suyu/src/input_common/sdl/sdl_impl.cpp
Morph 30e0d1c973 controllers/npad: Remove the old vibration filter
Previously we used a vibration filter that filters out amplitudes close to each other. It turns out there are cases where this results into vibrations that are too inaccurate. Remove this and move the 100Hz vibration filter (Only allowing a maximum of 100 vibrations per second) from sdl_impl to npad when enable_accurate_vibrations is set to false.
2020-11-15 23:33:21 -05:00

1158 lines
42 KiB
C++

// Copyright 2018 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <algorithm>
#include <array>
#include <atomic>
#include <chrono>
#include <cmath>
#include <functional>
#include <mutex>
#include <optional>
#include <sstream>
#include <string>
#include <thread>
#include <tuple>
#include <unordered_map>
#include <utility>
#include <vector>
#include <SDL.h>
#include "common/logging/log.h"
#include "common/param_package.h"
#include "common/threadsafe_queue.h"
#include "core/frontend/input.h"
#include "input_common/motion_input.h"
#include "input_common/sdl/sdl_impl.h"
#include "input_common/settings.h"
namespace InputCommon::SDL {
namespace {
std::string GetGUID(SDL_Joystick* joystick) {
const SDL_JoystickGUID guid = SDL_JoystickGetGUID(joystick);
char guid_str[33];
SDL_JoystickGetGUIDString(guid, guid_str, sizeof(guid_str));
return guid_str;
}
/// Creates a ParamPackage from an SDL_Event that can directly be used to create a ButtonDevice
Common::ParamPackage SDLEventToButtonParamPackage(SDLState& state, const SDL_Event& event);
} // Anonymous namespace
static int SDLEventWatcher(void* user_data, SDL_Event* event) {
auto* const sdl_state = static_cast<SDLState*>(user_data);
// Don't handle the event if we are configuring
if (sdl_state->polling) {
sdl_state->event_queue.Push(*event);
} else {
sdl_state->HandleGameControllerEvent(*event);
}
return 0;
}
class SDLJoystick {
public:
SDLJoystick(std::string guid_, int port_, SDL_Joystick* joystick,
SDL_GameController* game_controller)
: guid{std::move(guid_)}, port{port_}, sdl_joystick{joystick, &SDL_JoystickClose},
sdl_controller{game_controller, &SDL_GameControllerClose} {}
void SetButton(int button, bool value) {
std::lock_guard lock{mutex};
state.buttons.insert_or_assign(button, value);
}
bool GetButton(int button) const {
std::lock_guard lock{mutex};
return state.buttons.at(button);
}
void SetAxis(int axis, Sint16 value) {
std::lock_guard lock{mutex};
state.axes.insert_or_assign(axis, value);
}
float GetAxis(int axis, float range) const {
std::lock_guard lock{mutex};
return static_cast<float>(state.axes.at(axis)) / (32767.0f * range);
}
bool RumblePlay(u16 amp_low, u16 amp_high) {
if (sdl_controller) {
return SDL_GameControllerRumble(sdl_controller.get(), amp_low, amp_high, 0) == 0;
} else if (sdl_joystick) {
return SDL_JoystickRumble(sdl_joystick.get(), amp_low, amp_high, 0) == 0;
}
return false;
}
std::tuple<float, float> GetAnalog(int axis_x, int axis_y, float range) const {
float x = GetAxis(axis_x, range);
float y = GetAxis(axis_y, range);
y = -y; // 3DS uses an y-axis inverse from SDL
// Make sure the coordinates are in the unit circle,
// otherwise normalize it.
float r = x * x + y * y;
if (r > 1.0f) {
r = std::sqrt(r);
x /= r;
y /= r;
}
return std::make_tuple(x, y);
}
const MotionInput& GetMotion() const {
return motion;
}
void SetHat(int hat, Uint8 direction) {
std::lock_guard lock{mutex};
state.hats.insert_or_assign(hat, direction);
}
bool GetHatDirection(int hat, Uint8 direction) const {
std::lock_guard lock{mutex};
return (state.hats.at(hat) & direction) != 0;
}
/**
* The guid of the joystick
*/
const std::string& GetGUID() const {
return guid;
}
/**
* The number of joystick from the same type that were connected before this joystick
*/
int GetPort() const {
return port;
}
SDL_Joystick* GetSDLJoystick() const {
return sdl_joystick.get();
}
SDL_GameController* GetSDLGameController() const {
return sdl_controller.get();
}
void SetSDLJoystick(SDL_Joystick* joystick, SDL_GameController* controller) {
sdl_joystick.reset(joystick);
sdl_controller.reset(controller);
}
private:
struct State {
std::unordered_map<int, bool> buttons;
std::unordered_map<int, Sint16> axes;
std::unordered_map<int, Uint8> hats;
} state;
std::string guid;
int port;
std::unique_ptr<SDL_Joystick, decltype(&SDL_JoystickClose)> sdl_joystick;
std::unique_ptr<SDL_GameController, decltype(&SDL_GameControllerClose)> sdl_controller;
mutable std::mutex mutex;
// Motion is initialized without PID values as motion input is not aviable for SDL2
MotionInput motion{0.0f, 0.0f, 0.0f};
