// Copyright 2018 Citra Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include "common/logging/log.h" #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" namespace InputCommon::SDL { namespace { std::string GetGUID(SDL_Joystick* joystick) { const SDL_JoystickGUID guid = SDL_JoystickGetGUID(joystick); char guid_str[33]; SDL_JoystickGetGUIDString(guid, guid_str, sizeof(guid_str)); return guid_str; } /// Creates a ParamPackage from an SDL_Event that can directly be used to create a ButtonDevice Common::ParamPackage SDLEventToButtonParamPackage(SDLState& state, const SDL_Event& event); } // Anonymous namespace static int SDLEventWatcher(void* user_data, SDL_Event* event) { auto* const sdl_state = static_cast(user_data); // Don't handle the event if we are configuring if (sdl_state->polling) { sdl_state->event_queue.Push(*event); } else { sdl_state->HandleGameControllerEvent(*event); } return 0; } class SDLJoystick { public: SDLJoystick(std::string guid_, int port_, SDL_Joystick* joystick, SDL_GameController* game_controller) : guid{std::move(guid_)}, port{port_}, sdl_joystick{joystick, &SDL_JoystickClose}, sdl_controller{game_controller, &SDL_GameControllerClose} {} void SetButton(int button, bool value) { std::lock_guard lock{mutex}; state.buttons.insert_or_assign(button, value); } bool GetButton(int button) const { std::lock_guard lock{mutex}; return state.buttons.at(button); } void SetAxis(int axis, Sint16 value) { std::lock_guard lock{mutex}; state.axes.insert_or_assign(axis, value); } float GetAxis(int axis, float range) const { std::lock_guard lock{mutex}; return static_cast(state.axes.at(axis)) / (32767.0f * range); } bool RumblePlay(u16 amp_low, u16 amp_high) { if (sdl_controller) { return SDL_GameControllerRumble(sdl_controller.get(), amp_low, amp_high, 0) == 0; } else if (sdl_joystick) { return SDL_JoystickRumble(sdl_joystick.get(), amp_low, amp_high, 0) == 0; } return false; } std::tuple GetAnalog(int axis_x, int axis_y, float range) const { float x = GetAxis(axis_x, range); float y = GetAxis(axis_y, range); y = -y; // 3DS uses an y-axis inverse from SDL // Make sure the coordinates are in the unit circle, // otherwise normalize it. float r = x * x + y * y; if (r > 1.0f) { r = std::sqrt(r); x /= r; y /= r; } return std::make_tuple(x, y); } const MotionInput& GetMotion() const { return motion; } void SetHat(int hat, Uint8 direction) { std::lock_guard lock{mutex}; state.hats.insert_or_assign(hat, direction); } bool GetHatDirection(int hat, Uint8 direction) const { std::lock_guard lock{mutex}; return (state.hats.at(hat) & direction) != 0; } /** * The guid of the joystick */ const std::string& 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); } private: struct State { std::unordered_map buttons; std::unordered_map axes; std::unordered_map hats; } state; std::string guid; int port; std::unique_ptr sdl_joystick; std::unique_ptr sdl_controller; mutable std::mutex mutex; // Motion is initialized without PID values as motion input is not aviable for SDL2 MotionInput motion{0.0f, 0.0f, 0.0f}; }; std::shared_ptr SDLState::GetSDLJoystickByGUID(const std::string& guid, int port) { std::lock_guard lock{joystick_map_mutex}; const auto it = joystick_map.find(guid); if (it != joystick_map.end()) { while (it->second.size() <= static_cast(port)) { auto joystick = std::make_shared(guid, static_cast(it->second.size()), nullptr, nullptr); it->second.emplace_back(std::move(joystick)); } return it->second[static_cast(port)]; } auto joystick = std::make_shared(guid, 0, nullptr, nullptr); return joystick_map[guid].emplace_back(std::move(joystick)); } std::shared_ptr SDLState::GetSDLJoystickBySDLID(SDL_JoystickID sdl_id) { auto sdl_joystick = SDL_JoystickFromInstanceID(sdl_id); const std::string guid = GetGUID(sdl_joystick); std::lock_guard 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 SDLState::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 std::string guid = GetGUID(sdl_joystick); std::lock_guard lock{joystick_map_mutex}; if (joystick_map.find(guid) == joystick_map.end()) { auto joystick = std::make_shared(guid, 0, sdl_joystick, sdl_gamecontroller); 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); return; } const int port = static_cast(joystick_guid_list.size()); auto joystick = std::make_shared(guid, port, sdl_joystick, sdl_gamecontroller); joystick_guid_list.emplace_back(std::move(joystick)); } void SDLState::CloseJoystick(SDL_Joystick* sdl_joystick) { const std::string guid = GetGUID(sdl_joystick); std::lock_guard 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; }); (*joystick_it)->SetSDLJoystick(nullptr, nullptr); } void SDLState::HandleGameControllerEvent(const SDL_Event& event) { switch (event.type) { case SDL_JOYBUTTONUP: { if (auto joystick = GetSDLJoystickBySDLID(event.jbutton.which)) { joystick->SetButton(event.jbutton.button, false); } break; } case SDL_JOYBUTTONDOWN: { if (auto joystick = GetSDLJoystickBySDLID(event.jbutton.which)) { joystick->SetButton(event.jbutton.button, true); } break; } case SDL_JOYHATMOTION: { if (auto joystick = GetSDLJoystickBySDLID(event.jhat.which)) { joystick->SetHat(event.jhat.hat, event.jhat.value); } break; } case SDL_JOYAXISMOTION: { if (auto joystick = GetSDLJoystickBySDLID(event.jaxis.which)) { joystick->SetAxis(event.jaxis.axis, event.jaxis.value); } 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 SDLState::CloseJoysticks() { std::lock_guard lock{joystick_map_mutex}; joystick_map.clear(); } class SDLButton final : public Input::ButtonDevice { public: explicit SDLButton(std::shared_ptr joystick_, int button_) : joystick(std::move(joystick_)), button(button_) {} bool GetStatus() const override { return joystick->GetButton(button); } private: std::shared_ptr joystick; int button; }; class SDLDirectionButton final : public Input::ButtonDevice { public: explicit SDLDirectionButton(std::shared_ptr joystick_, int hat_, Uint8 direction_) : joystick(std::move(joystick_)), hat(hat_), direction(direction_) {} bool GetStatus() const override { return joystick->GetHatDirection(hat, direction); } private: std::shared_ptr joystick; int hat; Uint8 direction; }; class SDLAxisButton final : public Input::ButtonDevice { public: explicit SDLAxisButton(std::shared_ptr joystick_, int axis_, float threshold_, bool trigger_if_greater_) : joystick(std::move(joystick_)), axis(axis_), threshold(threshold_), trigger_if_greater(trigger_if_greater_) {} bool GetStatus() const override { const float axis_value = joystick->GetAxis(axis, 1.0f); if (trigger_if_greater) { return axis_value > threshold; } return axis_value < threshold; } private: std::shared_ptr joystick; int axis; float threshold; bool trigger_if_greater; }; class SDLAnalog final : public Input::AnalogDevice { public: explicit SDLAnalog(std::shared_ptr joystick_, int axis_x_, int axis_y_, float deadzone_, float range_) : joystick(std::move(joystick_)), axis_x(axis_x_), axis_y(axis_y_), deadzone(deadzone_), range(range_) {} std::tuple GetStatus() const override { const auto [x, y] = joystick->GetAnalog(axis_x, axis_y, range); const float r = std::sqrt((x * x) + (y * y)); if (r > deadzone) { return std::make_tuple(x / r * (r - deadzone) / (1 - deadzone), y / r * (r - deadzone) / (1 - deadzone)); } return {}; } bool GetAnalogDirectionStatus(Input::AnalogDirection direction) const override { const auto [x, y] = GetStatus(); const float directional_deadzone = 0.5f; switch (direction) { case Input::AnalogDirection::RIGHT: return x > directional_deadzone; case Input::AnalogDirection::LEFT: return x < -directional_deadzone; case Input::AnalogDirection::UP: return y > directional_deadzone; case Input::AnalogDirection::DOWN: return y < -directional_deadzone; } return false; } private: std::shared_ptr joystick; const int axis_x; const int axis_y; const float deadzone; const float range; }; class SDLVibration final : public Input::VibrationDevice { public: explicit SDLVibration(std::shared_ptr joystick_) : joystick(std::move(joystick_)) {} u8 GetStatus() const override { joystick->RumblePlay(1, 1); return joystick->RumblePlay(0, 0); } bool SetRumblePlay(f32 amp_low, [[maybe_unused]] f32 freq_low, f32 