yuzu/src/input_common/drivers/sdl_driver.cpp
2022-12-12 10:37:55 -06:00

1051 lines
39 KiB
C++

// SPDX-FileCopyrightText: 2018 Citra Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "common/logging/log.h"
#include "common/math_util.h"
#include "common/param_package.h"
#include "common/settings.h"
#include "common/thread.h"
#include "common/vector_math.h"
#include "input_common/drivers/sdl_driver.h"
namespace InputCommon {
namespace {
Common::UUID GetGUID(SDL_Joystick* joystick) {
const SDL_JoystickGUID guid = SDL_JoystickGetGUID(joystick);
std::array<u8, 16> data{};
std::memcpy(data.data(), guid.data, sizeof(data));
// Clear controller name crc
std::memset(data.data() + 2, 0, sizeof(u16));
return Common::UUID{data};
}
} // Anonymous namespace
static int SDLEventWatcher(void* user_data, SDL_Event* event) {
auto* const sdl_state = static_cast<SDLDriver*>(user_data);
sdl_state->HandleGameControllerEvent(*event);
return 0;
}
class SDLJoystick {
public:
SDLJoystick(Common::UUID guid_, int port_, SDL_Joystick* joystick,
SDL_GameController* game_controller)
: guid{guid_}, port{port_}, sdl_joystick{joystick, &SDL_JoystickClose},
sdl_controller{game_controller, &SDL_GameControllerClose} {
EnableMotion();
}
void EnableMotion() {
if (sdl_controller) {
SDL_GameController* controller = sdl_controller.get();
has_accel = SDL_GameControllerHasSensor(controller, SDL_SENSOR_ACCEL) == SDL_TRUE;
has_gyro = SDL_GameControllerHasSensor(controller, SDL_SENSOR_GYRO) == SDL_TRUE;
if (has_accel) {
SDL_GameControllerSetSensorEnabled(controller, SDL_SENSOR_ACCEL, SDL_TRUE);
}
if (has_gyro) {
SDL_GameControllerSetSensorEnabled(controller, SDL_SENSOR_GYRO, SDL_TRUE);
}
}
}
bool HasGyro() const {
return has_gyro;
}
bool HasAccel() const {
return has_accel;
}
bool UpdateMotion(SDL_ControllerSensorEvent event) {
constexpr float gravity_constant = 9.80665f;
std::scoped_lock lock{mutex};
const u64 time_difference = event.timestamp - last_motion_update;
last_motion_update = event.timestamp;
switch (event.sensor) {
case SDL_SENSOR_ACCEL: {
motion.accel_x = -event.data[0] / gravity_constant;
motion.accel_y = event.data[2] / gravity_constant;
motion.accel_z = -event.data[1] / gravity_constant;
break;
}
case SDL_SENSOR_GYRO: {
motion.gyro_x = event.data[0] / (Common::PI * 2);
motion.gyro_y = -event.data[2] / (Common::PI * 2);
motion.gyro_z = event.data[1] / (Common::PI * 2);
break;
}
}
// Ignore duplicated timestamps
if (time_difference == 0) {
return false;
}
motion.delta_timestamp = time_difference * 1000;
return true;
}
const BasicMotion& GetMotion() const {
return motion;
}
bool RumblePlay(const Common::Input::VibrationStatus vibration) {
constexpr u32 rumble_max_duration_ms = 1000;
if (sdl_controller) {
return SDL_GameControllerRumble(
sdl_controller.get(), static_cast<u16>(vibration.low_amplitude),
static_cast<u16>(vibration.high_amplitude), rumble_max_duration_ms) != -1;
} else if (sdl_joystick) {
return SDL_JoystickRumble(sdl_joystick.get(), static_cast<u16>(vibration.low_amplitude),
static_cast<u16>(vibration.high_amplitude),
rumble_max_duration_ms) != -1;
}
return false;
}
bool HasHDRumble() const {
if (sdl_controller) {
const auto type = SDL_GameControllerGetType(sdl_controller.get());
return (type == SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO) ||
(type == SDL_CONTROLLER_TYPE_PS5);
}
return false;
}
void EnableVibration(bool is_enabled) {
has_vibration = is_enabled;
is_vibration_tested = true;
}
bool HasVibration() const {
return has_vibration;
}
bool IsVibrationTested() const {
return is_vibration_tested;
}
/**
* The Pad identifier of the joystick
*/
const PadIdentifier GetPadIdentifier() const {
return {
.guid = guid,
.port = static_cast<std::size_t>(port),
.pad = 0,
};
}
/**
* The guid of the joystick
*/
const Common::UUID& GetGUID() const {
return guid;
}
/**
* The number of joystick from the same type that were connected before this joystick
*/
int GetPort() const {
return port;
}
SDL_Joystick* GetSDLJoystick() const {
return sdl_joystick.get();
}
SDL_GameController* GetSDLGameController() const {
return sdl_controller.get();
}
void SetSDLJoystick(SDL_Joystick* joystick, SDL_GameController* controller) {
sdl_joystick.reset(joystick);
sdl_controller.reset(controller);
}
