#include "stdafx.h" #include "overlays.h" #include "overlay_message_dialog.h" #include "Input/pad_thread.h" #include "Emu/Io/interception.h" #include "Emu/Io/KeyboardHandler.h" #include "Emu/RSX/RSXThread.h" #include "Emu/RSX/Common/time.hpp" LOG_CHANNEL(overlays); namespace rsx { namespace overlays { thread_local DECLARE(user_interface::g_thread_bit) = 0; u64 user_interface::alloc_thread_bit() { auto [_old, ok] = this->thread_bits.fetch_op([](u64& bits) { if (~bits) { // Set lowest clear bit bits |= bits + 1; return true; } return false; }); if (!ok) { ::overlays.fatal("Out of thread bits in user interface"); return 0; } const u64 r = u64{1} << std::countr_one(_old); ::overlays.trace("Bit allocated (%u)", r); return r; } // Singleton instance declaration fontmgr* fontmgr::m_instance = nullptr; s32 user_interface::run_input_loop() { m_interactive = true; const u64 ms_interval = 200; std::array timestamp; timestamp.fill(steady_clock::now()); const u64 ms_threshold = 500; std::array initial_timestamp; initial_timestamp.fill(steady_clock::now()); std::array last_auto_repeat_button; last_auto_repeat_button.fill(pad_button::pad_button_max_enum); std::array, CELL_PAD_MAX_PORT_NUM> last_button_state; for (auto& state : last_button_state) { // Initialize last button states as pressed to avoid unwanted button presses when entering the dialog. state.fill(true); } m_input_timer.Start(); // Only start intercepting input if the the overlay allows it (enabled by default) if (m_start_pad_interception) { input::SetIntercepted(true); } const auto handle_button_press = [&](u8 button_id, bool pressed, int pad_index) { if (button_id >= pad_button::pad_button_max_enum) { return; } if (pressed) { const bool is_auto_repeat_button = m_auto_repeat_buttons.contains(button_id); if (!last_button_state[pad_index][button_id]) { // The button was not pressed before, so this is a new button press. Reset auto-repeat. timestamp[pad_index] = steady_clock::now(); initial_timestamp[pad_index] = timestamp[pad_index]; last_auto_repeat_button[pad_index] = is_auto_repeat_button ? button_id : pad_button::pad_button_max_enum; on_button_pressed(static_cast(button_id)); } else if (is_auto_repeat_button) { if (last_auto_repeat_button[pad_index] == button_id && m_input_timer.GetMsSince(initial_timestamp[pad_index]) > ms_threshold && m_input_timer.GetMsSince(timestamp[pad_index]) > ms_interval) { // The auto-repeat button was pressed for at least the given threshold in ms and will trigger at an interval. timestamp[pad_index] = steady_clock::now(); on_button_pressed(static_cast(button_id)); } else if (last_auto_repeat_button[pad_index] == pad_button::pad_button_max_enum) { // An auto-repeat button was already pressed before and will now start triggering again after the next threshold. last_auto_repeat_button[pad_index] = button_id; } } } else if (last_button_state[pad_index][button_id] && last_auto_repeat_button[pad_index] == button_id) { // We stopped pressing an auto-repeat button, so re-enable auto-repeat for other buttons. last_auto_repeat_button[pad_index] = pad_button::pad_button_max_enum; } last_button_state[pad_index][button_id] = pressed; }; while (!exit) { std::this_thread::sleep_for(1ms); if (Emu.IsStopped()) return selection_code::canceled; if (Emu.IsPaused()) continue; // Get keyboard input if supported by the overlay and activated by the game. // Ignored if a keyboard pad handler is active in order to prevent double input. if (m_keyboard_input_enabled && !m_keyboard_pad_handler_active && input::g_keyboards_intercepted) { auto& handler = g_fxo->get(); std::lock_guard lock(handler.m_mutex); if (!handler.GetKeyboards().empty() && handler.GetInfo().status[0] == CELL_KB_STATUS_CONNECTED) { KbData& current_data = handler.GetData(0); if (current_data.len > 0) { for (s32 i = 0; i < current_data.len; i++) { const KbButton& key = current_data.buttons[i]; on_key_pressed(current_data.led, current_data.mkey, key.m_keyCode, key.m_outKeyCode, key.m_pressed); } // Flush buffer unconditionally. Otherwise we get a flood of key events. current_data.len = 0; // Ignore gamepad input if a key was recognized refresh(); continue; } } else if (g_cfg.io.keyboard != keyboard_handler::null) { // Workaround if cellKb did not init the keyboard handler. handler.Init(1); // Enable key repeat std::vector& keyboards = handler.GetKeyboards(); ensure(!keyboards.empty()); keyboards.at(0).m_key_repeat = true; } } // Get gamepad input std::lock_guard lock(pad::g_pad_mutex); const auto handler = pad::get_current_handler(); const PadInfo& rinfo = handler->GetInfo(); if (!rinfo.now_connect || !input::g_pads_intercepted) { refresh(); continue; } bool keyboard_pad_handler_active = false; int pad_index = -1; for (const auto& pad : handler->GetPads()) { if (exit) break; if (++pad_index >= CELL_PAD_MAX_PORT_NUM) { rsx_log.fatal("The native overlay cannot handle more than 7 pads! Current number of pads: %d", pad_index + 1); continue; } if (!pad) { rsx_log.fatal("Pad %d is nullptr", pad_index); continue; } if (!