bindType != SDL_CONTROLLER_BINDTYPE_AXIS)
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return false;
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bool invert_axis = false;
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const char *s = SDL_GameControllerGetStringForAxis(sdl_axis);
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if (s != nullptr && s[strlen(s) - 1] == '~')
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invert_axis = true;
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set_axis(dc_axis, bind.value.axis, invert_axis ^ positive);
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return true;
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};
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if (Arcade)
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{
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if (Gamepad)
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{
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// 1 2 3 4 5 6
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// A B X Y R L
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map_button(SDL_CONTROLLER_BUTTON_A, DC_BTN_A);
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map_button(SDL_CONTROLLER_BUTTON_B, DC_BTN_B);
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map_button(SDL_CONTROLLER_BUTTON_X, DC_BTN_C);
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map_button(SDL_CONTROLLER_BUTTON_Y, DC_BTN_X);
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if (!map_axis(SDL_CONTROLLER_AXIS_TRIGGERLEFT, DC_AXIS_LT, true))
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map_button(SDL_CONTROLLER_BUTTON_LEFTSHOULDER, DC_AXIS_LT);
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else
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map_button(SDL_CONTROLLER_BUTTON_LEFTSHOULDER, DC_BTN_Z);
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if (!map_axis(SDL_CONTROLLER_AXIS_TRIGGERRIGHT, DC_AXIS_RT, true))
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map_button(SDL_CONTROLLER_BUTTON_RIGHTSHOULDER, DC_AXIS_RT);
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else
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map_button(SDL_CONTROLLER_BUTTON_RIGHTSHOULDER, DC_BTN_Y);
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}
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else
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{
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// Hitbox
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// 1 2 3 4 5 6 7 8
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// X Y R1 A B R2 L1 L2
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map_button(SDL_CONTROLLER_BUTTON_X, DC_BTN_A);
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map_button(SDL_CONTROLLER_BUTTON_Y, DC_BTN_B);
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map_button(SDL_CONTROLLER_BUTTON_RIGHTSHOULDER, DC_BTN_C); // R1
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map_button(SDL_CONTROLLER_BUTTON_A, DC_BTN_X);
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map_button(SDL_CONTROLLER_BUTTON_B, DC_BTN_Y);
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map_axis(SDL_CONTROLLER_AXIS_TRIGGERRIGHT, DC_BTN_Z, true); // R2
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map_button(SDL_CONTROLLER_BUTTON_LEFTSHOULDER, DC_DPAD2_LEFT); // L1 (Naomi button 7)
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map_axis(SDL_CONTROLLER_AXIS_TRIGGERLEFT, DC_DPAD2_RIGHT, true); // L2 (Naomi button 8)
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}
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}
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else
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{
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map_button(SDL_CONTROLLER_BUTTON_A, DC_BTN_A);
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map_button(SDL_CONTROLLER_BUTTON_B, DC_BTN_B);
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map_button(SDL_CONTROLLER_BUTTON_X, DC_BTN_X);
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map_button(SDL_CONTROLLER_BUTTON_Y, DC_BTN_Y);
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if (!map_axis(SDL_CONTROLLER_AXIS_TRIGGERLEFT, DC_AXIS_LT, true))
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map_button(SDL_CONTROLLER_BUTTON_LEFTSHOULDER, DC_AXIS_LT);
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else
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map_button(SDL_CONTROLLER_BUTTON_LEFTSHOULDER, DC_BTN_Z);
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if (!map_axis(SDL_CONTROLLER_AXIS_TRIGGERRIGHT, DC_AXIS_RT, true))
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map_button(SDL_CONTROLLER_BUTTON_RIGHTSHOULDER, DC_AXIS_RT);
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else
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map_button(SDL_CONTROLLER_BUTTON_RIGHTSHOULDER, DC_BTN_C);
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}
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map_button(SDL_CONTROLLER_BUTTON_START, DC_BTN_START);
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map_button(SDL_CONTROLLER_BUTTON_DPAD_UP, DC_DPAD_UP);
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map_button(SDL_CONTROLLER_BUTTON_DPAD_DOWN, DC_DPAD_DOWN);
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map_button(SDL_CONTROLLER_BUTTON_DPAD_LEFT, DC_DPAD_LEFT);
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map_button(SDL_CONTROLLER_BUTTON_DPAD_RIGHT, DC_DPAD_RIGHT);
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map_button(SDL_CONTROLLER_BUTTON_BACK, EMU_BTN_MENU);
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map_axis(SDL_CONTROLLER_AXIS_LEFTX, DC_AXIS_LEFT, false);
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map_axis(SDL_CONTROLLER_AXIS_LEFTX, DC_AXIS_RIGHT, true);
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map_axis(SDL_CONTROLLER_AXIS_LEFTY, DC_AXIS_UP, false);
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map_axis(SDL_CONTROLLER_AXIS_LEFTY, DC_AXIS_DOWN, true);
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map_axis(SDL_CONTROLLER_AXIS_RIGHTX, DC_AXIS2_LEFT, false);
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map_axis(SDL_CONTROLLER_AXIS_RIGHTX, DC_AXIS2_RIGHT, true);
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map_axis(SDL_CONTROLLER_AXIS_RIGHTY, DC_AXIS2_UP, false);
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map_axis(SDL_CONTROLLER_AXIS_RIGHTY, DC_AXIS2_DOWN, true);
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dirty = false;
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}
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else
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INFO_LOG(INPUT, "using default mapping");
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}
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};
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class SDLGamepad : public GamepadDevice
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{
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public:
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SDLGamepad(int maple_port, int joystick_idx, SDL_Joystick* sdl_joystick)
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: GamepadDevice(maple_port, "SDL"), sdl_joystick(sdl_joystick)
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{
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_name = SDL_JoystickName(sdl_joystick);
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sdl_joystick_instance = SDL_JoystickInstanceID(sdl_joystick);
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_unique_id = "sdl_joystick_" + std::to_string(sdl_joystick_instance);
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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());
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if (SDL_IsGameController(joystick_idx))
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{
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sdl_controller = SDL_GameControllerOpen(joystick_idx);
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SDL_GameControllerButtonBind bind = SDL_GameControllerGetBindForAxis(sdl_controller, SDL_CONTROLLER_AXIS_TRIGGERLEFT);
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if (bind.bindType == SDL_CONTROLLER_BINDTYPE_AXIS)
