mirror of
https://github.com/shadps4-emu/shadPS4.git
synced 2026-04-02 19:08:03 -06:00
Local multiplayer support (#4169)
* multiple controllers v2 * the c language formatter tool * review comments (the easy ones) * c++ copy semantics * correct error return for remotes without the system user id * update pad handle handling logic * controller override colour
This commit is contained in:
parent
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commit
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@ -211,13 +211,6 @@ void IPC::InputLoop() {
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} else if (cmd == "RELOAD_INPUTS") {
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std::string config = next_str();
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Input::ParseInputConfig(config);
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} else if (cmd == "SET_ACTIVE_CONTROLLER") {
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std::string active_controller = next_str();
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GamepadSelect::SetSelectedGamepad(active_controller);
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SDL_Event checkGamepad;
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SDL_memset(&checkGamepad, 0, sizeof(checkGamepad));
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checkGamepad.type = SDL_EVENT_CHANGE_CONTROLLER;
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SDL_PushEvent(&checkGamepad);
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} else {
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std::cerr << ";UNKNOWN CMD: " << cmd << std::endl;
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}
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@ -1,20 +1,24 @@
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// SPDX-FileCopyrightText: Copyright 2024-2026 shadPS4 Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "common/config.h"
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#include "common/logging/log.h"
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#include "common/singleton.h"
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#include "core/emulator_settings.h"
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#include "core/libraries/libs.h"
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#include "core/libraries/pad/pad_errors.h"
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#include "core/user_settings.h"
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#include "input/controller.h"
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#include "pad.h"
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namespace Libraries::Pad {
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using Input::GameController;
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using Input::GameControllers;
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using namespace Libraries::UserService;
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static bool g_initialized = false;
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static bool g_opened = false;
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static std::unordered_map<OrbisUserServiceUserId, s32> user_id_pad_handle_map{};
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static constexpr s32 tv_remote_handle = 5;
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int PS4_SYSV_ABI scePadClose(s32 handle) {
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LOG_ERROR(Lib_Pad, "(STUBBED) called");
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@ -30,8 +34,8 @@ int PS4_SYSV_ABI scePadDeviceClassGetExtendedInformation(
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s32 handle, OrbisPadDeviceClassExtendedInformation* pExtInfo) {
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LOG_ERROR(Lib_Pad, "(STUBBED) called");
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std::memset(pExtInfo, 0, sizeof(OrbisPadDeviceClassExtendedInformation));
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if (Config::getUseSpecialPad()) {
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pExtInfo->deviceClass = (OrbisPadDeviceClass)Config::getSpecialPadClass();
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if (EmulatorSettings.IsUsingSpecialPad()) {
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pExtInfo->deviceClass = (OrbisPadDeviceClass)EmulatorSettings.GetSpecialPadClass();
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}
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return ORBIS_OK;
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}
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@ -107,9 +111,9 @@ int PS4_SYSV_ABI scePadGetControllerInformation(s32 handle, OrbisPadControllerIn
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return ORBIS_OK;
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}
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pInfo->connected = true;
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if (Config::getUseSpecialPad()) {
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if (EmulatorSettings.IsUsingSpecialPad()) {
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pInfo->connectionType = ORBIS_PAD_PORT_TYPE_SPECIAL;
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pInfo->deviceClass = (OrbisPadDeviceClass)Config::getSpecialPadClass();
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pInfo->deviceClass = (OrbisPadDeviceClass)EmulatorSettings.GetSpecialPadClass();
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}
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return ORBIS_OK;
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}
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@ -156,11 +160,16 @@ int PS4_SYSV_ABI scePadGetHandle(Libraries::UserService::OrbisUserServiceUserId
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if (!g_initialized) {
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return ORBIS_PAD_ERROR_NOT_INITIALIZED;
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}
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if (userId == -1 || !g_opened) {
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if (userId == -1) {
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return ORBIS_PAD_ERROR_DEVICE_NO_HANDLE;
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}
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LOG_DEBUG(Lib_Pad, "(DUMMY) called");
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return 1;
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auto it = user_id_pad_handle_map.find(userId);
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if (it == user_id_pad_handle_map.end()) {
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return ORBIS_PAD_ERROR_DEVICE_NO_HANDLE;
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}
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s32 pad_handle = it->second;
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LOG_DEBUG(Lib_Pad, "called, userid: {}, out pad handle: {}", userId, pad_handle);
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return pad_handle;
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}
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int PS4_SYSV_ABI scePadGetIdleCount() {
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@ -168,8 +177,19 @@ int PS4_SYSV_ABI scePadGetIdleCount() {
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return ORBIS_OK;
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}
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int PS4_SYSV_ABI scePadGetInfo() {
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LOG_ERROR(Lib_Pad, "(STUBBED) called");
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int PS4_SYSV_ABI scePadGetInfo(u32* data) {
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LOG_WARNING(Lib_Pad, "(DUMMY) called");
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if (!data) {
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return ORBIS_PAD_ERROR_INVALID_ARG;
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}
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data[0] = 0x1; // index but starting from one?
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data[1] = 0x0; // index?
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data[2] = 1; // pad handle
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data[3] = 0x0101; // ???
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data[4] = 0x0; // ?
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data[5] = 0x0; // ?
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data[6] = 0x00ff0000; // colour(?)
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data[7] = 0x0; // ?
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return ORBIS_OK;
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}
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@ -254,34 +274,61 @@ int PS4_SYSV_ABI scePadOpen(Libraries::UserService::OrbisUserServiceUserId userI
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if (!g_initialized) {
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return ORBIS_PAD_ERROR_NOT_INITIALIZED;
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}
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if (userId == -1) {
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return ORBIS_PAD_ERROR_DEVICE_NO_HANDLE;
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if (userId < 0) {
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return ORBIS_DEVICE_SERVICE_ERROR_INVALID_USER;
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}
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if (Config::getUseSpecialPad()) {
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if (userId == ORBIS_USER_SERVICE_USER_ID_SYSTEM) {
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if (type == ORBIS_PAD_PORT_TYPE_REMOTE_CONTROL) {
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LOG_INFO(Lib_Pad, "Opened a TV remote device");
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user_id_pad_handle_map[ORBIS_USER_SERVICE_USER_ID_SYSTEM] = tv_remote_handle;
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return tv_remote_handle;
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}
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return ORBIS_DEVICE_SERVICE_ERROR_INVALID_USER;
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}
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if (type == ORBIS_PAD_PORT_TYPE_REMOTE_CONTROL) {
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return ORBIS_PAD_ERROR_INVALID_ARG;
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}
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if (EmulatorSettings.IsUsingSpecialPad()) {
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if (type != ORBIS_PAD_PORT_TYPE_SPECIAL)
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return ORBIS_PAD_ERROR_DEVICE_NOT_CONNECTED;
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} else {
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if (type != ORBIS_PAD_PORT_TYPE_STANDARD && type != ORBIS_PAD_PORT_TYPE_REMOTE_CONTROL)
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if (type != ORBIS_PAD_PORT_TYPE_STANDARD)
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return ORBIS_PAD_ERROR_DEVICE_NOT_CONNECTED;
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}
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LOG_INFO(Lib_Pad, "(DUMMY) called user_id = {} type = {} index = {}", userId, type, index);
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g_opened = true;
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scePadResetLightBar(userId);
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scePadResetOrientation(userId);
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return 1; // dummy
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auto u = UserManagement.GetUserByID(userId);
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if (!u) {
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return ORBIS_DEVICE_SERVICE_ERROR_USER_NOT_LOGIN;
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}
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s32 pad_handle = u->player_index;
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LOG_INFO(Lib_Pad, "called user_id = {} type = {} index = {}, pad_handle = {}", userId, type,
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index, pad_handle);
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scePadResetLightBar(pad_handle);
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scePadResetOrientation(pad_handle);
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user_id_pad_handle_map[userId] = pad_handle;
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return pad_handle;
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}
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int PS4_SYSV_ABI scePadOpenExt(Libraries::UserService::OrbisUserServiceUserId userId, s32 type,
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s32 index, const OrbisPadOpenExtParam* pParam) {
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LOG_ERROR(Lib_Pad, "(STUBBED) called");
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if (Config::getUseSpecialPad()) {
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if (EmulatorSettings.IsUsingSpecialPad()) {
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if (type != ORBIS_PAD_PORT_TYPE_SPECIAL)
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return ORBIS_PAD_ERROR_DEVICE_NOT_CONNECTED;
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} else {
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if (type != ORBIS_PAD_PORT_TYPE_STANDARD && type != ORBIS_PAD_PORT_TYPE_REMOTE_CONTROL)
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return ORBIS_PAD_ERROR_DEVICE_NOT_CONNECTED;
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}
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return 1; // dummy
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auto u = UserManagement.GetUserByID(userId);
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if (!u) {
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return ORBIS_DEVICE_SERVICE_ERROR_USER_NOT_LOGIN;
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}
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s32 pad_handle = u->player_index;
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LOG_INFO(Lib_Pad, "called user_id = {} type = {} index = {}, pad_handle = {}", userId, type,
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index, pad_handle);
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scePadResetLightBar(pad_handle);
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scePadResetOrientation(pad_handle);
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user_id_pad_handle_map[userId] = pad_handle;
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return pad_handle;
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}
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int PS4_SYSV_ABI scePadOpenExt2() {
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@ -294,8 +341,8 @@ int PS4_SYSV_ABI scePadOutputReport() {
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return ORBIS_OK;
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}
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int ProcessStates(s32 handle, OrbisPadData* pData, Input::State* states, s32 num, bool connected,
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u32 connected_count) {
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int ProcessStates(s32 handle, OrbisPadData* pData, Input::GameController& controller,
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Input::State* states, s32 num, bool connected, u32 connected_count) {
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if (!connected) {
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pData[0] = {};
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pData[0].orientation = {0.0f, 0.0f, 0.0f, 1.0f};
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@ -319,61 +366,57 @@ int ProcessStates(s32 handle, OrbisPadData* pData, Input::State* states, s32 num
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pData[i].angularVelocity.z = states[i].angularVelocity.z;
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pData[i].orientation = {0.0f, 0.0f, 0.0f, 1.0f};
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auto* controller = Common::Singleton<GameController>::Instance();
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const auto* engine = controller->GetEngine();
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if (engine && handle == 1) {
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const auto gyro_poll_rate = engine->GetAccelPollRate();
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if (gyro_poll_rate != 0.0f) {
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auto now = std::chrono::steady_clock::now();
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float deltaTime = std::chrono::duration_cast<std::chrono::microseconds>(
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now - controller->GetLastUpdate())
