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authorgerman <german@thesoftwareartisans.com>2020-09-18 03:26:34 +0200
committergerman <german@thesoftwareartisans.com>2020-09-26 00:59:52 +0200
commit03b574ae2272fc8465e7d38f21b198fcb1885186 (patch)
treee6e70906677339fce1a7bedafab8d8fcb39026b4 /src/input_common/sdl/sdl_impl.cpp
parentMerge pull request #4717 from lioncash/debug (diff)
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Diffstat (limited to '')
-rw-r--r--src/input_common/sdl/sdl_impl.cpp190
1 files changed, 190 insertions, 0 deletions
diff --git a/src/input_common/sdl/sdl_impl.cpp b/src/input_common/sdl/sdl_impl.cpp
index a9e676f4b..0b0095978 100644
--- a/src/input_common/sdl/sdl_impl.cpp
+++ b/src/input_common/sdl/sdl_impl.cpp
@@ -21,6 +21,7 @@
#include "common/param_package.h"
#include "common/threadsafe_queue.h"
#include "core/frontend/input.h"
+#include "input_common/motion_input.h"
#include "input_common/sdl/sdl_impl.h"
#include "input_common/settings.h"
@@ -95,6 +96,10 @@ public:
return std::make_tuple(x, y);
}
+ const InputCommon::MotionInput& GetMotion() const {
+ return motion;
+ }
+
void SetHat(int hat, Uint8 direction) {
std::lock_guard lock{mutex};
state.hats.insert_or_assign(hat, direction);
@@ -142,6 +147,9 @@ private:
std::unique_ptr<SDL_Joystick, decltype(&SDL_JoystickClose)> sdl_joystick;
std::unique_ptr<SDL_GameController, decltype(&SDL_GameControllerClose)> sdl_controller;
mutable std::mutex mutex;
+
+ // motion is initalized without PID values as motion input is not aviable for SDL2
+ InputCommon::MotionInput motion{0.0f, 0.0f, 0.0f};
};
std::shared_ptr<SDLJoystick> SDLState::GetSDLJoystickByGUID(const std::string& guid, int port) {
@@ -386,6 +394,68 @@ private:
const float range;
};
+class SDLDirectionMotion final : public Input::MotionDevice {
+public:
+ explicit SDLDirectionMotion(std::shared_ptr<SDLJoystick> joystick_, int hat_, Uint8 direction_)
+ : joystick(std::move(joystick_)), hat(hat_), direction(direction_) {}
+
+ Input::MotionStatus GetStatus() const override {
+ if (joystick->GetHatDirection(hat, direction)) {
+ return joystick->GetMotion().GetRandomMotion(2, 6);
+ }
+ return joystick->GetMotion().GetRandomMotion(0, 0);
+ }
+
+private:
+ std::shared_ptr<SDLJoystick> joystick;
+ int hat;
+ Uint8 direction;
+};
+
+class SDLAxisMotion final : public Input::MotionDevice {
+public:
+ explicit SDLAxisMotion(std::shared_ptr<SDLJoystick> joystick_, int axis_, float threshold_,
+ bool trigger_if_greater_)
+ : joystick(std::move(joystick_)), axis(axis_), threshold(threshold_),
+ trigger_if_greater(trigger_if_greater_) {}
+
+ Input::MotionStatus GetStatus() const override {
+ const float axis_value = joystick->GetAxis(axis, 1.0f);
+ bool trigger = axis_value < threshold;
+ if (trigger_if_greater) {
+ trigger = axis_value > threshold;
+ }
+
+ if (trigger) {
+ return joystick->GetMotion().GetRandomMotion(2, 6);
+ }
+ return joystick->GetMotion().GetRandomMotion(0, 0);
+ }
+
+private:
+ std::shared_ptr<SDLJoystick> joystick;
+ int axis;
+ float threshold;
+ bool trigger_if_greater;
+};
+
+class SDLButtonMotion final : public Input::MotionDevice {
+public:
+ explicit SDLButtonMotion(std::shared_ptr<SDLJoystick> joystick_, int button_)
+ : joystick(std::move(joystick_)), button(button_) {}
+
+ Input::MotionStatus GetStatus() const override {
+ if (joystick->GetButton(button)) {
+ return joystick->GetMotion().GetRandomMotion(2, 6);
+ }
+ return joystick->GetMotion().GetRandomMotion(0, 0);
+ }
+
+private:
+ std::shared_ptr<SDLJoystick> joystick;
+ int button;
+};
+
/// A button device factory that creates button devices from SDL joystick
class SDLButtonFactory final : public Input::Factory<Input::ButtonDevice> {
public:
@@ -492,12 +562,78 @@ private:
SDLState& state;
};
+/// A motion device factory that creates motion devices from SDL joystick
+class SDLMotionFactory final : public Input::Factory<Input::MotionDevice> {
+public:
+ explicit SDLMotionFactory(SDLState& state_) : state(state_) {}
+ /**
+ * Creates motion device from joystick axes
+ * @param params contains parameters for creating the device:
+ * - "guid": the guid of the joystick to bind
+ * - "port": the nth joystick of the same type
+ */
+ std::unique_ptr<Input::MotionDevice> Create(const Common::ParamPackage& params) override {
+ const std::string guid = params.Get("guid", "0");
+ const int port = params.Get("port", 0);
+
+ auto joystick = state.GetSDLJoystickByGUID(guid, port);
