ce16653cc8
* Implement the basics of controller auto mapping. From testing doesn't currenlty work. Opening the controller requires the device index, but it is only known and guaranteed at boot time or when a controller is connected. * Use the SDL_INIT_GAMECONTROLLER flag to initialize the controller subsystem. It automatically initializes the joystick subsystem too, so SDL_INIT_JOYSTICK is not needed. * Implement the SDLGameController class to handle open game controllers. Based on the SDLJoystick implementation. * Address review comments * Changes SDLJoystick and SDLGameController to use a custom default constructible destructor, to improve readability. The only deleters used previously were SDL_JoystickClose and SDL_GameControllerClose, respectively, plus null lambdas. Given that both SDL functions accept null pointers with just an early return, this should be functionally the same. with just an early return * warn the user when a controller mapping is not found * Get axis direction and threshold from SDL_ExtendedGameControllerBind * Reject analog bind if it's not axis, for the couple of examples present in SDL2.0.10's db. Also add SDL_CONTROLLER_BINDTYPE_NONE for the button bind switch, with a better log message. * sdl_impl.cpp: Log the error returned by SDL_GetError upon failure to open joystick * sdl: only use extended binding on SDL2.0.6 and up * sdl_impl.cpp: minor changes
82 lines
2.8 KiB
C++
82 lines
2.8 KiB
C++
// Copyright 2018 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include <atomic>
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#include <memory>
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#include <thread>
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#include "common/threadsafe_queue.h"
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#include "core/settings.h"
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#include "input_common/sdl/sdl.h"
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union SDL_Event;
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using SDL_Joystick = struct _SDL_Joystick;
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using SDL_JoystickID = s32;
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using SDL_GameController = struct _SDL_GameController;
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namespace InputCommon::SDL {
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class SDLJoystick;
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class SDLGameController;
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class SDLButtonFactory;
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class SDLAnalogFactory;
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class SDLState : public State {
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public:
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/// Initializes and registers SDL device factories
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SDLState();
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/// Unregisters SDL device factories and shut them down.
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~SDLState() override;
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/// Handle SDL_Events for joysticks from SDL_PollEvent
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void HandleGameControllerEvent(const SDL_Event& event);
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std::shared_ptr<SDLJoystick> GetSDLJoystickBySDLID(SDL_JoystickID sdl_id);
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std::shared_ptr<SDLJoystick> GetSDLJoystickByGUID(const std::string& guid, int port);
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std::shared_ptr<SDLGameController> GetSDLGameControllerByGUID(const std::string& guid,
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int port);
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Common::ParamPackage GetSDLControllerButtonBindByGUID(const std::string& guid, int port,
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Settings::NativeButton::Values button);
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Common::ParamPackage GetSDLControllerAnalogBindByGUID(const std::string& guid, int port,
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Settings::NativeAnalog::Values analog);
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/// Get all DevicePoller that use the SDL backend for a specific device type
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Pollers GetPollers(Polling::DeviceType type) override;
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/// Used by the Pollers during config
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std::atomic<bool> polling = false;
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Common::SPSCQueue<SDL_Event> event_queue;
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private:
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void InitJoystick(int joystick_index);
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void CloseJoystick(SDL_Joystick* sdl_joystick);
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void InitGameController(int joystick_index);
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void CloseGameController(SDL_GameController* sdl_controller);
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/// Needs to be called before SDL_QuitSubSystem.
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void CloseJoysticks();
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void CloseGameControllers();
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/// Map of GUID of a list of corresponding virtual Joysticks
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std::unordered_map<std::string, std::vector<std::shared_ptr<SDLJoystick>>> joystick_map;
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std::mutex joystick_map_mutex;
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/// Map of GUID of a list of corresponding virtual Controllers
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std::unordered_map<std::string, std::vector<std::shared_ptr<SDLGameController>>> controller_map;
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std::mutex controller_map_mutex;
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std::shared_ptr<SDLButtonFactory> button_factory;
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std::shared_ptr<SDLAnalogFactory> analog_factory;
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bool start_thread = false;
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std::atomic<bool> initialized = false;
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std::thread poll_thread;
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};
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} // namespace InputCommon::SDL
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