shadPS4/src/input/input_handler.h
nickci2002 4bfd8b967b
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Changed symbol bindings to their names (#3158)
* Changed symbol bindings to their names

* Fixed kakposfos' requests on GitHub

* Fine, I'll do it myself.

---------

Co-authored-by: kalaposfos13 <153381648+kalaposfos13@users.noreply.github.com>
2025-06-27 12:55:12 +02:00

457 lines
14 KiB
C++

// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <array>
#include <map>
#include <string>
#include <unordered_set>
#include "SDL3/SDL_events.h"
#include "SDL3/SDL_timer.h"
#include "common/logging/log.h"
#include "common/types.h"
#include "core/libraries/pad/pad.h"
#include "fmt/format.h"
#include "input/controller.h"
// +1 and +2 is taken
#define SDL_MOUSE_WHEEL_UP SDL_EVENT_MOUSE_WHEEL + 3
#define SDL_MOUSE_WHEEL_DOWN SDL_EVENT_MOUSE_WHEEL + 4
#define SDL_MOUSE_WHEEL_LEFT SDL_EVENT_MOUSE_WHEEL + 5
#define SDL_MOUSE_WHEEL_RIGHT SDL_EVENT_MOUSE_WHEEL + 7
#define SDL_GAMEPAD_BUTTON_TOUCHPAD_LEFT SDL_GAMEPAD_BUTTON_COUNT + 1
#define SDL_GAMEPAD_BUTTON_TOUCHPAD_CENTER SDL_GAMEPAD_BUTTON_COUNT + 2
#define SDL_GAMEPAD_BUTTON_TOUCHPAD_RIGHT SDL_GAMEPAD_BUTTON_COUNT + 3
// idk who already used what where so I just chose a big number
#define SDL_EVENT_MOUSE_WHEEL_OFF SDL_EVENT_USER + 10
#define LEFTJOYSTICK_HALFMODE 0x00010000
#define RIGHTJOYSTICK_HALFMODE 0x00020000
#define BACK_BUTTON 0x00040000
#define KEY_TOGGLE 0x00200000
#define MOUSE_GYRO_ROLL_MODE 0x00400000
#define SDL_UNMAPPED UINT32_MAX - 1
namespace Input {
using Input::Axis;
using Libraries::Pad::OrbisPadButtonDataOffset;
struct AxisMapping {
u32 axis;
s16 value;
AxisMapping(SDL_GamepadAxis a, s16 v) : axis(a), value(v) {}
};
enum class InputType { Axis, KeyboardMouse, Controller, Count };
const std::array<std::string, 4> input_type_names = {"Axis", "KBM", "Controller", "Unknown"};
class InputID {
public:
InputType type;
u32 sdl_id;
InputID(InputType d = InputType::Count, u32 i = SDL_UNMAPPED) : type(d), sdl_id(i) {}
bool operator==(const InputID& o) const {
return type == o.type && sdl_id == o.sdl_id;
}
bool operator!=(const InputID& o) const {
return type != o.type || sdl_id != o.sdl_id;
}
bool operator<=(const InputID& o) const {
return type <= o.type && sdl_id <= o.sdl_id;
}
bool IsValid() const {
return *this != InputID();
}
std::string ToString() {
return fmt::format("({}: {:x})", input_type_names[static_cast<u8>(type)], sdl_id);
}
};
class InputEvent {
public:
InputID input;
bool active;
s8 axis_value;
InputEvent(InputID i = InputID(), bool a = false, s8 v = 0)
: input(i), active(a), axis_value(v) {}
InputEvent(InputType d, u32 i, bool a = false, s8 v = 0)
: input(d, i), active(a), axis_value(v) {}
};
// i strongly suggest you collapse these maps
const std::map<std::string, u32> string_to_cbutton_map = {
{"triangle", SDL_GAMEPAD_BUTTON_NORTH},
{"circle", SDL_GAMEPAD_BUTTON_EAST},
{"cross", SDL_GAMEPAD_BUTTON_SOUTH},
{"square", SDL_GAMEPAD_BUTTON_WEST},
{"l1", SDL_GAMEPAD_BUTTON_LEFT_SHOULDER},
{"r1", SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER},
{"l3", SDL_GAMEPAD_BUTTON_LEFT_STICK},
{"r3", SDL_GAMEPAD_BUTTON_RIGHT_STICK},
{"pad_up", SDL_GAMEPAD_BUTTON_DPAD_UP},