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.count() /
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1000000.0f;
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controller->SetLastUpdate(now);
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Libraries::Pad::OrbisFQuaternion lastOrientation = controller->GetLastOrientation();
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Libraries::Pad::OrbisFQuaternion outputOrientation = {0.0f, 0.0f, 0.0f, 1.0f};
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GameController::CalculateOrientation(pData->acceleration, pData->angularVelocity,
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deltaTime, lastOrientation, outputOrientation);
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pData[i].orientation = outputOrientation;
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controller->SetLastOrientation(outputOrientation);
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}
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const auto gyro_poll_rate = controller.accel_poll_rate;
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if (gyro_poll_rate != 0.0f) {
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auto now = std::chrono::steady_clock::now();
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float deltaTime = std::chrono::duration_cast<std::chrono::microseconds>(
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now - controller.GetLastUpdate())
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.count() /
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1000000.0f;
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controller.SetLastUpdate(now);
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Libraries::Pad::OrbisFQuaternion lastOrientation = controller.GetLastOrientation();
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Libraries::Pad::OrbisFQuaternion outputOrientation = {0.0f, 0.0f, 0.0f, 1.0f};
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GameControllers::CalculateOrientation(pData->acceleration, pData->angularVelocity,
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deltaTime, lastOrientation, outputOrientation);
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pData[i].orientation = outputOrientation;
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controller.SetLastOrientation(outputOrientation);
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}
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pData[i].touchData.touchNum =
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(states[i].touchpad[0].state ? 1 : 0) + (states[i].touchpad[1].state ? 1 : 0);
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if (handle == 1) {
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if (controller->GetTouchCount() >= 127) {
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controller->SetTouchCount(0);
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if (controller.GetTouchCount() >= 127) {
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controller.SetTouchCount(0);
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}
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if (controller->GetSecondaryTouchCount() >= 127) {
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controller->SetSecondaryTouchCount(0);
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if (controller.GetSecondaryTouchCount() >= 127) {
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controller.SetSecondaryTouchCount(0);
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}
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if (pData->touchData.touchNum == 1 && controller->GetPreviousTouchNum() == 0) {
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controller->SetTouchCount(controller->GetTouchCount() + 1);
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controller->SetSecondaryTouchCount(controller->GetTouchCount());
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} else if (pData->touchData.touchNum == 2 && controller->GetPreviousTouchNum() == 1) {
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controller->SetSecondaryTouchCount(controller->GetSecondaryTouchCount() + 1);
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} else if (pData->touchData.touchNum == 0 && controller->GetPreviousTouchNum() > 0) {
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if (controller->GetTouchCount() < controller->GetSecondaryTouchCount()) {
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controller->SetTouchCount(controller->GetSecondaryTouchCount());
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if (pData->touchData.touchNum == 1 && controller.GetPreviousTouchNum() == 0) {
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controller.SetTouchCount(controller.GetTouchCount() + 1);
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controller.SetSecondaryTouchCount(controller.GetTouchCount());
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} else if (pData->touchData.touchNum == 2 && controller.GetPreviousTouchNum() == 1) {
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controller.SetSecondaryTouchCount(controller.GetSecondaryTouchCount() + 1);
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} else if (pData->touchData.touchNum == 0 && controller.GetPreviousTouchNum() > 0) {
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if (controller.GetTouchCount() < controller.GetSecondaryTouchCount()) {
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controller.SetTouchCount(controller.GetSecondaryTouchCount());
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} else {
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if (controller->WasSecondaryTouchReset()) {
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controller->SetTouchCount(controller->GetSecondaryTouchCount());
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controller->UnsetSecondaryTouchResetBool();
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if (controller.WasSecondaryTouchReset()) {
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controller.SetTouchCount(controller.GetSecondaryTouchCount());
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controller.UnsetSecondaryTouchResetBool();
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}
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}
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}
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controller->SetPreviousTouchNum(pData->touchData.touchNum);
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controller.SetPreviousTouchNum(pData->touchData.touchNum);
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if (pData->touchData.touchNum == 1) {
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states[i].touchpad[0].ID = controller->GetTouchCount();
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states[i].touchpad[0].ID = controller.GetTouchCount();
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states[i].touchpad[1].ID = 0;
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} else if (pData->touchData.touchNum == 2) {
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states[i].touchpad[0].ID = controller->GetTouchCount();
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states[i].touchpad[1].ID = controller->GetSecondaryTouchCount();
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states[i].touchpad[0].ID = controller.GetTouchCount();
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states[i].touchpad[1].ID = controller.GetSecondaryTouchCount();
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}
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} else {
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states[i].touchpad[0].ID = 1;
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@ -397,16 +440,18 @@ int ProcessStates(s32 handle, OrbisPadData* pData, Input::State* states, s32 num
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int PS4_SYSV_ABI scePadRead(s32 handle, OrbisPadData* pData, s32 num) {
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LOG_TRACE(Lib_Pad, "called");
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if (handle < 1) {
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return ORBIS_PAD_ERROR_INVALID_HANDLE;
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}
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int connected_count = 0;
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bool connected = false;
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std::vector<Input::State> states(64);
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auto* controller = Common::Singleton<GameController>::Instance();
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const auto* engine = controller->GetEngine();
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int ret_num = controller->ReadStates(states.data(), num, &connected, &connected_count);
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return ProcessStates(handle, pData, states.data(), ret_num, connected, connected_count);
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auto controller_id = GameControllers::GetControllerIndexFromControllerID(handle);
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if (!controller_id) {
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return ORBIS_PAD_ERROR_INVALID_HANDLE;
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}
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auto& controllers = *Common::Singleton<GameControllers>::Instance();
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auto& controller = *controllers[*controller_id];
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int ret_num = controller.ReadStates(states.data(), num, &connected, &connected_count);
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return ProcessStates(handle, pData, controller, states.data(), ret_num, connected,
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connected_count);
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}
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int PS4_SYSV_ABI scePadReadBlasterForTracker() {
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@ -430,17 +475,18 @@ int PS4_SYSV_ABI scePadReadHistory() {
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}
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int PS4_SYSV_ABI scePadReadState(s32 handle, OrbisPadData* pData) {
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LOG_TRACE(Lib_Pad, "called");
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if (handle < 1) {
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LOG_TRACE(Lib_Pad, "handle: {}", handle);
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auto controller_id = GameControllers::GetControllerIndexFromControllerID(handle);
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if (!controller_id) {
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return ORBIS_PAD_ERROR_INVALID_HANDLE;
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}
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auto* controller = Common::Singleton<GameController>::Instance();
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const auto* engine = controller->GetEngine();
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auto& controllers = *Common::Singleton<GameControllers>::Instance();
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auto& controller = *controllers[*controller_id];
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int connected_count = 0;
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bool connected = false;
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Input::State state;
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controller->ReadState(&state, &connected, &connected_count);
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ProcessStates(handle, pData, &state, 1, connected, connected_count);
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controller.ReadState(&state, &connected, &connected_count);
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ProcessStates(handle, pData, controller, &state, 1, connected, connected_count);
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return ORBIS_OK;
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}
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@ -450,13 +496,30 @@ int PS4_SYSV_ABI scePadReadStateExt() {
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}
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int PS4_SYSV_ABI scePadResetLightBar(s32 handle) {
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LOG_INFO(Lib_Pad, "(DUMMY) called");
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if (handle != 1) {
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LOG_DEBUG(Lib_Pad, "called, handle: {}", handle);
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auto controller_id = GameControllers::GetControllerIndexFromControllerID(handle);
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if (!controller_id) {
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return ORBIS_PAD_ERROR_INVALID_HANDLE;
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}
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auto* controller = Common::Singleton<GameController>::Instance();
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int* rgb = Config::GetControllerCustomColor();
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controller->SetLightBarRGB(rgb[0], rgb[1], rgb[2]);
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auto& controllers = *Common::Singleton<GameControllers>::Instance();
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s32 colour_index = UserManagement.GetUserByPlayerIndex(handle)->user_color - 1;
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Input::Colour colour{255, 0, 0};
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if (colour_index >= 0 && colour_index <= 3) {
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static constexpr Input::Colour colours[4]{
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{0, 0, 255}, // blue
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{255, 0, 0}, // red
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{0, 255, 0}, // green
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{255, 0, 255}, // pink
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};
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colour = colours[colour_index];
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} else {
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LOG_ERROR(Lib_Pad, "Invalid user colour value {} for controller {}, falling back to blue",
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colour_index, handle);
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}
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if (auto oc = GameControllers::GetControllerCustomColor(*controller_id)) {
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colour = *oc;
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}
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controllers[*controller_id]->SetLightBarRGB(colour.r, colour.g, colour.b);
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return ORBIS_OK;
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}
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@ -473,14 +536,15 @@ int PS4_SYSV_ABI scePadResetLightBarAllByPortType() {
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int PS4_SYSV_ABI scePadResetOrientation(s32 handle) {
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LOG_INFO(Lib_Pad, "scePadResetOrientation called handle = {}", handle);
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if (handle != 1) {
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auto controller_id = GameControllers::GetControllerIndexFromControllerID(handle);
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if (!controller_id) {
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return ORBIS_PAD_ERROR_INVALID_HANDLE;
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}
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auto* controller = Common::Singleton<GameController>::Instance();
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auto& controllers = *Common::Singleton<GameControllers>::Instance();
|
||||
Libraries::Pad::OrbisFQuaternion defaultOrientation = {0.0f, 0.0f, 0.0f, 1.0f};
|
||||
controller->SetLastOrientation(defaultOrientation);
|
||||
controller->SetLastUpdate(std::chrono::steady_clock::now());
|
||||
controllers[*controller_id]->SetLastOrientation(defaultOrientation);
|
||||
controllers[*controller_id]->SetLastUpdate(std::chrono::steady_clock::now());
|
||||
|
||||
return ORBIS_OK;
|
||||
}
|
||||
@ -526,7 +590,11 @@ int PS4_SYSV_ABI scePadSetForceIntercepted() {
|
||||
}
|
||||
|
||||
int PS4_SYSV_ABI scePadSetLightBar(s32 handle, const OrbisPadLightBarParam* pParam) {
|
||||
if (Config::GetOverrideControllerColor()) {
|
||||
auto controller_id = GameControllers::GetControllerIndexFromControllerID(handle);
|
||||
if (!controller_id) {
|
||||
return ORBIS_PAD_ERROR_INVALID_HANDLE;
|
||||
}
|
||||
if (GameControllers::GetControllerCustomColor(*controller_id)) {
|
||||
return ORBIS_OK;
|
||||
}
|
||||
if (pParam != nullptr) {
