diff --git a/Source/Core/InputCommon/ControllerInterface/SDL/SDL.cpp b/Source/Core/InputCommon/ControllerInterface/SDL/SDL.cpp index a2e6893801..538e65fadf 100644 --- a/Source/Core/InputCommon/ControllerInterface/SDL/SDL.cpp +++ b/Source/Core/InputCommon/ControllerInterface/SDL/SDL.cpp @@ -56,8 +56,9 @@ static bool HandleEventAndContinue(const SDL_Event& e) else if (e.type == SDL_JOYDEVICEREMOVED) { g_controller_interface.RemoveDevice([&e](const auto* device) { - const Joystick* joystick = dynamic_cast(device); - return joystick && SDL_JoystickInstanceID(joystick->GetSDLJoystick()) == e.jdevice.which; + return device->GetSource() == "SDL" && + SDL_JoystickInstanceID(static_cast(device)->GetSDLJoystick()) == + e.jdevice.which; }); } else if (e.type == s_populate_event_type) @@ -79,7 +80,7 @@ static bool HandleEventAndContinue(const SDL_Event& e) void Init() { #if !SDL_VERSION_ATLEAST(2, 0, 0) - if (SDL_Init(SDL_INIT_JOYSTICK) != 0) + if (SDL_Init(SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC) != 0) ERROR_LOG_FMT(CONTROLLERINTERFACE, "SDL failed to initialize"); return; #else @@ -88,16 +89,20 @@ void Init() SDL_InitSubSystem(SDL_INIT_JOYSTICK); SDL_QuitSubSystem(SDL_INIT_JOYSTICK); #endif + +#if SDL_VERSION_ATLEAST(2, 0, 9) + SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE, "1"); +#endif + s_hotplug_thread = std::thread([] { Common::ScopeGuard quit_guard([] { // TODO: there seems to be some sort of memory leak with SDL, quit isn't freeing everything up SDL_Quit(); }); - { Common::ScopeGuard init_guard([] { s_init_event.Set(); }); - if (SDL_Init(SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC) != 0) + if (SDL_Init(SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC | SDL_INIT_GAMECONTROLLER) != 0) { ERROR_LOG_FMT(CONTROLLERINTERFACE, "SDL failed to initialize"); return; @@ -172,25 +177,6 @@ void PopulateDevices() Joystick::Joystick(SDL_Joystick* const joystick, const int sdl_index) : m_joystick(joystick), m_name(StripSpaces(GetJoystickName(sdl_index))) { -// really bad HACKS: -// to not use SDL for an XInput device -// too many people on the forums pick the SDL device and ask: -// "why don't my 360 gamepad triggers/rumble work correctly" -#ifdef _WIN32 - // checking the name is probably good (and hacky) enough - // but I'll double check with the num of buttons/axes - std::string lcasename = GetName(); - Common::ToLower(&lcasename); - - if ((std::string::npos != lcasename.find("xbox 360")) && - (10 == SDL_JoystickNumButtons(joystick)) && (5 == SDL_JoystickNumAxes(joystick)) && - (1 == SDL_JoystickNumHats(joystick)) && (0 == SDL_JoystickNumBalls(joystick))) - { - // this device won't be used - return; - } -#endif - if (SDL_JoystickNumButtons(joystick) > 255 || SDL_JoystickNumAxes(joystick) > 255 || SDL_JoystickNumHats(joystick) > 255 || SDL_JoystickNumBalls(joystick) > 255) { @@ -219,38 +205,78 @@ Joystick::Joystick(SDL_Joystick* const joystick, const int sdl_index) AddAnalogInputs(new Axis(i, m_joystick, -32768), new Axis(i, m_joystick, 32767)); } + m_haptic = nullptr; + #ifdef