Add initial rumble support, use modified SDL branch to support all GC controller rumble modes

This commit is contained in:
Phillip Stephens 2022-02-22 01:12:15 -08:00
parent c679c2e0f8
commit 40669f4dc9
Signed by: Antidote
GPG Key ID: F8BEE4C83DACA60D
8 changed files with 99 additions and 58 deletions

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@ -10,11 +10,13 @@ namespace metaforce {
struct SAuroraControllerState {
u32 m_which = -1;
bool m_isGamecube = false;
bool m_hasRumble = false;
std::array<int16_t, size_t(aurora::ControllerAxis::MAX)> m_axes{};
std::bitset<size_t(aurora::ControllerButton::MAX)> m_btns{};
SAuroraControllerState() = default;
SAuroraControllerState(uint32_t which, bool isGamecube) : m_which(which), m_isGamecube(isGamecube) {}
SAuroraControllerState(uint32_t which, bool isGamecube, bool hasRumble)
: m_which(which), m_isGamecube(isGamecube), m_hasRumble(hasRumble) {}
void clamp();
};
@ -82,7 +84,8 @@ struct CFinalInput {
u32 m_which = -1;
CFinalInput();
// CFinalInput(int cIdx, float dt, const boo::DolphinControllerState& data, const CFinalInput& prevInput, float leftDiv,
// CFinalInput(int cIdx, float dt, const boo::DolphinControllerState& data, const CFinalInput& prevInput, float
// leftDiv,
// float rightDiv);
CFinalInput(int cIdx, float dt, const SAuroraControllerState& data, const CFinalInput& prevInput, float leftDiv,
float rightDiv);

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@ -45,7 +45,8 @@ void CInputGenerator::controllerAdded(uint32_t which) noexcept {
aurora::set_controller_player_index(which, 0);
}
m_state[player] = SAuroraControllerState(which, aurora::is_controller_gamecube(which));
m_state[player] =
SAuroraControllerState(which, aurora::is_controller_gamecube(which), aurora::controller_has_rumble(which));
}
void CInputGenerator::controllerRemoved(uint32_t which) noexcept {
@ -93,6 +94,18 @@ void CInputGenerator::controllerAxis(uint32_t which, aurora::ControllerAxis axis
m_state[player].m_axes[size_t(axis)] = value;
}
void CInputGenerator::SetMotorState(EIOPort port, EMotorState state) {
if (m_state[size_t(port)].m_hasRumble && m_state[size_t(port)].m_isGamecube) {
if (state == EMotorState::Rumble) {
aurora::controller_rumble(m_state[size_t(port)].m_which, 1, 1);
} else if (state == EMotorState::Stop) {
aurora::controller_rumble(m_state[size_t(port)].m_which, 0, 1);
} else if (state == EMotorState::StopHard) {
aurora::controller_rumble(m_state[size_t(port)].m_which, 0, 0);
}
} // TODO: Figure out good intensity values for generic controllers with rumble, support HAPTIC?
}
const CFinalInput& CInputGenerator::getFinalInput(unsigned int idx, float dt) {
auto input = CFinalInput(idx, dt, m_data, m_lastUpdate);
// Merge controller input with kb/m input

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@ -152,11 +152,11 @@ public:
// if (smashAdapter.get() == device)
// smashAdapter.reset();
// }
void SetMotorState(EIOPort port, EMotorState state) {
// TODO aurora
}
void SetMotorState(EIOPort port, EMotorState state);
void ControlAllMotors(const std::array<EMotorState, 4>& states) {
// TODO aurora
for (u32 i = 0; i <= size_t(EIOPort::Three); ++i ) {
SetMotorState(EIOPort(i), states[i]);
}
}
/* This is where the game thread enters */

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@ -247,5 +247,7 @@ void set_fullscreen(bool fullscreen) noexcept;
[[nodiscard]] int32_t get_controller_player_index(uint32_t which) noexcept;
void set_controller_player_index(uint32_t which, int32_t index) noexcept;
[[nodiscard]] bool is_controller_gamecube(uint32_t which) noexcept;
[[nodiscard]] bool controller_has_rumble(uint32_t which) noexcept;
void controller_rumble(uint32_t which, uint16_t low_freq_intensity, uint16_t high_freq_intensity, uint32_t duration_ms = 0) noexcept;
[[nodiscard]] std::string get_controller_name(uint32_t which) noexcept;
} // namespace aurora

