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https://github.com/PCSX2/pcsx2.git
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117 lines
3.9 KiB
C++
117 lines
3.9 KiB
C++
// SPDX-FileCopyrightText: 2002-2026 PCSX2 Dev Team
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// SPDX-License-Identifier: GPL-3.0+
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#pragma once
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#include "Input/InputSource.h"
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#include <SDL3/SDL.h>
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#include <array>
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#include <functional>
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#include <mutex>
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#include <vector>
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class SettingsInterface;
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class SDLInputSource final : public InputSource
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{
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public:
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static constexpr u32 MAX_LED_COLORS = 4;
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SDLInputSource();
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~SDLInputSource();
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bool Initialize(SettingsInterface& si, std::unique_lock<std::mutex>& settings_lock) override;
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void UpdateSettings(SettingsInterface& si, std::unique_lock<std::mutex>& settings_lock) override;
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bool ReloadDevices() override;
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void Shutdown() override;
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bool IsInitialized() override;
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void PollEvents() override;
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std::vector<std::pair<std::string, std::string>> EnumerateDevices() override;
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std::vector<InputBindingKey> EnumerateMotors() override;
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bool GetGenericBindingMapping(const std::string_view device, InputManager::GenericInputBindingMapping* mapping) override;
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InputLayout GetControllerLayout(u32 index) override;
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void UpdateMotorState(InputBindingKey key, float intensity) override;
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void UpdateMotorState(InputBindingKey large_key, InputBindingKey small_key, float large_intensity, float small_intensity) override;
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std::optional<InputBindingKey> ParseKeyString(const std::string_view device, const std::string_view binding) override;
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TinyString ConvertKeyToString(InputBindingKey key, bool display = false, bool migration = false) override;
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TinyString ConvertKeyToIcon(InputBindingKey key) override;
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bool ProcessSDLEvent(const SDL_Event* event);
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SDL_Joystick* GetJoystickForDevice(const std::string_view device);
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static u32 GetRGBForPlayerId(SettingsInterface& si, u32 player_id);
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static u32 ParseRGBForPlayerId(const std::string_view str, u32 player_id);
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static void ResetRGBForAllPlayers(SettingsInterface& si);
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private:
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struct ControllerData
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{
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SDL_Haptic* haptic;
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SDL_Gamepad* gamepad;
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SDL_Joystick* joystick;
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u16 rumble_intensity[2];
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int haptic_left_right_effect;
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SDL_JoystickID joystick_id;
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int player_id;
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bool use_gamepad_rumble;
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// Used to disable Joystick controls that are used in Gamepad inputs so we don't get double events
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std::vector<bool> joy_button_used_in_pad;
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std::vector<bool> joy_axis_used_in_pad;
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// Track last hat state so we can send "unpressed" events.
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std::vector<u8> last_hat_state;
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};
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using ControllerDataVector = std::vector<ControllerData>;
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bool InitializeSubsystem();
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void ShutdownSubsystem();
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void LoadSettings(SettingsInterface& si);
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void SetHints();
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ControllerDataVector::iterator GetControllerDataForJoystickId(SDL_JoystickID id);
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ControllerDataVector::iterator GetControllerDataForPlayerId(int id);
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int GetFreePlayerId() const;
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bool OpenDevice(SDL_JoystickID index, bool is_gamepad);
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bool CloseDevice(SDL_JoystickID joystick_index);
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bool HandleGamepadAxisEvent(const SDL_GamepadAxisEvent* ev);
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bool HandleGamepadButtonEvent(const SDL_GamepadButtonEvent* ev);
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bool HandleJoystickAxisEvent(const SDL_JoyAxisEvent* ev);
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bool HandleJoystickButtonEvent(const SDL_JoyButtonEvent* ev);
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bool HandleJoystickHatEvent(const SDL_JoyHatEvent* ev);
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void SendRumbleUpdate(ControllerData* cd);
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bool IsControllerSixaxis(const ControllerData& cd);
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ControllerDataVector m_controllers;
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// ConvertKeyToString and ConvertKeyToIcon can inspect the
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// currently connected gamepad to provide matching labels
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// ParseKeyString can also inspect the gamepad for migrations
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// Those functions can be called on the main thread, while
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// gamepad addition/removal is done on the CPU thread
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std::mutex m_controllers_key_mutex;
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std::vector<u32> m_gamepads_needing_migration;
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std::array<u32, MAX_LED_COLORS> m_led_colors{};
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std::vector<std::pair<std::string, std::string>> m_sdl_hints;
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bool m_sdl_subsystem_initialized = false;
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bool m_enable_enhanced_reports = false;
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bool m_use_raw_input = false;
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bool m_enable_ps5_player_leds = false;
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#ifdef __APPLE__
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bool m_enable_iokit_driver = false;
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bool m_enable_mfi_driver = false;
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#endif
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};
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