rpcs3/rpcs3/Input/sdl_pad_handler.cpp
2025-05-13 21:41:23 +02:00

1142 lines
36 KiB
C++

#ifdef HAVE_SDL3
#include "stdafx.h"
#include "sdl_pad_handler.h"
#include "Emu/system_utils.hpp"
#include "Emu/system_config.h"
#include "Emu/System.h"
#include "sdl_instance.h"
#include <mutex>
LOG_CHANNEL(sdl_log, "SDL");
template <>
void fmt_class_string<SDL_GUID>::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<u32>(0.13 * thumb_max); // 13%
cfg->rstick_anti_deadzone.def = static_cast<u32>(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;
bool instance_success;
Emu.BlockingCallFromMainThread([&instance_success]()
{
instance_success = sdl_instance::get_instance().initialize();
});
if (!instance_success)
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.error("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<int>(info.type), static_cast<int>(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<SDL_GamepadButton>(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<SDL_GamepadAxis>(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<SDL_GamepadAxis>(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<pad_list_entry> sdl_pad_handler::list_devices()
{
std::vector<pad_list_entry> 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<SDLDevice> dev = std::make_shared<SDLDevice>();
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<SDLDevice> 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<PadDevice> 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<SDLDevice> dev = std::make_unique<SDLDevice>();
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<PadDevice>& device)
{
if (SDLDevice* dev = static_cast<SDLDevice*>(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<SDLDevice> 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<PadDevice> device = get_device(padId);
SDLDevice* dev = static_cast<SDLDevice*>(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<PadDevice> device = get_device(padId);
SDLDevice* dev = static_cast<SDLDevice*>(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<SDLDevice*>(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<AnalogSensor, 4>& 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<std::string>& 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<SDLDevice*>(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<u32>((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<PadDevice>& /*device*/, u64 keyCode)
{
return keyCode == SDLKeyCodes::LT;
}
bool sdl_pad_handler::get_is_right_trigger(const std::shared_ptr<PadDevice>& /*device*/, u64 keyCode)
{
return keyCode == SDLKeyCodes::RT;
}
bool sdl_pad_handler::get_is_left_stick(const std::shared_ptr<PadDevice>& /*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<PadDevice>& /*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<PadDevice>& /*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<u64, u16> sdl_pad_handler::get_button_values(const std::shared_ptr<PadDevice>& device)
{
std::unordered_map<u64, u16> values;
SDLDevice* dev = static_cast<SDLDevice*>(device.get());
if (!dev || !dev->sdl.gamepad)
return values;
std::set<SDLKeyCodes> 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<SDLKeyCodes, SDLKeyCodes> 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<u16>(0, value);
break;
case SDL_GamepadAxis::SDL_GAMEPAD_AXIS_RIGHT_TRIGGER:
values[SDLKeyCodes::RT] = std::max<u16>(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<s16>(ScaledInput(value, SDL_JOYSTICK_AXIS_MIN, SDL_JOYSTICK_AXIS_MAX, 0.0f, 255.0f));
if (value <= 0 && pressed_pressure_buttons.contains(static_cast<SDLKeyCodes>(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<u64, u16>& 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