bool IsJoyconLeft() const {
const std::string controller_name = GetControllerName();
if (std::strstr(controller_name.c_str(), "Joy-Con Left") != nullptr) {
return true;
}
if (std::strstr(controller_name.c_str(), "Joy-Con (L)") != nullptr) {
return true;
}
return false;
}
bool IsJoyconRight() const {
const std::string controller_name = GetControllerName();
if (std::strstr(controller_name.c_str(), "Joy-Con Right") != nullptr) {
return true;
}
if (std::strstr(controller_name.c_str(), "Joy-Con (R)") != nullptr) {
return true;
}
return false;
}
Common::Input::BatteryLevel GetBatteryLevel() {
const auto level = SDL_JoystickCurrentPowerLevel(sdl_joystick.get());
switch (level) {
case SDL_JOYSTICK_POWER_EMPTY:
return Common::Input::BatteryLevel::Empty;
case SDL_JOYSTICK_POWER_LOW:
return Common::Input::BatteryLevel::Low;
case SDL_JOYSTICK_POWER_MEDIUM:
return Common::Input::BatteryLevel::Medium;
case SDL_JOYSTICK_POWER_FULL:
case SDL_JOYSTICK_POWER_MAX:
return Common::Input::BatteryLevel::Full;
case SDL_JOYSTICK_POWER_WIRED:
return Common::Input::BatteryLevel::Charging;
case SDL_JOYSTICK_POWER_UNKNOWN:
default:
return Common::Input::BatteryLevel::None;
}
}
std::string GetControllerName() const {
if (sdl_controller) {
switch (SDL_GameControllerGetType(sdl_controller.get())) {
case SDL_CONTROLLER_TYPE_XBOX360:
return "Xbox 360 Controller";
case SDL_CONTROLLER_TYPE_XBOXONE:
return "Xbox One Controller";
case SDL_CONTROLLER_TYPE_PS3:
return "DualShock 3 Controller";
case SDL_CONTROLLER_TYPE_PS4:
return "DualShock 4 Controller";
case SDL_CONTROLLER_TYPE_PS5:
return "DualSense Controller";
default:
break;
}
const auto name = SDL_GameControllerName(sdl_controller.get());
if (name) {
return name;
}
}
if (sdl_joystick) {
const auto name = SDL_JoystickName(sdl_joystick.get());
if (name) {
return name;
}
}
return "Unknown";
}
private:
Common::UUID guid;
int port;
std::unique_ptr<SDL_Joystick, decltype(&SDL_JoystickClose)> sdl_joystick;
std::unique_ptr<SDL_GameController, decltype(&SDL_GameControllerClose)> sdl_controller;
mutable std::mutex mutex;
u64 last_motion_update{};
bool has_gyro{false};
bool has_accel{false};
bool has_vibration{false};
bool is_vibration_tested{false};
BasicMotion motion;
};
std::shared_ptr<SDLJoystick> SDLDriver::GetSDLJoystickByGUID(const Common::UUID& guid, int port) {
std::scoped_lock lock{joystick_map_mutex};
const auto it = joystick_map.find(guid);
if (it != joystick_map.end()) {
while (it->second.size() <= static_cast<std::size_t>(port)) {
auto joystick = std::make_shared<SDLJoystick>(guid, static_cast<int>(it->second.size()),
nullptr, nullptr);
it->second.emplace_back(std::move(joystick));
}
return it->second[static_cast<std::size_t>(port)];
}
auto joystick = std::make_shared<SDLJoystick>(guid, 0, nullptr, nullptr);
return joystick_map[guid].emplace_back(std::move(joystick));
}
std::shared_ptr<SDLJoystick> SDLDriver::GetSDLJoystickByGUID(const std::string& guid, int port) {
return GetSDLJoystickByGUID(Common::UUID{guid}, port);
}
std::shared_ptr<SDLJoystick> SDLDriver::GetSDLJoystickBySDLID(SDL_JoystickID sdl_id) {
auto sdl_joystick = SDL_JoystickFromInstanceID(sdl_id);
const auto guid = GetGUID(sdl_joystick);
std::scoped_lock lock{joystick_map_mutex};
const auto map_it = joystick_map.find(guid);
if (map_it == joystick_map.end()) {
return nullptr;
}
const auto vec_it = std::find_if(map_it->second.begin(), map_it->second.end(),
[&sdl_joystick](const auto& joystick) {
return joystick->GetSDLJoystick() == sdl_joystick;
});
if (vec_it == map_it->second.end()) {
return nullptr;
}
return *vec_it;
}
void SDLDriver::InitJoystick(int joystick_index) {
SDL_Joystick* sdl_joystick = SDL_JoystickOpen(joystick_index);
SDL_GameController* sdl_gamecontroller = nullptr;
if (SDL_IsGameController(joystick_index)) {
sdl_gamecontroller = SDL_GameControllerOpen(joystick_index);
}
if (!sdl_joystick) {
LOG_ERROR(Input, "Failed to open joystick {}", joystick_index);
return;
}
const auto guid = GetGUID(sdl_joystick);
std::scoped_lock lock{joystick_map_mutex};
if (joystick_map.find(guid) == joystick_map.end()) {
auto joystick = std::make_shared<SDLJoystick>(guid, 0, sdl_joystick, sdl_gamecontroller);
PreSetController(joystick->GetPadIdentifier());
SetBattery(joystick->GetPadIdentifier(), joystick->GetBatteryLevel());