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@ -393,17 +393,19 @@ void set_fullscreen(bool fullscreen) noexcept {
SDL_SetWindowFullscreen(g_Window, fullscreen ? SDL_WINDOW_FULLSCREEN : 0);
}
int32_t get_controller_player_index(uint32_t which) noexcept {
return input::player_index(which);
int32_t get_controller_player_index(uint32_t instance) noexcept { return input::player_index(instance); }
void set_controller_player_index(uint32_t instance, int32_t index) noexcept {
input::set_player_index(instance, index);
}
void set_controller_player_index(uint32_t which, int32_t index) noexcept { input::set_player_index(which, index); }
bool is_controller_gamecube(uint32_t instance) noexcept { return input::is_gamecube(instance); }
bool is_controller_gamecube(uint32_t which) noexcept {
return input::is_gamecube(which);
}
bool controller_has_rumble(uint32_t instance) noexcept { return input::controller_has_rumble(instance); }
std::string get_controller_name(uint32_t instance) noexcept {
return input::controller_name(instance);
void controller_rumble(uint32_t instance, uint16_t low_freq_intensity, uint16_t high_freq_intensity,
uint32_t duration_ms) noexcept {
input::controller_rumble(instance, low_freq_intensity, high_freq_intensity, duration_ms);
}
std::string get_controller_name(uint32_t instance) noexcept { return input::controller_name(instance); }
} // namespace aurora

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@ -1,14 +1,16 @@
#include "input.hpp"
#include <SDL_haptic.h>
namespace aurora::input {
struct GameController {
SDL_GameController* m_controller;
SDL_GameController* m_controller = nullptr;
bool m_isGameCube = false;
Sint32 m_index;
Sint32 m_index = -1;
bool m_hasRumble = false;
};
std::unordered_map<Uint32, GameController> g_GameControllers;
Sint32 add_controller(Uint32 which) {
Sint32 add_controller(Sint32 which) noexcept {
auto* ctrl = SDL_GameControllerOpen(which);
if (ctrl != nullptr) {
GameController controller;
@ -16,7 +18,7 @@ Sint32 add_controller(Uint32 which) {
controller.m_index = which;
controller.m_isGameCube =
SDL_GameControllerGetVendor(ctrl) == 0x057E && SDL_GameControllerGetProduct(ctrl) == 0x0337;
controller.m_hasRumble = (SDL_GameControllerHasRumble(ctrl) != 0u);
Sint32 instance = SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(ctrl));
g_GameControllers[instance] = controller;
return instance;
@ -25,44 +27,60 @@ Sint32 add_controller(Uint32 which) {
return -1;
}
void remove_controller(Uint32 which) {
if (g_GameControllers.find(which) != g_GameControllers.end()) {
SDL_GameControllerClose(g_GameControllers[which].m_controller);
g_GameControllers.erase(which);
void remove_controller(Uint32 instance) noexcept {
if (g_GameControllers.find(instance) != g_GameControllers.end()) {
SDL_GameControllerClose(g_GameControllers[instance].m_controller);
g_GameControllers.erase(instance);
}
}
bool is_gamecube(Uint32 which) {
if (g_GameControllers.find(which) != g_GameControllers.end()) {
return g_GameControllers[which].m_isGameCube;
bool is_gamecube(Uint32 instance) noexcept {
if (g_GameControllers.find(instance) != g_GameControllers.end()) {
return g_GameControllers[instance].m_isGameCube;
}
return false;
}
int32_t player_index(Uint32 which) {
if (g_GameControllers.find(which) != g_GameControllers.end()) {
return SDL_GameControllerGetPlayerIndex(g_GameControllers[which].m_controller);
int32_t player_index(Uint32 instance) noexcept {
if (g_GameControllers.find(instance) != g_GameControllers.end()) {
return SDL_GameControllerGetPlayerIndex(g_GameControllers[instance].m_controller);
}
return -1;
}
void set_player_index(Uint32 which, Sint32 index) {
if (g_GameControllers.find(which) != g_GameControllers.end()) {
SDL_GameControllerSetPlayerIndex(g_GameControllers[which].m_controller, index);
void set_player_index(Uint32 instance, Sint32 index) noexcept {
if (g_GameControllers.find(instance) != g_GameControllers.end()) {
SDL_GameControllerSetPlayerIndex(g_GameControllers[instance].m_controller, index);
}
}
std::string controller_name(Uint32 which) {
if (g_GameControllers.find(which) != g_GameControllers.end()) {
auto* name = SDL_GameControllerName(g_GameControllers[which].m_controller);
if (name) {
return std::string(name);
std::string controller_name(Uint32 instance) noexcept {
if (g_GameControllers.find(instance) != g_GameControllers.end()) {
const auto* name = SDL_GameControllerName(g_GameControllers[instance].m_controller);
if (name != nullptr) {
return {name};
}
}
return {};
}
ControllerButton translate_controller_button(SDL_GameControllerButton btn) {
bool controller_has_rumble(Uint32 instance) noexcept {
if (g_GameControllers.find(instance) != g_GameControllers.end()) {
return g_GameControllers[instance].m_hasRumble;
}
return false;
}
void controller_rumble(uint32_t instance, uint16_t low_freq_intensity, uint16_t high_freq_intensity,
uint16_t duration_ms) noexcept {
if (g_GameControllers.find(instance) != g_GameControllers.end()) {
SDL_GameControllerRumble(g_GameControllers[instance].m_controller, low_freq_intensity, high_freq_intensity,
duration_ms);
}
}
ControllerButton translate_controller_button(SDL_GameControllerButton btn) noexcept {
switch (btn) {
case SDL_CONTROLLER_BUTTON_A:
return ControllerButton::A;
@ -99,7 +117,7 @@ ControllerButton translate_controller_button(SDL_GameControllerButton btn) {
}
}
ControllerAxis translate_controller_axis(SDL_GameControllerAxis axis) {
ControllerAxis translate_controller_axis(SDL_GameControllerAxis axis) noexcept {
switch (axis) {
case SDL_CONTROLLER_AXIS_LEFTX:
return ControllerAxis::LeftX;
@ -118,7 +136,7 @@ ControllerAxis translate_controller_axis(SDL_GameControllerAxis axis) {
}
}
char translate_key(SDL_Keysym sym, SpecialKey& specialSym, ModifierKey& modifierSym) {
char translate_key(SDL_Keysym sym, SpecialKey& specialSym, ModifierKey& modifierSym) noexcept {
specialSym = SpecialKey::None;
modifierSym = ModifierKey::None;
if (sym.sym >= SDLK_F1 && sym.sym <= SDLK_F12) {
@ -171,7 +189,7 @@ char translate_key(SDL_Keysym sym, SpecialKey& specialSym, ModifierKey& modifier
return 0;
}
ModifierKey translate_modifiers(Uint16 mods) {
ModifierKey translate_modifiers(Uint16 mods) noexcept {
ModifierKey ret = ModifierKey::None;
if ((mods & SDLK_LSHIFT) != 0) {
ret |= ModifierKey::LeftShift;
@ -195,7 +213,7 @@ ModifierKey translate_modifiers(Uint16 mods) {
return ret;
}
MouseButton translate_mouse_button(Uint8 button) {
MouseButton translate_mouse_button(Uint8 button) noexcept {
if (button == 1) {
return MouseButton::Primary;
}
@ -215,7 +233,7 @@ MouseButton translate_mouse_button(Uint8 button) {
return MouseButton::None;
}
MouseButton translate_mouse_button_state(Uint8 state) {
MouseButton translate_mouse_button_state(Uint8 state) noexcept {
auto ret = MouseButton::None;
if ((state & 0x01) != 0) {
ret |= MouseButton::Primary;

