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Megamouse 2025-04-19 07:59:13 -07:00 committed by GitHub
commit 57736806cb
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GPG key ID: B5690EEEBB952194
4 changed files with 163 additions and 14 deletions

@ -1 +1 @@
Subproject commit 877399b2b2cf21e67554ed9046410f268ce1d1b2
Subproject commit f705e2f9f71fe0d329f773a699083f5ef4ad7590

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@ -532,8 +532,6 @@
<AdditionalIncludeDirectories>SDL\include;SDL\include\build_config;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<DebugInformationFormat Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">ProgramDatabase</DebugInformationFormat>
<Optimization Condition="'$(Configuration)|$(Platform)'=='Release|x64'">MaxSpeed</Optimization>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">SDL_HIDAPI_DISABLED;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Release|x64'">SDL_HIDAPI_DISABLED;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile>
</ItemDefinitionGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />

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@ -30,6 +30,14 @@ public:
return instance;
}
void set_hint(const char* name, const char* value)
{
if (!SDL_SetHint(name, value))
{
sdl_log.error("Could not set hint '%s' to '%s': %s", name, value, SDL_GetError());
}
}
bool initialize()
{
// Only init SDL once. SDL uses a global state internally...
@ -41,10 +49,14 @@ public:
sdl_log.notice("Initializing SDL ...");
// Set non-dynamic hints before SDL_Init
if (!SDL_SetHint(SDL_HINT_JOYSTICK_THREAD, "1"))
{
sdl_log.error("Could not set SDL_HINT_JOYSTICK_THREAD: %s", SDL_GetError());
}
set_hint(SDL_HINT_JOYSTICK_THREAD, "1");
// DS3 pressure sensitive buttons
#ifdef _WIN32
set_hint(SDL_HINT_JOYSTICK_HIDAPI_PS3_SIXAXIS_DRIVER, "1");
#else
set_hint(SDL_HINT_JOYSTICK_HIDAPI_PS3, "1");
#endif
if (!SDL_Init(SDL_INIT_JOYSTICK | SDL_INIT_GAMEPAD))
{
@ -85,6 +97,9 @@ public:
case SDL_LOG_CATEGORY_TEST:
category_name = "test";
break;
case SDL_LOG_CATEGORY_GPU:
category_name = "gpu";
break;
default:
category_name = fmt::format("unknown(%d)", category);
break;
@ -142,6 +157,11 @@ sdl_pad_handler::sdl_pad_handler() : PadHandlerBase(pad_handler::sdl)
{ SDLKeyCodes::RS, "RS" },
{ SDLKeyCodes::Guide, "Guide" },
{ SDLKeyCodes::Misc1, "Misc 1" },
{ SDLKeyCodes::Misc2, "Misc 2" },
{ SDLKeyCodes::Misc3, "Misc 3" },
{ SDLKeyCodes::Misc4, "Misc 4" },
{ SDLKeyCodes::Misc5, "Misc 5" },
{ SDLKeyCodes::Misc6, "Misc 6" },
{ SDLKeyCodes::RPaddle1, "R Paddle 1" },
{ SDLKeyCodes::LPaddle1, "L Paddle 1" },
{ SDLKeyCodes::RPaddle2, "R Paddle 2" },
@ -161,6 +181,16 @@ sdl_pad_handler::sdl_pad_handler() : PadHandlerBase(pad_handler::sdl)
{ SDLKeyCodes::RSXPos, "RS X+" },
{ SDLKeyCodes::RSYPos, "RS Y+" },
{ SDLKeyCodes::RSYNeg, "RS Y-" },
{ SDLKeyCodes::PressureCross, "South" }, // Same name as non-pressure button
{ SDLKeyCodes::PressureCircle, "East" }, // Same name as non-pressure button
{ SDLKeyCodes::PressureSquare, "West" }, // Same name as non-pressure button
{ SDLKeyCodes::PressureTriangle, "North" }, // Same name as non-pressure button
{ SDLKeyCodes::PressureL1, "LB" }, // Same name as non-pressure button
{ SDLKeyCodes::PressureR1, "RB" }, // Same name as non-pressure button