};
std::shared_ptr<SDLJoystick> SDLState::GetSDLJoystickByGUID(const std::string& guid, int port) {
std::lock_guard lock{joystick_map_mutex};
const auto it = joystick_map.find(guid);
if (it != joystick_map.end()) {
while (it->second.size() <= static_cast<std::size_t>(port)) {
auto joystick = std::make_shared<SDLJoystick>(guid, static_cast<int>(it->second.size()),
nullptr, nullptr);
it->second.emplace_back(std::move(joystick));
}
return it->second[static_cast<std::size_t>(port)];
}
auto joystick = std::make_shared<SDLJoystick>(guid, 0, nullptr, nullptr);
return joystick_map[guid].emplace_back(std::move(joystick));
}
std::shared_ptr<SDLJoystick> SDLState::GetSDLJoystickBySDLID(SDL_JoystickID sdl_id) {
auto sdl_joystick = SDL_JoystickFromInstanceID(sdl_id);
const std::string guid = GetGUID(sdl_joystick);
std::lock_guard lock{joystick_map_mutex};
const auto map_it = joystick_map.find(guid);
if (map_it == joystick_map.end()) {
return nullptr;
}
const auto vec_it = std::find_if(map_it->second.begin(), map_it->second.end(),
[&sdl_joystick](const auto& joystick) {
return joystick->GetSDLJoystick() == sdl_joystick;
});
if (vec_it == map_it->second.end()) {
return nullptr;
}
return *vec_it;
}
void SDLState::InitJoystick(int joystick_index) {
SDL_Joystick* sdl_joystick = SDL_JoystickOpen(joystick_index);
SDL_GameController* sdl_gamecontroller = nullptr;
if (SDL_IsGameController(joystick_index)) {
sdl_gamecontroller = SDL_GameControllerOpen(joystick_index);
}
if (!sdl_joystick) {
LOG_ERROR(Input, "Failed to open joystick {}", joystick_index);
return;
}
const std::string guid = GetGUID(sdl_joystick);
std::lock_guard lock{joystick_map_mutex};
if (joystick_map.find(guid) == joystick_map.end()) {
auto joystick = std::make_shared<SDLJoystick>(guid, 0, sdl_joystick, sdl_gamecontroller);
joystick_map[guid].emplace_back(std::move(joystick));
return;
}
auto& joystick_guid_list = joystick_map[guid];
const auto joystick_it =
std::find_if(joystick_guid_list.begin(), joystick_guid_list.end(),
[](const auto& joystick) { return !joystick->GetSDLJoystick(); });
if (joystick_it != joystick_guid_list.end()) {
(*joystick_it)->SetSDLJoystick(sdl_joystick, sdl_gamecontroller);
return;
}
const int port = static_cast<int>(joystick_guid_list.size());
auto joystick = std::make_shared<SDLJoystick>(guid, port, sdl_joystick, sdl_gamecontroller);
joystick_guid_list.emplace_back(std::move(joystick));
}
void SDLState::CloseJoystick(SDL_Joystick* sdl_joystick) {
const std::string guid = GetGUID(sdl_joystick);
std::lock_guard lock{joystick_map_mutex};
// This call to guid is safe since the joystick is guaranteed to be in the map
const auto& joystick_guid_list = joystick_map[guid];
const auto joystick_it = std::find_if(joystick_guid_list.begin(), joystick_guid_list.end(),
[&sdl_joystick](const auto& joystick) {
return joystick->GetSDLJoystick() == sdl_joystick;
});
(*joystick_it)->SetSDLJoystick(nullptr, nullptr);
}
void SDLState::HandleGameControllerEvent(const SDL_Event& event) {
switch (event.type) {
case SDL_JOYBUTTONUP: {
if (auto joystick = GetSDLJoystickBySDLID(event.jbutton.which)) {
joystick->SetButton(event.jbutton.button, false);
}
break;
}
case SDL_JOYBUTTONDOWN: {
if (auto joystick = GetSDLJoystickBySDLID(event.jbutton.which)) {
joystick->SetButton(event.jbutton.button, true);
}
break;
}
case SDL_JOYHATMOTION: {
if (auto joystick = GetSDLJoystickBySDLID(event.jhat.which)) {
joystick->SetHat(event.jhat.hat, event.jhat.value);
}
break;
}
case SDL_JOYAXISMOTION: {
if (auto joystick = GetSDLJoystickBySDLID(event.jaxis.which)) {
joystick->SetAxis(event.jaxis.axis, event.jaxis.value);
}
break;
}
case SDL_JOYDEVICEREMOVED:
LOG_DEBUG(Input, "Controller removed with Instance_ID {}", event.jdevice.which);
CloseJoystick(SDL_JoystickFromInstanceID(event.jdevice.which));
break;
case SDL_JOYDEVICEADDED:
LOG_DEBUG(Input, "Controller connected with device index {}", event.jdevice.which);
InitJoystick(event.jdevice.which);
break;
}
}
void SDLState::CloseJoysticks() {
std::lock_guard lock{joystick_map_mutex};
joystick_map.clear();
}
class SDLButton final : public Input::ButtonDevice {
public:
explicit SDLButton(std::shared_ptr<SDLJoystick> joystick_, int button_)
: joystick(std::move(joystick_)), button(button_) {}
bool GetStatus() const override {
return joystick->GetButton(button);
}
private:
std::shared_ptr<SDLJoystick> joystick;
int button;
};
class SDLDirectionButton final : public Input::ButtonDevice {
public:
explicit SDLDirectionButton(std::shared_ptr<SDLJoystick> joystick_, int hat_, Uint8 direction_)