joystick->EnableMotion();
joystick_map[guid].emplace_back(std::move(joystick));
return;
}
auto& joystick_guid_list = joystick_map[guid];
const auto joystick_it =
std::find_if(joystick_guid_list.begin(), joystick_guid_list.end(),
[](const auto& joystick) { return !joystick->GetSDLJoystick(); });
if (joystick_it != joystick_guid_list.end()) {
(*joystick_it)->SetSDLJoystick(sdl_joystick, sdl_gamecontroller);
(*joystick_it)->EnableMotion();
return;
}
const int port = static_cast<int>(joystick_guid_list.size());
auto joystick = std::make_shared<SDLJoystick>(guid, port, sdl_joystick, sdl_gamecontroller);
PreSetController(joystick->GetPadIdentifier());
SetBattery(joystick->GetPadIdentifier(), joystick->GetBatteryLevel());
joystick->EnableMotion();
joystick_guid_list.emplace_back(std::move(joystick));
}
void SDLDriver::CloseJoystick(SDL_Joystick* sdl_joystick) {
const auto guid = GetGUID(sdl_joystick);
std::scoped_lock lock{joystick_map_mutex};
// This call to guid is safe since the joystick is guaranteed to be in the map
const auto& joystick_guid_list = joystick_map[guid];
const auto joystick_it = std::find_if(joystick_guid_list.begin(), joystick_guid_list.end(),
[&sdl_joystick](const auto& joystick) {
return joystick->GetSDLJoystick() == sdl_joystick;
});
if (joystick_it != joystick_guid_list.end()) {
(*joystick_it)->SetSDLJoystick(nullptr, nullptr);
}
}
void SDLDriver::PumpEvents() const {
if (initialized) {
SDL_PumpEvents();
}
}
void SDLDriver::HandleGameControllerEvent(const SDL_Event& event) {
switch (event.type) {
case SDL_JOYBUTTONUP: {
if (const auto joystick = GetSDLJoystickBySDLID(event.jbutton.which)) {
const PadIdentifier identifier = joystick->GetPadIdentifier();
SetButton(identifier, event.jbutton.button, false);
}
break;
}
case SDL_JOYBUTTONDOWN: {
if (const auto joystick = GetSDLJoystickBySDLID(event.jbutton.which)) {
const PadIdentifier identifier = joystick->GetPadIdentifier();
SetButton(identifier, event.jbutton.button, true);
// Battery doesn't trigger an event so just update every button press
SetBattery(identifier, joystick->GetBatteryLevel());
}
break;
}
case SDL_JOYHATMOTION: {
if (const auto joystick = GetSDLJoystickBySDLID(event.jhat.which)) {
const PadIdentifier identifier = joystick->GetPadIdentifier();
SetHatButton(identifier, event.jhat.hat, event.jhat.value);
}
break;
}
case SDL_JOYAXISMOTION: {
if (const auto joystick = GetSDLJoystickBySDLID(event.jaxis.which)) {
const PadIdentifier identifier = joystick->GetPadIdentifier();
SetAxis(identifier, event.jaxis.axis, event.jaxis.value / 32767.0f);
}
break;
}
case SDL_CONTROLLERSENSORUPDATE: {
if (auto joystick = GetSDLJoystickBySDLID(event.csensor.which)) {
if (joystick->UpdateMotion(event.csensor)) {
const PadIdentifier identifier = joystick->GetPadIdentifier();
SetMotion(identifier, 0, joystick->GetMotion());
}
}
break;
}
case SDL_JOYDEVICEREMOVED:
LOG_DEBUG(Input, "Controller removed with Instance_ID {}", event.jdevice.which);
CloseJoystick(SDL_JoystickFromInstanceID(event.jdevice.which));
break;
case SDL_JOYDEVICEADDED:
LOG_DEBUG(Input, "Controller connected with device index {}", event.jdevice.which);
InitJoystick(event.jdevice.which);
break;
}
}
void SDLDriver::CloseJoysticks() {
std::scoped_lock lock{joystick_map_mutex};
joystick_map.clear();
}
SDLDriver::SDLDriver(std::string input_engine_) : InputEngine(std::move(input_engine_)) {
if (!Settings::values.enable_raw_input) {
// Disable raw input. When enabled this setting causes SDL to die when a web applet opens
SDL_SetHint(SDL_HINT_JOYSTICK_RAWINPUT, "0");
}
// Prevent SDL from adding undesired axis
SDL_SetHint(SDL_HINT_ACCELEROMETER_AS_JOYSTICK, "0");
// Enable HIDAPI rumble. This prevents SDL from disabling motion on PS4 and PS5 controllers
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE, "1");
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE, "1");
SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "1");
// Use hidapi driver for joycons. This will allow joycons to be detected as a GameController and
// not a generic one
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS, "1");
// Disable hidapi driver for xbox. Already default on Windows, this causes conflict with native
// driver on Linux.
