// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later #include "SDL3/SDL_events.h" #include "SDL3/SDL_hints.h" #include "SDL3/SDL_init.h" #include "SDL3/SDL_properties.h" #include "SDL3/SDL_timer.h" #include "SDL3/SDL_video.h" #include "common/assert.h" #include "common/config.h" #include "common/elf_info.h" #include "common/version.h" #include "core/libraries/kernel/time.h" #include "core/libraries/pad/pad.h" #include "imgui/renderer/imgui_core.h" #include "input/controller.h" #include "input/input_handler.h" #include "input/input_mouse.h" #include "sdl_window.h" #include "video_core/renderdoc.h" #ifdef __APPLE__ #include "SDL3/SDL_metal.h" #endif namespace Input { using Libraries::Pad::OrbisPadButtonDataOffset; static OrbisPadButtonDataOffset SDLGamepadToOrbisButton(u8 button) { using OPBDO = OrbisPadButtonDataOffset; switch (button) { case SDL_GAMEPAD_BUTTON_DPAD_DOWN: return OPBDO::Down; case SDL_GAMEPAD_BUTTON_DPAD_UP: return OPBDO::Up; case SDL_GAMEPAD_BUTTON_DPAD_LEFT: return OPBDO::Left; case SDL_GAMEPAD_BUTTON_DPAD_RIGHT: return OPBDO::Right; case SDL_GAMEPAD_BUTTON_SOUTH: return OPBDO::Cross; case SDL_GAMEPAD_BUTTON_NORTH: return OPBDO::Triangle; case SDL_GAMEPAD_BUTTON_WEST: return OPBDO::Square; case SDL_GAMEPAD_BUTTON_EAST: return OPBDO::Circle; case SDL_GAMEPAD_BUTTON_START: return OPBDO::Options; case SDL_GAMEPAD_BUTTON_TOUCHPAD: return OPBDO::TouchPad; case SDL_GAMEPAD_BUTTON_BACK: return OPBDO::TouchPad; case SDL_GAMEPAD_BUTTON_LEFT_SHOULDER: return OPBDO::L1; case SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER: return OPBDO::R1; case SDL_GAMEPAD_BUTTON_LEFT_STICK: return OPBDO::L3; case SDL_GAMEPAD_BUTTON_RIGHT_STICK: return OPBDO::R3; default: return OPBDO::None; } } static SDL_GamepadAxis InputAxisToSDL(Axis axis) { switch (axis) { case Axis::LeftX: return SDL_GAMEPAD_AXIS_LEFTX; case Axis::LeftY: return SDL_GAMEPAD_AXIS_LEFTY; case Axis::RightX: return SDL_GAMEPAD_AXIS_RIGHTX; case Axis::RightY: return SDL_GAMEPAD_AXIS_RIGHTY; case Axis::TriggerLeft: return SDL_GAMEPAD_AXIS_LEFT_TRIGGER; case Axis::TriggerRight: return SDL_GAMEPAD_AXIS_RIGHT_TRIGGER; default: UNREACHABLE(); } } SDLInputEngine::~SDLInputEngine() { if (m_gamepad) { SDL_CloseGamepad(m_gamepad); } } void SDLInputEngine::Init() { if (m_gamepad) { SDL_CloseGamepad(m_gamepad); m_gamepad = nullptr; } int gamepad_count; SDL_JoystickID* gamepads = SDL_GetGamepads(&gamepad_count); if (!gamepads) { LOG_ERROR(Input, "Cannot get gamepad list: {}", SDL_GetError()); return; } if (gamepad_count == 0) { LOG_INFO(Input, "No gamepad found!"); SDL_free(gamepads); return; } LOG_INFO(Input, "Got {} gamepads. Opening the first one.", gamepad_count); m_gamepad = SDL_OpenGamepad(gamepads[0]); if (!m_gamepad) { LOG_ERROR(Input, "Failed to open gamepad 0: {}", SDL_GetError()); SDL_free(gamepads); return; } SDL_Joystick* joystick = SDL_GetGamepadJoystick(m_gamepad); Uint16 vendor = SDL_GetJoystickVendor(joystick); Uint16 