: joystick(std::move(joystick_)), hat(hat_), direction(direction_) {}
bool GetStatus() const override {
return joystick->GetHatDirection(hat, direction);
}
private:
std::shared_ptr<SDLJoystick> joystick;
int hat;
Uint8 direction;
};
class SDLAxisButton final : public Input::ButtonDevice {
public:
explicit SDLAxisButton(std::shared_ptr<SDLJoystick> joystick_, int axis_, float threshold_,
bool trigger_if_greater_)
: joystick(std::move(joystick_)), axis(axis_), threshold(threshold_),
trigger_if_greater(trigger_if_greater_) {}
bool GetStatus() const override {
const float axis_value = joystick->GetAxis(axis, 1.0f);
if (trigger_if_greater) {
return axis_value > threshold;
}
return axis_value < threshold;
}
private:
std::shared_ptr<SDLJoystick> joystick;
int axis;
float threshold;
bool trigger_if_greater;
};
class SDLAnalog final : public Input::AnalogDevice {
public:
explicit SDLAnalog(std::shared_ptr<SDLJoystick> joystick_, int axis_x_, int axis_y_,
float deadzone_, float range_)
: joystick(std::move(joystick_)), axis_x(axis_x_), axis_y(axis_y_), deadzone(deadzone_),
range(range_) {}
std::tuple<float, float> GetStatus() const override {
const auto [x, y] = joystick->GetAnalog(axis_x, axis_y, range);
const float r = std::sqrt((x * x) + (y * y));
if (r > deadzone) {
return std::make_tuple(x / r * (r - deadzone) / (1 - deadzone),
y / r * (r - deadzone) / (1 - deadzone));
}
return {};
}
bool GetAnalogDirectionStatus(Input::AnalogDirection direction) const override {
const auto [x, y] = GetStatus();
const float directional_deadzone = 0.5f;
switch (direction) {
case Input::AnalogDirection::RIGHT:
return x > directional_deadzone;
case Input::AnalogDirection::LEFT:
return x < -directional_deadzone;
case Input::AnalogDirection::UP:
return y > directional_deadzone;
case Input::AnalogDirection::DOWN:
return y < -directional_deadzone;
}
return false;
}
private:
std::shared_ptr<SDLJoystick> joystick;
const int axis_x;
const int axis_y;
const float deadzone;
const float range;
};
class SDLVibration final : public Input::VibrationDevice {
public:
explicit SDLVibration(std::shared_ptr<SDLJoystick> joystick_)
: joystick(std::move(joystick_)) {}
u8 GetStatus() const override {
joystick->RumblePlay(1, 1);
return joystick->RumblePlay(0, 0);
}
bool SetRumblePlay(f32 amp_low, f32 freq_low, f32 amp_high, f32 freq_high) const override {
const auto process_amplitude = [](f32 amplitude) {
return static_cast<u16>(std::pow(amplitude, 0.5f) *
(3.0f - 2.0f * std::pow(amplitude, 0.15f)) * 0xFFFF);
};
const auto processed_amp_low = process_amplitude(amp_low);
const auto processed_amp_high = process_amplitude(amp_high);
return joystick->RumblePlay(processed_amp_low, processed_amp_high);
}
private:
std::shared_ptr<SDLJoystick> joystick;
};
class SDLDirectionMotion final : public Input::MotionDevice {
public:
explicit SDLDirectionMotion(std::shared_ptr<SDLJoystick> joystick_, int hat_, Uint8 direction_)
: joystick(std::move(joystick_)), hat(hat_), direction(direction_) {}
Input::MotionStatus GetStatus() const override {
if (joystick->GetHatDirection(hat, direction)) {
return joystick->GetMotion().GetRandomMotion(2, 6);
}
return joystick->GetMotion().GetRandomMotion(0, 0);
}
private:
std::shared_ptr<SDLJoystick> joystick;
int hat;
Uint8 direction;
};
class SDLAxisMotion final : public Input::MotionDevice {
public:
explicit SDLAxisMotion(std::shared_ptr<SDLJoystick> joystick_, int axis_, float threshold_,
bool trigger_if_greater_)
: joystick(std::move(joystick_)), axis(axis_), threshold(threshold_),
trigger_if_greater(trigger_if_greater_) {}
Input::MotionStatus GetStatus() const override {
const float axis_value = joystick->GetAxis(axis, 1.0f);
bool trigger = axis_value < threshold;
if (trigger_if_greater) {
trigger = axis_value > threshold;
}
if (trigger) {
return joystick->GetMotion().GetRandomMotion(2, 6);
}
return joystick->GetMotion().GetRandomMotion(0, 0);
}
private:
std::shared_ptr<SDLJoystick> joystick;
int axis;
float threshold;
bool trigger_if_greater;
};
class SDLButtonMotion final : public Input::MotionDevice {
public:
explicit SDLButtonMotion(std::shared_ptr<SDLJoystick> joystick_, int button_)
: joystick(std::move(joystick_)), button(button_) {}
Input::MotionStatus GetStatus() const override {
if (joystick->GetButton(button)) {
return joystick->GetMotion().GetRandomMotion(2, 6);
}
return joystick->GetMotion().GetRandomMotion(0, 0);
}
private:
std::shared_ptr<SDLJoystick> joystick;
int button;
};
/// A button device factory that creates button devices from SDL joystick
class SDLButtonFactory final : public Input::Factory<Input::ButtonDevice> {