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_XBOX, "0");
// If the frontend is going to manage the event loop, then we don't start one here
start_thread = SDL_WasInit(SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER) == 0;
if (start_thread && SDL_Init(SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER) < 0) {
LOG_CRITICAL(Input, "SDL_Init failed with: {}", SDL_GetError());
return;
}
SDL_AddEventWatch(&SDLEventWatcher, this);
initialized = true;
if (start_thread) {
vibration_thread = std::thread([this] {
Common::SetCurrentThreadName("SDL_Vibration");
using namespace std::chrono_literals;
while (initialized) {
SendVibrations();
std::this_thread::sleep_for(10ms);
}
});
}
// Because the events for joystick connection happens before we have our event watcher added, we
// can just open all the joysticks right here
for (int i = 0; i < SDL_NumJoysticks(); ++i) {
InitJoystick(i);
}
}
SDLDriver::~SDLDriver() {
CloseJoysticks();
SDL_DelEventWatch(&SDLEventWatcher, this);
initialized = false;
if (start_thread) {
vibration_thread.join();
SDL_QuitSubSystem(SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER);
}
}
std::vector<Common::ParamPackage> SDLDriver::GetInputDevices() const {
std::vector<Common::ParamPackage> devices;
std::unordered_map<int, std::shared_ptr<SDLJoystick>> joycon_pairs;
for (const auto& [key, value] : joystick_map) {
for (const auto& joystick : value) {
if (!joystick->GetSDLJoystick()) {
continue;
}
const std::string name =
fmt::format("{} {}", joystick->GetControllerName(), joystick->GetPort());
devices.emplace_back(Common::ParamPackage{
{"engine", GetEngineName()},
{"display", std::move(name)},
{"guid", joystick->GetGUID().RawString()},
{"port", std::to_string(joystick->GetPort())},
});
if (joystick->IsJoyconLeft()) {
joycon_pairs.insert_or_assign(joystick->GetPort(), joystick);
}
}
}
// Add dual controllers
for (const auto& [key, value] : joystick_map) {
for (const auto& joystick : value) {
if (joystick->IsJoyconRight()) {
if (!joycon_pairs.contains(joystick->GetPort())) {
continue;
}
const auto joystick2 = joycon_pairs.at(joystick->GetPort());
const std::string name =
fmt::format("{} {}", "Nintendo Dual Joy-Con", joystick->GetPort());
devices.emplace_back(Common::ParamPackage{
{"engine", GetEngineName()},
{"display", std::move(name)},
{"guid", joystick->GetGUID().RawString()},
{"guid2", joystick2->GetGUID().RawString()},
{"port", std::to_string(joystick->GetPort())},
});
}
}
}
return devices;
}
Common::Input::VibrationError SDLDriver::SetVibration(
const PadIdentifier& identifier, const Common::Input::VibrationStatus& vibration) {
const auto joystick =
GetSDLJoystickByGUID(identifier.guid.RawString(), static_cast<int>(identifier.port));
const auto process_amplitude_exp = [](f32 amplitude, f32 factor) {
return (amplitude + std::pow(amplitude, factor)) * 0.5f * 0xFFFF;
};
// Default exponential curve for rumble
f32 factor = 0.35f;
// If vibration is set as a linear output use a flatter value
if (vibration.type == Common::Input::VibrationAmplificationType::Linear) {
factor = 0.5f;
}
// Amplitude for HD rumble needs no modification
if (joystick->HasHDRumble()) {
factor = 1.0f;
}
const Common::Input::VibrationStatus new_vibration{
.low_amplitude = process_amplitude_exp(vibration.low_amplitude, factor),
.low_frequency = vibration.low_frequency,
.high_amplitude = process_amplitude_exp(vibration.high_amplitude, factor),
.high_frequency = vibration.high_frequency,
.type = Common::Input::VibrationAmplificationType::Exponential,
};
vibration_queue.Push(VibrationRequest{
.identifier = identifier,
.vibration = new_vibration,
});
return Common::Input::VibrationError::None;
}
bool SDLDriver::IsVibrationEnabled(const PadIdentifier& identifier) {
const auto joystick =
GetSDLJoystickByGUID(identifier.guid.RawString(), static_cast<int>(identifier.port));
constexpr Common::Input::VibrationStatus test_vibration{
.low_amplitude = 1,
