Introduce ControllerInterface class, port SDL interface over

This breaks controller support in the SDL frontend until it's ported
over to the common interface.
This commit is contained in:
Connor McLaughlin
2020-03-22 00:49:46 +10:00
parent 6ce97e0e13
commit 29a09a3685
14 changed files with 447 additions and 320 deletions

View File

@ -9,8 +9,6 @@
#include <cmath>
Log_SetChannel(SDLControllerInterface);
SDLControllerInterface g_sdl_controller_interface;
SDLControllerInterface::SDLControllerInterface() = default;
SDLControllerInterface::~SDLControllerInterface()
@ -18,8 +16,11 @@ SDLControllerInterface::~SDLControllerInterface()
Assert(m_controllers.empty());
}
bool SDLControllerInterface::Initialize(HostInterface* host_interface)
bool SDLControllerInterface::Initialize(CommonHostInterface* host_interface)
{
if (!ControllerInterface::Initialize(host_interface))
return false;
FrontendCommon::EnsureSDLInitialized();
if (SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER | SDL_INIT_HAPTIC) < 0)
@ -29,26 +30,25 @@ bool SDLControllerInterface::Initialize(HostInterface* host_interface)
}
// we should open the controllers as the connected events come in, so no need to do any more here
m_host_interface = host_interface;
m_initialized = true;
m_sdl_subsystem_initialized = true;
return true;
}
void SDLControllerInterface::Shutdown()
{
while (!m_controllers.empty())
CloseGameController(m_controllers.begin()->first);
ControllerInterface::Shutdown();
if (m_initialized)
while (!m_controllers.empty())
CloseGameController(m_controllers.begin()->joystick_id);
if (m_sdl_subsystem_initialized)
{
SDL_QuitSubSystem(SDL_INIT_GAMECONTROLLER | SDL_INIT_HAPTIC);
m_initialized = false;
m_sdl_subsystem_initialized = false;
}
m_host_interface = nullptr;
}
void SDLControllerInterface::PumpSDLEvents()
void SDLControllerInterface::PollEvents()
{
for (;;)
{
@ -90,244 +90,140 @@ bool SDLControllerInterface::ProcessSDLEvent(const SDL_Event* event)
}
}
System* SDLControllerInterface::GetSystem() const
SDLControllerInterface::ControllerDataVector::iterator
SDLControllerInterface::GetControllerDataForController(void* controller)
{
return m_host_interface->GetSystem();
return std::find_if(m_controllers.begin(), m_controllers.end(),
[controller](const ControllerData& cd) { return cd.controller == controller; });
}
Controller* SDLControllerInterface::GetController(u32 slot) const
SDLControllerInterface::ControllerDataVector::iterator SDLControllerInterface::GetControllerDataForJoystickId(int id)
{
System* system = GetSystem();
return system ? system->GetController(slot) : nullptr;
return std::find_if(m_controllers.begin(), m_controllers.end(),
[id](const ControllerData& cd) { return cd.joystick_id == id; });
}
void SDLControllerInterface::SetHook(Hook::Callback callback)
SDLControllerInterface::ControllerDataVector::iterator SDLControllerInterface::GetControllerDataForPlayerId(int id)
{
std::unique_lock<std::mutex> lock(m_event_intercept_mutex);
Assert(!m_event_intercept_callback);
m_event_intercept_callback = std::move(callback);
}
void SDLControllerInterface::ClearHook()
{
std::unique_lock<std::mutex> lock(m_event_intercept_mutex);
if (m_event_intercept_callback)
m_event_intercept_callback = {};
}
bool SDLControllerInterface::DoEventHook(Hook::Type type, int controller_index, int button_or_axis_number, float value)
{
std::unique_lock<std::mutex> lock(m_event_intercept_mutex);
if (!m_event_intercept_callback)
return false;
