shadPS4/src/input/controller.cpp
2026-01-01 00:01:55 +01:00

445 lines
14 KiB
C++

// SPDX-FileCopyrightText: Copyright 2026 shadPS4 Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include <unordered_set>
#include <SDL3/SDL.h>
#include <common/singleton.h>
#include "common/config.h"
#include "common/logging/log.h"
#include "controller.h"
#include "core/libraries/kernel/time.h"
#include "core/libraries/pad/pad.h"
#include "core/libraries/system/userservice.h"
#include "input/controller.h"
static std::string SelectedGamepad = "";
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;
}
const u32 last = (m_first_state + m_states_num - 1) % MAX_STATES;
auto copy = m_states[last];
return copy;
}
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;
}
const u32 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, Libraries::Pad::OrbisPadButtonDataOffset button,
bool is_pressed) {
std::scoped_lock lock{m_mutex};
auto state = GetLastState();
state.time = Libraries::Kernel::sceKernelGetProcessTime();
if (is_pressed) {
state.buttonsState |= button;
} else {
state.buttonsState &= ~button;
}
AddState(state);
}
void GameController::Axis(int id, Input::Axis axis, int value) {
using Libraries::Pad::OrbisPadButtonDataOffset;
std::scoped_lock lock{m_mutex};
auto state = GetLastState();
state.time = Libraries::Kernel::sceKernelGetProcessTime();
int axis_id = static_cast<int>(axis);
if (std::abs(state.axes[axis_id] - value) > 120) {
LOG_DEBUG(Input, "Keyboard axis change detected");
axis_smoothing_ticks[axis_id] = GameController::max_smoothing_ticks;
axis_smoothing_values[axis_id] = state.axes[axis_id];
}
state.axes[axis_id] = value;
if (axis == Input::Axis::TriggerLeft) {
if (value > 0) {
state.buttonsState |= OrbisPadButtonDataOffset::L2;
} else {
state.buttonsState &= ~OrbisPadButtonDataOffset::L2;
}
}
if (axis == Input::Axis::TriggerRight) {
if (value > 0) {
state.buttonsState |= OrbisPadButtonDataOffset::R2;
} else {
state.buttonsState &= ~OrbisPadButtonDataOffset::R2;
}
}
AddState(state);
}
void GameController::Gyro(int id, const float gyro[3]) {
std::scoped_lock lock{m_mutex};
auto state = GetLastState();
state.time = Libraries::Kernel::sceKernelGetProcessTime();
// Update the angular velocity (gyro data)
state.angularVelocity.x = gyro[0]; // X-axis
state.angularVelocity.y = gyro[1]; // Y-axis
state.angularVelocity.z = gyro[2]; // Z-axis
AddState(state);
}
void GameController::Acceleration(int id, const float acceleration[3]) {
std::scoped_lock lock{m_mutex};
auto state = GetLastState();
state.time = Libraries::Kernel::sceKernelGetProcessTime();
// Update the acceleration values
state.acceleration.x = acceleration[0]; // X-axis
state.acceleration.y = acceleration[1]; // Y-axis
state.acceleration.z = acceleration[2]; // Z-axis
AddState(state);
}
void GameController::CalculateOrientation(Libraries::Pad::OrbisFVector3& acceleration,
Libraries::Pad::OrbisFVector3& angularVelocity,
float deltaTime,
Libraries::Pad::OrbisFQuaternion& lastOrientation,
Libraries::Pad::OrbisFQuaternion& orientation) {
Libraries::Pad::OrbisFQuaternion q = lastOrientation;
Libraries::Pad::OrbisFQuaternion ω = {angularVelocity.x, angularVelocity.y, angularVelocity.z,
0.0f};
Libraries::Pad::OrbisFQuaternion = {q.w * ω.x + q.x * ω.w + q.y * ω.z - q.z * ω.y,
