ryujinx/src/Ryujinx.Input.SDL3/SDL3Gamepad.cs

425 lines
19 KiB
C#

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<ButtonMappingEntry> _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<ButtonMappingEntry>(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<GamepadInputId, Common.Configuration.Hid.Controller.StickInputId> 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<GamepadInputId, Common.Configuration.Hid.Controller.StickInputId> 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]);
}
}
}