Basic gamepad support through SDL (#407)
* Add basic gamepad support through SDL * lightbar, vibration, code style changes * okay fine * one day clang format will finally pass
This commit is contained in:
parent
d1a033b6af
commit
bb159eafb9
|
@ -419,9 +419,15 @@ int PS4_SYSV_ABI scePadSetForceIntercepted() {
|
||||||
}
|
}
|
||||||
|
|
||||||
int PS4_SYSV_ABI scePadSetLightBar(s32 handle, const OrbisPadLightBarParam* pParam) {
|
int PS4_SYSV_ABI scePadSetLightBar(s32 handle, const OrbisPadLightBarParam* pParam) {
|
||||||
LOG_ERROR(Lib_Pad, "(STUBBED) called");
|
if (pParam != nullptr) {
|
||||||
|
LOG_INFO(Lib_Pad, "scePadSetLightBar called handle = {} rgb = {} {} {}", handle, pParam->r,
|
||||||
|
pParam->g, pParam->b);
|
||||||
|
auto* controller = Common::Singleton<Input::GameController>::Instance();
|
||||||
|
controller->SetLightBarRGB(pParam->r, pParam->g, pParam->b);
|
||||||
return ORBIS_OK;
|
return ORBIS_OK;
|
||||||
}
|
}
|
||||||
|
return ORBIS_PAD_ERROR_INVALID_ARG;
|
||||||
|
}
|
||||||
|
|
||||||
int PS4_SYSV_ABI scePadSetLightBarBaseBrightness() {
|
int PS4_SYSV_ABI scePadSetLightBarBaseBrightness() {
|
||||||
LOG_ERROR(Lib_Pad, "(STUBBED) called");
|
LOG_ERROR(Lib_Pad, "(STUBBED) called");
|
||||||
|
@ -479,9 +485,15 @@ int PS4_SYSV_ABI scePadSetUserColor() {
|
||||||
}
|
}
|
||||||
|
|
||||||
int PS4_SYSV_ABI scePadSetVibration(s32 handle, const OrbisPadVibrationParam* pParam) {
|
int PS4_SYSV_ABI scePadSetVibration(s32 handle, const OrbisPadVibrationParam* pParam) {
|
||||||
LOG_DEBUG(Lib_Pad, "(STUBBED) called");
|
if (pParam != nullptr) {
|
||||||
|
LOG_INFO(Lib_Pad, "scePadSetVibration called handle = {} data = {} , {}", handle,
|
||||||
|
pParam->smallMotor, pParam->largeMotor);
|
||||||
|
auto* controller = Common::Singleton<Input::GameController>::Instance();
|
||||||
|
controller->SetVibration(pParam->smallMotor, pParam->largeMotor);
|
||||||
return ORBIS_OK;
|
return ORBIS_OK;
|
||||||
}
|
}
|
||||||
|
return ORBIS_PAD_ERROR_INVALID_ARG;
|
||||||
|
}
|
||||||
|
|
||||||
int PS4_SYSV_ABI scePadSetVibrationForce() {
|
int PS4_SYSV_ABI scePadSetVibrationForce() {
|
||||||
LOG_ERROR(Lib_Pad, "(STUBBED) called");
|
LOG_ERROR(Lib_Pad, "(STUBBED) called");
|
||||||
|
|
|
@ -1,6 +1,7 @@
|
||||||
// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
|
// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
|
||||||
// SPDX-License-Identifier: GPL-2.0-or-later
|
// SPDX-License-Identifier: GPL-2.0-or-later
|
||||||
|
|
||||||
|
#include <SDL3/SDL.h>
|
||||||
#include "core/libraries/kernel/time_management.h"
|
#include "core/libraries/kernel/time_management.h"
|
||||||
#include "core/libraries/pad/pad.h"
|
#include "core/libraries/pad/pad.h"
|
||||||
#include "input/controller.h"
|
#include "input/controller.h"
|
||||||
|
@ -117,4 +118,29 @@ void GameController::Axis(int id, Input::Axis axis, int value) {
|
||||||
AddState(state);
|
AddState(state);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void GameController::SetLightBarRGB(u8 r, u8 g, u8 b) {
|
||||||
|
if (m_sdl_gamepad != nullptr) {
|
||||||
|
SDL_SetGamepadLED(m_sdl_gamepad, r, g, b);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
bool GameController::SetVibration(u8 smallMotor, u8 largeMotor) {
|
||||||
|
if (m_sdl_gamepad != nullptr) {
|
||||||
|
return SDL_RumbleGamepad(m_sdl_gamepad, (smallMotor / 255.0f) * 0xFFFF,
|
||||||
|
(largeMotor / 255.0f) * 0xFFFF, -1) == 0;
|
||||||
|
}
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
void GameController::TryOpenSDLController() {
|
||||||
|
if (m_sdl_gamepad == nullptr || !SDL_GamepadConnected(m_sdl_gamepad)) {
|
||||||