|
||||
@ -538,8 +606,8 @@ int PS4_SYSV_ABI scePadSetLightBar(s32 handle, const OrbisPadLightBarParam* pPar
|
||||
return ORBIS_PAD_ERROR_INVALID_LIGHTBAR_SETTING;
|
||||
}
|
||||
|
||||
auto* controller = Common::Singleton<GameController>::Instance();
|
||||
controller->SetLightBarRGB(pParam->r, pParam->g, pParam->b);
|
||||
auto& controllers = *Common::Singleton<GameControllers>::Instance();
|
||||
controllers[*controller_id]->SetLightBarRGB(pParam->r, pParam->g, pParam->b);
|
||||
return ORBIS_OK;
|
||||
}
|
||||
return ORBIS_PAD_ERROR_INVALID_ARG;
|
||||
@ -555,8 +623,14 @@ int PS4_SYSV_ABI scePadSetLightBarBlinking() {
|
||||
return ORBIS_OK;
|
||||
}
|
||||
|
||||
int PS4_SYSV_ABI scePadSetLightBarForTracker() {
|
||||
LOG_ERROR(Lib_Pad, "(STUBBED) called");
|
||||
int PS4_SYSV_ABI scePadSetLightBarForTracker(s32 handle, const OrbisPadLightBarParam* pParam) {
|
||||
LOG_INFO(Lib_Pad, "called, r: {} g: {} b: {}", pParam->r, pParam->g, pParam->b);
|
||||
auto controller_id = GameControllers::GetControllerIndexFromControllerID(handle);
|
||||
if (!controller_id) {
|
||||
return ORBIS_PAD_ERROR_INVALID_HANDLE;
|
||||
}
|
||||
auto& controllers = *Common::Singleton<GameControllers>::Instance();
|
||||
controllers[*controller_id]->SetLightBarRGB(pParam->r, pParam->g, pParam->b);
|
||||
return ORBIS_OK;
|
||||
}
|
||||
|
||||
@ -603,11 +677,15 @@ int PS4_SYSV_ABI scePadSetUserColor() {
|
||||
}
|
||||
|
||||
int PS4_SYSV_ABI scePadSetVibration(s32 handle, const OrbisPadVibrationParam* pParam) {
|
||||
auto controller_id = GameControllers::GetControllerIndexFromControllerID(handle);
|
||||
if (!controller_id) {
|
||||
return ORBIS_PAD_ERROR_INVALID_HANDLE;
|
||||
}
|
||||
if (pParam != nullptr) {
|
||||
LOG_DEBUG(Lib_Pad, "scePadSetVibration called handle = {} data = {} , {}", handle,
|
||||
pParam->smallMotor, pParam->largeMotor);
|
||||
auto* controller = Common::Singleton<GameController>::Instance();
|
||||
controller->SetVibration(pParam->smallMotor, pParam->largeMotor);
|
||||
auto& controllers = *Common::Singleton<GameControllers>::Instance();
|
||||
controllers[*controller_id]->SetVibration(pParam->smallMotor, pParam->largeMotor);
|
||||
return ORBIS_OK;
|
||||
}
|
||||
return ORBIS_PAD_ERROR_INVALID_ARG;
|
||||
|
||||
@ -280,7 +280,7 @@ int PS4_SYSV_ABI scePadGetFeatureReport();
|
||||
int PS4_SYSV_ABI scePadGetHandle(Libraries::UserService::OrbisUserServiceUserId userId, s32 type,
|
||||
s32 index);
|
||||
int PS4_SYSV_ABI scePadGetIdleCount();
|
||||
int PS4_SYSV_ABI scePadGetInfo();
|
||||
int PS4_SYSV_ABI scePadGetInfo(u32* data);
|
||||
int PS4_SYSV_ABI scePadGetInfoByPortType();
|
||||
int PS4_SYSV_ABI scePadGetLicenseControllerInformation();
|
||||
int PS4_SYSV_ABI scePadGetMotionSensorPosition();
|
||||
@ -324,7 +324,7 @@ int PS4_SYSV_ABI scePadSetForceIntercepted();
|
||||
int PS4_SYSV_ABI scePadSetLightBar(s32 handle, const OrbisPadLightBarParam* pParam);
|
||||
int PS4_SYSV_ABI scePadSetLightBarBaseBrightness();
|
||||
int PS4_SYSV_ABI scePadSetLightBarBlinking();
|
||||
int PS4_SYSV_ABI scePadSetLightBarForTracker();
|
||||
int PS4_SYSV_ABI scePadSetLightBarForTracker(s32 handle, const OrbisPadLightBarParam* pParam);
|
||||
int PS4_SYSV_ABI scePadSetLoginUserNumber();
|
||||
int PS4_SYSV_ABI scePadSetMotionSensorState(s32 handle, bool bEnable);
|
||||
int PS4_SYSV_ABI scePadSetProcessFocus();
|
||||
|
||||
@ -1,13 +1,19 @@
|
||||
// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
|
||||
// SPDX-FileCopyrightText: Copyright 2026 shadPS4 Emulator Project
|
||||
// SPDX-License-Identifier: GPL-2.0-or-later
|
||||
|
||||
#include "common/config.h"
|
||||
#include <queue>
|
||||
|
||||
#include "common/logging/log.h"
|
||||
|
||||
#include <core/user_settings.h>
|
||||
#include <queue>
|
||||
#include "common/singleton.h"
|
||||
#include "core/emulator_settings.h"
|
||||
#include "core/libraries/libs.h"
|
||||
#include "core/libraries/system/userservice.h"
|
||||
#include "core/libraries/system/userservice_error.h"
|
||||
#include "core/tls.h"
|
||||
#include "input/controller.h"
|
||||
|
||||
namespace Libraries::UserService {
|
||||
|
||||
@ -114,14 +120,15 @@ void AddUserServiceEvent(const OrbisUserServiceEvent e) {
|
||||
}
|
||||
|
||||
s32 PS4_SYSV_ABI sceUserServiceGetEvent(OrbisUserServiceEvent* event) {
|
||||
LOG_TRACE(Lib_UserService, "(DUMMY) called");
|
||||
// fake a loggin event
|
||||
static bool logged_in = false;
|
||||
LOG_TRACE(Lib_UserService, "called");
|
||||
|
||||
if (!logged_in) {
|
||||
logged_in = true;
|
||||
event->event = OrbisUserServiceEventType::Login;
|
||||
event->userId = 1;
|
||||
if (!user_service_event_queue.empty()) {
|
||||
OrbisUserServiceEvent& temp = user_service_event_queue.front();
|
||||
event->event = temp.event;
|
||||
event->userId = temp.userId;
|
||||
user_service_event_queue.pop();
|
||||
LOG_INFO(Lib_UserService, "Event processed by the game: {} {}", (u8)temp.event,
|
||||
temp.userId);
|
||||
return ORBIS_OK;
|
||||
}
|
||||
|
||||
@ -504,8 +511,7 @@ s32 PS4_SYSV_ABI sceUserServiceGetInitialUser(int* user_id) {
|
||||
LOG_ERROR(Lib_UserService, "user_id is null");
|
||||
return ORBIS_USER_SERVICE_ERROR_INVALID_ARGUMENT;
|
||||
}
|
||||
// select first user (TODO add more)
|
||||
*user_id = 1;
|
||||
*user_id = UserManagement.GetDefaultUser().user_id;
|
||||
return ORBIS_OK;
|
||||
}
|
||||
|
||||
@ -575,20 +581,29 @@ int PS4_SYSV_ABI sceUserServiceGetLoginFlag() {
|
||||
}
|
||||
|
||||
s32 PS4_SYSV_ABI sceUserServiceGetLoginUserIdList(OrbisUserServiceLoginUserIdList* userIdList) {
|
||||
LOG_DEBUG(Lib_UserService, "called");
|
||||
if (userIdList == nullptr) {
|
||||
LOG_ERROR(Lib_UserService, "user_id is null");
|
||||
LOG_ERROR(Lib_UserService, "userIdList is null");
|
||||
return ORBIS_USER_SERVICE_ERROR_INVALID_ARGUMENT;
|
||||
}
|
||||
// TODO only first user, do the others as well
|
||||
userIdList->user_id[0] = 1;
|
||||
userIdList->user_id[1] = ORBIS_USER_SERVICE_USER_ID_INVALID;
|
||||
userIdList->user_id[2] = ORBIS_USER_SERVICE_USER_ID_INVALID;
|
||||
userIdList->user_id[3] = ORBIS_USER_SERVICE_USER_ID_INVALID;
|
||||
|
||||
// Initialize all slots to invalid (-1)
|
||||
for (int i = 0; i < ORBIS_USER_SERVICE_MAX_LOGIN_USERS; i++) {
|
||||
userIdList->user_id[i] = ORBIS_USER_SERVICE_USER_ID_INVALID;
|
||||
}
|
||||
|
||||
auto& user_manager = UserManagement;
|
||||
|
||||
auto logged_in_users = user_manager.GetLoggedInUsers();
|
||||
|
||||
for (int i = 0; i < ORBIS_USER_SERVICE_MAX_LOGIN_USERS; i++) {
|
||||
s32 id =
|
||||
logged_in_users[i] ? logged_in_users[i]->user_id : ORBIS_USER_SERVICE_USER_ID_INVALID;
|
||||
userIdList->user_id[i] = id;
|
||||
LOG_DEBUG(Lib_UserService, "Slot {}: User ID {} (port {})", i, id,
|
||||
logged_in_users[i] ? logged_in_users[i]->player_index : -1);
|
||||
}
|
||||
return ORBIS_OK;
|
||||
}
|
||||
|
||||
int PS4_SYSV_ABI sceUserServiceGetMicLevel() {
|
||||
LOG_ERROR(Lib_UserService, "(STUBBED) called");
|
||||
return ORBIS_OK;
|
||||
@ -1056,7 +1071,7 @@ s32 PS4_SYSV_ABI sceUserServiceGetUserColor(int user_id, OrbisUserServiceUserCol
|
||||
LOG_ERROR(Lib_UserService, "color is null");
|
||||
return ORBIS_USER_SERVICE_ERROR_INVALID_ARGUMENT;
|
||||
}
|
||||
*color = OrbisUserServiceUserColor::Blue;
|
||||
*color = (OrbisUserServiceUserColor)UserManagement.GetUserByID(user_id)->user_color;
|
||||
return ORBIS_OK;
|
||||
}
|
||||
|
||||
@ -1076,12 +1091,18 @@ int PS4_SYSV_ABI sceUserServiceGetUserGroupNum() {
|
||||
}
|
||||
|
||||
s32 PS4_SYSV_ABI sceUserServiceGetUserName(int user_id, char* user_name, std::size_t size) {
|
||||
LOG_DEBUG(Lib_UserService, "called user_id = {} ,size = {} ", user_id, size);
|
||||
LOG_DEBUG(Lib_UserService, "called user_id = {}, size = {} ", user_id, size);
|
||||
if (user_name == nullptr) {
|
||||
LOG_ERROR(Lib_UserService, "user_name is null");
|
||||
return ORBIS_USER_SERVICE_ERROR_INVALID_ARGUMENT;
|
||||
}
|
||||
std::string name = Config::getUserName();
|
||||
std::string name = "shadPS4";
|
||||
auto const* u = UserManagement.GetUserByID(user_id);
|
||||
if (u != nullptr) {
|
||||
name = u->user_name;
|
||||
} else {
|
||||
LOG_ERROR(Lib_UserService, "No user found");
|
||||
}
|
||||
if (size < name.length()) {
|
||||
LOG_ERROR(Lib_UserService, "buffer is too short");
|
||||
return ORBIS_USER_SERVICE_ERROR_BUFFER_TOO_SHORT;
|
||||
|
||||
@ -289,7 +289,7 @@ void Emulator::Run(std::filesystem::path file, std::vector<std::string> args,
|
||||
|
||||
// Initialize components
|
||||
memory = Core::Memory::Instance();
|
||||
controller = Common::Singleton<Input::GameController>::Instance();
|
||||
controllers = Common::Singleton<Input::GameControllers>::Instance();
|
||||
linker = Common::Singleton<Core::Linker>::Instance();
|
||||
|
||||
// Load renderdoc module
|
||||
@ -331,7 +331,7 @@ void Emulator::Run(std::filesystem::path file, std::vector<std::string> args,
|
||||
}
|
||||
}
|
||||
window = std::make_unique<Frontend::WindowSDL>(EmulatorSettings.GetWindowWidth(),
|
||||
EmulatorSettings.GetWindowHeight(), controller,
|
||||
EmulatorSettings.GetWindowHeight(), controllers,
|
||||
window_title);
|
||||
|
||||
g_window = window.get();
|
||||
|
||||
@ -1,4 +1,4 @@
|
||||
// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
|
||||
// SPDX-FileCopyrightText: Copyright 2026 shadPS4 Emulator Project
|
||||
// SPDX-License-Identifier: GPL-2.0-or-later
|
||||
|
||||
#pragma once
|
||||
@ -43,7 +43,7 @@ private:
|
||||
void LoadSystemModules(const std::string& game_serial);
|
||||
|
||||
Core::MemoryManager* memory;
|
||||
Input::GameController* controller;
|
||||
Input::GameControllers* controllers;
|
||||
Core::Linker* linker;
|
||||
std::unique_ptr<Frontend::WindowSDL> window;
|
||||
std::chrono::steady_clock::time_point start_time;
|
||||
|
||||
@ -737,9 +737,8 @@ static void UpdateGamepads() {
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
SdlData* bd = GetBackendData();
|
||||
|
||||
auto controller = Common::Singleton<Input::GameController>::Instance();
|
||||
auto engine = controller->GetEngine();
|
||||
SDL_Gamepad* SDLGamepad = engine->m_gamepad;
|
||||
auto& controllers = *Common::Singleton<Input::GameControllers>::Instance();
|
||||
SDL_Gamepad* SDLGamepad = controllers[0]->m_sdl_gamepad;
|
||||
// Update list of gamepads to use
|
||||
if (bd->want_update_gamepads_list && bd->gamepad_mode != ImGui_ImplSDL3_GamepadMode_Manual) {
|
||||
if (SDLGamepad) {
|
||||
|
||||
@ -1,15 +1,20 @@
|
||||
// SPDX-FileCopyrightText: Copyright 2024-2026 shadPS4 Emulator Project
|
||||
// SPDX-License-Identifier: GPL-2.0-or-later
|
||||
|
||||
#include <sstream>
|
||||
#include <unordered_set>
|
||||
#include <SDL3/SDL.h>
|
||||
#include "common/config.h"
|
||||
#include <common/elf_info.h>
|
||||
#include <common/singleton.h>
|
||||
#include "common/logging/log.h"
|
||||
#include "controller.h"
|
||||
#include "core/emulator_settings.h"
|
||||
#include "core/libraries/kernel/time.h"
|
||||
#include "core/libraries/pad/pad.h"
|
||||
#include "core/libraries/system/userservice.h"
|
||||
#include "core/user_settings.h"
|
||||
#include "input/controller.h"
|
||||
|
||||
static std::string SelectedGamepad = "";
|
||||
|
||||
namespace Input {
|
||||
|
||||
using Libraries::Pad::OrbisPadButtonDataOffset;
|
||||
@ -22,7 +27,15 @@ void State::OnButton(OrbisPadButtonDataOffset button, bool isPressed) {
|
||||
}
|
||||
}
|
||||
|
||||
void State::OnAxis(Axis axis, int value) {
|
||||
void State::OnAxis(Axis axis, int value, bool smooth) {
|
||||
auto const i = std::to_underlying(axis);
|
||||
// forcibly finish the previous smoothing task by jumping to the end
|
||||
axes[i] = axis_smoothing_end_values[i];
|
||||
|
||||
axis_smoothing_start_times[i] = time;
|
||||
axis_smoothing_start_values[i] = axes[i];
|
||||
axis_smoothing_end_values[i] = value;
|
||||
axis_smoothing_flags[i] = smooth;
|
||||
const auto toggle = [&](const auto button) {
|
||||
if (value > 0) {
|
||||
buttonsState |= button;
|
||||
@ -40,7 +53,6 @@ void State::OnAxis(Axis axis, int value) {
|
||||
default:
|
||||
break;
|
||||
}
|
||||
axes[static_cast<int>(axis)] = value;
|
||||
}
|
||||
|
||||
void State::OnTouchpad(int touchIndex, bool isDown, float x, float y) {
|
||||
@ -61,6 +73,22 @@ void State::OnAccel(const float accel[3]) {
|
||||
acceleration.z = accel[2];
|
||||
}
|
||||
|
||||
void State::UpdateAxisSmoothing() {
|
||||
for (int i = 0; i < std::to_underlying(Axis::AxisMax); i++) {
|
||||
// if it's not to be smoothed or close enough, just jump to the end
|
||||
if (!axis_smoothing_flags[i] || std::abs(axes[i] - axis_smoothing_end_values[i]) < 16) {
|
||||
if (axes[i] != axis_smoothing_end_values[i]) {
|
||||
axes[i] = axis_smoothing_end_values[i];
|
||||
}
|
||||
continue;
|
||||
}
|
||||
auto now = Libraries::Kernel::sceKernelGetProcessTime();
|
||||
f32 t =
|
||||
std::clamp((now - axis_smoothing_start_times[i]) / f32{axis_smoothing_time}, 0.f, 1.f);
|
||||
axes[i] = s32(axis_smoothing_start_values[i] * (1 - t) + axis_smoothing_end_values[i] * t);
|
||||
}
|
||||
}
|
||||
|
||||
GameController::GameController() : m_states_queue(64) {}
|
||||
|
||||
void GameController::ReadState(State* state, bool* isConnected, int* connectedCount) {
|
||||
@ -88,31 +116,82 @@ int GameController::ReadStates(State* states, int states_num, bool* isConnected,
|
||||
return ret_num;
|
||||
}
|
||||
|
||||
void GameController::Button(int id, OrbisPadButtonDataOffset button, bool is_pressed) {
|
||||
void GameController::Button(OrbisPadButtonDataOffset button, bool is_pressed) {
|
||||
m_state.OnButton(button, is_pressed);
|
||||
PushState();
|
||||
}
|
||||
|
||||
void GameController::Axis(int id, Input::Axis axis, int value) {
|
||||
m_state.OnAxis(axis, value);
|
||||
void GameController::Axis(Input::Axis axis, int value, bool smooth) {
|
||||
m_state.OnAxis(axis, value, smooth);
|
||||
PushState();
|
||||
}
|
||||
|
||||
void GameController::Gyro(int id, const float gyro[3]) {
|
||||
m_state.OnGyro(gyro);
|
||||
void GameController::Gyro(int id) {
|
||||
m_state.OnGyro(gyro_buf);
|
||||
PushState();
|
||||
}
|
||||
|
||||
void GameController::Acceleration(int id, const float acceleration[3]) {
|
||||
m_state.OnAccel(acceleration);
|
||||
void GameController::Acceleration(int id) {
|
||||
m_state.OnAccel(accel_buf);
|
||||
PushState();
|
||||
}
|
||||
|
||||
void GameController::CalculateOrientation(Libraries::Pad::OrbisFVector3& acceleration,
|
||||
Libraries::Pad::OrbisFVector3& angularVelocity,
|
||||
float deltaTime,
|
||||
Libraries::Pad::OrbisFQuaternion& lastOrientation,
|
||||
Libraries::Pad::OrbisFQuaternion& orientation) {
|
||||
void GameController::UpdateGyro(const float gyro[3]) {
|
||||
std::scoped_lock l(m_states_queue_mutex);
|
||||
std::memcpy(gyro_buf, gyro, sizeof(gyro_buf));
|
||||
}
|
||||
|
||||
void GameController::UpdateAcceleration(const float acceleration[3]) {
|
||||
std::scoped_lock l(m_states_queue_mutex);
|
||||
std::memcpy(accel_buf, acceleration, sizeof(accel_buf));
|
||||
}
|
||||
|
||||
void GameController::UpdateAxisSmoothing() {
|
||||
m_state.UpdateAxisSmoothing();
|
||||
}
|
||||
|
||||
void GameController::SetLightBarRGB(u8 r, u8 g, u8 b) {
|
||||
colour = {r, g, b};
|
||||
if (m_sdl_gamepad != nullptr) {
|
||||
SDL_SetGamepadLED(m_sdl_gamepad, r, g, b);
|
||||
}
|
||||
}
|
||||
|
||||
void GameController::PollLightColour() {
|
||||
if (m_sdl_gamepad != nullptr) {
|
||||
SDL_SetGamepadLED(m_sdl_gamepad, colour.r, colour.g, colour.b);
|
||||
}
|
||||
}
|
||||
|
||||
bool GameController::SetVibration(u8 smallMotor, u8 largeMotor) {
|
||||
if (m_sdl_gamepad != nullptr) {
|
||||
return SDL_RumbleGamepad(m_sdl_gamepad, (smallMotor / 255.0f) * 0xFFFF,
|
||||
(largeMotor / 255.0f) * 0xFFFF, -1);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
void GameController::SetTouchpadState(int touchIndex, bool touchDown, float x, float y) {
|
||||
if (touchIndex < 2) {
|
||||
m_state.OnTouchpad(touchIndex, touchDown, x, y);
|
||||
PushState();
|
||||
}
|
||||
}
|
||||
|
||||
std::array<std::optional<Colour>, 4> GameControllers::controller_override_colors{
|
||||
std::nullopt, std::nullopt, std::nullopt, std::nullopt};
|
||||
|
||||
void GameControllers::CalculateOrientation(Libraries::Pad::OrbisFVector3& acceleration,
|
||||
Libraries::Pad::OrbisFVector3& angularVelocity,
|
||||
float deltaTime,
|
||||
Libraries::Pad::OrbisFQuaternion& lastOrientation,
|
||||
Libraries::Pad::OrbisFQuaternion& orientation) {
|
||||
// avoid wildly off values coming from elapsed time between two samples
|
||||
// being too high, such as on the first time the controller is polled
|
||||
if (deltaTime > 1.0f) {
|
||||
orientation = lastOrientation;
|
||||
return;
|
||||
}
|
||||
Libraries::Pad::OrbisFQuaternion q = lastOrientation;
|
||||
Libraries::Pad::OrbisFQuaternion ω = {angularVelocity.x, angularVelocity.y, angularVelocity.z,
|
||||
0.0f};
|
||||
@ -143,27 +222,100 @@ void GameController::CalculateOrientation(Libraries::Pad::OrbisFVector3& acceler
|
||||
orientation.y, orientation.z, orientation.w);
|
||||
}
|
||||
|
||||
void GameController::SetLightBarRGB(u8 r, u8 g, u8 b) {
|
||||
if (!m_engine) {
|
||||
return;
|
||||
}
|
||||
m_engine->SetLightBarRGB(r, g, b);
|
||||
}
|
||||
bool is_first_check = true;
|
||||
|
||||
void GameController::SetVibration(u8 smallMotor, u8 largeMotor) {
|
||||
if (!m_engine) {
|
||||
return;
|
||||
}
|
||||