q.w * ω.y + q.y * ω.w + q.z * ω.x - q.x * ω.z,
q.w * ω.z + q.z * ω.w + q.x * ω.y - q.y * ω.x,
q.w * ω.w - q.x * ω.x - q.y * ω.y - q.z * ω.z};
Libraries::Pad::OrbisFQuaternion qDot = {0.5f * .x, 0.5f * .y, 0.5f * .z, 0.5f * .w};
q.x += qDot.x * deltaTime;
q.y += qDot.y * deltaTime;
q.z += qDot.z * deltaTime;
q.w += qDot.w * deltaTime;
float norm = std::sqrt(q.x * q.x + q.y * q.y + q.z * q.z + q.w * q.w);
q.x /= norm;
q.y /= norm;
q.z /= norm;
q.w /= norm;
orientation.x = q.x;
orientation.y = q.y;
orientation.z = q.z;
orientation.w = q.w;
LOG_DEBUG(Lib_Pad, "Calculated orientation: {:.2f} {:.2f} {:.2f} {:.2f}", orientation.x,
orientation.y, orientation.z, orientation.w);
}
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);
}
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);
}
}
bool is_first_check = true;
void GameControllers::TryOpenSDLControllers(GameControllers& controllers) {
using namespace Libraries::UserService;
int controller_count;
SDL_JoystickID* new_joysticks = SDL_GetGamepads(&controller_count);
std::unordered_set<SDL_JoystickID> assigned_ids;
std::array<bool, 4> slot_taken{false, false, false, false};
for (int i = 0; i < 4; i++) {
SDL_Gamepad* pad = controllers[i]->m_sdl_gamepad;
if (pad) {
SDL_JoystickID id = SDL_GetGamepadID(pad);
bool still_connected = false;
for (int j = 0; j < controller_count; j++) {
if (new_joysticks[j] == id) {
still_connected = true;
assigned_ids.insert(id);
slot_taken[i] = true;
break;
}
}
if (!still_connected) {
AddUserServiceEvent({OrbisUserServiceEventType::Logout, i + 1});
SDL_CloseGamepad(pad);
controllers[i]->m_sdl_gamepad = nullptr;
controllers[i]->user_id = -1;
slot_taken[i] = false;
} else {
controllers[i]->player_index = i;
}
}
}
for (int j = 0; j < controller_count; j++) {
SDL_JoystickID id = new_joysticks[j];
if (assigned_ids.contains(id))
continue;
SDL_Gamepad* pad = SDL_OpenGamepad(id);
if (!pad)
continue;
for (int i = 0; i < 4; i++) {
if (!slot_taken[i]) {
auto* c = controllers[i];
c->m_sdl_gamepad = pad;
LOG_INFO(Input, "Gamepad registered for slot {}! Handle: {}", i,
SDL_GetGamepadID(pad));
c->user_id = i + 1;
slot_taken[i] = true;
c->player_index = i;
AddUserServiceEvent({OrbisUserServiceEventType::Login, i + 1});
if (SDL_SetGamepadSensorEnabled(c->m_sdl_gamepad, SDL_SENSOR_GYRO, true)) {
c->gyro_poll_rate =
SDL_GetGamepadSensorDataRate(c->m_sdl_gamepad, SDL_SENSOR_GYRO);
LOG_INFO(Input, "Gyro initialized, poll rate: {}", c->gyro_poll_rate);
} else {
LOG_ERROR(Input, "Failed to initialize gyro controls for gamepad {}",
c->user_id);
}
if (SDL_SetGamepadSensorEnabled(c->m_sdl_gamepad, SDL_SENSOR_ACCEL, true)) {
c->accel_poll_rate =
SDL_GetGamepadSensorDataRate(c->m_sdl_gamepad, SDL_SENSOR_ACCEL);
LOG_INFO(Input, "Accel initialized, poll rate: {}", c->accel_poll_rate);
} else {
LOG_ERROR(Input, "Failed to initialize accel controls for gamepad {}",
c->user_id);
}
break;
}
}
}
if (is_first_check) [[unlikely]] {
is_first_check = false;
if (controller_count == 0) {
controllers[0]->user_id = 1;
AddUserServiceEvent({OrbisUserServiceEventType::Login, 1});
}
}
}
u8 GameController::GetTouchCount() {
std::scoped_lock lock{m_mutex};
return m_touch_count;
}
void GameController::SetTouchCount(u8 touchCount) {
std::scoped_lock lock{m_mutex};
m_touch_count = touchCount;
