UnleashedRecomp/UnleashedRecomp/hid/driver/sdl_hid.cpp
2024-12-25 17:47:57 +00:00

326 lines
8.9 KiB
C++

#include <stdafx.h>
#include <SDL.h>
#include <user/config.h>
#include <hid/hid_detail.h>
#include <ui/game_window.h>
#include <kernel/xdm.h>
#define TRANSLATE_INPUT(S, X) SDL_GameControllerGetButton(controller, S) << FirstBitLow(X)
#define VIBRATION_TIMEOUT_MS 5000
class Controller
{
public:
SDL_GameController* controller{};
SDL_Joystick* joystick{};
SDL_JoystickID id{ -1 };
XAMINPUT_GAMEPAD state{};
XAMINPUT_VIBRATION vibration{ 0, 0 };
int index{};
Controller() = default;
explicit Controller(int index) : Controller(SDL_GameControllerOpen(index))
{
this->index = index;
}
Controller(SDL_GameController* controller) : controller(controller)
{
if (!controller)
return;
joystick = SDL_GameControllerGetJoystick(controller);
id = SDL_JoystickInstanceID(joystick);
}
SDL_GameControllerType GetControllerType() const
{
return SDL_GameControllerTypeForIndex(index);
}
hid::detail::EInputDevice GetInputDevice() const
{
switch (GetControllerType())
{
case SDL_CONTROLLER_TYPE_PS3:
case SDL_CONTROLLER_TYPE_PS4:
case SDL_CONTROLLER_TYPE_PS5:
return hid::detail::EInputDevice::PlayStation;
}
return hid::detail::EInputDevice::Xbox;
}
void Close()
{
if (!controller)
return;
SDL_GameControllerClose(controller);
controller = nullptr;
joystick = nullptr;
id = -1;
}
bool CanPoll()
{
return controller && (GameWindow::s_isFocused || Config::AllowBackgroundInput);
}
void PollAxis()
{
if (!CanPoll())
return;
auto& pad = state;
pad.sThumbLX = SDL_GameControllerGetAxis(controller, SDL_CONTROLLER_AXIS_LEFTX);
pad.sThumbLY = ~SDL_GameControllerGetAxis(controller, SDL_CONTROLLER_AXIS_LEFTY);
pad.sThumbRX = SDL_GameControllerGetAxis(controller, SDL_CONTROLLER_AXIS_RIGHTX);
pad.sThumbRY = ~SDL_GameControllerGetAxis(controller, SDL_CONTROLLER_AXIS_RIGHTY);
pad.bLeftTrigger = SDL_GameControllerGetAxis(controller, SDL_CONTROLLER_AXIS_TRIGGERLEFT) >> 7;
pad.bRightTrigger = SDL_GameControllerGetAxis(controller, SDL_CONTROLLER_AXIS_TRIGGERRIGHT) >> 7;
}
void Poll()
{
if (!CanPoll())
return;
auto& pad = state;
pad.wButtons = 0;
pad.wButtons |= TRANSLATE_INPUT(SDL_CONTROLLER_BUTTON_DPAD_UP, XAMINPUT_GAMEPAD_DPAD_UP);
pad.wButtons |= TRANSLATE_INPUT(SDL_CONTROLLER_BUTTON_DPAD_DOWN, XAMINPUT_GAMEPAD_DPAD_DOWN);
pad.wButtons |= TRANSLATE_INPUT(SDL_CONTROLLER_BUTTON_DPAD_LEFT, XAMINPUT_GAMEPAD_DPAD_LEFT);
pad.wButtons |= TRANSLATE_INPUT(SDL_CONTROLLER_BUTTON_DPAD_RIGHT, XAMINPUT_GAMEPAD_DPAD_RIGHT);
pad.wButtons |= TRANSLATE_INPUT(SDL_CONTROLLER_BUTTON_START, XAMINPUT_GAMEPAD_START);
pad.wButtons |= TRANSLATE_INPUT(SDL_CONTROLLER_BUTTON_BACK, XAMINPUT_GAMEPAD_BACK);
pad.wButtons |= TRANSLATE_INPUT(SDL_CONTROLLER_BUTTON_LEFTSTICK, XAMINPUT_GAMEPAD_LEFT_THUMB);
pad.wButtons |= TRANSLATE_INPUT(SDL_CONTROLLER_BUTTON_RIGHTSTICK, XAMINPUT_GAMEPAD_RIGHT_THUMB);
pad.wButtons |= TRANSLATE_INPUT(SDL_CONTROLLER_BUTTON_LEFTSHOULDER, XAMINPUT_GAMEPAD_LEFT_SHOULDER);
pad.wButtons |= TRANSLATE_INPUT(SDL_CONTROLLER_BUTTON_RIGHTSHOULDER, XAMINPUT_GAMEPAD_RIGHT_SHOULDER);
pad.wButtons |= TRANSLATE_INPUT(SDL_CONTROLLER_BUTTON_A, XAMINPUT_GAMEPAD_A);
pad.wButtons |= TRANSLATE_INPUT(SDL_CONTROLLER_BUTTON_B, XAMINPUT_GAMEPAD_B);
pad.wButtons |= TRANSLATE_INPUT(SDL_CONTROLLER_BUTTON_X, XAMINPUT_GAMEPAD_X);
pad.wButtons |= TRANSLATE_INPUT(SDL_CONTROLLER_BUTTON_Y, XAMINPUT_GAMEPAD_Y);
}
void SetVibration(const XAMINPUT_VIBRATION& vibration)
{
if (!CanPoll())
return;
this->vibration = vibration;
SDL_GameControllerRumble(controller, vibration.wLeftMotorSpeed * 256, vibration.wRightMotorSpeed * 256, VIBRATION_TIMEOUT_MS);
}
};
std::array<Controller, 4> g_controllers;
Controller* g_activeController;
inline Controller* EnsureController(uint32_t dwUserIndex)
{
