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-rw-r--r--src/core/hid/emulated_controller.cpp82
-rw-r--r--src/core/hid/emulated_controller.h9
-rw-r--r--src/input_common/CMakeLists.txt2
-rw-r--r--src/input_common/drivers/virtual_gamepad.cpp78
-rw-r--r--src/input_common/drivers/virtual_gamepad.h73
-rw-r--r--src/input_common/main.cpp23
-rw-r--r--src/input_common/main.h7
7 files changed, 274 insertions, 0 deletions
diff --git a/src/core/hid/emulated_controller.cpp b/src/core/hid/emulated_controller.cpp
index 67969e938..f238d6ccd 100644
--- a/src/core/hid/emulated_controller.cpp
+++ b/src/core/hid/emulated_controller.cpp
@@ -145,6 +145,7 @@ void EmulatedController::LoadDevices() {
output_params[3].Set("output", true);
LoadTASParams();
+ LoadVirtualGamepadParams();
std::ranges::transform(button_params, button_devices.begin(), Common::Input::CreateInputDevice);
std::ranges::transform(stick_params, stick_devices.begin(), Common::Input::CreateInputDevice);
@@ -163,6 +164,12 @@ void EmulatedController::LoadDevices() {
Common::Input::CreateInputDevice);
std::ranges::transform(tas_stick_params, tas_stick_devices.begin(),
Common::Input::CreateInputDevice);
+
+ // Initialize virtual gamepad devices
+ std::ranges::transform(virtual_button_params, virtual_button_devices.begin(),
+ Common::Input::CreateInputDevice);
+ std::ranges::transform(virtual_stick_params, virtual_stick_devices.begin(),
+ Common::Input::CreateInputDevice);
}
void EmulatedController::LoadTASParams() {
@@ -205,6 +212,46 @@ void EmulatedController::LoadTASParams() {
tas_stick_params[Settings::NativeAnalog::RStick].Set("axis_y", 3);
}
+void EmulatedController::LoadVirtualGamepadParams() {
+ const auto player_index = NpadIdTypeToIndex(npad_id_type);
+ Common::ParamPackage common_params{};
+ common_params.Set("engine", "virtual_gamepad");
+ common_params.Set("port", static_cast<int>(player_index));
+ for (auto& param : virtual_button_params) {
+ param = common_params;
+ }
+ for (auto& param : virtual_stick_params) {
+ param = common_params;
+ }
+
+ // TODO(german77): Replace this with an input profile or something better
+ virtual_button_params[Settings::NativeButton::A].Set("button", 0);
+ virtual_button_params[Settings::NativeButton::B].Set("button", 1);
+ virtual_button_params[Settings::NativeButton::X].Set("button", 2);
+ virtual_button_params[Settings::NativeButton::Y].Set("button", 3);
+ virtual_button_params[Settings::NativeButton::LStick].Set("button", 4);
+ virtual_button_params[Settings::NativeButton::RStick].Set("button", 5);
+ virtual_button_params[Settings::NativeButton::L].Set("button", 6);
+ virtual_button_params[Settings::NativeButton::R].Set("button", 7);
+ virtual_button_params[Settings::NativeButton::ZL].Set("button", 8);
+ virtual_button_params[Settings::NativeButton::ZR].Set("button", 9);
+ virtual_button_params[Settings::NativeButton::Plus].Set("button", 10);
+ virtual_button_params[Settings::NativeButton::Minus].Set("button", 11);
+ virtual_button_params[Settings::NativeButton::DLeft].Set("button", 12);
+ virtual_button_params[Settings::NativeButton::DUp].Set("button", 13);
+ virtual_button_params[Settings::NativeButton::DRight].Set("button", 14);
+ virtual_button_params[Settings::NativeButton::DDown].Set("button", 15);
+ virtual_button_params[Settings::NativeButton::SL].Set("button", 16);
+ virtual_button_params[Settings::NativeButton::SR].Set("button", 17);
+ virtual_button_params[Settings::NativeButton::Home].Set("button", 18);
+ virtual_button_params[Settings::NativeButton::Screenshot].Set("button", 19);
+
+ virtual_stick_params[Settings::NativeAnalog::LStick].Set("axis_x", 0);
+ virtual_stick_params[Settings::NativeAnalog::LStick].Set("axis_y", 1);
+ virtual_stick_params[Settings::NativeAnalog::RStick].Set("axis_x", 2);
+ virtual_stick_params[Settings::NativeAnalog::RStick].Set("axis_y", 3);
+}
+
void EmulatedController::ReloadInput() {
