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https://github.com/stenzek/duckstation.git
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138 lines
4.5 KiB
C++
138 lines
4.5 KiB
C++
// SPDX-FileCopyrightText: 2019-2025 Connor McLaughlin <stenzek@gmail.com>
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// SPDX-License-Identifier: CC-BY-NC-ND-4.0
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#pragma once
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#include "input_source.h"
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#include <SDL3/SDL.h>
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#include <array>
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#include <functional>
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#include <mutex>
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#include <vector>
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class SettingsInterface;
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class SDLInputSource final : public InputSource
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{
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public:
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static constexpr u32 MAX_LED_COLORS = 4;
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SDLInputSource();
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~SDLInputSource();
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bool Initialize(const SettingsInterface& si, std::unique_lock<std::mutex>& settings_lock) override;
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void UpdateSettings(const SettingsInterface& si, std::unique_lock<std::mutex>& settings_lock) override;
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bool ReloadDevices() override;
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void Shutdown() override;
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void PollEvents() override;
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InputManager::DeviceList EnumerateDevices() override;
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InputManager::VibrationMotorList EnumerateVibrationMotors(std::optional<InputBindingKey> for_device) override;
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bool GetGenericBindingMapping(std::string_view device, GenericInputBindingMapping* mapping) override;
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void UpdateMotorState(InputBindingKey key, float intensity) override;
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void UpdateMotorState(InputBindingKey large_key, InputBindingKey small_key, float large_intensity,
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float small_intensity) override;
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bool ContainsDevice(std::string_view device) const override;
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std::optional<InputBindingKey> ParseKeyString(std::string_view device, std::string_view binding) override;
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TinyString ConvertKeyToString(InputBindingKey key) override;
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TinyString ConvertKeyToIcon(InputBindingKey key, InputManager::BindingIconMappingFunction mapper) override;
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std::unique_ptr<ForceFeedbackDevice> CreateForceFeedbackDevice(std::string_view device, Error* error) override;
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bool ProcessSDLEvent(const SDL_Event* event);
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SDL_Joystick* GetJoystickForDevice(std::string_view device);
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static u32 GetRGBForPlayerId(const SettingsInterface& si, u32 player_id);
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static u32 ParseRGBForPlayerId(std::string_view str, u32 player_id);
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static bool IsHandledInputEvent(const SDL_Event* ev);
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static void CopySettings(SettingsInterface& dest_si, const SettingsInterface& src_si);
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static bool ALLOW_EVENT_POLLING;
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private:
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struct ControllerData
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{
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SDL_Haptic* haptic;
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SDL_Gamepad* gamepad;
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SDL_Joystick* joystick;
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u16 rumble_intensity[2];
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int haptic_left_right_effect;
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int joystick_id;
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int player_id;
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float last_touch_x;
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float last_touch_y;
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bool use_gamepad_rumble : 1;
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bool has_led : 1;
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// Used to disable Joystick controls that are used in GameController inputs so we don't get double events
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std::vector<bool> joy_button_used_in_gc;
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std::vector<bool> joy_axis_used_in_gc;
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std::vector<bool> joy_hat_used_in_gc;
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// Track last hat state so we can send "unpressed" events.
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std::vector<u8> last_hat_state;
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};
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using ControllerDataVector = std::vector<ControllerData>;
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bool InitializeSubsystem();
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void ShutdownSubsystem();
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void LoadSettings(const SettingsInterface& si);
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void SetHints();
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ControllerDataVector::iterator GetControllerDataForJoystickId(int id);
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ControllerDataVector::iterator GetControllerDataForPlayerId(int id);
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int GetFreePlayerId() const;
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bool OpenDevice(int index, bool is_gamecontroller);
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bool CloseDevice(int joystick_index);
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bool HandleGamepadAxisMotionEvent(const SDL_GamepadAxisEvent* ev);
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bool HandleGamepadButtonEvent(const SDL_GamepadButtonEvent* ev);
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bool HandleGamepadTouchpadEvent(const SDL_GamepadTouchpadEvent* ev);
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bool HandleJoystickAxisEvent(const SDL_JoyAxisEvent* ev);
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bool HandleJoystickButtonEvent(const SDL_JoyButtonEvent* ev);
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bool HandleJoystickHatEvent(const SDL_JoyHatEvent* ev);
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void SendRumbleUpdate(ControllerData* cd);
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ControllerDataVector m_controllers;
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std::array<u32, MAX_LED_COLORS> m_led_colors{};
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std::vector<std::pair<std::string, std::string>> m_sdl_hints;
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bool m_sdl_subsystem_initialized = false;
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bool m_controller_enhanced_mode = false;
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bool m_controller_ps5_player_led = false;
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bool m_controller_touchpad_as_pointer = false;
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#ifdef __APPLE__
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bool m_enable_iokit_driver = false;
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bool m_enable_mfi_driver = false;
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#endif
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};
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class SDLForceFeedbackDevice : public ForceFeedbackDevice
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{
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public:
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SDLForceFeedbackDevice(SDL_Joystick* joystick, SDL_Haptic* haptic);
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~SDLForceFeedbackDevice() override;
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void SetConstantForce(s32 level) override;
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void DisableForce(Effect force) override;
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private:
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void CreateEffects(SDL_Joystick* joystick);
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void DestroyEffects();
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SDL_Haptic* m_haptic = nullptr;
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SDL_HapticEffect m_constant_effect;
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int m_constant_effect_id = -1;
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bool m_constant_effect_running = false;
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};
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