161 lines
4.5 KiB
C++
161 lines
4.5 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.h>
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#include "core/libraries/kernel/time_management.h"
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#include "core/libraries/pad/pad.h"
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#include "input/controller.h"
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namespace Input {
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GameController::GameController() {
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m_states_num = 0;
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m_last_state = State();
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}
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void GameController::ReadState(State* state, bool* isConnected, int* connectedCount) {
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std::scoped_lock lock{m_mutex};
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*isConnected = m_connected;
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*connectedCount = m_connected_count;
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*state = GetLastState();
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}
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int GameController::ReadStates(State* states, int states_num, bool* isConnected,
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int* connectedCount) {
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std::scoped_lock lock{m_mutex};
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*isConnected = m_connected;
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*connectedCount = m_connected_count;
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int ret_num = 0;
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if (m_connected) {
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if (m_states_num == 0) {
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ret_num = 1;
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states[0] = m_last_state;
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} else {
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for (uint32_t i = 0; i < m_states_num; i++) {
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if (ret_num >= states_num) {
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break;
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}
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auto index = (m_first_state + i) % MAX_STATES;
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if (!m_private[index].obtained) {
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m_private[index].obtained = true;
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states[ret_num++] = m_states[index];
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}
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}
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}
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}
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return ret_num;
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}
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State GameController::GetLastState() const {
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if (m_states_num == 0) {
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return m_last_state;
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}
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auto last = (m_first_state + m_states_num - 1) % MAX_STATES;
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return m_states[last];
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}
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void GameController::AddState(const State& state) {
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if (m_states_num >= MAX_STATES) {
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m_states_num = MAX_STATES - 1;
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m_first_state = (m_first_state + 1) % MAX_STATES;
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}
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auto index = (m_first_state + m_states_num) % MAX_STATES;
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m_states[index] = state;
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m_last_state = state;
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m_private[index].obtained = false;
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m_states_num++;
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}
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void GameController::CheckButton(int id, u32 button, bool isPressed) {
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std::scoped_lock lock{m_mutex};
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auto state = GetLastState();
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state.time = Libraries::Kernel::sceKernelGetProcessTime();
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if (isPressed) {
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state.buttonsState |= button;
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} else {
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state.buttonsState &= ~button;
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}
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AddState(state);
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}
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void GameController::Axis(int id, Input::Axis axis, int value) {
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std::scoped_lock lock{m_mutex};
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auto state = GetLastState();
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state.time = Libraries::Kernel::sceKernelGetProcessTime();
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int axis_id = static_cast<int>(axis);
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state.axes[axis_id] = value;
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if (axis == Input::Axis::TriggerLeft) {
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if (value > 0) {
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state.buttonsState |= Libraries::Pad::OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_L2;
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} else {
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state.buttonsState &= ~Libraries::Pad::OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_L2;
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}
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}
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if (axis == Input::Axis::TriggerRight) {
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if (value > 0) {
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state.buttonsState |= Libraries::Pad::OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_R2;
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} else {
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state.buttonsState &= ~Libraries::Pad::OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_R2;
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}
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}
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AddState(state);
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}
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void GameController::SetLightBarRGB(u8 r, u8 g, u8 b) {
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if (m_sdl_gamepad != nullptr) {
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SDL_SetGamepadLED(m_sdl_gamepad, r, g, b);
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}
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}
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bool GameController::SetVibration(u8 smallMotor, u8 largeMotor) {
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if (m_sdl_gamepad != nullptr) {
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return SDL_RumbleGamepad(m_sdl_gamepad, (smallMotor / 255.0f) * 0xFFFF,
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(largeMotor / 255.0f) * 0xFFFF, -1) == 0;
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}
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return true;
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}
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void GameController::SetTouchpadState(int touchIndex, bool touchDown, float x, float y) {
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if (touchIndex < 2) {
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std::scoped_lock lock{m_mutex};
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auto state = GetLastState();
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state.time = Libraries::Kernel::sceKernelGetProcessTime();
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state.touchpad[touchIndex].state = touchDown;
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state.touchpad[touchIndex].x = static_cast<u16>(x * 1920);
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state.touchpad[touchIndex].y = static_cast<u16>(y * 941);
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AddState(state);
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}
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}
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void GameController::TryOpenSDLController() {
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if (m_sdl_gamepad == nullptr || !SDL_GamepadConnected(m_sdl_gamepad)) {
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int gamepad_count;
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SDL_JoystickID* gamepads = SDL_GetGamepads(&gamepad_count);
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m_sdl_gamepad = gamepad_count > 0 ? SDL_OpenGamepad(gamepads[0]) : nullptr;
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SDL_free(gamepads);
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SetLightBarRGB(0, 0, 255);
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}
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}
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} // namespace Input
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