// SPDX-FileCopyrightText: 2018 Citra Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later #include "common/logging/log.h" #include "common/math_util.h" #include "common/param_package.h" #include "common/settings.h" #include "common/thread.h" #include "common/vector_math.h" #include "input_common/drivers/sdl_driver.h" namespace InputCommon { namespace { Common::UUID GetGUID(SDL_Joystick* joystick) { const SDL_JoystickGUID guid = SDL_JoystickGetGUID(joystick); std::array data{}; std::memcpy(data.data(), guid.data, sizeof(data)); // Clear controller name crc std::memset(data.data() + 2, 0, sizeof(u16)); return Common::UUID{data}; } } // Anonymous namespace static int SDLEventWatcher(void* user_data, SDL_Event* event) { auto* const sdl_state = static_cast(user_data); sdl_state->HandleGameControllerEvent(*event); return 0; } class SDLJoystick { public: SDLJoystick(Common::UUID guid_, int port_, SDL_Joystick* joystick, SDL_GameController* game_controller) : guid{guid_}, port{port_}, sdl_joystick{joystick, &SDL_JoystickClose}, sdl_controller{game_controller, &SDL_GameControllerClose} { EnableMotion(); } void EnableMotion() { if (!sdl_controller) { return; } SDL_GameController* controller = sdl_controller.get(); if (HasMotion()) { SDL_GameControllerSetSensorEnabled(controller, SDL_SENSOR_ACCEL, SDL_FALSE); SDL_GameControllerSetSensorEnabled(controller, SDL_SENSOR_GYRO, SDL_FALSE); } has_accel = SDL_GameControllerHasSensor(controller, SDL_SENSOR_ACCEL) == SDL_TRUE; has_gyro = SDL_GameControllerHasSensor(controller, SDL_SENSOR_GYRO) == SDL_TRUE; if (has_accel) { SDL_GameControllerSetSensorEnabled(controller, SDL_SENSOR_ACCEL, SDL_TRUE); } if (has_gyro) { SDL_GameControllerSetSensorEnabled(controller, SDL_SENSOR_GYRO, SDL_TRUE); } } bool HasMotion() const { return has_gyro || has_accel; } bool UpdateMotion(SDL_ControllerSensorEvent event) { constexpr float gravity_constant = 9.80665f; std::scoped_lock lock{mutex}; const u64 time_difference = event.timestamp - last_motion_update; last_motion_update = event.timestamp; switch (event.sensor) { case SDL_SENSOR_ACCEL: { motion.accel_x = -event.data[0] / gravity_constant; motion.accel_y = event.data[2] / gravity_constant; motion.accel_z = -event.data[1] / gravity_constant; break; } case SDL_SENSOR_GYRO: { motion.gyro_x = event.data[0] / (Common::PI * 2); motion.gyro_y = -event.data[2] / (Common::PI * 2); motion.gyro_z = event.data[1] / (Common::PI * 2); break; } } // Ignore duplicated timestamps if (time_difference == 0) { return false; } // Motion data is invalid if (motion.accel_x == 0 && motion.gyro_x == 0 && motion.accel_y == 0 && motion.gyro_y == 0 && motion.accel_z == 0 && motion.gyro_z == 0) { if (motion_error_count++ < 200) { return false; } // Try restarting the sensor motion_error_count = 0; EnableMotion(); return false; } motion_error_count = 0; motion.delta_timestamp = time_difference * 1000; return true; } const BasicMotion& GetMotion() const { return motion; } bool RumblePlay(const Common::Input::VibrationStatus vibration) { constexpr u32 rumble_max_duration_ms = 2000; constexpr f32 low_start_sensitivity_limit = 140.0; constexpr f32 low_width_sensitivity_limit = 400.0; constexpr f32 high_start_sensitivity_limit = 200.0; constexpr f32 high_width_sensitivity_limit = 700.0; // Try to provide some feeling of the frequency by reducing the amplitude depending on it. f32 low_frequency_scale = 1.0; if (vibration.low_frequency > low_start_sensitivity_limit) { low_frequency_scale = std::max(1.0f - (vibration.low_frequency - low_start_sensitivity_limit) / low_width_sensitivity_limit, 0.3f); } f32 low_amplitude = vibration.low_amplitude * low_frequency_scale; f32 high_frequency_scale = 1.0; if (vibration.high_frequency > high_start_sensitivity_limit) { high_frequency_scale = std::max(1.0f - (vibration.high_frequency - high_start_sensitivity_limit) / high_width_sensitivity_limit, 0.3f); } f32 high_amplitude = vibration.high_amplitude * high_frequency_scale; if (sdl_controller) { return SDL_GameControllerRumble(sdl_controller.get(), static_cast(low_amplitude), static_cast(high_amplitude), rumble_max_duration_ms) != -1; } else if (sdl_joystick) { return SDL_JoystickRumble(sdl_joystick.get(), static_cast(low_amplitude), static_cast(high_amplitude), rumble_max_duration_ms) != -1; } return false; } bool HasHDRumble() const { if (sdl_controller) { const auto type = SDL_GameControllerGetType(sdl_controller.get()); return (type == SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO) || (type == SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_LEFT) || (type == SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT) || (type == SDL_CONTROLLER_TYPE_PS5); } return false; } void EnableVibration(bool is_enabled) { has_vibration = is_enabled; is_vibration_tested = true; } bool HasVibration() const { return has_vibration; } bool IsVibrationTested() const { return is_vibration_tested; } /** * The Pad identifier of the joystick */ const PadIdentifier GetPadIdentifier() const { return { .guid = guid, .port = static_cast(port), .pad = 0, }; } /** * The guid of the joystick */ const Common::UUID& GetGUID() const { return guid; } /** * The number of joystick from the same type that were connected before this joystick */ int GetPort() const { return port; } SDL_Joystick* GetSDLJoystick() const { return sdl_joystick.get(); } SDL_GameController* GetSDLGameController() const { return sdl_controller.get(); } void SetSDLJoystick(SDL_Joystick* joystick, SDL_GameController* controller) { sdl_joystick.reset(joystick); sdl_controller.reset(controller); } bool IsJoyconLeft() const { const std::string controller_name = GetControllerName(); if (std::strstr(controller_name.c_str(), "Joy-Con Left") != nullptr) { return true; } if (std::strstr(controller_name.c_str(), "Joy-Con (L)") != nullptr) { return true; } return false; } bool IsJoyconRight() const { const std::string controller_name = GetControllerName(); if (std::strstr(controller_name.c_str(), "Joy-Con Right") != nullptr) { return true; } if (std::strstr(controller_name.c_str(), "Joy-Con (R)") != nullptr) { return true; } return false; } Common::Input::BatteryLevel GetBatteryLevel(SDL_JoystickPowerLevel battery_level) { switch (battery_level) { case SDL_JOYSTICK_POWER_EMPTY: return Common::Input::BatteryLevel::Empty; case SDL_JOYSTICK_POWER_LOW: return Common::Input::BatteryLevel::Low; case SDL_JOYSTICK_POWER_MEDIUM: return Common::Input::BatteryLevel::Medium; case SDL_JOYSTICK_POWER_FULL: case SDL_JOYSTICK_POWER_MAX: return Common::Input::BatteryLevel::Full; case SDL_JOYSTICK_POWER_WIRED: return Common::Input::BatteryLevel::Charging; case SDL_JOYSTICK_POWER_UNKNOWN: default: return Common::Input::BatteryLevel::None; } } std::string GetControllerName() const { if (sdl_controller) { switch (SDL_GameControllerGetType(sdl_controller.get())) { case SDL_CONTROLLER_TYPE_XBOX360: return "Xbox 360 Controller"; case SDL_CONTROLLER_TYPE_XBOXONE: return "Xbox One Controller"; case SDL_CONTROLLER_TYPE_PS3: return "DualShock 3 Controller"; case SDL_CONTROLLER_TYPE_PS4: return "DualShock 4 Controller"; case SDL_CONTROLLER_TYPE_PS5: return "DualSense Controller"; default: break; } const auto name = SDL_GameControllerName(sdl_controller.get()); if (name) { return name; } } if (sdl_joystick) { const auto name = SDL_JoystickName(sdl_joystick.get()); if (name) { return name; } } return "Unknown"; } private: Common::UUID guid; int port; std::unique_ptr sdl_joystick; std::unique_ptr sdl_controller; mutable std::mutex mutex; u64 last_motion_update{}; std::size_t motion_error_count{}; bool has_gyro{false}; bool has_accel{false}; bool has_vibration{false}; bool is_vibration_tested{false}; BasicMotion motion; }; std::shared_ptr SDLDriver::GetSDLJoystickByGUID(const Common::UUID& guid, int port) { std::scoped_lock lock{joystick_map_mutex}; const auto it = joystick_map.find(guid); if (it != joystick_map.end()) { while (it->second.size() <= static_cast(port)) { auto joystick = std::make_shared(guid, static_cast(it->second.size()), nullptr, nullptr); it->second.emplace_back(std::move(joystick)); } return it->second[static_cast(port)]; } auto joystick = std::make_shared(guid, 0, nullptr, nullptr); return joystick_map[guid].emplace_back(std::move(joystick)); } std::shared_ptr SDLDriver::GetSDLJoystickByGUID(const std::string& guid, int port) { return GetSDLJoystickByGUID(Common::UUID{guid}, port); } std::shared_ptr SDLDriver::GetSDLJoystickBySDLID(SDL_JoystickID sdl_id) { auto sdl_joystick = SDL_JoystickFromInstanceID(sdl_id); const auto guid = GetGUID(sdl_joystick); std::scoped_lock lock{joystick_map_mutex}; const auto map_it = joystick_map.find(guid); if (map_it == joystick_map.end()) { return nullptr; } const auto vec_it = std::find_if(map_it->second.begin(), map_it->second.end(), [&sdl_joystick](const auto& joystick) { return joystick->GetSDLJoystick() == sdl_joystick; }); if (vec_it == map_it->second.end()) { return nullptr; } return *vec_it; } void SDLDriver::InitJoystick(int joystick_index) { SDL_Joystick* sdl_joystick = SDL_JoystickOpen(joystick_index); SDL_GameController* sdl_gamecontroller = nullptr; if (SDL_IsGameController(joystick_index)) { sdl_gamecontroller = SDL_GameControllerOpen(joystick_index); } if (!sdl_joystick) { LOG_ERROR(Input, "Failed to open joystick {}", joystick_index); return; } const auto guid = GetGUID(sdl_joystick); if (Settings::values.enable_joycon_driver) { if (guid.uuid[5] == 0x05 && guid.uuid[4] == 0x7e && (guid.uuid[8] == 0x06 || guid.uuid[8] == 0x07)) { LOG_WARNING(Input, "Preferring joycon driver for device index {}", joystick_index); SDL_JoystickClose(sdl_joystick); return; } } if (Settings::values.enable_procon_driver) { if (guid.uuid[5] == 0x05 && guid.uuid[4] == 0x7e && guid.uuid[8] == 0x09) { LOG_WARNING(Input, "Preferring joycon driver for device index {}", joystick_index); SDL_JoystickClose(sdl_joystick); return; } } std::scoped_lock lock{joystick_map_mutex}; if (joystick_map.find(guid) == joystick_map.end()) { auto joystick = std::make_shared(guid, 0, sdl_joystick, sdl_gamecontroller); PreSetController(joystick->GetPadIdentifier()); joystick->EnableMotion(); joystick_map[guid].emplace_back(std::move(joystick)); return; } auto& joystick_guid_list = joystick_map[guid]; const auto joystick_it = std::find_if(joystick_guid_list.begin(), joystick_guid_list.end(), [](const auto& joystick) { return !joystick->GetSDLJoystick(); }); if (joystick_it != joystick_guid_list.end()) { (*joystick_it)->SetSDLJoystick(sdl_joystick, sdl_gamecontroller); (*joystick_it)->EnableMotion(); return; } const int port = static_cast(joystick_guid_list.size()); auto joystick = std::make_shared(guid, port, sdl_joystick, sdl_gamecontroller); PreSetController(joystick->GetPadIdentifier()); joystick->EnableMotion(); joystick_guid_list.emplace_back(std::move(joystick)); } void SDLDriver::CloseJoystick(SDL_Joystick* sdl_joystick) { const auto guid = GetGUID(sdl_joystick); std::scoped_lock lock{joystick_map_mutex}; // This call to guid is safe since the joystick is guaranteed to be in the map const auto& joystick_guid_list = joystick_map[guid]; const auto joystick_it = std::find_if(joystick_guid_list.begin(), joystick_guid_list.end(), [&sdl_joystick](const auto& joystick) { return joystick->GetSDLJoystick() == sdl_joystick; }); if (joystick_it != joystick_guid_list.end()) { (*joystick_it)->SetSDLJoystick(nullptr, nullptr); } } void SDLDriver::PumpEvents() const { if (initialized) { SDL_PumpEvents(); } } void SDLDriver::HandleGameControllerEvent(const SDL_Event& event) { switch (event.type) { case SDL_JOYBUTTONUP: { if (const auto joystick = GetSDLJoystickBySDLID(event.jbutton.which)) { const PadIdentifier identifier = joystick->GetPadIdentifier(); SetButton(identifier, event.jbutton.button, false); } break; } case SDL_JOYBUTTONDOWN: { if (const auto joystick = GetSDLJoystickBySDLID(event.jbutton.which)) { const PadIdentifier identifier = joystick->GetPadIdentifier(); SetButton(identifier, event.jbutton.button, true); } break; } case SDL_JOYHATMOTION: { if (const auto joystick = GetSDLJoystickBySDLID(event.jhat.which)) { const PadIdentifier identifier = joystick->GetPadIdentifier(); SetHatButton(identifier, event.jhat.hat, event.jhat.value); } break; } case SDL_JOYAXISMOTION: { if (const auto joystick = GetSDLJoystickBySDLID(event.jaxis.which)) { const PadIdentifier identifier = joystick->GetPadIdentifier(); SetAxis(identifier, event.jaxis.axis, event.jaxis.value / 32767.0f); } break; } case SDL_CONTROLLERSENSORUPDATE: { if (auto joystick = GetSDLJoystickBySDLID(event.csensor.which)) { if (joystick->UpdateMotion(event.csensor)) { const PadIdentifier identifier = joystick->GetPadIdentifier(); SetMotion(identifier, 0, joystick->GetMotion()); } } break; } case SDL_JOYBATTERYUPDATED: { if (auto joystick = GetSDLJoystickBySDLID(event.jbattery.which)) { const PadIdentifier identifier = joystick->GetPadIdentifier(); SetBattery(identifier, joystick->GetBatteryLevel(event.jbattery.level)); } break; } case SDL_JOYDEVICEREMOVED: LOG_DEBUG(Input, "Controller removed with Instance_ID {}", event.jdevice.which); CloseJoystick(SDL_JoystickFromInstanceID(event.jdevice.which)); break; case SDL_JOYDEVICEADDED: LOG_DEBUG(Input, "Controller connected with device index {}", event.jdevice.which); InitJoystick(event.jdevice.which); break; } } void SDLDriver::CloseJoysticks() { std::scoped_lock lock{joystick_map_mutex}; joystick_map.clear(); } SDLDriver::SDLDriver(std::string input_engine_) : InputEngine(std::move(input_engine_)) { // Set our application name. Currently passed to DBus by SDL and visible to the user through // their desktop environment. SDL_SetHint(SDL_HINT_APP_NAME, "yuzu"); if (!Settings::values.enable_raw_input) { // Disable raw input. When enabled this setting causes SDL to die when a web applet opens SDL_SetHint(SDL_HINT_JOYSTICK_RAWINPUT, "0"); } // Prevent SDL from adding undesired axis SDL_SetHint(SDL_HINT_ACCELEROMETER_AS_JOYSTICK, "0"); // Enable HIDAPI rumble. This prevents SDL from disabling motion on PS4 and PS5 controllers SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE, "1"); SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE, "1"); SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "1"); // Disable hidapi drivers for joycon controllers when the custom joycon driver is enabled if (Settings::values.enable_joycon_driver) { SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS, "0"); } else { SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS, "1"); SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_JOYCON_HOME_LED, "0"); SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_COMBINE_JOY_CONS, "0"); SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_VERTICAL_JOY_CONS, "1"); } // Disable hidapi drivers for pro controllers when the custom joycon driver is enabled if (Settings::values.enable_procon_driver) { SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_SWITCH, "0"); } else { SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_SWITCH, "1"); SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_SWITCH_HOME_LED, "0"); } SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_SWITCH_PLAYER_LED, "1"); // Disable hidapi driver for xbox. Already default on Windows, this causes conflict with native // driver on Linux. SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_XBOX, "0"); // If the frontend is going to manage the event loop, then we don't start one here start_thread = SDL_WasInit(SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER) == 0; if (start_thread && SDL_Init(SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER) < 0) { LOG_CRITICAL(Input, "SDL_Init failed with: {}", SDL_GetError()); return; } SDL_AddEventWatch(&SDLEventWatcher, this); initialized = true; if (start_thread) { vibration_thread = std::thread([this] { Common::SetCurrentThreadName("SDL_Vibration"); using namespace std::chrono_literals; while (initialized) { SendVibrations(); std::this_thread::sleep_for(10ms); } }); } // Because the events for joystick connection happens before we have our event watcher added, we // can just open all the joysticks right here for (int i = 0; i < SDL_NumJoysticks(); ++i) { InitJoystick(i); } } SDLDriver::~SDLDriver() { CloseJoysticks(); SDL_DelEventWatch(&SDLEventWatcher, this); initialized = false; if (start_thread) { vibration_thread.join(); SDL_QuitSubSystem(SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER); } } std::vector SDLDriver::GetInputDevices() const { std::vector devices; std::unordered_map> joycon_pairs; for (const auto& [key, value] : joystick_map) { for (const auto& joystick : value) { if (!joystick->GetSDLJoystick()) { continue; } const std::string name = fmt::format("{} {}", joystick->GetControllerName(), joystick->GetPort()); devices.emplace_back(Common::ParamPackage{ {"engine", GetEngineName()}, {"display", std::move(name)}, {"guid", joystick->GetGUID().RawString()}, {"port", std::to_string(joystick->GetPort())}, }); if (joystick->IsJoyconLeft()) { joycon_pairs.insert_or_assign(joystick->GetPort(), joystick); } } } // Add dual controllers for (const auto& [key, value] : joystick_map) { for (const auto& joystick : value) { if (joystick->IsJoyconRight()) { if (!joycon_pairs.contains(joystick->GetPort())) { continue; } const auto joystick2 = joycon_pairs.at(joystick->GetPort()); const std::string name = fmt::format("{} {}", "Nintendo Dual Joy-Con", joystick->GetPort()); devices.emplace_back(Common::ParamPackage{ {"engine", GetEngineName()}, {"display", std::move(name)}, {"guid", joystick->GetGUID().RawString()}, {"guid2", joystick2->GetGUID().RawString()}, {"port", std::to_string(joystick->GetPort())}, }); } } } return devices; } Common::Input::DriverResult SDLDriver::SetVibration( const PadIdentifier& identifier, const Common::Input::VibrationStatus& vibration) { const auto joystick = GetSDLJoystickByGUID(identifier.guid.RawString(), static_cast(identifier.port)); const auto process_amplitude_exp = [](f32 amplitude, f32 factor) { return (amplitude + std::pow(amplitude, factor)) * 0.5f * 0xFFFF; }; // Default exponential curve for rumble f32 factor = 0.35f; // If vibration is set as a linear output use a flatter value if (vibration.type == Common::Input::VibrationAmplificationType::Linear) { factor = 0.5f; } // Amplitude for HD rumble needs no modification if (joystick->HasHDRumble()) { factor = 1.0f; } const Common::Input::VibrationStatus new_vibration{ .low_amplitude = process_amplitude_exp(vibration.low_amplitude, factor), .low_frequency = vibration.low_frequency, .high_amplitude = process_amplitude_exp(vibration.high_amplitude, factor), .high_frequency = vibration.high_frequency, .type = Common::Input::VibrationAmplificationType::Exponential, }; vibration_queue.Push(VibrationRequest{ .identifier = identifier, .vibration = new_vibration, }); return Common::Input::DriverResult::Success; } bool SDLDriver::IsVibrationEnabled(const PadIdentifier& identifier) { const auto joystick = GetSDLJoystickByGUID(identifier.guid.RawString(), static_cast(identifier.port)); static constexpr Common::Input::VibrationStatus test_vibration{ .low_amplitude = 1, .low_frequency = 160.0f, .high_amplitude = 1, .high_frequency = 320.0f, .type = Common::Input::VibrationAmplificationType::Exponential, }; static constexpr Common::Input::VibrationStatus zero_vibration{ .low_amplitude = 0, .low_frequency = 160.0f, .high_amplitude = 0, .high_frequency = 320.0f, .type = Common::Input::VibrationAmplificationType::Exponential, }; if (joystick->IsVibrationTested()) { return joystick->HasVibration(); } // First vibration might fail joystick->RumblePlay(test_vibration); // Wait for about 15ms to ensure the controller is ready for the stop command std::this_thread::sleep_for(std::chrono::milliseconds(15)); if (!joystick->RumblePlay(zero_vibration)) { joystick->EnableVibration(false); return false; } joystick->EnableVibration(true); return true; } void SDLDriver::SendVibrations() { std::vector filtered_vibrations{}; while (!vibration_queue.Empty()) { VibrationRequest request; vibration_queue.Pop(request); const auto joystick = GetSDLJoystickByGUID(request.identifier.guid.RawString(), static_cast(request.identifier.port)); const auto it = std::find_if(filtered_vibrations.begin(), filtered_vibrations.end(), [request](VibrationRequest vibration) { return vibration.identifier == request.identifier; }); if (it == filtered_vibrations.end()) { filtered_vibrations.push_back(std::move(request)); continue; } *it = request; } for (const auto& vibration : filtered_vibrations) { const auto joystick = GetSDLJoystickByGUID(vibration.identifier.guid.RawString(), static_cast(vibration.identifier.port)); joystick->RumblePlay(vibration.vibration); } } Common::ParamPackage SDLDriver::BuildAnalogParamPackageForButton(int port, const Common::UUID& guid, s32 axis, float value) const { Common::ParamPackage params{}; params.Set("engine", GetEngineName()); params.Set("port", port); params.Set("guid", guid.RawString()); params.Set("axis", axis); params.Set("threshold", "0.5"); params.Set("invert", value < 0 ? "-" : "+"); return params; } Common::ParamPackage SDLDriver::BuildButtonParamPackageForButton(int port, const Common::UUID& guid, s32 button) const { Common::ParamPackage params{}; params.Set("engine", GetEngineName()); params.Set("port", port); params.Set("guid", guid.RawString()); params.Set("button", button); return params; } Common::ParamPackage SDLDriver::BuildHatParamPackageForButton(int port, const Common::UUID& guid, s32 hat, u8 value) const { Common::ParamPackage params{}; params.Set("engine", GetEngineName()); params.Set("port", port); params.Set("guid", guid.RawString()); params.Set("hat", hat); params.Set("direction", GetHatButtonName(value)); return params; } Common::ParamPackage SDLDriver::BuildMotionParam(int port, const Common::UUID& guid) const { Common::ParamPackage params{}; params.Set("engine", GetEngineName()); params.Set("motion", 0); params.Set("port", port); params.Set("guid", guid.RawString()); return params; } Common::ParamPackage SDLDriver::BuildParamPackageForBinding( int port, const Common::UUID& guid, const SDL_GameControllerButtonBind& binding) const { switch (binding.bindType) { case SDL_CONTROLLER_BINDTYPE_NONE: break; case SDL_CONTROLLER_BINDTYPE_AXIS: return BuildAnalogParamPackageForButton(port, guid, binding.value.axis); case SDL_CONTROLLER_BINDTYPE_BUTTON: return BuildButtonParamPackageForButton(port, guid, binding.value.button); case SDL_CONTROLLER_BINDTYPE_HAT: return BuildHatParamPackageForButton(port, guid, binding.value.hat.hat, static_cast(binding.value.hat.hat_mask)); } return {}; } Common::ParamPackage SDLDriver::BuildParamPackageForAnalog(PadIdentifier identifier, int axis_x, int axis_y, float offset_x, float offset_y) const { Common::ParamPackage