|
int gamepad_count;
|
||||||
|
SDL_JoystickID* gamepads = SDL_GetGamepads(&gamepad_count);
|
||||||
|
m_sdl_gamepad = gamepad_count > 0 ? SDL_OpenGamepad(gamepads[0]) : nullptr;
|
||||||
|
SDL_free(gamepads);
|
||||||
|
}
|
||||||
|
|
||||||
|
SetLightBarRGB(0, 0, 255);
|
||||||
|
}
|
||||||
|
|
||||||
} // namespace Input
|
} // namespace Input
|
||||||
|
|
|
@ -6,6 +6,8 @@
|
||||||
#include <mutex>
|
#include <mutex>
|
||||||
#include "common/types.h"
|
#include "common/types.h"
|
||||||
|
|
||||||
|
struct SDL_Gamepad;
|
||||||
|
|
||||||
namespace Input {
|
namespace Input {
|
||||||
|
|
||||||
enum class Axis {
|
enum class Axis {
|
||||||
|
@ -43,6 +45,9 @@ public:
|
||||||
void CheckButton(int id, u32 button, bool isPressed);
|
void CheckButton(int id, u32 button, bool isPressed);
|
||||||
void AddState(const State& state);
|
void AddState(const State& state);
|
||||||
void Axis(int id, Input::Axis axis, int value);
|
void Axis(int id, Input::Axis axis, int value);
|
||||||
|
void SetLightBarRGB(u8 r, u8 g, u8 b);
|
||||||
|
bool SetVibration(u8 smallMotor, u8 largeMotor);
|
||||||
|
void TryOpenSDLController();
|
||||||
|
|
||||||
private:
|
private:
|
||||||
struct StateInternal {
|
struct StateInternal {
|
||||||
|
@ -57,6 +62,8 @@ private:
|
||||||
u32 m_first_state = 0;
|
u32 m_first_state = 0;
|
||||||
std::array<State, MAX_STATES> m_states;
|
std::array<State, MAX_STATES> m_states;
|
||||||
std::array<StateInternal, MAX_STATES> m_private;
|
std::array<StateInternal, MAX_STATES> m_private;
|
||||||
|
|
||||||
|
SDL_Gamepad* m_sdl_gamepad = nullptr;
|
||||||
};
|
};
|
||||||
|
|
||||||
} // namespace Input
|
} // namespace Input
|
||||||
|
|
|
@ -43,6 +43,9 @@ WindowSDL::WindowSDL(s32 width_, s32 height_, Input::GameController* controller_
|
||||||
|
|
||||||
SDL_SetWindowFullscreen(window, Config::isFullscreenMode());
|
SDL_SetWindowFullscreen(window, Config::isFullscreenMode());
|
||||||
|
|
||||||
|
SDL_InitSubSystem(SDL_INIT_GAMEPAD);
|
||||||
|
controller->TryOpenSDLController();
|
||||||
|
|
||||||
#if defined(SDL_PLATFORM_WIN32)
|
#if defined(SDL_PLATFORM_WIN32)
|
||||||
window_info.type = WindowSystemType::Windows;
|
window_info.type = WindowSystemType::Windows;
|
||||||
window_info.render_surface = SDL_GetPointerProperty(SDL_GetWindowProperties(window),
|
window_info.render_surface = SDL_GetPointerProperty(SDL_GetWindowProperties(window),
|
||||||
|
@ -92,6 +95,11 @@ void WindowSDL::waitEvent() {
|
||||||
case SDL_EVENT_KEY_UP:
|
case SDL_EVENT_KEY_UP:
|
||||||
onKeyPress(&event);
|
onKeyPress(&event);
|
||||||
break;
|
break;
|
||||||
|
case SDL_EVENT_GAMEPAD_BUTTON_DOWN:
|
||||||
|
case SDL_EVENT_GAMEPAD_BUTTON_UP:
|
||||||
|
case SDL_EVENT_GAMEPAD_AXIS_MOTION:
|
||||||
|
onGamepadEvent(&event);
|
||||||
|
break;
|
||||||
case SDL_EVENT_QUIT:
|
case SDL_EVENT_QUIT:
|
||||||
is_open = false;
|
is_open = false;
|
||||||
break;
|
break;
|
||||||
|
@ -276,4 +284,71 @@ void WindowSDL::onKeyPress(const SDL_Event* event) {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void WindowSDL::onGamepadEvent(const SDL_Event* event) {
|
||||||
|
using Libraries::Pad::OrbisPadButtonDataOffset;
|
||||||
|
|
||||||
|
u32 button = 0;
|
||||||
|
Input::Axis axis = Input::Axis::AxisMax;
|
||||||
|
switch (event->type) {
|
||||||
|
case SDL_EVENT_GAMEPAD_BUTTON_DOWN:
|
||||||
|
case SDL_EVENT_GAMEPAD_BUTTON_UP:
|
||||||
|
button = sdlGamepadToOrbisButton(event->gbutton.button);
|
||||||
|
if (button != 0) {
|
||||||
|
controller->CheckButton(0, button, event->type == SDL_EVENT_GAMEPAD_BUTTON_DOWN);
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