const Hook ei{type, controller_index, button_or_axis_number, value};
const Hook::CallbackResult action = m_event_intercept_callback(ei);
if (action == Hook::CallbackResult::StopMonitoring)
m_event_intercept_callback = {};
return true;
return std::find_if(m_controllers.begin(), m_controllers.end(),
[id](const ControllerData& cd) { return cd.player_id == id; });
}
bool SDLControllerInterface::OpenGameController(int index)
{
if (m_controllers.find(index) != m_controllers.end())
CloseGameController(index);
SDL_GameController* gcontroller = SDL_GameControllerOpen(index);
if (!gcontroller)
SDL_Joystick* joystick = gcontroller ? SDL_GameControllerGetJoystick(gcontroller) : nullptr;
if (!gcontroller || !joystick)
{
Log_WarningPrintf("Failed to open controller %d", index);
if (gcontroller)
SDL_GameControllerClose(gcontroller);
return false;
}
Log_InfoPrintf("Opened controller %d: %s", index, SDL_GameControllerName(gcontroller));
int player_index = SDL_GameControllerGetPlayerIndex(gcontroller);
int joystick_id = SDL_JoystickInstanceID(joystick);
Log_InfoPrintf("Opened controller %d (instance id %d, player id %d): %s", index, joystick_id, player_index,
SDL_GameControllerName(gcontroller));
ControllerData cd = {};
cd.controller = gcontroller;
cd.player_id = player_index;
cd.joystick_id = joystick_id;
SDL_Joystick* joystick = SDL_GameControllerGetJoystick(gcontroller);
if (joystick)
{
SDL_Haptic* haptic = SDL_HapticOpenFromJoystick(joystick);
if (SDL_HapticRumbleSupported(haptic) && SDL_HapticRumbleInit(haptic) == 0)
cd.haptic = haptic;
else
SDL_HapticClose(haptic);
}
SDL_Haptic* haptic = SDL_HapticOpenFromJoystick(joystick);
if (SDL_HapticRumbleSupported(haptic) && SDL_HapticRumbleInit(haptic) == 0)
cd.haptic = haptic;
else if (haptic)
SDL_HapticClose(haptic);
if (cd.haptic)
Log_InfoPrintf("Rumble is supported on '%s'", SDL_GameControllerName(gcontroller));
else
Log_WarningPrintf("Rumble is not supported on '%s'", SDL_GameControllerName(gcontroller));
m_controllers.emplace(index, cd);
m_controllers.push_back(std::move(cd));
OnControllerConnected(player_index);
return true;
}
void SDLControllerInterface::CloseGameControllers()
{
while (!m_controllers.empty())
CloseGameController(m_controllers.begin()->first);
CloseGameController(m_controllers.begin()->player_id);
}
bool SDLControllerInterface::CloseGameController(int index)
bool SDLControllerInterface::CloseGameController(int joystick_index)
{
auto it = m_controllers.find(index);
auto it = GetControllerDataForJoystickId(joystick_index);
if (it == m_controllers.end())
return false;
if (it->second.haptic)
SDL_HapticClose(static_cast<SDL_Haptic*>(it->second.haptic));
const int player_index = it->player_id;
SDL_GameControllerClose(static_cast<SDL_GameController*>(it->second.controller));
if (it->haptic)
SDL_HapticClose(static_cast<SDL_Haptic*>(it->haptic));
SDL_GameControllerClose(static_cast<SDL_GameController*>(it->controller));
m_controllers.erase(it);
OnControllerDisconnected(player_index);
return true;
}
void SDLControllerInterface::ClearControllerBindings()
void SDLControllerInterface::ClearBindings()
{
for (auto& it : m_controllers)
{
for (AxisCallback& ac : it.second.axis_mapping)
for (AxisCallback& ac : it.axis_mapping)
ac = {};
for (ButtonCallback& bc : it.second.button_mapping)
for (ButtonCallback& bc : it.button_mapping)
bc = {};
}
}
bool SDLControllerInterface::BindControllerAxis(int controller_index, int axis_number, AxisCallback callback)
{
auto it = m_controllers.find(controller_index);
auto it = GetControllerDataForPlayerId(controller_index);
if (it == m_controllers.end())
return false;
if (axis_number < 0 || axis_number >= MAX_NUM_AXISES)
return false;
it->second.axis_mapping[axis_number] = std::move(callback);
it->axis_mapping[axis_number] = std::move(callback);
return true;
}
bool SDLControllerInterface::BindControllerButton(int controller_index, int button_number, ButtonCallback callback)
{
auto it = m_controllers.find(controller_index);
auto it = GetControllerDataForPlayerId(controller_index);
if (it == m_controllers.end())
return false;
if (button_number < 0 || button_number >= MAX_NUM_BUTTONS)
return false;
it->second.button_mapping[button_number] = std::move(callback);
it->button_mapping[button_number] = std::move(callback);
return true;
}
bool SDLControllerInterface::BindControllerAxisToButton(int controller_index, int axis_number, bool direction,
ButtonCallback callback)
{
auto it = m_controllers.find(controller_index);
auto it = GetControllerDataForPlayerId(controller_index);
if (it == m_controllers.end())
return false;
if (axis_number < 0 || axis_number >= MAX_NUM_AXISES)
return false;
it->second.axis_button_mapping[axis_number][BoolToUInt8(direction)] = std::move(callback);
it->axis_button_mapping[axis_number][BoolToUInt8(direction)] = std::move(callback);
return true;
}
void SDLControllerInterface::SetDefaultBindings()
{
ClearControllerBindings();
const ControllerType type = m_host_interface->GetSettings().controller_types[0];
if (type == ControllerType::None || m_controllers.empty())
return;
const int first_controller_index = m_controllers.begin()->first;
#define SET_AXIS_MAP(axis, name) \
do \
{ \
std::optional<s32> code = Controller::GetAxisCodeByName(type, name); \
if (code) \
{ \
const s32 code_value = code.value(); \
BindControllerAxis(first_controller_index, axis, [this, code_value](float value) { \
Controller* controller = GetController(0); \
if (controller) \
controller->SetAxisState(code_value, value); \
}); \
} \
} while (0)
#define SET_BUTTON_MAP(button, name) \
do \
{ \
std::optional<s32> code = Controller::GetButtonCodeByName(type, name); \
if (code) \
{ \
const s32 code_value = code.value(); \
BindControllerButton(first_controller_index, button, [this, code_value](bool pressed) { \
Controller* controller = GetController(0); \
if (controller) \
controller->SetButtonState(code_value, pressed); \
}); \
} \
} while (0)
#define SET_AXIS_BUTTON_MAP(axis, direction, name) \
do \
{ \
std::optional<s32> code = Controller::GetButtonCodeByName(type, name); \
if (code) \
{ \
const s32 code_value = code.value(); \
BindControllerAxisToButton(first_controller_index, axis, direction, [this, code_value](bool pressed) { \
Controller* controller = GetController(0); \
if (controller) \
controller->SetButtonState(code_value, pressed); \
}); \
} \
} while (0)
SET_AXIS_MAP(SDL_CONTROLLER_AXIS_LEFTX, "LeftX");
SET_AXIS_MAP(SDL_CONTROLLER_AXIS_LEFTY, "LeftY");
SET_AXIS_MAP(SDL_CONTROLLER_AXIS_RIGHTX, "RightX");
SET_AXIS_MAP(SDL_CONTROLLER_AXIS_RIGHTY, "RightY");
SET_AXIS_MAP(SDL_CONTROLLER_AXIS_TRIGGERLEFT, "LeftTrigger");
SET_AXIS_MAP(SDL_CONTROLLER_AXIS_TRIGGERRIGHT, "RightTrigger");
SET_BUTTON_MAP(SDL_CONTROLLER_BUTTON_DPAD_UP, "Up");
SET_BUTTON_MAP(SDL_CONTROLLER_BUTTON_DPAD_DOWN, "Down");
SET_BUTTON_MAP(SDL_CONTROLLER_BUTTON_DPAD_LEFT, "Left");
SET_BUTTON_MAP(SDL_CONTROLLER_BUTTON_DPAD_RIGHT, "Right");
SET_BUTTON_MAP(SDL_CONTROLLER_BUTTON_Y, "Triangle");
SET_BUTTON_MAP(SDL_CONTROLLER_BUTTON_A, "Cross");
SET_BUTTON_MAP(SDL_CONTROLLER_BUTTON_X, "Square");
SET_BUTTON_MAP(SDL_CONTROLLER_BUTTON_B, "Circle");
SET_BUTTON_MAP(SDL_CONTROLLER_BUTTON_LEFTSHOULDER, "L1");
SET_BUTTON_MAP(SDL_CONTROLLER_BUTTON_RIGHTSHOULDER, "R1");
SET_BUTTON_MAP(SDL_CONTROLLER_BUTTON_LEFTSTICK, "L3");
SET_BUTTON_MAP(SDL_CONTROLLER_BUTTON_RIGHTSTICK, "R3");
SET_BUTTON_MAP(SDL_CONTROLLER_BUTTON_START, "Start");
SET_BUTTON_MAP(SDL_CONTROLLER_BUTTON_BACK, "Select");
// fallback axis -> button mappings
SET_AXIS_BUTTON_MAP(SDL_CONTROLLER_AXIS_LEFTX, false, "Left");
SET_AXIS_BUTTON_MAP(SDL_CONTROLLER_AXIS_LEFTX, true, "Right");
SET_AXIS_BUTTON_MAP(SDL_CONTROLLER_AXIS_LEFTY, false, "Up");
SET_AXIS_BUTTON_MAP(SDL_CONTROLLER_AXIS_LEFTY, true, "Down");
SET_AXIS_BUTTON_MAP(SDL_CONTROLLER_AXIS_TRIGGERLEFT, true, "L2");
SET_AXIS_BUTTON_MAP(SDL_CONTROLLER_AXIS_TRIGGERRIGHT, true, "R2");
#undef SET_AXIS_MAP
#undef SET_BUTTON_MAP
#undef SET_AXIS_BUTTON_MAP
// TODO: L2/R2 -> buttons
}
bool SDLControllerInterface::HandleControllerAxisEvent(const SDL_Event* ev)
{
// TODO: Make deadzone customizable.
@ -339,12 +235,11 @@ bool SDLControllerInterface::HandleControllerAxisEvent(const SDL_Event* ev)
if (DoEventHook(Hook::Type::Axis, ev->caxis.which, ev->caxis.axis, value))
return true;
auto it = m_controllers.find(ev->caxis.which);
auto it = GetControllerDataForJoystickId(ev->caxis.which);
if (it == m_controllers.end())
return false;
const ControllerData& cd = it->second;
const AxisCallback& cb = cd.axis_mapping[ev->caxis.axis];
const AxisCallback& cb = it->axis_mapping[ev->caxis.axis];
if (cb)
{
cb(value);
@ -354,8 +249,8 @@ bool SDLControllerInterface::HandleControllerAxisEvent(const SDL_Event* ev)
// set the other direction to false so large movements don't leave the opposite on
const bool outside_deadzone = (std::abs(value) >= deadzone);
const bool positive = (value >= 0.0f);
const ButtonCallback& other_button_cb = cd.axis_button_mapping[ev->caxis.axis][BoolToUInt8(!positive)];
const ButtonCallback& button_cb = cd.axis_button_mapping[ev->caxis.axis][BoolToUInt8(positive)];
const ButtonCallback& other_button_cb = it->axis_button_mapping[ev->caxis.axis][BoolToUInt8(!positive)];
const ButtonCallback& button_cb = it->axis_button_mapping[ev->caxis.axis][BoolToUInt8(positive)];
if (button_cb)
{
button_cb(outside_deadzone);
@ -383,11 +278,11 @@ bool SDLControllerInterface::HandleControllerButtonEvent(const SDL_Event* ev)
if (DoEventHook(Hook::Type::Button, ev->cbutton.which, ev->cbutton.button, pressed ? 1.0f : 0.0f))
return true;
auto it = m_controllers.find(ev->caxis.which);
auto it = GetControllerDataForJoystickId(ev->caxis.which);
if (it == m_controllers.end())
return false;
const ButtonCallback& cb = it->second.button_mapping[ev->cbutton.button];
const ButtonCallback& cb = it->button_mapping[ev->cbutton.button];
if (!cb)
return false;
@ -397,14 +292,14 @@ bool SDLControllerInterface::HandleControllerButtonEvent(const SDL_Event* ev)
void SDLControllerInterface::UpdateControllerRumble()
{
for (auto& it : m_controllers)
for (auto& cd : m_controllers)
{
ControllerData& cd = it.second;
if (!cd.haptic)
// TODO: FIXME proper binding
if (!cd.haptic || cd.player_id < 0 || cd.player_id >= 2)
continue;
float new_strength = 0.0f;
Controller* controller = GetController(cd.controller_index);
Controller* controller = GetController(cd.player_id);
if (controller)
{
const u32 motor_count = controller->GetVibrationMotorCount();