#ifdef HAVE_SDL3 #include "stdafx.h" #include "sdl_pad_handler.h" #include "sdl_instance.h" #include "Emu/system_utils.hpp" #include "Emu/system_config.h" #include "Emu/System.h" #include LOG_CHANNEL(sdl_log, "SDL"); template <> void fmt_class_string::format(std::string& out, u64 arg) { const SDL_GUID& guid = get_object(arg); char str[sizeof(SDL_GUID) * 2 + 1] {}; SDL_GUIDToString(guid, str, sizeof(str)); fmt::append(out, "%s", str); } sdl_pad_handler::sdl_pad_handler() : PadHandlerBase(pad_handler::sdl) { button_list = { { SDLKeyCodes::None, "" }, { SDLKeyCodes::South, "South" }, { SDLKeyCodes::East, "East" }, { SDLKeyCodes::West, "West" }, { SDLKeyCodes::North, "North" }, { SDLKeyCodes::Left, "Left" }, { SDLKeyCodes::Right, "Right" }, { SDLKeyCodes::Up, "Up" }, { SDLKeyCodes::Down, "Down" }, { SDLKeyCodes::LB, "LB" }, { SDLKeyCodes::RB, "RB" }, { SDLKeyCodes::Back, "Back" }, { SDLKeyCodes::Start, "Start" }, { SDLKeyCodes::LS, "LS" }, { SDLKeyCodes::RS, "RS" }, { SDLKeyCodes::Guide, "Guide" }, { SDLKeyCodes::Misc1, "Misc 1" }, { SDLKeyCodes::Misc2, "Misc 2" }, { SDLKeyCodes::Misc3, "Misc 3" }, { SDLKeyCodes::Misc4, "Misc 4" }, { SDLKeyCodes::Misc5, "Misc 5" }, { SDLKeyCodes::Misc6, "Misc 6" }, { SDLKeyCodes::RPaddle1, "R Paddle 1" }, { SDLKeyCodes::LPaddle1, "L Paddle 1" }, { SDLKeyCodes::RPaddle2, "R Paddle 2" }, { SDLKeyCodes::LPaddle2, "L Paddle 2" }, { SDLKeyCodes::Touchpad, "Touchpad" }, { SDLKeyCodes::Touch_L, "Touch Left" }, { SDLKeyCodes::Touch_R, "Touch Right" }, { SDLKeyCodes::Touch_U, "Touch Up" }, { SDLKeyCodes::Touch_D, "Touch Down" }, { SDLKeyCodes::LT, "LT" }, { SDLKeyCodes::RT, "RT" }, { SDLKeyCodes::LSXNeg, "LS X-" }, { SDLKeyCodes::LSXPos, "LS X+" }, { SDLKeyCodes::LSYPos, "LS Y+" }, { SDLKeyCodes::LSYNeg, "LS Y-" }, { SDLKeyCodes::RSXNeg, "RS X-" }, { SDLKeyCodes::RSXPos, "RS X+" }, { SDLKeyCodes::RSYPos, "RS Y+" }, { SDLKeyCodes::RSYNeg, "RS Y-" }, { SDLKeyCodes::PressureCross, "South" }, // Same name as non-pressure button { SDLKeyCodes::PressureCircle, "East" }, // Same name as non-pressure button { SDLKeyCodes::PressureSquare, "West" }, // Same name as non-pressure button { SDLKeyCodes::PressureTriangle, "North" }, // Same name as non-pressure button { SDLKeyCodes::PressureL1, "LB" }, // Same name as non-pressure button { SDLKeyCodes::PressureR1, "RB" }, // Same name as non-pressure button { SDLKeyCodes::PressureUp, "Up" }, // Same name as non-pressure button { SDLKeyCodes::PressureDown, "Down" }, // Same name as non-pressure button { SDLKeyCodes::PressureLeft, "Left" }, // Same name as non-pressure button { SDLKeyCodes::PressureRight, "Right" }, // Same name as non-pressure button }; init_configs(); // Define border values thumb_max = SDL_JOYSTICK_AXIS_MAX; trigger_min = 0; trigger_max = SDL_JOYSTICK_AXIS_MAX; // set capabilities b_has_config = true; b_has_deadzones = true; b_has_rumble = true; b_has_motion = true; b_has_led = true; b_has_player_led = true; b_has_rgb = true; b_has_battery = true; b_has_battery_led = true; b_has_orientation = true; m_trigger_threshold = trigger_max / 2; m_thumb_threshold = thumb_max / 2; } sdl_pad_handler::~sdl_pad_handler() { if (!m_is_init) return; for (auto& controller : m_controllers) { if (controller.second && controller.second->sdl.gamepad) { set_rumble(controller.second.get(), 0, 0); SDL_CloseGamepad(controller.second->sdl.gamepad); controller.second->sdl.gamepad = nullptr; } } } void sdl_pad_handler::init_config(cfg_pad* cfg) { if (!cfg) return; // Set default button mapping cfg->ls_left.def = ::at32(button_list, SDLKeyCodes::LSXNeg); cfg->ls_down.def = ::at32(button_list, SDLKeyCodes::LSYNeg); cfg->ls_right.def = ::at32(button_list, SDLKeyCodes::LSXPos); cfg->ls_up.def = ::at32(button_list, SDLKeyCodes::LSYPos); cfg->rs_left.def = ::at32(button_list, SDLKeyCodes::RSXNeg); cfg->rs_down.def = ::at32(button_list, SDLKeyCodes::RSYNeg); cfg->rs_right.def = ::at32(button_list, SDLKeyCodes::RSXPos); cfg->rs_up.def = ::at32(button_list, SDLKeyCodes::RSYPos); cfg->start.def = ::at32(button_list, SDLKeyCodes::Start); cfg->select.def = ::at32(button_list, SDLKeyCodes::Back); cfg->ps.def = ::at32(button_list, SDLKeyCodes::Guide); cfg->square.def = ::at32(button_list, SDLKeyCodes::West); cfg->cross.def = ::at32(button_list, SDLKeyCodes::South); cfg->circle.def = ::at32(button_list, SDLKeyCodes::East); cfg->triangle.def = ::at32(button_list, SDLKeyCodes::North); cfg->left.def = ::at32(button_list, SDLKeyCodes::Left); cfg->down.def = ::at32(button_list, SDLKeyCodes::Down); cfg->right.def = ::at32(button_list, SDLKeyCodes::Right); cfg->up.def = ::at32(button_list, SDLKeyCodes::Up); cfg->r1.def = ::at32(button_list, SDLKeyCodes::RB); cfg->r2.def = ::at32(button_list, SDLKeyCodes::RT); cfg->r3.def = ::at32(button_list, SDLKeyCodes::RS); cfg->l1.def = ::at32(button_list, SDLKeyCodes::LB); cfg->l2.def = ::at32(button_list, SDLKeyCodes::LT); cfg->l3.def = ::at32(button_list, SDLKeyCodes::LS); cfg->pressure_intensity_button.def = ::at32(button_list, SDLKeyCodes::None); cfg->analog_limiter_button.def = ::at32(button_list, SDLKeyCodes::None); cfg->orientation_reset_button.def = ::at32(button_list, SDLKeyCodes::None); // Set default misc variables cfg->lstick_anti_deadzone.def = static_cast(0.13 * thumb_max); // 13% cfg->rstick_anti_deadzone.def = static_cast(0.13 * thumb_max); // 13% cfg->lstickdeadzone.def = 8000; // between 0 and SDL_JOYSTICK_AXIS_MAX cfg->rstickdeadzone.def = 8000; // between 0 and SDL_JOYSTICK_AXIS_MAX cfg->ltriggerthreshold.def = 0; // between 0 and SDL_JOYSTICK_AXIS_MAX cfg->rtriggerthreshold.def = 0; // between 0 and SDL_JOYSTICK_AXIS_MAX cfg->lpadsquircling.def = 8000; cfg->rpadsquircling.def = 8000; // Set default color value cfg->colorR.def = 0; cfg->colorG.def = 0; cfg->colorB.def = 20; // Set default LED options cfg->led_battery_indicator.def = false; cfg->led_battery_indicator_brightness.def = 10; cfg->led_low_battery_blink.def = true; // apply defaults cfg->from_default(); } bool sdl_pad_handler::Init() { if (m_is_init) return true; if (!sdl_instance::get_instance().initialize()) return false; if (g_cfg.io.load_sdl_mappings) { const std::string db_path = rpcs3::utils::get_input_config_root() + "gamecontrollerdb.txt"; sdl_log.notice("Adding mappings from file '%s'", db_path); if (fs::is_file(db_path)) { if (SDL_AddGamepadMappingsFromFile(db_path.c_str()) < 0) { sdl_log.error("Could not add mappings from file '%s'! SDL Error: %s", db_path, SDL_GetError()); } } else { sdl_log.warning("Could not add mappings from file '%s'! File does not exist!", db_path); } } if (const char* revision = SDL_GetRevision(); revision && strlen(revision) > 0) { sdl_log.notice("Using version: %d.%d.%d (revision='%s')", SDL_MAJOR_VERSION, SDL_MINOR_VERSION, SDL_MICRO_VERSION, revision); } else { sdl_log.notice("Using version: %d.%d.%d", SDL_MAJOR_VERSION, SDL_MINOR_VERSION, SDL_MICRO_VERSION); } m_is_init = true; enumerate_devices(); return true; } void sdl_pad_handler::process() { if (!m_is_init) return; sdl_instance::get_instance().pump_events(); PadHandlerBase::process(); } SDLDevice::sdl_info sdl_pad_handler::get_sdl_info(SDL_JoystickID id) { SDLDevice::sdl_info info{}; info.gamepad = SDL_OpenGamepad(id); if (!info.gamepad) { sdl_log.error("Could not open device %d! SDL Error: %s", id, SDL_GetError()); return {}; } if (const char* name = SDL_GetGamepadName(info.gamepad)) { info.name = name; } if (const char* path = SDL_GetGamepadPath(info.gamepad)) { info.path = path; } if (const char* serial = SDL_GetGamepadSerial(info.gamepad)) { info.serial = serial; } const SDL_PropertiesID property_id = SDL_GetGamepadProperties(info.gamepad); if (!property_id) { sdl_log.error("Could not get properties of device %d! SDL Error: %s", id, SDL_GetError()); } info.type = SDL_GetGamepadType(info.gamepad); info.real_type = SDL_GetRealGamepadType(info.gamepad); info.guid = SDL_GetGamepadGUIDForID(id); info.vid = SDL_GetGamepadVendor(info.gamepad); info.pid = SDL_GetGamepadProduct(info.gamepad); info.product_version = SDL_GetGamepadProductVersion(info.gamepad); info.firmware_version = SDL_GetGamepadFirmwareVersion(info.gamepad); info.has_led = SDL_HasProperty(property_id, SDL_PROP_GAMEPAD_CAP_RGB_LED_BOOLEAN); info.has_mono_led = SDL_HasProperty(property_id, SDL_PROP_GAMEPAD_CAP_MONO_LED_BOOLEAN); info.has_player_led = SDL_HasProperty(property_id, SDL_PROP_GAMEPAD_CAP_PLAYER_LED_BOOLEAN); info.has_rumble = SDL_HasProperty(property_id, SDL_PROP_GAMEPAD_CAP_RUMBLE_BOOLEAN); info.has_rumble_triggers = SDL_HasProperty(property_id, SDL_PROP_GAMEPAD_CAP_TRIGGER_RUMBLE_BOOLEAN); info.has_accel = SDL_GamepadHasSensor(info.gamepad, SDL_SENSOR_ACCEL); info.has_gyro = SDL_GamepadHasSensor(info.gamepad, SDL_SENSOR_GYRO); if (const int num_touchpads = SDL_GetNumGamepadTouchpads(info.gamepad); num_touchpads > 0) { info.touchpads.resize(num_touchpads); for (int i = 0; i < num_touchpads; i++) { SDLDevice::touchpad& touchpad = ::at32(info.touchpads, i); touchpad.index = i; if (const int num_fingers = SDL_GetNumGamepadTouchpadFingers(info.gamepad, touchpad.index); num_fingers > 0) { touchpad.fingers.resize(num_fingers); for (int f = 0; f < num_fingers; f++) { ::at32(touchpad.fingers, f).index = f; } } } } sdl_log.notice("Found game pad %d: type=%d, real_type=%d, name='%s', guid='%s', path='%s', serial='%s', vid=0x%x, pid=0x%x, product_version=0x%x, firmware_version=0x%x, has_led=%d, has_player_led=%d, has_mono_led=%d, has_rumble=%d, has_rumble_triggers=%d, has_accel=%d, has_gyro=%d", id, static_cast(info.type), static_cast(info.real_type), info.name, info.guid, info.path, info.serial, info.vid, info.pid, info.product_version, info.firmware_version, info.has_led, info.has_player_led, info.has_mono_led, info.has_rumble, info.has_rumble_triggers, info.has_accel, info.has_gyro); if (info.has_accel) { if (!SDL_SetGamepadSensorEnabled(info.gamepad, SDL_SENSOR_ACCEL, true) || !SDL_GamepadSensorEnabled(info.gamepad, SDL_SENSOR_ACCEL)) { sdl_log.error("Could not activate acceleration sensor of device %d! SDL Error: %s", id, SDL_GetError()); info.has_accel = false; } else { info.data_rate_accel = SDL_GetGamepadSensorDataRate(info.gamepad, SDL_SENSOR_ACCEL); sdl_log.notice("Acceleration sensor data rate of device %d = %.2f/s", id, info.data_rate_accel); } } if (info.has_gyro) { if (!SDL_SetGamepadSensorEnabled(info.gamepad, SDL_SENSOR_GYRO, true) || !SDL_GamepadSensorEnabled(info.gamepad, SDL_SENSOR_GYRO)) { sdl_log.error("Could not activate gyro sensor of device %d! SDL Error: %s", id, SDL_GetError()); info.has_gyro = false; } else { info.data_rate_gyro = SDL_GetGamepadSensorDataRate(info.gamepad, SDL_SENSOR_GYRO); sdl_log.notice("Gyro sensor data rate of device %d = %.2f/s", id, info.data_rate_accel); } } for (int i = 0; i < SDL_GAMEPAD_BUTTON_COUNT; i++) { const SDL_GamepadButton button_id = static_cast(i); if (SDL_GamepadHasButton(info.gamepad, button_id)) { info.button_ids.insert(button_id); } } for (int i = 0; i < SDL_GAMEPAD_AXIS_COUNT; i++) { const SDL_GamepadAxis axis_id = static_cast(i); if (SDL_GamepadHasAxis(info.gamepad, axis_id)) { info.axis_ids.insert(axis_id); } } // The DS3 may have extra pressure sensitive buttons as axis if (info.real_type == SDL_GamepadType::SDL_GAMEPAD_TYPE_PS3) { if (SDL_Joystick* joystick = SDL_GetGamepadJoystick(info.gamepad)) { const int num_axes = SDL_GetNumJoystickAxes(joystick); const int num_buttons = SDL_GetNumJoystickButtons(joystick); info.is_ds3_with_pressure_buttons = num_axes == 16 && num_buttons == 11; sdl_log.notice("DS3 device %d has %d axis and %d buttons (has_pressure_buttons=%d)", id, num_axes, num_buttons, info.is_ds3_with_pressure_buttons); if (info.is_ds3_with_pressure_buttons) { // Add pressure buttons for (int i = SDL_GAMEPAD_AXIS_COUNT; i < num_axes; i++) { const SDL_GamepadAxis axis_id = static_cast(i); //if (SDL_GamepadHasAxis(info.gamepad, axis_id)) // Always returns false for axis >= SDL_GAMEPAD_AXIS_COUNT { info.axis_ids.insert(axis_id); } } } } } return info; } std::vector sdl_pad_handler::list_devices() { std::vector pads_list; if (!Init()) return pads_list; for (const auto& controller : m_controllers) { pads_list.emplace_back(controller.first, false); } return pads_list; } void sdl_pad_handler::enumerate_devices() { if (!m_is_init) return; int count = 0; SDL_JoystickID* gamepads = SDL_GetGamepads(&count); for (int i = 0; i < count && gamepads; i++) { if (SDLDevice::sdl_info info = get_sdl_info(gamepads[i]); info.gamepad) { std::shared_ptr dev = std::make_shared(); dev->sdl = std::move(info); // Count existing real devices with the same name u32 device_count = 1; // This device also counts for (const auto& controller : m_controllers) { if (controller.second && !controller.second->sdl.is_virtual_device && controller.second->sdl.name == dev->sdl.name) { device_count++; } } // Add real device const std::string device_name = fmt::format("%s %d", dev->sdl.name, device_count); m_controllers[device_name] = std::move(dev); } } SDL_free(gamepads); } std::shared_ptr sdl_pad_handler::get_device_by_gamepad(SDL_Gamepad* gamepad) const { if (!gamepad) return nullptr; const char* name = SDL_GetGamepadName(gamepad); const char* path = SDL_GetGamepadPath(gamepad); const char* serial = SDL_GetGamepadSerial(gamepad); // Try to find a real device for (const auto& controller : m_controllers) { if (!controller.second || controller.second->sdl.is_virtual_device) continue; const auto is_same = [](const char* c, std::string_view s) -> bool { return c ? c == s : s.empty(); }; if (is_same(name, controller.second->sdl.name) && is_same(path, controller.second->sdl.path) && is_same(serial, controller.second->sdl.serial)) { return controller.second; } } // Try to find a virtual device if we can't find a real device for (const auto& controller : m_controllers) { if (!controller.second || !controller.second->sdl.is_virtual_device) continue; if (name && controller.second->sdl.name.starts_with(name)) { return controller.second; } } return nullptr; } std::shared_ptr sdl_pad_handler::get_device(const std::string& device) { if (!Init() || device.empty()) return nullptr; if (auto it = m_controllers.find(device); it != m_controllers.end()) { return it->second; } // Add a virtual controller until it is actually attached std::shared_ptr dev = std::make_unique(); dev->sdl.name = device; dev->sdl.is_virtual_device = true; m_controllers.emplace(device, dev); sdl_log.warning("Adding empty device: %s", device); return dev; } PadHandlerBase::connection sdl_pad_handler::update_connection(const std::shared_ptr& device) { if (SDLDevice* dev = static_cast(device.get())) { if (dev->sdl.gamepad) { if (SDL_GamepadConnected(dev->sdl.gamepad)) { if (SDL_HasEvents(SDL_EventType::SDL_EVENT_GAMEPAD_AXIS_MOTION, SDL_EventType::SDL_EVENT_GAMEPAD_BUTTON_UP) || SDL_HasEvents(SDL_EventType::SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN, SDL_EventType::SDL_EVENT_GAMEPAD_SENSOR_UPDATE) || SDL_HasEvent(SDL_EventType::SDL_EVENT_JOYSTICK_BATTERY_UPDATED)) { return connection::connected; } return connection::no_data; } SDL_CloseGamepad(dev->sdl.gamepad); dev->sdl.gamepad = nullptr; } // Try to reconnect int count = 0; SDL_JoystickID* gamepads = SDL_GetGamepads(&count); for (int i = 0; i < count; i++) { // Get game pad SDL_Gamepad* gamepad = SDL_OpenGamepad(gamepads[i]); if (!gamepad) { continue; } // Find out if we already know this controller std::shared_ptr sdl_device = get_device_by_gamepad(gamepad); if (!sdl_device) { // Close the game pad if we don't know it. SDL_CloseGamepad(gamepad); continue; } // Re-attach the controller if the device matches the current one if (sdl_device.get() == dev) { if (SDLDevice::sdl_info info = get_sdl_info(gamepads[i]); info.gamepad) { dev->sdl = std::move(info); } break; } } SDL_free(gamepads); } return connection::disconnected; } void sdl_pad_handler::SetPadData(const std::string& padId, u8 player_id, u8 large_motor, u8 small_motor, s32 r, s32 g, s32 b, bool player_led, bool battery_led, u32 battery_led_brightness) { std::shared_ptr device = get_device(padId); SDLDevice* dev = static_cast(device.get()); if (!dev) return; dev->player_id = player_id; dev->config = get_config(padId); ensure(dev->config); set_rumble(dev, large_motor, small_motor); dev->update_player_leds = true; dev->config->player_led_enabled.set(player_led); if (battery_led) { const u32 combined_color = get_battery_color(dev->sdl.power_level, battery_led_brightness); dev->config->colorR.set(combined_color >> 8); dev->config->colorG.set(combined_color & 0xff); dev->config->colorB.set(0); } else if (r >= 0 && g >= 0 && b >= 0 && r <= 255 && g <= 255 && b <= 255) { dev->config->colorR.set(r); dev->config->colorG.set(g); dev->config->colorB.set(b); } if ((dev->sdl.has_led || dev->sdl.has_mono_led) && !SDL_SetGamepadLED(dev->sdl.gamepad, r, g, b)) { sdl_log.error("Could not set LED of device %d! SDL Error: %s", player_id, SDL_GetError()); } if (dev->sdl.has_player_led && !SDL_SetGamepadPlayerIndex(dev->sdl.gamepad, player_led ? player_id : -1)) { sdl_log.error("Could not set player LED of device %d! SDL Error: %s", player_id, SDL_GetError()); } } u32 sdl_pad_handler::get_battery_color(int power_level, u32 