public:
explicit SDLButtonFactory(SDLState& state_) : state(state_) {}
/**
* Creates a button device from a joystick button
* @param params contains parameters for creating the device:
* - "guid": the guid of the joystick to bind
* - "port": the nth joystick of the same type to bind
* - "button"(optional): the index of the button to bind
* - "hat"(optional): the index of the hat to bind as direction buttons
* - "axis"(optional): the index of the axis to bind
* - "direction"(only used for hat): the direction name of the hat to bind. Can be "up",
* "down", "left" or "right"
* - "threshold"(only used for axis): a float value in (-1.0, 1.0) which the button is
* triggered if the axis value crosses
* - "direction"(only used for axis): "+" means the button is triggered when the axis
* value is greater than the threshold; "-" means the button is triggered when the axis
* value is smaller than the threshold
*/
std::unique_ptr<Input::ButtonDevice> Create(const Common::ParamPackage& params) override {
const std::string guid = params.Get("guid", "0");
const int port = params.Get("port", 0);
auto joystick = state.GetSDLJoystickByGUID(guid, port);
if (params.Has("hat")) {
const int hat = params.Get("hat", 0);
const std::string direction_name = params.Get("direction", "");
Uint8 direction;
if (direction_name == "up") {
direction = SDL_HAT_UP;
} else if (direction_name == "down") {
direction = SDL_HAT_DOWN;
} else if (direction_name == "left") {
direction = SDL_HAT_LEFT;
} else if (direction_name == "right") {
direction = SDL_HAT_RIGHT;
} else {
direction = 0;
}
// This is necessary so accessing GetHat with hat won't crash
joystick->SetHat(hat, SDL_HAT_CENTERED);
return std::make_unique<SDLDirectionButton>(joystick, hat, direction);
}
if (params.Has("axis")) {
const int axis = params.Get("axis", 0);
const float threshold = params.Get("threshold", 0.5f);
const std::string direction_name = params.Get("direction", "");
bool trigger_if_greater;
if (direction_name == "+") {
trigger_if_greater = true;
} else if (direction_name == "-") {
trigger_if_greater = false;
} else {
trigger_if_greater = true;
LOG_ERROR(Input, "Unknown direction {}", direction_name);
}
// This is necessary so accessing GetAxis with axis won't crash
joystick->SetAxis(axis, 0);
return std::make_unique<SDLAxisButton>(joystick, axis, threshold, trigger_if_greater);
}
const int button = params.Get("button", 0);
// This is necessary so accessing GetButton with button won't crash
joystick->SetButton(button, false);
return std::make_unique<SDLButton>(joystick, button);
}
private:
SDLState& state;
};
/// An analog device factory that creates analog devices from SDL joystick
class SDLAnalogFactory final : public Input::Factory<Input::AnalogDevice> {
public:
explicit SDLAnalogFactory(SDLState& state_) : state(state_) {}
/**
* Creates an analog device from joystick axes
* @param params contains parameters for creating the device:
* - "guid": the guid of the joystick to bind
* - "port": the nth joystick of the same type
* - "axis_x": the index of the axis to be bind as x-axis
* - "axis_y": the index of the axis to be bind as y-axis
*/
std::unique_ptr<Input::AnalogDevice> Create(const Common::ParamPackage& params) override {
const std::string guid = params.Get("guid", "0");
const int port = params.Get("port", 0);
const int axis_x = params.Get("axis_x", 0);
const int axis_y = params.Get("axis_y", 1);
const float deadzone = std::clamp(params.Get("deadzone", 0.0f), 0.0f, 1.0f);
const float range = std::clamp(params.Get("range", 1.0f), 0.50f, 1.50f);
auto joystick = state.GetSDLJoystickByGUID(guid, port);
// This is necessary so accessing GetAxis with axis_x and axis_y won't crash
joystick->SetAxis(axis_x, 0);
joystick->SetAxis(axis_y, 0);
return std::make_unique<SDLAnalog>(joystick, axis_x, axis_y, deadzone, range);
}
private:
SDLState& state;
};
/// An vibration device factory that creates vibration devices from SDL joystick
class SDLVibrationFactory final : public Input::Factory<Input::VibrationDevice> {
public:
explicit SDLVibrationFactory(SDLState& state_) : state(state_) {}
/**
* Creates a vibration device from a joystick
* @param params contains parameters for creating the device:
* - "guid": the guid of the joystick to bind
* - "port": the nth joystick of the same type
*/
std::unique_ptr<Input::VibrationDevice> Create(const Common::ParamPackage& params) override {
const std::string guid = params.Get("guid", "0");
const int port = params.Get("port", 0);
return std::make_unique<SDLVibration>(state.GetSDLJoystickByGUID(guid, port));
}
private:
SDLState& state;
