Commit Graph

58 Commits

Author SHA1 Message Date
Valdis Bogdāns
05df651cd8
Add IME keyboard layout and panel metrics support (#3973)
* Add IME keyboard layout and panel metrics support

- Introduced new header and implementation files for IME keyboard layout handling.
- Added structures for viewport metrics, keyboard grid layout, and drawing parameters.
- Implemented functions to compute viewport and panel metrics for the IME dialog.
- Enhanced the IME dialog UI to utilize the new keyboard layout and metrics.
- Updated input handling to support new keyboard interactions and layout adjustments.
- Added caret management and text normalization features in the IME dialog state.
- Improved window positioning logic to accommodate different screen resolutions.

* fix for Maxos Linux builds

* Align IME behavior with real PS4 libSceIme/Dialog flow

Features:
- Add validation helpers for IME option/language/extended-option masks
- Implement `sceImeGetPanelSize` sizing logic
- Replace `sceImeSetTextGeometry` no-op path with real state/argument validation
- Align panel sizing/validation paths closer to PS4 IME behavior
- Improve panel text/caret handling reliability during UI updates
- Add IME panel movement via controller right stick
- Support mouse drag repositioning for the panel
- Respect `FIXED_POSITION` by disabling movement when locked

Updates:
- Tighten `sceImeOpen` checks (user/type/input method, handler, work alignment, reserved, overlap)
- Validate initial/runtime text rules (`\n`/`\r` and surrogate rejection) in open/set-text paths
- Enforce caret bounds and null-caret behavior in `sceImeSetCaret`
- Update `sceImeUpdate` to return `NOT_OPENED` in invalid states and respect handler matching
- Harden `ImeHandler` against null state/callback execution paths
- Optimize keyboard grid rendering by reusing per-frame buffers
- Reduce input callback allocations with fixed-size buffers
- Harden panel update paths for invalid handler/open-state cases
- Clamp panel position to visible screen bounds
- Apply stick deadzone/speed scaling for stable movement
- Keep panel coordinates consistent with IME coordinate mode

* 🤦‍♂️

* Enhance IME UI and Input Handling

- Introduced BrightenColor function to adjust color brightness for UI elements.
- Improved UTF-16 character handling with new functions to count UTF-16 units and reject input based on UTF-16 limits.
- Added functionality to clamp input buffer to UTF-16 limits, ensuring text input does not exceed specified limits.
- Refactored virtual pad input handling to encapsulate left stick directions and panel movement.
- Enhanced IME UI drawing logic to incorporate new input handling and navigation features.
- Updated keyboard layout handling to support dynamic configurations and improved navigation shortcuts.
- Integrated additional font ranges for better language support in the IME, including Chinese, Arabic, and Thai.
- Improved overall code structure and readability by utilizing modern C++ features such as std::vector and std::array.

* Remove non existing Roboto Medium font from IME initialization

* Enhance IME Dialog and UI with Improved Gamepad Navigation and Key Mapping

- Added support for disabling gamepad input through OrbisImeDisableDevice in ImeDialogState.
- Updated ImeKbLayout to modify key mappings for better character input, including changes to punctuation keys.
- Implemented enhanced left stick navigation with repeat functionality in ImeUi, allowing for smoother input handling.
- Introduced new constants for stick navigation delays and repeat intervals to improve responsiveness.
- Refactored input handling logic to accommodate both virtual and gamepad inputs, ensuring consistent behavior across devices.
- Added functionality to clear all text in the input field with a specific shortcut, aligning with expected user behavior.

* clang

* Enhance IME functionality with improved gamepad navigation and layout handling

* ime: fix specials/accent layout mapping and dynamic panel resize handling

- Expand specials/accent keyboard layouts to a 7-row model and move function keys to fixed bottom rows.
- Add variable row-height support to the keyboard grid (`fixed_bottom_rows`, `bottom_row_h`) and compute row offsets/span heights from layout config.
- Preserve function-row height in `ime_ui` and `ime_dialog_ui` while distributing remaining height across typing rows.
- Make mode-switch focus layout-driven by resolving `SymbolsMode`/`SpecialsMode` action keys in the active layout instead of relying on implicit row assumptions.
- Track panel layout anchor deltas in `ime_dialog_ui` and use press-offset dragging so cursor remains on the originally pressed point when panel dimensions/position change.

