pcsx2/pcsx2/Input/InputManager.cpp

1543 lines
50 KiB
C++

/* PCSX2 - PS2 Emulator for PCs
* Copyright (C) 2002-2023 PCSX2 Dev Team
*
* PCSX2 is free software: you can redistribute it and/or modify it under the terms
* of the GNU Lesser General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* PCSX2 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 PCSX2.
* If not, see <http://www.gnu.org/licenses/>.
*/
#include "PrecompiledHeader.h"
#include "ImGui/ImGuiManager.h"
#include "Input/InputManager.h"
#include "Input/InputSource.h"
#include "SIO/Pad/Pad.h"
#include "SIO/Sio.h"
#include "USB/USB.h"
#include "VMManager.h"
#include "common/Assertions.h"
#include "common/StringUtil.h"
#include "common/Timer.h"
#include "fmt/core.h"
#include <array>
#include <memory>
#include <mutex>
#include <sstream>
#include <unordered_map>
#include <variant>
#include <vector>
// ------------------------------------------------------------------------
// Constants
// ------------------------------------------------------------------------
enum : u32
{
MAX_KEYS_PER_BINDING = 4,
MAX_MOTORS_PER_PAD = 2,
FIRST_EXTERNAL_INPUT_SOURCE = static_cast<u32>(InputSourceType::Pointer) + 1u,
LAST_EXTERNAL_INPUT_SOURCE = static_cast<u32>(InputSourceType::Count),
};
// ------------------------------------------------------------------------
// Event Handler Type
// ------------------------------------------------------------------------
// This class acts as an adapter to convert from normalized values to
// binary values when the callback is a binary/button handler. That way
// you don't need to convert float->bool in your callbacks.
using InputEventHandler = std::variant<InputAxisEventHandler, InputButtonEventHandler>;
// ------------------------------------------------------------------------
// Binding Type
// ------------------------------------------------------------------------
// This class tracks both the keys which make it up (for chords), as well
// as the state of all buttons. For button callbacks, it's fired when
// all keys go active, and for axis callbacks, when all are active and
// the value changes.
struct InputBinding
{
InputBindingKey keys[MAX_KEYS_PER_BINDING] = {};
InputEventHandler handler;
u8 num_keys = 0;
u8 full_mask = 0;
u8 current_mask = 0;
};
struct PadVibrationBinding
{
struct Motor
{
InputBindingKey binding;
u64 last_update_time;
InputSource* source;
float last_intensity;
};
u32 pad_index = 0;
Motor motors[MAX_MOTORS_PER_PAD] = {};
/// Returns true if the two motors are bound to the same host motor.
__fi bool AreMotorsCombined() const { return motors[0].binding == motors[1].binding; }
/// Returns the intensity when both motors are combined.
__fi float GetCombinedIntensity() const { return std::max(motors[0].last_intensity, motors[1].last_intensity); }
};
// ------------------------------------------------------------------------
// Forward Declarations (for static qualifier)
// ------------------------------------------------------------------------
namespace InputManager
{
static std::optional<InputBindingKey> ParseHostKeyboardKey(const std::string_view& source, const std::string_view& sub_binding);
static std::optional<InputBindingKey> ParsePointerKey(const std::string_view& source, const std::string_view& sub_binding);
static std::vector<std::string_view> SplitChord(const std::string_view& binding);
static bool SplitBinding(const std::string_view& binding, std::string_view* source, std::string_view* sub_binding);
static void AddBinding(const std::string_view& binding, const InputEventHandler& handler);
static void AddBindings(const std::vector<std::string>& bindings, const InputEventHandler& handler);
static bool ParseBindingAndGetSource(const std::string_view& binding, InputBindingKey* key, InputSource** source);
static bool IsAxisHandler(const InputEventHandler& handler);
static float ApplySingleBindingScale(float sensitivity, float deadzone, float value);
static void AddHotkeyBindings(SettingsInterface& si);
static void AddPadBindings(SettingsInterface& si, u32 pad);
static void AddUSBBindings(SettingsInterface& si, u32 port);
static void UpdateContinuedVibration();
static void GenerateRelativeMouseEvents();
static bool DoEventHook(InputBindingKey key, float value);
static bool PreprocessEvent(InputBindingKey key, float value, GenericInputBinding generic_key);
static bool ProcessEvent(InputBindingKey key, float value, bool skip_button_handlers);
template <typename T>
static void UpdateInputSourceState(SettingsInterface& si, std::unique_lock<std::mutex>& settings_lock, InputSourceType type);
} // namespace InputManager
// ------------------------------------------------------------------------
// Local Variables
// ------------------------------------------------------------------------
// This is a multimap containing any binds related to the specified key.
using BindingMap = std::unordered_multimap<InputBindingKey, std::shared_ptr<InputBinding>, InputBindingKeyHash>;
using VibrationBindingArray = std::vector<PadVibrationBinding>;
static BindingMap s_binding_map;
static VibrationBindingArray s_pad_vibration_array;
static std::mutex s_binding_map_write_lock;
// Hooks/intercepting (for setting bindings)
static std::mutex m_event_intercept_mutex;
static InputInterceptHook::Callback m_event_intercept_callback;
// Input sources. Keyboard/mouse don't exist here.
static std::array<std::unique_ptr<InputSource>, static_cast<u32>(InputSourceType::Count)> s_input_sources;
// ------------------------------------------------------------------------
// Hotkeys
// ------------------------------------------------------------------------
static const HotkeyInfo* const s_hotkey_list[] = {g_common_hotkeys, g_gs_hotkeys, g_host_hotkeys};
// ------------------------------------------------------------------------
// Tracking host mouse movement and turning into relative events
// 4 axes: pointer left/right, wheel vertical/horizontal. Last/Next/Normalized.