};
/// A motion device factory that creates motion devices from SDL joystick
class SDLMotionFactory final : public Input::Factory<Input::MotionDevice> {
public:
explicit SDLMotionFactory(SDLState& state_) : state(state_) {}
/**
* Creates motion device from joystick axes
* @param params contains parameters for creating the device:
* - "guid": the guid of the joystick to bind
* - "port": the nth joystick of the same type
*/
std::unique_ptr<Input::MotionDevice> Create(const Common::ParamPackage& params) override {
const std::string guid = params.Get("guid", "0");
const int port = params.Get("port", 0);
auto joystick = state.GetSDLJoystickByGUID(guid, port);
if (params.Has("hat")) {
const int hat = params.Get("hat", 0);
const std::string direction_name = params.Get("direction", "");
Uint8 direction;
if (direction_name == "up") {
direction = SDL_HAT_UP;
} else if (direction_name == "down") {
direction = SDL_HAT_DOWN;
} else if (direction_name == "left") {
direction = SDL_HAT_LEFT;
} else if (direction_name == "right") {
direction = SDL_HAT_RIGHT;
} else {
direction = 0;
}
// This is necessary so accessing GetHat with hat won't crash
joystick->SetHat(hat, SDL_HAT_CENTERED);
return std::make_unique<SDLDirectionMotion>(joystick, hat, direction);
}
if (params.Has("axis")) {
const int axis = params.Get("axis", 0);
const float threshold = params.Get("threshold", 0.5f);
const std::string direction_name = params.Get("direction", "");
bool trigger_if_greater;
if (direction_name == "+") {
trigger_if_greater = true;
} else if (direction_name == "-") {
trigger_if_greater = false;
} else {
trigger_if_greater = true;
LOG_ERROR(Input, "Unknown direction {}", direction_name);
}
// This is necessary so accessing GetAxis with axis won't crash
joystick->SetAxis(axis, 0);
return std::make_unique<SDLAxisMotion>(joystick, axis, threshold, trigger_if_greater);
}
const int button = params.Get("button", 0);
// This is necessary so accessing GetButton with button won't crash
joystick->SetButton(button, false);
return std::make_unique<SDLButtonMotion>(joystick, button);
}
private:
SDLState& state;
};
SDLState::SDLState() {
using namespace Input;
button_factory = std::make_shared<SDLButtonFactory>(*this);
analog_factory = std::make_shared<SDLAnalogFactory>(*this);
vibration_factory = std::make_shared<SDLVibrationFactory>(*this);
motion_factory = std::make_shared<SDLMotionFactory>(*this);
RegisterFactory<ButtonDevice>("sdl", button_factory);
RegisterFactory<AnalogDevice>("sdl", analog_factory);
RegisterFactory<VibrationDevice>("sdl", vibration_factory);
RegisterFactory<MotionDevice>("sdl", motion_factory);
// If the frontend is going to manage the event loop, then we don't start one here
start_thread = SDL_WasInit(SDL_INIT_JOYSTICK) == 0;
if (start_thread && SDL_Init(SDL_INIT_JOYSTICK) < 0) {
LOG_CRITICAL(Input, "SDL_Init(SDL_INIT_JOYSTICK) failed with: {}", SDL_GetError());
return;
}
has_gamecontroller = SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER) != 0;
if (SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "1") == SDL_FALSE) {
LOG_ERROR(Input, "Failed to set hint for background events with: {}", SDL_GetError());
}
SDL_AddEventWatch(&SDLEventWatcher, this);
initialized = true;
if (start_thread) {
poll_thread = std::thread([this] {
using namespace std::chrono_literals;
while (initialized) {
SDL_PumpEvents();
std::this_thread::sleep_for(5ms);
}
});
}
// Because the events for joystick connection happens before we have our event watcher added, we
// can just open all the joysticks right here
for (int i = 0; i < SDL_NumJoysticks(); ++i) {
InitJoystick(i);
}
}
SDLState::~SDLState() {
using namespace Input;
UnregisterFactory<ButtonDevice>("sdl");
UnregisterFactory<AnalogDevice>("sdl");
UnregisterFactory<VibrationDevice>("sdl");
UnregisterFactory<MotionDevice>("sdl");
CloseJoysticks();
SDL_DelEventWatch(&SDLEventWatcher, this);
initialized = false;
if (start_thread) {
poll_thread.join();
SDL_QuitSubSystem(SDL_INIT_JOYSTICK);
}
}
std::vector<Common::ParamPackage> SDLState::GetInputDevices() {
std::scoped_lock lock(joystick_map_mutex);
std::vector<Common::ParamPackage> devices;
for (const auto& [key, value] : joystick_map) {
for (const auto& joystick : value) {
if (auto* const controller = joystick->GetSDLGameController()) {
std::string name =
fmt::format("{} {}", SDL_GameControllerName(controller), joystick->GetPort());
devices.emplace_back(Common::ParamPackage{
{"class", "sdl"},
{"display", std::move(name)},
{"guid", joystick->GetGUID()},
{"port", std::to_string(joystick->GetPort())},
});