product = SDL_GetJoystickProduct(joystick); bool isDualSense = (vendor == 0x054C && product == 0x0CE6); LOG_INFO(Input, "Gamepad Vendor: {:04X}, Product: {:04X}", vendor, product); if (isDualSense) { LOG_INFO(Input, "Detected DualSense Controller"); } if (Config::getIsMotionControlsEnabled()) { if (SDL_SetGamepadSensorEnabled(m_gamepad, SDL_SENSOR_GYRO, true)) { m_gyro_poll_rate = SDL_GetGamepadSensorDataRate(m_gamepad, SDL_SENSOR_GYRO); LOG_INFO(Input, "Gyro initialized, poll rate: {}", m_gyro_poll_rate); } else { LOG_ERROR(Input, "Failed to initialize gyro controls for gamepad, error: {}", SDL_GetError()); SDL_SetGamepadSensorEnabled(m_gamepad, SDL_SENSOR_GYRO, false); } if (SDL_SetGamepadSensorEnabled(m_gamepad, SDL_SENSOR_ACCEL, true)) { m_accel_poll_rate = SDL_GetGamepadSensorDataRate(m_gamepad, SDL_SENSOR_ACCEL); LOG_INFO(Input, "Accel initialized, poll rate: {}", m_accel_poll_rate); } else { LOG_ERROR(Input, "Failed to initialize accel controls for gamepad, error: {}", SDL_GetError()); SDL_SetGamepadSensorEnabled(m_gamepad, SDL_SENSOR_ACCEL, false); } } SDL_free(gamepads); int* rgb = Config::GetControllerCustomColor(); if (isDualSense) { if (SDL_SetJoystickLED(joystick, rgb[0], rgb[1], rgb[2]) == 0) { LOG_INFO(Input, "Set DualSense LED to R:{} G:{} B:{}", rgb[0], rgb[1], rgb[2]); } else { LOG_ERROR(Input, "Failed to set DualSense LED: {}", SDL_GetError()); } } else { SetLightBarRGB(rgb[0], rgb[1], rgb[2]); } } void SDLInputEngine::SetLightBarRGB(u8 r, u8 g, u8 b) { if (m_gamepad) { SDL_SetGamepadLED(m_gamepad, r, g, b); } } void SDLInputEngine::SetVibration(u8 smallMotor, u8 largeMotor) { if (m_gamepad) { const auto low_freq = (smallMotor / 255.0f) * 0xFFFF; const auto high_freq = (largeMotor / 255.0f) * 0xFFFF; SDL_RumbleGamepad(m_gamepad, low_freq, high_freq, -1); } } State SDLInputEngine::ReadState() { State state{}; state.time = Libraries::Kernel::sceKernelGetProcessTime(); // Buttons for (u8 i = 0; i < SDL_GAMEPAD_BUTTON_COUNT; ++i) { auto orbisButton = SDLGamepadToOrbisButton(i); if (orbisButton == OrbisPadButtonDataOffset::None) { continue; } state.OnButton(orbisButton, SDL_GetGamepadButton(m_gamepad, (SDL_GamepadButton)i)); } // Axes for (int i = 0; i < static_cast(Axis::AxisMax); ++i) { const auto axis = static_cast(i); const auto value = SDL_GetGamepadAxis(m_gamepad, InputAxisToSDL(axis)); switch (axis) { case Axis::TriggerLeft: case Axis::TriggerRight: state.OnAxis(axis, GetAxis(0, 0x8000, value)); break; default: state.OnAxis(axis, GetAxis(-0x8000, 0x8000, value)); break; } } // Touchpad if (SDL_GetNumGamepadTouchpads(m_gamepad) > 0) { for (int finger = 0; finger < 2; ++finger) { bool down; float x, y; if (SDL_GetGamepadTouchpadFinger(m_gamepad, 0, finger, &down, &x, &y, NULL)) { state.OnTouchpad(finger, down, x, y); } } } // Gyro if (SDL_GamepadHasSensor(m_gamepad, SDL_SENSOR_GYRO)) { float gyro[3]; if (SDL_GetGamepadSensorData(m_gamepad, SDL_SENSOR_GYRO, gyro, 