}
u8 GameController::GetSecondaryTouchCount() {
std::scoped_lock lock{m_mutex};
return m_secondary_touch_count;
}
void GameController::SetSecondaryTouchCount(u8 touchCount) {
std::scoped_lock lock{m_mutex};
m_secondary_touch_count = touchCount;
if (touchCount == 0) {
m_was_secondary_reset = true;
}
}
u8 GameController::GetPreviousTouchNum() {
std::scoped_lock lock{m_mutex};
return m_previous_touchnum;
}
void GameController::SetPreviousTouchNum(u8 touchNum) {
std::scoped_lock lock{m_mutex};
m_previous_touchnum = touchNum;
}
bool GameController::WasSecondaryTouchReset() {
std::scoped_lock lock{m_mutex};
return m_was_secondary_reset;
}
void GameController::UnsetSecondaryTouchResetBool() {
std::scoped_lock lock{m_mutex};
m_was_secondary_reset = false;
}
void GameController::SetLastOrientation(Libraries::Pad::OrbisFQuaternion& orientation) {
std::scoped_lock lock{m_mutex};
m_orientation = orientation;
}
Libraries::Pad::OrbisFQuaternion GameController::GetLastOrientation() {
std::scoped_lock lock{m_mutex};
return m_orientation;
}
std::chrono::steady_clock::time_point GameController::GetLastUpdate() {
std::scoped_lock lock{m_mutex};
return m_last_update;
}
void GameController::SetLastUpdate(std::chrono::steady_clock::time_point lastUpdate) {
std::scoped_lock lock{m_mutex};
m_last_update = lastUpdate;
}
u32 GameController::Poll() {
std::scoped_lock lock{m_mutex};
if (m_connected) {
auto time = Libraries::Kernel::sceKernelGetProcessTime();
if (m_states_num == 0) {
auto diff = (time - m_last_state.time) / 1000;
if (diff >= 100) {
AddState(GetLastState());
}
} else {
auto index = (m_first_state - 1 + m_states_num) % MAX_STATES;
auto diff = (time - m_states[index].time) / 1000;
if (m_private[index].obtained && diff >= 100) {
AddState(GetLastState());
}
}
}
return 100;
}
u8 GameControllers::GetGamepadIndexFromJoystickId(SDL_JoystickID id) {
s32 index = SDL_GetGamepadPlayerIndex(SDL_GetGamepadFromID(id));
LOG_TRACE(Input, "Gamepad index: {}", index);
return index;
}
} // namespace Input
namespace GamepadSelect {
int GetDefaultGamepad(SDL_JoystickID* gamepadIDs, int gamepadCount) {
char GUIDbuf[33];
if (Config::getDefaultControllerID() != "") {
for (int i = 0; i < gamepadCount; i++) {
SDL_GUIDToString(SDL_GetGamepadGUIDForID(gamepadIDs[i]), GUIDbuf, 33);
std::string currentGUID = std::string(GUIDbuf);
if (currentGUID == Config::getDefaultControllerID()) {
return i;
}
}
}
return -1;
}
std::optional<u8> GetControllerIndexFromUserID(s32 user_id) {
if (user_id < 1 || user_id > 4)
return std::nullopt;
return static_cast<u8>(user_id - 1);
}
int GetIndexfromGUID(SDL_JoystickID* gamepadIDs, int gamepadCount, std::string GUID) {
char GUIDbuf[33];
for (int i = 0; i < gamepadCount; i++) {
SDL_GUIDToString(SDL_GetGamepadGUIDForID(gamepadIDs[i]), GUIDbuf, 33);
std::string currentGUID = std::string(GUIDbuf);
if (currentGUID == GUID) {
return i;
}
}
return -1;
}
std::string GetGUIDString(SDL_JoystickID* gamepadIDs, int index) {
char GUIDbuf[33];
SDL_GUIDToString(SDL_GetGamepadGUIDForID(gamepadIDs[index]), GUIDbuf, 33);
std::string GUID = std::string(GUIDbuf);
return GUID;
}
std::string GetSelectedGamepad() {
return SelectedGamepad;
}
void SetSelectedGamepad(std::string GUID) {
SelectedGamepad = GUID;
}
} // namespace GamepadSelect