mirror of
https://github.com/shadps4-emu/shadPS4.git
synced 2026-04-02 02:48:03 -06:00
415 lines
13 KiB
C++
415 lines
13 KiB
C++
// 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 <sstream>
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#include <unordered_set>
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#include <SDL3/SDL.h>
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#include <common/singleton.h>
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#include "common/config.h"
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#include "common/logging/log.h"
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#include "controller.h"
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#include "core/emulator_settings.h"
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#include "core/libraries/kernel/time.h"
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#include "core/libraries/pad/pad.h"
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#include "core/libraries/system/userservice.h"
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#include "input/controller.h"
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static std::string SelectedGamepad = "";
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namespace Input {
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using Libraries::Pad::OrbisPadButtonDataOffset;
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void State::OnButton(OrbisPadButtonDataOffset button, bool isPressed) {
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if (isPressed) {
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buttonsState |= button;
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} else {
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buttonsState &= ~button;
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}
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}
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void State::OnAxis(Axis axis, int value, bool smooth) {
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auto const i = std::to_underlying(axis);
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// forcibly finish the previous smoothing task by jumping to the end
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axes[i] = axis_smoothing_end_values[i];
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axis_smoothing_start_times[i] = time;
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axis_smoothing_start_values[i] = axes[i];
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axis_smoothing_end_values[i] = value;
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axis_smoothing_flags[i] = smooth;
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const auto toggle = [&](const auto button) {
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if (value > 0) {
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buttonsState |= button;
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} else {
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buttonsState &= ~button;
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}
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};
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switch (axis) {
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case Axis::TriggerLeft:
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toggle(OrbisPadButtonDataOffset::L2);
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break;
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case Axis::TriggerRight:
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toggle(OrbisPadButtonDataOffset::R2);
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break;
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default:
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break;
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}
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}
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void State::OnTouchpad(int touchIndex, bool isDown, float x, float y) {
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touchpad[touchIndex].state = isDown;
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touchpad[touchIndex].x = static_cast<u16>(x * 1920);
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touchpad[touchIndex].y = static_cast<u16>(y * 941);
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}
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void State::OnGyro(const float gyro[3]) {
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angularVelocity.x = gyro[0];
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angularVelocity.y = gyro[1];
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angularVelocity.z = gyro[2];
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}
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void State::OnAccel(const float accel[3]) {
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acceleration.x = accel[0];
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acceleration.y = accel[1];
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acceleration.z = accel[2];
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}
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void State::UpdateAxisSmoothing() {
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for (int i = 0; i < std::to_underlying(Axis::AxisMax); i++) {
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// if it's not to be smoothed or close enough, just jump to the end
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if (!axis_smoothing_flags[i] || std::abs(axes[i] - axis_smoothing_end_values[i]) < 16) {
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if (axes[i] != axis_smoothing_end_values[i]) {
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axes[i] = axis_smoothing_end_values[i];
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}
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continue;
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}
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auto now = Libraries::Kernel::sceKernelGetProcessTime();
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f32 t = std::clamp((now - axis_smoothing_start_times[i]) / f32{axis_smoothing_time},
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0.f, 1.f);
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axes[i] = s32(axis_smoothing_start_values[i] * (1 - t) + axis_smoothing_end_values[i] * t);
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}
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}
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GameController::GameController() : m_states_queue(64) {}
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void GameController::ReadState(State* state, bool* isConnected, int* connectedCount) {
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*isConnected = m_connected;
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*connectedCount = m_connected_count;
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*state = m_state;
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}
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int GameController::ReadStates(State* states, int states_num, bool* isConnected,
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int* connectedCount) {
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*isConnected = m_connected;
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*connectedCount = m_connected_count;
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int ret_num = 0;
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if (m_connected) {
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std::lock_guard lg(m_states_queue_mutex);
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for (int i = 0; i < states_num; i++) {
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auto o_state = m_states_queue.Pop();
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if (!o_state) {
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break;
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}
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states[ret_num++] = *o_state;
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}
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}
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return ret_num;
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}
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void GameController::Button(OrbisPadButtonDataOffset button, bool is_pressed) {
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m_state.OnButton(button, is_pressed);
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PushState();
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}
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void GameController::Axis(Input::Axis axis, int value, bool smooth) {
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m_state.OnAxis(axis, value, smooth);
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PushState();
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}
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void GameController::Gyro(int id) {
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m_state.OnGyro(gyro_buf);
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PushState();
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}
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void GameController::Acceleration(int id) {
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m_state.OnAccel(accel_buf);
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PushState();
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}
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void GameController::UpdateGyro(const float gyro[3]) {
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std::scoped_lock l(m_states_queue_mutex);