+
+ if (params.Has("hat")) {
+ const int hat = params.Get("hat", 0);
+ const std::string direction_name = params.Get("direction", "");
+ 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;
+ }
+ // This is necessary so accessing GetHat with hat won't crash
+ joystick->SetHat(hat, SDL_HAT_CENTERED);
+ return std::make_unique<SDLDirectionMotion>(joystick, hat, direction);
+ }
+
+ if (params.Has("axis")) {
+ const int axis = params.Get("axis", 0);
+ const float threshold = params.Get("threshold", 0.5f);
+ const std::string direction_name = params.Get("direction", "");
+ bool trigger_if_greater;
+ if (direction_name == "+") {
+ trigger_if_greater = true;
+ } else if (direction_name == "-") {
+ trigger_if_greater = false;
+ } else {
+ trigger_if_greater = true;
+ LOG_ERROR(Input, "Unknown direction {}", direction_name);
+ }
+ // This is necessary so accessing GetAxis with axis won't crash
+ joystick->SetAxis(axis, 0);
+ return std::make_unique<SDLAxisMotion>(joystick, axis, threshold, trigger_if_greater);
+ }
+
+ const int button = params.Get("button", 0);
+ // This is necessary so accessing GetButton with button won't crash
+ joystick->SetButton(button, false);
+ return std::make_unique<SDLButtonMotion>(joystick, button);
+ }
+
+private:
+ SDLState& state;
+};
+
SDLState::SDLState() {
using namespace Input;
analog_factory = std::make_shared<SDLAnalogFactory>(*this);
button_factory = std::make_shared<SDLButtonFactory>(*this);
+ motion_factory = std::make_shared<SDLMotionFactory>(*this);
RegisterFactory<AnalogDevice>("sdl", analog_factory);
RegisterFactory<ButtonDevice>("sdl", button_factory);
+ RegisterFactory<MotionDevice>("sdl", motion_factory);
// If the frontend is going to manage the event loop, then we dont start one here
start_thread = !SDL_WasInit(SDL_INIT_JOYSTICK);
@@ -533,6 +669,7 @@ SDLState::~SDLState() {
using namespace Input;
UnregisterFactory<ButtonDevice>("sdl");
UnregisterFactory<AnalogDevice>("sdl");
+ UnregisterFactory<MotionDevice>("sdl");
CloseJoysticks();
SDL_DelEventWatch(&SDLEventWatcher, this);
@@ -644,6 +781,27 @@ Common::ParamPackage SDLEventToButtonParamPackage(SDLState& state, const SDL_Eve
return {};
}
+Common::ParamPackage SDLEventToMotionParamPackage(SDLState& state, const SDL_Event& event) {
+ switch (event.type) {
+ case SDL_JOYAXISMOTION: {
+ const auto joystick = state.GetSDLJoystickBySDLID(event.jaxis.which);
+ return BuildAnalogParamPackageForButton(joystick->GetPort(), joystick->GetGUID(),
+ event.jaxis.axis, event.jaxis.value);
+ }
+ case SDL_JOYBUTTONUP: {
+ const auto joystick = state.GetSDLJoystickBySDLID(event.jbutton.which);
+ return BuildButtonParamPackageForButton(joystick->GetPort(), joystick->GetGUID(),
+ event.jbutton.button);
+ }
+ case SDL_JOYHATMOTION: {
+ const auto joystick = state.GetSDLJoystickBySDLID(event.jhat.which);
+ return BuildHatParamPackageForButton(joystick->GetPort(), joystick->GetGUID(),
+ event.jhat.hat, event.jhat.value);
+ }
+ }
+ return {};
+}
+
Common::ParamPackage BuildParamPackageForBinding(int port, const std::string& guid,
const SDL_GameControllerButtonBind& binding) {
switch (binding.bindType) {
@@ -809,6 +967,35 @@ public:
}
};
+class SDLMotionPoller final : public SDLPoller {
+public:
+ explicit SDLMotionPoller(SDLState& state_) : SDLPoller(state_) {}
+
+ Common::ParamPackage GetNextInput() override {
+ SDL_Event event;
+ while (state.event_queue.Pop(event)) {
+ const auto package = FromEvent(event);
+ if (package) {
+ return *package;
+ }
+ }
+ return {};
+ }
+ [[nodiscard]] std::optional<Common::ParamPackage> FromEvent(const SDL_Event& event) const {
+ switch (event.type) {
+ case SDL_JOYAXISMOTION:
+ if (std::abs(event.jaxis.value / 32767.0) < 0.5) {
+ break;
+ }
+ [[fallthrough]];
+ case SDL_JOYBUTTONUP:
+ case SDL_JOYHATMOTION:
+ return {SDLEventToMotionParamPackage(state, event)};
+ }
+ return std::nullopt;
+ }
+};
+
/**
* Attempts to match the press to a controller joy axis (left/right stick) and if a match
* isn't found, checks if the event matches anything from SDLButtonPoller and uses that
@@ -900,6 +1087,9 @@ SDLState::Pollers SDLState::GetPollers(InputCommon::Polling::DeviceType type) {
case InputCommon::Polling::DeviceType::Button:
pollers.emplace_back(std::make_unique<Polling::SDLButtonPoller>(*this));
break;
+ case InputCommon::Polling::DeviceType::Motion:
+ pollers.emplace_back(std::make_unique<Polling::SDLMotionPoller>(*this));
+ break;
}
return pollers;