// ------------------------------------------------------------------------
static constexpr const std::array<const char*, static_cast<u8>(InputPointerAxis::Count)> s_pointer_axis_names = {
{"X", "Y", "WheelX", "WheelY"}};
static constexpr const std::array<const char*, 3> s_pointer_button_names = {{"LeftButton", "RightButton", "MiddleButton"}};
struct PointerAxisState
{
std::atomic<s32> delta;
float last_value;
};
static std::array<std::array<float, static_cast<u8>(InputPointerAxis::Count)>, InputManager::MAX_POINTER_DEVICES> s_host_pointer_positions;
static std::array<std::array<PointerAxisState, static_cast<u8>(InputPointerAxis::Count)>, InputManager::MAX_POINTER_DEVICES>
s_pointer_state;
static std::array<float, 2> s_pointer_axis_speed;
static std::array<float, 2> s_pointer_axis_dead_zone;
static std::array<float, 2> s_pointer_axis_range;
static std::array<float, 2> s_pointer_pos = {0.0f, 0.0f};
static float s_pointer_inertia = 0.0f;
using PointerMoveCallback = std::function<void(InputBindingKey key, float value)>;
using KeyboardEventCallback = std::function<void(InputBindingKey key, float value)>;
static std::vector<KeyboardEventCallback> s_keyboard_event_callbacks;
static std::vector<std::pair<u32, PointerMoveCallback>> s_pointer_move_callbacks;
// ------------------------------------------------------------------------
// Binding Parsing
// ------------------------------------------------------------------------
std::vector<std::string_view> InputManager::SplitChord(const std::string_view& binding)
{
std::vector<std::string_view> parts;
// under an if for RVO
if (!binding.empty())
{
std::string_view::size_type last = 0;
std::string_view::size_type next;
while ((next = binding.find('&', last)) != std::string_view::npos)
{
if (last != next)
{
std::string_view part(StringUtil::StripWhitespace(binding.substr(last, next - last)));
if (!part.empty())
parts.push_back(std::move(part));
}
last = next + 1;
}
if (last < (binding.size() - 1))
{
std::string_view part(StringUtil::StripWhitespace(binding.substr(last)));
if (!part.empty())
parts.push_back(std::move(part));
}
}
return parts;
}
bool InputManager::SplitBinding(const std::string_view& binding, std::string_view* source, std::string_view* sub_binding)
{
const std::string_view::size_type slash_pos = binding.find('/');
if (slash_pos == std::string_view::npos)
{
Console.Warning("Malformed binding: '%.*s'", static_cast<int>(binding.size()), binding.data());
return false;
}
*source = std::string_view(binding).substr(0, slash_pos);
*sub_binding = std::string_view(binding).substr(slash_pos + 1);
return true;
}
std::optional<InputBindingKey> InputManager::ParseInputBindingKey(const std::string_view& binding)
{
std::string_view source, sub_binding;
if (!SplitBinding(binding, &source, &sub_binding))
return std::nullopt;
// lameee, string matching
if (StringUtil::StartsWith(source, "Keyboard"))
{
return ParseHostKeyboardKey(source, sub_binding);
}
else if (StringUtil::StartsWith(source, "Pointer"))
{
return ParsePointerKey(source, sub_binding);
}
else
{
for (u32 i = FIRST_EXTERNAL_INPUT_SOURCE; i < LAST_EXTERNAL_INPUT_SOURCE; i++)
{
if (s_input_sources[i])
{
std::optional<InputBindingKey> key = s_input_sources[i]->ParseKeyString(source, sub_binding);
if (key.has_value())
return key;
}
}
}
return std::nullopt;
}
bool InputManager::ParseBindingAndGetSource(const std::string_view& binding, InputBindingKey* key, InputSource** source)
{
std::string_view source_string, sub_binding;
if (!SplitBinding(binding, &source_string, &sub_binding))
return false;
for (u32 i = FIRST_EXTERNAL_INPUT_SOURCE; i < LAST_EXTERNAL_INPUT_SOURCE; i++)
{
if (s_input_sources[i])
{
std::optional<InputBindingKey> parsed_key = s_input_sources[i]->ParseKeyString(source_string, sub_binding);
if (parsed_key.has_value())
{
*key = parsed_key.value();
*source = s_input_sources[i].get();
return true;
}
}
}
return false;
}
std::string InputManager::ConvertInputBindingKeyToString(InputBindingInfo::Type binding_type, InputBindingKey key)
{
if (binding_type == InputBindingInfo::Type::Pointer || binding_type == InputBindingInfo::Type::Device)
{
// pointer and device bindings don't have a data part
if (key.source_type == InputSourceType::Keyboard)
{
return "Keyboard";
}
else if (key.source_type == InputSourceType::Pointer)
{
return GetPointerDeviceName(key.data);
}
else if (key.source_type < InputSourceType::Count && s_input_sources[static_cast<u32>(key.source_type)])
{
// This assumes that it always follows the Type/Binding form.
std::string keystr(s_input_sources[static_cast<u32>(key.source_type)]->ConvertKeyToString(key));
std::string::size_type pos = keystr.find('/');
if (pos != std::string::npos)
keystr.erase(pos);
return keystr;
}
}
else
{
if (key.source_type == InputSourceType::Keyboard)
{
const std::optional<std::string> str(ConvertHostKeyboardCodeToString(key.data));
if (str.has_value() && !str->empty())
return fmt::format("Keyboard/{}", str->c_str());
}
else if (key.source_type == InputSourceType::Pointer)
{
if (key.source_subtype == InputSubclass::PointerButton)
{
if (key.data < s_pointer_button_names.size())
return fmt::format("Pointer-{}/{}", u32{key.source_index}, s_pointer_button_names[key.data]);
else
return fmt::format("Pointer-{}/Button{}", u32{key.source_index}, key.data);
}
else if (key.source_subtype == InputSubclass::PointerAxis)
{
return fmt::format("Pointer-{}/{}{:c}", u32{key.source_index}, s_pointer_axis_names[key.data],
key.modifier == InputModifier::Negate ? '-' : '+');
}
}
else if (key.source_type < InputSourceType::Count && s_input_sources[static_cast<u32>(key.source_type)])
{
return s_input_sources[static_cast<u32>(key.source_type)]->ConvertKeyToString(key);
}
}
return {};
}
std::string InputManager::ConvertInputBindingKeysToString(InputBindingInfo::Type binding_type, const InputBindingKey* keys, size_t num_keys)
{
// can't have a chord of devices/pointers
if (binding_type == InputBindingInfo::Type::Pointer || binding_type == InputBindingInfo::Type::Device)
{
// so only take the first
if (num_keys > 0)
return ConvertInputBindingKeyToString(binding_type, keys[0]);
}
std::stringstream ss;
for (size_t i = 0; i < num_keys; i++)
{
const std::string keystr(ConvertInputBindingKeyToString(binding_type, keys[i]));
if (keystr.empty())
return std::string();
if (i > 0)
ss << " & ";
ss << keystr;
}
return ss.str();
}
void InputManager::AddBinding(const std::string_view& binding, const InputEventHandler& handler)
{
std::shared_ptr<InputBinding> ibinding;
const std::vector<std::string_view> chord_bindings(SplitChord(binding));
for (const std::string_view& chord_binding : chord_bindings)
{
std::optional<InputBindingKey> key = ParseInputBindingKey(chord_binding);
if (!key.has_value())
{
