361 lines
12 KiB
C++
361 lines
12 KiB
C++
// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include <SDL3/SDL_events.h>
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#include <SDL3/SDL_init.h>
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#include <SDL3/SDL_properties.h>
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#include <SDL3/SDL_video.h>
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#include "common/assert.h"
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#include "common/config.h"
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#include "common/version.h"
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#include "core/libraries/pad/pad.h"
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#include "input/controller.h"
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#include "sdl_window.h"
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#include "video_core/renderdoc.h"
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#ifdef __APPLE__
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#include <SDL3/SDL_metal.h>
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#endif
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namespace Frontend {
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WindowSDL::WindowSDL(s32 width_, s32 height_, Input::GameController* controller_,
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std::string_view window_title)
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: width{width_}, height{height_}, controller{controller_} {
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if (SDL_Init(SDL_INIT_VIDEO) < 0) {
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UNREACHABLE_MSG("Failed to initialize SDL video subsystem: {}", SDL_GetError());
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}
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SDL_InitSubSystem(SDL_INIT_AUDIO);
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SDL_PropertiesID props = SDL_CreateProperties();
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SDL_SetStringProperty(props, SDL_PROP_WINDOW_CREATE_TITLE_STRING,
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std::string(window_title).c_str());
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SDL_SetNumberProperty(props, SDL_PROP_WINDOW_CREATE_X_NUMBER, SDL_WINDOWPOS_CENTERED);
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SDL_SetNumberProperty(props, SDL_PROP_WINDOW_CREATE_Y_NUMBER, SDL_WINDOWPOS_CENTERED);
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SDL_SetNumberProperty(props, SDL_PROP_WINDOW_CREATE_WIDTH_NUMBER, width);
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SDL_SetNumberProperty(props, SDL_PROP_WINDOW_CREATE_HEIGHT_NUMBER, height);
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SDL_SetNumberProperty(props, "flags", SDL_WINDOW_VULKAN);
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window = SDL_CreateWindowWithProperties(props);
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SDL_DestroyProperties(props);
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if (window == nullptr) {
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UNREACHABLE_MSG("Failed to create window handle: {}", SDL_GetError());
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}
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SDL_SetWindowFullscreen(window, Config::isFullscreenMode());
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SDL_InitSubSystem(SDL_INIT_GAMEPAD);
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controller->TryOpenSDLController();
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#if defined(SDL_PLATFORM_WIN32)
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window_info.type = WindowSystemType::Windows;
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window_info.render_surface = SDL_GetPointerProperty(SDL_GetWindowProperties(window),
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SDL_PROP_WINDOW_WIN32_HWND_POINTER, NULL);
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#elif defined(SDL_PLATFORM_LINUX)
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if (SDL_strcmp(SDL_GetCurrentVideoDriver(), "x11") == 0) {
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window_info.type = WindowSystemType::X11;
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window_info.display_connection = SDL_GetPointerProperty(
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SDL_GetWindowProperties(window), SDL_PROP_WINDOW_X11_DISPLAY_POINTER, NULL);
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window_info.render_surface = (void*)SDL_GetNumberProperty(
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SDL_GetWindowProperties(window), SDL_PROP_WINDOW_X11_WINDOW_NUMBER, 0);
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} else if (SDL_strcmp(SDL_GetCurrentVideoDriver(), "wayland") == 0) {
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window_info.type = WindowSystemType::Wayland;
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window_info.display_connection = SDL_GetPointerProperty(
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SDL_GetWindowProperties(window), SDL_PROP_WINDOW_WAYLAND_DISPLAY_POINTER, NULL);
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window_info.render_surface = SDL_GetPointerProperty(
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SDL_GetWindowProperties(window), SDL_PROP_WINDOW_WAYLAND_SURFACE_POINTER, NULL);
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}
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#elif defined(SDL_PLATFORM_MACOS)
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window_info.type = WindowSystemType::Metal;
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window_info.render_surface = SDL_Metal_GetLayer(SDL_Metal_CreateView(window));
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#endif
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}
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WindowSDL::~WindowSDL() = default;
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void WindowSDL::waitEvent() {
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// Called on main thread
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SDL_Event event;
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if (!SDL_WaitEvent(&event)) {
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return;
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}
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switch (event.type) {
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case SDL_EVENT_WINDOW_RESIZED:
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case SDL_EVENT_WINDOW_MAXIMIZED:
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case SDL_EVENT_WINDOW_RESTORED:
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onResize();
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break;
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case SDL_EVENT_WINDOW_MINIMIZED:
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case SDL_EVENT_WINDOW_EXPOSED:
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is_shown = event.type == SDL_EVENT_WINDOW_EXPOSED;
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onResize();
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break;
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case SDL_EVENT_KEY_DOWN:
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case SDL_EVENT_KEY_UP:
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onKeyPress(&event);
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break;
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case SDL_EVENT_GAMEPAD_BUTTON_DOWN:
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case SDL_EVENT_GAMEPAD_BUTTON_UP:
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case SDL_EVENT_GAMEPAD_AXIS_MOTION:
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onGamepadEvent(&event);
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break;
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case SDL_EVENT_QUIT:
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is_open = false;
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break;
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default:
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break;
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}
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}
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void WindowSDL::onResize() {
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SDL_GetWindowSizeInPixels(window, &width, &height);
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}
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void WindowSDL::onKeyPress(const SDL_Event* event) {
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using Libraries::Pad::OrbisPadButtonDataOffset;
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#ifdef __APPLE__
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// Use keys that are more friendly for keyboards without a keypad.