m_engine->SetVibration(smallMotor, largeMotor);
|
||||
}
|
||||
void GameControllers::TryOpenSDLControllers() {
|
||||
using namespace Libraries::UserService;
|
||||
int controller_count;
|
||||
s32 move_count = 0;
|
||||
SDL_JoystickID* new_joysticks = SDL_GetGamepads(&controller_count);
|
||||
LOG_INFO(Input, "{} controllers are currently connected", controller_count);
|
||||
|
||||
void GameController::SetTouchpadState(int touchIndex, bool touchDown, float x, float y) {
|
||||
if (touchIndex < 2) {
|
||||
m_state.OnTouchpad(touchIndex, touchDown, x, y);
|
||||
PushState();
|
||||
}
|
||||
}
|
||||
std::unordered_set<SDL_JoystickID> assigned_ids;
|
||||
std::array<bool, 4> slot_taken{false, false, false, false};
|
||||
|
||||
for (int i = 0; i < 4; i++) {
|
||||
SDL_Gamepad* pad = controllers[i]->m_sdl_gamepad;
|
||||
if (pad) {
|
||||
SDL_JoystickID id = SDL_GetGamepadID(pad);
|
||||
bool still_connected = false;
|
||||
ControllerType type = ControllerType::Standard;
|
||||
for (int j = 0; j < controller_count; j++) {
|
||||
if (new_joysticks[j] == id) {
|
||||
still_connected = true;
|
||||
assigned_ids.insert(id);
|
||||
slot_taken[i] = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (!still_connected) {
|
||||
auto u = UserManagement.GetUserByID(controllers[i]->user_id);
|
||||
UserManagement.LogoutUser(u);
|
||||
SDL_CloseGamepad(pad);
|
||||
controllers[i]->m_sdl_gamepad = nullptr;
|
||||
controllers[i]->user_id = -1;
|
||||
slot_taken[i] = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (int j = 0; j < controller_count; j++) {
|
||||
SDL_JoystickID id = new_joysticks[j];
|
||||
if (assigned_ids.contains(id))
|
||||
continue;
|
||||
|
||||
SDL_Gamepad* pad = SDL_OpenGamepad(id);
|
||||
if (!pad) {
|
||||
continue;
|
||||
}
|
||||
|
||||
for (int i = 0; i < 4; i++) {
|
||||
if (!slot_taken[i]) {
|
||||
auto u = UserManagement.GetUserByPlayerIndex(i + 1);
|
||||
if (!u) {
|
||||
LOG_INFO(Input, "User {} not found", i + 1);
|
||||
continue; // for now, if you don't specify who Player N is in the config,
|
||||
// Player N won't be registered at all
|
||||
}
|
||||
auto* c = controllers[i];
|
||||
c->m_sdl_gamepad = pad;
|
||||
LOG_INFO(Input, "Gamepad registered for slot {}! Handle: {}", i,
|
||||
SDL_GetGamepadID(pad));
|
||||
c->user_id = u->user_id;
|
||||
slot_taken[i] = true;
|
||||
UserManagement.LoginUser(u, i + 1);
|
||||
if (EmulatorSettings.IsMotionControlsEnabled()) {
|
||||
if (SDL_SetGamepadSensorEnabled(c->m_sdl_gamepad, SDL_SENSOR_GYRO, true)) {
|
||||
c->gyro_poll_rate =
|
||||
SDL_GetGamepadSensorDataRate(c->m_sdl_gamepad, SDL_SENSOR_GYRO);
|
||||
LOG_INFO(Input, "Gyro initialized, poll rate: {}", c->gyro_poll_rate);
|
||||
} else {
|
||||
LOG_ERROR(Input, "Failed to initialize gyro controls for gamepad {}",
|
||||
c->user_id);
|
||||
}
|
||||
if (SDL_SetGamepadSensorEnabled(c->m_sdl_gamepad, SDL_SENSOR_ACCEL, true)) {
|
||||
c->accel_poll_rate =
|
||||
SDL_GetGamepadSensorDataRate(c->m_sdl_gamepad, SDL_SENSOR_ACCEL);
|
||||
LOG_INFO(Input, "Accel initialized, poll rate: {}", c->accel_poll_rate);
|
||||
} else {
|
||||
LOG_ERROR(Input, "Failed to initialize accel controls for gamepad {}",
|
||||
c->user_id);
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (is_first_check) [[unlikely]] {
|
||||
is_first_check = false;
|
||||
if (controller_count - move_count == 0) {
|
||||
auto u = UserManagement.GetUserByPlayerIndex(1);
|
||||
controllers[0]->user_id = u->user_id;
|
||||
UserManagement.LoginUser(u, 1);
|
||||
}
|
||||
}
|
||||
SDL_free(new_joysticks);
|
||||
}
|
||||
u8 GameController::GetTouchCount() {
|
||||
return m_touch_count;
|
||||
}
|
||||
@ -215,73 +367,37 @@ void GameController::SetLastUpdate(std::chrono::steady_clock::time_point lastUpd
|
||||
m_last_update = lastUpdate;
|
||||
}
|
||||
|
||||
void GameController::SetEngine(std::unique_ptr<Engine> engine) {
|
||||
m_engine = std::move(engine);
|
||||
if (m_engine) {
|
||||
m_engine->Init();
|
||||
}
|
||||
}
|
||||
|
||||
Engine* GameController::GetEngine() {
|
||||
return m_engine.get();
|
||||
}
|
||||
|
||||
void GameController::PushState() {
|
||||
std::lock_guard lg(m_states_queue_mutex);
|
||||
m_state.time = Libraries::Kernel::sceKernelGetProcessTime();
|
||||
m_states_queue.Push(m_state);
|
||||
}
|
||||
|
||||
u32 GameController::Poll() {
|
||||
if (m_connected) {
|
||||
PushState();
|
||||
}
|
||||
return 33;
|
||||
}
|
||||
|
||||
} // namespace Input
|
||||
|
||||
namespace GamepadSelect {
|
||||
|
||||
int GetDefaultGamepad(SDL_JoystickID* gamepadIDs, int gamepadCount) {
|
||||
char GUIDbuf[33];
|
||||
if (Config::getDefaultControllerID() != "") {
|
||||
for (int i = 0; i < gamepadCount; i++) {
|
||||
SDL_GUIDToString(SDL_GetGamepadGUIDForID(gamepadIDs[i]), GUIDbuf, 33);
|
||||
std::string currentGUID = std::string(GUIDbuf);
|
||||
if (currentGUID == Config::getDefaultControllerID()) {
|
||||
return i;
|
||||
}
|
||||
}
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
|
||||
int GetIndexfromGUID(SDL_JoystickID* gamepadIDs, int gamepadCount, std::string GUID) {
|
||||
char GUIDbuf[33];
|
||||
for (int i = 0; i < gamepadCount; i++) {
|
||||
SDL_GUIDToString(SDL_GetGamepadGUIDForID(gamepadIDs[i]), GUIDbuf, 33);
|
||||
std::string currentGUID = std::string(GUIDbuf);
|
||||
if (currentGUID == GUID) {
|
||||
u8 GameControllers::GetGamepadIndexFromJoystickId(SDL_JoystickID id) {
|
||||
auto g = SDL_GetGamepadFromID(id);
|
||||
ASSERT(g != nullptr);
|
||||
for (int i = 0; i < 5; i++) {
|
||||
if (controllers[i]->m_sdl_gamepad == g) {
|
||||
return i;
|
||||
}
|
||||
}
|
||||
// LOG_TRACE(Input, "Gamepad index: {}", index);
|
||||
return -1;
|
||||
}
|
||||
|
||||
std::string GetGUIDString(SDL_JoystickID* gamepadIDs, int index) {
|
||||
char GUIDbuf[33];
|
||||
SDL_GUIDToString(SDL_GetGamepadGUIDForID(gamepadIDs[index]), GUIDbuf, 33);
|
||||
std::string GUID = std::string(GUIDbuf);
|
||||
return GUID;
|
||||
std::optional<u8> GameControllers::GetControllerIndexFromUserID(s32 user_id) {
|
||||
auto const u = UserManagement.GetUserByID(user_id);
|
||||
if (!u) {
|
||||
return std::nullopt;
|
||||
}
|
||||
return u->player_index - 1;
|
||||
}
|
||||
|
||||
std::string GetSelectedGamepad() {
|
||||
return SelectedGamepad;
|
||||
std::optional<u8> GameControllers::GetControllerIndexFromControllerID(s32 controller_id) {
|
||||
if (controller_id < 1 || controller_id > 5) {
|
||||
return std::nullopt;
|
||||
}
|
||||
return controller_id - 1;
|
||||
}
|
||||
|
||||
void SetSelectedGamepad(std::string GUID) {
|
||||
SelectedGamepad = GUID;
|
||||
}
|
||||
|
||||
} // namespace GamepadSelect
|
||||
} // namespace Input
|
||||
|
||||
@ -3,18 +3,25 @@
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <algorithm>
|
||||
#include <memory>
|
||||
#include <mutex>
|
||||
#include <utility>
|
||||
#include <vector>
|
||||
|
||||
#include <SDL3/SDL_gamepad.h>
|
||||
|
||||
#include "SDL3/SDL_joystick.h"
|
||||
#include "common/assert.h"
|
||||
#include "common/types.h"
|
||||
#include "core/libraries/pad/pad.h"
|
||||
#include "core/libraries/system/userservice.h"
|
||||
|
||||
struct SDL_Gamepad;
|
||||
|
||||
namespace Input {
|
||||
|
||||
enum class ControllerType {
|
||||
Standard,
|
||||
};
|
||||
|
||||
enum class Axis {
|
||||
LeftX = 0,
|
||||
LeftY = 1,
|
||||
@ -33,37 +40,41 @@ struct TouchpadEntry {
|
||||
u16 y{};
|
||||
};
|
||||
|
||||
class State {
|
||||
struct Colour {
|
||||
u8 r, g, b;
|
||||
};
|
||||
|
||||
struct State {
|
||||
private:
|
||||
template <typename T>
|
||||
using AxisArray = std::array<T, std::to_underlying(Axis::AxisMax)>;
|
||||
static constexpr AxisArray<s32> axis_defaults{128, 128, 128, 128, 0, 0};
|
||||
static constexpr u64 axis_smoothing_time{33000};
|
||||
AxisArray<bool> axis_smoothing_flags{true};
|
||||
AxisArray<u64> axis_smoothing_start_times{0};
|
||||
AxisArray<int> axis_smoothing_start_values{axis_defaults};
|
||||
AxisArray<int> axis_smoothing_end_values{axis_defaults};
|
||||
|
||||
public:
|
||||
void OnButton(Libraries::Pad::OrbisPadButtonDataOffset, bool);
|
||||
void OnAxis(Axis, int);
|
||||
void OnAxis(Axis, int, bool smooth = true);
|
||||
void OnTouchpad(int touchIndex, bool isDown, float x, float y);
|
||||
void OnGyro(const float[3]);
|
||||
void OnAccel(const float[3]);
|
||||
void UpdateAxisSmoothing();
|
||||
|
||||
Libraries::Pad::OrbisPadButtonDataOffset buttonsState{};
|
||||
u64 time = 0;
|
||||
int axes[static_cast<int>(Axis::AxisMax)] = {128, 128, 128, 128, 0, 0};
|
||||
AxisArray<s32> axes{axis_defaults};
|
||||
TouchpadEntry touchpad[2] = {{false, 0, 0}, {false, 0, 0}};
|
||||
Libraries::Pad::OrbisFVector3 acceleration = {0.0f, 0.0f, 0.0f};
|
||||
Libraries::Pad::OrbisFVector3 acceleration = {0.0f, -9.81f, 0.0f};
|
||||
Libraries::Pad::OrbisFVector3 angularVelocity = {0.0f, 0.0f, 0.0f};
|
||||
Libraries::Pad::OrbisFQuaternion orientation = {0.0f, 0.0f, 0.0f, 1.0f};
|
||||
};
|
||||
|
||||
class Engine {
|
||||
public:
|
||||
virtual ~Engine() = default;
|
||||
virtual void Init() = 0;
|
||||
virtual void SetLightBarRGB(u8 r, u8 g, u8 b) = 0;
|
||||
virtual void SetVibration(u8 smallMotor, u8 largeMotor) = 0;
|
||||
virtual State ReadState() = 0;
|
||||
virtual float GetAccelPollRate() const = 0;
|
||||
virtual float GetGyroPollRate() const = 0;
|
||||
SDL_Gamepad* m_gamepad;
|
||||
};
|
||||
|
||||
inline int GetAxis(int min, int max, int value) {
|
||||
return std::clamp((255 * (value - min)) / (max - min), 0, 255);
|
||||
int v = (255 * (value - min)) / (max - min);
|
||||
return (v < 0 ? 0 : (v > 255 ? 255 : v));
|
||||
}
|
||||
|
||||
template <class T>
|
||||
@ -98,6 +109,8 @@ private:
|
||||
};
|
||||
|
||||
class GameController {
|
||||
friend class GameControllers;
|
||||
|
||||
public:
|
||||
GameController();
|
||||
virtual ~GameController() = default;
|
||||
@ -105,16 +118,17 @@ public:
|
||||
void ReadState(State* state, bool* isConnected, int* connectedCount);
|
||||
int ReadStates(State* states, int states_num, bool* isConnected, int* connectedCount);
|
||||
|
||||
void Button(int id, Libraries::Pad::OrbisPadButtonDataOffset button, bool isPressed);
|
||||
void Axis(int id, Input::Axis axis, int value);
|
||||
void Gyro(int id, const float gyro[3]);
|
||||
void Acceleration(int id, const float acceleration[3]);
|
||||
void Button(Libraries::Pad::OrbisPadButtonDataOffset button, bool isPressed);
|
||||
void Axis(Input::Axis axis, int value, bool smooth = true);
|
||||
void Gyro(int id);
|
||||
void Acceleration(int id);
|
||||
void UpdateGyro(const float gyro[3]);
|
||||
void UpdateAcceleration(const float acceleration[3]);
|
||||
void UpdateAxisSmoothing();
|
||||
void SetLightBarRGB(u8 r, u8 g, u8 b);
|
||||
void SetVibration(u8 smallMotor, u8 largeMotor);
|
||||
void PollLightColour();
|
||||
bool SetVibration(u8 smallMotor, u8 largeMotor);
|
||||
void SetTouchpadState(int touchIndex, bool touchDown, float x, float y);
|
||||
void SetEngine(std::unique_ptr<Engine>);
|
||||
Engine* GetEngine();
|
||||
u32 Poll();
|
||||
|
||||
u8 GetTouchCount();
|
||||
void SetTouchCount(u8 touchCount);
|
||||
@ -129,11 +143,12 @@ public:
|
||||
Libraries::Pad::OrbisFQuaternion GetLastOrientation();
|
||||
std::chrono::steady_clock::time_point GetLastUpdate();
|
||||
void SetLastUpdate(std::chrono::steady_clock::time_point lastUpdate);
|
||||
static void CalculateOrientation(Libraries::Pad::OrbisFVector3& acceleration,
|
||||
Libraries::Pad::OrbisFVector3& angularVelocity,
|
||||
float deltaTime,
|
||||
Libraries::Pad::OrbisFQuaternion& lastOrientation,
|
||||
Libraries::Pad::OrbisFQuaternion& orientation);
|
||||
|
||||
float gyro_poll_rate;
|
||||
float accel_poll_rate;
|
||||
float gyro_buf[3] = {0.0f, 0.0f, 0.0f}, accel_buf[3] = {0.0f, 9.81f, 0.0f};
|
||||
s32 user_id = Libraries::UserService::ORBIS_USER_SERVICE_USER_ID_INVALID;
|
||||
SDL_Gamepad* m_sdl_gamepad = nullptr;
|
||||
|
||||
private:
|
||||
void PushState();
|
||||
@ -146,22 +161,46 @@ private:
|
||||
bool m_was_secondary_reset = false;
|
||||
std::chrono::steady_clock::time_point m_last_update = {};
|
||||
Libraries::Pad::OrbisFQuaternion m_orientation = {0.0f, 0.0f, 0.0f, 1.0f};
|
||||
Colour colour;
|
||||
|
||||
State m_state;
|
||||
|
||||
std::mutex m_states_queue_mutex;
|
||||
RingBufferQueue<State> m_states_queue;
|
||||
};
|
||||
|
||||
std::unique_ptr<Engine> m_engine = nullptr;
|
||||
class GameControllers {
|
||||
std::array<GameController*, 5> controllers;
|
||||
|
||||
static std::array<std::optional<Colour>, 4> controller_override_colors;
|
||||
|
||||
public:
|
||||
GameControllers()
|
||||
: controllers({new GameController(), new GameController(), new GameController(),
|
||||
new GameController(), new GameController()}) {};
|
||||
virtual ~GameControllers() = default;
|
||||
GameController* operator[](const size_t& i) const {
|
||||
if (i > 4) {
|
||||
UNREACHABLE_MSG("Index {} is out of bounds for GameControllers!", i);
|
||||
}
|
||||
return controllers[i];
|
||||
}
|
||||
void TryOpenSDLControllers();
|
||||
u8 GetGamepadIndexFromJoystickId(SDL_JoystickID id);
|
||||
static std::optional<u8> GetControllerIndexFromUserID(s32 user_id);
|
||||
static std::optional<u8> GetControllerIndexFromControllerID(s32 controller_id);
|
||||
|
||||
static void CalculateOrientation(Libraries::Pad::OrbisFVector3& acceleration,
|
||||
Libraries::Pad::OrbisFVector3& angularVelocity,
|
||||
float deltaTime,
|
||||
Libraries::Pad::OrbisFQuaternion& lastOrientation,
|
||||
Libraries::Pad::OrbisFQuaternion& orientation);
|
||||
static void SetControllerCustomColor(s32 i, u8 r, u8 g, u8 b) {
|
||||
controller_override_colors[i] = {r, g, b};
|
||||
}
|
||||
static std::optional<Colour> GetControllerCustomColor(s32 i) {
|
||||
return controller_override_colors[i];
|
||||
}
|
||||
};
|
||||
|
||||
} // namespace Input
|
||||
|
||||
namespace GamepadSelect {
|
||||
|
||||
int GetIndexfromGUID(SDL_JoystickID* gamepadIDs, int gamepadCount, std::string GUID);
|
||||
std::string GetGUIDString(SDL_JoystickID* gamepadIDs, int index);
|
||||
std::string GetSelectedGamepad();
|
||||
void SetSelectedGamepad(std::string GUID);
|
||||
|
||||
} // namespace GamepadSelect
|
||||
|
||||
@ -18,10 +18,10 @@
|
||||
#include "SDL3/SDL_events.h"
|
||||
#include "SDL3/SDL_timer.h"
|
||||
|
||||
#include "common/config.h"
|
||||
#include "common/elf_info.h"
|
||||
#include "common/io_file.h"
|
||||
#include "common/path_util.h"
|
||||
#include "common/singleton.h"
|
||||
#include "core/devtools/layer.h"
|
||||
#include "core/emulator_settings.h"
|
||||
#include "core/emulator_state.h"
|
||||
@ -43,78 +43,185 @@ What structs are needed?
|
||||
InputBinding(key1, key2, key3)
|
||||
ControllerOutput(button, axis) - we only need a const array of these, and one of the attr-s is
|
||||
always 0 BindingConnection(inputBinding (member), controllerOutput (ref to the array element))
|
||||
|
||||
Things to always test before pushing like a dumbass:
|
||||
Button outputs
|
||||
Axis outputs
|
||||
Input hierarchy
|
||||
Multi key inputs
|
||||
Mouse to joystick
|
||||
Key toggle
|
||||
Joystick halfmode
|
||||
|
||||
Don't be an idiot and test only the changed part expecting everything else to not be broken
|
||||
*/
|
||||
|
||||
constexpr std::string_view GetDefaultGlobalConfig() {
|
||||
return R"(# Anything put here will be loaded for all games,
|
||||
# alongside the game's config or default.ini depending on your preference.
|
||||
)";
|
||||
}
|
||||
|
||||
constexpr std::string_view GetDefaultInputConfig() {
|
||||
return R"(#Feeling lost? Check out the Help section!
|
||||
|
||||
# Keyboard bindings
|
||||
|
||||
triangle = kp8
|
||||
circle = kp6
|
||||
cross = kp2
|
||||
square = kp4
|
||||
# Alternatives for users without a keypad
|
||||
triangle = c
|
||||
circle = b
|
||||
cross = n
|
||||
square = v
|
||||
|
||||
l1 = q
|
||||
r1 = u
|
||||
l2 = e
|
||||
r2 = o
|
||||
l3 = x
|
||||
r3 = m
|
||||
|
||||
options = enter
|
||||
touchpad_center = space
|
||||
|
||||
pad_up = up
|
||||
pad_down = down
|
||||
pad_left = left
|
||||
pad_right = right
|
||||
|
||||
axis_left_x_minus = a
|
||||
axis_left_x_plus = d
|
||||
axis_left_y_minus = w
|
||||
axis_left_y_plus = s
|
||||
|
||||
axis_right_x_minus = j
|
||||
axis_right_x_plus = l
|
||||
axis_right_y_minus = i
|
||||
axis_right_y_plus = k
|
||||
|
||||
# Controller bindings
|
||||
|
||||
triangle = triangle
|
||||
cross = cross
|
||||
square = square
|
||||
circle = circle
|
||||
|
||||
l1 = l1
|
||||
l2 = l2
|
||||
l3 = l3
|
||||
r1 = r1
|
||||
r2 = r2
|
||||
r3 = r3
|
||||
|
||||
options = options
|
||||
touchpad_center = back
|
||||
|
||||
pad_up = pad_up
|
||||
pad_down = pad_down
|
||||
pad_left = pad_left
|
||||
pad_right = pad_right
|
||||
|
||||
axis_left_x = axis_left_x
|
||||
axis_left_y = axis_left_y
|
||||
axis_right_x = axis_right_x
|
||||
axis_right_y = axis_right_y
|
||||
|
||||
# Range of deadzones: 1 (almost none) to 127 (max)
|
||||
analog_deadzone = leftjoystick, 2, 127
|
||||
analog_deadzone = rightjoystick, 2, 127
|
||||
|
||||
override_controller_color = false, 0, 0, 255
|
||||
)";
|
||||
}
|
||||
std::filesystem::path GetInputConfigFile(const std::string& game_id) {
|
||||
// Read configuration file of the game, and if it doesn't exist, generate it from default
|
||||
// If that doesn't exist either, generate that from getDefaultConfig() and try again
|
||||
// If even the folder is missing, we start with that.