Console.WriteLn(fmt::format("Invalid binding: '{}'", binding));
ibinding.reset();
break;
}
if (!ibinding)
{
ibinding = std::make_shared<InputBinding>();
ibinding->handler = handler;
}
if (ibinding->num_keys == MAX_KEYS_PER_BINDING)
{
Console.WriteLn(fmt::format("Too many chord parts, max is {} ({})", static_cast<u32>(MAX_KEYS_PER_BINDING), binding));
ibinding.reset();
break;
}
ibinding->keys[ibinding->num_keys] = key.value();
ibinding->full_mask |= (static_cast<u8>(1) << ibinding->num_keys);
ibinding->num_keys++;
}
if (!ibinding)
return;
// plop it in the input map for all the keys
for (u32 i = 0; i < ibinding->num_keys; i++)
s_binding_map.emplace(ibinding->keys[i].MaskDirection(), ibinding);
}
void InputManager::AddBindings(const std::vector<std::string>& bindings, const InputEventHandler& handler)
{
for (const std::string& binding : bindings)
AddBinding(binding, handler);
}
// ------------------------------------------------------------------------
// Key Decoders
// ------------------------------------------------------------------------
InputBindingKey InputManager::MakeHostKeyboardKey(u32 key_code)
{
InputBindingKey key = {};
key.source_type = InputSourceType::Keyboard;
key.data = key_code;
return key;
}
InputBindingKey InputManager::MakePointerButtonKey(u32 index, u32 button_index)
{
InputBindingKey key = {};
key.source_index = index;
key.source_type = InputSourceType::Pointer;
key.source_subtype = InputSubclass::PointerButton;
key.data = button_index;
return key;
}
InputBindingKey InputManager::MakePointerAxisKey(u32 index, InputPointerAxis axis)
{
InputBindingKey key = {};
key.data = static_cast<u32>(axis);
key.source_index = index;
key.source_type = InputSourceType::Pointer;
key.source_subtype = InputSubclass::PointerAxis;
return key;
}
// ------------------------------------------------------------------------
// Bind Encoders
// ------------------------------------------------------------------------
static std::array<const char*, static_cast<u32>(InputSourceType::Count)> s_input_class_names = {{
"Keyboard",
"Mouse",
#ifdef _WIN32
"DInput",
"XInput",
#endif
#ifdef SDL_BUILD
"SDL",
#endif
}};
InputSource* InputManager::GetInputSourceInterface(InputSourceType type)
{
return s_input_sources[static_cast<u32>(type)].get();
}
const char* InputManager::InputSourceToString(InputSourceType clazz)
{
return s_input_class_names[static_cast<u32>(clazz)];
}
bool InputManager::GetInputSourceDefaultEnabled(InputSourceType type)
{
switch (type)
{
case InputSourceType::Keyboard:
case InputSourceType::Pointer:
return true;
#ifdef _WIN32
case InputSourceType::DInput:
return false;
case InputSourceType::XInput:
// Disable xinput by default if we have SDL.
#ifdef SDL_BUILD
return false;
#else
return true;
#endif
#endif
#ifdef SDL_BUILD
case InputSourceType::SDL:
return true;
#endif
default:
return false;
}
}
std::optional<InputSourceType> InputManager::ParseInputSourceString(const std::string_view& str)
{
for (u32 i = 0; i < static_cast<u32>(InputSourceType::Count); i++)
{
if (str == s_input_class_names[i])
return static_cast<InputSourceType>(i);
}
return std::nullopt;
}
std::optional<InputBindingKey> InputManager::ParseHostKeyboardKey(const std::string_view& source, const std::string_view& sub_binding)
{
if (source != "Keyboard")
return std::nullopt;
const std::optional<s32> code = ConvertHostKeyboardStringToCode(sub_binding);
if (!code.has_value())
return std::nullopt;
InputBindingKey key = {};
key.source_type = InputSourceType::Keyboard;
key.data = static_cast<u32>(code.value());
return key;
}
std::optional<InputBindingKey> InputManager::ParsePointerKey(const std::string_view& source, const std::string_view& sub_binding)
{
const std::optional<s32> pointer_index = StringUtil::FromChars<s32>(source.substr(8));
if (!pointer_index.has_value() || pointer_index.value() < 0)
return std::nullopt;
InputBindingKey key = {};
key.source_type = InputSourceType::Pointer;
key.source_index = static_cast<u32>(pointer_index.value());
if (StringUtil::StartsWith(sub_binding, "Button"))
{
const std::optional<s32> button_number = StringUtil::FromChars<s32>(sub_binding.substr(6));
if (!button_number.has_value() || button_number.value() < 0)
return std::nullopt;
key.source_subtype = InputSubclass::PointerButton;
key.data = static_cast<u32>(button_number.value());
return key;
}
for (u32 i = 0; i < s_pointer_axis_names.size(); i++)
{
if (StringUtil::StartsWith(sub_binding, s_pointer_axis_names[i]))
{
key.source_subtype = InputSubclass::PointerAxis;
key.data = i;
const std::string_view dir_part(sub_binding.substr(std::strlen(s_pointer_axis_names[i])));
if (dir_part == "+")
key.modifier = InputModifier::None;
else if (dir_part == "-")
key.modifier = InputModifier::Negate;
else
return std::nullopt;
return key;
}
}
for (u32 i = 0; i < s_pointer_button_names.size(); i++)
{
if (sub_binding == s_pointer_button_names[i])
{
key.source_subtype = InputSubclass::PointerButton;
key.data = i;
return key;
}
}
return std::nullopt;
}
std::optional<u32> InputManager::GetIndexFromPointerBinding(const std::string_view& source)
{
if (!StringUtil::StartsWith(source, "Pointer-"))
return std::nullopt;
const std::optional<s32> pointer_index = StringUtil::FromChars<s32>(source.substr(8));
if (!pointer_index.has_value() || pointer_index.value() < 0)
return std::nullopt;
return static_cast<u32>(pointer_index.value());
}
std::string InputManager::GetPointerDeviceName(u32 pointer_index)
{
return fmt::format("Pointer-{}", pointer_index);
}
// ------------------------------------------------------------------------
// Binding Enumeration
// ------------------------------------------------------------------------
float InputManager::ApplySingleBindingScale(float scale, float deadzone, float value)
{
const float svalue = std::clamp(value * scale, 0.0f, 1.0f);
return (deadzone > 0.0f && svalue < deadzone) ? 0.0f : svalue;
}
std::vector<const HotkeyInfo*> InputManager::GetHotkeyList()
{
std::vector<const HotkeyInfo*> ret;
for (const HotkeyInfo* hotkey_list : s_hotkey_list)
{
for (const HotkeyInfo* hotkey = hotkey_list; hotkey->name != nullptr; hotkey++)
ret.push_back(hotkey);
}
return ret;
}
void InputManager::AddHotkeyBindings(SettingsInterface& si)
{
for (const HotkeyInfo* hotkey_list : s_hotkey_list)
{
for (const HotkeyInfo* hotkey = hotkey_list; hotkey->name != nullptr; hotkey++)
{
const std::vector<std::string> bindings(si.GetStringList("Hotkeys", hotkey->name));
if (bindings.empty())
continue;
AddBindings(bindings, InputButtonEventHandler{hotkey->handler});
}
}
}
void InputManager::AddPadBindings(SettingsInterface& si, u32 pad_index)
{
const Pad::ControllerType type = EmuConfig.Pad.Ports[pad_index].Type;
// Don't bother checking macros/vibration if it's not a connected type.