* Add IME UI enhancements and shared utilities

- Introduced new states for panel navigation and selector fade in `ime_ui.h`.
- Added a new header file `ime_ui_shared.h` containing utility functions and structures for virtual pad input handling, including deadzone application and stick navigation direction resolution.
- Updated `font_stack.cpp` to include additional Unicode ranges for general punctuation in the font atlas.

* Refactor IME settings: remove deprecated accessibility options and update references to use new settings structure

* Refactor IME UI Navigation and Activation Logic

- Introduced a new mechanism for handling virtual button repeat actions, improving responsiveness for gamepad navigation.
- Added support for stick navigation with adjustable repeat rates and initial delays, enhancing user experience during input.
- Removed the ImeSelectorFadeState structure and related logic to streamline the IME keyboard layout drawing process.
- Simplified the activation logic for menus, ensuring that menu activation is more intuitive and responsive to user input.
- Adjusted the navigation threshold for stick inputs to improve sensitivity and control.
- Cleaned up the code by removing unused variables and consolidating repeated logic into reusable functions.

* Refactor IME UI shared header: streamline code and improve structure

- Removed unused includes and redundant structures.
- Consolidated virtual pad snapshot handling and input state management.
- Introduced new structures for OSK pad input and navigation handling.
- Updated function signatures for clarity and consistency.
- Enhanced keyboard parameter application for OSK shortcuts.
- Improved overall readability and maintainability of the code.

* Refactor OskShortcutActionResult to simplify triangle button press handling

* Enhance IME Keyboard Layout and UI Functionality

- Added new key glyphs for Shift and Caps Lock in ime_kb_layout.h.
- Improved keyboard navigation logic to skip non-action keys.
- Introduced new constants for selector IDs in ime_ui.cpp for better readability.
- Refactored keyboard row and column clamping logic for clarity.
- Enhanced selector drawing logic with fade and pulse effects for better user feedback.
- Implemented functions for cycling keyboard case states and toggling keyboard family modes.
- Added functionality to focus on keyboard action keys based on their actions.
- Improved edit menu handling with new templated functions for better code reuse.
- Updated caret blinking logic to improve text input experience.
- Expanded symbol ranges in font_stack.cpp to include keyboard symbols.

---------

Co-authored-by: w1naenator <valdis.bogdans@hotmail.com>
2026-05-09 23:41:14 +03:00
Stephen Miller
6623489d3d
Libs: Proper names for some functions (#4366)
* Add new ulobjmgr names

* libScePad function

* Clang
2026-05-06 23:31:32 +03:00
kalaposfos13
26c5963481
temp fix (#4276) 2026-04-19 12:30:51 +03:00
Stephen Miller
2d559a4f77
Remove scePadOpen errors for special pad (#4265)
This has caused issues since the moment they were added, and other devs have mentioned they're inaccurate before
2026-04-16 23:29:53 +03:00
kalaposfos13
3c390f9889
Implement reserved attribute of OrbisPadTouchData for LLE libSceSystemGesture (#4245) 2026-04-09 14:26:47 -05:00
kalaposfos13
daa7b5c04b
Fix scePadResetLightBar for TV remotes (#4244) 2026-04-09 21:43:27 +03:00
kalaposfos13
c11fa6ff81
Update scePadGetInfo (#4234)
* Add OrbisPadInfo struct and return correct controller colours

* oof
2026-04-08 10:08:53 +03:00
kalaposfos13
93733a9ae8
Fix edge case for touch states (#4219) 2026-04-04 15:26:41 -05:00
kalaposfos13
8a1500d7ad
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
2026-03-27 06:37:25 -05:00
Stephen Miller
cdafdb7443
Better handle check in scePadRead, scePadReadState (#4027) 2026-02-12 22:34:43 +02:00
Vladislav Mikhalin
8c59571961
pad: refactoring (#4016)
* pad: refactoring

* clang is not my friend
2026-02-11 11:15:33 +02:00
georgemoralis
62813c0106
Unified UserId (#3949)
* added OrbisUserServiceUserId in generic way to all classes that uses it

* clang
2026-01-22 17:03:22 +02:00
Stephen Miller
f4531fd927
Core: Remove checks for symbol version_major and version_minor (#3540)
* Remove checks for module version_major and version_minor

Following this rule broke linking for some libraries, and introduced extra effort needed to get some homebrew running.