{"pad_down", SDL_GAMEPAD_BUTTON_DPAD_DOWN},
{"pad_left", SDL_GAMEPAD_BUTTON_DPAD_LEFT},
{"pad_right", SDL_GAMEPAD_BUTTON_DPAD_RIGHT},
{"options", SDL_GAMEPAD_BUTTON_START},
// these are outputs only (touchpad can only be bound to itself)
{"touchpad_left", SDL_GAMEPAD_BUTTON_TOUCHPAD_LEFT},
{"touchpad_center", SDL_GAMEPAD_BUTTON_TOUCHPAD_CENTER},
{"touchpad_right", SDL_GAMEPAD_BUTTON_TOUCHPAD_RIGHT},
{"leftjoystick_halfmode", LEFTJOYSTICK_HALFMODE},
{"rightjoystick_halfmode", RIGHTJOYSTICK_HALFMODE},
// this is only for input
{"back", SDL_GAMEPAD_BUTTON_BACK},
{"lpaddle_high", SDL_GAMEPAD_BUTTON_LEFT_PADDLE1},
{"lpaddle_low", SDL_GAMEPAD_BUTTON_LEFT_PADDLE2},
{"rpaddle_high", SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1},
{"rpaddle_low", SDL_GAMEPAD_BUTTON_RIGHT_PADDLE2},
{"mouse_gyro_roll_mode", MOUSE_GYRO_ROLL_MODE},
};
const std::map<std::string, AxisMapping> string_to_axis_map = {
{"axis_left_x_plus", {SDL_GAMEPAD_AXIS_LEFTX, 127}},
{"axis_left_x_minus", {SDL_GAMEPAD_AXIS_LEFTX, -127}},
{"axis_left_y_plus", {SDL_GAMEPAD_AXIS_LEFTY, 127}},
{"axis_left_y_minus", {SDL_GAMEPAD_AXIS_LEFTY, -127}},
{"axis_right_x_plus", {SDL_GAMEPAD_AXIS_RIGHTX, 127}},
{"axis_right_x_minus", {SDL_GAMEPAD_AXIS_RIGHTX, -127}},
{"axis_right_y_plus", {SDL_GAMEPAD_AXIS_RIGHTY, 127}},
{"axis_right_y_minus", {SDL_GAMEPAD_AXIS_RIGHTY, -127}},
{"l2", {SDL_GAMEPAD_AXIS_LEFT_TRIGGER, 127}},
{"r2", {SDL_GAMEPAD_AXIS_RIGHT_TRIGGER, 127}},
// should only use these to bind analog inputs to analog outputs
{"axis_left_x", {SDL_GAMEPAD_AXIS_LEFTX, 127}},
{"axis_left_y", {SDL_GAMEPAD_AXIS_LEFTY, 127}},
{"axis_right_x", {SDL_GAMEPAD_AXIS_RIGHTX, 127}},
{"axis_right_y", {SDL_GAMEPAD_AXIS_RIGHTY, 127}},
};
const std::map<std::string, u32> string_to_keyboard_key_map = {
// alphanumeric
{"a", SDLK_A},
{"b", SDLK_B},
{"c", SDLK_C},
{"d", SDLK_D},
{"e", SDLK_E},
{"f", SDLK_F},
{"g", SDLK_G},
{"h", SDLK_H},
{"i", SDLK_I},
{"j", SDLK_J},
{"k", SDLK_K},
{"l", SDLK_L},
{"m", SDLK_M},
{"n", SDLK_N},
{"o", SDLK_O},
{"p", SDLK_P},
{"q", SDLK_Q},
{"r", SDLK_R},
{"s", SDLK_S},
{"t", SDLK_T},
{"u", SDLK_U},
{"v", SDLK_V},
{"w", SDLK_W},
{"x", SDLK_X},
{"y", SDLK_Y},
{"z", SDLK_Z},
{"0", SDLK_0},
{"1", SDLK_1},
{"2", SDLK_2},
{"3", SDLK_3},
{"4", SDLK_4},
{"5", SDLK_5},
{"6", SDLK_6},
{"7", SDLK_7},
{"8", SDLK_8},
{"9", SDLK_9},
// symbols
{"grave", SDLK_GRAVE},
{"tilde", SDLK_TILDE},
{"exclamation", SDLK_EXCLAIM},
{"at", SDLK_AT},
{"hash", SDLK_HASH},
{"dollar", SDLK_DOLLAR},
{"percent", SDLK_PERCENT},
{"caret", SDLK_CARET},
{"ampersand", SDLK_AMPERSAND},
{"asterisk", SDLK_ASTERISK},
{"lparen", SDLK_LEFTPAREN},
{"rparen", SDLK_RIGHTPAREN},
{"minus", SDLK_MINUS},
{"underscore", SDLK_UNDERSCORE},
{"equals", SDLK_EQUALS},
{"plus", SDLK_PLUS},
{"lbracket", SDLK_LEFTBRACKET},
{"rbracket", SDLK_RIGHTBRACKET},
{"lbrace", SDLK_LEFTBRACE},
{"rbrace", SDLK_RIGHTBRACE},
{"backslash", SDLK_BACKSLASH},
{"pipe", SDLK_PIPE},
{"semicolon", SDLK_SEMICOLON},
{"colon", SDLK_COLON},
{"apostrophe", SDLK_APOSTROPHE},
{"quote", SDLK_DBLAPOSTROPHE},
{"comma", SDLK_COMMA},
{"less", SDLK_LESS},
{"period", SDLK_PERIOD},
{"greater", SDLK_GREATER},
{"slash", SDLK_SLASH},
{"question", SDLK_QUESTION},