if (type == Pad::ControllerType::NotConnected)
return;
// Or if it's a multitap port, and this multitap isn't enabled.
if (sioPadIsMultitapSlot(pad_index))
{
const auto& [mt_port, mt_slot] = sioConvertPadToPortAndSlot(pad_index);
if (!EmuConfig.Pad.IsMultitapPortEnabled(mt_port))
return;
}
const std::string section = Pad::GetConfigSection(pad_index);
const Pad::ControllerInfo* cinfo = Pad::GetControllerInfo(type);
pxAssert(cinfo);
for (const InputBindingInfo& bi : cinfo->bindings)
{
switch (bi.bind_type)
{
case InputBindingInfo::Type::Button:
case InputBindingInfo::Type::Axis:
case InputBindingInfo::Type::HalfAxis:
{
const std::vector<std::string> bindings(si.GetStringList(section.c_str(), bi.name));
if (!bindings.empty())
{
// we use axes for all pad bindings to simplify things, and because they are pressure sensitive
const float sensitivity = si.GetFloatValue(section.c_str(), fmt::format("{}Scale", bi.name).c_str(), 1.0f);
const float deadzone = si.GetFloatValue(section.c_str(), fmt::format("{}Deadzone", bi.name).c_str(), 0.0f);
AddBindings(
bindings, InputAxisEventHandler{[pad_index, bind_index = bi.bind_index, sensitivity, deadzone](float value) {
Pad::SetControllerState(pad_index, bind_index, ApplySingleBindingScale(sensitivity, deadzone, value));
}});
}
}
break;
// TODO: Move vibration motors in here.
default:
break;
}
}
for (u32 macro_button_index = 0; macro_button_index < Pad::NUM_MACRO_BUTTONS_PER_CONTROLLER; macro_button_index++)
{
const std::vector<std::string> bindings(si.GetStringList(section.c_str(), fmt::format("Macro{}", macro_button_index + 1).c_str()));
if (!bindings.empty())
{
const float deadzone = si.GetFloatValue(section.c_str(), fmt::format("Macro{}Deadzone", macro_button_index + 1).c_str(), 0.0f);
AddBindings(bindings, InputAxisEventHandler{[pad_index, macro_button_index, deadzone](float value) {
const bool state = (value > deadzone);
Pad::SetMacroButtonState(pad_index, macro_button_index, state);
}});
}
}
if (cinfo->vibration_caps != Pad::VibrationCapabilities::NoVibration)
{
PadVibrationBinding vib;
vib.pad_index = pad_index;
bool has_any_bindings = false;
switch (cinfo->vibration_caps)
{
case Pad::VibrationCapabilities::LargeSmallMotors:
{
if (const std::string large_binding(si.GetStringValue(section.c_str(), "LargeMotor")); !large_binding.empty())
has_any_bindings |= ParseBindingAndGetSource(large_binding, &vib.motors[0].binding, &vib.motors[0].source);
if (const std::string small_binding(si.GetStringValue(section.c_str(), "SmallMotor")); !small_binding.empty())
has_any_bindings |= ParseBindingAndGetSource(small_binding, &vib.motors[1].binding, &vib.motors[1].source);
}
break;
case Pad::VibrationCapabilities::SingleMotor:
{
if (const std::string binding(si.GetStringValue(section.c_str(), "Motor")); !binding.empty())
has_any_bindings |= ParseBindingAndGetSource(binding, &vib.motors[0].binding, &vib.motors[0].source);
}
break;
default:
break;
}
if (has_any_bindings)
s_pad_vibration_array.push_back(std::move(vib));
}
}
void InputManager::AddUSBBindings(SettingsInterface& si, u32 port)
{
const std::string device(USB::GetConfigDevice(si, port));
if (device.empty() || device == "None")
return;
const std::string section(USB::GetConfigSection(port));
const u32 subtype = USB::GetConfigSubType(si, port, device);
for (const InputBindingInfo& bi : USB::GetDeviceBindings(device, subtype))
{
const std::string bind_name(USB::GetConfigSubKey(device, bi.name));
switch (bi.bind_type)
{
case InputBindingInfo::Type::Button:
case InputBindingInfo::Type::Axis:
case InputBindingInfo::Type::HalfAxis:
{
// normal bindings
const std::vector<std::string> bindings(si.GetStringList(section.c_str(), bind_name.c_str()));
if (!bindings.empty())
{
const float sensitivity = si.GetFloatValue(section.c_str(), fmt::format("{}Scale", bi.name).c_str(), 1.0f);
const float deadzone = si.GetFloatValue(section.c_str(), fmt::format("{}Deadzone", bi.name).c_str(), 0.0f);
AddBindings(bindings, InputAxisEventHandler{[port, bind_index = bi.bind_index, sensitivity, deadzone](float value) {
USB::SetDeviceBindValue(port, bind_index, ApplySingleBindingScale(sensitivity, deadzone, value));
}});
}
}
break;
case InputBindingInfo::Type::Keyboard:
{
// set up to receive keyboard events
s_keyboard_event_callbacks.push_back([port, base = static_cast<u32>(bi.bind_index)](InputBindingKey key, float value) {
USB::SetDeviceBindValue(port, base + key.data, value);
});
}
break;
case InputBindingInfo::Type::Pointer:
{
const std::vector<std::string> bindings(si.GetStringList(section.c_str(), bind_name.c_str()));
for (const std::string& binding : bindings)
{
const std::optional<u32> key(GetIndexFromPointerBinding(binding));
if (!key.has_value())
continue;
s_pointer_move_callbacks.emplace_back(key.value(), [port, base = bi.bind_index](InputBindingKey key, float value) {
USB::SetDeviceBindValue(port, base + key.data, value);
});
}
}
break;
default:
break;
}
}
}
// ------------------------------------------------------------------------
// Event Handling
// ------------------------------------------------------------------------
bool InputManager::HasAnyBindingsForKey(InputBindingKey key)
{
std::unique_lock lock(s_binding_map_write_lock);
return (s_binding_map.find(key.MaskDirection()) != s_binding_map.end());
}
bool InputManager::HasAnyBindingsForSource(InputBindingKey key)
{
std::unique_lock lock(s_binding_map_write_lock);
for (const auto& it : s_binding_map)
{
const InputBindingKey& okey = it.first;
if (okey.source_type == key.source_type && okey.source_index == key.source_index && okey.source_subtype == key.source_subtype)
{
return true;
}
}
return false;
}
bool InputManager::IsAxisHandler(const InputEventHandler& handler)
{
return std::holds_alternative<InputAxisEventHandler>(handler);
}
bool InputManager::InvokeEvents(InputBindingKey key, float value, GenericInputBinding generic_key)
{
if (DoEventHook(key, value))
return true;
// If imgui ate the event, don't fire our handlers.