amp_high, [[maybe_unused]] f32 freq_high) const override { const auto process_amplitude = [](f32 amplitude) { return static_cast((amplitude + std::pow(amplitude, 0.3f)) * 0.5f * 0xFFFF); }; const auto processed_amp_low = process_amplitude(amp_low); const auto processed_amp_high = process_amplitude(amp_high); return joystick->RumblePlay(processed_amp_low, processed_amp_high); } private: std::shared_ptr joystick; }; class SDLDirectionMotion final : public Input::MotionDevice { public: explicit SDLDirectionMotion(std::shared_ptr 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 joystick; int hat; Uint8 direction; }; class SDLAxisMotion final : public Input::MotionDevice { public: explicit SDLAxisMotion(std::shared_ptr 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 joystick; int axis; float threshold; bool trigger_if_greater; }; class SDLButtonMotion final : public Input::MotionDevice { public: explicit SDLButtonMotion(std::shared_ptr 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 joystick; int button; }; /// A button device factory that creates button devices from SDL joystick class SDLButtonFactory final : public Input::Factory { public: explicit SDLButtonFactory(SDLState& state_) : state(state_) {} /** * Creates a button device from a joystick button * @param params contains parameters for creating the device: * - "guid": the guid of the joystick to bind * - "port": the nth joystick of the same type to bind * - "button"(optional): the index of the button to bind * - "hat"(optional): the index of the hat to bind as direction buttons * - "axis"(optional): the index of the axis to bind * - "direction"(only used for hat): the direction name of the hat to bind. Can be "up", * "down", "left" or "right" * - "threshold"(only used for axis): a float value in (-1.0, 1.0) which the button is * triggered if the axis value crosses * - "direction"(only used for axis): "+" means the button is triggered when the axis * value is greater than the threshold; "-" means the button is triggered when the axis * value is smaller than the threshold */ std::unique_ptr 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(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(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(joystick, button); } private: SDLState& state; }; /// An analog device factory that creates analog devices from SDL joystick class SDLAnalogFactory final : public Input::Factory { public: explicit SDLAnalogFactory(SDLState& state_) : state(state_) {} /** * Creates an analog 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 * - "axis_x": the index of the axis to be bind as x-axis * - "axis_y": the index of the axis to be bind as y-axis */ std::unique_ptr Create(const Common::ParamPackage& params) override { const std::string guid = params.Get("guid", "0"); const int port = params.Get("port", 0); const int axis_x = params.Get("axis_x", 0); const int axis_y = params.Get("axis_y", 1); const float deadzone = std::clamp(params.Get("deadzone", 0.0f), 0.0f, 1.0f); const float range = std::clamp(params.Get("range", 1.0f), 0.50f, 1.50f); auto joystick = state.GetSDLJoystickByGUID(guid, port); // This is necessary so accessing GetAxis with axis_x and axis_y won't crash joystick->SetAxis(axis_x, 0); joystick->SetAxis(axis_y, 0); return std::make_unique(joystick, axis_x, axis_y, deadzone, range); } private: SDLState& state; }; /// An vibration device factory that creates vibration devices from SDL joystick class SDLVibrationFactory final : public Input::Factory { public: explicit SDLVibrationFactory(SDLState& state_) : state(state_) {} /** * Creates a vibration device from a joystick * @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 Create(const Common::ParamPackage& params) override { const std::string guid = params.Get("guid", "0"); const int port = params.Get("port", 0); return std::make_unique(state.GetSDLJoystickByGUID(guid, port)); } private: SDLState& state; }; /// A motion device factory that creates motion devices from SDL joystick class SDLMotionFactory final : public Input::Factory { 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 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(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(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(joystick, button); } private: SDLState& state; }; SDLState::SDLState() { using namespace Input; button_factory = std::make_shared(*this); analog_factory = std::make_shared(*this); vibration_factory = std::make_shared(*this); motion_factory = std::make_shared(*this); RegisterFactory("sdl", button_factory); RegisterFactory("sdl", analog_factory); RegisterFactory("sdl", vibration_factory); RegisterFactory("sdl", motion_factory); // If the frontend is going to manage the event loop, then we don't start one here start_thread = SDL_WasInit(SDL_INIT_JOYSTICK) == 0; if (start_thread && SDL_Init(SDL_INIT_JOYSTICK) < 0) { LOG_CRITICAL(Input, "SDL_Init(SDL_INIT_JOYSTICK) failed with: {}", SDL_GetError()); return; } has_gamecontroller = SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER) != 0; if (SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "1") == SDL_FALSE) { LOG_ERROR(Input, "Failed to set hint for background events with: {}", SDL_GetError()); } SDL_AddEventWatch(&SDLEventWatcher, this); initialized = true; if (start_thread) { poll_thread = std::thread([this] { using namespace std::chrono_literals; while (initialized) { SDL_PumpEvents(); std::this_thread::sleep_for(1ms); } }); } // 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); } } SDLState::~SDLState() { using namespace Input; UnregisterFactory("sdl"); UnregisterFactory("sdl"); UnregisterFactory("sdl"); UnregisterFactory("sdl"); CloseJoysticks(); SDL_DelEventWatch(&SDLEventWatcher, this); initialized = false; if (start_thread) { poll_thread.join(); SDL_QuitSubSystem(SDL_INIT_JOYSTICK); } } std::vector SDLState::GetInputDevices() { std::scoped_lock lock(joystick_map_mutex); std::vector devices; for (const auto& [key, value] : joystick_map) { for (const auto& joystick : value) { if (auto* const controller = joystick->GetSDLGameController()) { std::string name = fmt::format("{} {}", SDL_GameControllerName(controller), joystick->GetPort()); devices.emplace_back(Common::ParamPackage{ {"class", "sdl"}, {"display", std::move(name)}, {"guid", joystick->GetGUID()}, {"port", std::to_string(joystick->GetPort())}, }); } else if (auto* const joy = joystick->GetSDLJoystick()) { std::string name = fmt::format("{} {}", SDL_JoystickName(joy), joystick->GetPort()); devices.emplace_back(Common::ParamPackage{ {"class", "sdl"}, {"display", std::move(name)}, {"guid", joystick->GetGUID()}, {"port", std::to_string(joystick->GetPort())}, }); } } } return devices; } namespace { Common::ParamPackage BuildAnalogParamPackageForButton(int port, std::string guid, s32 axis, float value = 0.1f) { Common::ParamPackage params({{"engine", "sdl"}}); params.Set("port", port); params.Set("guid", std::move(guid)); params.Set("axis", axis); if (value > 0) { params.Set("direction", "+"); params.Set("threshold", "0.5"); } else { params.Set("direction", "-"); params.Set("threshold", "-0.5"); } return params; } Common::ParamPackage BuildButtonParamPackageForButton(int port, std::string guid, s32 button) { Common::ParamPackage params({{"engine", "sdl"}}); params.Set("port", port); params.Set("guid", std::move(guid)); params.Set("button", button); return params; } Common::ParamPackage BuildHatParamPackageForButton(int port, std::string guid, s32 hat, s32 value) { Common::ParamPackage params({{"engine", "sdl"}}); params.Set("port", port); params.Set("guid", std::move(guid)); params.Set("hat", hat); switch (value) { case SDL_HAT_UP: params.Set("direction", "up"); break; case SDL_HAT_DOWN: params.Set("direction", "down"); break; case SDL_HAT_LEFT: params.Set("direction", "left"); break; case SDL_HAT_RIGHT: params.Set("direction", "right"); break; default: return {}; } return params; } Common::ParamPackage SDLEventToButtonParamPackage(SDLState& state, const SDL_Event& event) { switch (event.type) { case SDL_JOYAXISMOTION: { if (const auto joystick = state.GetSDLJoystickBySDLID(event.jaxis.which)) { return BuildAnalogParamPackageForButton(joystick->GetPort(), joystick->GetGUID(), static_cast(event.jaxis.axis), event.jaxis.value); } break; } case SDL_JOYBUTTONUP: { if (const auto joystick = state.GetSDLJoystickBySDLID(event.jbutton.which)) { return BuildButtonParamPackageForButton(joystick->GetPort(), joystick->GetGUID(), static_cast(event.jbutton.button)); } break; } case SDL_JOYHATMOTION: { if (const auto joystick = state.GetSDLJoystickBySDLID(event.jhat.which)) { return BuildHatParamPackageForButton(joystick->GetPort(), joystick->GetGUID(), static_cast(event.jhat.hat), static_cast(event.jhat.value)); } break; } } return {}; } Common::ParamPackage SDLEventToMotionParamPackage(SDLState& state, const SDL_Event& event) { switch (event.type) { case SDL_JOYAXISMOTION: { if (const auto joystick = state.GetSDLJoystickBySDLID(event.jaxis.which)) { return BuildAnalogParamPackageForButton(joystick->GetPort(), joystick->GetGUID(), static_cast(event.jaxis.axis), event.jaxis.value); } break; } case SDL_JOYBUTTONUP: { if (const auto joystick = state.GetSDLJoystickBySDLID(event.jbutton.which)) { return BuildButtonParamPackageForButton(joystick->GetPort(), joystick->GetGUID(), static_cast(event.jbutton.button)); } break; } case SDL_JOYHATMOTION: { if (const auto joystick = state.GetSDLJoystickBySDLID(event.jhat.which)) { return BuildHatParamPackageForButton(joystick->GetPort(), joystick->GetGUID(), static_cast(event.jhat.hat), static_cast(event.jhat.value)); } break; } } return {}; } Common::ParamPackage BuildParamPackageForBinding(int port, const std::string& guid, const SDL_GameControllerButtonBind& binding) { 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, binding.value.hat.hat_mask); } return {}; } Common::ParamPackage BuildParamPackageForAnalog(int port, const std::string& guid, int axis_x, int axis_y) { Common::ParamPackage params; params.Set("engine", "sdl"); params.Set("port", port); params.Set("guid", guid); params.Set("axis_x", axis_x); params.Set("axis_y", axis_y); return params; } } // Anonymous namespace ButtonMapping SDLState::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 using ButtonBindings = std::array, 17>; static constexpr ButtonBindings switch_to_sdl_button{{ {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}, }}; // Add the missing bindings for ZL/ZR using ZBindings = std::array, 2>; static constexpr ZBindings switch_to_sdl_axis{{ {Settings::NativeButton::ZL, SDL_CONTROLLER_AXIS_TRIGGERLEFT}, {Settings::NativeButton::ZR, SDL_CONTROLLER_AXIS_TRIGGERRIGHT}, }}; ButtonMapping mapping; mapping.reserve(switch_to_sdl_button.size() + switch_to_sdl_axis.size()); 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; } AnalogMapping SDLState::GetAnalogMappingForDevice(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 {}; } 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); mapping.insert_or_assign(Settings::NativeAnalog::LStick, BuildParamPackageForAnalog(joystick->GetPort(), joystick->GetGUID(), binding_left_x.value.axis, binding_left_y.value.axis)); const auto& binding_right_x = SDL_GameControllerGetBindForAxis(controller, SDL_CONTROLLER_AXIS_RIGHTX); const auto& binding_right_y = SDL_GameControllerGetBindForAxis(controller, SDL_CONTROLLER_AXIS_RIGHTY); mapping.insert_or_assign(Settings::NativeAnalog::RStick, BuildParamPackageForAnalog(joystick->GetPort(), joystick->GetGUID(), binding_right_x.value.axis, binding_right_y.value.axis)); return mapping; } namespace Polling { class SDLPoller : public InputCommon::Polling::DevicePoller { public: explicit SDLPoller(SDLState& state_) : state(state_) {} void Start([[maybe_unused]] const std::string& device_id) override { state.event_queue.Clear(); state.polling = true; } void Stop() override { state.polling = false; } protected: SDLState& state; }; class SDLButtonPoller final : public SDLPoller { public: explicit SDLButtonPoller(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 FromEvent(SDL_Event& event) { switch (event.type) { case SDL_JOYAXISMOTION: if (!axis_memory.count(event.jaxis.which) || !axis_memory[event.jaxis.which].count(event.jaxis.axis)) { axis_memory[event.jaxis.which][event.jaxis.axis] = event.jaxis.value; axis_event_count[event.jaxis.which][event.jaxis.axis] = 1; break; } else { axis_event_count[event.jaxis.which][event.jaxis.axis]++; // The joystick and axis exist in our map if we take this branch, so no checks // needed if (std::abs( (event.jaxis.value - axis_memory[event.jaxis.which][event.jaxis.axis]) / 32767.0) < 0.5) { break; } else { if (axis_event_count[event.jaxis.which][event.jaxis.axis] == 2 && IsAxisAtPole(event.jaxis.value) && IsAxisAtPole(axis_memory[event.jaxis.which][event.jaxis.axis])) { // If we have exactly two events and both are near a pole, this is // likely a digital input masquerading as an analog axis; Instead of // trying to look at the direction the axis travelled, assume the first // event was press and the second was release; This should handle most // digital axes while deferring to the direction of travel for analog // axes event.jaxis.value = static_cast( std::copysign(32767, axis_memory[event.jaxis.which][event.jaxis.axis])); } else { // There are more than two events, so this is likely a true analog axis, // check the direction it travelled event.jaxis.value = static_cast(std::copysign( 32767, event.jaxis.value - axis_memory[event.jaxis.which][event.jaxis.axis])); } axis_memory.clear(); axis_event_count.clear(); } } [[fallthrough]]; case SDL_JOYBUTTONUP: case SDL_JOYHATMOTION: return {SDLEventToButtonParamPackage(state, event)}; } return std::nullopt; } private: // Determine whether an axis value is close to an extreme or center // Some controllers have a digital D-Pad as a pair of analog sticks, with 3 possible values per // axis, which is why the center must be considered a pole bool IsAxisAtPole(int16_t value) const { return std::abs(value) >= 32767 || std::abs(value) < 327; } std::unordered_map> axis_memory; std::unordered_map> axis_event_count; }; 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 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 * instead */ class SDLAnalogPreferredPoller final : public SDLPoller { public: explicit SDLAnalogPreferredPoller(SDLState& state_) : SDLPoller(state_), button_poller(state_) {} void Start(const std::string& device_id) override { SDLPoller::Start(device_id); // Reset stored axes analog_x_axis = -1; analog_y_axis = -1; } Common::ParamPackage GetNextInput() override { SDL_Event event; while (state.event_queue.Pop(event)) { // Filter out axis events that are below a threshold if (event.type == SDL_JOYAXISMOTION && std::abs(event.jaxis.value / 32767.0) < 0.5) { continue; } if (event.type == SDL_JOYAXISMOTION) { const auto axis = event.jaxis.axis; // In order to return a complete analog param, we need inputs for both axes. // First we take the x-axis (horizontal) input, then the y-axis (vertical) input. if (analog_x_axis == -1) { analog_x_axis = axis; } else if (analog_y_axis == -1 && analog_x_axis != axis) { analog_y_axis = axis; } } else { // If the press wasn't accepted as a joy axis, check for a button press auto button_press = button_poller.FromEvent(event); if (button_press) { return *button_press; } } } if (analog_x_axis != -1 && analog_y_axis != -1) { if (const auto joystick = state.GetSDLJoystickBySDLID(event.jaxis.which)) { auto params = BuildParamPackageForAnalog(joystick->GetPort(), joystick->GetGUID(), analog_x_axis, analog_y_axis); analog_x_axis = -1; analog_y_axis = -1; return params; } } return {}; } private: int analog_x_axis = -1; int analog_y_axis = -1; SDLButtonPoller button_poller; }; } // namespace Polling SDLState::Pollers SDLState::GetPollers(InputCommon::Polling::DeviceType type) { Pollers pollers; switch (type) { case InputCommon::Polling::DeviceType::AnalogPreferred: pollers.emplace_back(std::make_unique(*this)); break; case InputCommon::Polling::DeviceType::Button: pollers.emplace_back(std::make_unique(*this)); break; case InputCommon::Polling::DeviceType::Motion: pollers.emplace_back(std::make_unique(*this)); break; } return pollers; } } // namespace InputCommon::SDL