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// Once there are key binding options this won't be necessary.
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constexpr SDL_Keycode CrossKey = SDLK_N;
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constexpr SDL_Keycode CircleKey = SDLK_B;
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constexpr SDL_Keycode SquareKey = SDLK_V;
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constexpr SDL_Keycode TriangleKey = SDLK_C;
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#else
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constexpr SDL_Keycode CrossKey = SDLK_KP_2;
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constexpr SDL_Keycode CircleKey = SDLK_KP_6;
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constexpr SDL_Keycode SquareKey = SDLK_KP_4;
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constexpr SDL_Keycode TriangleKey = SDLK_KP_8;
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#endif
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u32 button = 0;
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Input::Axis axis = Input::Axis::AxisMax;
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int axisvalue = 0;
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int ax = 0;
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switch (event->key.key) {
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case SDLK_UP:
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button = OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_UP;
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break;
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case SDLK_DOWN:
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button = OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_DOWN;
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break;
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case SDLK_LEFT:
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button = OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_LEFT;
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break;
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case SDLK_RIGHT:
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button = OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_RIGHT;
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break;
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case TriangleKey:
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button = OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_TRIANGLE;
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break;
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case CircleKey:
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button = OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_CIRCLE;
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break;
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case CrossKey:
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button = OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_CROSS;
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break;
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case SquareKey:
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button = OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_SQUARE;
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break;
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case SDLK_RETURN:
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button = OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_OPTIONS;
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break;
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case SDLK_A:
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axis = Input::Axis::LeftX;
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if (event->type == SDL_EVENT_KEY_DOWN) {
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axisvalue += -127;
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} else {
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axisvalue = 0;
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}
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ax = Input::GetAxis(-0x80, 0x80, axisvalue);
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break;
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case SDLK_D:
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axis = Input::Axis::LeftX;
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if (event->type == SDL_EVENT_KEY_DOWN) {
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axisvalue += 127;
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} else {
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axisvalue = 0;
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}
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ax = Input::GetAxis(-0x80, 0x80, axisvalue);
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break;
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case SDLK_W:
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axis = Input::Axis::LeftY;
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if (event->type == SDL_EVENT_KEY_DOWN) {
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axisvalue += -127;
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} else {
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axisvalue = 0;
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}
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ax = Input::GetAxis(-0x80, 0x80, axisvalue);
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break;
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case SDLK_S:
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if (event->key.mod == SDL_KMOD_LCTRL) {
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// Trigger rdoc capture
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VideoCore::TriggerCapture();
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break;
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}
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axis = Input::Axis::LeftY;
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if (event->type == SDL_EVENT_KEY_DOWN) {
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axisvalue += 127;
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} else {
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axisvalue = 0;
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}
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ax = Input::GetAxis(-0x80, 0x80, axisvalue);
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break;
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case SDLK_J:
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axis = Input::Axis::RightX;
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if (event->type == SDL_EVENT_KEY_DOWN) {
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axisvalue += -127;
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} else {
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axisvalue = 0;
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}
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ax = Input::GetAxis(-0x80, 0x80, axisvalue);
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break;
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case SDLK_L:
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axis = Input::Axis::RightX;
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if (event->type == SDL_EVENT_KEY_DOWN) {
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axisvalue += 127;
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} else {
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axisvalue = 0;
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}
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ax = Input::GetAxis(-0x80, 0x80, axisvalue);
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break;
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case SDLK_I:
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axis = Input::Axis::RightY;
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if (event->type == SDL_EVENT_KEY_DOWN) {
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axisvalue += -127;
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} else {
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axisvalue = 0;
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}
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ax = Input::GetAxis(-0x80, 0x80, axisvalue);
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break;
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case SDLK_K:
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axis = Input::Axis::RightY;
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if (event->type == SDL_EVENT_KEY_DOWN) {
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axisvalue += 127;
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} else {
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axisvalue = 0;
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}
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ax = Input::GetAxis(-0x80, 0x80, axisvalue);
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break;
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case SDLK_X:
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button = OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_L3;
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break;
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case SDLK_M:
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button = OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_R3;