const bool skip_button_handlers = PreprocessEvent(key, value, generic_key);
return ProcessEvent(key, value, skip_button_handlers);
}
bool InputManager::ProcessEvent(InputBindingKey key, float value, bool skip_button_handlers)
{
// find all the bindings associated with this key
const InputBindingKey masked_key = key.MaskDirection();
const auto range = s_binding_map.equal_range(masked_key);
if (range.first == s_binding_map.end())
return false;
// Now we can actually fire/activate bindings.
u32 min_num_keys = 0;
for (auto it = range.first; it != range.second; ++it)
{
InputBinding* binding = it->second.get();
// find the key which matches us
for (u32 i = 0; i < binding->num_keys; i++)
{
if (binding->keys[i].MaskDirection() != masked_key)
continue;
const u8 bit = static_cast<u8>(1) << i;
const bool negative = binding->keys[i].modifier == InputModifier::Negate;
const bool new_state = (negative ? (value < 0.0f) : (value > 0.0f));
float value_to_pass = 0.0f;
switch (binding->keys[i].modifier)
{
case InputModifier::None:
if (value > 0.0f)
value_to_pass = value;
break;
case InputModifier::Negate:
if (value < 0.0f)
value_to_pass = -value;
break;
case InputModifier::FullAxis:
value_to_pass = value * 0.5f + 0.5f;
break;
}
// handle inverting, needed for some wheels.
value_to_pass = binding->keys[i].invert ? (1.0f - value_to_pass) : value_to_pass;
// axes are fired regardless of a state change, unless they're zero
// (but going from not-zero to zero will still fire, because of the full state)
// for buttons, we can use the state of the last chord key, because it'll be 1 on press,
// and 0 on release (when the full state changes).
if (IsAxisHandler(binding->handler))
{
if (value_to_pass >= 0.0f)
std::get<InputAxisEventHandler>(binding->handler)(value_to_pass);
}
else if (binding->num_keys >= min_num_keys)
{
// update state based on whether the whole chord was activated
const u8 new_mask = (new_state ? (binding->current_mask | bit) : (binding->current_mask & ~bit));
const bool prev_full_state = (binding->current_mask == binding->full_mask);
const bool new_full_state = (new_mask == binding->full_mask);
binding->current_mask = new_mask;
// Workaround for multi-key bindings that share the same keys.
if (binding->num_keys > 1 && new_full_state && prev_full_state != new_full_state && range.first != range.second)
{
// Because the binding map isn't ordered, we could iterate in the order of Shift+F1 and then
// F1, which would mean that F1 wouldn't get cancelled and still activate. So, to handle this
// case, we skip activating any future bindings with a fewer number of keys.
min_num_keys = std::max<u32>(min_num_keys, binding->num_keys);
// Basically, if we bind say, F1 and Shift+F1, and press shift and then F1, we'll fire bindings
// for both F1 and Shift+F1, when we really only want to fire the binding for Shift+F1. So,
// when we activate a multi-key chord (key press), we go through the binding map for all the
// other keys in the chord, and cancel them if they have a shorter chord. If they're longer,
// they could still activate and take precedence over us, so we leave them alone.
for (u32 i = 0; i < binding->num_keys; i++)
{
const auto range = s_binding_map.equal_range(binding->keys[i].MaskDirection());
for (auto it = range.first; it != range.second; ++it)
{
InputBinding* other_binding = it->second.get();
if (other_binding == binding || IsAxisHandler(other_binding->handler) ||
other_binding->num_keys >= binding->num_keys)
{
continue;
}
// We only need to cancel the binding if it was fully active before. Which in the above
// case of Shift+F1 / F1, it will be.
if (other_binding->current_mask == other_binding->full_mask)
std::get<InputButtonEventHandler>(other_binding->handler)(-1);
// Zero out the current bits so that we don't release this binding, if the other part
// of the chord releases first.
other_binding->current_mask = 0;
}
}
}
if (prev_full_state != new_full_state && binding->num_keys >= min_num_keys)
{
const s32 pressed = skip_button_handlers ? -1 : static_cast<s32>(value_to_pass > 0.0f);
std::get<InputButtonEventHandler>(binding->handler)(pressed);
}
}
// bail out, since we shouldn't have the same key twice in the chord
break;
}
}
return true;
}
void InputManager::ClearBindStateFromSource(InputBindingKey key)
{
// Why are we doing it this way? Because any of the bindings could cause a reload and invalidate our iterators :(.
// Axis handlers should be fine, so we'll do those as a first pass.
for (const auto& [match_key, binding] : s_binding_map)
{
if (key.source_type != match_key.source_type || key.source_subtype != match_key.source_subtype ||
key.source_index != match_key.source_index || !IsAxisHandler(binding->handler))
{
continue;
}
for (u32 i = 0; i < binding->num_keys; i++)
{
if (binding->keys[i].MaskDirection() != match_key)
continue;
std::get<InputAxisEventHandler>(binding->handler)(0.0f);
break;
}
}
// Now go through the button handlers, and pick them off.
bool matched;
do
{
matched = false;
for (const auto& [match_key, binding] : s_binding_map)
{
if (key.source_type != match_key.source_type || key.source_subtype != match_key.source_subtype ||
key.source_index != match_key.source_index || IsAxisHandler(binding->handler))
{
continue;
}
for (u32 i = 0; i < binding->num_keys; i++)
{
if (binding->keys[i].MaskDirection() != match_key)
continue;
// Skip if we weren't pressed.
const u8 bit = static_cast<u8>(1) << i;
if ((binding->current_mask & bit) == 0)
continue;
// Only fire handler if we're changing from active state.
const u8 current_mask = binding->current_mask;
binding->current_mask &= ~bit;
if (current_mask == binding->full_mask)
{
std::get<InputButtonEventHandler>(binding->handler)(0.0f);
matched = true;
break;
}
}
// Need to start again, might've reloaded.