// special keys
{"escape", SDLK_ESCAPE},
{"printscreen", SDLK_PRINTSCREEN},
{"scrolllock", SDLK_SCROLLLOCK},
{"pausebreak", SDLK_PAUSE},
{"backspace", SDLK_BACKSPACE},
{"delete", SDLK_DELETE},
{"insert", SDLK_INSERT},
{"home", SDLK_HOME},
{"end", SDLK_END},
{"pgup", SDLK_PAGEUP},
{"pgdown", SDLK_PAGEDOWN},
{"tab", SDLK_TAB},
{"capslock", SDLK_CAPSLOCK},
{"enter", SDLK_RETURN},
{"lshift", SDLK_LSHIFT},
{"rshift", SDLK_RSHIFT},
{"lctrl", SDLK_LCTRL},
{"rctrl", SDLK_RCTRL},
{"lalt", SDLK_LALT},
{"ralt", SDLK_RALT},
{"lmeta", SDLK_LGUI},
{"rmeta", SDLK_RGUI},
{"lwin", SDLK_LGUI},
{"rwin", SDLK_RGUI},
{"space", SDLK_SPACE},
{"up", SDLK_UP},
{"down", SDLK_DOWN},
{"left", SDLK_LEFT},
{"right", SDLK_RIGHT},
// keypad
{"kp0", SDLK_KP_0},
{"kp1", SDLK_KP_1},
{"kp2", SDLK_KP_2},
{"kp3", SDLK_KP_3},
{"kp4", SDLK_KP_4},
{"kp5", SDLK_KP_5},
{"kp6", SDLK_KP_6},
{"kp7", SDLK_KP_7},
{"kp8", SDLK_KP_8},
{"kp9", SDLK_KP_9},
{"kpperiod", SDLK_KP_PERIOD},
{"kpcomma", SDLK_KP_COMMA},
{"kpslash", SDLK_KP_DIVIDE},
{"kpasterisk", SDLK_KP_MULTIPLY},
{"kpminus", SDLK_KP_MINUS},
{"kpplus", SDLK_KP_PLUS},
{"kpequals", SDLK_KP_EQUALS},
{"kpenter", SDLK_KP_ENTER},
// mouse
{"leftbutton", SDL_BUTTON_LEFT},
{"rightbutton", SDL_BUTTON_RIGHT},
{"middlebutton", SDL_BUTTON_MIDDLE},
{"sidebuttonback", SDL_BUTTON_X1},
{"sidebuttonforward", SDL_BUTTON_X2},
{"mousewheelup", SDL_MOUSE_WHEEL_UP},
{"mousewheeldown", SDL_MOUSE_WHEEL_DOWN},
{"mousewheelleft", SDL_MOUSE_WHEEL_LEFT},
{"mousewheelright", SDL_MOUSE_WHEEL_RIGHT},
// no binding
{"unmapped", SDL_UNMAPPED},
};
void ParseInputConfig(const std::string game_id);
class InputBinding {
public:
InputID keys[3];
InputBinding(InputID k1 = InputID(), InputID k2 = InputID(), InputID k3 = InputID()) {
// we format the keys so comparing them will be very fast, because we will only have to
// compare 3 sorted elements, where the only possible duplicate item is 0
// duplicate entries get changed to one original, one null
if (k1 == k2 && k1 != InputID()) {
k2 = InputID();
}
if (k1 == k3 && k1 != InputID()) {
k3 = InputID();
}
if (k3 == k2 && k2 != InputID()) {
k2 = InputID();
}
// this sorts them
if (k1 <= k2 && k1 <= k3) {
keys[0] = k1;
if (k2 <= k3) {
keys[1] = k2;
keys[2] = k3;
} else {
keys[1] = k3;
keys[2] = k2;
}
} else if (k2 <= k1 && k2 <= k3) {
keys[0] = k2;
if (k1 <= k3) {
keys[1] = k1;
keys[2] = k3;
} else {
keys[1] = k3;
keys[2] = k1;
}
} else {
keys[0] = k3;
if (k1 <= k2) {
keys[1] = k1;
keys[2] = k2;
} else {
keys[1] = k2;
keys[3] = k1;
}
}
}
// copy ctor
InputBinding(const InputBinding& o) {
keys[0] = o.keys[0];
keys[1] = o.keys[1];
keys[2] = o.keys[2];
}
inline bool operator==(const InputBinding& o) {
// InputID() signifies an unused slot
return (keys[0] == o.keys[0] || keys[0] == InputID() || o.keys[0] == InputID()) &&
(keys[1] == o.keys[1] || keys[1] == InputID() || o.keys[1] == InputID()) &&
(keys[2] == o.keys[2] || keys[2] == InputID() || o.keys[2] == InputID());
// it is already very fast,
// but reverse order makes it check the actual keys first instead of possible 0-s,
// potenially skipping the later expressions of the three-way AND
}
inline int KeyCount() const {
return (keys[0].IsValid() ? 1 : 0) + (keys[1].IsValid() ? 1 : 0) +