brightness) const { u32 combined_color{}; if (power_level < 20) combined_color = 0xFF00; else if (power_level < 40) combined_color = 0xFF33; else if (power_level < 60) combined_color = 0xFFCC; else if (power_level < 80) combined_color = 0x66FF; else combined_color = 0x00FF; const u32 red = (combined_color >> 8) * brightness / 100; const u32 green = (combined_color & 0xff) * brightness / 100; return ((red << 8) | green); } u32 sdl_pad_handler::get_battery_level(const std::string& padId) { std::shared_ptr device = get_device(padId); SDLDevice* dev = static_cast(device.get()); if (!dev) return 0; if (dev->sdl.gamepad) { const SDL_PowerState power_state = SDL_GetGamepadPowerInfo(dev->sdl.gamepad, &dev->sdl.power_level); switch (power_state) { case SDL_PowerState::SDL_POWERSTATE_ERROR: case SDL_PowerState::SDL_POWERSTATE_UNKNOWN: return 0; default: return std::clamp(dev->sdl.power_level, 0, 100); } } return 0; } void sdl_pad_handler::get_extended_info(const pad_ensemble& binding) { const auto& pad = binding.pad; SDLDevice* dev = static_cast(binding.device.get()); if (!dev || !dev->sdl.gamepad || !pad) return; if (dev->sdl.gamepad) { const SDL_PowerState power_state = SDL_GetGamepadPowerInfo(dev->sdl.gamepad, &dev->sdl.power_level); switch (power_state) { case SDL_PowerState::SDL_POWERSTATE_ON_BATTERY: pad->m_battery_level = std::clamp(dev->sdl.power_level, 0, 100); pad->m_cable_state = 0; break; case SDL_PowerState::SDL_POWERSTATE_NO_BATTERY: case SDL_PowerState::SDL_POWERSTATE_CHARGING: case SDL_PowerState::SDL_POWERSTATE_CHARGED: pad->m_battery_level = std::clamp(dev->sdl.power_level, 0, 100); pad->m_cable_state = 1; break; default: pad->m_battery_level = 0; pad->m_cable_state = 0; break; } } else { pad->m_cable_state = 1; pad->m_battery_level = 100; } if (dev->sdl.has_accel) { if (!SDL_GetGamepadSensorData(dev->sdl.gamepad, SDL_SENSOR_ACCEL, dev->values_accel.data(), 3)) { sdl_log.error("Could not get acceleration sensor data of device %d! SDL Error: %s", dev->player_id, SDL_GetError()); } else { const f32 accel_x = dev->values_accel[0]; // Angular speed around the x axis (pitch) const f32 accel_y = dev->values_accel[1]; // Angular speed around the y axis (yaw) const f32 accel_z = dev->values_accel[2]; // Angular speed around the z axis (roll) // Convert to ds3. The ds3 resolution is 113/G. pad->m_sensors[0].m_value = Clamp0To1023((accel_x / SDL_STANDARD_GRAVITY) * -1 * MOTION_ONE_G + 512); pad->m_sensors[1].m_value = Clamp0To1023((accel_y / SDL_STANDARD_GRAVITY) * -1 * MOTION_ONE_G + 512); pad->m_sensors[2].m_value = Clamp0To1023((accel_z / SDL_STANDARD_GRAVITY) * -1 * MOTION_ONE_G + 512); } } if (dev->sdl.has_gyro) { if (!SDL_GetGamepadSensorData(dev->sdl.gamepad, SDL_SENSOR_GYRO, dev->values_gyro.data(), 3)) { sdl_log.error("Could not get gyro sensor data of device %d! SDL Error: %s", dev->player_id, SDL_GetError()); } else { //const f32 gyro_x = dev->values_gyro[0]; // Angular speed around the x axis (pitch) const f32 gyro_y = dev->values_gyro[1]; // Angular speed around the y axis (yaw) //const f32 gyro_z = dev->values_gyro[2]; // Angular speed around the z axis (roll) // Convert to ds3. The ds3 resolution is 123/90°/sec. The SDL gyro is measured in rad/sec. const f32 degree = rad_to_degree(gyro_y); pad->m_sensors[3].m_value = Clamp0To1023(degree * (123.f / 90.f) + 512); } } if (dev->sdl.has_accel || dev->sdl.has_gyro) { set_raw_orientation(*pad); } } void sdl_pad_handler::get_motion_sensors(const std::string& pad_id, const motion_callback& callback, const motion_fail_callback& fail_callback, motion_preview_values preview_values, const std::array& sensors) { if (!m_is_init) return; sdl_instance::get_instance().pump_events(); PadHandlerBase::get_motion_sensors(pad_id, callback, fail_callback, preview_values, sensors); } PadHandlerBase::connection sdl_pad_handler::get_next_button_press(const std::string& padId, const pad_callback& callback, const pad_fail_callback& fail_callback, gui_call_type call_type, const std::vector& buttons) { if (!m_is_init) return connection::disconnected; sdl_instance::get_instance().pump_events(); return PadHandlerBase::get_next_button_press(padId, callback, fail_callback, call_type, buttons); } void sdl_pad_handler::apply_pad_data(const pad_ensemble& binding) { const auto& pad = binding.pad; SDLDevice* dev = static_cast(binding.device.get()); if (!dev || !pad) return; cfg_pad* cfg = dev->config; // The left motor is the low-frequency rumble motor. The right motor is the high-frequency rumble motor. // The two motors are not the same, and they create different vibration effects. Values range between 0 to 65535. if (dev->sdl.has_rumble || dev->sdl.has_rumble_triggers) { const u8 speed_large = cfg->get_large_motor_speed(pad->m_vibrateMotors); const u8 speed_small = cfg->get_small_motor_speed(pad->m_vibrateMotors); dev->new_output_data |= dev->large_motor != speed_large || dev->small_motor != speed_small; dev->large_motor = speed_large; dev->small_motor = speed_small; const auto now = steady_clock::now(); const auto elapsed = now - dev->last_output; // XBox One Controller can't handle faster vibration updates than ~10ms. Elite is even worse. So I'll use 20ms to be on the safe side. No lag was noticable. if ((dev->new_output_data && elapsed > 20ms) || elapsed > min_output_interval) { set_rumble(dev, speed_large, speed_small); dev->new_output_data = false; dev->last_output = now; } } if (dev->sdl.has_led || dev->sdl.has_mono_led) { // Use LEDs to indicate battery level if (cfg->led_battery_indicator) { // This makes sure that the LED color doesn't update every 1ms. DS4 only reports battery level in 10% increments if (dev->sdl.last_power_level != dev->sdl.power_level) { const u32 combined_color = get_battery_color(dev->sdl.power_level, cfg->led_battery_indicator_brightness); cfg->colorR.set(combined_color >> 8); cfg->colorG.set(combined_color & 0xff); cfg->colorB.set(0); dev->sdl.last_power_level = dev->sdl.power_level; dev->led_needs_update = true; } } // Blink LED when battery is low if (cfg->led_low_battery_blink) { const bool low_battery = pad->m_battery_level <= 20; if (dev->led_is_blinking && !low_battery) { dev->led_is_blinking = false; dev->led_needs_update = true; } else if (!dev->led_is_blinking && low_battery) { dev->led_is_blinking = true; dev->led_needs_update = true; } if (dev->led_is_blinking) { if (const steady_clock::time_point now = steady_clock::now(); (now - dev->led_timestamp) > 500ms) { dev->led_is_on = !dev->led_is_on; dev->led_timestamp = now; dev->led_needs_update = true; } } } else if (!dev->led_is_on) { dev->led_is_on = true; dev->led_needs_update = true; } if (dev->led_needs_update) { const u8 r = dev->led_is_on ? cfg->colorR : 0; const u8 g = dev->led_is_on ? cfg->colorG : 0; const u8 b = dev->led_is_on ? cfg->colorB : 0; if (!SDL_SetGamepadLED(dev->sdl.gamepad, r, g, b)) { sdl_log.error("Could not set LED of device %d! SDL Error: %s", dev->player_id, SDL_GetError()); } dev->led_needs_update = false; } } if (dev->sdl.has_player_led && (dev->update_player_leds || dev->enable_player_leds != cfg->player_led_enabled.get())) { dev->enable_player_leds = cfg->player_led_enabled.get(); dev->update_player_leds = false; if (!SDL_SetGamepadPlayerIndex(dev->sdl.gamepad, dev->enable_player_leds ? dev->player_id : -1)) { sdl_log.error("Could not set player LED of device %d! SDL Error: %s", dev->player_id, SDL_GetError()); } } } void sdl_pad_handler::set_rumble(SDLDevice* dev, u8 speed_large, u8 speed_small) { if (!dev || !dev->sdl.gamepad) return; constexpr u32 rumble_duration_ms = static_cast((min_output_interval + 100ms).count()); // Some number higher than the min_output_interval. if (dev->sdl.has_rumble) { if (!SDL_RumbleGamepad(dev->sdl.gamepad, speed_large * 257, speed_small * 257, rumble_duration_ms)) { sdl_log.error("Unable to play game pad rumble of player %d! SDL Error: %s", dev->player_id, SDL_GetError()); } } // NOTE: Disabled for now. The triggers do not seem to be implemented correctly in SDL in the current version. // The rumble is way too intensive and has a high frequency. It is very displeasing at the moment. // In the future we could use additional trigger rumble to enhance the existing rumble. if (false && dev->sdl.has_rumble_triggers) { // Only the large motor shall control both triggers. It wouldn't make sense to differentiate here. if (!SDL_RumbleGamepadTriggers(dev->sdl.gamepad, speed_large * 257, speed_large * 257, rumble_duration_ms)) { sdl_log.error("Unable to play game pad trigger rumble of player %d! SDL Error: %s", dev->player_id, SDL_GetError()); } } } bool