} else if (auto* const joy = joystick->GetSDLJoystick()) {
std::string name = fmt::format("{} {}", SDL_JoystickName(joy), joystick->GetPort());
devices.emplace_back(Common::ParamPackage{
{"class", "sdl"},
{"display", std::move(name)},
{"guid", joystick->GetGUID()},
{"port", std::to_string(joystick->GetPort())},
});
}
}
}
return devices;
}
namespace {
Common::ParamPackage BuildAnalogParamPackageForButton(int port, std::string guid, s32 axis,
float value = 0.1f) {
Common::ParamPackage params({{"engine", "sdl"}});
params.Set("port", port);
params.Set("guid", std::move(guid));
params.Set("axis", axis);
if (value > 0) {
params.Set("direction", "+");
params.Set("threshold", "0.5");
} else {
params.Set("direction", "-");
params.Set("threshold", "-0.5");
}
return params;
}
Common::ParamPackage BuildButtonParamPackageForButton(int port, std::string guid, s32 button) {
Common::ParamPackage params({{"engine", "sdl"}});
params.Set("port", port);
params.Set("guid", std::move(guid));
params.Set("button", button);
return params;
}
Common::ParamPackage BuildHatParamPackageForButton(int port, std::string guid, s32 hat, s32 value) {
Common::ParamPackage params({{"engine", "sdl"}});
params.Set("port", port);
params.Set("guid", std::move(guid));
params.Set("hat", hat);
switch (value) {
case SDL_HAT_UP:
params.Set("direction", "up");
break;
case SDL_HAT_DOWN:
params.Set("direction", "down");
break;
case SDL_HAT_LEFT:
params.Set("direction", "left");
break;
case SDL_HAT_RIGHT:
params.Set("direction", "right");
break;
default:
return {};
}
return params;
}
Common::ParamPackage SDLEventToButtonParamPackage(SDLState& state, const SDL_Event& event) {
switch (event.type) {
case SDL_JOYAXISMOTION: {
if (const auto joystick = state.GetSDLJoystickBySDLID(event.jaxis.which)) {
return BuildAnalogParamPackageForButton(joystick->GetPort(), joystick->GetGUID(),
static_cast<s32>(event.jaxis.axis),
event.jaxis.value);
}
break;
}
case SDL_JOYBUTTONUP: {
if (const auto joystick = state.GetSDLJoystickBySDLID(event.jbutton.which)) {
return BuildButtonParamPackageForButton(joystick->GetPort(), joystick->GetGUID(),
static_cast<s32>(event.jbutton.button));
}
break;
}
case SDL_JOYHATMOTION: {
if (const auto joystick = state.GetSDLJoystickBySDLID(event.jhat.which)) {
return BuildHatParamPackageForButton(joystick->GetPort(), joystick->GetGUID(),
static_cast<s32>(event.jhat.hat),
static_cast<s32>(event.jhat.value));
}
break;
}
}
return {};
}
Common::ParamPackage SDLEventToMotionParamPackage(SDLState& state, const SDL_Event& event) {
switch (event.type) {
case SDL_JOYAXISMOTION: {
if (const auto joystick = state.GetSDLJoystickBySDLID(event.jaxis.which)) {
return BuildAnalogParamPackageForButton(joystick->GetPort(), joystick->GetGUID(),
static_cast<s32>(event.jaxis.axis),
event.jaxis.value);
}
break;
}
case SDL_JOYBUTTONUP: {
if (const auto joystick = state.GetSDLJoystickBySDLID(event.jbutton.which)) {
return BuildButtonParamPackageForButton(joystick->GetPort(), joystick->GetGUID(),
static_cast<s32>(event.jbutton.button));
}
break;
}
case SDL_JOYHATMOTION: {
if (const auto joystick = state.GetSDLJoystickBySDLID(event.jhat.which)) {
return BuildHatParamPackageForButton(joystick->GetPort(), joystick->GetGUID(),
static_cast<s32>(event.jhat.hat),
static_cast<s32>(event.jhat.value));
}
break;
}
}
return {};
}
Common::ParamPackage BuildParamPackageForBinding(int port, const std::string& guid,
const SDL_GameControllerButtonBind& binding) {
switch (binding.bindType) {
case SDL_CONTROLLER_BINDTYPE_AXIS:
return BuildAnalogParamPackageForButton(port, guid, binding.value.axis);
case SDL_CONTROLLER_BINDTYPE_BUTTON:
return BuildButtonParamPackageForButton(port, guid, binding.value.button);
case SDL_CONTROLLER_BINDTYPE_HAT:
return BuildHatParamPackageForButton(port, guid, binding.value.hat.hat,
binding.value.hat.hat_mask);
}
return {};
}
Common::ParamPackage BuildParamPackageForAnalog(int port, const std::string& guid, int axis_x,
int axis_y) {
Common::ParamPackage params;
params.Set("engine", "sdl");
params.Set("port", port);
params.Set("guid", guid);
params.Set("axis_x", axis_x);
params.Set("axis_y", axis_y);
return params;
}
} // Anonymous namespace
ButtonMapping SDLState::GetButtonMappingForDevice(const Common::ParamPackage& params) {
if (!params.Has("guid") || !params.Has("port")) {
return {};
}
const auto joystick = GetSDLJoystickByGUID(params.Get("guid", ""), params.Get("port", 0));
auto* controller = joystick->GetSDLGameController();
if (controller == nullptr) {
return {};
}
// This list is missing ZL/ZR since those are not considered buttons in SDL GameController.