params; params.Set("engine", GetEngineName()); params.Set("port", static_cast(identifier.port)); params.Set("guid", identifier.guid.RawString()); params.Set("axis_x", axis_x); params.Set("axis_y", axis_y); params.Set("offset_x", offset_x); params.Set("offset_y", offset_y); params.Set("invert_x", "+"); params.Set("invert_y", "+"); return params; } ButtonMapping SDLDriver::GetButtonMappingForDevice(const Common::ParamPackage& params) { if (!params.Has("guid") || !params.Has("port")) { return {}; } const auto joystick = GetSDLJoystickByGUID(params.Get("guid", ""), params.Get("port", 0)); auto* controller = joystick->GetSDLGameController(); if (controller == nullptr) { return {}; } // This list is missing ZL/ZR since those are not considered buttons in SDL GameController. // We will add those afterwards // This list also excludes Screenshot since there's not really a mapping for that ButtonBindings switch_to_sdl_button; if (SDL_GameControllerGetType(controller) == SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO || SDL_GameControllerGetType(controller) == SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_LEFT || SDL_GameControllerGetType(controller) == SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT) { switch_to_sdl_button = GetNintendoButtonBinding(joystick); } else { switch_to_sdl_button = GetDefaultButtonBinding(); } // Add the missing bindings for ZL/ZR static constexpr ZButtonBindings switch_to_sdl_axis{{ {Settings::NativeButton::ZL, SDL_CONTROLLER_AXIS_TRIGGERLEFT}, {Settings::NativeButton::ZR, SDL_CONTROLLER_AXIS_TRIGGERRIGHT}, }}; // Parameters contain two joysticks return dual if (params.Has("guid2")) { const auto joystick2 = GetSDLJoystickByGUID(params.Get("guid2", ""), params.Get("port", 0)); if (joystick2->GetSDLGameController() != nullptr) { return GetDualControllerMapping(joystick, joystick2, switch_to_sdl_button, switch_to_sdl_axis); } } return GetSingleControllerMapping(joystick, switch_to_sdl_button, switch_to_sdl_axis); } ButtonBindings SDLDriver::GetDefaultButtonBinding() const { return { std::pair{Settings::NativeButton::A, SDL_CONTROLLER_BUTTON_B}, {Settings::NativeButton::B, SDL_CONTROLLER_BUTTON_A}, {Settings::NativeButton::X, SDL_CONTROLLER_BUTTON_Y}, {Settings::NativeButton::Y, SDL_CONTROLLER_BUTTON_X}, {Settings::NativeButton::LStick, SDL_CONTROLLER_BUTTON_LEFTSTICK}, {Settings::NativeButton::RStick, SDL_CONTROLLER_BUTTON_RIGHTSTICK}, {Settings::NativeButton::L, SDL_CONTROLLER_BUTTON_LEFTSHOULDER}, {Settings::NativeButton::R, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER}, {Settings::NativeButton::Plus, SDL_CONTROLLER_BUTTON_START}, {Settings::NativeButton::Minus, SDL_CONTROLLER_BUTTON_BACK}, {Settings::NativeButton::DLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT}, {Settings::NativeButton::DUp, SDL_CONTROLLER_BUTTON_DPAD_UP}, {Settings::NativeButton::DRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT}, {Settings::NativeButton::DDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN}, {Settings::NativeButton::SL, SDL_CONTROLLER_BUTTON_LEFTSHOULDER}, {Settings::NativeButton::SR, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER}, {Settings::NativeButton::Home, SDL_CONTROLLER_BUTTON_GUIDE}, {Settings::NativeButton::Screenshot, SDL_CONTROLLER_BUTTON_MISC1}, }; } ButtonBindings SDLDriver::GetNintendoButtonBinding( const std::shared_ptr& joystick) const { // Default SL/SR mapping for pro controllers auto sl_button = SDL_CONTROLLER_BUTTON_LEFTSHOULDER; auto sr_button = SDL_CONTROLLER_BUTTON_RIGHTSHOULDER; if (joystick->IsJoyconLeft()) { sl_button = SDL_CONTROLLER_BUTTON_PADDLE2; sr_button = SDL_CONTROLLER_BUTTON_PADDLE4; } if (joystick->IsJoyconRight()) { sl_button = SDL_CONTROLLER_BUTTON_PADDLE3; sr_button = SDL_CONTROLLER_BUTTON_PADDLE1; } return { std::pair{Settings::NativeButton::A, SDL_CONTROLLER_BUTTON_A}, {Settings::NativeButton::B, SDL_CONTROLLER_BUTTON_B}, {Settings::NativeButton::X, SDL_CONTROLLER_BUTTON_X}, {Settings::NativeButton::Y, SDL_CONTROLLER_BUTTON_Y}, {Settings::NativeButton::LStick, SDL_CONTROLLER_BUTTON_LEFTSTICK}, {Settings::NativeButton::RStick, SDL_CONTROLLER_BUTTON_RIGHTSTICK}, {Settings::NativeButton::L, SDL_CONTROLLER_BUTTON_LEFTSHOULDER}, {Settings::NativeButton::R, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER}, {Settings::NativeButton::Plus, SDL_CONTROLLER_BUTTON_START}, {Settings::NativeButton::Minus, SDL_CONTROLLER_BUTTON_BACK}, {Settings::NativeButton::DLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT}, {Settings::NativeButton::DUp, SDL_CONTROLLER_BUTTON_DPAD_UP}, {Settings::NativeButton::DRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT}, {Settings::NativeButton::DDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN}, {Settings::NativeButton::SL, sl_button}, {Settings::NativeButton::SR, sr_button}, {Settings::NativeButton::Home, SDL_CONTROLLER_BUTTON_GUIDE}, {Settings::NativeButton::Screenshot, SDL_CONTROLLER_BUTTON_MISC1}, }; } ButtonMapping