* Clang

* Fix rebase

* Disable libSceSsl HLE

Real hardware uses a title workaround to determine if base libSceSsl is needed. Currently, this title workaround applies to absolutely nothing.
2025-09-08 19:30:03 -07:00
kalaposfos13
968cfe1180
Reset orientation on scePadOpen call (#3341)
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2025-07-28 00:27:49 -07:00
DanielSvoboda
2e237051e3
scePadResetOrientation (#3332) 2025-07-26 15:48:30 -07:00
Marcin Mikołajczyk
c863b350b2
Return an error before a pad is opened (#3323)
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2025-07-25 16:23:57 -07:00
kalaposfos13
499451bb80
Standardize RegisterLib names for HLE libraries (#3234) 2025-07-16 12:23:03 +03:00
kalaposfos13
551751df3c
Emulate motion controls with a mouse (#3122)
* Rework framework to allow for more types of mouse-to-something emulation and hook up gyro to it

* Remove the unnecessary null check now that deltatime is handled differently

* Fix toggle key

* Basic gyro emulation working for two out of the three dimensions

* clang

* Added bindable key to hold for switching from looking to the sides to rolling

* documentation
2025-06-20 13:55:41 +03:00
WujekFoliarz
b1af1334c9
Fix touchpad handling and change gyro calculation (#3006)
* Change touchpad handling and orientation calculation

* remove unnecessary includes in pad.cpp

* remove the cmake command arguments

* remove the weird file

* try to fix formatting

* limit new gyro and touchpad logic to controller 1

* remove cout

* fix formatting and add the handle check to scePadRead

* swap y and z back
2025-06-01 19:13:02 +03:00
squidbus
6c2574364b
libraries: Reduce some controller log spam. (#2777) 2025-04-13 18:12:02 +03:00
kalaposfos13
b8aac357cb
Fix SDL gyro and acceleration sensor handling (#2532)
* Fix sensor handling if they are enabled but an error was thrown regardless

* Initialise orientation to a default value + clang
2025-02-24 22:38:06 +02:00
kalaposfos13
1cc9e0d37f
Initial implementation of controller color config (#2411) 2025-02-14 12:30:49 +02:00
kalaposfos13
c4bfaa6031
Added keyboard and mouse input remapping, mouse movement to joystick logic, GUI and more (#1356)
* added support for loading keyboard config from file

* final minor update before pull request

* fix messing up the merge

* fix waitEvent to correctly handle mouse inputs

* add license

* Applied coding style fixes

* clang-format fucked up the .ini file

* actually fix clang changing ini syntax
use relative path for the ini file

* remove big commented out code blocks,
and fixed platform-dependent code

* fix windows hating me

* added mouse config option

* added toggle for mouse movement input (f7)

* fix license and style

* add numpad support i accidentally left out

* added support for mouse wheel (to buttons only)

* if keyboard config doesn't exist, autogenerate it

* added keybinds for "walk mode"

* Mouse movement input is now off by default

* code cleanup and misc fixes

* delete config file since it is now autogenerated

* F6 = F7 + F9

* added better mouse handling with config options

* Added capslock support

* fix clang-format

* Added support for mod key toggle key

* F6 and F7 are removed, F9 captures and enables the mouse

* Encapsulated globals and new classes in a new namespace

* Added mouse side button support

* Added per-game config

* relocated input parser to the new namespace

* changed parser parameters to make it possible to use it from the gui

* added home, end, pgup and pgdown

* Resolved merge conflict and refactored code

* Updated default keybindings

* Changed input handling to be single-threaded

* General code cleanup

* Start working on new backend

* Mouse polling, CMakeLists, and basic framework

* Output update handling, and reworked file creating, reading and parsing

* Parsing works now

* Single key button inputs work now

* Axis outputs work now

* Wheel works now (for me), l2/r2 handling improvements, and misc bugfixes

* Downgraded prints to log_debug, and implemented input hierarchy

* Implemented key toggle

* Added mouse parameter parsing

* clang-format

* Fixed clang and added a const keyword for mac

* Fix input hierarchy

* Fixed joysick halfmodes, and possibly the last update on input hierarchy

* clang-format

* Rewrote the default config to reflect new changes

* clang

* Update code style

* Updated sorting to accomodate for that one specific edge case

* Fix default config and the latest bug with input hiearchy

* Fix typo

* Temporarily added my GUI

* Update cmakelists

* Possible fix for Gravity Rush

* Update Help text, default config, and clang

* Updated README with the new keybind info

* okay so maybe the gravity rush fix might have slightly broken the joystick halfmode and key toggle