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break;
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case SDLK_Q:
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button = OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_L1;
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break;
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case SDLK_U:
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button = OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_R1;
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break;
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case SDLK_E:
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button = OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_L2;
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axis = Input::Axis::TriggerLeft;
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if (event->type == SDL_EVENT_KEY_DOWN) {
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axisvalue += 255;
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} else {
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axisvalue = 0;
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}
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ax = Input::GetAxis(0, 0x80, axisvalue);
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break;
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case SDLK_O:
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button = OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_R2;
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axis = Input::Axis::TriggerRight;
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if (event->type == SDL_EVENT_KEY_DOWN) {
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axisvalue += 255;
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} else {
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axisvalue = 0;
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}
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ax = Input::GetAxis(0, 0x80, axisvalue);
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break;
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case SDLK_SPACE:
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button = OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_TOUCH_PAD;
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break;
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default:
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break;
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}
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if (button != 0) {
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controller->CheckButton(0, button, event->type == SDL_EVENT_KEY_DOWN);
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}
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if (axis != Input::Axis::AxisMax) {
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controller->Axis(0, axis, ax);
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}
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}
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void WindowSDL::onGamepadEvent(const SDL_Event* event) {
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using Libraries::Pad::OrbisPadButtonDataOffset;
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u32 button = 0;
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Input::Axis axis = Input::Axis::AxisMax;
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switch (event->type) {
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case SDL_EVENT_GAMEPAD_BUTTON_DOWN:
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case SDL_EVENT_GAMEPAD_BUTTON_UP:
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button = sdlGamepadToOrbisButton(event->gbutton.button);
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if (button != 0) {
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controller->CheckButton(0, button, event->type == SDL_EVENT_GAMEPAD_BUTTON_DOWN);
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}
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break;
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case SDL_EVENT_GAMEPAD_AXIS_MOTION:
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axis = event->gaxis.axis == SDL_GAMEPAD_AXIS_LEFTX ? Input::Axis::LeftX
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: event->gaxis.axis == SDL_GAMEPAD_AXIS_LEFTY ? Input::Axis::LeftY
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: event->gaxis.axis == SDL_GAMEPAD_AXIS_RIGHTX ? Input::Axis::RightX
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: event->gaxis.axis == SDL_GAMEPAD_AXIS_RIGHTY ? Input::Axis::RightY
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: event->gaxis.axis == SDL_GAMEPAD_AXIS_LEFT_TRIGGER ? Input::Axis::TriggerLeft
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: event->gaxis.axis == SDL_GAMEPAD_AXIS_RIGHT_TRIGGER ? Input::Axis::TriggerRight
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: Input::Axis::AxisMax;
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if (axis != Input::Axis::AxisMax) {
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if (event->gaxis.axis == SDL_GAMEPAD_AXIS_LEFT_TRIGGER ||
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event->gaxis.axis == SDL_GAMEPAD_AXIS_RIGHT_TRIGGER) {
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controller->Axis(0, axis, Input::GetAxis(0, 0x8000, event->gaxis.value));
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} else {
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controller->Axis(0, axis, Input::GetAxis(-0x8000, 0x8000, event->gaxis.value));
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}
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}
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break;
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}
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}
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int WindowSDL::sdlGamepadToOrbisButton(u8 button) {
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using Libraries::Pad::OrbisPadButtonDataOffset;
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switch (button) {
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case SDL_GAMEPAD_BUTTON_DPAD_DOWN:
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return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_DOWN;
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case SDL_GAMEPAD_BUTTON_DPAD_UP:
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return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_UP;
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case SDL_GAMEPAD_BUTTON_DPAD_LEFT:
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return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_LEFT;
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case SDL_GAMEPAD_BUTTON_DPAD_RIGHT:
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return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_RIGHT;
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case SDL_GAMEPAD_BUTTON_SOUTH:
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return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_CROSS;
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case SDL_GAMEPAD_BUTTON_NORTH:
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return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_TRIANGLE;
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case SDL_GAMEPAD_BUTTON_WEST:
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return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_SQUARE;
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case SDL_GAMEPAD_BUTTON_EAST:
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return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_CIRCLE;
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case SDL_GAMEPAD_BUTTON_START:
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return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_OPTIONS;
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case SDL_GAMEPAD_BUTTON_TOUCHPAD:
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return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_TOUCH_PAD;
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case SDL_GAMEPAD_BUTTON_BACK:
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return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_TOUCH_PAD;
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case SDL_GAMEPAD_BUTTON_LEFT_SHOULDER:
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return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_L1;
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case SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER:
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return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_R1;
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case SDL_GAMEPAD_BUTTON_LEFT_STICK:
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return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_L3;
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case SDL_GAMEPAD_BUTTON_RIGHT_STICK:
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return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_R3;
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default:
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return 0;
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}
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}
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} // namespace Frontend
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