shadPS4/src/sdl_window.cpp
2026-03-30 09:49:50 +00:00

415 lines
14 KiB
C++

// SPDX-FileCopyrightText: Copyright 2024-2026 shadPS4 Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "SDL3/SDL_events.h"
#include "SDL3/SDL_hints.h"
#include "SDL3/SDL_init.h"
#include "SDL3/SDL_properties.h"
#include "SDL3/SDL_timer.h"
#include "SDL3/SDL_video.h"
#include "common/assert.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"
#include "input/input_mouse.h"
#include "sdl_window.h"
#include "video_core/renderdoc.h"
#ifdef __APPLE__
#include "SDL3/SDL_metal.h"
#endif
#include <core/emulator_settings.h>
namespace Frontend {
using namespace Libraries::Pad;
static OrbisPadButtonDataOffset SDLGamepadToOrbisButton(u8 button) {
using OPBDO = OrbisPadButtonDataOffset;
switch (button) {
case SDL_GAMEPAD_BUTTON_DPAD_DOWN:
return OPBDO::Down;
case SDL_GAMEPAD_BUTTON_DPAD_UP:
return OPBDO::Up;
case SDL_GAMEPAD_BUTTON_DPAD_LEFT:
return OPBDO::Left;
case SDL_GAMEPAD_BUTTON_DPAD_RIGHT:
return OPBDO::Right;
case SDL_GAMEPAD_BUTTON_SOUTH:
return OPBDO::Cross;
case SDL_GAMEPAD_BUTTON_NORTH:
return OPBDO::Triangle;
case SDL_GAMEPAD_BUTTON_WEST:
return OPBDO::Square;
case SDL_GAMEPAD_BUTTON_EAST:
return OPBDO::Circle;
case SDL_GAMEPAD_BUTTON_START:
return OPBDO::Options;
case SDL_GAMEPAD_BUTTON_TOUCHPAD:
return OPBDO::TouchPad;
case SDL_GAMEPAD_BUTTON_BACK:
return OPBDO::TouchPad;
case SDL_GAMEPAD_BUTTON_LEFT_SHOULDER:
return OPBDO::L1;
case SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER:
return OPBDO::R1;
case SDL_GAMEPAD_BUTTON_LEFT_STICK:
return OPBDO::L3;
case SDL_GAMEPAD_BUTTON_RIGHT_STICK:
return OPBDO::R3;
default:
return OPBDO::None;
}
}
static Uint32 SDLCALL PollController(void* userdata, SDL_TimerID timer_id, Uint32 interval) {
auto* controller = reinterpret_cast<Input::GameController*>(userdata);
controller->UpdateAxisSmoothing();
controller->Gyro(0);
controller->Acceleration(0);
return interval;
}
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_}, controllers{*controllers_} {
if (!SDL_SetHint(SDL_HINT_APP_NAME, "shadPS4")) {
UNREACHABLE_MSG("Failed to set SDL window hint: {}", SDL_GetError());
}
if (!SDL_Init(SDL_INIT_VIDEO)) {
UNREACHABLE_MSG("Failed to initialize SDL video subsystem: {}", SDL_GetError());
}
if (!SDL_Init(SDL_INIT_CAMERA)) {
LOG_ERROR(Input, "Failed to initialize SDL camera subsystem: {}", SDL_GetError());
}
SDL_InitSubSystem(SDL_INIT_AUDIO);
SDL_PropertiesID props = SDL_CreateProperties();
SDL_SetStringProperty(props, SDL_PROP_WINDOW_CREATE_TITLE_STRING,
std::string(window_title).c_str());
SDL_SetNumberProperty(props, SDL_PROP_WINDOW_CREATE_X_NUMBER, SDL_WINDOWPOS_CENTERED);
SDL_SetNumberProperty(props, SDL_PROP_WINDOW_CREATE_Y_NUMBER, SDL_WINDOWPOS_CENTERED);
SDL_SetNumberProperty(props, SDL_PROP_WINDOW_CREATE_WIDTH_NUMBER, width);
SDL_SetNumberProperty(props, SDL_PROP_WINDOW_CREATE_HEIGHT_NUMBER, height);
SDL_SetNumberProperty(props, "flags", SDL_WINDOW_VULKAN);
SDL_SetBooleanProperty(props, SDL_PROP_WINDOW_CREATE_RESIZABLE_BOOLEAN, true);
window = SDL_CreateWindowWithProperties(props);
SDL_DestroyProperties(props);
if (window == nullptr) {
UNREACHABLE_MSG("Failed to create window handle: {}", SDL_GetError());
}
SDL_SetWindowMinimumSize(window, 640, 360);
bool error = false;
const SDL_DisplayID displayIndex = SDL_GetDisplayForWindow(window);
if (displayIndex < 0) {