{ SDLKeyCodes::PressureUp, "Up" }, // Same name as non-pressure button
{ SDLKeyCodes::PressureDown, "Down" }, // Same name as non-pressure button
{ SDLKeyCodes::PressureLeft, "Left" }, // Same name as non-pressure button
{ SDLKeyCodes::PressureRight, "Right" }, // Same name as non-pressure button
};
init_configs();
@ -352,6 +382,7 @@ SDLDevice::sdl_info sdl_pad_handler::get_sdl_info(SDL_JoystickID id)
}
info.type = SDL_GetGamepadType(info.gamepad);
info.real_type = SDL_GetRealGamepadType(info.gamepad);
info.vid = SDL_GetGamepadVendor(info.gamepad);
info.pid = SDL_GetGamepadProduct(info.gamepad);
info.product_version = SDL_GetGamepadProductVersion(info.gamepad);
@ -385,8 +416,8 @@ SDLDevice::sdl_info sdl_pad_handler::get_sdl_info(SDL_JoystickID id)
}
}
sdl_log.notice("Found game pad %d: type=%d, name='%s', path='%s', serial='%s', vid=0x%x, pid=0x%x, product_version=0x%x, firmware_version=0x%x, has_led=%d, has_player_led=%d, has_mono_led=%d, has_rumble=%d, has_rumble_triggers=%d, has_accel=%d, has_gyro=%d",
id, static_cast<int>(info.type), info.name, info.path, info.serial, info.vid, info.pid, info.product_version, info.firmware_version, info.has_led, info.has_player_led, info.has_mono_led, info.has_rumble, info.has_rumble_triggers, info.has_accel, info.has_gyro);
sdl_log.notice("Found game pad %d: type=%d, real_type=%d, name='%s', path='%s', serial='%s', vid=0x%x, pid=0x%x, product_version=0x%x, firmware_version=0x%x, has_led=%d, has_player_led=%d, has_mono_led=%d, has_rumble=%d, has_rumble_triggers=%d, has_accel=%d, has_gyro=%d",
id, static_cast<int>(info.type), static_cast<int>(info.real_type), info.name, info.path, info.serial, info.vid, info.pid, info.product_version, info.firmware_version, info.has_led, info.has_player_led, info.has_mono_led, info.has_rumble, info.has_rumble_triggers, info.has_accel, info.has_gyro);
if (info.has_accel)
{
@ -436,6 +467,33 @@ SDLDevice::sdl_info sdl_pad_handler::get_sdl_info(SDL_JoystickID id)
}
}
// The DS3 may have extra pressure sensitive buttons as axis
if (info.real_type == SDL_GamepadType::SDL_GAMEPAD_TYPE_PS3)
{
if (SDL_Joystick* joystick = SDL_GetGamepadJoystick(info.gamepad))
{
const int num_axes = SDL_GetNumJoystickAxes(joystick);
const int num_buttons = SDL_GetNumJoystickButtons(joystick);
info.is_ds3_with_pressure_buttons = num_axes == 16 && num_buttons == 11;
sdl_log.notice("DS3 device %d has %d axis and %d buttons (has_pressure_buttons=%d)", id, num_axes, num_buttons, info.is_ds3_with_pressure_buttons);
if (info.is_ds3_with_pressure_buttons)
{
// Add pressure buttons
for (int i = SDL_GAMEPAD_AXIS_COUNT; i < num_axes; i++)
{
const SDL_GamepadAxis axis_id = static_cast<SDL_GamepadAxis>(i);
//if (SDL_GamepadHasAxis(info.gamepad, axis_id)) // Always returns false for axis >= SDL_GAMEPAD_AXIS_COUNT
{
info.axis_ids.insert(axis_id);
}
}
}
}
}
return info;
}
@ -733,7 +791,7 @@ void sdl_pad_handler::get_extended_info(const pad_ensemble& binding)
{
const f32 accel_x = dev->values_accel[0]; // Angular speed around the x axis (pitch)
const f32 accel_y = dev->values_accel[1]; // Angular speed around the y axis (yaw)
const f32 accel_z = dev->values_accel[2]; // Angular speed around the z axis (roll
const f32 accel_z = dev->values_accel[2]; // Angular speed around the z axis (roll)
// Convert to ds3. The ds3 resolution is 113/G.