// If you load any device here add the equivalent to the UnloadInput() function
LoadDevices();
@@ -322,6 +369,35 @@ void EmulatedController::ReloadInput() {
},
});
}
+
+ // Use a common UUID for Virtual Gamepad
+ static constexpr Common::UUID VIRTUAL_UUID = Common::UUID{
+ {0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x7, 0xFF, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0}};
+
+ // Register virtual devices. No need to force update
+ for (std::size_t index = 0; index < virtual_button_devices.size(); ++index) {
+ if (!virtual_button_devices[index]) {
+ continue;
+ }
+ virtual_button_devices[index]->SetCallback({
+ .on_change =
+ [this, index](const Common::Input::CallbackStatus& callback) {
+ SetButton(callback, index, VIRTUAL_UUID);
+ },
+ });
+ }
+
+ for (std::size_t index = 0; index < virtual_stick_devices.size(); ++index) {
+ if (!virtual_stick_devices[index]) {
+ continue;
+ }
+ virtual_stick_devices[index]->SetCallback({
+ .on_change =
+ [this, index](const Common::Input::CallbackStatus& callback) {
+ SetStick(callback, index, VIRTUAL_UUID);
+ },
+ });
+ }
}
void EmulatedController::UnloadInput() {
@@ -349,6 +425,12 @@ void EmulatedController::UnloadInput() {
for (auto& stick : tas_stick_devices) {
stick.reset();
}
+ for (auto& button : virtual_button_devices) {
+ button.reset();
+ }
+ for (auto& stick : virtual_stick_devices) {
+ stick.reset();
+ }
camera_devices.reset();
nfc_devices.reset();
}
diff --git a/src/core/hid/emulated_controller.h b/src/core/hid/emulated_controller.h
index fa7a34278..a398543a6 100644
--- a/src/core/hid/emulated_controller.h
+++ b/src/core/hid/emulated_controller.h
@@ -385,6 +385,9 @@ private:
/// Set the params for TAS devices
void LoadTASParams();
+ /// Set the params for virtual pad devices
+ void LoadVirtualGamepadParams();
+
/**
* @param use_temporary_value If true tmp_npad_type will be used
* @return true if the controller style is fullkey
@@ -500,6 +503,12 @@ private:
ButtonDevices tas_button_devices;
StickDevices tas_stick_devices;
+ // Virtual gamepad related variables
+ ButtonParams virtual_button_params;
+ StickParams virtual_stick_params;
+ ButtonDevices virtual_button_devices;
+ StickDevices virtual_stick_devices;
+
mutable std::mutex mutex;
mutable std::mutex callback_mutex;
std::unordered_map<int, ControllerUpdateCallback> callback_list;
diff --git a/src/input_common/CMakeLists.txt b/src/input_common/CMakeLists.txt
index 7932aaab0..f24c89b04 100644
--- a/src/input_common/CMakeLists.txt
+++ b/src/input_common/CMakeLists.txt
@@ -20,6 +20,8 @@ add_library(input_common STATIC
drivers/udp_client.h
drivers/virtual_amiibo.cpp
drivers/virtual_amiibo.h
+ drivers/virtual_gamepad.cpp
+ drivers/virtual_gamepad.h
helpers/stick_from_buttons.cpp
helpers/stick_from_buttons.h
helpers/touch_from_buttons.cpp
diff --git a/src/input_common/drivers/virtual_gamepad.cpp b/src/input_common/drivers/virtual_gamepad.cpp
new file mode 100644
index 000000000..7db945aa6
--- /dev/null
+++ b/src/input_common/drivers/virtual_gamepad.cpp
@@ -0,0 +1,78 @@
+// SPDX-FileCopyrightText: Copyright 2022 yuzu Emulator Project
+// SPDX-License-Identifier: GPL-2.0-or-later
+
+#include "input_common/drivers/virtual_gamepad.h"
+
+namespace InputCommon {
+constexpr std::size_t PlayerIndexCount = 10;
+
+VirtualGamepad::VirtualGamepad(std::string input_engine_) : InputEngine(std::move(input_engine_)) {
+ for (std::size_t i = 0; i < PlayerIndexCount; i++) {
+ PreSetController(GetIdentifier(i));
+ }
+}
+
+void VirtualGamepad::SetButtonState(std::size_t player_index, int button_id, bool value) {
+ if (player_index > PlayerIndexCount) {
+ return;
+ }
+ const auto identifier = GetIdentifier(player_index);
+ SetButton(identifier, button_id, value);
+}
+
+void VirtualGamepad::SetButtonState(std::size_t player_index, VirtualButton button_id, bool value) {
+ SetButtonState(player_index, static_cast<int>(button_id), value);
+}
+
+void VirtualGamepad::SetStickPosition(std::size_t player_index, int axis_id, float x_value,