(keys[2].IsValid() ? 1 : 0);
}
// Sorts by the amount of non zero keys - left side is 'bigger' here
bool operator<(const InputBinding& other) const {
return KeyCount() > other.KeyCount();
}
inline bool IsEmpty() {
return !(keys[0].IsValid() || keys[1].IsValid() || keys[2].IsValid());
}
std::string ToString() { // todo add device type
switch (KeyCount()) {
case 1:
return fmt::format("({})", keys[0].ToString());
case 2:
return fmt::format("({}, {})", keys[0].ToString(), keys[1].ToString());
case 3:
return fmt::format("({}, {}, {})", keys[0].ToString(), keys[1].ToString(),
keys[2].ToString());
default:
return "Empty";
}
}
// returns an InputEvent based on the event type (keyboard, mouse buttons/wheel, or controller)
static InputEvent GetInputEventFromSDLEvent(const SDL_Event& e);
};
class ControllerOutput {
static GameController* controller;
public:
static void SetControllerOutputController(GameController* c);
static void LinkJoystickAxes();
u32 button;
u32 axis;
// these are only used as s8,
// but I added some padding to avoid overflow if it's activated by multiple inputs
// axis_plus and axis_minus pairs share a common new_param, the other outputs have their own
s16 old_param;
s16* new_param;
bool old_button_state, new_button_state, state_changed, positive_axis;
ControllerOutput(const u32 b, u32 a = SDL_GAMEPAD_AXIS_INVALID, bool p = true) {
button = b;
axis = a;
new_param = new s16(0);
old_param = 0;
positive_axis = p;
}
ControllerOutput(const ControllerOutput& o) : button(o.button), axis(o.axis) {
new_param = new s16(*o.new_param);
}
~ControllerOutput() {
delete new_param;
}
inline bool operator==(const ControllerOutput& o) const { // fucking consts everywhere
return button == o.button && axis == o.axis;
}
inline bool operator!=(const ControllerOutput& o) const {
return button != o.button || axis != o.axis;
}
std::string ToString() const {
return fmt::format("({}, {}, {})", (s32)button, (int)axis, old_param);
}
inline bool IsButton() const {
return axis == SDL_GAMEPAD_AXIS_INVALID && button != SDL_GAMEPAD_BUTTON_INVALID;
}
inline bool IsAxis() const {
return axis != SDL_GAMEPAD_AXIS_INVALID && button == SDL_GAMEPAD_BUTTON_INVALID;
}
void ResetUpdate();
void AddUpdate(InputEvent event);
void FinalizeUpdate();
};
class BindingConnection {
public:
InputBinding binding;
ControllerOutput* output;
u32 axis_param;
InputID toggle;
BindingConnection(InputBinding b, ControllerOutput* out, u32 param = 0, InputID t = InputID()) {
binding = b;
axis_param = param;
output = out;
toggle = t;
}
bool operator<(const BindingConnection& other) const {
// a button is a higher priority than an axis, as buttons can influence axes
// (e.g. joystick_halfmode)
if (output->IsButton() &&
(other.output->IsAxis() && (other.output->axis != SDL_GAMEPAD_AXIS_LEFT_TRIGGER &&
other.output->axis != SDL_GAMEPAD_AXIS_RIGHT_TRIGGER))) {
return true;
}
if (binding < other.binding) {
return true;
}
return false;
}
InputEvent ProcessBinding();
};
// Updates the list of pressed keys with the given input.
// Returns whether the list was updated or not.
bool UpdatePressedKeys(InputEvent event);
void ActivateOutputsFromInputs();
} // namespace Input