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std::memcpy(gyro_buf, gyro, sizeof(gyro_buf));
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}
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void GameController::UpdateAcceleration(const float acceleration[3]) {
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std::scoped_lock l(m_states_queue_mutex);
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std::memcpy(accel_buf, acceleration, sizeof(accel_buf));
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}
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void GameController::UpdateAxisSmoothing() {
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m_state.UpdateAxisSmoothing();
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}
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void GameController::CalculateOrientation(Libraries::Pad::OrbisFVector3& acceleration,
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Libraries::Pad::OrbisFVector3& angularVelocity,
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float deltaTime,
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Libraries::Pad::OrbisFQuaternion& lastOrientation,
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Libraries::Pad::OrbisFQuaternion& orientation) {
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// avoid wildly off values coming from elapsed time between two samples
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// being too high, such as on the first time the controller is polled
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if (deltaTime > 1.0f) {
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orientation = lastOrientation;
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return;
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}
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Libraries::Pad::OrbisFQuaternion q = lastOrientation;
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Libraries::Pad::OrbisFQuaternion ω = {angularVelocity.x, angularVelocity.y, angularVelocity.z,
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0.0f};
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Libraries::Pad::OrbisFQuaternion qω = {q.w * ω.x + q.x * ω.w + q.y * ω.z - q.z * ω.y,
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q.w * ω.y + q.y * ω.w + q.z * ω.x - q.x * ω.z,
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q.w * ω.z + q.z * ω.w + q.x * ω.y - q.y * ω.x,
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q.w * ω.w - q.x * ω.x - q.y * ω.y - q.z * ω.z};
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Libraries::Pad::OrbisFQuaternion qDot = {0.5f * qω.x, 0.5f * qω.y, 0.5f * qω.z, 0.5f * qω.w};
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q.x += qDot.x * deltaTime;
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q.y += qDot.y * deltaTime;
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q.z += qDot.z * deltaTime;
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q.w += qDot.w * deltaTime;
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float norm = std::sqrt(q.x * q.x + q.y * q.y + q.z * q.z + q.w * q.w);
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q.x /= norm;
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q.y /= norm;
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q.z /= norm;
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q.w /= norm;
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orientation.x = q.x;
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orientation.y = q.y;
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orientation.z = q.z;
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orientation.w = q.w;
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LOG_DEBUG(Lib_Pad, "Calculated orientation: {:.2f} {:.2f} {:.2f} {:.2f}", orientation.x,
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orientation.y, orientation.z, orientation.w);
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}
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void GameController::SetLightBarRGB(u8 r, u8 g, u8 b) {
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if (m_sdl_gamepad != nullptr) {
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SDL_SetGamepadLED(m_sdl_gamepad, r, g, b);
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}
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}
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bool GameController::SetVibration(u8 smallMotor, u8 largeMotor) {
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if (m_sdl_gamepad != nullptr) {
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return SDL_RumbleGamepad(m_sdl_gamepad, (smallMotor / 255.0f) * 0xFFFF,
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(largeMotor / 255.0f) * 0xFFFF, -1);
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}
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return true;
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}
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void GameController::SetTouchpadState(int touchIndex, bool touchDown, float x, float y) {
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if (touchIndex < 2) {
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m_state.OnTouchpad(touchIndex, touchDown, x, y);
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PushState();
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}
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}
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bool is_first_check = true;
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void GameControllers::TryOpenSDLControllers(GameControllers& controllers) {
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using namespace Libraries::UserService;
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int controller_count;
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SDL_JoystickID* new_joysticks = SDL_GetGamepads(&controller_count);
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std::unordered_set<SDL_JoystickID> assigned_ids;
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std::array<bool, 4> slot_taken{false, false, false, false};
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for (int i = 0; i < 4; i++) {
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SDL_Gamepad* pad = controllers[i]->m_sdl_gamepad;
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if (pad) {
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SDL_JoystickID id = SDL_GetGamepadID(pad);
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bool still_connected = false;
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for (int j = 0; j < controller_count; j++) {
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if (new_joysticks[j] == id) {
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still_connected = true;
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assigned_ids.insert(id);
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slot_taken[i] = true;
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break;
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}
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}
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if (!still_connected) {
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AddUserServiceEvent({OrbisUserServiceEventType::Logout, i + 1});
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SDL_CloseGamepad(pad);
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controllers[i]->m_sdl_gamepad = nullptr;
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controllers[i]->user_id = -1;
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slot_taken[i] = false;
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} else {
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controllers[i]->player_index = i;
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}
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}
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}
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for (int j = 0; j < controller_count; j++) {
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SDL_JoystickID id = new_joysticks[j];
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if (assigned_ids.contains(id))
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continue;
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SDL_Gamepad* pad = SDL_OpenGamepad(id);
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if (!pad)
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continue;
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for (int i = 0; i < 4; i++) {
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if (!slot_taken[i]) {
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auto* c = controllers[i];
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c->m_sdl_gamepad = pad;
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LOG_INFO(Input, "Gamepad registered for slot {}! Handle: {}", i,
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SDL_GetGamepadID(pad));
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c->user_id = i + 1;
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slot_taken[i] = true;
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c->player_index = i;
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AddUserServiceEvent({OrbisUserServiceEventType::Login, i + 1});
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if (EmulatorSettings::GetInstance()->IsMotionControlsEnabled()) {
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if (SDL_SetGamepadSensorEnabled(c->m_sdl_gamepad, SDL_SENSOR_GYRO, true)) {
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c->gyro_poll_rate =
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SDL_GetGamepadSensorDataRate(c->m_sdl_gamepad, SDL_SENSOR_GYRO);