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@ -7,16 +7,19 @@
#include "SDL_keycode.h"
#include "SDL_mouse.h"
namespace aurora::input {
Sint32 add_controller(Uint32 which);
void remove_controller(Uint32 which);
Sint32 player_index(Uint32 which);
void set_player_index(Uint32 which, Sint32 index);
std::string controller_name(Uint32 which);
bool is_gamecube(Uint32 which);
ControllerButton translate_controller_button(SDL_GameControllerButton button);
ControllerAxis translate_controller_axis(SDL_GameControllerAxis axis);
char translate_key(SDL_Keysym sym, SpecialKey& specialSym, ModifierKey& modifierSym);
ModifierKey translate_modifiers(Uint16 mods);
MouseButton translate_mouse_button(Uint8 button);
MouseButton translate_mouse_button_state(Uint8 state);
}
Sint32 add_controller(Sint32 which) noexcept;
void remove_controller(Uint32 instance) noexcept;
Sint32 player_index(Uint32 instance) noexcept;
void set_player_index(Uint32 instance, Sint32 index) noexcept;
std::string controller_name(Uint32 instance) noexcept;
bool is_gamecube(Uint32 instance) noexcept;
bool controller_has_rumble(Uint32 instance) noexcept;
void controller_rumble(uint32_t instance, uint16_t low_freq_intensity, uint16_t high_freq_intensity,
uint16_t duration_ms) noexcept;
ControllerButton translate_controller_button(SDL_GameControllerButton button) noexcept;
ControllerAxis translate_controller_axis(SDL_GameControllerAxis axis) noexcept;
char translate_key(SDL_Keysym sym, SpecialKey& specialSym, ModifierKey& modifierSym) noexcept;
ModifierKey translate_modifiers(Uint16 mods) noexcept;
MouseButton translate_mouse_button(Uint8 button) noexcept;
MouseButton translate_mouse_button_state(Uint8 state) noexcept;
} // namespace aurora::input

2
extern/SDL vendored

@ -1 +1 @@
Subproject commit 53091e36a3b418e33133bae2f018954c006f86b8
Subproject commit b1fafe65d63a947d262e750afccbc6eee28cace1