.low_frequency = 160.0f,
.high_amplitude = 1,
.high_frequency = 320.0f,
.type = Common::Input::VibrationAmplificationType::Exponential,
};
constexpr Common::Input::VibrationStatus zero_vibration{
.low_amplitude = 0,
.low_frequency = 160.0f,
.high_amplitude = 0,
.high_frequency = 320.0f,
.type = Common::Input::VibrationAmplificationType::Exponential,
};
if (joystick->IsVibrationTested()) {
return joystick->HasVibration();
}
// First vibration might fail
joystick->RumblePlay(test_vibration);
// Wait for about 15ms to ensure the controller is ready for the stop command
std::this_thread::sleep_for(std::chrono::milliseconds(15));
if (!joystick->RumblePlay(zero_vibration)) {
joystick->EnableVibration(false);
return false;
}
joystick->EnableVibration(true);
return true;
}
void SDLDriver::SendVibrations() {
while (!vibration_queue.Empty()) {
VibrationRequest request;
vibration_queue.Pop(request);
const auto joystick = GetSDLJoystickByGUID(request.identifier.guid.RawString(),
static_cast<int>(request.identifier.port));
joystick->RumblePlay(request.vibration);
}
}
Common::ParamPackage SDLDriver::BuildAnalogParamPackageForButton(int port, const Common::UUID& guid,
s32 axis, float value) const {
Common::ParamPackage params{};
params.Set("engine", GetEngineName());
params.Set("port", port);
params.Set("guid", guid.RawString());
params.Set("axis", axis);
params.Set("threshold", "0.5");
params.Set("invert", value < 0 ? "-" : "+");
return params;
}
Common::ParamPackage SDLDriver::BuildButtonParamPackageForButton(int port, const Common::UUID& guid,
s32 button) const {
Common::ParamPackage params{};
params.Set("engine", GetEngineName());
params.Set("port", port);
params.Set("guid", guid.RawString());
params.Set("button", button);
return params;
}
Common::ParamPackage SDLDriver::BuildHatParamPackageForButton(int port, const Common::UUID& guid,
s32 hat, u8 value) const {
Common::ParamPackage params{};
params.Set("engine", GetEngineName());
params.Set("port", port);
params.Set("guid", guid.RawString());
params.Set("hat", hat);
params.Set("direction", GetHatButtonName(value));
return params;
}
Common::ParamPackage SDLDriver::BuildMotionParam(int port, const Common::UUID& guid) const {
Common::ParamPackage params{};
params.Set("engine", GetEngineName());
params.Set("motion", 0);
params.Set("port", port);
params.Set("guid", guid.RawString());
return params;
}
Common::ParamPackage SDLDriver::BuildParamPackageForBinding(
int port, const Common::UUID& guid, const SDL_GameControllerButtonBind& binding) const {
switch (binding.bindType) {
case SDL_CONTROLLER_BINDTYPE_NONE:
break;
case SDL_CONTROLLER_BINDTYPE_AXIS:
return BuildAnalogParamPackageForButton(port, guid, binding.value.axis);
case SDL_CONTROLLER_BINDTYPE_BUTTON:
return BuildButtonParamPackageForButton(port, guid, binding.value.button);
case SDL_CONTROLLER_BINDTYPE_HAT:
return BuildHatParamPackageForButton(port, guid, binding.value.hat.hat,
static_cast<u8>(binding.value.hat.hat_mask));
}
return {};
}
Common::ParamPackage SDLDriver::BuildParamPackageForAnalog(PadIdentifier identifier, int axis_x,
int axis_y, float offset_x,
float offset_y) const {
Common::ParamPackage params;
params.Set("engine", GetEngineName());
params.Set("port", static_cast<int>(identifier.port));
params.Set("guid", identifier.guid.RawString());
params.Set("axis_x", axis_x);
params.Set("axis_y", axis_y);
params.Set("offset_x", offset_x);
params.Set("offset_y", offset_y);
params.Set("invert_x", "+");
params.Set("invert_y", "+");
return params;
}
ButtonMapping SDLDriver::GetButtonMappingForDevice(const Common::ParamPackage& params) {
if (!params.Has("guid") || !params.Has("port")) {
return {};
}
const auto joystick = GetSDLJoystickByGUID(params.Get("guid", ""), params.Get("port", 0));
auto* controller = joystick->GetSDLGameController();
if (controller == nullptr) {
return {};
}
// This list is missing ZL/ZR since those are not considered buttons in SDL GameController.
