#include "pad_thread.h" #include "ds3_pad_handler.h" #include "ds4_pad_handler.h" #ifdef _WIN32 #include "xinput_pad_handler.h" #include "mm_joystick_handler.h" #elif HAVE_LIBEVDEV #include "evdev_joystick_handler.h" #endif #include "keyboard_pad_handler.h" #include "Emu/Io/Null/NullPadHandler.h" LOG_CHANNEL(input_log); namespace pad { atomic_t g_current = nullptr; std::recursive_mutex g_pad_mutex; std::string g_title_id; } struct pad_setting { u32 port_status; u32 device_capability; u32 device_type; }; pad_thread::pad_thread(void *_curthread, void *_curwindow, std::string_view title_id) : curthread(_curthread), curwindow(_curwindow) { pad::g_title_id = title_id; Init(); thread = std::make_shared(&pad_thread::ThreadFunc, this); pad::g_current = this; } pad_thread::~pad_thread() { pad::g_current = nullptr; active = false; thread->join(); handlers.clear(); } void pad_thread::Init() { std::lock_guard lock(pad::g_pad_mutex); // Cache old settings if possible std::vector pad_settings; for (u32 i = 0; i < CELL_PAD_MAX_PORT_NUM; i++) // max 7 pads { if (!m_pads[i]) { pad_settings.push_back({ CELL_PAD_STATUS_DISCONNECTED, CELL_PAD_CAPABILITY_PS3_CONFORMITY | CELL_PAD_CAPABILITY_PRESS_MODE | CELL_PAD_CAPABILITY_ACTUATOR, CELL_PAD_DEV_TYPE_STANDARD }); } else { pad_settings.push_back({ m_pads[i]->m_port_status, m_pads[i]->m_device_capability, m_pads[i]->m_device_type }); } } m_info.now_connect = 0; handlers.clear(); g_cfg_input.load(pad::g_title_id); std::shared_ptr keyptr; // Always have a Null Pad Handler std::shared_ptr nullpad = std::make_shared(); handlers.emplace(pad_handler::null, nullpad); for (u32 i = 0; i < CELL_PAD_MAX_PORT_NUM; i++) // max 7 pads { std::shared_ptr cur_pad_handler; const auto &handler_type = g_cfg_input.player[i]->handler; if (handlers.count(handler_type) != 0) { cur_pad_handler = handlers[handler_type]; } else { switch (handler_type) { case pad_handler::keyboard: keyptr = std::make_shared(); keyptr->moveToThread(static_cast(curthread)); keyptr->SetTargetWindow(static_cast(curwindow)); cur_pad_handler = keyptr; break; case pad_handler::ds3: cur_pad_handler = std::make_shared(); break; case pad_handler::ds4: cur_pad_handler = std::make_shared(); break; #ifdef _WIN32 case pad_handler::xinput: cur_pad_handler = std::make_shared(); break; case pad_handler::mm: cur_pad_handler = std::make_shared(); break; #endif #ifdef HAVE_LIBEVDEV case pad_handler::evdev: cur_pad_handler = std::make_shared(); break; #endif default: break; } handlers.emplace(handler_type, cur_pad_handler); } cur_pad_handler->Init(); m_pads[i] = std::make_shared(CELL_PAD_STATUS_DISCONNECTED, pad_settings[i].device_capability, pad_settings[i].device_type); if (cur_pad_handler->bindPadToDevice(m_pads[i], g_cfg_input.player[i]->device.to_string()) == false) { // Failed to bind the device to cur_pad_handler so binds to NullPadHandler input_log.error("Failed to bind device %s to handler %s", g_cfg_input.player[i]->device.to_string(), handler_type.to_string()); nullpad->bindPadToDevice(m_pads[i], g_cfg_input.player[i]->device.to_string()); } } } void pad_thread::SetRumble(const u32 pad, u8 largeMotor, bool smallMotor) { if (pad > m_pads.size()) return; if (m_pads[pad]->m_vibrateMotors.size() >= 2) { m_pads[pad]->m_vibrateMotors[0].m_value = largeMotor; m_pads[pad]->m_vibrateMotors[1].m_value = smallMotor ? 255 : 0; } } void pad_thread::Reset(std::string_view title_id) { pad::g_title_id = title_id; reset = active.load(); } void pad_thread::SetEnabled(bool enabled) { is_enabled = enabled; } void pad_thread::SetIntercepted(bool intercepted) { if (intercepted) { m_info.system_info |= CELL_PAD_INFO_INTERCEPTED; m_info.ignore_input = true; } else { m_info.system_info &= ~CELL_PAD_INFO_INTERCEPTED; } } void pad_thread::ThreadFunc() { active = true; while (active) { if (!is_enabled) { std::this_thread::sleep_for(1ms); continue; } if (reset && reset.exchange(false)) { Init(); } u32 connected_devices = 0; for (auto& cur_pad_handler : handlers) { cur_pad_handler.second->ThreadProc(); connected_devices += cur_pad_handler.second->connected_devices; } m_info.now_connect = connected_devices + num_ldd_pad; // The following section is only reached when a dialog was closed and the pads are still intercepted. // As long as any of the listed buttons is pressed, cellPadGetData will ignore all input (needed for Hotline Miami). // ignore_input was added because if we keep the pads intercepted, then some games will enter the menu due to unexpected system interception (tested with Ninja Gaiden Sigma). if (!(m_info.system_info & CELL_PAD_INFO_INTERCEPTED) && m_info.ignore_input) { bool any_button_pressed = false; for (const auto& pad : m_pads) { if (pad->m_port_status & CELL_PAD_STATUS_CONNECTED) { for (const auto& button : pad->m_buttons) { if (button.m_pressed && ( button.m_outKeyCode == CELL_PAD_CTRL_CROSS || button.m_outKeyCode == CELL_PAD_CTRL_CIRCLE || button.m_outKeyCode == CELL_PAD_CTRL_TRIANGLE || button.m_outKeyCode == CELL_PAD_CTRL_SQUARE || button.m_outKeyCode == CELL_PAD_CTRL_START || button.m_outKeyCode == CELL_PAD_CTRL_SELECT)) { any_button_pressed = true; break; } } if (any_button_pressed) { break; } } } if (!any_button_pressed) { m_info.ignore_input = false; } } std::this_thread::sleep_for(1ms); } } s32 pad_thread::AddLddPad() { // Look for first null pad for (u32 i = 0; i < CELL_PAD_MAX_PORT_NUM; i++) { if (g_cfg_input.player[i]->handler == pad_handler::null) { m_pads[i]->ldd = true; num_ldd_pad++; return i; } } return -1; } void pad_thread::UnregisterLddPad(u32 handle) { m_pads[handle]->ldd = false; num_ldd_pad--; }