rpcs3/rpcs3/Input/sdl_pad_handler.h
2025-05-05 22:54:22 +02:00

173 lines
4.2 KiB
C++

#pragma once
#ifdef HAVE_SDL3
#include "Emu/Io/PadHandler.h"
#ifndef _MSC_VER
#pragma GCC diagnostic push
#pragma GCC diagnostic ignored "-Wold-style-cast"
#endif
#include "SDL3/SDL.h"
#ifndef _MSC_VER
#pragma GCC diagnostic pop
#endif
class SDLDevice : public PadDevice
{
public:
struct touch_point
{
int index = 0;
int x = 0;
int y = 0;
};
struct touchpad
{
int index = 0;
std::vector<touch_point> fingers;
};
struct sdl_info
{
SDL_Gamepad* gamepad = nullptr;
SDL_GamepadType type = SDL_GamepadType::SDL_GAMEPAD_TYPE_UNKNOWN;
int power_level = 0;
int last_power_level = 0;
std::string name;
std::string path;
std::string serial;
u16 vid = 0;
u16 pid = 0;
u16 product_version = 0;
u16 firmware_version = 0;
bool is_virtual_device = false;
bool has_led = false;
bool has_mono_led = false;
bool has_player_led = false;
bool has_rumble = false;
bool has_rumble_triggers = false;
bool has_accel = false;
bool has_gyro = false;
f32 data_rate_accel = 0.0f;
f32 data_rate_gyro = 0.0f;
std::set<SDL_GamepadButton> button_ids;
std::set<SDL_GamepadAxis> axis_ids;
std::vector<touchpad> touchpads;
};
sdl_info sdl{};
std::array<f32, 3> values_accel{};
std::array<f32, 3> values_gyro{};
bool led_needs_update = true;
bool led_is_on = true;
bool led_is_blinking = false;
steady_clock::time_point led_timestamp{};
};
class sdl_pad_handler : public PadHandlerBase
{
enum SDLKeyCodes
{
None = 0,
South,
East,
West,
North,
Left,
Right,
Up,
Down,
LB,
RB,
LS,
RS,
Start,
Back,
Guide,
Misc1,
Misc2,
Misc3,
Misc4,
Misc5,
Misc6,
RPaddle1,
LPaddle1,
RPaddle2,
LPaddle2,
Touchpad,
Touch_L,
Touch_R,
Touch_U,
Touch_D,
LT,
RT,
LSXNeg,
LSXPos,
LSYNeg,
LSYPos,
RSXNeg,
RSXPos,
RSYNeg,
RSYPos
};
public:
sdl_pad_handler();
~sdl_pad_handler();
SDLDevice::sdl_info get_sdl_info(SDL_JoystickID id);
bool Init() override;
void process() override;
void init_config(cfg_pad* cfg) override;
std::vector<pad_list_entry> list_devices() override;
void 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) override;
u32 get_battery_level(const std::string& padId) override;
void 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) override;
connection 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) override;
private:
// pseudo 'controller id' to keep track of unique controllers
std::map<std::string, std::shared_ptr<SDLDevice>> m_controllers;
void enumerate_devices();
std::shared_ptr<SDLDevice> get_device_by_gamepad(SDL_Gamepad* gamepad) const;
std::shared_ptr<PadDevice> get_device(const std::string& device) override;
PadHandlerBase::connection update_connection(const std::shared_ptr<PadDevice>& device) override;
void get_extended_info(const pad_ensemble& binding) override;
void apply_pad_data(const pad_ensemble& binding) override;
bool get_is_left_trigger(const std::shared_ptr<PadDevice>& device, u64 keyCode) override;
bool get_is_right_trigger(const std::shared_ptr<PadDevice>& device, u64 keyCode) override;
bool get_is_left_stick(const std::shared_ptr<PadDevice>& device, u64 keyCode) override;
bool get_is_right_stick(const std::shared_ptr<PadDevice>& device, u64 keyCode) override;
bool get_is_touch_pad_motion(const std::shared_ptr<PadDevice>& device, u64 keyCode) override;
std::unordered_map<u64, u16> get_button_values(const std::shared_ptr<PadDevice>& device) override;
pad_preview_values get_preview_values(const std::unordered_map<u64, u16>& data) override;
u32 get_battery_color(int power_level, u32 brightness) const;
void set_rumble(SDLDevice* dev, u8 speed_large, u8 speed_small);
static std::string button_to_string(SDL_GamepadButton button);
static std::string axis_to_string(SDL_GamepadAxis axis);
static SDLKeyCodes get_button_code(SDL_GamepadButton button);
};
#endif