if (matched)
break;
}
} while (matched);
}
bool InputManager::PreprocessEvent(InputBindingKey key, float value, GenericInputBinding generic_key)
{
// does imgui want the event?
if (key.source_type == InputSourceType::Keyboard)
{
if (ImGuiManager::ProcessHostKeyEvent(key, value))
return true;
for (const KeyboardEventCallback& kbc : s_keyboard_event_callbacks)
kbc(key, value);
}
else if (key.source_type == InputSourceType::Pointer && key.source_subtype == InputSubclass::PointerButton)
{
if (ImGuiManager::ProcessPointerButtonEvent(key, value))
return true;
}
else if (generic_key != GenericInputBinding::Unknown)
{
if (ImGuiManager::ProcessGenericInputEvent(generic_key, value) && value != 0.0f)
return true;
}
return false;
}
void InputManager::GenerateRelativeMouseEvents()
{
for (u32 device = 0; device < MAX_POINTER_DEVICES; device++)
{
for (u32 axis = 0; axis < static_cast<u32>(static_cast<u8>(InputPointerAxis::Count)); axis++)
{
const InputBindingKey key(MakePointerAxisKey(device, static_cast<InputPointerAxis>(axis)));
PointerAxisState& state = s_pointer_state[device][axis];
const float delta = static_cast<float>(state.delta.exchange(0, std::memory_order_acquire)) / 65536.0f;
float value = 0.0f;
if (axis <= static_cast<u32>(InputPointerAxis::Y))
{
s_pointer_pos[axis] += delta * s_pointer_axis_speed[axis];
value = std::clamp(s_pointer_pos[axis], -1.0f, 1.0f);
s_pointer_pos[axis] -= value;
s_pointer_pos[axis] *= s_pointer_inertia;
value *= s_pointer_axis_range[axis];
if (value > 0.0f)
value += s_pointer_axis_dead_zone[axis];
else if (value < 0.0f)
value -= s_pointer_axis_dead_zone[axis];
}
else
{
// ImGui can consume mouse wheel events when the mouse is over a UI element.
if (delta != 0.0f && ImGuiManager::ProcessPointerAxisEvent(key, delta))
continue;
value = std::clamp(delta, -1.0f, 1.0f);
}
if (value != state.last_value)
{
state.last_value = value;
ProcessEvent(key, value, false);
}
if (delta != 0.0f)
{
for (const std::pair<u32, PointerMoveCallback>& pmc : s_pointer_move_callbacks)
{
if (pmc.first == device)
pmc.second(key, delta);
}
}
}
}
}
std::pair<float, float> InputManager::GetPointerAbsolutePosition(u32 index)
{
return std::make_pair(s_host_pointer_positions[index][static_cast<u8>(InputPointerAxis::X)],
s_host_pointer_positions[index][static_cast<u8>(InputPointerAxis::Y)]);
}
void InputManager::UpdatePointerAbsolutePosition(u32 index, float x, float y)
{
const float dx = x - std::exchange(s_host_pointer_positions[index][static_cast<u8>(InputPointerAxis::X)], x);
const float dy = y - std::exchange(s_host_pointer_positions[index][static_cast<u8>(InputPointerAxis::Y)], y);
if (dx != 0.0f)
s_pointer_state[index][static_cast<u8>(InputPointerAxis::X)].delta.fetch_add(
static_cast<s32>(dx * 65536.0f), std::memory_order_release);
if (dy != 0.0f)
s_pointer_state[index][static_cast<u8>(InputPointerAxis::Y)].delta.fetch_add(
static_cast<s32>(dy * 65536.0f), std::memory_order_release);
if (index == 0)
ImGuiManager::UpdateMousePosition(x, y);
}
void InputManager::UpdatePointerRelativeDelta(u32 index, InputPointerAxis axis, float d, bool raw_input)
{
s_host_pointer_positions[index][static_cast<u8>(axis)] += d;
s_pointer_state[index][static_cast<u8>(axis)].delta.fetch_add(static_cast<s32>(d * 65536.0f), std::memory_order_release);
if (index == 0 && axis <= InputPointerAxis::Y)
ImGuiManager::UpdateMousePosition(s_host_pointer_positions[0][0], s_host_pointer_positions[0][1]);
}
void InputManager::OnInputDeviceConnected(const std::string_view& identifier, const std::string_view& device_name)
{
if (VMManager::HasValidVM())
USB::InputDeviceConnected(identifier);
Host::OnInputDeviceConnected(identifier, device_name);
}
void InputManager::OnInputDeviceDisconnected(const std::string_view& identifier)
{
if (VMManager::HasValidVM())
USB::InputDeviceDisconnected(identifier);
Host::OnInputDeviceDisconnected(identifier);
}
// ------------------------------------------------------------------------
// Vibration
// ------------------------------------------------------------------------
void InputManager::SetPadVibrationIntensity(u32 pad_index, float large_or_single_motor_intensity, float small_motor_intensity)
{
for (PadVibrationBinding& pad : s_pad_vibration_array)
{
if (pad.pad_index != pad_index)
continue;
PadVibrationBinding::Motor& large_motor = pad.motors[0];
PadVibrationBinding::Motor& small_motor = pad.motors[1];
if (large_motor.last_intensity == large_or_single_motor_intensity && small_motor.last_intensity == small_motor_intensity)
continue;
if (pad.AreMotorsCombined())
{
// if the motors are combined, we need to adjust to the maximum of both
const float report_intensity = std::max(large_or_single_motor_intensity, small_motor_intensity);
if (large_motor.source)
{
large_motor.last_update_time = Common::Timer::GetCurrentValue();
large_motor.source->UpdateMotorState(large_motor.binding, report_intensity);
}
}
else if (large_motor.source == small_motor.source)
{
// both motors are bound to the same source, do an optimal update
large_motor.last_update_time = Common::Timer::GetCurrentValue();
large_motor.source->UpdateMotorState(
large_motor.binding, small_motor.binding, large_or_single_motor_intensity, small_motor_intensity);
}
else
{
// update motors independently
if (large_motor.source && large_motor.last_intensity != large_or_single_motor_intensity)
{