* Fixed mistakenly overwriting the last opened config with the default one if the GUI is opened multiple times in a session

* Updated Help descriptions and fixed mouse movement default parameters

* Fix crash if the Help dialog was opened a second time
If it's closed with the top right close button instead of clicking the Help button again, a required flag wasn't reset, making the next click on Help try to close a nonexistent window and segfault

* Added closing the config also closing the Help window, and fixed more segfaults due to mismatched flags

* Initial controller support

* clang and debug print cleanup

* Initial axis-to-button logic

* Updated Help text

* Added 'Reset to Default' button in GUI

* Minor text and description updates + fixed an issue with Help text box rendering

* Fix button-to-touchpad logic and l2/r2 handling, as they are both axes and buttons
The touchpad's button state was correctly handled, so games that use that were fine, but the touchDown flag was always set to true, so games that use this flag had problems, like Gravity Rush

* Fix merge conflict

* Clang

* Added back back button to touchpad binding

* Added touchpad button handling

* Added end-of-line comments and fixed some crashes happening with the VS debugger

* Apply recent changes from kbm-only

* Deadzone + initial directional axis-to-button mapping

* Added that one missing space in the README. Are you all happy now?

* Fixups from making everything use SDL

* Revert directional joystick code and fix a memory leak

* Change config directory name again to conform to project standards

* Clang

* Revert the old deeadzone code and properly add the new one

* Clang
2025-01-31 16:36:14 +02:00
squidbus
e433f3116d hotfix 2: clang format
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2025-01-24 19:57:09 -08:00
squidbus
73b7d34460 hotfix: Drop scePadSetLightBar log to debug level.
Some games like to spam this a lot, and we already handle it.
2025-01-24 19:56:05 -08:00
¥IGA
388548ba47
pad: Configurable DeadZone (#2030)
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2025-01-18 16:02:02 +03:00
Quang Ngô
90b04e8cc0
input: Don't use old input state in GameController::ReadState() (#2170) 2025-01-18 09:59:38 +03:00
georgemoralis
4e1733222f
fixed deadzones (#2025)
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2025-01-02 23:21:43 +02:00
kalaposfos13
15c9bb0e83
Motion controls (#1984)
* Initial motion controls

* Store sensor polling rate, and add more logging

* Revert commented out logging for testing purposes

* Code cleanup & clang

* New orientation handling

* clang
2025-01-01 20:05:22 +02:00
georgemoralis
2a19d915e8
fix for detecting more that 2 players and play both with player 1 keys (#1750) 2024-12-12 22:46:20 +02:00
TheTurtle
5b6e0ab238
core: Library cleanup (#1631)
* core: Split error codes into separate files

* Reduces build times and is cleaner

* core: Bring structs and enums to codebase style

* core: More style changes
2024-11-30 22:37:36 +02:00
TheTurtle
c4506da0ae
kernel: Rewrite pthread emulation (#1440)
* libkernel: Cleanup some function places

* kernel: Refactor thread functions

* kernel: It builds

* kernel: Fix a bunch of bugs, kernel thread heap

* kernel: File cleanup pt1

* File cleanup pt2

* File cleanup pt3

* File cleanup pt4

* kernel: Add missing funcs

* kernel: Add basic exceptions for linux

* gnmdriver: Add workload functions

* kernel: Fix new pthreads code on macOS. (#1441)

* kernel: Downgrade edeadlk to log

* gnmdriver: Add sceGnmSubmitCommandBuffersForWorkload

* exception: Add context register population for macOS. (#1444)