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leftTrigger = bind.value.axis;
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bind = SDL_GameControllerGetBindForAxis(sdl_controller, SDL_CONTROLLER_AXIS_TRIGGERRIGHT);
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if (bind.bindType == SDL_CONTROLLER_BINDTYPE_AXIS)
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rightTrigger = bind.value.axis;
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}
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if (!find_mapping())
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input_mapper = std::make_shared<DefaultInputMapping<>>(sdl_controller);
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else
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INFO_LOG(INPUT, "using custom mapping '%s'", input_mapper->name.c_str());
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sdl_haptic = SDL_HapticOpenFromJoystick(sdl_joystick);
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if (SDL_HapticRumbleInit(sdl_haptic) != 0)
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{
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SDL_HapticClose(sdl_haptic);
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sdl_haptic = NULL;
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}
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}
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bool gamepad_axis_input(u32 code, int value) override
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{
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if (code == leftTrigger || code == rightTrigger)
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value = (u16)(value + 32768) / 2;
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return GamepadDevice::gamepad_axis_input(code, value);
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}
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void rumble(float power, float inclination, u32 duration_ms) override
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{
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if (sdl_haptic != NULL)
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{
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vib_inclination = inclination * power;
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vib_stop_time = os_GetSeconds() + duration_ms / 1000.0;
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SDL_HapticRumblePlay(sdl_haptic, power, duration_ms);
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}
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}
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void update_rumble() override
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{
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if (sdl_haptic == NULL)
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return;
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if (vib_inclination > 0)
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{
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int rem_time = (vib_stop_time - os_GetSeconds()) * 1000;
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if (rem_time <= 0)
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vib_inclination = 0;
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else
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SDL_HapticRumblePlay(sdl_haptic, vib_inclination * rem_time, rem_time);
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}
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}
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void close()
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{
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INFO_LOG(INPUT, "SDL: Joystick '%s' on port %d disconnected", _name.c_str(), maple_port());
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if (sdl_haptic != nullptr)
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SDL_HapticClose(sdl_haptic);
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if (sdl_controller != nullptr)
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SDL_GameControllerClose(sdl_controller);
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SDL_JoystickClose(sdl_joystick);
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GamepadDevice::Unregister(sdl_gamepads[sdl_joystick_instance]);
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sdl_gamepads.erase(sdl_joystick_instance);
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}
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const char *get_button_name(u32 code) override
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{
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static struct
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{
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const char *sdlButton;
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const char *label;
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} buttonsTable[] =
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{
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{ "a", "A" },
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{ "b", "B" },
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{ "x", "X" },
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{ "y", "Y" },
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{ "back", "Back" },
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{ "guide", "Guide" },
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{ "start", "Start" },
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{ "leftstick", "L3" },
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{ "rightstick", "R3" },
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{ "leftshoulder", "L1" },
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{ "rightshoulder", "R1" },
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{ "dpup", "DPad Up" },
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{ "dpdown", "DPad Down" },
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{ "dpleft", "DPad Left" },
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{ "dpright", "DPad Right" },
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{ "misc1", "Misc" },
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{ "paddle1", "Paddle 1" },
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{ "paddle2", "Paddle 2" },
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{ "paddle3", "Paddle 3" },
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{ "paddle4", "Paddle 4" },
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{ "touchpad", "Touchpad" },
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};
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for (SDL_GameControllerButton button = SDL_CONTROLLER_BUTTON_A; button < SDL_CONTROLLER_BUTTON_MAX; button = (SDL_GameControllerButton)(button + 1))
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{
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SDL_GameControllerButtonBind bind = SDL_GameControllerGetBindForButton(sdl_controller, button);
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if (bind.bindType == SDL_CONTROLLER_BINDTYPE_BUTTON && bind.value.button == (int)code)
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{
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const char *sdlButton = SDL_GameControllerGetStringForButton(button);
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if (sdlButton == nullptr)
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return nullptr;
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for (const auto& button : buttonsTable)
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if (!strcmp(button.sdlButton, sdlButton))
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return button.label;
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return sdlButton;
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}
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if (bind.bindType == SDL_CONTROLLER_BINDTYPE_HAT && (code >> 8) - 1 == (u32)bind.value.hat.hat)
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{
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int hat;
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const char *name;
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switch (code & 0xff)
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{
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case 0:
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hat = SDL_HAT_UP;
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name = "DPad Up";
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break;
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case 1:
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hat = SDL_HAT_DOWN;
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name = "DPad Down";
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break;
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case 2:
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hat = SDL_HAT_LEFT;
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name = "DPad Left";
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break;
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case 3:
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hat = SDL_HAT_RIGHT;
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name = "DPad Right";
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break;
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default:
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hat = 0;
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name = nullptr;
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break;
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}
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if (hat == bind.value.hat.hat_mask)
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return name;
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}
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}
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return nullptr;
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}
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const char *get_axis_name(u32 code) override
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{
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static struct
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{
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const char *sdlAxis;
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const char *label;
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} axesTable[] =
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{
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{ "leftx", "Left Stick X" },
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{ "lefty", "Left Stick Y" },
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{ "rightx", "Right Stick X" },
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{ "righty", "Right Stick Y" },
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{ "lefttrigger", "L2" },
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{ "righttrigger", "R2" },
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};
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for (SDL_GameControllerAxis axis = SDL_CONTROLLER_AXIS_LEFTX; axis < SDL_CONTROLLER_AXIS_MAX; axis = (SDL_GameControllerAxis)(axis + 1))
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{
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SDL_GameControllerButtonBind bind = SDL_GameControllerGetBindForAxis(sdl_controller, axis);
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if (bind.bindType == SDL_CONTROLLER_BINDTYPE_AXIS && bind.value.axis == (int)code)
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{
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const char *sdlAxis = SDL_GameControllerGetStringForAxis(axis);
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if (sdlAxis == nullptr)
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return nullptr;
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for (const auto& axis : axesTable)
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if (!strcmp(axis.sdlAxis, sdlAxis))
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return axis.label;
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return sdlAxis;
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}
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}
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return nullptr;
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}
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void resetMappingToDefault(bool arcade, bool gamepad) override
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{
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NOTICE_LOG(INPUT, "Resetting SDL gamepad to default: %d %d", arcade, gamepad);
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if (arcade)
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{
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if (gamepad)
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input_mapper = std::make_shared<DefaultInputMapping<true, true>>(sdl_controller);
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else
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input_mapper = std::make_shared<DefaultInputMapping<true, false>>(sdl_controller);
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}
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else
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input_mapper = std::make_shared<DefaultInputMapping<false, false>>(sdl_controller);
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}
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static void AddSDLGamepad(std::shared_ptr<SDLGamepad> gamepad)
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{
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sdl_gamepads[gamepad->sdl_joystick_instance] = gamepad;
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GamepadDevice::Register(gamepad);
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}
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static std::shared_ptr<SDLGamepad> GetSDLGamepad(SDL_JoystickID id)
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{
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auto it = sdl_gamepads.find(id);
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if (it != sdl_gamepads.end())
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return it->second;
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else
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return NULL;
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}
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static void UpdateRumble()
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{
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for (auto& pair : sdl_gamepads)
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pair.second->update_rumble();
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}
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private:
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SDL_Joystick* sdl_joystick;
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SDL_JoystickID sdl_joystick_instance;
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SDL_Haptic *sdl_haptic;
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float vib_inclination = 0;
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double vib_stop_time = 0;
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SDL_GameController *sdl_controller = nullptr;
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u32 leftTrigger = ~0;
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u32 rightTrigger = ~0;
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static std::map<SDL_JoystickID, std::shared_ptr<SDLGamepad>> sdl_gamepads;
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};
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std::map<SDL_JoystickID, std::shared_ptr<SDLGamepad>> SDLGamepad::sdl_gamepads;
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class SDLMouse : public Mouse
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{
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public:
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SDLMouse() : Mouse("SDL")
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{
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this->_name = "Default Mouse";
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this->_unique_id = "sdl_mouse";
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loadMapping();
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}
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void setAbsPos(int x, int y);
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};
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