// We will add those afterwards
// This list also excludes Screenshot since theres not really a mapping for that
ButtonBindings switch_to_sdl_button;
if (SDL_GameControllerGetType(controller) == SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO) {
switch_to_sdl_button = GetNintendoButtonBinding(joystick);
} else {
switch_to_sdl_button = GetDefaultButtonBinding();
}
// Add the missing bindings for ZL/ZR
static constexpr ZButtonBindings switch_to_sdl_axis{{
{Settings::NativeButton::ZL, SDL_CONTROLLER_AXIS_TRIGGERLEFT},
{Settings::NativeButton::ZR, SDL_CONTROLLER_AXIS_TRIGGERRIGHT},
}};
// Parameters contain two joysticks return dual
if (params.Has("guid2")) {
const auto joystick2 = GetSDLJoystickByGUID(params.Get("guid2", ""), params.Get("port", 0));
if (joystick2->GetSDLGameController() != nullptr) {
return GetDualControllerMapping(joystick, joystick2, switch_to_sdl_button,
switch_to_sdl_axis);
}
}
return GetSingleControllerMapping(joystick, switch_to_sdl_button, switch_to_sdl_axis);
}
ButtonBindings SDLDriver::GetDefaultButtonBinding() const {
return {
std::pair{Settings::NativeButton::A, SDL_CONTROLLER_BUTTON_B},
{Settings::NativeButton::B, SDL_CONTROLLER_BUTTON_A},
{Settings::NativeButton::X, SDL_CONTROLLER_BUTTON_Y},
{Settings::NativeButton::Y, SDL_CONTROLLER_BUTTON_X},
{Settings::NativeButton::LStick, SDL_CONTROLLER_BUTTON_LEFTSTICK},
{Settings::NativeButton::RStick, SDL_CONTROLLER_BUTTON_RIGHTSTICK},
{Settings::NativeButton::L, SDL_CONTROLLER_BUTTON_LEFTSHOULDER},
{Settings::NativeButton::R, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER},
{Settings::NativeButton::Plus, SDL_CONTROLLER_BUTTON_START},
{Settings::NativeButton::Minus, SDL_CONTROLLER_BUTTON_BACK},
{Settings::NativeButton::DLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT},
{Settings::NativeButton::DUp, SDL_CONTROLLER_BUTTON_DPAD_UP},
{Settings::NativeButton::DRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT},
{Settings::NativeButton::DDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN},
{Settings::NativeButton::SL, SDL_CONTROLLER_BUTTON_LEFTSHOULDER},
{Settings::NativeButton::SR, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER},
{Settings::NativeButton::Home, SDL_CONTROLLER_BUTTON_GUIDE},
{Settings::NativeButton::Screenshot, SDL_CONTROLLER_BUTTON_MISC1},
};
}
ButtonBindings SDLDriver::GetNintendoButtonBinding(
const std::shared_ptr<SDLJoystick>& joystick) const {
// Default SL/SR mapping for pro controllers
auto sl_button = SDL_CONTROLLER_BUTTON_LEFTSHOULDER;
auto sr_button = SDL_CONTROLLER_BUTTON_RIGHTSHOULDER;
if (joystick->IsJoyconLeft()) {
sl_button = SDL_CONTROLLER_BUTTON_PADDLE2;
sr_button = SDL_CONTROLLER_BUTTON_PADDLE4;
}
if (joystick->IsJoyconRight()) {
sl_button = SDL_CONTROLLER_BUTTON_PADDLE3;
sr_button = SDL_CONTROLLER_BUTTON_PADDLE1;
}
return {
std::pair{Settings::NativeButton::A, SDL_CONTROLLER_BUTTON_A},
{Settings::NativeButton::B, SDL_CONTROLLER_BUTTON_B},
{Settings::NativeButton::X, SDL_CONTROLLER_BUTTON_X},
{Settings::NativeButton::Y, SDL_CONTROLLER_BUTTON_Y},
{Settings::NativeButton::LStick, SDL_CONTROLLER_BUTTON_LEFTSTICK},
{Settings::NativeButton::RStick, SDL_CONTROLLER_BUTTON_RIGHTSTICK},
{Settings::NativeButton::L, SDL_CONTROLLER_BUTTON_LEFTSHOULDER},
{Settings::NativeButton::R, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER},
{Settings::NativeButton::Plus, SDL_CONTROLLER_BUTTON_START},
{Settings::NativeButton::Minus, SDL_CONTROLLER_BUTTON_BACK},
{Settings::NativeButton::DLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT},
{Settings::NativeButton::DUp, SDL_CONTROLLER_BUTTON_DPAD_UP},
{Settings::NativeButton::DRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT},
{Settings::NativeButton::DDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN},
{Settings::NativeButton::SL, sl_button},
{Settings::NativeButton::SR, sr_button},
{Settings::NativeButton::Home, SDL_CONTROLLER_BUTTON_GUIDE},
{Settings::NativeButton::Screenshot, SDL_CONTROLLER_BUTTON_MISC1},
};
}
ButtonMapping SDLDriver::GetSingleControllerMapping(
const std::shared_ptr<SDLJoystick>& joystick, const ButtonBindings& switch_to_sdl_button,
const ZButtonBindings& switch_to_sdl_axis) const {
ButtonMapping mapping;
mapping.reserve(switch_to_sdl_button.size() + switch_to_sdl_axis.size());