* kernel: Pthread rewrite touchups for Windows

* kernel: Multiplatform thread implementation

* mutex: Remove spamming log

* pthread_spec: Make assert into a log

* pthread_spec: Zero initialize array

* Attempt to fix non-Windows builds

* hotfix: change incorrect NID for scePthreadAttrSetaffinity

* scePthreadAttrSetaffinity implementation

* Attempt to fix Linux

* windows: Address a bunch of address space problems

* address_space: Fix unmap of region surrounded by placeholders

* libs: Reduce logging

* pthread: Implement condvar with waitable atomics and sleepqueue

* sleepq: Separate and make faster

* time: Remove delay execution

* Causes high cpu usage in Tohou Luna Nights

* kernel: Cleanup files again

* pthread: Add missing include

* semaphore: Use binary_semaphore instead of condvar

* Seems more reliable

* libraries/sysmodule: log module on `sceSysmoduleIsLoaded`

* libraries/kernel: implement `scePthreadSetPrio`

---------

Co-authored-by: squidbus <175574877+squidbus@users.noreply.github.com>
Co-authored-by: Daniel R. <47796739+polybiusproxy@users.noreply.github.com>
2024-11-21 22:59:38 +02:00
georgemoralis
dbdbb40c0b
Network libs fixes , stubs and more (#1324)
* some rework on netctl calls

* added libs stubs using from RE6

* added ORBIS_NET_CTL_INFO_IP_ADDRESS case in sceNetCtlGetInfo

* added sceNetInetPton

* some dummy functions and change some functions to debug level

* clang format fix

* fix for sceNetInetPton

* posix OS fix?

* linux + macOS fixes?

* fix?

* sceSharePlayGetCurrentConnectionInfo
2024-10-11 10:37:36 +03:00
fireph
351e4861ca
Working touchpad support (#1257)
* Working touchpad support

Tested on PS5 controller plugged in via USB.

* fix lint
2024-10-06 13:00:35 +03:00
georgemoralis
0ebae4ca6f
Misc Fixes 10 (#781)
* libSceRazorCpu needed for gravity rush

* libSceCesCs needed for blue reflection

* clang format fix

* set scePadSetVibration to log debug

* initial sceNetCtl module implementation

* improved error codes in file system

* some intial work on netctl callbacks (helps a bit CUSA10135)

* misc

* improved callbacks handling in sceNetCtl

* small fixes

* added libSceRudp.sprx to lle modules

* draft work for npcallbacks
2024-09-11 16:48:16 +03:00
Stephen Miller
0b0c82452e Add "support" for pad type remote control
Needed for the Dragon Ball Xenoverse titles.
2024-09-03 19:57:24 -05:00
Xphalnos
7886761476 Reorganization of includes (Part 2) 2024-08-30 15:48:21 +02:00
counter185
bc661039c5 get rid of one space 2024-08-28 14:25:07 +02:00
counter185
2e2f3bb2c6 clang format 2024-08-28 14:22:59 +02:00
counter185
4e6e90dfb9 add touchpad support, auto reconnect 2024-08-28 13:48:50 +02:00
InvoxiPlayGames
9d59ea06c7 clang-format fix: scePadOpenExt 2024-08-28 11:10:20 +01:00
InvoxiPlayGames
550cf0188d return proper error code for scePadOpen failure 2024-08-28 10:51:30 +01:00
InvoxiPlayGames
79e86a39fc add support for configurable special pad type 2024-08-28 10:27:51 +01:00
Dzmitry Dubrova
9e810b7524
core: Some small pad stubs (#424)
* core: Some small pad stubs

* core: handle scePadSetLightBar wrong lightbar setting
2024-08-16 20:11:55 +03:00
counter185
bb159eafb9
Basic gamepad support through SDL (#407)
* Add basic gamepad support through SDL

* lightbar, vibration, code style changes

* okay fine

* one day clang format will finally pass
2024-08-13 12:54:08 +03:00
georgemoralis
425e5491a8 added setting for change language
(reference to https://github.com/shadps4-emu/shadPS4/wiki/PS4-Modules#supported-languages for values)
2024-08-09 11:58:42 +03:00
georgemoralis
3ef69cae5e some pad fixes (fixing metal slug 3 and risk of rain) 2024-08-09 00:02:25 +03:00
georgemoralis
816700d34d fixed to scePadGetControllerInformation , (fixes CUSA04892 - power rangers multi user issue) 2024-08-09 00:02:25 +03:00
TheTurtle
381ba8c7a5
video_core: Implement guest buffer manager (#373)
* video_core: Introduce buffer cache

* video_core: Use multi level page table for caches

* renderer_vulkan: Remove unused stream buffer

* fix build

* oops forgot optimize off
2024-08-08 15:02:10 +03:00
georgemoralis
1b6cb32b34 re-fix 2024-06-24 13:46:45 +03:00