LOG_ERROR(Frontend, "Error getting display index: {}", SDL_GetError());
error = true;
}
const SDL_DisplayMode* displayMode;
if ((displayMode = SDL_GetCurrentDisplayMode(displayIndex)) == 0) {
LOG_ERROR(Frontend, "Error getting display mode: {}", SDL_GetError());
error = true;
}
if (!error) {
SDL_SetWindowFullscreenMode(
window, EmulatorSettings.GetFullScreenMode() == "Fullscreen" ? displayMode : NULL);
}
SDL_SetWindowFullscreen(window, EmulatorSettings.IsFullScreen());
SDL_SyncWindow(window);
SDL_InitSubSystem(SDL_INIT_GAMEPAD);
#if defined(SDL_PLATFORM_WIN32)
window_info.type = WindowSystemType::Windows;
window_info.render_surface = SDL_GetPointerProperty(SDL_GetWindowProperties(window),
SDL_PROP_WINDOW_WIN32_HWND_POINTER, NULL);
#elif defined(SDL_PLATFORM_LINUX) || defined(__FreeBSD__)
// SDL doesn't have a platform define for FreeBSD AAAAAAAAAA
if (SDL_strcmp(SDL_GetCurrentVideoDriver(), "x11") == 0) {
window_info.type = WindowSystemType::X11;
window_info.display_connection = SDL_GetPointerProperty(
SDL_GetWindowProperties(window), SDL_PROP_WINDOW_X11_DISPLAY_POINTER, NULL);
window_info.render_surface = (void*)SDL_GetNumberProperty(
SDL_GetWindowProperties(window), SDL_PROP_WINDOW_X11_WINDOW_NUMBER, 0);
} else if (SDL_strcmp(SDL_GetCurrentVideoDriver(), "wayland") == 0) {
window_info.type = WindowSystemType::Wayland;
window_info.display_connection = SDL_GetPointerProperty(
SDL_GetWindowProperties(window), SDL_PROP_WINDOW_WAYLAND_DISPLAY_POINTER, NULL);
window_info.render_surface = SDL_GetPointerProperty(
SDL_GetWindowProperties(window), SDL_PROP_WINDOW_WAYLAND_SURFACE_POINTER, NULL);
}
#elif defined(SDL_PLATFORM_MACOS)
window_info.type = WindowSystemType::Metal;
window_info.render_surface = SDL_Metal_GetLayer(SDL_Metal_CreateView(window));
#endif
// input handler init-s
Input::ControllerOutput::LinkJoystickAxes();
Input::ParseInputConfig(std::string(Common::ElfInfo::Instance().GameSerial()));
controllers.TryOpenSDLControllers();
if (EmulatorSettings.IsBackgroundControllerInput()) {
SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "1");
}
}
WindowSDL::~WindowSDL() = default;
void WindowSDL::WaitEvent() {
// Called on main thread
SDL_Event event;
if (!SDL_WaitEvent(&event)) {
return;
}
if (ImGui::Core::ProcessEvent(&event)) {
return;
}
switch (event.type) {
case SDL_EVENT_WINDOW_RESIZED:
case SDL_EVENT_WINDOW_MAXIMIZED:
case SDL_EVENT_WINDOW_RESTORED:
OnResize();
break;
case SDL_EVENT_WINDOW_MINIMIZED:
case SDL_EVENT_WINDOW_EXPOSED:
is_shown = event.type == SDL_EVENT_WINDOW_EXPOSED;
OnResize();
break;
case SDL_EVENT_MOUSE_BUTTON_DOWN:
case SDL_EVENT_MOUSE_BUTTON_UP:
case SDL_EVENT_MOUSE_WHEEL:
case SDL_EVENT_MOUSE_WHEEL_OFF:
case SDL_EVENT_KEY_DOWN:
case SDL_EVENT_KEY_UP:
OnKeyboardMouseInput(&event);
break;
case SDL_EVENT_GAMEPAD_ADDED:
case SDL_EVENT_GAMEPAD_REMOVED:
controllers.TryOpenSDLControllers();
break;
case SDL_EVENT_GAMEPAD_BUTTON_DOWN:
case SDL_EVENT_GAMEPAD_BUTTON_UP:
case SDL_EVENT_GAMEPAD_AXIS_MOTION:
case SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN:
case SDL_EVENT_GAMEPAD_TOUCHPAD_UP:
case SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION:
case SDL_EVENT_GAMEPAD_SENSOR_UPDATE:
OnGamepadEvent(&event);
break;
case SDL_EVENT_QUIT:
is_open = false;
break;
case SDL_EVENT_QUIT_DIALOG:
Overlay::ToggleQuitWindow();
break;
case SDL_EVENT_TOGGLE_FULLSCREEN: {