large_motor.last_update_time = Common::Timer::GetCurrentValue();
large_motor.source->UpdateMotorState(large_motor.binding, large_or_single_motor_intensity);
}
if (small_motor.source && small_motor.last_intensity != small_motor_intensity)
{
small_motor.last_update_time = Common::Timer::GetCurrentValue();
small_motor.source->UpdateMotorState(small_motor.binding, small_motor_intensity);
}
}
large_motor.last_intensity = large_or_single_motor_intensity;
small_motor.last_intensity = small_motor_intensity;
}
}
void InputManager::PauseVibration()
{
for (PadVibrationBinding& binding : s_pad_vibration_array)
{
for (u32 motor_index = 0; motor_index < MAX_MOTORS_PER_PAD; motor_index++)
{
PadVibrationBinding::Motor& motor = binding.motors[motor_index];
if (!motor.source || motor.last_intensity == 0.0f)
continue;
// we deliberately don't zero the intensity here, so it can resume later
motor.last_update_time = 0;
motor.source->UpdateMotorState(motor.binding, 0.0f);
}
}
}
void InputManager::UpdateContinuedVibration()
{
// update vibration intensities, so if the game does a long effect, it continues
const u64 current_time = Common::Timer::GetCurrentValue();
for (PadVibrationBinding& pad : s_pad_vibration_array)
{
if (pad.AreMotorsCombined())
{
// motors are combined
PadVibrationBinding::Motor& large_motor = pad.motors[0];
if (!large_motor.source)
continue;
// so only check the first one
const double dt = Common::Timer::ConvertValueToSeconds(current_time - large_motor.last_update_time);
if (dt < VIBRATION_UPDATE_INTERVAL_SECONDS)
continue;
// but take max of both motors for the intensity
const float intensity = pad.GetCombinedIntensity();
if (intensity == 0.0f)
continue;
large_motor.last_update_time = current_time;
large_motor.source->UpdateMotorState(large_motor.binding, intensity);
}
else
{
// independent motor control
for (u32 i = 0; i < MAX_MOTORS_PER_PAD; i++)
{
PadVibrationBinding::Motor& motor = pad.motors[i];
if (!motor.source || motor.last_intensity == 0.0f)
continue;
const double dt = Common::Timer::ConvertValueToSeconds(current_time - motor.last_update_time);
if (dt < VIBRATION_UPDATE_INTERVAL_SECONDS)
continue;
// re-notify the source of the continued effect
motor.last_update_time = current_time;
motor.source->UpdateMotorState(motor.binding, motor.last_intensity);
}
}
}
}
// ------------------------------------------------------------------------
// Hooks/Event Intercepting
// ------------------------------------------------------------------------
void InputManager::SetHook(InputInterceptHook::Callback callback)
{
std::unique_lock<std::mutex> lock(m_event_intercept_mutex);
pxAssert(!m_event_intercept_callback);
m_event_intercept_callback = std::move(callback);
}
void InputManager::RemoveHook()
{
std::unique_lock<std::mutex> lock(m_event_intercept_mutex);
if (m_event_intercept_callback)
m_event_intercept_callback = {};
}
bool InputManager::HasHook()
{
std::unique_lock<std::mutex> lock(m_event_intercept_mutex);
return (bool)m_event_intercept_callback;
}
bool InputManager::DoEventHook(InputBindingKey key, float value)
{
std::unique_lock<std::mutex> lock(m_event_intercept_mutex);
if (!m_event_intercept_callback)
return false;
const InputInterceptHook::CallbackResult action = m_event_intercept_callback(key, value);
if (action >= InputInterceptHook::CallbackResult::RemoveHookAndStopProcessingEvent)
m_event_intercept_callback = {};
return (action == InputInterceptHook::CallbackResult::RemoveHookAndStopProcessingEvent ||
action == InputInterceptHook::CallbackResult::StopProcessingEvent);
}
// ------------------------------------------------------------------------
// Binding Updater
// ------------------------------------------------------------------------
void InputManager::ReloadBindings(SettingsInterface& si, SettingsInterface& binding_si)
{
PauseVibration();
std::unique_lock lock(s_binding_map_write_lock);
s_binding_map.clear();
s_pad_vibration_array.clear();
s_keyboard_event_callbacks.clear();
s_pointer_move_callbacks.clear();
// Hotkeys use the base configuration, except if the custom hotkeys option is enabled.
const bool use_profile_hotkeys = si.GetBoolValue("Pad", "UseProfileHotkeyBindings", false);
AddHotkeyBindings(use_profile_hotkeys ? binding_si : si);
// If there's an input profile, we load pad bindings from it alone, rather than
// falling back to the base configuration.
for (u32 pad = 0; pad < Pad::NUM_CONTROLLER_PORTS; pad++)
AddPadBindings(binding_si, pad);
constexpr float ui_ctrl_range = 100.0f;
constexpr float pointer_sensitivity = 0.05f;
for (u32 axis = 0; axis <= static_cast<u32>(InputPointerAxis::Y); axis++)
{
s_pointer_axis_speed[axis] = si.GetFloatValue("Pad", fmt::format("Pointer{}Speed", s_pointer_axis_names[axis]).c_str(), 40.0f) /
ui_ctrl_range * pointer_sensitivity;
s_pointer_axis_dead_zone[axis] = std::min(
si.GetFloatValue("Pad", fmt::format("Pointer{}DeadZone", s_pointer_axis_names[axis]).c_str(), 20.0f) / ui_ctrl_range, 1.0f);
s_pointer_axis_range[axis] = 1.0f - s_pointer_axis_dead_zone[axis];
}
s_pointer_inertia = si.GetFloatValue("Pad", "PointerInertia", 10.0f) / ui_ctrl_range;
s_pointer_pos = {};
for (u32 port = 0; port < USB::NUM_PORTS; port++)
AddUSBBindings(binding_si, port);
UpdateHostMouseMode();
}
void InputManager::UpdateHostMouseMode()
{
// Check for relative mode bindings, and enable if there's anything using it.