sdl_pad_handler::get_is_left_trigger(const std::shared_ptr& /*device*/, u64 keyCode) { return keyCode == SDLKeyCodes::LT; } bool sdl_pad_handler::get_is_right_trigger(const std::shared_ptr& /*device*/, u64 keyCode) { return keyCode == SDLKeyCodes::RT; } bool sdl_pad_handler::get_is_left_stick(const std::shared_ptr& /*device*/, u64 keyCode) { switch (keyCode) { case SDLKeyCodes::LSXNeg: case SDLKeyCodes::LSXPos: case SDLKeyCodes::LSYPos: case SDLKeyCodes::LSYNeg: return true; default: return false; } } bool sdl_pad_handler::get_is_right_stick(const std::shared_ptr& /*device*/, u64 keyCode) { switch (keyCode) { case SDLKeyCodes::RSXNeg: case SDLKeyCodes::RSXPos: case SDLKeyCodes::RSYPos: case SDLKeyCodes::RSYNeg: return true; default: return false; } } bool sdl_pad_handler::get_is_touch_pad_motion(const std::shared_ptr& /*device*/, u64 keyCode) { switch (keyCode) { case SDLKeyCodes::Touch_L: case SDLKeyCodes::Touch_R: case SDLKeyCodes::Touch_U: case SDLKeyCodes::Touch_D: return true; default: return false; } } std::unordered_map sdl_pad_handler::get_button_values(const std::shared_ptr& device) { std::unordered_map values; SDLDevice* dev = static_cast(device.get()); if (!dev || !dev->sdl.gamepad) return values; std::set pressed_pressure_buttons; for (SDL_GamepadButton button_id : dev->sdl.button_ids) { const bool value = SDL_GetGamepadButton(dev->sdl.gamepad, button_id); const SDLKeyCodes key_code = get_button_code(button_id); // NOTE: SDL does not simply support DS3 button intensity in the current version // So we have to skip the normal buttons if a DS3 with pressure buttons was detected if (dev->sdl.is_ds3_with_pressure_buttons) { switch (key_code) { case SDLKeyCodes::North: case SDLKeyCodes::South: case SDLKeyCodes::West: case SDLKeyCodes::East: case SDLKeyCodes::Left: case SDLKeyCodes::Right: case SDLKeyCodes::Up: case SDLKeyCodes::Down: case SDLKeyCodes::LB: case SDLKeyCodes::RB: { static const std::map button_to_pressure = { { SDLKeyCodes::South, SDLKeyCodes::PressureCross }, { SDLKeyCodes::East, SDLKeyCodes::PressureCircle }, { SDLKeyCodes::West, SDLKeyCodes::PressureSquare }, { SDLKeyCodes::North, SDLKeyCodes::PressureTriangle }, { SDLKeyCodes::LB, SDLKeyCodes::PressureL1 }, { SDLKeyCodes::RB, SDLKeyCodes::PressureR1 }, { SDLKeyCodes::Up, SDLKeyCodes::PressureUp }, { SDLKeyCodes::Down, SDLKeyCodes::PressureDown }, { SDLKeyCodes::Left, SDLKeyCodes::PressureLeft }, { SDLKeyCodes::Right, SDLKeyCodes::PressureRight } }; if (value) { pressed_pressure_buttons.insert(::at32(button_to_pressure, key_code)); } continue; } default: break; } } values[key_code] = value ? 255 : 0; } for (SDL_GamepadAxis axis_id : dev->sdl.axis_ids) { s16 value = SDL_GetGamepadAxis(dev->sdl.gamepad, axis_id); switch (axis_id) { case SDL_GamepadAxis::SDL_GAMEPAD_AXIS_LEFT_TRIGGER: values[SDLKeyCodes::LT] = std::max(0, value); break; case SDL_GamepadAxis::SDL_GAMEPAD_AXIS_RIGHT_TRIGGER: values[SDLKeyCodes::RT] = std::max(0, value); break; case SDL_GamepadAxis::SDL_GAMEPAD_AXIS_LEFTX: values[SDLKeyCodes::LSXNeg] = value < 0 ? std::abs(value) - 1 : 0; values[SDLKeyCodes::LSXPos] = value > 0 ? value : 0; break; case SDL_GamepadAxis::SDL_GAMEPAD_AXIS_LEFTY: values[SDLKeyCodes::LSYNeg] = value > 0 ? value : 0; values[SDLKeyCodes::LSYPos] = value < 0 ? std::abs(value) - 1 : 0; break; case SDL_GamepadAxis::SDL_GAMEPAD_AXIS_RIGHTX: values[SDLKeyCodes::RSXNeg] = value < 0 ? std::abs(value) - 1 : 0; values[SDLKeyCodes::RSXPos] = value > 0 ? value : 0; break; case SDL_GamepadAxis::SDL_GAMEPAD_AXIS_RIGHTY: values[SDLKeyCodes::RSYNeg] = value > 0 ? value : 0; values[SDLKeyCodes::RSYPos] = value < 0 ? std::abs(value) - 1 : 0; break; default: { if (dev->sdl.is_ds3_with_pressure_buttons) { // Get pressure button value from axis if (const int key_code = SDLKeyCodes::PressureBegin + 1 + axis_id - SDL_GAMEPAD_AXIS_COUNT; key_code > SDLKeyCodes::PressureBegin && key_code < SDLKeyCodes::PressureEnd) { // We need to get the joystick value directly for axis >= SDL_GAMEPAD_AXIS_COUNT if (SDL_Joystick* joystick = SDL_GetGamepadJoystick(dev->sdl.gamepad)) { value = SDL_GetJoystickAxis(joystick, axis_id); } value = static_cast(ScaledInput(value, SDL_JOYSTICK_AXIS_MIN, SDL_JOYSTICK_AXIS_MAX, 0.0f, 255.0f)); if (value <= 0 && pressed_pressure_buttons.contains(static_cast(key_code))) { value = 1; } values[key_code] = Clamp0To255(value); } } break; } } } for (const SDLDevice::touchpad& touchpad : dev->sdl.touchpads) { for (const SDLDevice::touch_point& finger : touchpad.fingers) { bool down = false; // true means the finger is touching the pad f32 x = 0.0f; // 0 = left, 1 = right f32 y = 0.0f; // 0 = top, 1 = bottom f32 pressure = 0.0f; // In the current SDL version the pressure is always 1 if the state is 1 if (!SDL_GetGamepadTouchpadFinger(dev->sdl.gamepad, touchpad.index, finger.index, &down, &x, &y, &pressure)) { sdl_log.error("Could not get touchpad %d finger %d data of device %d! SDL Error: %s", touchpad.index, finger.index, dev->player_id, SDL_GetError()); } else { sdl_log.trace("touchpad=%d, finger=%d, state=%d, x=%f, y=%f, pressure=%f", touchpad.index, finger.index, down, x, y, pressure); if (!down) { continue; } const f32 x_scaled = ScaledInput(x, 0.0f, 1.0f, 0.0f, 255.0f); const f32 y_scaled = ScaledInput(y, 0.0f, 1.0f, 0.0f, 255.0f); values[SDLKeyCodes::Touch_L] = Clamp0To255((127.5f - x_scaled) * 2.0f); values[SDLKeyCodes::Touch_R] = Clamp0To255((x_scaled - 127.5f) * 2.0f); values[SDLKeyCodes::Touch_U] = Clamp0To255((127.5f - y_scaled) * 2.0f); values[SDLKeyCodes::Touch_D] = Clamp0To255((y_scaled - 127.5f) * 2.0f); } } } return values; } pad_preview_values sdl_pad_handler::get_preview_values(const std::unordered_map& data) { return { ::at32(data, LT), ::at32(data, RT), ::at32(data, LSXPos) - ::at32(data, LSXNeg), ::at32(data, LSYPos) - ::at32(data, LSYNeg), ::at32(data, RSXPos) - ::at32(data, RSXNeg), ::at32(data, RSYPos) - ::at32(data, RSYNeg) }; } std::string sdl_pad_handler::button_to_string(SDL_GamepadButton button) { if (const char* name = SDL_GetGamepadStringForButton(button)) { return name; } return {}; } std::string sdl_pad_handler::axis_to_string(SDL_GamepadAxis axis) { if (const char* name = SDL_GetGamepadStringForAxis(axis)) { return name; } return {}; } sdl_pad_handler::SDLKeyCodes sdl_pad_handler::get_button_code(SDL_GamepadButton button) { switch (button) { default: case SDL_GamepadButton::SDL_GAMEPAD_BUTTON_INVALID: return SDLKeyCodes::None; case SDL_GamepadButton::SDL_GAMEPAD_BUTTON_SOUTH: return SDLKeyCodes::South; case SDL_GamepadButton::SDL_GAMEPAD_BUTTON_EAST: return SDLKeyCodes::East; case SDL_GamepadButton::SDL_GAMEPAD_BUTTON_WEST: return SDLKeyCodes::West; case SDL_GamepadButton::SDL_GAMEPAD_BUTTON_NORTH: return SDLKeyCodes::North; case SDL_GamepadButton::SDL_GAMEPAD_BUTTON_DPAD_LEFT: return SDLKeyCodes::Left; case SDL_GamepadButton::SDL_GAMEPAD_BUTTON_DPAD_RIGHT: return SDLKeyCodes::Right; case SDL_GamepadButton::SDL_GAMEPAD_BUTTON_DPAD_UP: return SDLKeyCodes::Up; case SDL_GamepadButton::SDL_GAMEPAD_BUTTON_DPAD_DOWN: return SDLKeyCodes::Down; case SDL_GamepadButton::SDL_GAMEPAD_BUTTON_LEFT_SHOULDER: return SDLKeyCodes::LB; case SDL_GamepadButton::SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER: return SDLKeyCodes::RB; case SDL_GamepadButton::SDL_GAMEPAD_BUTTON_BACK: return SDLKeyCodes::Back; case SDL_GamepadButton::SDL_GAMEPAD_BUTTON_START: return SDLKeyCodes::Start; case SDL_GamepadButton::SDL_GAMEPAD_BUTTON_LEFT_STICK: return SDLKeyCodes::LS; case SDL_GamepadButton::SDL_GAMEPAD_BUTTON_RIGHT_STICK: return SDLKeyCodes::RS; case SDL_GamepadButton::SDL_GAMEPAD_BUTTON_GUIDE: return SDLKeyCodes::Guide; case SDL_GamepadButton::SDL_GAMEPAD_BUTTON_MISC1: return SDLKeyCodes::Misc1; case SDL_GamepadButton::SDL_GAMEPAD_BUTTON_MISC2: return SDLKeyCodes::Misc2; case SDL_GamepadButton::SDL_GAMEPAD_BUTTON_MISC3: return SDLKeyCodes::Misc3; case SDL_GamepadButton::SDL_GAMEPAD_BUTTON_MISC4: return SDLKeyCodes::Misc4; case SDL_GamepadButton::SDL_GAMEPAD_BUTTON_MISC5: return SDLKeyCodes::Misc5; case SDL_GamepadButton::SDL_GAMEPAD_BUTTON_MISC6: return SDLKeyCodes::Misc6; case SDL_GamepadButton::SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1: return SDLKeyCodes::RPaddle1; case SDL_GamepadButton::SDL_GAMEPAD_BUTTON_LEFT_PADDLE1: return SDLKeyCodes::LPaddle1; case SDL_GamepadButton::SDL_GAMEPAD_BUTTON_RIGHT_PADDLE2: return SDLKeyCodes::RPaddle2; case SDL_GamepadButton::SDL_GAMEPAD_BUTTON_LEFT_PADDLE2: return SDLKeyCodes::LPaddle2; case SDL_GamepadButton::SDL_GAMEPAD_BUTTON_TOUCHPAD: return SDLKeyCodes::Touchpad; } } #endif