|
||||
|
||||
const auto config_dir = Common::FS::GetUserPath(Common::FS::PathType::UserDir) / "input_config";
|
||||
const auto config_file = config_dir / (game_id + ".ini");
|
||||
const auto default_config_file = config_dir / "default.ini";
|
||||
|
||||
// Ensure the config directory exists
|
||||
if (!std::filesystem::exists(config_dir)) {
|
||||
std::filesystem::create_directories(config_dir);
|
||||
}
|
||||
|
||||
// Check if the default config exists
|
||||
if (!std::filesystem::exists(default_config_file)) {
|
||||
// If the default config is also missing, create it from getDefaultConfig()
|
||||
const auto default_config = GetDefaultInputConfig();
|
||||
std::ofstream default_config_stream(default_config_file);
|
||||
if (default_config_stream) {
|
||||
default_config_stream << default_config;
|
||||
}
|
||||
}
|
||||
|
||||
// if empty, we only need to execute the function up until this point
|
||||
if (game_id.empty()) {
|
||||
return default_config_file;
|
||||
}
|
||||
|
||||
// Create global config if it doesn't exist yet
|
||||
if (game_id == "global" && !std::filesystem::exists(config_file)) {
|
||||
if (!std::filesystem::exists(config_file)) {
|
||||
const auto global_config = GetDefaultGlobalConfig();
|
||||
std::ofstream global_config_stream(config_file);
|
||||
if (global_config_stream) {
|
||||
global_config_stream << global_config;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (game_id == "global") {
|
||||
std::map<std::string, std::string> default_bindings_to_add = {
|
||||
{"hotkey_renderdoc_capture", "f12"},
|
||||
{"hotkey_fullscreen", "f11"},
|
||||
{"hotkey_show_fps", "f10"},
|
||||
{"hotkey_pause", "f9"},
|
||||
{"hotkey_reload_inputs", "f8"},
|
||||
{"hotkey_toggle_mouse_to_joystick", "f7"},
|
||||
{"hotkey_toggle_mouse_to_gyro", "f6"},
|
||||
{"hotkey_add_virtual_user", "f5"},
|
||||
{"hotkey_remove_virtual_user", "f4"},
|
||||
{"hotkey_toggle_mouse_to_touchpad", "delete"},
|
||||
{"hotkey_quit", "lctrl, lshift, end"},
|
||||
{"hotkey_volume_up", "kpplus"},
|
||||
{"hotkey_volume_down", "kpminus"},
|
||||
};
|
||||
std::ifstream global_in(config_file);
|
||||
std::string line;
|
||||
while (std::getline(global_in, line)) {
|
||||
line.erase(std::remove_if(line.begin(), line.end(),
|
||||
[](unsigned char c) { return std::isspace(c); }),
|
||||
line.end());
|
||||
std::size_t equal_pos = line.find('=');
|
||||
if (equal_pos == std::string::npos) {
|
||||
continue;
|
||||
}
|
||||
std::string output_string = line.substr(0, equal_pos);
|
||||
default_bindings_to_add.erase(output_string);
|
||||
}
|
||||
global_in.close();
|
||||
std::ofstream global_out(config_file, std::ios::app);
|
||||
for (auto const& b : default_bindings_to_add) {
|
||||
global_out << b.first << " = " << b.second << "\n";
|
||||
}
|
||||
}
|
||||
|
||||
// If game-specific config doesn't exist, create it from the default config
|
||||
if (!std::filesystem::exists(config_file)) {
|
||||
std::filesystem::copy(default_config_file, config_file);
|
||||
}
|
||||
return config_file;
|
||||
}
|
||||
|
||||
bool leftjoystick_halfmode = false, rightjoystick_halfmode = false;
|
||||
std::pair<int, int> leftjoystick_deadzone, rightjoystick_deadzone, lefttrigger_deadzone,
|
||||
righttrigger_deadzone;
|
||||
std::array<std::pair<int, int>, 4> leftjoystick_deadzone, rightjoystick_deadzone,
|
||||
lefttrigger_deadzone, righttrigger_deadzone;
|
||||
|
||||
std::list<std::pair<InputEvent, bool>> pressed_keys;
|
||||
std::list<InputID> toggled_keys;
|
||||
static std::vector<BindingConnection> connections;
|
||||
|
||||
auto output_array = std::array{
|
||||
// Important: these have to be the first, or else they will update in the wrong order
|
||||
ControllerOutput(LEFTJOYSTICK_HALFMODE),
|
||||
ControllerOutput(RIGHTJOYSTICK_HALFMODE),
|
||||
ControllerOutput(KEY_TOGGLE),
|
||||
ControllerOutput(MOUSE_GYRO_ROLL_MODE),
|
||||
GameControllers ControllerOutput::controllers =
|
||||
*Common::Singleton<Input::GameControllers>::Instance();
|
||||
|
||||
// Button mappings
|
||||
ControllerOutput(SDL_GAMEPAD_BUTTON_NORTH), // Triangle
|
||||
ControllerOutput(SDL_GAMEPAD_BUTTON_EAST), // Circle
|
||||
ControllerOutput(SDL_GAMEPAD_BUTTON_SOUTH), // Cross
|
||||
ControllerOutput(SDL_GAMEPAD_BUTTON_WEST), // Square
|
||||
ControllerOutput(SDL_GAMEPAD_BUTTON_LEFT_SHOULDER), // L1
|
||||
ControllerOutput(SDL_GAMEPAD_BUTTON_LEFT_STICK), // L3
|
||||
ControllerOutput(SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER), // R1
|
||||
ControllerOutput(SDL_GAMEPAD_BUTTON_RIGHT_STICK), // R3
|
||||
ControllerOutput(SDL_GAMEPAD_BUTTON_START), // Options
|
||||
ControllerOutput(SDL_GAMEPAD_BUTTON_TOUCHPAD_LEFT), // TouchPad
|
||||
ControllerOutput(SDL_GAMEPAD_BUTTON_TOUCHPAD_CENTER), // TouchPad
|
||||
ControllerOutput(SDL_GAMEPAD_BUTTON_TOUCHPAD_RIGHT), // TouchPad
|
||||
ControllerOutput(SDL_GAMEPAD_BUTTON_DPAD_UP), // Up
|
||||
ControllerOutput(SDL_GAMEPAD_BUTTON_DPAD_DOWN), // Down
|
||||
ControllerOutput(SDL_GAMEPAD_BUTTON_DPAD_LEFT), // Left
|
||||
ControllerOutput(SDL_GAMEPAD_BUTTON_DPAD_RIGHT), // Right
|
||||
|
||||
// Axis mappings
|
||||
// ControllerOutput(SDL_GAMEPAD_BUTTON_INVALID, SDL_GAMEPAD_AXIS_LEFTX, false),
|
||||
// ControllerOutput(SDL_GAMEPAD_BUTTON_INVALID, SDL_GAMEPAD_AXIS_LEFTY, false),
|
||||
// ControllerOutput(SDL_GAMEPAD_BUTTON_INVALID, SDL_GAMEPAD_AXIS_RIGHTX, false),
|
||||
// ControllerOutput(SDL_GAMEPAD_BUTTON_INVALID, SDL_GAMEPAD_AXIS_RIGHTY, false),
|
||||
ControllerOutput(SDL_GAMEPAD_BUTTON_INVALID, SDL_GAMEPAD_AXIS_LEFTX),
|
||||
ControllerOutput(SDL_GAMEPAD_BUTTON_INVALID, SDL_GAMEPAD_AXIS_LEFTY),
|
||||
ControllerOutput(SDL_GAMEPAD_BUTTON_INVALID, SDL_GAMEPAD_AXIS_RIGHTX),
|
||||
ControllerOutput(SDL_GAMEPAD_BUTTON_INVALID, SDL_GAMEPAD_AXIS_RIGHTY),
|
||||
|
||||
ControllerOutput(SDL_GAMEPAD_BUTTON_INVALID, SDL_GAMEPAD_AXIS_LEFT_TRIGGER),
|
||||
ControllerOutput(SDL_GAMEPAD_BUTTON_INVALID, SDL_GAMEPAD_AXIS_RIGHT_TRIGGER),
|
||||
|
||||
ControllerOutput(HOTKEY_FULLSCREEN),
|
||||
ControllerOutput(HOTKEY_PAUSE),
|
||||
ControllerOutput(HOTKEY_SIMPLE_FPS),
|
||||
ControllerOutput(HOTKEY_QUIT),
|
||||
ControllerOutput(HOTKEY_RELOAD_INPUTS),
|
||||
ControllerOutput(HOTKEY_TOGGLE_MOUSE_TO_JOYSTICK),
|
||||
ControllerOutput(HOTKEY_TOGGLE_MOUSE_TO_GYRO),
|
||||
ControllerOutput(HOTKEY_TOGGLE_MOUSE_TO_TOUCHPAD),
|
||||
ControllerOutput(HOTKEY_RENDERDOC),
|
||||
ControllerOutput(HOTKEY_VOLUME_UP),
|
||||
ControllerOutput(HOTKEY_VOLUME_DOWN),
|
||||
|
||||
ControllerOutput(SDL_GAMEPAD_BUTTON_INVALID, SDL_GAMEPAD_AXIS_INVALID),
|
||||
std::array<ControllerAllOutputs, 9> output_arrays = {
|
||||
ControllerAllOutputs(0), ControllerAllOutputs(1), ControllerAllOutputs(2),
|
||||
ControllerAllOutputs(3), ControllerAllOutputs(4), ControllerAllOutputs(5),
|
||||
ControllerAllOutputs(6), ControllerAllOutputs(7), ControllerAllOutputs(8),
|
||||
};
|
||||
|
||||
void ControllerOutput::LinkJoystickAxes() {
|
||||
@ -158,6 +265,8 @@ static OrbisPadButtonDataOffset SDLGamepadToOrbisButton(u8 button) {
|
||||
return OPBDO::TouchPad;
|
||||
case SDL_GAMEPAD_BUTTON_LEFT_SHOULDER:
|
||||
return OPBDO::L1;
|
||||
case SDL_GAMEPAD_BUTTON_MISC1: // Move
|
||||
return OPBDO::L1;
|
||||
case SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER:
|
||||
return OPBDO::R1;
|
||||
case SDL_GAMEPAD_BUTTON_LEFT_STICK:
|
||||
@ -223,10 +332,19 @@ InputBinding GetBindingFromString(std::string& line) {
|
||||
return InputBinding(keys[0], keys[1], keys[2]);
|
||||
}
|
||||
|
||||
std::optional<int> parseInt(const std::string& s) {
|
||||
try {
|
||||
return std::stoi(s);
|
||||
} catch (...) {
|
||||
return std::nullopt;
|
||||
}
|
||||
};
|
||||
|
||||
void ParseInputConfig(const std::string game_id = "") {
|
||||
std::string game_id_or_default = Config::GetUseUnifiedInputConfig() ? "default" : game_id;
|
||||
const auto config_file = Config::GetInputConfigFile(game_id_or_default);
|
||||
const auto global_config_file = Config::GetInputConfigFile("global");
|
||||
std::string game_id_or_default =
|
||||
EmulatorSettings.IsUseUnifiedInputConfig() ? "default" : game_id;
|
||||
const auto config_file = GetInputConfigFile(game_id_or_default);
|
||||
const auto global_config_file = GetInputConfigFile("global");
|
||||
|
||||
// we reset these here so in case the user fucks up or doesn't include some of these,
|
||||
// we can fall back to default
|
||||
@ -235,13 +353,14 @@ void ParseInputConfig(const std::string game_id = "") {
|
||||
float mouse_speed = 1;
|
||||
float mouse_speed_offset = 0.125;
|
||||
|
||||
leftjoystick_deadzone = {1, 127};
|
||||
rightjoystick_deadzone = {1, 127};
|
||||
lefttrigger_deadzone = {1, 127};
|
||||
righttrigger_deadzone = {1, 127};
|
||||
// me when I'm in a type deduction tournament and my opponent is clang
|
||||
constexpr std::array<std::pair<int, int>, 4> default_deadzone = {
|
||||
std::pair{1, 127}, {1, 127}, {1, 127}, {1, 127}};
|
||||
|
||||
Config::SetOverrideControllerColor(false);
|
||||
Config::SetControllerCustomColor(0, 0, 255);
|
||||
leftjoystick_deadzone = default_deadzone;
|
||||
rightjoystick_deadzone = default_deadzone;
|
||||
lefttrigger_deadzone = default_deadzone;
|
||||
righttrigger_deadzone = default_deadzone;
|
||||
|
||||
int lineCount = 0;
|
||||
|
||||
@ -278,21 +397,37 @@ void ParseInputConfig(const std::string game_id = "") {
|
||||
|
||||
std::string output_string = line.substr(0, equal_pos);
|
||||
std::string input_string = line.substr(equal_pos + 1);
|
||||
// Remove trailing semicolon from input_string
|
||||
if (!input_string.empty() && input_string[input_string.length() - 1] == ';' &&
|
||||
input_string != ";") {
|
||||
line = line.substr(0, line.length() - 1);
|
||||
s8 input_gamepad_id = -1, output_gamepad_id = -1; // -1 means it's not specified
|
||||
|
||||
// input gamepad id is only for controllers, it's discarded otherwise
|
||||
std::size_t input_colon_pos = input_string.find(':');
|
||||
if (input_colon_pos != std::string::npos) {
|
||||
auto temp = parseInt(input_string.substr(input_colon_pos + 1));
|
||||
if (!temp) {
|
||||
LOG_WARNING(Input, "Invalid gamepad ID value at line {}: \"{}\"", lineCount, line);
|
||||
} else {
|
||||
input_gamepad_id = *temp;
|
||||
}
|
||||
input_string = input_string.substr(0, input_colon_pos);
|
||||
}
|
||||
|
||||
// if not provided, assume it's for all gamepads, if the input is a controller and that also
|
||||
// doesn't have an ID, and for the first otherwise
|
||||
std::size_t output_colon_pos = output_string.find(':');
|
||||
if (output_colon_pos != std::string::npos) {
|
||||
auto temp = parseInt(output_string.substr(output_colon_pos + 1));
|
||||
if (!temp) {
|
||||
LOG_WARNING(Input, "Invalid gamepad ID value at line {}: \"{}\"", lineCount, line);
|
||||
} else {
|
||||
output_gamepad_id = *temp;
|
||||
}
|
||||
output_string = output_string.substr(0, output_colon_pos);
|
||||
}
|
||||
|
||||
std::size_t comma_pos = input_string.find(',');
|
||||
auto parseInt = [](const std::string& s) -> std::optional<int> {
|
||||
try {
|
||||
return std::stoi(s);
|
||||
} catch (...) {
|
||||
return std::nullopt;
|
||||
}
|
||||
};
|
||||
|
||||
// todo make override_controller_color and analog_deadzone be controller specific
|
||||
// instead of global
|
||||
if (output_string == "mouse_to_joystick") {
|
||||
if (input_string == "left") {
|
||||
SetMouseToJoystick(1);
|
||||
@ -315,7 +450,7 @@ void ParseInputConfig(const std::string game_id = "") {
|
||||
return;
|
||||
}
|
||||
ControllerOutput* toggle_out =
|
||||
&*std::ranges::find(output_array, ControllerOutput(KEY_TOGGLE));
|
||||
&*std::ranges::find(output_arrays[0].data, ControllerOutput(KEY_TOGGLE));
|
||||
BindingConnection toggle_connection = BindingConnection(
|
||||
InputBinding(toggle_keys.keys[0]), toggle_out, 0, toggle_keys.keys[1]);
|
||||
connections.insert(connections.end(), toggle_connection);
|
||||
@ -356,15 +491,17 @@ void ParseInputConfig(const std::string game_id = "") {
|
||||
|
||||
std::pair<int, int> deadzone = {*inner_deadzone, *outer_deadzone};
|
||||
|
||||
static std::unordered_map<std::string, std::pair<int, int>&> deadzone_map = {
|
||||
{"leftjoystick", leftjoystick_deadzone},
|
||||
{"rightjoystick", rightjoystick_deadzone},
|
||||
{"l2", lefttrigger_deadzone},
|
||||
{"r2", righttrigger_deadzone},
|
||||
};
|
||||
static std::unordered_map<std::string, std::array<std::pair<int, int>, 4>&>
|
||||
deadzone_map = {
|
||||
{"leftjoystick", leftjoystick_deadzone},
|
||||
{"rightjoystick", rightjoystick_deadzone},
|
||||
{"l2", lefttrigger_deadzone},
|
||||
{"r2", righttrigger_deadzone},
|
||||
};
|
||||
output_gamepad_id = output_gamepad_id == -1 ? 1 : output_gamepad_id;
|
||||
|
||||
if (auto it = deadzone_map.find(device); it != deadzone_map.end()) {
|
||||
it->second = deadzone;
|
||||
it->second[output_gamepad_id - 1] = deadzone;
|
||||
LOG_DEBUG(Input, "Parsed deadzone: {} {} {}", device, inner_deadzone_str,
|
||||
outer_deadzone_str);
|
||||
} else {
|
||||
@ -390,10 +527,12 @@ void ParseInputConfig(const std::string game_id = "") {
|
||||
lineCount, line);
|
||||
return;
|
||||
}
|
||||
Config::SetOverrideControllerColor(enable == "true");
|
||||
Config::SetControllerCustomColor(*r, *g, *b);
|
||||
LOG_DEBUG(Input, "Parsed color settings: {} {} {} {}",
|
||||
enable == "true" ? "override" : "no override", *r, *b, *g);
|
||||