USE_SDL_HAPTIC m_haptic = SDL_HapticOpenFromJoystick(m_joystick); - if (!m_haptic) - return; - - const unsigned int supported_effects = SDL_HapticQuery(m_haptic); - - // Disable autocenter: - if (supported_effects & SDL_HAPTIC_AUTOCENTER) - SDL_HapticSetAutocenter(m_haptic, 0); - - // Constant - if (supported_effects & SDL_HAPTIC_CONSTANT) - AddOutput(new ConstantEffect(m_haptic)); - - // Ramp - if (supported_effects & SDL_HAPTIC_RAMP) - AddOutput(new RampEffect(m_haptic)); - - // Periodic - for (auto waveform : - {SDL_HAPTIC_SINE, SDL_HAPTIC_TRIANGLE, SDL_HAPTIC_SAWTOOTHUP, SDL_HAPTIC_SAWTOOTHDOWN}) + if (m_haptic) { - if (supported_effects & waveform) - AddOutput(new PeriodicEffect(m_haptic, waveform)); + const unsigned int supported_effects = SDL_HapticQuery(m_haptic); + + // Disable autocenter: + if (supported_effects & SDL_HAPTIC_AUTOCENTER) + SDL_HapticSetAutocenter(m_haptic, 0); + + // Constant + if (supported_effects & SDL_HAPTIC_CONSTANT) + AddOutput(new ConstantEffect(m_haptic)); + + // Ramp + if (supported_effects & SDL_HAPTIC_RAMP) + AddOutput(new RampEffect(m_haptic)); + + // Periodic + for (auto waveform : + {SDL_HAPTIC_SINE, SDL_HAPTIC_TRIANGLE, SDL_HAPTIC_SAWTOOTHUP, SDL_HAPTIC_SAWTOOTHDOWN}) + { + if (supported_effects & waveform) + AddOutput(new PeriodicEffect(m_haptic, waveform)); + } + + // LeftRight + if (supported_effects & SDL_HAPTIC_LEFTRIGHT) + { + AddOutput(new LeftRightEffect(m_haptic, LeftRightEffect::Motor::Strong)); + AddOutput(new LeftRightEffect(m_haptic, LeftRightEffect::Motor::Weak)); + } } +#endif - // LeftRight - if (supported_effects & SDL_HAPTIC_LEFTRIGHT) +#if SDL_VERSION_ATLEAST(2, 0, 9) + if (!m_haptic) { - AddOutput(new LeftRightEffect(m_haptic, LeftRightEffect::Motor::Strong)); - AddOutput(new LeftRightEffect(m_haptic, LeftRightEffect::Motor::Weak)); + AddOutput(new Motor(m_joystick)); + } +#endif + +#ifdef USE_SDL_GAMECONTROLLER + m_controller = SDL_GameControllerOpen(sdl_index); + + if (m_controller) + { + if (SDL_GameControllerSetSensorEnabled(m_controller, SDL_SENSOR_ACCEL, SDL_TRUE) == 0) + { + AddInput(new MotionInput("Accel Up", m_controller, SDL_SENSOR_ACCEL, 1, 1)); + AddInput(new MotionInput("Accel Down", m_controller, SDL_SENSOR_ACCEL, 1, -1)); + + AddInput(new MotionInput("Accel Left", m_controller, SDL_SENSOR_ACCEL, 0, -1)); + AddInput(new MotionInput("Accel Right", m_controller, SDL_SENSOR_ACCEL, 0, 1)); + + AddInput(new MotionInput("Accel Forward", m_controller, SDL_SENSOR_ACCEL, 2, -1)); + AddInput(new MotionInput("Accel Backward", m_controller, SDL_SENSOR_ACCEL, 2, 1)); + } + + if (SDL_GameControllerSetSensorEnabled(m_controller, SDL_SENSOR_GYRO, SDL_TRUE) == 0) + { + AddInput(new MotionInput("Gyro Pitch Up", m_controller, SDL_SENSOR_GYRO, 0, 1)); + AddInput(new MotionInput("Gyro Pitch Down", m_controller, SDL_SENSOR_GYRO, 0, -1)); + + AddInput(new MotionInput("Gyro Roll Left", m_controller, SDL_SENSOR_GYRO, 2, 1)); + AddInput(new MotionInput("Gyro Roll Right", m_controller, SDL_SENSOR_GYRO, 2, -1)); + + AddInput(new MotionInput("Gyro Yaw