+ float y_value) {
+ if (player_index > PlayerIndexCount) {
+ return;
+ }
+ const auto identifier = GetIdentifier(player_index);
+ SetAxis(identifier, axis_id * 2, x_value);
+ SetAxis(identifier, (axis_id * 2) + 1, y_value);
+}
+
+void VirtualGamepad::SetStickPosition(std::size_t player_index, VirtualStick axis_id, float x_value,
+ float y_value) {
+ SetStickPosition(player_index, static_cast<int>(axis_id), x_value, y_value);
+}
+
+void VirtualGamepad::ResetControllers() {
+ for (std::size_t i = 0; i < PlayerIndexCount; i++) {
+ SetStickPosition(i, VirtualStick::Left, 0.0f, 0.0f);
+ SetStickPosition(i, VirtualStick::Right, 0.0f, 0.0f);
+
+ SetButtonState(i, VirtualButton::ButtonA, false);
+ SetButtonState(i, VirtualButton::ButtonB, false);
+ SetButtonState(i, VirtualButton::ButtonX, false);
+ SetButtonState(i, VirtualButton::ButtonY, false);
+ SetButtonState(i, VirtualButton::StickL, false);
+ SetButtonState(i, VirtualButton::StickR, false);
+ SetButtonState(i, VirtualButton::TriggerL, false);
+ SetButtonState(i, VirtualButton::TriggerR, false);
+ SetButtonState(i, VirtualButton::TriggerZL, false);
+ SetButtonState(i, VirtualButton::TriggerZR, false);
+ SetButtonState(i, VirtualButton::ButtonPlus, false);
+ SetButtonState(i, VirtualButton::ButtonMinus, false);
+ SetButtonState(i, VirtualButton::ButtonLeft, false);
+ SetButtonState(i, VirtualButton::ButtonUp, false);
+ SetButtonState(i, VirtualButton::ButtonRight, false);
+ SetButtonState(i, VirtualButton::ButtonDown, false);
+ SetButtonState(i, VirtualButton::ButtonSL, false);
+ SetButtonState(i, VirtualButton::ButtonSR, false);
+ SetButtonState(i, VirtualButton::ButtonHome, false);
+ SetButtonState(i, VirtualButton::ButtonCapture, false);
+ }
+}
+
+PadIdentifier VirtualGamepad::GetIdentifier(std::size_t player_index) const {
+ return {
+ .guid = Common::UUID{},
+ .port = player_index,
+ .pad = 0,
+ };
+}
+
+} // namespace InputCommon
diff --git a/src/input_common/drivers/virtual_gamepad.h b/src/input_common/drivers/virtual_gamepad.h
new file mode 100644
index 000000000..3df91cc6f
--- /dev/null
+++ b/src/input_common/drivers/virtual_gamepad.h
@@ -0,0 +1,73 @@
+// SPDX-FileCopyrightText: Copyright 2022 yuzu Emulator Project
+// SPDX-License-Identifier: GPL-2.0-or-later
+
+#pragma once
+
+#include "input_common/input_engine.h"
+
+namespace InputCommon {
+
+/**
+ * A virtual controller that is always assigned to the game input
+ */
+class VirtualGamepad final : public InputEngine {
+public:
+ enum class VirtualButton {
+ ButtonA,
+ ButtonB,
+ ButtonX,
+ ButtonY,
+ StickL,
+ StickR,
+ TriggerL,
+ TriggerR,
+ TriggerZL,
+ TriggerZR,
+ ButtonPlus,
+ ButtonMinus,
+ ButtonLeft,
+ ButtonUp,
+ ButtonRight,
+ ButtonDown,
+ ButtonSL,
+ ButtonSR,
+ ButtonHome,
+ ButtonCapture,
+ };
+
+ enum class VirtualStick {
+ Left = 0,
+ Right = 1,
+ };
+
+ explicit VirtualGamepad(std::string input_engine_);
+
+ /**
+ * Sets the status of all buttons bound with the key to pressed
+ * @param player_index the player number that will take this action
+ * @param button_id the id of the button
+ * @param value indicates if the button is pressed or not
+ */
+ void SetButtonState(std::size_t player_index, int button_id, bool value);
+ void SetButtonState(std::size_t player_index, VirtualButton button_id, bool value);
+
+ /**
+ * Sets the status of all buttons bound with the key to released
+ * @param player_index the player number that will take this action
+ * @param axis_id the id of the axis to move
+ * @param x_value the position of the stick in the x axis
+ * @param y_value the position of the stick in the y axis
+ */
+ void SetStickPosition(std::size_t player_index, int axis_id, float x_value, float y_value);
+ void SetStickPosition(std::size_t player_index, VirtualStick axis_id, float x_value,
+ float y_value);
+
+ /// Restores all inputs into the neutral position
+ void ResetControllers();
+
+private:
+ /// Returns the correct identifier corresponding to the player index
+ PadIdentifier GetIdentifier(std::size_t player_index) const;
+};
+
+} // namespace InputCommon
diff --git a/src/input_common/main.cpp b/src/input_common/main.cpp
index 942a13535..75b856c95 100644
--- a/src/input_common/main.cpp
+++ b/src/input_common/main.cpp
@@ -12,6 +12,7 @@
#include "input_common/drivers/touch_screen.h"
#include "input_common/drivers/udp_client.h"
#include "input_common/drivers/virtual_amiibo.h"
+#include "input_common/drivers/virtual_gamepad.h"
#include "input_common/helpers/stick_from_buttons.h"
#include "input_common/helpers/touch_from_buttons.h"
#include "input_common/input_engine.h"
@@ -85,6 +86,12 @@ struct InputSubsystem::Impl {
Common::Input::RegisterOutputFactory(virtual_amiibo->GetEngineName(),
virtual_amiibo_output_factory);
+ virtual_gamepad = std::make_shared<VirtualGamepad>("virtual_gamepad");
+ virtual_gamepad->SetMappingCallback(mapping_callback);
+ virtual_gamepad_input_factory = std::make_shared<InputFactory>(virtual_gamepad);
+ Common::Input::RegisterInputFactory(virtual_gamepad->GetEngineName(),
+ virtual_gamepad_input_factory);
+
#ifdef HAVE_SDL2
sdl = std::make_shared<SDLDriver>("sdl");
sdl->SetMappingCallback(mapping_callback);
@@ -132,6 +139,9 @@ struct InputSubsystem::Impl {
Common::Input::UnregisterOutputFactory(virtual_amiibo->GetEngineName());
virtual_amiibo.reset();
+ Common::Input::UnregisterInputFactory(virtual_gamepad->GetEngineName());
+ virtual_gamepad.reset();
+
#ifdef HAVE_SDL2
Common::Input::UnregisterInputFactory(sdl->GetEngineName());
Common::Input::UnregisterOutputFactory(sdl->GetEngineName());
@@ -290,6 +300,9 @@ struct InputSubsystem::Impl {
if (engine == tas_input->GetEngineName()) {
return true;
}
+ if (engine == virtual_gamepad->GetEngineName()) {
+ return true;
+ }
#ifdef HAVE_SDL2
if (engine == sdl->GetEngineName()) {
return true;
@@ -338,6 +351,7 @@ struct InputSubsystem::Impl {
std::shared_ptr<CemuhookUDP::UDPClient> udp_client;
std::shared_ptr<Camera> camera;
std::shared_ptr<VirtualAmiibo> virtual_amiibo;
+ std::shared_ptr<VirtualGamepad> virtual_gamepad;
std::shared_ptr<InputFactory> keyboard_factory;
std::shared_ptr<InputFactory> mouse_factory;
@@ -347,6 +361,7 @@ struct InputSubsystem::Impl {
std::shared_ptr<InputFactory> tas_input_factory;
std::shared_ptr<InputFactory> camera_input_factory;
std::shared_ptr<InputFactory> virtual_amiibo_input_factory;
+ std::shared_ptr<InputFactory> virtual_gamepad_input_factory;
std::shared_ptr<OutputFactory> keyboard_output_factory;
std::shared_ptr<OutputFactory> mouse_output_factory;
@@ -423,6 +438,14 @@ const VirtualAmiibo* InputSubsystem::GetVirtualAmiibo() const {
return impl->virtual_amiibo.get();
}
+VirtualGamepad* InputSubsystem::GetVirtualGamepad() {
+ return impl->virtual_gamepad.get();
+}
+
+const VirtualGamepad* InputSubsystem::GetVirtualGamepad() const {
+ return impl->virtual_gamepad.get();
+}
+
std::vector<Common::ParamPackage> InputSubsystem::GetInputDevices() const {
return impl->GetInputDevices();
}
diff --git a/src/input_common/main.h b/src/input_common/main.h
index 6218c37f6..1207d786c 100644
--- a/src/input_common/main.h
+++ b/src/input_common/main.h
@@ -34,6 +34,7 @@ class Keyboard;
class Mouse;
class TouchScreen;
class VirtualAmiibo;
+class VirtualGamepad;
struct MappingData;
} // namespace InputCommon
@@ -108,6 +109,12 @@ public:
/// Retrieves the underlying virtual amiibo input device.
[[nodiscard]] const VirtualAmiibo* GetVirtualAmiibo() const;
+ /// Retrieves the underlying virtual gamepad input device.
+ [[nodiscard]] VirtualGamepad* GetVirtualGamepad();
+
+ /// Retrieves the underlying virtual gamepad input device.
+ [[nodiscard]] const VirtualGamepad* GetVirtualGamepad() const;
+
/**
* Returns all available input devices that this Factory can create a new device with.
* Each returned ParamPackage should have a `display` field used for display, a `engine` field