pad->m_sensors[0].m_value = Clamp0To1023((accel_x / SDL_STANDARD_GRAVITY) * -1 * MOTION_ONE_G + 512);
@ -983,18 +1041,61 @@ std::unordered_map<u64, u16> sdl_pad_handler::get_button_values(const std::share
if (!dev || !dev->sdl.gamepad)
return values;
std::set<SDLKeyCodes> pressed_pressure_buttons;
for (SDL_GamepadButton button_id : dev->sdl.button_ids)
{
const u8 value = SDL_GetGamepadButton(dev->sdl.gamepad, button_id);
const bool value = SDL_GetGamepadButton(dev->sdl.gamepad, button_id);
const SDLKeyCodes key_code = get_button_code(button_id);
// TODO: SDL does not support DS3 button intensity in the current version
// NOTE: SDL does not simply support DS3 button intensity in the current version
// So we have to skip the normal buttons if a DS3 with pressure buttons was detected
if (dev->sdl.is_ds3_with_pressure_buttons)
{
switch (key_code)
{
case SDLKeyCodes::North:
case SDLKeyCodes::South:
case SDLKeyCodes::West:
case SDLKeyCodes::East:
case SDLKeyCodes::Left:
case SDLKeyCodes::Right:
case SDLKeyCodes::Up:
case SDLKeyCodes::Down:
case SDLKeyCodes::LB:
case SDLKeyCodes::RB:
{
static const std::map<SDLKeyCodes, SDLKeyCodes> button_to_pressure =
{
{ SDLKeyCodes::South, SDLKeyCodes::PressureCross },
{ SDLKeyCodes::East, SDLKeyCodes::PressureCircle },
{ SDLKeyCodes::West, SDLKeyCodes::PressureSquare },
{ SDLKeyCodes::North, SDLKeyCodes::PressureTriangle },
{ SDLKeyCodes::LB, SDLKeyCodes::PressureL1 },
{ SDLKeyCodes::RB, SDLKeyCodes::PressureR1 },
{ SDLKeyCodes::Up, SDLKeyCodes::PressureUp },
{ SDLKeyCodes::Down, SDLKeyCodes::PressureDown },
{ SDLKeyCodes::Left, SDLKeyCodes::PressureLeft },
{ SDLKeyCodes::Right, SDLKeyCodes::PressureRight }
};
if (value)
{
pressed_pressure_buttons.insert(::at32(button_to_pressure, key_code));
}
continue;
}
default:
break;
}
}
values[key_code] = value ? 255 : 0;
}
for (SDL_GamepadAxis axis_id : dev->sdl.axis_ids)
{
const s16 value = SDL_GetGamepadAxis(dev->sdl.gamepad, axis_id);
s16 value = SDL_GetGamepadAxis(dev->sdl.gamepad, axis_id);
switch (axis_id)
{
@ -1021,8 +1122,32 @@ std::unordered_map<u64, u16> sdl_pad_handler::get_button_values(const std::share
values[SDLKeyCodes::RSYPos] = value < 0 ? std::abs(value) - 1 : 0;
break;
default:
{
if (dev->sdl.is_ds3_with_pressure_buttons)
{
// Get pressure button value from axis
if (const int key_code = SDLKeyCodes::PressureBegin + 1 + axis_id - SDL_GAMEPAD_AXIS_COUNT;
key_code > SDLKeyCodes::PressureBegin && key_code < SDLKeyCodes::PressureEnd)
{
// We need to get the joystick value directly for axis >= SDL_GAMEPAD_AXIS_COUNT