3)) { state.OnGyro(gyro); } } // Accel if (SDL_GamepadHasSensor(m_gamepad, SDL_SENSOR_ACCEL)) { float accel[3]; if (SDL_GetGamepadSensorData(m_gamepad, SDL_SENSOR_ACCEL, accel, 3)) { state.OnAccel(accel); } } return state; } float SDLInputEngine::GetGyroPollRate() const { return m_gyro_poll_rate; } float SDLInputEngine::GetAccelPollRate() const { return m_accel_poll_rate; } } // namespace Input namespace Frontend { using namespace Libraries::Pad; static Uint32 SDLCALL PollController(void* userdata, SDL_TimerID timer_id, Uint32 interval) { auto* controller = reinterpret_cast(userdata); return controller->Poll(); } WindowSDL::WindowSDL(s32 width_, s32 height_, Input::GameController* controller_, std::string_view window_title) : width{width_}, height{height_}, controller{controller_} { if (!SDL_SetHint(SDL_HINT_APP_NAME, "shadPS4")) { UNREACHABLE_MSG("Failed to set SDL window hint: {}", SDL_GetError()); } if (!SDL_Init(SDL_INIT_VIDEO)) { UNREACHABLE_MSG("Failed to initialize SDL video subsystem: {}", SDL_GetError()); } SDL_InitSubSystem(SDL_INIT_AUDIO); SDL_PropertiesID props = SDL_CreateProperties(); SDL_SetStringProperty(props, SDL_PROP_WINDOW_CREATE_TITLE_STRING, std::string(window_title).c_str()); SDL_SetNumberProperty(props, SDL_PROP_WINDOW_CREATE_X_NUMBER, SDL_WINDOWPOS_CENTERED); SDL_SetNumberProperty(props, SDL_PROP_WINDOW_CREATE_Y_NUMBER, SDL_WINDOWPOS_CENTERED); SDL_SetNumberProperty(props, SDL_PROP_WINDOW_CREATE_WIDTH_NUMBER, width); SDL_SetNumberProperty(props, SDL_PROP_WINDOW_CREATE_HEIGHT_NUMBER, height); SDL_SetNumberProperty(props, "flags", SDL_WINDOW_VULKAN); SDL_SetBooleanProperty(props, SDL_PROP_WINDOW_CREATE_RESIZABLE_BOOLEAN, true); window = SDL_CreateWindowWithProperties(props); SDL_DestroyProperties(props); if (window == nullptr) { UNREACHABLE_MSG("Failed to create window handle: {}", SDL_GetError()); } SDL_SetWindowMinimumSize(window, 640, 360); bool error = false; const SDL_DisplayID displayIndex = SDL_GetDisplayForWindow(window); if (displayIndex < 0) { LOG_ERROR(Frontend, "Error getting display index: {}", SDL_GetError()); error = true; } const SDL_DisplayMode* displayMode; if ((displayMode = SDL_GetCurrentDisplayMode(displayIndex)) == 0) { LOG_ERROR(Frontend, "Error getting display mode: {}", SDL_GetError()); error = true; } if (!error) { SDL_SetWindowFullscreenMode( window, Config::getFullscreenMode() == "Fullscreen" ? displayMode : NULL); } SDL_SetWindowFullscreen(window, Config::getIsFullscreen()); SDL_InitSubSystem(SDL_INIT_GAMEPAD); controller->SetEngine(std::make_unique()); #if defined(SDL_PLATFORM_WIN32) window_info.type = WindowSystemType::Windows; window_info.render_surface = SDL_GetPointerProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_WIN32_HWND_POINTER, NULL); #elif defined(SDL_PLATFORM_LINUX) if (SDL_strcmp(SDL_GetCurrentVideoDriver(), "x11") == 0) { window_info.type = WindowSystemType::X11; window_info.display_connection = SDL_GetPointerProperty( SDL_GetWindowProperties(window), SDL_PROP_WINDOW_X11_DISPLAY_POINTER, NULL); window_info.render_surface = (void*)SDL_GetNumberProperty( SDL_GetWindowProperties(window), SDL_PROP_WINDOW_X11_WINDOW_NUMBER, 0); } else if (SDL_strcmp(SDL_GetCurrentVideoDriver(), "wayland") == 0) { window_info.type = WindowSystemType::Wayland; window_info.display_connection = SDL_GetPointerProperty( SDL_GetWindowProperties(window), SDL_PROP_WINDOW_WAYLAND_DISPLAY_POINTER, NULL); window_info.render_surface = SDL_GetPointerProperty( SDL_GetWindowProperties(window), SDL_PROP_WINDOW_WAYLAND_SURFACE_POINTER, NULL); } #elif defined(SDL_PLATFORM_MACOS) window_info.type = WindowSystemType::Metal; window_info.render_surface = SDL_Metal_GetLayer(SDL_Metal_CreateView(window)); #endif // input handler init-s Input::ControllerOutput::SetControllerOutputController(controller); Input::ControllerOutput::LinkJoystickAxes(); Input::ParseInputConfig(std::string(Common::ElfInfo::Instance().GameSerial())); } WindowSDL::~WindowSDL() = default; void WindowSDL::WaitEvent() { // Called on main thread SDL_Event event; if (!SDL_WaitEvent(&event)) { return; } if (ImGui::Core::ProcessEvent(&event)) { return; } switch (event.type) { case SDL_EVENT_WINDOW_RESIZED: case SDL_EVENT_WINDOW_MAXIMIZED: case SDL_EVENT_WINDOW_RESTORED: OnResize(); break; case SDL_EVENT_WINDOW_MINIMIZED: case SDL_EVENT_WINDOW_EXPOSED: is_shown = event.type == SDL_EVENT_WINDOW_EXPOSED; OnResize(); break; case SDL_EVENT_MOUSE_BUTTON_DOWN: case SDL_EVENT_MOUSE_BUTTON_UP: case SDL_EVENT_MOUSE_WHEEL: case SDL_EVENT_MOUSE_WHEEL_OFF: case SDL_EVENT_KEY_DOWN: case SDL_EVENT_KEY_UP: OnKeyboardMouseInput(&event); break; case SDL_EVENT_GAMEPAD_ADDED: case SDL_EVENT_GAMEPAD_REMOVED: controller->SetEngine(std::make_unique()); break; case SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN: case SDL_EVENT_GAMEPAD_TOUCHPAD_UP: case SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION: controller->SetTouchpadState(event.gtouchpad.finger, event.type != SDL_EVENT_GAMEPAD_TOUCHPAD_UP, event.gtouchpad.x, event.gtouchpad.y); break; case SDL_EVENT_GAMEPAD_BUTTON_DOWN: case SDL_EVENT_GAMEPAD_BUTTON_UP: case SDL_EVENT_GAMEPAD_AXIS_MOTION: OnGamepadEvent(&event); break; // i really would have appreciated ANY KIND OF DOCUMENTATION ON THIS // AND IT DOESN'T EVEN USE PROPER ENUMS case SDL_EVENT_GAMEPAD_SENSOR_UPDATE: switch ((SDL_SensorType)event.gsensor.sensor) { case SDL_SENSOR_GYRO: controller->Gyro(0, event.gsensor.data); break; case SDL_SENSOR_ACCEL: controller->Acceleration(0, event.gsensor.data); break; default: break; } break; case SDL_EVENT_QUIT: is_open = false; break; default: break; } } void WindowSDL::InitTimers() { SDL_AddTimer(100, &PollController, controller); SDL_AddTimer(33, Input::MousePolling, (void*)controller); } void WindowSDL::RequestKeyboard() { if (keyboard_grab == 0) { SDL_RunOnMainThread( [](void* userdata) { SDL_StartTextInput(static_cast(userdata)); }, window, true); } keyboard_grab++; } void