SDLDriver::GetSingleControllerMapping( const std::shared_ptr& joystick, const ButtonBindings& switch_to_sdl_button, const ZButtonBindings& switch_to_sdl_axis) const { ButtonMapping mapping; mapping.reserve(switch_to_sdl_button.size() + switch_to_sdl_axis.size()); auto* controller = joystick->GetSDLGameController(); for (const auto& [switch_button, sdl_button] : switch_to_sdl_button) { const auto& binding = SDL_GameControllerGetBindForButton(controller, sdl_button); mapping.insert_or_assign( switch_button, BuildParamPackageForBinding(joystick->GetPort(), joystick->GetGUID(), binding)); } for (const auto& [switch_button, sdl_axis] : switch_to_sdl_axis) { const auto& binding = SDL_GameControllerGetBindForAxis(controller, sdl_axis); mapping.insert_or_assign( switch_button, BuildParamPackageForBinding(joystick->GetPort(), joystick->GetGUID(), binding)); } return mapping; } ButtonMapping SDLDriver::GetDualControllerMapping(const std::shared_ptr& joystick, const std::shared_ptr& joystick2, const ButtonBindings& switch_to_sdl_button, const ZButtonBindings& switch_to_sdl_axis) const { ButtonMapping mapping; mapping.reserve(switch_to_sdl_button.size() + switch_to_sdl_axis.size()); auto* controller = joystick->GetSDLGameController(); auto* controller2 = joystick2->GetSDLGameController(); for (const auto& [switch_button, sdl_button] : switch_to_sdl_button) { if (IsButtonOnLeftSide(switch_button)) { const auto& binding = SDL_GameControllerGetBindForButton(controller2, sdl_button); mapping.insert_or_assign( switch_button, BuildParamPackageForBinding(joystick2->GetPort(), joystick2->GetGUID(), binding)); continue; } const auto& binding = SDL_GameControllerGetBindForButton(controller, sdl_button); mapping.insert_or_assign( switch_button, BuildParamPackageForBinding(joystick->GetPort(), joystick->GetGUID(), binding)); } for (const auto& [switch_button, sdl_axis] : switch_to_sdl_axis) { if (IsButtonOnLeftSide(switch_button)) { const auto& binding = SDL_GameControllerGetBindForAxis(controller2, sdl_axis); mapping.insert_or_assign( switch_button, BuildParamPackageForBinding(joystick2->GetPort(), joystick2->GetGUID(), binding)); continue; } const auto& binding = SDL_GameControllerGetBindForAxis(controller, sdl_axis); mapping.insert_or_assign( switch_button, BuildParamPackageForBinding(joystick->GetPort(), joystick->GetGUID(), binding)); } return mapping; } bool SDLDriver::IsButtonOnLeftSide(Settings::NativeButton::Values button) const { switch (button) { case Settings::NativeButton::DDown: case Settings::NativeButton::DLeft: case Settings::NativeButton::DRight: case Settings::NativeButton::DUp: case Settings::NativeButton::L: case Settings::NativeButton::LStick: case Settings::NativeButton::Minus: case Settings::NativeButton::Screenshot: case Settings::NativeButton::ZL: return true; default: return false; } } AnalogMapping SDLDriver::GetAnalogMappingForDevice(const Common::ParamPackage& params) { if (!params.Has("guid") || !params.Has("port")) { return {}; } const auto joystick = GetSDLJoystickByGUID(params.Get("guid", ""), params.Get("port", 0)); const auto joystick2 = GetSDLJoystickByGUID(params.Get("guid2", ""), params.Get("port", 0)); auto* controller = joystick->GetSDLGameController(); if (controller == nullptr) { return {}; } AnalogMapping mapping = {}; const auto& binding_left_x = SDL_GameControllerGetBindForAxis(controller, SDL_CONTROLLER_AXIS_LEFTX); const auto& binding_left_y = SDL_GameControllerGetBindForAxis(controller, SDL_CONTROLLER_AXIS_LEFTY); if (params.Has("guid2")) { const auto identifier = joystick2->GetPadIdentifier(); PreSetController(identifier); PreSetAxis(identifier, binding_left_x.value.axis); PreSetAxis(identifier, binding_left_y.value.axis); const auto left_offset_x = -GetAxis(identifier, binding_left_x.value.axis); const auto left_offset_y = GetAxis(identifier, binding_left_y.value.axis); mapping.insert_or_assign(Settings::NativeAnalog::LStick, BuildParamPackageForAnalog(identifier, binding_left_x.value.axis, binding_left_y.value.axis, left_offset_x, left_offset_y)); } else { const auto identifier = joystick->GetPadIdentifier(); PreSetController(identifier); PreSetAxis(identifier, binding_left_x.value.axis); PreSetAxis(identifier, binding_left_y.value.axis); const