if (SDL_Joystick* joystick = SDL_GetGamepadJoystick(dev->sdl.gamepad))
{
value = SDL_GetJoystickAxis(joystick, axis_id);
}
value = static_cast<s16>(ScaledInput(value, SDL_JOYSTICK_AXIS_MIN, SDL_JOYSTICK_AXIS_MAX, 0.0f, 255.0f));
if (value <= 0 && pressed_pressure_buttons.contains(static_cast<SDLKeyCodes>(key_code)))
{
value = 1;
}
values[key_code] = Clamp0To255(value);
}
}
break;
}
}
}
for (const SDLDevice::touchpad& touchpad : dev->sdl.touchpads)
@ -1116,6 +1241,11 @@ sdl_pad_handler::SDLKeyCodes sdl_pad_handler::get_button_code(SDL_GamepadButton
case SDL_GamepadButton::SDL_GAMEPAD_BUTTON_RIGHT_STICK: return SDLKeyCodes::RS;
case SDL_GamepadButton::SDL_GAMEPAD_BUTTON_GUIDE: return SDLKeyCodes::Guide;
case SDL_GamepadButton::SDL_GAMEPAD_BUTTON_MISC1: return SDLKeyCodes::Misc1;
case SDL_GamepadButton::SDL_GAMEPAD_BUTTON_MISC2: return SDLKeyCodes::Misc2;
case SDL_GamepadButton::SDL_GAMEPAD_BUTTON_MISC3: return SDLKeyCodes::Misc3;
case SDL_GamepadButton::SDL_GAMEPAD_BUTTON_MISC4: return SDLKeyCodes::Misc4;
case SDL_GamepadButton::SDL_GAMEPAD_BUTTON_MISC5: return SDLKeyCodes::Misc5;
case SDL_GamepadButton::SDL_GAMEPAD_BUTTON_MISC6: return SDLKeyCodes::Misc6;
case SDL_GamepadButton::SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1: return SDLKeyCodes::RPaddle1;
case SDL_GamepadButton::SDL_GAMEPAD_BUTTON_LEFT_PADDLE1: return SDLKeyCodes::LPaddle1;
case SDL_GamepadButton::SDL_GAMEPAD_BUTTON_RIGHT_PADDLE2: return SDLKeyCodes::RPaddle2;

View file

@ -35,6 +35,7 @@ public:
{
SDL_Gamepad* gamepad = nullptr;
SDL_GamepadType type = SDL_GamepadType::SDL_GAMEPAD_TYPE_UNKNOWN;
SDL_GamepadType real_type = SDL_GamepadType::SDL_GAMEPAD_TYPE_UNKNOWN;
int power_level = 0;
int last_power_level = 0;
@ -47,6 +48,7 @@ public:
u16 firmware_version = 0;
bool is_virtual_device = false;
bool is_ds3_with_pressure_buttons = false;
bool has_led = false;
bool has_mono_led = false;
@ -98,6 +100,11 @@ class sdl_pad_handler : public PadHandlerBase
Back,
Guide,
Misc1,
Misc2,
Misc3,
Misc4,
Misc5,
Misc6,
RPaddle1,
LPaddle1,
RPaddle2,
@ -119,7 +126,21 @@ class sdl_pad_handler : public PadHandlerBase
RSXNeg,
RSXPos,
RSYNeg,
RSYPos
RSYPos,
// DS3 Pressure sensitive buttons (reported as axis)
PressureBegin,
PressureCross, // Cross axis 6
PressureCircle, // Circle axis 7
PressureSquare, // Square axis 8
PressureTriangle, // Triangle axis 9
PressureL1, // L1 axis 10
PressureR1, // R1 axis 11
PressureUp, // D-Pad Up axis 12
PressureDown, // D-Pad Down axis 13
PressureLeft, // D-Pad Left axis 14
PressureRight, // D-Pad Right axis 15
PressureEnd,
};
public: