using Ryujinx.Common.Configuration.Hid; using Ryujinx.Common.Configuration.Hid.Controller; using Ryujinx.Common.Logging; using Ryujinx.Common.Utilities; using System; using System.Collections.Generic; using System.Numerics; using System.Threading; using SDL; using static SDL.SDL3; namespace Ryujinx.Input.SDL3 { public unsafe class SDL3Gamepad : IGamepad { private bool HasConfiguration => _configuration != null; private readonly record struct ButtonMappingEntry(GamepadButtonInputId To, GamepadButtonInputId From) { public bool IsValid => To is not GamepadButtonInputId.Unbound && From is not GamepadButtonInputId.Unbound; } private StandardControllerInputConfig _configuration; private readonly SDL_GamepadButton[] _buttonsDriverMapping = [ // Unbound, ignored. SDL_GamepadButton.SDL_GAMEPAD_BUTTON_INVALID, SDL_GamepadButton.SDL_GAMEPAD_BUTTON_EAST, SDL_GamepadButton.SDL_GAMEPAD_BUTTON_SOUTH, SDL_GamepadButton.SDL_GAMEPAD_BUTTON_NORTH, SDL_GamepadButton.SDL_GAMEPAD_BUTTON_WEST, SDL_GamepadButton.SDL_GAMEPAD_BUTTON_LEFT_STICK, SDL_GamepadButton.SDL_GAMEPAD_BUTTON_RIGHT_STICK, SDL_GamepadButton.SDL_GAMEPAD_BUTTON_LEFT_SHOULDER, SDL_GamepadButton.SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER, // NOTE: The left and right trigger are axis, we handle those differently SDL_GamepadButton.SDL_GAMEPAD_BUTTON_INVALID, SDL_GamepadButton.SDL_GAMEPAD_BUTTON_INVALID, SDL_GamepadButton.SDL_GAMEPAD_BUTTON_DPAD_UP, SDL_GamepadButton.SDL_GAMEPAD_BUTTON_DPAD_DOWN, SDL_GamepadButton.SDL_GAMEPAD_BUTTON_DPAD_LEFT, SDL_GamepadButton.SDL_GAMEPAD_BUTTON_DPAD_RIGHT, SDL_GamepadButton.SDL_GAMEPAD_BUTTON_BACK, SDL_GamepadButton.SDL_GAMEPAD_BUTTON_START, SDL_GamepadButton.SDL_GAMEPAD_BUTTON_GUIDE, SDL_GamepadButton.SDL_GAMEPAD_BUTTON_MISC1, SDL_GamepadButton.SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1, SDL_GamepadButton.SDL_GAMEPAD_BUTTON_LEFT_PADDLE1, SDL_GamepadButton.SDL_GAMEPAD_BUTTON_RIGHT_PADDLE2, SDL_GamepadButton.SDL_GAMEPAD_BUTTON_LEFT_PADDLE2, SDL_GamepadButton.SDL_GAMEPAD_BUTTON_TOUCHPAD, // Virtual buttons are invalid, ignored. SDL_GamepadButton.SDL_GAMEPAD_BUTTON_INVALID, SDL_GamepadButton.SDL_GAMEPAD_BUTTON_INVALID, SDL_GamepadButton.SDL_GAMEPAD_BUTTON_INVALID, SDL_GamepadButton.SDL_GAMEPAD_BUTTON_INVALID, ]; private readonly Lock _userMappingLock = new(); private readonly List _buttonsUserMapping; private readonly StickInputId[] _stickUserMapping = [ StickInputId.Unbound, StickInputId.Left, StickInputId.Right ]; public GamepadFeaturesFlag Features { get; } private SDL_Gamepad* _gamepadHandle; private float _triggerThreshold; public SDL3Gamepad(SDL_Gamepad* gamepadHandle, string driverId) { _gamepadHandle = gamepadHandle; _buttonsUserMapping = new List(20); Name = SDL_GetGamepadName(_gamepadHandle); Id = driverId; Features = GetFeaturesFlag(); _triggerThreshold = 0.0f; // Face button mapping SDL_GamepadButton[] faceButtons = _buttonsDriverMapping[1..5]; foreach (SDL_GamepadButton btn in faceButtons) { int mapId = SDL_GetGamepadButtonLabel(_gamepadHandle, btn) switch { SDL_GamepadButtonLabel.SDL_GAMEPAD_BUTTON_LABEL_A or SDL_GamepadButtonLabel.SDL_GAMEPAD_BUTTON_LABEL_CROSS => 1, SDL_GamepadButtonLabel.SDL_GAMEPAD_BUTTON_LABEL_B or SDL_GamepadButtonLabel.SDL_GAMEPAD_BUTTON_LABEL_CIRCLE => 2, SDL_GamepadButtonLabel.SDL_GAMEPAD_BUTTON_LABEL_X or SDL_GamepadButtonLabel.SDL_GAMEPAD_BUTTON_LABEL_SQUARE => 3, SDL_GamepadButtonLabel.SDL_GAMEPAD_BUTTON_LABEL_Y or SDL_GamepadButtonLabel.SDL_GAMEPAD_BUTTON_LABEL_TRIANGLE => 4, _ => -1 }; if (mapId == -1) { continue; } _buttonsDriverMapping[mapId] = btn; } // Enable motion tracking if ((Features & GamepadFeaturesFlag.Motion) != 0) { if (!SDL_SetGamepadSensorEnabled(_gamepadHandle, SDL_SensorType.SDL_SENSOR_ACCEL, true)) { Logger.Error?.Print(LogClass.Hid, $"Could not enable data reporting for SensorType {SDL_SensorType.SDL_SENSOR_ACCEL}."); } if (!SDL_SetGamepadSensorEnabled(_gamepadHandle, SDL_SensorType.SDL_SENSOR_GYRO, true)) { Logger.Error?.Print(LogClass.Hid, $"Could not enable data reporting for SensorType {SDL_SensorType.SDL_SENSOR_GYRO}."); } } } public void SetLed(uint packedRgb) { if ((Features & GamepadFeaturesFlag.Led) == 0) return; byte red = packedRgb > 0 ? (byte)(packedRgb >> 16) : (byte)0; byte green = packedRgb > 0 ? (byte)(packedRgb >> 8) : (byte)0; byte blue = packedRgb > 0 ? (byte)(packedRgb % 256) : (byte)0; if (!SDL_SetGamepadLED(_gamepadHandle, red, green, blue)) Logger.Debug?.Print(LogClass.Hid, "LED setting failed; probably in the middle of disconnecting."); } private GamepadFeaturesFlag GetFeaturesFlag() { GamepadFeaturesFlag result = GamepadFeaturesFlag.None; if (SDL_GamepadHasSensor(_gamepadHandle, SDL_SensorType.SDL_SENSOR_ACCEL) && SDL_GamepadHasSensor(_gamepadHandle, SDL_SensorType.SDL_SENSOR_GYRO)) { result |= GamepadFeaturesFlag.Motion; } SDL_PropertiesID propID = SDL_GetGamepadProperties(_gamepadHandle); SDL_LockProperties(propID); if (SDL_GetBooleanProperty(propID, SDL_PROP_GAMEPAD_CAP_RUMBLE_BOOLEAN, false)) { result |= GamepadFeaturesFlag.Rumble; } if (SDL_GetBooleanProperty(propID, SDL_PROP_GAMEPAD_CAP_MONO_LED_BOOLEAN, false)) { result |= GamepadFeaturesFlag.Led; } SDL_UnlockProperties(propID); SDL_DestroyProperties(propID); return result; } public string Id { get; } public string Name { get; } public bool IsConnected => SDL_GamepadConnected(_gamepadHandle); protected virtual void Dispose(bool disposing) { if (disposing && _gamepadHandle != null) { SDL_CloseGamepad(_gamepadHandle); _gamepadHandle = null; } } public void Dispose() { Dispose(true); GC.SuppressFinalize(this); } public void SetTriggerThreshold(float triggerThreshold) { _triggerThreshold = triggerThreshold; } public void Rumble(float lowFrequency, float highFrequency, uint durationMs) { if ((Features & GamepadFeaturesFlag.Rumble) == 0) return; ushort lowFrequencyRaw = (ushort)(lowFrequency * ushort.MaxValue); ushort highFrequencyRaw = (ushort)(highFrequency * ushort.MaxValue); if (durationMs == uint.MaxValue) { if (!SDL_RumbleGamepad(_gamepadHandle, lowFrequencyRaw, highFrequencyRaw, SDL_HAPTIC_INFINITY)) Logger.Error?.Print(LogClass.Hid, "Rumble is not supported on this game controller."); } else if (durationMs > SDL_HAPTIC_INFINITY) { Logger.Error?.Print(LogClass.Hid, $"Unsupported rumble duration {durationMs}"); } else { if (!SDL_RumbleGamepad(_gamepadHandle, lowFrequencyRaw, highFrequencyRaw, durationMs)) Logger.Error?.Print(LogClass.Hid, "Rumble is not supported on this game controller."); } } public Vector3 GetMotionData(MotionInputId inputId) { SDL_SensorType sensorType = inputId switch { MotionInputId.Accelerometer => SDL_SensorType.SDL_SENSOR_ACCEL, MotionInputId.Gyroscope => SDL_SensorType.SDL_SENSOR_GYRO, _ => SDL_SensorType.SDL_SENSOR_INVALID }; if (!Features.HasFlag(GamepadFeaturesFlag.Motion) || sensorType is SDL_SensorType.SDL_SENSOR_INVALID) return Vector3.Zero; const int ElementCount = 3; float[] values = new float[3]; fixed (float* pValues = &values[0]) { if (!SDL_GetGamepadSensorData(_gamepadHandle, sensorType, pValues, ElementCount)) return Vector3.Zero; Vector3 value = new(values[0], values[1], values[2]); return inputId switch { MotionInputId.Gyroscope => RadToDegree(value), MotionInputId.Accelerometer => GsToMs2(value), _ => value }; } } private static Vector3 RadToDegree(Vector3 rad) => rad * (180 / MathF.PI); private static Vector3 GsToMs2(Vector3 gs) => gs / SDL_STANDARD_GRAVITY; public void SetConfiguration(InputConfig configuration) { lock (_userMappingLock) { _configuration = (StandardControllerInputConfig)configuration; if ((Features & GamepadFeaturesFlag.Led) != 0 && _configuration.Led.EnableLed) { if (_configuration.Led.TurnOffLed) (this as IGamepad).ClearLed(); else if (_configuration.Led.UseRainbow) SetLed((uint)Rainbow.Color.ToArgb()); if (!_configuration.Led.TurnOffLed && !_configuration.Led.UseRainbow) SetLed(_configuration.Led.LedColor); } _buttonsUserMapping.Clear(); // First update sticks _stickUserMapping[(int)StickInputId.Left] = (StickInputId)_configuration.LeftJoyconStick.Joystick; _stickUserMapping[(int)StickInputId.Right] = (StickInputId)_configuration.RightJoyconStick.Joystick; // Then left joycon _buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.LeftStick, (GamepadButtonInputId)_configuration.LeftJoyconStick.StickButton)); _buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.DpadUp, (GamepadButtonInputId)_configuration.LeftJoycon.DpadUp)); _buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.DpadDown, (GamepadButtonInputId)_configuration.LeftJoycon.DpadDown)); _buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.DpadLeft, (GamepadButtonInputId)_configuration.LeftJoycon.DpadLeft)); _buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.DpadRight, (GamepadButtonInputId)_configuration.LeftJoycon.DpadRight)); _buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.Minus, (GamepadButtonInputId)_configuration.LeftJoycon.ButtonMinus)); _buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.LeftShoulder, (GamepadButtonInputId)_configuration.LeftJoycon.ButtonL)); _buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.LeftTrigger, (GamepadButtonInputId)_configuration.LeftJoycon.ButtonZl)); _buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.SingleRightTrigger0, (GamepadButtonInputId)_configuration.LeftJoycon.ButtonSr)); _buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.SingleLeftTrigger0, (GamepadButtonInputId)_configuration.LeftJoycon.ButtonSl)); // Finally right joycon _buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.RightStick, (GamepadButtonInputId)_configuration.RightJoyconStick.StickButton)); _buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.A, (GamepadButtonInputId)_configuration.RightJoycon.ButtonA)); _buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.B, (GamepadButtonInputId)_configuration.RightJoycon.ButtonB)); _buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.X, (GamepadButtonInputId)_configuration.RightJoycon.ButtonX)); _buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.Y, (GamepadButtonInputId)_configuration.RightJoycon.ButtonY)); _buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.Plus, (GamepadButtonInputId)_configuration.RightJoycon.ButtonPlus)); _buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.RightShoulder, (GamepadButtonInputId)_configuration.RightJoycon.ButtonR)); _buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.RightTrigger, (GamepadButtonInputId)_configuration.RightJoycon.ButtonZr)); _buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.SingleRightTrigger1, (GamepadButtonInputId)_configuration.RightJoycon.ButtonSr)); _buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.SingleLeftTrigger1, (GamepadButtonInputId)_configuration.RightJoycon.ButtonSl)); SetTriggerThreshold(_configuration.TriggerThreshold); } } public GamepadStateSnapshot GetStateSnapshot() { return IGamepad.GetStateSnapshot(this); } public GamepadStateSnapshot GetMappedStateSnapshot() { GamepadStateSnapshot rawState = GetStateSnapshot(); GamepadStateSnapshot result = default; lock (_userMappingLock) { if (_buttonsUserMapping.Count == 0) return rawState; // ReSharper disable once ForeachCanBePartlyConvertedToQueryUsingAnotherGetEnumerator foreach (ButtonMappingEntry entry in _buttonsUserMapping) { if (!entry.IsValid) continue; // Do not touch state of button already pressed if (!result.IsPressed(entry.To)) { result.SetPressed(entry.To, rawState.IsPressed(entry.From)); } } (float leftStickX, float leftStickY) = rawState.GetStick(_stickUserMapping[(int)StickInputId.Left]); (float rightStickX, float rightStickY) = rawState.GetStick(_stickUserMapping[(int)StickInputId.Right]); result.SetStick(StickInputId.Left, leftStickX, leftStickY); result.SetStick(StickInputId.Right, rightStickX, rightStickY); } return result; } private static float ConvertRawStickValue(short value) { const float ConvertRate = 1.0f / (short.MaxValue + 0.5f); return value * ConvertRate; } private JoyconConfigControllerStick GetLogicalJoyStickConfig(StickInputId inputId) { switch (inputId) { case StickInputId.Left: if (_configuration.RightJoyconStick.Joystick == Common.Configuration.Hid.Controller.StickInputId.Left) return _configuration.RightJoyconStick; else return _configuration.LeftJoyconStick; case StickInputId.Right: if (_configuration.LeftJoyconStick.Joystick == Common.Configuration.Hid.Controller.StickInputId.Right) return _configuration.LeftJoyconStick; else return _configuration.RightJoyconStick; } return null; } public (float, float) GetStick(StickInputId inputId) { if (inputId == StickInputId.Unbound) return (0.0f, 0.0f); (short stickX, short stickY) = GetStickXY(inputId); float resultX = ConvertRawStickValue(stickX); float resultY = -ConvertRawStickValue(stickY); if (HasConfiguration) { JoyconConfigControllerStick joyconStickConfig = GetLogicalJoyStickConfig(inputId); if (joyconStickConfig != null) { if (joyconStickConfig.InvertStickX) resultX = -resultX; if (joyconStickConfig.InvertStickY) resultY = -resultY; if (joyconStickConfig.Rotate90CW) { float temp = resultX; resultX = resultY; resultY = -temp; } } } return (resultX, resultY); } // ReSharper disable once InconsistentNaming private (short, short) GetStickXY(StickInputId inputId) => inputId switch { StickInputId.Left => ( SDL_GetGamepadAxis(_gamepadHandle, SDL_GamepadAxis.SDL_GAMEPAD_AXIS_LEFTX), SDL_GetGamepadAxis(_gamepadHandle, SDL_GamepadAxis.SDL_GAMEPAD_AXIS_LEFTY)), StickInputId.Right => ( SDL_GetGamepadAxis(_gamepadHandle, SDL_GamepadAxis.SDL_GAMEPAD_AXIS_RIGHTX), SDL_GetGamepadAxis(_gamepadHandle, SDL_GamepadAxis.SDL_GAMEPAD_AXIS_RIGHTY)), _ => throw new NotSupportedException($"Unsupported stick {inputId}") }; public bool IsPressed(GamepadButtonInputId inputId) { switch (inputId) { case GamepadButtonInputId.LeftTrigger: return ConvertRawStickValue(SDL_GetGamepadAxis(_gamepadHandle, SDL_GamepadAxis.SDL_GAMEPAD_AXIS_LEFT_TRIGGER)) > _triggerThreshold; case GamepadButtonInputId.RightTrigger: return ConvertRawStickValue(SDL_GetGamepadAxis(_gamepadHandle, SDL_GamepadAxis.SDL_GAMEPAD_AXIS_RIGHT_TRIGGER)) > _triggerThreshold; } if (_buttonsDriverMapping[(int)inputId] == SDL_GamepadButton.SDL_GAMEPAD_BUTTON_INVALID) { return false; } return SDL_GetGamepadButton(_gamepadHandle, _buttonsDriverMapping[(int)inputId]); } } }