auto left_offset_x = -GetAxis(identifier, binding_left_x.value.axis); const auto left_offset_y = GetAxis(identifier, binding_left_y.value.axis); mapping.insert_or_assign(Settings::NativeAnalog::LStick, BuildParamPackageForAnalog(identifier, binding_left_x.value.axis, binding_left_y.value.axis, left_offset_x, left_offset_y)); } const auto& binding_right_x = SDL_GameControllerGetBindForAxis(controller, SDL_CONTROLLER_AXIS_RIGHTX); const auto& binding_right_y = SDL_GameControllerGetBindForAxis(controller, SDL_CONTROLLER_AXIS_RIGHTY); const auto identifier = joystick->GetPadIdentifier(); PreSetController(identifier); PreSetAxis(identifier, binding_right_x.value.axis); PreSetAxis(identifier, binding_right_y.value.axis); const auto right_offset_x = -GetAxis(identifier, binding_right_x.value.axis); const auto right_offset_y = GetAxis(identifier, binding_right_y.value.axis); mapping.insert_or_assign(Settings::NativeAnalog::RStick, BuildParamPackageForAnalog(identifier, binding_right_x.value.axis, binding_right_y.value.axis, right_offset_x, right_offset_y)); return mapping; } MotionMapping SDLDriver::GetMotionMappingForDevice(const Common::ParamPackage& params) { if (!params.Has("guid") || !params.Has("port")) { return {}; } const auto joystick = GetSDLJoystickByGUID(params.Get("guid", ""), params.Get("port", 0)); const auto joystick2 = GetSDLJoystickByGUID(params.Get("guid2", ""), params.Get("port", 0)); auto* controller = joystick->GetSDLGameController(); if (controller == nullptr) { return {}; } MotionMapping mapping = {}; joystick->EnableMotion(); if (joystick->HasMotion()) { mapping.insert_or_assign(Settings::NativeMotion::MotionRight, BuildMotionParam(joystick->GetPort(), joystick->GetGUID())); } if (params.Has("guid2")) { joystick2->EnableMotion(); if (joystick2->HasMotion()) { mapping.insert_or_assign(Settings::NativeMotion::MotionLeft, BuildMotionParam(joystick2->GetPort(), joystick2->GetGUID())); } } else { if (joystick->HasMotion()) { mapping.insert_or_assign(Settings::NativeMotion::MotionLeft, BuildMotionParam(joystick->GetPort(), joystick->GetGUID())); } } return mapping; } Common::Input::ButtonNames SDLDriver::GetUIName(const Common::ParamPackage& params) const { if (params.Has("button")) { // TODO(German77): Find how to substitute the values for real button names return Common::Input::ButtonNames::Value; } if (params.Has("hat")) { return Common::Input::ButtonNames::Value; } if (params.Has("axis")) { return Common::Input::ButtonNames::Value; } if (params.Has("axis_x") && params.Has("axis_y") && params.Has("axis_z")) { return Common::Input::ButtonNames::Value; } if (params.Has("motion")) { return Common::Input::ButtonNames::Engine; } return Common::Input::ButtonNames::Invalid; } std::string SDLDriver::GetHatButtonName(u8 direction_value) const { switch (direction_value) { case SDL_HAT_UP: return "up"; case SDL_HAT_DOWN: return "down"; case SDL_HAT_LEFT: return "left"; case SDL_HAT_RIGHT: return "right"; default: return {}; } } u8 SDLDriver::GetHatButtonId(const std::string& direction_name) const { Uint8 direction; if (direction_name == "up") { direction = SDL_HAT_UP; } else if (direction_name == "down") { direction = SDL_HAT_DOWN; } else if (direction_name == "left") { direction = SDL_HAT_LEFT; } else if (direction_name == "right") { direction = SDL_HAT_RIGHT; } else { direction = 0; } return direction; } bool SDLDriver::IsStickInverted(const Common::ParamPackage& params) { if (!params.Has("guid") || !params.Has("port")) { return false; } const auto joystick = GetSDLJoystickByGUID(params.Get("guid", ""), params.Get("port", 0)); if (joystick == nullptr) { return false; } auto* controller = joystick->GetSDLGameController(); if (controller == nullptr) { return false; } const auto& axis_x = params.Get("axis_x", 0); const auto& axis_y = params.Get("axis_y", 0); const auto& binding_left_x = SDL_GameControllerGetBindForAxis(controller, SDL_CONTROLLER_AXIS_LEFTX); const auto& binding_right_x = SDL_GameControllerGetBindForAxis(controller, SDL_CONTROLLER_AXIS_RIGHTX); const auto& binding_left_y = SDL_GameControllerGetBindForAxis(controller, SDL_CONTROLLER_AXIS_LEFTY); const auto& binding_right_y = SDL_GameControllerGetBindForAxis(controller, SDL_CONTROLLER_AXIS_RIGHTY); if (axis_x != binding_left_y.value.axis && axis_x != binding_right_y.value.axis) { return false; } if (axis_y != binding_left_x.value.axis && axis_y != binding_right_x.value.axis) { return false; } return true; } } // namespace InputCommon