if (!g_controllers[dwUserIndex].controller)
return nullptr;
return &g_controllers[dwUserIndex];
}
inline size_t FindFreeController()
{
for (size_t i = 0; i < g_controllers.size(); i++)
{
if (!g_controllers[i].controller)
return i;
}
return -1;
}
inline Controller* FindController(int which)
{
for (auto& controller : g_controllers)
{
if (controller.id == which)
return &controller;
}
return nullptr;
}
static void SetControllerInputDevice(Controller* controller)
{
g_activeController = controller;
hid::detail::g_inputDevice = controller->GetInputDevice();
hid::detail::g_inputDeviceController = hid::detail::g_inputDevice;
}
int HID_OnSDLEvent(void*, SDL_Event* event)
{
switch (event->type)
{
case SDL_CONTROLLERDEVICEADDED:
{
const auto freeIndex = FindFreeController();
if (freeIndex != -1)
g_controllers[freeIndex] = Controller(event->cdevice.which);
break;
}
case SDL_CONTROLLERDEVICEREMOVED:
{
auto* controller = FindController(event->cdevice.which);
if (controller)
controller->Close();
break;
}
case SDL_CONTROLLERBUTTONDOWN:
case SDL_CONTROLLERBUTTONUP:
case SDL_CONTROLLERAXISMOTION:
{
auto* controller = FindController(event->cdevice.which);
if (controller)
{
if (event->type == SDL_CONTROLLERAXISMOTION)
{
if (abs(event->caxis.value) > 8000)
SetControllerInputDevice(controller);
controller->PollAxis();
}
else
{
SetControllerInputDevice(controller);
controller->Poll();
}
}
break;
}
case SDL_KEYDOWN:
case SDL_KEYUP:
hid::detail::g_inputDevice = hid::detail::EInputDevice::Keyboard;
break;
case SDL_MOUSEMOTION:
case SDL_MOUSEBUTTONDOWN:
case SDL_MOUSEBUTTONUP:
hid::detail::g_inputDevice = hid::detail::EInputDevice::Mouse;
break;
case SDL_WINDOWEVENT:
{
if (event->window.event == SDL_WINDOWEVENT_FOCUS_LOST)
{
// Stop vibrating controllers on focus lost.
for (auto& controller : g_controllers)
controller.SetVibration({ 0, 0 });
}
break;
}
case SDL_USER_EVILSONIC:
{
if (!g_activeController)
break;
auto isNight = event->user.code;
auto r = isNight ? 22 : 0;
auto g = isNight ? 0 : 37;
auto b = isNight ? 101 : 184;
SDL_GameControllerSetLED(g_activeController->controller, r, g, b);
break;
}
}
return 0;
}
void hid::detail::Init()
{
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS3, "1");
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS4, "1");
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS5, "1");
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE, "1");
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_WII, "1");
SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "1");
SDL_SetHint(SDL_HINT_XINPUT_ENABLED, "1");
SDL_InitSubSystem(SDL_INIT_EVENTS);
SDL_AddEventWatch(HID_OnSDLEvent, nullptr);
SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER);
}
uint32_t hid::detail::GetState(uint32_t dwUserIndex, XAMINPUT_STATE* pState)
{
static uint32_t packet;
if (!pState)
return ERROR_BAD_ARGUMENTS;
memset(pState, 0, sizeof(*pState));
pState->dwPacketNumber = packet++;
if (!g_activeController)
return ERROR_DEVICE_NOT_CONNECTED;
pState->Gamepad = g_activeController->state;
return ERROR_SUCCESS;
}
uint32_t hid::detail::SetState(uint32_t dwUserIndex, XAMINPUT_VIBRATION* pVibration)
{
if (!pVibration)
return ERROR_BAD_ARGUMENTS;
if (!g_activeController)
return ERROR_DEVICE_NOT_CONNECTED;
g_activeController->SetVibration(*pVibration);
return ERROR_SUCCESS;
}
uint32_t hid::detail::GetCapabilities(uint32_t dwUserIndex, XAMINPUT_CAPABILITIES* pCaps)
{
if (!pCaps)
return ERROR_BAD_ARGUMENTS;
if (!g_activeController)
return ERROR_DEVICE_NOT_CONNECTED;
memset(pCaps, 0, sizeof(*pCaps));
pCaps->Type = XAMINPUT_DEVTYPE_GAMEPAD;
pCaps->SubType = XAMINPUT_DEVSUBTYPE_GAMEPAD; // TODO: other types?
pCaps->Flags = 0;
pCaps->Gamepad = g_activeController->state;
pCaps->Vibration = g_activeController->vibration;
return ERROR_SUCCESS;
}