#include #include "Common/File/FileUtil.h" #include "Common/File/VFS/VFS.h" #include "Common/StringUtils.h" #include "Common/System/NativeApp.h" #include "Common/System/System.h" #include "Common/Log.h" #include "Core/Config.h" #include "Core/KeyMap.h" #include "SDL/SDLJoystick.h" using namespace std; static bool SDLJoystickEventHandlerWrapper(void* userdata, SDL_Event* event) { static_cast(userdata)->ProcessInput(*event); return true; } SDLJoystick::SDLJoystick(bool init_SDL ) : registeredAsEventHandler(false) { SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "1"); if (init_SDL) { SDL_Init(SDL_INIT_JOYSTICK | SDL_INIT_VIDEO | SDL_INIT_GAMEPAD); } const char *dbPath = "gamecontrollerdb.txt"; INFO_LOG(Log::System, "loading control pad mappings from %s:", dbPath); size_t size; u8 *mappingData = g_VFS.ReadFile(dbPath, &size); if (mappingData) { SDL_IOStream *io = SDL_IOFromConstMem(mappingData, size); if (SDL_AddGamepadMappingsFromIO(io, true) == -1) { ERROR_LOG(Log::System, "Failed to read mapping data - corrupt?"); } delete[] mappingData; } else { WARN_LOG(Log::System, "gamecontrollerdb.txt missing?"); } setUpControllers(); } void SDLJoystick::setUpControllers() { int numjoys = 0; SDL_JoystickID *joysticks = SDL_GetJoysticks(&numjoys); for (int i = 0; joysticks && i < numjoys; i++) { setUpController(joysticks[i]); } if (joysticks) { SDL_free(joysticks); } if (controllers.size() > 0) { INFO_LOG(Log::System, "pad 1 has been assigned to control pad: %s", SDL_GetGamepadName(controllers.front())); } } void SDLJoystick::setUpController(SDL_JoystickID deviceID) { static constexpr int cbGUID = 33; char pszGUID[cbGUID]; if (!SDL_IsGamepad(deviceID)) { WARN_LOG(Log::System, "Control pad device %d not supported by SDL game controller database, attempting to create default mapping...", deviceID); SDL_Joystick *joystick = SDL_OpenJoystick(deviceID); if (joystick) { SDL_GUIDToString(SDL_GetJoystickGUID(joystick), pszGUID, cbGUID); // create default mapping - this is the PS3 dual shock mapping const std::string safeName = ReplaceAll(SDL_GetJoystickName(joystick), ",", ""); std::string mapping = std::string(pszGUID) + "," + safeName + ",x:b3,a:b0,b:b1,y:b2,back:b8,guide:b10,start:b9,dpleft:b15,dpdown:b14,dpright:b16,dpup:b13,leftshoulder:b4,lefttrigger:a2,rightshoulder:b6,rightshoulder:b5,righttrigger:a5,leftstick:b7,leftstick:b11,rightstick:b12,leftx:a0,lefty:a1,rightx:a3,righty:a4"; if (SDL_AddGamepadMapping(mapping.c_str()) == 1){ INFO_LOG(Log::System, "Added default mapping ok"); } else { ERROR_LOG(Log::System, "Failed to add default mapping"); } SDL_CloseJoystick(joystick); } else { ERROR_LOG(Log::System, "Failed to get joystick identifier. Read-only device? Control pad device %d", deviceID); } } else { SDL_Joystick *joystick = SDL_OpenJoystick(deviceID); if (joystick) { SDL_GUIDToString(SDL_GetJoystickGUID(joystick), pszGUID, cbGUID); SDL_CloseJoystick(joystick); } } SDL_Gamepad *controller = SDL_OpenGamepad(deviceID); if (controller) { if (SDL_GamepadConnected(controller)) { controllers.push_back(controller); controllerDeviceMap[SDL_GetJoystickID(SDL_GetGamepadJoystick(controller))] = deviceID; INFO_LOG(Log::System, "found control pad: %s, loading mapping", SDL_GetGamepadName(controller)); // NOTE: The case to InputDeviceID here is wrong, we should do some kind of lookup. KeyMap::NotifyPadConnected((InputDeviceID)deviceID, std::string(pszGUID) + ": " + SDL_GetGamepadName(controller)); char *mapping = SDL_GetGamepadMapping(controller); if (!mapping) { WARN_LOG(Log::System, "Could not find mapping in SDL2 controller database"); } else { INFO_LOG(Log::System, "SUCCESS, mapping is: %s", mapping); SDL_free(mapping); } } else { SDL_CloseGamepad(controller); } } } SDLJoystick::~SDLJoystick() { if (registeredAsEventHandler) { SDL_RemoveEventWatch(SDLJoystickEventHandlerWrapper, this); } for (auto & controller : controllers) { SDL_CloseGamepad(controller); } } void SDLJoystick::registerEventHandler() { SDL_AddEventWatch(SDLJoystickEventHandlerWrapper, this); registeredAsEventHandler = true; } InputKeyCode SDLJoystick::getKeycodeForButton(SDL_GamepadButton button) { switch (button) { case SDL_GAMEPAD_BUTTON_DPAD_UP: return NKCODE_DPAD_UP; case SDL_GAMEPAD_BUTTON_DPAD_DOWN: return NKCODE_DPAD_DOWN; case SDL_GAMEPAD_BUTTON_DPAD_LEFT: return NKCODE_DPAD_LEFT; case SDL_GAMEPAD_BUTTON_DPAD_RIGHT: return NKCODE_DPAD_RIGHT; case SDL_GAMEPAD_BUTTON_SOUTH: return NKCODE_BUTTON_2; case SDL_GAMEPAD_BUTTON_EAST: return NKCODE_BUTTON_3; case SDL_GAMEPAD_BUTTON_WEST: return NKCODE_BUTTON_4; case SDL_GAMEPAD_BUTTON_NORTH: return NKCODE_BUTTON_1; case SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER: return NKCODE_BUTTON_5; case SDL_GAMEPAD_BUTTON_LEFT_SHOULDER: return NKCODE_BUTTON_6; case SDL_GAMEPAD_BUTTON_START: return NKCODE_BUTTON_10; case SDL_GAMEPAD_BUTTON_BACK: return NKCODE_BUTTON_9; // select button case SDL_GAMEPAD_BUTTON_GUIDE: return NKCODE_BACK; // pause menu case SDL_GAMEPAD_BUTTON_LEFT_STICK: return NKCODE_BUTTON_THUMBL; case SDL_GAMEPAD_BUTTON_RIGHT_STICK: return NKCODE_BUTTON_THUMBR; case SDL_GAMEPAD_BUTTON_MISC1: return NKCODE_BUTTON_11; case SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1: return NKCODE_BUTTON_12; case SDL_GAMEPAD_BUTTON_RIGHT_PADDLE2: return NKCODE_BUTTON_13; case SDL_GAMEPAD_BUTTON_LEFT_PADDLE1: return NKCODE_BUTTON_14; case SDL_GAMEPAD_BUTTON_LEFT_PADDLE2: return NKCODE_BUTTON_15; case SDL_GAMEPAD_BUTTON_TOUCHPAD: return NKCODE_BUTTON_16; case SDL_GAMEPAD_BUTTON_INVALID: default: return NKCODE_UNKNOWN; } } void SDLJoystick::ProcessInput(const SDL_Event &event){ switch (event.type) { case SDL_EVENT_GAMEPAD_BUTTON_DOWN: case SDL_EVENT_GAMEPAD_BUTTON_UP: { auto code = getKeycodeForButton((SDL_GamepadButton)event.gbutton.button); if (code != NKCODE_UNKNOWN) { const int padId = 0; // previously getDeviceIndex(event.gbutton.which), but for now we force all pads to pad0 for config compatibility. KeyInput key; key.flags = event.type == SDL_EVENT_GAMEPAD_BUTTON_DOWN ? KeyInputFlags::DOWN : KeyInputFlags::UP; key.keyCode = code; key.deviceId = DEVICE_ID_PAD_0 + padId; NativeKey(key); } break; } case SDL_EVENT_GAMEPAD_AXIS_MOTION: { const int padId = 0; // previously getDeviceIndex(event.gaxis.which), but for now we force all pads to pad0 for config compatibility. InputDeviceID deviceId = DEVICE_ID_PAD_0 + padId; InputAxis axisId = (InputAxis)event.gaxis.axis; float value = event.gaxis.value * (1.f / 32767.f); if (value > 1.0f) value = 1.0f; if (value < -1.0f) value = -1.0f; auto key = std::pair(deviceId, axisId); auto iter = prevAxisValue_.find(key); if (iter == prevAxisValue_.end()) { prevAxisValue_[key] = value; } else if (iter->second != value) { iter->second = value; AxisInput axis; axis.axisId = axisId; axis.value = value; axis.deviceId = deviceId; NativeAxis(&axis, 1); } break; } case SDL_EVENT_GAMEPAD_REMOVED: for (auto it = controllers.begin(); it != controllers.end(); ++it) { if (SDL_GetJoystickID(SDL_GetGamepadJoystick(*it)) == event.gdevice.which) { SDL_CloseGamepad(*it); controllerDeviceMap.erase(event.gdevice.which); controllers.erase(it); break; } } break; case SDL_EVENT_GAMEPAD_ADDED: { int prevNumControllers = controllers.size(); setUpController(event.gdevice.which); if (prevNumControllers == 0 && controllers.size() > 0) { INFO_LOG(Log::System, "pad 1 has been assigned to control pad: %s", SDL_GetGamepadName(controllers.front())); } break; } } } int SDLJoystick::getDeviceIndex(int instanceId) { auto it = controllerDeviceMap.find(instanceId); if (it == controllerDeviceMap.end()) { // could not find device return -1; } return it->second; }