// We will add those afterwards
// This list also excludes Screenshot since theres not really a mapping for that
using ButtonBindings =
std::array<std::pair<Settings::NativeButton::Values, SDL_GameControllerButton>, 17>;
static constexpr ButtonBindings switch_to_sdl_button{{
{Settings::NativeButton::A, SDL_CONTROLLER_BUTTON_B},
{Settings::NativeButton::B, SDL_CONTROLLER_BUTTON_A},
{Settings::NativeButton::X, SDL_CONTROLLER_BUTTON_Y},
{Settings::NativeButton::Y, SDL_CONTROLLER_BUTTON_X},
{Settings::NativeButton::LStick, SDL_CONTROLLER_BUTTON_LEFTSTICK},
{Settings::NativeButton::RStick, SDL_CONTROLLER_BUTTON_RIGHTSTICK},
{Settings::NativeButton::L, SDL_CONTROLLER_BUTTON_LEFTSHOULDER},
{Settings::NativeButton::R, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER},
{Settings::NativeButton::Plus, SDL_CONTROLLER_BUTTON_START},
{Settings::NativeButton::Minus, SDL_CONTROLLER_BUTTON_BACK},
{Settings::NativeButton::DLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT},
{Settings::NativeButton::DUp, SDL_CONTROLLER_BUTTON_DPAD_UP},
{Settings::NativeButton::DRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT},
{Settings::NativeButton::DDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN},
{Settings::NativeButton::SL, SDL_CONTROLLER_BUTTON_LEFTSHOULDER},
{Settings::NativeButton::SR, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER},
{Settings::NativeButton::Home, SDL_CONTROLLER_BUTTON_GUIDE},
}};
// Add the missing bindings for ZL/ZR
using ZBindings =
std::array<std::pair<Settings::NativeButton::Values, SDL_GameControllerAxis>, 2>;
static constexpr ZBindings switch_to_sdl_axis{{
{Settings::NativeButton::ZL, SDL_CONTROLLER_AXIS_TRIGGERLEFT},
{Settings::NativeButton::ZR, SDL_CONTROLLER_AXIS_TRIGGERRIGHT},
}};
ButtonMapping mapping;
mapping.reserve(switch_to_sdl_button.size() + switch_to_sdl_axis.size());
for (const auto& [switch_button, sdl_button] : switch_to_sdl_button) {
const auto& binding = SDL_GameControllerGetBindForButton(controller, sdl_button);
mapping.insert_or_assign(
switch_button,
BuildParamPackageForBinding(joystick->GetPort(), joystick->GetGUID(), binding));
}
for (const auto& [switch_button, sdl_axis] : switch_to_sdl_axis) {
const auto& binding = SDL_GameControllerGetBindForAxis(controller, sdl_axis);
mapping.insert_or_assign(
switch_button,
BuildParamPackageForBinding(joystick->GetPort(), joystick->GetGUID(), binding));
}
return mapping;
}
AnalogMapping SDLState::GetAnalogMappingForDevice(const Common::ParamPackage& params) {
if (!params.Has("guid") || !params.Has("port")) {
return {};
}
const auto joystick = GetSDLJoystickByGUID(params.Get("guid", ""), params.Get("port", 0));
auto* controller = joystick->GetSDLGameController();
if (controller == nullptr) {
return {};
}
AnalogMapping mapping = {};
const auto& binding_left_x =
SDL_GameControllerGetBindForAxis(controller, SDL_CONTROLLER_AXIS_LEFTX);
const auto& binding_left_y =
SDL_GameControllerGetBindForAxis(controller, SDL_CONTROLLER_AXIS_LEFTY);
mapping.insert_or_assign(Settings::NativeAnalog::LStick,
BuildParamPackageForAnalog(joystick->GetPort(), joystick->GetGUID(),
binding_left_x.value.axis,
binding_left_y.value.axis));
const auto& binding_right_x =
SDL_GameControllerGetBindForAxis(controller, SDL_CONTROLLER_AXIS_RIGHTX);
const auto& binding_right_y =
SDL_GameControllerGetBindForAxis(controller, SDL_CONTROLLER_AXIS_RIGHTY);
mapping.insert_or_assign(Settings::NativeAnalog::RStick,
BuildParamPackageForAnalog(joystick->GetPort(), joystick->GetGUID(),
binding_right_x.value.axis,
binding_right_y.value.axis));
return mapping;
}
namespace Polling {
class SDLPoller : public InputCommon::Polling::DevicePoller {
public:
explicit SDLPoller(SDLState& state_) : state(state_) {}
void Start(const std::string& device_id) override {
state.event_queue.Clear();
state.polling = true;
}
void Stop() override {
state.polling = false;
}
protected:
SDLState& state;
};
class SDLButtonPoller final : public SDLPoller {
public:
explicit SDLButtonPoller(SDLState& state_) : SDLPoller(state_) {}
Common::ParamPackage GetNextInput() override {