(pad->m_port_status & CELL_PAD_STATUS_CONNECTED)) { continue; } if (pad->m_pad_handler == pad_handler::keyboard) { m_keyboard_pad_handler_active = true; } for (const Button& button : pad->m_buttons) { u8 button_id = pad_button::pad_button_max_enum; if (button.m_offset == CELL_PAD_BTN_OFFSET_DIGITAL1) { switch (button.m_outKeyCode) { case CELL_PAD_CTRL_LEFT: button_id = pad_button::dpad_left; break; case CELL_PAD_CTRL_RIGHT: button_id = pad_button::dpad_right; break; case CELL_PAD_CTRL_DOWN: button_id = pad_button::dpad_down; break; case CELL_PAD_CTRL_UP: button_id = pad_button::dpad_up; break; case CELL_PAD_CTRL_L3: button_id = pad_button::L3; break; case CELL_PAD_CTRL_R3: button_id = pad_button::R3; break; case CELL_PAD_CTRL_SELECT: button_id = pad_button::select; break; case CELL_PAD_CTRL_START: button_id = pad_button::start; break; default: break; } } else if (button.m_offset == CELL_PAD_BTN_OFFSET_DIGITAL2) { switch (button.m_outKeyCode) { case CELL_PAD_CTRL_TRIANGLE: button_id = pad_button::triangle; break; case CELL_PAD_CTRL_CIRCLE: button_id = g_cfg.sys.enter_button_assignment == enter_button_assign::circle ? pad_button::cross : pad_button::circle; break; case CELL_PAD_CTRL_SQUARE: button_id = pad_button::square; break; case CELL_PAD_CTRL_CROSS: button_id = g_cfg.sys.enter_button_assignment == enter_button_assign::circle ? pad_button::circle : pad_button::cross; break; case CELL_PAD_CTRL_L1: button_id = pad_button::L1; break; case CELL_PAD_CTRL_R1: button_id = pad_button::R1; break; case CELL_PAD_CTRL_L2: button_id = pad_button::L2; break; case CELL_PAD_CTRL_R2: button_id = pad_button::R2; break; case CELL_PAD_CTRL_PS: button_id = pad_button::ps; break; default: break; } } handle_button_press(button_id, button.m_pressed, pad_index); if (exit) break; } for (const AnalogStick& stick : pad->m_sticks) { u8 button_id = pad_button::pad_button_max_enum; u8 release_id = pad_button::pad_button_max_enum; // Let's say sticks are only pressed if they are almost completely tilted. Otherwise navigation feels really wacky. const bool pressed = stick.m_value < 30 || stick.m_value > 225; switch (stick.m_offset) { case CELL_PAD_BTN_OFFSET_ANALOG_LEFT_X: button_id = (stick.m_value <= 128) ? pad_button::ls_left : pad_button::ls_right; release_id = (stick.m_value > 128) ? pad_button::ls_left : pad_button::ls_right; break; case CELL_PAD_BTN_OFFSET_ANALOG_LEFT_Y: button_id = (stick.m_value <= 128) ? pad_button::ls_up : pad_button::ls_down; release_id = (stick.m_value > 128) ? pad_button::ls_up : pad_button::ls_down; break; case CELL_PAD_BTN_OFFSET_ANALOG_RIGHT_X: button_id = (stick.m_value <= 128) ? pad_button::rs_left : pad_button::rs_right; release_id = (stick.m_value > 128) ? pad_button::rs_left : pad_button::rs_right; break; case CELL_PAD_BTN_OFFSET_ANALOG_RIGHT_Y: button_id = (stick.m_value <= 128) ? pad_button::rs_up : pad_button::rs_down; release_id = (stick.m_value > 128) ? pad_button::rs_up : pad_button::rs_down; break; default: break; } // Release other direction on the same axis first handle_button_press(release_id, false, pad_index); // Handle currently pressed stick direction handle_button_press(button_id, pressed, pad_index); if (exit) break; } } m_keyboard_pad_handler_active = keyboard_pad_handler_active; refresh(); } // Disable pad interception since this user interface has to be interactive. // Non-interactive user intefaces handle this in close in order to prevent a g_pad_mutex deadlock. if (m_stop_pad_interception) { input::SetIntercepted(false); } m_interactive = false; return 0; } void user_interface::close(bool use_callback, bool stop_pad_interception) { // Force unload m_stop_pad_interception.release(stop_pad_interception); exit.release(true); while (u64 b = thread_bits) { if (b == g_thread_bit) { // Don't wait for its own bit break; } thread_bits.wait(b); } // Only disable pad interception if this user interface is not interactive. // Interactive user interfaces handle this in run_input_loop in order to prevent a g_pad_mutex deadlock. if (!m_interactive && m_stop_pad_interception) { input::SetIntercepted(false); } if (on_close && use_callback) { g_last_user_response = return_code; on_close(return_code); } // NOTE: Object removal should be the last step if (auto& manager = g_fxo->get(); g_fxo->is_init()) { manager.remove(uid); } } void overlay::refresh() const { if (auto rsxthr = rsx::get_current_renderer(); rsxthr && (min_refresh_duration_us + rsxthr->last_host_flip_timestamp) < rsx::uclock()) { rsxthr->async_flip_requested |= rsx::thread::flip_request::native_ui; } } } // namespace overlays } // namespace rsx