shadPS4/src/input/controller.cpp

161 lines
4.5 KiB
C++

// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include <SDL3/SDL.h>
#include "core/libraries/kernel/time_management.h"
#include "core/libraries/pad/pad.h"
#include "input/controller.h"
namespace Input {
GameController::GameController() {
m_states_num = 0;
m_last_state = State();
}
void GameController::ReadState(State* state, bool* isConnected, int* connectedCount) {
std::scoped_lock lock{m_mutex};
*isConnected = m_connected;
*connectedCount = m_connected_count;
*state = GetLastState();
}
int GameController::ReadStates(State* states, int states_num, bool* isConnected,
int* connectedCount) {
std::scoped_lock lock{m_mutex};
*isConnected = m_connected;
*connectedCount = m_connected_count;
int ret_num = 0;
if (m_connected) {
if (m_states_num == 0) {
ret_num = 1;
states[0] = m_last_state;
} else {
for (uint32_t i = 0; i < m_states_num; i++) {
if (ret_num >= states_num) {
break;
}
auto index = (m_first_state + i) % MAX_STATES;
if (!m_private[index].obtained) {
m_private[index].obtained = true;
states[ret_num++] = m_states[index];
}
}
}
}
return ret_num;
}
State GameController::GetLastState() const {
if (m_states_num == 0) {
return m_last_state;
}
auto last = (m_first_state + m_states_num - 1) % MAX_STATES;
return m_states[last];
}
void GameController::AddState(const State& state) {
if (m_states_num >= MAX_STATES) {
m_states_num = MAX_STATES - 1;
m_first_state = (m_first_state + 1) % MAX_STATES;
}
auto index = (m_first_state + m_states_num) % MAX_STATES;
m_states[index] = state;
m_last_state = state;
m_private[index].obtained = false;
m_states_num++;
}
void GameController::CheckButton(int id, u32 button, bool isPressed) {
std::scoped_lock lock{m_mutex};
auto state = GetLastState();
state.time = Libraries::Kernel::sceKernelGetProcessTime();
if (isPressed) {
state.buttonsState |= button;
} else {
state.buttonsState &= ~button;
}
AddState(state);
}
void GameController::Axis(int id, Input::Axis axis, int value) {
std::scoped_lock lock{m_mutex};
auto state = GetLastState();
state.time = Libraries::Kernel::sceKernelGetProcessTime();
int axis_id = static_cast<int>(axis);
state.axes[axis_id] = value;
if (axis == Input::Axis::TriggerLeft) {
if (value > 0) {
state.buttonsState |= Libraries::Pad::OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_L2;
} else {
state.buttonsState &= ~Libraries::Pad::OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_L2;
}
}
if (axis == Input::Axis::TriggerRight) {
if (value > 0) {
state.buttonsState |= Libraries::Pad::OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_R2;
} else {
state.buttonsState &= ~Libraries::Pad::OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_R2;
}
}
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::SetTouchpadState(int touchIndex, bool touchDown, float x, float y) {
if (touchIndex < 2) {
std::scoped_lock lock{m_mutex};
auto state = GetLastState();
state.time = Libraries::Kernel::sceKernelGetProcessTime();
state.touchpad[touchIndex].state = touchDown;
state.touchpad[touchIndex].x = static_cast<u16>(x * 1920);
state.touchpad[touchIndex].y = static_cast<u16>(y * 941);
AddState(state);
}
}
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