WindowSDL::ReleaseKeyboard() { ASSERT(keyboard_grab > 0); keyboard_grab--; if (keyboard_grab == 0) { SDL_RunOnMainThread( [](void* userdata) { SDL_StopTextInput(static_cast(userdata)); }, window, true); } } void WindowSDL::OnResize() { SDL_GetWindowSizeInPixels(window, &width, &height); ImGui::Core::OnResize(); } Uint32 wheelOffCallback(void* og_event, Uint32 timer_id, Uint32 interval) { SDL_Event off_event = *(SDL_Event*)og_event; off_event.type = SDL_EVENT_MOUSE_WHEEL_OFF; SDL_PushEvent(&off_event); delete (SDL_Event*)og_event; return 0; } void WindowSDL::OnKeyboardMouseInput(const SDL_Event* event) { using Libraries::Pad::OrbisPadButtonDataOffset; // get the event's id, if it's keyup or keydown const bool input_down = event->type == SDL_EVENT_KEY_DOWN || event->type == SDL_EVENT_MOUSE_BUTTON_DOWN || event->type == SDL_EVENT_MOUSE_WHEEL; Input::InputEvent input_event = Input::InputBinding::GetInputEventFromSDLEvent(*event); // Handle window controls outside of the input maps if (event->type == SDL_EVENT_KEY_DOWN) { u32 input_id = input_event.input.sdl_id; // Reparse kbm inputs if (input_id == SDLK_F8) { Input::ParseInputConfig(std::string(Common::ElfInfo::Instance().GameSerial())); return; } // Toggle mouse capture and movement input else if (input_id == SDLK_F7) { Input::ToggleMouseEnabled(); SDL_SetWindowRelativeMouseMode(this->GetSDLWindow(), !SDL_GetWindowRelativeMouseMode(this->GetSDLWindow())); return; } // Toggle fullscreen else if (input_id == SDLK_F11) { SDL_WindowFlags flag = SDL_GetWindowFlags(window); bool is_fullscreen = flag & SDL_WINDOW_FULLSCREEN; SDL_SetWindowFullscreen(window, !is_fullscreen); return; } // Trigger rdoc capture else if (input_id == SDLK_F12) { VideoCore::TriggerCapture(); return; } } // if it's a wheel event, make a timer that turns it off after a set time if (event->type == SDL_EVENT_MOUSE_WHEEL) { const SDL_Event* copy = new SDL_Event(*event); SDL_AddTimer(33, wheelOffCallback, (void*)copy); } // add/remove it from the list bool inputs_changed = Input::UpdatePressedKeys(input_event); // update bindings if (inputs_changed) { Input::ActivateOutputsFromInputs(); } } void WindowSDL::OnGamepadEvent(const SDL_Event* event) { bool input_down = event->type == SDL_EVENT_GAMEPAD_AXIS_MOTION || event->type == SDL_EVENT_GAMEPAD_BUTTON_DOWN; Input::InputEvent input_event = Input::InputBinding::GetInputEventFromSDLEvent(*event); // the touchpad button shouldn't be rebound to anything else, // as it would break the entire touchpad handling // You can still bind other things to it though if (event->gbutton.button == SDL_GAMEPAD_BUTTON_TOUCHPAD) { controller->CheckButton(0, OrbisPadButtonDataOffset::TouchPad, input_down); return; } // add/remove it from the list bool inputs_changed = Input::UpdatePressedKeys(input_event); // update bindings if (inputs_changed) { Input::ActivateOutputsFromInputs(); } } } // namespace Frontend