auto* controller = joystick->GetSDLGameController();
for (const auto& [switch_button, sdl_button] : switch_to_sdl_button) {
const auto& binding = SDL_GameControllerGetBindForButton(controller, sdl_button);
mapping.insert_or_assign(
switch_button,
BuildParamPackageForBinding(joystick->GetPort(), joystick->GetGUID(), binding));
}
for (const auto& [switch_button, sdl_axis] : switch_to_sdl_axis) {
const auto& binding = SDL_GameControllerGetBindForAxis(controller, sdl_axis);
mapping.insert_or_assign(
switch_button,
BuildParamPackageForBinding(joystick->GetPort(), joystick->GetGUID(), binding));
}
return mapping;
}
ButtonMapping SDLDriver::GetDualControllerMapping(const std::shared_ptr<SDLJoystick>& joystick,
const std::shared_ptr<SDLJoystick>& joystick2,
const ButtonBindings& switch_to_sdl_button,
const ZButtonBindings& switch_to_sdl_axis) const {
ButtonMapping mapping;
mapping.reserve(switch_to_sdl_button.size() + switch_to_sdl_axis.size());
auto* controller = joystick->GetSDLGameController();
auto* controller2 = joystick2->GetSDLGameController();
for (const auto& [switch_button, sdl_button] : switch_to_sdl_button) {
if (IsButtonOnLeftSide(switch_button)) {
const auto& binding = SDL_GameControllerGetBindForButton(controller2, sdl_button);
mapping.insert_or_assign(
switch_button,
BuildParamPackageForBinding(joystick2->GetPort(), joystick2->GetGUID(), binding));
continue;
}
const auto& binding = SDL_GameControllerGetBindForButton(controller, sdl_button);
mapping.insert_or_assign(
switch_button,
BuildParamPackageForBinding(joystick->GetPort(), joystick->GetGUID(), binding));
}
for (const auto& [switch_button, sdl_axis] : switch_to_sdl_axis) {
if (IsButtonOnLeftSide(switch_button)) {
const auto& binding = SDL_GameControllerGetBindForAxis(controller2, sdl_axis);
mapping.insert_or_assign(
switch_button,
BuildParamPackageForBinding(joystick2->GetPort(), joystick2->GetGUID(), binding));
continue;
}
const auto& binding = SDL_GameControllerGetBindForAxis(controller, sdl_axis);
mapping.insert_or_assign(
switch_button,
BuildParamPackageForBinding(joystick->GetPort(), joystick->GetGUID(), binding));
}
return mapping;
}
bool SDLDriver::IsButtonOnLeftSide(Settings::NativeButton::Values button) const {
switch (button) {
case Settings::NativeButton::DDown:
case Settings::NativeButton::DLeft:
case Settings::NativeButton::DRight:
case Settings::NativeButton::DUp:
case Settings::NativeButton::L:
case Settings::NativeButton::LStick:
case Settings::NativeButton::Minus:
case Settings::NativeButton::Screenshot:
case Settings::NativeButton::ZL:
return true;
default:
return false;
}
}
AnalogMapping SDLDriver::GetAnalogMappingForDevice(const Common::ParamPackage& params) {
if (!params.Has("guid") || !params.Has("port")) {
return {};
}
const auto joystick = GetSDLJoystickByGUID(params.Get("guid", ""), params.Get("port", 0));
const auto joystick2 = GetSDLJoystickByGUID(params.Get("guid2", ""), params.Get("port", 0));
auto* controller = joystick->GetSDLGameController();
if (controller == nullptr) {
return {};
}
AnalogMapping mapping = {};
const auto& binding_left_x =
SDL_GameControllerGetBindForAxis(controller, SDL_CONTROLLER_AXIS_LEFTX);
const auto& binding_left_y =
SDL_GameControllerGetBindForAxis(controller, SDL_CONTROLLER_AXIS_LEFTY);
if (params.Has("guid2")) {
const auto identifier = joystick2->GetPadIdentifier();
PreSetController(identifier);
PreSetAxis(identifier, binding_left_x.value.axis);
PreSetAxis(identifier, binding_left_y.value.axis);
const auto left_offset_x = -GetAxis(identifier, binding_left_x.value.axis);
const auto left_offset_y = GetAxis(identifier, binding_left_y.value.axis);
mapping.insert_or_assign(Settings::NativeAnalog::LStick,
BuildParamPackageForAnalog(identifier, binding_left_x.value.axis,
binding_left_y.value.axis,
left_offset_x, left_offset_y));
} else {
const auto identifier = joystick->GetPadIdentifier();
PreSetController(identifier);
PreSetAxis(identifier, binding_left_x.value.axis);
PreSetAxis(identifier, binding_left_y.value.axis);
const auto left_offset_x = -GetAxis(identifier, binding_left_x.value.axis);
const auto left_offset_y = GetAxis(identifier, binding_left_y.value.axis);
mapping.insert_or_assign(Settings::NativeAnalog::LStick,
BuildParamPackageForAnalog(identifier, binding_left_x.value.axis,