SDL_Event event;
while (state.event_queue.Pop(event)) {
const auto package = FromEvent(event);
if (package) {
return *package;
}
}
return {};
}
[[nodiscard]] std::optional<Common::ParamPackage> FromEvent(const SDL_Event& event) const {
switch (event.type) {
case SDL_JOYAXISMOTION:
if (std::abs(event.jaxis.value / 32767.0) < 0.5) {
break;
}
[[fallthrough]];
case SDL_JOYBUTTONUP:
case SDL_JOYHATMOTION:
return {SDLEventToButtonParamPackage(state, event)};
}
return std::nullopt;
}
};
class SDLMotionPoller final : public SDLPoller {
public:
explicit SDLMotionPoller(SDLState& state_) : SDLPoller(state_) {}
Common::ParamPackage GetNextInput() override {
SDL_Event event;
while (state.event_queue.Pop(event)) {
const auto package = FromEvent(event);
if (package) {
return *package;
}
}
return {};
}
[[nodiscard]] std::optional<Common::ParamPackage> FromEvent(const SDL_Event& event) const {
switch (event.type) {
case SDL_JOYAXISMOTION:
if (std::abs(event.jaxis.value / 32767.0) < 0.5) {
break;
}
[[fallthrough]];
case SDL_JOYBUTTONUP:
case SDL_JOYHATMOTION:
return {SDLEventToMotionParamPackage(state, event)};
}
return std::nullopt;
}
};
/**
* Attempts to match the press to a controller joy axis (left/right stick) and if a match
* isn't found, checks if the event matches anything from SDLButtonPoller and uses that
* instead
*/
class SDLAnalogPreferredPoller final : public SDLPoller {
public:
explicit SDLAnalogPreferredPoller(SDLState& state_)
: SDLPoller(state_), button_poller(state_) {}
void Start(const std::string& device_id) override {
SDLPoller::Start(device_id);
// Load the game controller
// Reset stored axes
analog_x_axis = -1;
analog_y_axis = -1;
}
Common::ParamPackage GetNextInput() override {
SDL_Event event;
while (state.event_queue.Pop(event)) {
// Filter out axis events that are below a threshold
if (event.type == SDL_JOYAXISMOTION && std::abs(event.jaxis.value / 32767.0) < 0.5) {
continue;
}
// Simplify controller config by testing if game controller support is enabled.
if (event.type == SDL_JOYAXISMOTION) {
const auto axis = event.jaxis.axis;
if (const auto joystick = state.GetSDLJoystickBySDLID(event.jaxis.which);
auto* const controller = joystick->GetSDLGameController()) {
const auto axis_left_x =
SDL_GameControllerGetBindForAxis(controller, SDL_CONTROLLER_AXIS_LEFTX)
.value.axis;
const auto axis_left_y =
SDL_GameControllerGetBindForAxis(controller, SDL_CONTROLLER_AXIS_LEFTY)
.value.axis;
const auto axis_right_x =
SDL_GameControllerGetBindForAxis(controller, SDL_CONTROLLER_AXIS_RIGHTX)
.value.axis;
const auto axis_right_y =
SDL_GameControllerGetBindForAxis(controller, SDL_CONTROLLER_AXIS_RIGHTY)
.value.axis;
if (axis == axis_left_x || axis == axis_left_y) {
analog_x_axis = axis_left_x;
analog_y_axis = axis_left_y;
break;
} else if (axis == axis_right_x || axis == axis_right_y) {
analog_x_axis = axis_right_x;
analog_y_axis = axis_right_y;
break;
}
}
}
// If the press wasn't accepted as a joy axis, check for a button press
auto button_press = button_poller.FromEvent(event);
if (button_press) {
return *button_press;
}
}
if (analog_x_axis != -1 && analog_y_axis != -1) {
if (const auto joystick = state.GetSDLJoystickBySDLID(event.jaxis.which)) {
auto params = BuildParamPackageForAnalog(joystick->GetPort(), joystick->GetGUID(),
analog_x_axis, analog_y_axis);
analog_x_axis = -1;
analog_y_axis = -1;
return params;
}
}
return {};
}
private:
int analog_x_axis = -1;
int analog_y_axis = -1;
SDLButtonPoller button_poller;
};
} // namespace Polling
SDLState::Pollers SDLState::GetPollers(InputCommon::Polling::DeviceType type) {
Pollers pollers;
switch (type) {
case InputCommon::Polling::DeviceType::AnalogPreferred:
pollers.emplace_back(std::make_unique<Polling::SDLAnalogPreferredPoller>(*this));
break;
case InputCommon::Polling::DeviceType::Button:
pollers.emplace_back(std::make_unique<Polling::SDLButtonPoller>(*this));
break;
case InputCommon::Polling::DeviceType::Motion:
pollers.emplace_back(std::make_unique<Polling::SDLMotionPoller>(*this));
break;
}
return pollers;
}
} // namespace InputCommon::SDL