output_gamepad_id = output_gamepad_id == -1 ? 1 : output_gamepad_id;
|
||||
if (enable == "true") {
|
||||
GameControllers::SetControllerCustomColor(output_gamepad_id - 1, *r, *g, *b);
|
||||
}
|
||||
LOG_DEBUG(Input, "Parsed color settings: {} {} - {} {} {}",
|
||||
enable == "true" ? "override" : "no override", output_gamepad_id, *r, *b, *g);
|
||||
return;
|
||||
}
|
||||
|
||||
@ -410,31 +549,46 @@ void ParseInputConfig(const std::string game_id = "") {
|
||||
auto axis_it = string_to_axis_map.find(output_string);
|
||||
if (button_it != string_to_cbutton_map.end()) {
|
||||
connection = BindingConnection(
|
||||
binding, &*std::ranges::find(output_array, ControllerOutput(button_it->second)));
|
||||
connections.insert(connections.end(), connection);
|
||||
binding,
|
||||
&*std::ranges::find(output_arrays[std::clamp(output_gamepad_id - 1, 0, 3)].data,
|
||||
ControllerOutput(button_it->second)));
|
||||
} else if (hotkey_it != string_to_hotkey_map.end()) {
|
||||
connection = BindingConnection(
|
||||
binding, &*std::ranges::find(output_array, ControllerOutput(hotkey_it->second)));
|
||||
connections.insert(connections.end(), connection);
|
||||
binding,
|
||||
&*std::ranges::find(output_arrays[std::clamp(output_gamepad_id - 1, 0, 3)].data,
|
||||
ControllerOutput(hotkey_it->second)));
|
||||
} else if (axis_it != string_to_axis_map.end()) {
|
||||
int value_to_set = binding.keys[2].type == InputType::Axis ? 0 : axis_it->second.value;
|
||||
connection = BindingConnection(
|
||||
binding,
|
||||
&*std::ranges::find(output_array, ControllerOutput(SDL_GAMEPAD_BUTTON_INVALID,
|
||||
axis_it->second.axis,
|
||||
axis_it->second.value >= 0)),
|
||||
&*std::ranges::find(output_arrays[std::clamp(output_gamepad_id - 1, 0, 3)].data,
|
||||
ControllerOutput(SDL_GAMEPAD_BUTTON_INVALID,
|
||||
axis_it->second.axis,
|
||||
axis_it->second.value >= 0)),
|
||||
value_to_set);
|
||||
connections.insert(connections.end(), connection);
|
||||
} else {
|
||||
LOG_WARNING(Input, "Invalid format at line: {}, data: \"{}\", skipping line.",
|
||||
lineCount, line);
|
||||
return;
|
||||
}
|
||||
// if the input binding contains a controller input, and gamepad ID
|
||||
// isn't specified for either inputs or output (both are -1), then multiply the binding and
|
||||
// add it to all 4 controllers
|
||||
if (connection.HasGamepadInput() && input_gamepad_id == -1 && output_gamepad_id == -1) {
|
||||
for (int i = 0; i < output_arrays.size(); i++) {
|
||||
BindingConnection copy = connection.CopyWithChangedGamepadId(i + 1);
|
||||
copy.output = &*std::ranges::find(output_arrays[i].data, *connection.output);
|
||||
connections.push_back(copy);
|
||||
}
|
||||
} else {
|
||||
connections.push_back(connection);
|
||||
}
|
||||
LOG_DEBUG(Input, "Succesfully parsed line {}", lineCount);
|
||||
};
|
||||
while (std::getline(global_config_stream, line)) {
|
||||
ProcessLine();
|
||||
}
|
||||
lineCount = 0;
|
||||
while (std::getline(config_stream, line)) {
|
||||
ProcessLine();
|
||||
}
|
||||
@ -446,6 +600,16 @@ void ParseInputConfig(const std::string game_id = "") {
|
||||
LOG_DEBUG(Input, "Done parsing the input config!");
|
||||
}
|
||||
|
||||
BindingConnection BindingConnection::CopyWithChangedGamepadId(u8 gamepad) {
|
||||
BindingConnection copy = *this;
|
||||
for (auto& key : copy.binding.keys) {
|
||||
if (key.type == InputType::Controller || key.type == InputType::Axis) {
|
||||
key.gamepad_id = gamepad;
|
||||
}
|
||||
}
|
||||
return copy;
|
||||
}
|
||||
|
||||
u32 GetMouseWheelEvent(const SDL_Event& event) {
|
||||
if (event.type != SDL_EVENT_MOUSE_WHEEL && event.type != SDL_EVENT_MOUSE_WHEEL_OFF) {
|
||||
LOG_WARNING(Input, "Something went wrong with wheel input parsing!");
|
||||
@ -464,6 +628,7 @@ u32 GetMouseWheelEvent(const SDL_Event& event) {
|
||||
}
|
||||
|
||||
InputEvent InputBinding::GetInputEventFromSDLEvent(const SDL_Event& e) {
|
||||
u8 gamepad = 1;
|
||||
switch (e.type) {
|
||||
case SDL_EVENT_KEY_DOWN:
|
||||
case SDL_EVENT_KEY_UP:
|
||||
@ -478,21 +643,17 @@ InputEvent InputBinding::GetInputEventFromSDLEvent(const SDL_Event& e) {
|
||||
e.type == SDL_EVENT_MOUSE_WHEEL, 0);
|
||||
case SDL_EVENT_GAMEPAD_BUTTON_DOWN:
|
||||
case SDL_EVENT_GAMEPAD_BUTTON_UP:
|
||||
return InputEvent(InputType::Controller, static_cast<u32>(e.gbutton.button), e.gbutton.down,
|
||||
0); // clang made me do it
|
||||
gamepad = ControllerOutput::controllers.GetGamepadIndexFromJoystickId(e.gbutton.which) + 1;
|
||||
return InputEvent({InputType::Controller, (u32)e.gbutton.button, gamepad}, e.gbutton.down,
|
||||
0);
|
||||
case SDL_EVENT_GAMEPAD_AXIS_MOTION:
|
||||
return InputEvent(InputType::Axis, static_cast<u32>(e.gaxis.axis), true,
|
||||
e.gaxis.value / 256); // this too
|
||||
gamepad = ControllerOutput::controllers.GetGamepadIndexFromJoystickId(e.gaxis.which) + 1;
|
||||
return InputEvent({InputType::Axis, (u32)e.gaxis.axis, gamepad}, true, e.gaxis.value / 256);
|
||||
default:
|
||||
return InputEvent();
|
||||
}
|
||||
}
|
||||
|
||||
GameController* ControllerOutput::controller = nullptr;
|
||||
void ControllerOutput::SetControllerOutputController(GameController* c) {
|
||||
ControllerOutput::controller = c;
|
||||
}
|
||||
|
||||
void ToggleKeyInList(InputID input) {
|
||||
if (input.type == InputType::Axis) {
|
||||
LOG_ERROR(Input, "Toggling analog inputs is not supported!");
|
||||
@ -538,7 +699,7 @@ void ControllerOutput::AddUpdate(InputEvent event) {
|
||||
*new_param = (event.active ? event.axis_value : 0) + *new_param;
|
||||
}
|
||||
}
|
||||
void ControllerOutput::FinalizeUpdate() {
|
||||
void ControllerOutput::FinalizeUpdate(u8 gamepad_index) {
|
||||
auto PushSDLEvent = [&](u32 event_type) {
|
||||
if (new_button_state) {
|
||||
SDL_Event e;
|
||||
@ -553,20 +714,24 @@ void ControllerOutput::FinalizeUpdate() {
|
||||
}
|
||||
old_button_state = new_button_state;
|
||||
old_param = *new_param;
|
||||
bool is_game_specific = EmulatorState::GetInstance()->IsGameSpecifigConfigUsed();
|
||||
GameController* controller;
|
||||
if (gamepad_index < 5)
|
||||
controller = controllers[gamepad_index];
|
||||
else
|
||||
UNREACHABLE();
|
||||
if (button != SDL_GAMEPAD_BUTTON_INVALID) {
|
||||
switch (button) {
|
||||
case SDL_GAMEPAD_BUTTON_TOUCHPAD_LEFT:
|
||||
controller->SetTouchpadState(0, new_button_state, 0.25f, 0.5f);
|
||||
controller->Button(0, SDLGamepadToOrbisButton(button), new_button_state);
|
||||
controller->Button(SDLGamepadToOrbisButton(button), new_button_state);
|
||||
break;
|
||||
case SDL_GAMEPAD_BUTTON_TOUCHPAD_CENTER:
|
||||
controller->SetTouchpadState(0, new_button_state, 0.50f, 0.5f);
|
||||
controller->Button(0, SDLGamepadToOrbisButton(button), new_button_state);
|
||||
controller->Button(SDLGamepadToOrbisButton(button), new_button_state);
|
||||
break;
|
||||
case SDL_GAMEPAD_BUTTON_TOUCHPAD_RIGHT:
|
||||
controller->SetTouchpadState(0, new_button_state, 0.75f, 0.5f);
|
||||
controller->Button(0, SDLGamepadToOrbisButton(button), new_button_state);
|
||||
controller->Button(SDLGamepadToOrbisButton(button), new_button_state);
|
||||
break;
|
||||
case LEFTJOYSTICK_HALFMODE:
|
||||
leftjoystick_halfmode = new_button_state;
|
||||
@ -598,6 +763,12 @@ void ControllerOutput::FinalizeUpdate() {
|
||||
case HOTKEY_RENDERDOC:
|
||||
PushSDLEvent(SDL_EVENT_RDOC_CAPTURE);
|
||||
break;
|
||||
case HOTKEY_ADD_VIRTUAL_USER:
|
||||
PushSDLEvent(SDL_EVENT_ADD_VIRTUAL_USER);
|
||||
break;
|
||||
case HOTKEY_REMOVE_VIRTUAL_USER:
|
||||
PushSDLEvent(SDL_EVENT_REMOVE_VIRTUAL_USER);
|
||||
break;
|
||||
case HOTKEY_VOLUME_UP:
|
||||
EmulatorSettings.SetVolumeSlider(
|
||||
std::clamp(EmulatorSettings.GetVolumeSlider() + 10, 0, 500));
|
||||
@ -618,7 +789,7 @@ void ControllerOutput::FinalizeUpdate() {
|
||||
SetMouseGyroRollMode(new_button_state);
|
||||
break;
|
||||
default: // is a normal key (hopefully)
|
||||
controller->Button(0, SDLGamepadToOrbisButton(button), new_button_state);
|
||||
controller->Button(SDLGamepadToOrbisButton(button), new_button_state);
|
||||
break;
|
||||
}
|
||||
} else if (axis != SDL_GAMEPAD_AXIS_INVALID && positive_axis) {
|
||||
@ -638,28 +809,28 @@ void ControllerOutput::FinalizeUpdate() {
|
||||
switch (c_axis) {
|
||||
case Axis::LeftX:
|
||||
case Axis::LeftY:
|
||||
ApplyDeadzone(new_param, leftjoystick_deadzone);
|
||||
ApplyDeadzone(new_param, leftjoystick_deadzone[gamepad_index]);
|
||||
multiplier = leftjoystick_halfmode ? 0.5 : 1.0;
|
||||
break;
|
||||
case Axis::RightX:
|
||||
case Axis::RightY:
|
||||
ApplyDeadzone(new_param, rightjoystick_deadzone);
|
||||
ApplyDeadzone(new_param, rightjoystick_deadzone[gamepad_index]);
|
||||
multiplier = rightjoystick_halfmode ? 0.5 : 1.0;
|
||||
break;
|
||||
case Axis::TriggerLeft:
|
||||
ApplyDeadzone(new_param, lefttrigger_deadzone);
|
||||
controller->Axis(0, c_axis, GetAxis(0x0, 0x7f, *new_param));
|
||||
controller->Button(0, OrbisPadButtonDataOffset::L2, *new_param > 0x20);
|
||||
ApplyDeadzone(new_param, lefttrigger_deadzone[gamepad_index]);
|
||||
controller->Axis(c_axis, GetAxis(0x0, 0x7f, *new_param));
|
||||
controller->Button(OrbisPadButtonDataOffset::L2, *new_param > 0x20);
|
||||
return;
|
||||
case Axis::TriggerRight:
|
||||
ApplyDeadzone(new_param, righttrigger_deadzone);
|
||||
controller->Axis(0, c_axis, GetAxis(0x0, 0x7f, *new_param));
|
||||
controller->Button(0, OrbisPadButtonDataOffset::R2, *new_param > 0x20);
|
||||
ApplyDeadzone(new_param, righttrigger_deadzone[gamepad_index]);
|
||||
controller->Axis(c_axis, GetAxis(0x0, 0x7f, *new_param));
|
||||
controller->Button(OrbisPadButtonDataOffset::R2, *new_param > 0x20);
|
||||
return;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
controller->Axis(0, c_axis, GetAxis(-0x80, 0x7f, *new_param * multiplier));
|
||||
controller->Axis(c_axis, GetAxis(-0x80, 0x7f, *new_param * multiplier));
|
||||
}
|
||||
}
|
||||
|
||||
@ -674,11 +845,9 @@ bool UpdatePressedKeys(InputEvent event) {
|
||||
if (input.type == InputType::Axis) {
|
||||
// analog input, it gets added when it first sends an event,
|
||||
// and from there, it only changes the parameter
|
||||
auto it = std::lower_bound(pressed_keys.begin(), pressed_keys.end(), input,
|
||||
[](const std::pair<InputEvent, bool>& e, InputID i) {
|
||||
return std::tie(e.first.input.type, e.first.input.sdl_id) <
|
||||
std::tie(i.type, i.sdl_id);
|
||||
});
|
||||
auto it = std::lower_bound(
|
||||
pressed_keys.begin(), pressed_keys.end(), input,
|
||||
[](const std::pair<InputEvent, bool>& e, InputID i) { return e.first.input < i; });
|
||||
if (it == pressed_keys.end() || it->first.input != input) {
|
||||
pressed_keys.insert(it, {event, false});
|
||||
LOG_DEBUG(Input, "Added axis {} to the input list", event.input.sdl_id);
|
||||
@ -791,25 +960,33 @@ InputEvent BindingConnection::ProcessBinding() {
|
||||
}
|
||||
|
||||
void ActivateOutputsFromInputs() {
|
||||
// Reset values and flags
|
||||
for (auto& it : pressed_keys) {
|
||||
it.second = false;
|
||||
}
|
||||
for (auto& it : output_array) {
|
||||
it.ResetUpdate();
|
||||
}
|
||||
|
||||
// Check for input blockers
|
||||
ApplyMouseInputBlockers();
|
||||
// todo find a better solution
|
||||
for (int i = 0; i < output_arrays.size(); i++) {
|
||||
|
||||
// Iterate over all inputs, and update their respecive outputs accordingly
|
||||
for (auto& it : connections) {
|
||||
it.output->AddUpdate(it.ProcessBinding());
|
||||
}
|
||||
// Reset values and flags
|
||||
for (auto& it : pressed_keys) {
|
||||
it.second = false;
|
||||
}
|
||||
for (auto& it : output_arrays[i].data) {
|
||||
it.ResetUpdate();
|
||||
}
|
||||
|
||||
// Update all outputs
|
||||
for (auto& it : output_array) {
|
||||
it.FinalizeUpdate();
|
||||
// Check for input blockers
|
||||
ApplyMouseInputBlockers();
|
||||
|
||||
// Iterate over all inputs, and update their respecive outputs accordingly
|
||||
for (auto& it : connections) {
|
||||
// only update this when it's the correct pass
|
||||
if (it.output->gamepad_id == i) {
|
||||
it.output->AddUpdate(it.ProcessBinding());
|
||||
}
|
||||
}
|
||||
|
||||
// Update all outputs
|
||||
for (auto& it : output_arrays[i].data) {
|
||||
it.FinalizeUpdate(i);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@ -7,6 +7,7 @@
|
||||
#include <map>
|
||||
#include <string>
|
||||
#include <unordered_set>
|
||||
#include <vector>
|
||||
|
||||
#include "SDL3/SDL_events.h"
|
||||
#include "SDL3/SDL_timer.h"
|
||||
@ -35,9 +36,11 @@
|
||||
#define SDL_EVENT_MOUSE_TO_JOYSTICK SDL_EVENT_USER + 6
|
||||
#define SDL_EVENT_MOUSE_TO_GYRO SDL_EVENT_USER + 7
|
||||
#define SDL_EVENT_MOUSE_TO_TOUCHPAD SDL_EVENT_USER + 8
|
||||
#define SDL_EVENT_RDOC_CAPTURE SDL_EVENT_USER + 9
|
||||
#define SDL_EVENT_QUIT_DIALOG SDL_EVENT_USER + 10
|
||||
#define SDL_EVENT_MOUSE_WHEEL_OFF SDL_EVENT_USER + 11
|
||||
#define SDL_EVENT_QUIT_DIALOG SDL_EVENT_USER + 9
|
||||
#define SDL_EVENT_MOUSE_WHEEL_OFF SDL_EVENT_USER + 10
|
||||
#define SDL_EVENT_ADD_VIRTUAL_USER SDL_EVENT_USER + 11
|
||||
#define SDL_EVENT_REMOVE_VIRTUAL_USER SDL_EVENT_USER + 12
|
||||
#define SDL_EVENT_RDOC_CAPTURE SDL_EVENT_USER + 13
|
||||
|
||||
#define LEFTJOYSTICK_HALFMODE 0x00010000
|
||||
#define RIGHTJOYSTICK_HALFMODE 0x00020000
|
||||
@ -57,6 +60,8 @@
|
||||
#define HOTKEY_RENDERDOC 0xf0000009
|
||||
#define HOTKEY_VOLUME_UP 0xf000000a
|
||||
#define HOTKEY_VOLUME_DOWN 0xf000000b
|
||||
#define HOTKEY_ADD_VIRTUAL_USER 0xf000000c
|
||||