binding_left_y.value.axis,
left_offset_x, left_offset_y));
}
const auto& binding_right_x =
SDL_GameControllerGetBindForAxis(controller, SDL_CONTROLLER_AXIS_RIGHTX);
const auto& binding_right_y =
SDL_GameControllerGetBindForAxis(controller, SDL_CONTROLLER_AXIS_RIGHTY);
const auto identifier = joystick->GetPadIdentifier();
PreSetController(identifier);
PreSetAxis(identifier, binding_right_x.value.axis);
PreSetAxis(identifier, binding_right_y.value.axis);
const auto right_offset_x = -GetAxis(identifier, binding_right_x.value.axis);
const auto right_offset_y = GetAxis(identifier, binding_right_y.value.axis);
mapping.insert_or_assign(Settings::NativeAnalog::RStick,
BuildParamPackageForAnalog(identifier, binding_right_x.value.axis,
binding_right_y.value.axis, right_offset_x,
right_offset_y));
return mapping;
}
MotionMapping SDLDriver::GetMotionMappingForDevice(const Common::ParamPackage& params) {
if (!params.Has("guid") || !params.Has("port")) {
return {};
}
const auto joystick = GetSDLJoystickByGUID(params.Get("guid", ""), params.Get("port", 0));
const auto joystick2 = GetSDLJoystickByGUID(params.Get("guid2", ""), params.Get("port", 0));
auto* controller = joystick->GetSDLGameController();
if (controller == nullptr) {
return {};
}
MotionMapping mapping = {};
joystick->EnableMotion();
if (joystick->HasGyro() || joystick->HasAccel()) {
mapping.insert_or_assign(Settings::NativeMotion::MotionRight,
BuildMotionParam(joystick->GetPort(), joystick->GetGUID()));
}
if (params.Has("guid2")) {
joystick2->EnableMotion();
if (joystick2->HasGyro() || joystick2->HasAccel()) {
mapping.insert_or_assign(Settings::NativeMotion::MotionLeft,
BuildMotionParam(joystick2->GetPort(), joystick2->GetGUID()));
}
} else {
if (joystick->HasGyro() || joystick->HasAccel()) {
mapping.insert_or_assign(Settings::NativeMotion::MotionLeft,
BuildMotionParam(joystick->GetPort(), joystick->GetGUID()));
}
}
return mapping;
}
Common::Input::ButtonNames SDLDriver::GetUIName(const Common::ParamPackage& params) const {
if (params.Has("button")) {
// TODO(German77): Find how to substitue the values for real button names
return Common::Input::ButtonNames::Value;
}
if (params.Has("hat")) {
return Common::Input::ButtonNames::Value;
}
if (params.Has("axis")) {
return Common::Input::ButtonNames::Value;
}
if (params.Has("axis_x") && params.Has("axis_y") && params.Has("axis_z")) {
return Common::Input::ButtonNames::Value;
}
if (params.Has("motion")) {
return Common::Input::ButtonNames::Engine;
}
return Common::Input::ButtonNames::Invalid;
}
std::string SDLDriver::GetHatButtonName(u8 direction_value) const {
switch (direction_value) {
case SDL_HAT_UP:
return "up";
case SDL_HAT_DOWN:
return "down";
case SDL_HAT_LEFT:
return "left";
case SDL_HAT_RIGHT:
return "right";
default:
return {};
}
}
u8 SDLDriver::GetHatButtonId(const std::string& direction_name) const {
Uint8 direction;
if (direction_name == "up") {
direction = SDL_HAT_UP;
} else if (direction_name == "down") {
direction = SDL_HAT_DOWN;
} else if (direction_name == "left") {
direction = SDL_HAT_LEFT;
} else if (direction_name == "right") {
direction = SDL_HAT_RIGHT;
} else {
direction = 0;
}
return direction;
}
bool SDLDriver::IsStickInverted(const Common::ParamPackage& params) {
if (!params.Has("guid") || !params.Has("port")) {
return false;
}
const auto joystick = GetSDLJoystickByGUID(params.Get("guid", ""), params.Get("port", 0));
if (joystick == nullptr) {
return false;
}
auto* controller = joystick->GetSDLGameController();
if (controller == nullptr) {
return false;
}
const auto& axis_x = params.Get("axis_x", 0);
const auto& axis_y = params.Get("axis_y", 0);
const auto& binding_left_x =
SDL_GameControllerGetBindForAxis(controller, SDL_CONTROLLER_AXIS_LEFTX);
const auto& binding_right_x =
SDL_GameControllerGetBindForAxis(controller, SDL_CONTROLLER_AXIS_RIGHTX);
const auto& binding_left_y =
SDL_GameControllerGetBindForAxis(controller, SDL_CONTROLLER_AXIS_LEFTY);
const auto& binding_right_y =
SDL_GameControllerGetBindForAxis(controller, SDL_CONTROLLER_AXIS_RIGHTY);
if (axis_x != binding_left_y.value.axis && axis_x != binding_right_y.value.axis) {
return false;
}
if (axis_y != binding_left_x.value.axis && axis_y != binding_right_x.value.axis) {
return false;
}
return true;
}
} // namespace InputCommon