duckstation/src/util/sdl_input_source.h
2025-01-24 15:54:31 +10:00

138 lines
4.5 KiB
C++

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