#define HOTKEY_REMOVE_VIRTUAL_USER 0xf000000d
|
||||
|
||||
#define SDL_UNMAPPED UINT32_MAX - 1
|
||||
|
||||
@ -77,21 +82,24 @@ class InputID {
|
||||
public:
|
||||
InputType type;
|
||||
u32 sdl_id;
|
||||
InputID(InputType d = InputType::Count, u32 i = SDL_UNMAPPED) : type(d), sdl_id(i) {}
|
||||
u8 gamepad_id;
|
||||
InputID(InputType d = InputType::Count, u32 i = (u32)-1, u8 g = 1)
|
||||
: type(d), sdl_id(i), gamepad_id(g) {}
|
||||
bool operator==(const InputID& o) const {
|
||||
return type == o.type && sdl_id == o.sdl_id;
|
||||
return type == o.type && sdl_id == o.sdl_id && gamepad_id == o.gamepad_id;
|
||||
}
|
||||
bool operator!=(const InputID& o) const {
|
||||
return type != o.type || sdl_id != o.sdl_id;
|
||||
return type != o.type || sdl_id != o.sdl_id || gamepad_id != o.gamepad_id;
|
||||
}
|
||||
bool operator<=(const InputID& o) const {
|
||||
return type <= o.type && sdl_id <= o.sdl_id;
|
||||
auto operator<=>(const InputID& o) const {
|
||||
return std::tie(gamepad_id, type, sdl_id, gamepad_id) <=>
|
||||
std::tie(o.gamepad_id, o.type, o.sdl_id, o.gamepad_id);
|
||||
}
|
||||
bool IsValid() const {
|
||||
return *this != InputID();
|
||||
}
|
||||
std::string ToString() {
|
||||
return fmt::format("({}: {:x})", input_type_names[static_cast<u8>(type)], sdl_id);
|
||||
return fmt::format("({}. {}: {:x})", gamepad_id, input_type_names[(u8)type], sdl_id);
|
||||
}
|
||||
};
|
||||
|
||||
@ -149,6 +157,8 @@ const std::map<std::string, u32> string_to_hotkey_map = {
|
||||
{"hotkey_toggle_mouse_to_gyro", HOTKEY_TOGGLE_MOUSE_TO_GYRO},
|
||||
{"hotkey_toggle_mouse_to_touchpad", HOTKEY_TOGGLE_MOUSE_TO_TOUCHPAD},
|
||||
{"hotkey_renderdoc_capture", HOTKEY_RENDERDOC},
|
||||
{"hotkey_add_virtual_user", HOTKEY_ADD_VIRTUAL_USER},
|
||||
{"hotkey_remove_virtual_user", HOTKEY_REMOVE_VIRTUAL_USER},
|
||||
{"hotkey_volume_up", HOTKEY_VOLUME_UP},
|
||||
{"hotkey_volume_down", HOTKEY_VOLUME_DOWN},
|
||||
};
|
||||
@ -401,7 +411,7 @@ public:
|
||||
inline bool IsEmpty() {
|
||||
return !(keys[0].IsValid() || keys[1].IsValid() || keys[2].IsValid());
|
||||
}
|
||||
std::string ToString() { // todo add device type
|
||||
std::string ToString() {
|
||||
switch (KeyCount()) {
|
||||
case 1:
|
||||
return fmt::format("({})", keys[0].ToString());
|
||||
@ -420,14 +430,14 @@ public:
|
||||
};
|
||||
|
||||
class ControllerOutput {
|
||||
static GameController* controller;
|
||||
|
||||
public:
|
||||
static void SetControllerOutputController(GameController* c);
|
||||
static GameControllers controllers;
|
||||
static void GetGetGamepadIndexFromSDLJoystickID(const SDL_JoystickID id) {}
|
||||
static void LinkJoystickAxes();
|
||||
|
||||
u32 button;
|
||||
u32 axis;
|
||||
u8 gamepad_id;
|
||||
// these are only used as s8,
|
||||
// but I added some padding to avoid overflow if it's activated by multiple inputs
|
||||
// axis_plus and axis_minus pairs share a common new_param, the other outputs have their own
|
||||
@ -441,6 +451,7 @@ public:
|
||||
new_param = new s16(0);
|
||||
old_param = 0;
|
||||
positive_axis = p;
|
||||
gamepad_id = 0;
|
||||
}
|
||||
ControllerOutput(const ControllerOutput& o) : button(o.button), axis(o.axis) {
|
||||
new_param = new s16(*o.new_param);
|
||||
@ -466,7 +477,7 @@ public:
|
||||
|
||||
void ResetUpdate();
|
||||
void AddUpdate(InputEvent event);
|
||||
void FinalizeUpdate();
|
||||
void FinalizeUpdate(u8 gamepad_index);
|
||||
};
|
||||
class BindingConnection {
|
||||
public:
|
||||
@ -481,6 +492,13 @@ public:
|
||||
output = out;
|
||||
toggle = t;
|
||||
}
|
||||
BindingConnection& operator=(const BindingConnection& o) {
|
||||
binding = o.binding;
|
||||
output = o.output;
|
||||
axis_param = o.axis_param;
|
||||
toggle = o.toggle;
|
||||
return *this;
|
||||
}
|
||||
bool operator<(const BindingConnection& other) const {
|
||||
// a button is a higher priority than an axis, as buttons can influence axes
|
||||
// (e.g. joystick_halfmode)
|
||||
@ -494,9 +512,81 @@ public:
|
||||
}
|
||||
return false;
|
||||
}
|
||||
bool HasGamepadInput() {
|
||||
for (auto& key : binding.keys) {
|
||||
if (key.type == InputType::Controller || key.type == InputType::Axis) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
BindingConnection CopyWithChangedGamepadId(u8 gamepad);
|
||||
InputEvent ProcessBinding();
|
||||
};
|
||||
|
||||
class ControllerAllOutputs {
|
||||
public:
|
||||
static constexpr u64 output_count = 39;
|
||||
std::array<ControllerOutput, output_count> data = {
|
||||
// Important: these have to be the first, or else they will update in the wrong order
|
||||
ControllerOutput(LEFTJOYSTICK_HALFMODE),
|
||||
ControllerOutput(RIGHTJOYSTICK_HALFMODE),
|
||||
ControllerOutput(KEY_TOGGLE),
|
||||
ControllerOutput(MOUSE_GYRO_ROLL_MODE),
|
||||
|
||||
// Button mappings
|
||||
ControllerOutput(SDL_GAMEPAD_BUTTON_NORTH), // Triangle
|
||||
ControllerOutput(SDL_GAMEPAD_BUTTON_EAST), // Circle
|
||||
ControllerOutput(SDL_GAMEPAD_BUTTON_SOUTH), // Cross
|
||||
ControllerOutput(SDL_GAMEPAD_BUTTON_WEST), // Square
|
||||
ControllerOutput(SDL_GAMEPAD_BUTTON_LEFT_SHOULDER), // L1
|
||||
ControllerOutput(SDL_GAMEPAD_BUTTON_LEFT_STICK), // L3
|
||||
ControllerOutput(SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER), // R1
|
||||
ControllerOutput(SDL_GAMEPAD_BUTTON_RIGHT_STICK), // R3
|
||||
ControllerOutput(SDL_GAMEPAD_BUTTON_START), // Options
|
||||
ControllerOutput(SDL_GAMEPAD_BUTTON_TOUCHPAD_LEFT), // TouchPad
|
||||
ControllerOutput(SDL_GAMEPAD_BUTTON_TOUCHPAD_CENTER), // TouchPad
|
||||
ControllerOutput(SDL_GAMEPAD_BUTTON_TOUCHPAD_RIGHT), // TouchPad
|
||||
ControllerOutput(SDL_GAMEPAD_BUTTON_DPAD_UP), // Up
|
||||
ControllerOutput(SDL_GAMEPAD_BUTTON_DPAD_DOWN), // Down
|
||||
ControllerOutput(SDL_GAMEPAD_BUTTON_DPAD_LEFT), // Left
|
||||
ControllerOutput(SDL_GAMEPAD_BUTTON_DPAD_RIGHT), // Right
|
||||
|
||||
// Axis mappings
|
||||
// ControllerOutput(SDL_GAMEPAD_BUTTON_INVALID, SDL_GAMEPAD_AXIS_LEFTX, false),
|
||||
// ControllerOutput(SDL_GAMEPAD_BUTTON_INVALID, SDL_GAMEPAD_AXIS_LEFTY, false),
|
||||
// ControllerOutput(SDL_GAMEPAD_BUTTON_INVALID, SDL_GAMEPAD_AXIS_RIGHTX, false),
|
||||
// ControllerOutput(SDL_GAMEPAD_BUTTON_INVALID, SDL_GAMEPAD_AXIS_RIGHTY, false),
|
||||
ControllerOutput(SDL_GAMEPAD_BUTTON_INVALID, SDL_GAMEPAD_AXIS_LEFTX),
|
||||
ControllerOutput(SDL_GAMEPAD_BUTTON_INVALID, SDL_GAMEPAD_AXIS_LEFTY),
|
||||
ControllerOutput(SDL_GAMEPAD_BUTTON_INVALID, SDL_GAMEPAD_AXIS_RIGHTX),
|
||||
ControllerOutput(SDL_GAMEPAD_BUTTON_INVALID, SDL_GAMEPAD_AXIS_RIGHTY),
|
||||
|
||||
ControllerOutput(SDL_GAMEPAD_BUTTON_INVALID, SDL_GAMEPAD_AXIS_LEFT_TRIGGER),
|
||||
|
||||
ControllerOutput(HOTKEY_FULLSCREEN),
|
||||
ControllerOutput(HOTKEY_PAUSE),
|
||||
ControllerOutput(HOTKEY_SIMPLE_FPS),
|
||||
ControllerOutput(HOTKEY_QUIT),
|
||||
ControllerOutput(HOTKEY_RELOAD_INPUTS),
|
||||
ControllerOutput(HOTKEY_TOGGLE_MOUSE_TO_JOYSTICK),
|
||||
ControllerOutput(HOTKEY_TOGGLE_MOUSE_TO_GYRO),
|
||||
ControllerOutput(HOTKEY_TOGGLE_MOUSE_TO_TOUCHPAD),
|
||||
ControllerOutput(HOTKEY_RENDERDOC),
|
||||
ControllerOutput(HOTKEY_ADD_VIRTUAL_USER),
|
||||
ControllerOutput(HOTKEY_REMOVE_VIRTUAL_USER),
|
||||
ControllerOutput(HOTKEY_VOLUME_UP),
|
||||
ControllerOutput(HOTKEY_VOLUME_DOWN),
|
||||
|
||||
ControllerOutput(SDL_GAMEPAD_BUTTON_INVALID, SDL_GAMEPAD_AXIS_INVALID),
|
||||
};
|
||||
ControllerAllOutputs(u8 g) {
|
||||
for (int i = 0; i < output_count; i++) {
|
||||
data[i].gamepad_id = g;
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
// Updates the list of pressed keys with the given input.
|
||||
// Returns whether the list was updated or not.
|
||||
bool UpdatePressedKeys(InputEvent event);
|
||||
|
||||
@ -77,11 +77,11 @@ void EmulateJoystick(GameController* controller, u32 interval) {
|
||||
float a_x = cos(angle) * output_speed, a_y = sin(angle) * output_speed;
|
||||
|
||||
if (d_x != 0 || d_y != 0) {
|
||||
controller->Axis(0, axis_x, GetAxis(-0x80, 0x7f, a_x));
|
||||
controller->Axis(0, axis_y, GetAxis(-0x80, 0x7f, a_y));
|
||||
controller->Axis(axis_x, GetAxis(-0x80, 0x7f, a_x), false);
|
||||
controller->Axis(axis_y, GetAxis(-0x80, 0x7f, a_y), false);
|
||||
} else {
|
||||
controller->Axis(0, axis_x, GetAxis(-0x80, 0x7f, 0));
|
||||
controller->Axis(0, axis_y, GetAxis(-0x80, 0x7f, 0));
|
||||
controller->Axis(axis_x, GetAxis(-0x80, 0x7f, 0), false);
|
||||
controller->Axis(axis_y, GetAxis(-0x80, 0x7f, 0), false);
|
||||
}
|
||||
}
|
||||
|
||||
@ -89,13 +89,13 @@ constexpr float constant_down_accel[3] = {0.0f, 9.81f, 0.0f};
|
||||
void EmulateGyro(GameController* controller, u32 interval) {
|
||||
float d_x = 0, d_y = 0;
|
||||
SDL_GetRelativeMouseState(&d_x, &d_y);
|
||||
controller->Acceleration(1, constant_down_accel);
|
||||
controller->UpdateAcceleration(constant_down_accel);
|
||||
float gyro_from_mouse[3] = {-d_y / 100, -d_x / 100, 0.0f};
|
||||
if (mouse_gyro_roll_mode) {
|
||||
gyro_from_mouse[1] = 0.0f;
|
||||
gyro_from_mouse[2] = -d_x / 100;
|
||||
}
|
||||
controller->Gyro(1, gyro_from_mouse);
|
||||
controller->UpdateGyro(gyro_from_mouse);
|
||||
}
|
||||
|
||||
void EmulateTouchpad(GameController* controller, u32 interval) {
|
||||
@ -104,7 +104,7 @@ void EmulateTouchpad(GameController* controller, u32 interval) {
|
||||
controller->SetTouchpadState(0, (mouse_buttons & SDL_BUTTON_LMASK) != 0,
|
||||
std::clamp(x / g_window->GetWidth(), 0.0f, 1.0f),
|
||||
std::clamp(y / g_window->GetHeight(), 0.0f, 1.0f));
|
||||
controller->Button(0, Libraries::Pad::OrbisPadButtonDataOffset::TouchPad,
|
||||
controller->Button(Libraries::Pad::OrbisPadButtonDataOffset::TouchPad,
|
||||
(mouse_buttons & SDL_BUTTON_RMASK) != 0);
|
||||
}
|
||||
|
||||
|
||||
@ -8,12 +8,14 @@
|
||||
#include "SDL3/SDL_timer.h"
|
||||
#include "SDL3/SDL_video.h"
|
||||
#include "common/assert.h"
|
||||
#include "common/config.h"
|
||||
#include "common/elf_info.h"
|
||||
#include "core/debug_state.h"
|
||||
#include "core/devtools/layer.h"
|
||||
#include "core/emulator_settings.h"
|
||||
#include "core/libraries/kernel/time.h"
|
||||
#include "core/libraries/pad/pad.h"
|
||||
#include "core/libraries/system/userservice.h"
|
||||
#include "core/user_settings.h"
|
||||
#include "imgui/renderer/imgui_core.h"
|
||||
#include "input/controller.h"
|
||||
#include "input/input_handler.h"
|
||||
@ -26,9 +28,9 @@
|
||||
#endif
|
||||
#include <core/emulator_settings.h>
|
||||
|
||||
namespace Input {
|
||||
namespace Frontend {
|
||||
|
||||
using Libraries::Pad::OrbisPadButtonDataOffset;
|
||||
using namespace Libraries::Pad;
|
||||
|
||||
static OrbisPadButtonDataOffset SDLGamepadToOrbisButton(u8 button) {
|
||||
using OPBDO = OrbisPadButtonDataOffset;
|
||||
@ -69,220 +71,24 @@ static OrbisPadButtonDataOffset SDLGamepadToOrbisButton(u8 button) {
|
||||
}
|
||||
}
|
||||
|
||||
static SDL_GamepadAxis InputAxisToSDL(Axis axis) {
|
||||
switch (axis) {
|
||||
case Axis::LeftX:
|
||||
return SDL_GAMEPAD_AXIS_LEFTX;
|
||||
case Axis::LeftY:
|
||||
return SDL_GAMEPAD_AXIS_LEFTY;
|
||||
case Axis::RightX:
|
||||
return SDL_GAMEPAD_AXIS_RIGHTX;
|
||||
case Axis::RightY:
|
||||
return SDL_GAMEPAD_AXIS_RIGHTY;
|
||||
case Axis::TriggerLeft:
|
||||
return SDL_GAMEPAD_AXIS_LEFT_TRIGGER;
|
||||
case Axis::TriggerRight:
|
||||
return SDL_GAMEPAD_AXIS_RIGHT_TRIGGER;
|
||||
default:
|
||||
UNREACHABLE();
|
||||
}
|
||||
}
|
||||
|
||||
SDLInputEngine::~SDLInputEngine() {
|
||||
if (m_gamepad) {
|
||||
SDL_CloseGamepad(m_gamepad);
|
||||
}
|
||||
}
|
||||
|
||||
void SDLInputEngine::Init() {
|
||||
if (m_gamepad) {
|
||||
SDL_CloseGamepad(m_gamepad);
|
||||
m_gamepad = nullptr;
|
||||
}
|
||||
|
||||
int gamepad_count;
|
||||
SDL_JoystickID* gamepads = SDL_GetGamepads(&gamepad_count);
|
||||
if (!gamepads) {
|
||||
LOG_ERROR(Input, "Cannot get gamepad list: {}", SDL_GetError());
|
||||
return;
|
||||
}
|
||||
if (gamepad_count == 0) {
|
||||
LOG_INFO(Input, "No gamepad found!");
|
||||
SDL_free(gamepads);
|
||||
return;
|
||||
}
|
||||
|
||||
int selectedIndex = GamepadSelect::GetIndexfromGUID(gamepads, gamepad_count,
|
||||
GamepadSelect::GetSelectedGamepad());
|
||||
int defaultIndex =
|
||||
GamepadSelect::GetIndexfromGUID(gamepads, gamepad_count, Config::getDefaultControllerID());
|
||||
|
||||
// If user selects a gamepad in the GUI, use that, otherwise try the default
|
||||
if (!m_gamepad) {
|
||||
if (selectedIndex != -1) {
|
||||
m_gamepad = SDL_OpenGamepad(gamepads[selectedIndex]);
|
||||
LOG_INFO(Input, "Opening gamepad selected in GUI.");
|
||||
} else if (defaultIndex != -1) {
|
||||
m_gamepad = SDL_OpenGamepad(gamepads[defaultIndex]);
|
||||
LOG_INFO(Input, "Opening default gamepad.");
|
||||
} else {
|
||||
m_gamepad = SDL_OpenGamepad(gamepads[0]);
|
||||
LOG_INFO(Input, "Got {} gamepads. Opening the first one.", gamepad_count);
|
||||
}
|
||||
}
|
||||
|
||||
if (!m_gamepad) {
|
||||
if (!m_gamepad) {
|
||||
LOG_ERROR(Input, "Failed to open gamepad: {}", SDL_GetError());
|
||||
SDL_free(gamepads);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
SDL_Joystick* joystick = SDL_GetGamepadJoystick(m_gamepad);
|
||||
Uint16 vendor = SDL_GetJoystickVendor(joystick);
|
||||
Uint16 product = SDL_GetJoystickProduct(joystick);
|
||||
|
||||
bool isDualSense = (vendor == 0x054C && product == 0x0CE6);
|
||||
|
||||
LOG_INFO(Input, "Gamepad Vendor: {:04X}, Product: {:04X}", vendor, product);
|
||||
if (isDualSense) {
|
||||