case SDL_EVENT_GAMEPAD_AXIS_MOTION:
|
||||||
|
axis = event->gaxis.axis == SDL_GAMEPAD_AXIS_LEFTX ? Input::Axis::LeftX
|
||||||
|
: event->gaxis.axis == SDL_GAMEPAD_AXIS_LEFTY ? Input::Axis::LeftY
|
||||||
|
: event->gaxis.axis == SDL_GAMEPAD_AXIS_RIGHTX ? Input::Axis::RightX
|
||||||
|
: event->gaxis.axis == SDL_GAMEPAD_AXIS_RIGHTY ? Input::Axis::RightY
|
||||||
|
: event->gaxis.axis == SDL_GAMEPAD_AXIS_LEFT_TRIGGER ? Input::Axis::TriggerLeft
|
||||||
|
: event->gaxis.axis == SDL_GAMEPAD_AXIS_RIGHT_TRIGGER ? Input::Axis::TriggerRight
|
||||||
|
: Input::Axis::AxisMax;
|
||||||
|
if (axis != Input::Axis::AxisMax) {
|
||||||
|
controller->Axis(0, axis, Input::GetAxis(-0x8000, 0x8000, event->gaxis.value));
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
int WindowSDL::sdlGamepadToOrbisButton(u8 button) {
|
||||||
|
using Libraries::Pad::OrbisPadButtonDataOffset;
|
||||||
|
|
||||||
|
switch (button) {
|
||||||
|
case SDL_GAMEPAD_BUTTON_DPAD_DOWN:
|
||||||
|
return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_DOWN;
|
||||||
|
case SDL_GAMEPAD_BUTTON_DPAD_UP:
|
||||||
|
return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_UP;
|
||||||
|
case SDL_GAMEPAD_BUTTON_DPAD_LEFT:
|
||||||
|
return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_LEFT;
|
||||||
|
case SDL_GAMEPAD_BUTTON_DPAD_RIGHT:
|
||||||
|
return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_RIGHT;
|
||||||
|
case SDL_GAMEPAD_BUTTON_SOUTH:
|
||||||
|
return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_CROSS;
|
||||||
|
case SDL_GAMEPAD_BUTTON_NORTH:
|
||||||
|
return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_TRIANGLE;
|
||||||
|
case SDL_GAMEPAD_BUTTON_WEST:
|
||||||
|
return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_SQUARE;
|
||||||
|
case SDL_GAMEPAD_BUTTON_EAST:
|
||||||
|
return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_CIRCLE;
|
||||||
|
case SDL_GAMEPAD_BUTTON_START:
|
||||||
|
return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_OPTIONS;
|
||||||
|
case SDL_GAMEPAD_BUTTON_TOUCHPAD:
|
||||||
|
return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_TOUCH_PAD;
|
||||||
|
case SDL_GAMEPAD_BUTTON_BACK:
|
||||||
|
return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_TOUCH_PAD;
|
||||||
|
case SDL_GAMEPAD_BUTTON_LEFT_SHOULDER:
|
||||||
|
return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_L1;
|
||||||
|
case SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER:
|
||||||
|
return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_R1;
|
||||||
|
case SDL_GAMEPAD_BUTTON_LEFT_STICK:
|
||||||
|
return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_L3;
|
||||||
|
case SDL_GAMEPAD_BUTTON_RIGHT_STICK:
|
||||||
|
return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_R3;
|
||||||
|
default:
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
} // namespace Frontend
|
} // namespace Frontend
|
||||||
|
|
|
@ -7,6 +7,7 @@
|
||||||
#include "common/types.h"
|
#include "common/types.h"
|
||||||
|
|
||||||
struct SDL_Window;
|
struct SDL_Window;
|
||||||
|
struct SDL_Gamepad;
|
||||||
union SDL_Event;
|
union SDL_Event;
|
||||||
|
|
||||||
namespace Input {
|
namespace Input {
|
||||||
|
@ -66,6 +67,9 @@ public:
|
||||||
private:
|
private:
|
||||||
void onResize();
|
void onResize();
|
||||||
void onKeyPress(const SDL_Event* event);
|
void onKeyPress(const SDL_Event* event);
|
||||||
|
void onGamepadEvent(const SDL_Event* event);
|
||||||
|
|
||||||
|
int sdlGamepadToOrbisButton(u8 button);
|
||||||
|
|
||||||
private:
|
private:
|
||||||
s32 width;
|
s32 width;
|
||||||
|
|
Loading…
Reference in New Issue