Left", m_controller, SDL_SENSOR_GYRO, 1, 1)); + AddInput(new MotionInput("Gyro Yaw Right", m_controller, SDL_SENSOR_GYRO, 1, -1)); + } } #endif } @@ -267,6 +293,11 @@ Joystick::~Joystick() } #endif +#if SDL_VERSION_ATLEAST(2, 0, 9) + // stop all rumble + SDL_JoystickRumble(m_joystick, 0, 0, 0); +#endif + // close joystick SDL_JoystickClose(m_joystick); } @@ -442,6 +473,19 @@ bool Joystick::LeftRightEffect::UpdateParameters(s16 value) } #endif +#if SDL_VERSION_ATLEAST(2, 0, 9) +std::string Joystick::Motor::GetName() const +{ + return "Motor"; +} + +void Joystick::Motor::SetState(ControlState state) +{ + Uint16 rumble = state * std::numeric_limits::max(); + SDL_JoystickRumble(m_js, rumble, rumble, std::numeric_limits::max()); +} +#endif + void Joystick::UpdateInput() { // TODO: Don't call this for every Joystick, only once per ControllerInterface::UpdateInput() @@ -492,4 +536,14 @@ ControlState Joystick::Hat::GetState() const { return (SDL_JoystickGetHat(m_js, m_index) & (1 << m_direction)) > 0; } +#ifdef USE_SDL_GAMECONTROLLER + +ControlState Joystick::MotionInput::GetState() const +{ + std::array data{}; + SDL_GameControllerGetSensorData(m_gc, m_type, data.data(), (int)data.size()); + return m_scale * data[m_index]; +} + +#endif } // namespace ciface::SDL diff --git a/Source/Core/InputCommon/ControllerInterface/SDL/SDL.h b/Source/Core/InputCommon/ControllerInterface/SDL/SDL.h index 7fbf7cf23e..7bf7565d84 100644 --- a/Source/Core/InputCommon/ControllerInterface/SDL/SDL.h +++ b/Source/Core/InputCommon/ControllerInterface/SDL/SDL.h @@ -5,14 +5,24 @@ #include +#define INIT_FLAGS SDL_INIT_JOYSTICK + #if SDL_VERSION_ATLEAST(1, 3, 0) #define USE_SDL_HAPTIC #endif +#if SDL_VERSION_ATLEAST(2, 0, 14) +#define USE_SDL_GAMECONTROLLER +#endif + #ifdef USE_SDL_HAPTIC #include #endif +#ifdef USE_SDL_GAMECONTROLLER +#include +#endif + #include "InputCommon/ControllerInterface/CoreDevice.h" namespace ciface::SDL @@ -137,6 +147,42 @@ private: }; #endif +#if SDL_VERSION_ATLEAST(2, 0, 9) + class Motor : public Output + { + public: + explicit Motor(SDL_Joystick* js) : m_js(js){}; + std::string GetName() const override; + void SetState(ControlState state) override; + + private: + SDL_Joystick* const m_js; + }; +#endif + +#ifdef USE_SDL_GAMECONTROLLER + class MotionInput : public Input + { + public: + MotionInput(const char* name, SDL_GameController* gc, SDL_SensorType type, int index, + ControlState scale) + : m_name(name), m_gc(gc), m_type(type), m_index(index), m_scale(scale){}; + + std::string GetName() const override { return m_name; }; + bool IsDetectable() const override { return false; }; + ControlState GetState() const override; + + private: + const char* m_name; + + SDL_GameController* const m_gc; + SDL_SensorType const m_type; + int const m_index; + + ControlState const m_scale; + }; +#endif + public: void UpdateInput() override; @@ -154,5 +200,9 @@ private: #ifdef USE_SDL_HAPTIC SDL_Haptic* m_haptic; #endif + +#ifdef USE_SDL_GAMECONTROLLER + SDL_GameController* m_controller; +#endif }; } // namespace ciface::SDL