LOG_INFO(Input, "Detected DualSense Controller");
|
||||
}
|
||||
|
||||
if (Config::getIsMotionControlsEnabled()) {
|
||||
if (SDL_SetGamepadSensorEnabled(m_gamepad, SDL_SENSOR_GYRO, true)) {
|
||||
m_gyro_poll_rate = SDL_GetGamepadSensorDataRate(m_gamepad, SDL_SENSOR_GYRO);
|
||||
LOG_INFO(Input, "Gyro initialized, poll rate: {}", m_gyro_poll_rate);
|
||||
} else {
|
||||
LOG_ERROR(Input, "Failed to initialize gyro controls for gamepad, error: {}",
|
||||
SDL_GetError());
|
||||
SDL_SetGamepadSensorEnabled(m_gamepad, SDL_SENSOR_GYRO, false);
|
||||
}
|
||||
if (SDL_SetGamepadSensorEnabled(m_gamepad, SDL_SENSOR_ACCEL, true)) {
|
||||
m_accel_poll_rate = SDL_GetGamepadSensorDataRate(m_gamepad, SDL_SENSOR_ACCEL);
|
||||
LOG_INFO(Input, "Accel initialized, poll rate: {}", m_accel_poll_rate);
|
||||
} else {
|
||||
LOG_ERROR(Input, "Failed to initialize accel controls for gamepad, error: {}",
|
||||
SDL_GetError());
|
||||
SDL_SetGamepadSensorEnabled(m_gamepad, SDL_SENSOR_ACCEL, false);
|
||||
}
|
||||
}
|
||||
|
||||
SDL_free(gamepads);
|
||||
|
||||
int* rgb = Config::GetControllerCustomColor();
|
||||
|
||||
if (isDualSense) {
|
||||
if (SDL_SetJoystickLED(joystick, rgb[0], rgb[1], rgb[2]) == 0) {
|
||||
LOG_INFO(Input, "Set DualSense LED to R:{} G:{} B:{}", rgb[0], rgb[1], rgb[2]);
|
||||
} else {
|
||||
LOG_ERROR(Input, "Failed to set DualSense LED: {}", SDL_GetError());
|
||||
}
|
||||
} else {
|
||||
SetLightBarRGB(rgb[0], rgb[1], rgb[2]);
|
||||
}
|
||||
}
|
||||
|
||||
void SDLInputEngine::SetLightBarRGB(u8 r, u8 g, u8 b) {
|
||||
if (m_gamepad) {
|
||||
SDL_SetGamepadLED(m_gamepad, r, g, b);
|
||||
}
|
||||
}
|
||||
|
||||
void SDLInputEngine::SetVibration(u8 smallMotor, u8 largeMotor) {
|
||||
if (m_gamepad) {
|
||||
const auto low_freq = (smallMotor / 255.0f) * 0xFFFF;
|
||||
const auto high_freq = (largeMotor / 255.0f) * 0xFFFF;
|
||||
SDL_RumbleGamepad(m_gamepad, low_freq, high_freq, -1);
|
||||
}
|
||||
}
|
||||
|
||||
State SDLInputEngine::ReadState() {
|
||||
State state{};
|
||||
state.time = Libraries::Kernel::sceKernelGetProcessTime();
|
||||
|
||||
// Buttons
|
||||
for (u8 i = 0; i < SDL_GAMEPAD_BUTTON_COUNT; ++i) {
|
||||
auto orbisButton = SDLGamepadToOrbisButton(i);
|
||||
if (orbisButton == OrbisPadButtonDataOffset::None) {
|
||||
continue;
|
||||
}
|
||||
state.OnButton(orbisButton, SDL_GetGamepadButton(m_gamepad, (SDL_GamepadButton)i));
|
||||
}
|
||||
|
||||
// Axes
|
||||
for (int i = 0; i < static_cast<int>(Axis::AxisMax); ++i) {
|
||||
const auto axis = static_cast<Axis>(i);
|
||||
const auto value = SDL_GetGamepadAxis(m_gamepad, InputAxisToSDL(axis));
|
||||
switch (axis) {
|
||||
case Axis::TriggerLeft:
|
||||
case Axis::TriggerRight:
|
||||
state.OnAxis(axis, GetAxis(0, 0x8000, value));
|
||||
break;
|
||||
default:
|
||||
state.OnAxis(axis, GetAxis(-0x8000, 0x8000, value));
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Touchpad
|
||||
if (SDL_GetNumGamepadTouchpads(m_gamepad) > 0) {
|
||||
for (int finger = 0; finger < 2; ++finger) {
|
||||
bool down;
|
||||
float x, y;
|
||||
if (SDL_GetGamepadTouchpadFinger(m_gamepad, 0, finger, &down, &x, &y, NULL)) {
|
||||
state.OnTouchpad(finger, down, x, y);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Gyro
|
||||
if (SDL_GamepadHasSensor(m_gamepad, SDL_SENSOR_GYRO)) {
|
||||
float gyro[3];
|
||||
if (SDL_GetGamepadSensorData(m_gamepad, SDL_SENSOR_GYRO, gyro, 3)) {
|
||||
state.OnGyro(gyro);
|
||||
}
|
||||
}
|
||||
|
||||
// Accel
|
||||
if (SDL_GamepadHasSensor(m_gamepad, SDL_SENSOR_ACCEL)) {
|
||||
float accel[3];
|
||||
if (SDL_GetGamepadSensorData(m_gamepad, SDL_SENSOR_ACCEL, accel, 3)) {
|
||||
state.OnAccel(accel);
|
||||
}
|
||||
}
|
||||
|
||||
return state;
|
||||
}
|
||||
|
||||
float SDLInputEngine::GetGyroPollRate() const {
|
||||
return m_gyro_poll_rate;
|
||||
}
|
||||
|
||||
float SDLInputEngine::GetAccelPollRate() const {
|
||||
return m_accel_poll_rate;
|
||||
}
|
||||
|
||||
} // namespace Input
|
||||
|
||||
namespace Frontend {
|
||||
|
||||
using namespace Libraries::Pad;
|
||||
|
||||
std::mutex motion_control_mutex;
|
||||
float gyro_buf[3] = {0.0f, 0.0f, 0.0f}, accel_buf[3] = {0.0f, 9.81f, 0.0f};
|
||||
static Uint32 SDLCALL PollGyroAndAccel(void* userdata, SDL_TimerID timer_id, Uint32 interval) {
|
||||
static Uint32 SDLCALL PollController(void* userdata, SDL_TimerID timer_id, Uint32 interval) {
|
||||
auto* controller = reinterpret_cast<Input::GameController*>(userdata);
|
||||
std::scoped_lock l{motion_control_mutex};
|
||||
controller->Gyro(0, gyro_buf);
|
||||
controller->Acceleration(0, accel_buf);
|
||||
return 4;
|
||||
controller->UpdateAxisSmoothing();
|
||||
controller->Gyro(0);
|
||||
controller->Acceleration(0);
|
||||
return interval;
|
||||
}
|
||||
|
||||
WindowSDL::WindowSDL(s32 width_, s32 height_, Input::GameController* controller_,
|
||||
static Uint32 SDLCALL PollControllerLightColour(void* userdata, SDL_TimerID timer_id,
|
||||
Uint32 interval) {
|
||||
auto* controller = reinterpret_cast<Input::GameController*>(userdata);
|
||||
controller->PollLightColour();
|
||||
return interval;
|
||||
}
|
||||
|
||||
WindowSDL::WindowSDL(s32 width_, s32 height_, Input::GameControllers* controllers_,
|
||||
std::string_view window_title)
|
||||
: width{width_}, height{height_}, controller{controller_} {
|
||||
: width{width_}, height{height_}, controllers{*controllers_} {
|
||||
if (!SDL_SetHint(SDL_HINT_APP_NAME, "shadPS4")) {
|
||||
UNREACHABLE_MSG("Failed to set SDL window hint: {}", SDL_GetError());
|
||||
}
|
||||
@ -330,7 +136,6 @@ WindowSDL::WindowSDL(s32 width_, s32 height_, Input::GameController* controller_
|
||||
SDL_SyncWindow(window);
|
||||
|
||||
SDL_InitSubSystem(SDL_INIT_GAMEPAD);
|
||||
controller->SetEngine(std::make_unique<Input::SDLInputEngine>());
|
||||
|
||||
#if defined(SDL_PLATFORM_WIN32)
|
||||
window_info.type = WindowSystemType::Windows;
|
||||
@ -355,11 +160,11 @@ WindowSDL::WindowSDL(s32 width_, s32 height_, Input::GameController* controller_
|
||||
window_info.render_surface = SDL_Metal_GetLayer(SDL_Metal_CreateView(window));
|
||||
#endif
|
||||
// input handler init-s
|
||||
Input::ControllerOutput::SetControllerOutputController(controller);
|
||||
Input::ControllerOutput::LinkJoystickAxes();
|
||||
Input::ParseInputConfig(std::string(Common::ElfInfo::Instance().GameSerial()));
|
||||
controllers.TryOpenSDLControllers();
|
||||
|
||||
if (Config::getBackgroundControllerInput()) {
|
||||
if (EmulatorSettings.IsBackgroundControllerInput()) {
|
||||
SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "1");
|
||||
}
|
||||
}
|
||||
@ -399,37 +204,16 @@ void WindowSDL::WaitEvent() {
|
||||
break;
|
||||
case SDL_EVENT_GAMEPAD_ADDED:
|
||||
case SDL_EVENT_GAMEPAD_REMOVED:
|
||||
controller->SetEngine(std::make_unique<Input::SDLInputEngine>());
|
||||
break;
|
||||
case SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN:
|
||||
case SDL_EVENT_GAMEPAD_TOUCHPAD_UP:
|
||||
case SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION:
|
||||
controller->SetTouchpadState(event.gtouchpad.finger,
|
||||
event.type != SDL_EVENT_GAMEPAD_TOUCHPAD_UP, event.gtouchpad.x,
|
||||
event.gtouchpad.y);
|
||||
controllers.TryOpenSDLControllers();
|
||||
break;
|
||||
case SDL_EVENT_GAMEPAD_BUTTON_DOWN:
|
||||
case SDL_EVENT_GAMEPAD_BUTTON_UP:
|
||||
case SDL_EVENT_GAMEPAD_AXIS_MOTION:
|
||||
OnGamepadEvent(&event);
|
||||
break;
|
||||
// i really would have appreciated ANY KIND OF DOCUMENTATION ON THIS
|
||||
// AND IT DOESN'T EVEN USE PROPER ENUMS
|
||||
case SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN:
|
||||
case SDL_EVENT_GAMEPAD_TOUCHPAD_UP:
|
||||
case SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION:
|
||||
case SDL_EVENT_GAMEPAD_SENSOR_UPDATE:
|
||||
switch ((SDL_SensorType)event.gsensor.sensor) {
|
||||
case SDL_SENSOR_GYRO: {
|
||||
std::scoped_lock l{motion_control_mutex};
|
||||
memcpy(gyro_buf, event.gsensor.data, sizeof(gyro_buf));
|
||||
break;
|
||||
}
|
||||
case SDL_SENSOR_ACCEL: {
|
||||
std::scoped_lock l{motion_control_mutex};
|
||||
memcpy(accel_buf, event.gsensor.data, sizeof(accel_buf));
|
||||
break;
|
||||
}
|
||||
default:
|
||||
break;
|
||||
}
|
||||
OnGamepadEvent(&event);
|
||||
break;
|
||||
case SDL_EVENT_QUIT:
|
||||
is_open = false;
|
||||
@ -455,7 +239,7 @@ void WindowSDL::WaitEvent() {
|
||||
}
|
||||
break;
|
||||
case SDL_EVENT_CHANGE_CONTROLLER:
|
||||
controller->GetEngine()->Init();
|
||||
UNREACHABLE_MSG("todo");
|
||||
break;
|
||||
case SDL_EVENT_TOGGLE_SIMPLE_FPS:
|
||||
Overlay::ToggleSimpleFps();
|
||||
@ -476,6 +260,29 @@ void WindowSDL::WaitEvent() {
|
||||
Input::ToggleMouseModeTo(Input::MouseMode::Touchpad));
|
||||
SDL_SetWindowRelativeMouseMode(this->GetSDLWindow(), false);
|
||||
break;
|
||||
case SDL_EVENT_ADD_VIRTUAL_USER:
|
||||
for (int i = 0; i < 4; i++) {
|
||||
if (controllers[i]->user_id == -1) {
|
||||
auto u = UserManagement.GetUserByPlayerIndex(i + 1);
|
||||
if (!u) {
|
||||
break;
|
||||
}
|
||||
controllers[i]->user_id = u->user_id;
|
||||
UserManagement.LoginUser(u, i + 1);
|
||||
break;
|
||||
}
|
||||
}
|
||||
break;
|
||||
case SDL_EVENT_REMOVE_VIRTUAL_USER:
|
||||
LOG_INFO(Input, "Remove user");
|
||||
for (int i = 3; i >= 0; i--) {
|
||||
if (controllers[i]->user_id != -1) {
|
||||
UserManagement.LogoutUser(UserManagement.GetUserByID(controllers[i]->user_id));
|
||||
controllers[i]->user_id = -1;
|
||||
break;
|
||||
}
|
||||
}
|
||||
break;
|
||||
case SDL_EVENT_RDOC_CAPTURE:
|
||||
VideoCore::TriggerCapture();
|
||||
break;
|
||||
@ -485,8 +292,10 @@ void WindowSDL::WaitEvent() {
|
||||
}
|
||||
|
||||
void WindowSDL::InitTimers() {
|
||||
SDL_AddTimer(4, &PollGyroAndAccel, controller);
|
||||
SDL_AddTimer(33, Input::MousePolling, (void*)controller);
|
||||
for (int i = 0; i < 4; ++i) {
|
||||
SDL_AddTimer(4, &PollController, controllers[i]);
|
||||
}
|
||||
SDL_AddTimer(33, Input::MousePolling, (void*)controllers[0]);
|
||||
}
|
||||
|
||||
void WindowSDL::RequestKeyboard() {
|
||||
@ -554,10 +363,44 @@ void WindowSDL::OnGamepadEvent(const SDL_Event* event) {
|
||||
// as it would break the entire touchpad handling
|
||||
// You can still bind other things to it though
|
||||
if (event->gbutton.button == SDL_GAMEPAD_BUTTON_TOUCHPAD) {
|
||||
controller->Button(0, OrbisPadButtonDataOffset::TouchPad, input_down);
|
||||
controllers[controllers.GetGamepadIndexFromJoystickId(event->gbutton.which)]->Button(
|
||||
OrbisPadButtonDataOffset::TouchPad, input_down);
|
||||
return;
|
||||
}
|
||||
|
||||
u8 gamepad;
|
||||
|
||||
switch (event->type) {
|
||||
case SDL_EVENT_GAMEPAD_SENSOR_UPDATE:
|
||||
switch ((SDL_SensorType)event->gsensor.sensor) {
|
||||
case SDL_SENSOR_GYRO:
|
||||
gamepad = controllers.GetGamepadIndexFromJoystickId(event->gsensor.which);
|
||||
if (gamepad < 5) {
|
||||
controllers[gamepad]->UpdateGyro(event->gsensor.data);
|
||||
}
|
||||
break;
|
||||
case SDL_SENSOR_ACCEL:
|
||||
gamepad = controllers.GetGamepadIndexFromJoystickId(event->gsensor.which);
|
||||
if (gamepad < 5) {
|
||||
controllers[gamepad]->UpdateAcceleration(event->gsensor.data);
|
||||
}
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
return;
|
||||
case SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN:
|
||||
case SDL_EVENT_GAMEPAD_TOUCHPAD_UP:
|
||||
case SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION:
|
||||
controllers[controllers.GetGamepadIndexFromJoystickId(event->gtouchpad.which)]
|
||||
->SetTouchpadState(event->gtouchpad.finger,
|
||||
event->type != SDL_EVENT_GAMEPAD_TOUCHPAD_UP, event->gtouchpad.x,
|
||||
event->gtouchpad.y);
|
||||
return;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
// add/remove it from the list
|
||||
bool inputs_changed = Input::UpdatePressedKeys(input_event);
|
||||
|
||||
|
||||
@ -1,4 +1,4 @@
|
||||
// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
|
||||
// SPDX-FileCopyrightText: Copyright 2026 shadPS4 Emulator Project
|
||||
// SPDX-License-Identifier: GPL-2.0-or-later
|
||||
|
||||
#pragma once
|
||||
@ -14,23 +14,8 @@ struct SDL_Gamepad;
|
||||
union SDL_Event;
|
||||
|
||||
namespace Input {
|
||||
|
||||
class SDLInputEngine : public Engine {
|
||||
public:
|
||||
~SDLInputEngine() override;
|
||||
void Init() override;
|
||||
void SetLightBarRGB(u8 r, u8 g, u8 b) override;
|
||||
void SetVibration(u8 smallMotor, u8 largeMotor) override;
|
||||
float GetGyroPollRate() const override;
|
||||
float GetAccelPollRate() const override;
|
||||
State ReadState() override;
|
||||
|
||||
private:
|
||||
float m_gyro_poll_rate = 0.0f;
|
||||
float m_accel_poll_rate = 0.0f;
|
||||
};
|
||||
|
||||
} // namespace Input
|
||||
class GameController;
|
||||
}
|
||||
|
||||
namespace Frontend {
|
||||
|
||||
@ -62,7 +47,7 @@ class WindowSDL {
|
||||
int keyboard_grab = 0;
|
||||
|
||||
public:
|
||||
explicit WindowSDL(s32 width, s32 height, Input::GameController* controller,
|
||||
explicit WindowSDL(s32 width, s32 height, Input::GameControllers* controllers,
|
||||
std::string_view window_title);
|
||||
~WindowSDL();
|
||||
|
||||
@ -100,7 +85,7 @@ private:
|
||||
private:
|
||||
s32 width;
|
||||
s32 height;
|
||||
Input::GameController* controller;
|
||||
Input::GameControllers controllers{};
|
||||
WindowSystemInfo window_info{};
|
||||
SDL_Window* window{};
|
||||
bool is_shown{};
|
||||
|
||||
Loading…
Reference in New Issue
Block a user