bool has_relative_mode_bindings = !s_pointer_move_callbacks.empty();
if (!has_relative_mode_bindings)
{
for (const auto& it : s_binding_map)
{
const InputBindingKey& key = it.first;
if (key.source_type == InputSourceType::Pointer && key.source_subtype == InputSubclass::PointerAxis &&
key.data >= static_cast<u32>(InputPointerAxis::X) && key.data <= static_cast<u32>(InputPointerAxis::Y))
{
has_relative_mode_bindings = true;
break;
}
}
}
const bool has_software_cursor = ImGuiManager::HasSoftwareCursor(0);
Host::SetMouseMode(has_relative_mode_bindings, has_relative_mode_bindings || has_software_cursor);
}
// ------------------------------------------------------------------------
// Source Management
// ------------------------------------------------------------------------
bool InputManager::ReloadDevices()
{
bool changed = false;
for (u32 i = FIRST_EXTERNAL_INPUT_SOURCE; i < LAST_EXTERNAL_INPUT_SOURCE; i++)
{
if (s_input_sources[i])
changed |= s_input_sources[i]->ReloadDevices();
}
return changed;
}
void InputManager::CloseSources()
{
for (u32 i = FIRST_EXTERNAL_INPUT_SOURCE; i < LAST_EXTERNAL_INPUT_SOURCE; i++)
{
if (s_input_sources[i])
{
s_input_sources[i]->Shutdown();
s_input_sources[i].reset();
}
}
}
void InputManager::PollSources()
{
for (u32 i = FIRST_EXTERNAL_INPUT_SOURCE; i < LAST_EXTERNAL_INPUT_SOURCE; i++)
{
if (s_input_sources[i])
s_input_sources[i]->PollEvents();
}
GenerateRelativeMouseEvents();
if (VMManager::GetState() == VMState::Running && !s_pad_vibration_array.empty())
UpdateContinuedVibration();
}
std::vector<std::pair<std::string, std::string>> InputManager::EnumerateDevices()
{
std::vector<std::pair<std::string, std::string>> ret;
ret.emplace_back("Keyboard", "Keyboard");
ret.emplace_back("Mouse", "Mouse");
for (u32 i = FIRST_EXTERNAL_INPUT_SOURCE; i < LAST_EXTERNAL_INPUT_SOURCE; i++)
{
if (s_input_sources[i])
{
std::vector<std::pair<std::string, std::string>> devs(s_input_sources[i]->EnumerateDevices());
if (ret.empty())
ret = std::move(devs);
else
std::move(devs.begin(), devs.end(), std::back_inserter(ret));
}
}
return ret;
}
std::vector<InputBindingKey> InputManager::EnumerateMotors()
{
std::vector<InputBindingKey> ret;
for (u32 i = FIRST_EXTERNAL_INPUT_SOURCE; i < LAST_EXTERNAL_INPUT_SOURCE; i++)
{
if (s_input_sources[i])
{
std::vector<InputBindingKey> devs(s_input_sources[i]->EnumerateMotors());
if (ret.empty())
ret = std::move(devs);
else
std::move(devs.begin(), devs.end(), std::back_inserter(ret));
}
}
return ret;
}
static void GetKeyboardGenericBindingMapping(std::vector<std::pair<GenericInputBinding, std::string>>* mapping)
{
mapping->emplace_back(GenericInputBinding::DPadUp, "Keyboard/Up");
mapping->emplace_back(GenericInputBinding::DPadRight, "Keyboard/Right");
mapping->emplace_back(GenericInputBinding::DPadDown, "Keyboard/Down");
mapping->emplace_back(GenericInputBinding::DPadLeft, "Keyboard/Left");
mapping->emplace_back(GenericInputBinding::LeftStickUp, "Keyboard/W");
mapping->emplace_back(GenericInputBinding::LeftStickRight, "Keyboard/D");
mapping->emplace_back(GenericInputBinding::LeftStickDown, "Keyboard/S");
mapping->emplace_back(GenericInputBinding::LeftStickLeft, "Keyboard/A");
mapping->emplace_back(GenericInputBinding::RightStickUp, "Keyboard/T");
mapping->emplace_back(GenericInputBinding::RightStickRight, "Keyboard/H");
mapping->emplace_back(GenericInputBinding::RightStickDown, "Keyboard/G");
mapping->emplace_back(GenericInputBinding::RightStickLeft, "Keyboard/F");
mapping->emplace_back(GenericInputBinding::Start, "Keyboard/Return");
mapping->emplace_back(GenericInputBinding::Select, "Keyboard/Backspace");
mapping->emplace_back(GenericInputBinding::Triangle, "Keyboard/I");
mapping->emplace_back(GenericInputBinding::Circle, "Keyboard/L");
mapping->emplace_back(GenericInputBinding::Cross, "Keyboard/K");
mapping->emplace_back(GenericInputBinding::Square, "Keyboard/J");
mapping->emplace_back(GenericInputBinding::L1, "Keyboard/Q");
mapping->emplace_back(GenericInputBinding::L2, "Keyboard/1");
mapping->emplace_back(GenericInputBinding::L3, "Keyboard/2");
mapping->emplace_back(GenericInputBinding::R1, "Keyboard/E");
mapping->emplace_back(GenericInputBinding::R2, "Keyboard/3");
mapping->emplace_back(GenericInputBinding::R3, "Keyboard/4");
}
static bool GetInternalGenericBindingMapping(const std::string_view& device, InputManager::GenericInputBindingMapping* mapping)
{
if (device == "Keyboard")
{
GetKeyboardGenericBindingMapping(mapping);
return true;
}
return false;
}
InputManager::GenericInputBindingMapping InputManager::GetGenericBindingMapping(const std::string_view& device)
{
GenericInputBindingMapping mapping;
if (!GetInternalGenericBindingMapping(device, &mapping))
{
for (u32 i = FIRST_EXTERNAL_INPUT_SOURCE; i < LAST_EXTERNAL_INPUT_SOURCE; i++)
{
if (s_input_sources[i] && s_input_sources[i]->GetGenericBindingMapping(device, &mapping))
break;
}
}
return mapping;
}
bool InputManager::IsInputSourceEnabled(SettingsInterface& si, InputSourceType type)
{
return si.GetBoolValue("InputSources", InputManager::InputSourceToString(type), InputManager::GetInputSourceDefaultEnabled(type));
}
template <typename T>
void InputManager::UpdateInputSourceState(SettingsInterface& si, std::unique_lock<std::mutex>& settings_lock, InputSourceType type)
{
const bool enabled = IsInputSourceEnabled(si, type);
if (enabled)
{
if (s_input_sources[static_cast<u32>(type)])
{
s_input_sources[static_cast<u32>(type)]->UpdateSettings(si, settings_lock);
}
else
{
std::unique_ptr<InputSource> source = std::make_unique<T>();
if (!source->Initialize(si, settings_lock))
{
Console.Error("(InputManager) Source '%s' failed to initialize.", InputSourceToString(type));
return;
}
s_input_sources[static_cast<u32>(type)] = std::move(source);
}
}
else
{
if (s_input_sources[static_cast<u32>(type)])
{
s_input_sources[static_cast<u32>(type)]->Shutdown();
s_input_sources[static_cast<u32>(type)].reset();
}
}
}
#ifdef _WIN32
#include "Input/DInputSource.h"
#include "Input/XInputSource.h"
#endif
#ifdef SDL_BUILD
#include "Input/SDLInputSource.h"
#endif
void InputManager::ReloadSources(SettingsInterface& si, std::unique_lock<std::mutex>& settings_lock)
{
#ifdef _WIN32
UpdateInputSourceState<DInputSource>(si, settings_lock, InputSourceType::DInput);
UpdateInputSourceState<XInputSource>(si, settings_lock, InputSourceType::XInput);
#endif
#ifdef SDL_BUILD
UpdateInputSourceState<SDLInputSource>(si, settings_lock, InputSourceType::SDL);
#endif
}