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LOG_INFO(Input, "Gyro initialized, poll rate: {}", c->gyro_poll_rate);
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} else {
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LOG_ERROR(Input, "Failed to initialize gyro controls for gamepad {}",
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c->user_id);
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}
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if (SDL_SetGamepadSensorEnabled(c->m_sdl_gamepad, SDL_SENSOR_ACCEL, true)) {
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c->accel_poll_rate =
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SDL_GetGamepadSensorDataRate(c->m_sdl_gamepad, SDL_SENSOR_ACCEL);
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LOG_INFO(Input, "Accel initialized, poll rate: {}", c->accel_poll_rate);
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} else {
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LOG_ERROR(Input, "Failed to initialize accel controls for gamepad {}",
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c->user_id);
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}
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}
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break;
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}
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}
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}
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if (is_first_check) [[unlikely]] {
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is_first_check = false;
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if (controller_count == 0) {
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controllers[0]->user_id = 1;
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AddUserServiceEvent({OrbisUserServiceEventType::Login, 1});
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}
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}
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}
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u8 GameController::GetTouchCount() {
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return m_touch_count;
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}
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void GameController::SetTouchCount(u8 touchCount) {
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m_touch_count = touchCount;
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}
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u8 GameController::GetSecondaryTouchCount() {
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return m_secondary_touch_count;
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}
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void GameController::SetSecondaryTouchCount(u8 touchCount) {
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m_secondary_touch_count = touchCount;
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if (touchCount == 0) {
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m_was_secondary_reset = true;
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}
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}
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u8 GameController::GetPreviousTouchNum() {
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return m_previous_touchnum;
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}
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void GameController::SetPreviousTouchNum(u8 touchNum) {
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m_previous_touchnum = touchNum;
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}
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bool GameController::WasSecondaryTouchReset() {
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return m_was_secondary_reset;
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}
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void GameController::UnsetSecondaryTouchResetBool() {
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m_was_secondary_reset = false;
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}
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void GameController::SetLastOrientation(Libraries::Pad::OrbisFQuaternion& orientation) {
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m_orientation = orientation;
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}
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Libraries::Pad::OrbisFQuaternion GameController::GetLastOrientation() {
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return m_orientation;
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}
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std::chrono::steady_clock::time_point GameController::GetLastUpdate() {
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return m_last_update;
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}
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void GameController::SetLastUpdate(std::chrono::steady_clock::time_point lastUpdate) {
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m_last_update = lastUpdate;
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}
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void GameController::PushState() {
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std::lock_guard lg(m_states_queue_mutex);
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m_state.time = Libraries::Kernel::sceKernelGetProcessTime();
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m_states_queue.Push(m_state);
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}
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u8 GameControllers::GetGamepadIndexFromJoystickId(SDL_JoystickID id) {
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s32 index = SDL_GetGamepadPlayerIndex(SDL_GetGamepadFromID(id));
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LOG_TRACE(Input, "Gamepad index: {}", index);
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return index;
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}
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} // namespace Input
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namespace GamepadSelect {
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int GetDefaultGamepad(SDL_JoystickID* gamepadIDs, int gamepadCount) {
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char GUIDbuf[33];
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if (EmulatorSettings::GetInstance()->GetDefaultControllerId() != "") {
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for (int i = 0; i < gamepadCount; i++) {
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SDL_GUIDToString(SDL_GetGamepadGUIDForID(gamepadIDs[i]), GUIDbuf, 33);
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std::string currentGUID = std::string(GUIDbuf);
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if (currentGUID == EmulatorSettings::GetInstance()->GetDefaultControllerId()) {
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return i;
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}
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}
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}
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return -1;
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}
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std::optional<u8> GetControllerIndexFromUserID(s32 user_id) {
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if (user_id < 1 || user_id > 4)
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return std::nullopt;
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return static_cast<u8>(user_id - 1);
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}
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int GetIndexfromGUID(SDL_JoystickID* gamepadIDs, int gamepadCount, std::string GUID) {
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char GUIDbuf[33];
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for (int i = 0; i < gamepadCount; i++) {
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SDL_GUIDToString(SDL_GetGamepadGUIDForID(gamepadIDs[i]), GUIDbuf, 33);
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std::string currentGUID = std::string(GUIDbuf);
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if (currentGUID == GUID) {
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return i;
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}
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}
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return -1;
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}
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std::string GetGUIDString(SDL_JoystickID* gamepadIDs, int index) {
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char GUIDbuf[33];
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SDL_GUIDToString(SDL_GetGamepadGUIDForID(gamepadIDs[index]), GUIDbuf, 33);
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std::string GUID = std::string(GUIDbuf);
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return GUID;
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}
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std::string GetSelectedGamepad() {
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return SelectedGamepad;
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}
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void SetSelectedGamepad(std::string GUID) {
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SelectedGamepad = GUID;
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}
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} // namespace GamepadSelect
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