if (SDL_GetWindowFlags(window) & SDL_WINDOW_FULLSCREEN) {
SDL_SetWindowFullscreen(window, 0);
} else {
SDL_SetWindowFullscreen(window, SDL_WINDOW_FULLSCREEN);
}
break;
}
case SDL_EVENT_TOGGLE_PAUSE:
if (DebugState.IsGuestThreadsPaused()) {
LOG_INFO(Frontend, "Game Resumed");
DebugState.ResumeGuestThreads();
} else {
LOG_INFO(Frontend, "Game Paused");
DebugState.PauseGuestThreads();
}
break;
case SDL_EVENT_CHANGE_CONTROLLER:
UNREACHABLE_MSG("todo");
break;
case SDL_EVENT_TOGGLE_SIMPLE_FPS:
Overlay::ToggleSimpleFps();
break;
case SDL_EVENT_RELOAD_INPUTS:
Input::ParseInputConfig(std::string(Common::ElfInfo::Instance().GameSerial()));
break;
case SDL_EVENT_MOUSE_TO_JOYSTICK:
SDL_SetWindowRelativeMouseMode(this->GetSDLWindow(),
Input::ToggleMouseModeTo(Input::MouseMode::Joystick));
break;
case SDL_EVENT_MOUSE_TO_GYRO:
SDL_SetWindowRelativeMouseMode(this->GetSDLWindow(),
Input::ToggleMouseModeTo(Input::MouseMode::Gyro));
break;
case SDL_EVENT_MOUSE_TO_TOUCHPAD:
SDL_SetWindowRelativeMouseMode(this->GetSDLWindow(),
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;
default:
break;
}
}
void WindowSDL::InitTimers() {
for (int i = 0; i < 4; ++i) {
SDL_AddTimer(4, &PollController, controllers[i]);
}
SDL_AddTimer(33, Input::MousePolling, (void*)controllers[0]);
}
void WindowSDL::RequestKeyboard() {
if (keyboard_grab == 0) {
SDL_RunOnMainThread(
[](void* userdata) { SDL_StartTextInput(static_cast<SDL_Window*>(userdata)); }, window,
true);
}
keyboard_grab++;
}
void WindowSDL::ReleaseKeyboard() {
ASSERT(keyboard_grab > 0);
keyboard_grab--;
if (keyboard_grab == 0) {
SDL_RunOnMainThread(
[](void* userdata) { SDL_StopTextInput(static_cast<SDL_Window*>(userdata)); }, window,
true);
}
}
void WindowSDL::OnResize() {
SDL_GetWindowSizeInPixels(window, &width, &height);
ImGui::Core::OnResize();
}
Uint32 wheelOffCallback(void* og_event, Uint32 timer_id, Uint32 interval) {
SDL_Event off_event = *(SDL_Event*)og_event;
off_event.type = SDL_EVENT_MOUSE_WHEEL_OFF;
SDL_PushEvent(&off_event);
delete (SDL_Event*)og_event;
return 0;
}
void WindowSDL::OnKeyboardMouseInput(const SDL_Event* event) {
using Libraries::Pad::OrbisPadButtonDataOffset;
// get the event's id, if it's keyup or keydown
const bool input_down = event->type == SDL_EVENT_KEY_DOWN ||
event->type == SDL_EVENT_MOUSE_BUTTON_DOWN ||
event->type == SDL_EVENT_MOUSE_WHEEL;
Input::InputEvent input_event = Input::InputBinding::GetInputEventFromSDLEvent(*event);
// if it's a wheel event, make a timer that turns it off after a set time
if (event->type == SDL_EVENT_MOUSE_WHEEL) {
const SDL_Event* copy = new SDL_Event(*event);
SDL_AddTimer(33, wheelOffCallback, (void*)copy);
}
// add/remove it from the list
bool inputs_changed = Input::UpdatePressedKeys(input_event);
// update bindings
if (inputs_changed) {
Input::ActivateOutputsFromInputs();
}
}
void WindowSDL::OnGamepadEvent(const SDL_Event* event) {
bool input_down = event->type == SDL_EVENT_GAMEPAD_AXIS_MOTION ||
event->type == SDL_EVENT_GAMEPAD_BUTTON_DOWN;
Input::InputEvent input_event = Input::InputBinding::GetInputEventFromSDLEvent(*event);
// the touchpad button shouldn't be rebound to anything else,
// 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) {
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);
if (inputs_changed) {
// update bindings
Input::ActivateOutputsFromInputs();
}
}
} // namespace Frontend