xenia/src/xenia/hid/sdl/sdl_input_driver.h
Gliniak 288900ff7e [HID] Removed controllers_mutex from SDL.
Seems like it is unnecessary as there is some internal mutex that causes deadlocks with this one
2024-02-24 20:54:27 +01:00

95 lines
3.1 KiB
C++

/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2020 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#ifndef XENIA_HID_SDL_SDL_INPUT_DRIVER_H_
#define XENIA_HID_SDL_SDL_INPUT_DRIVER_H_
#include <array>
#include <atomic>
#include <mutex>
#include <optional>
#include "SDL.h"
#include "xenia/hid/input_driver.h"
#define HID_SDL_USER_COUNT 4
#define HID_SDL_THUMB_THRES 0x4E00
#define HID_SDL_TRIGG_THRES 0x1F
#define HID_SDL_REPEAT_DELAY 400
#define HID_SDL_REPEAT_RATE 100
namespace xe {
namespace hid {
namespace sdl {
class SDLInputDriver final : public InputDriver {
public:
explicit SDLInputDriver(xe::ui::Window* window, size_t window_z_order);
~SDLInputDriver() override;
X_STATUS Setup() override;
X_RESULT GetCapabilities(uint32_t user_index, uint32_t flags,
X_INPUT_CAPABILITIES* out_caps) override;
X_RESULT GetState(uint32_t user_index, X_INPUT_STATE* out_state) override;
X_RESULT SetState(uint32_t user_index, X_INPUT_VIBRATION* vibration) override;
X_RESULT GetKeystroke(uint32_t user_index, uint32_t flags,
X_INPUT_KEYSTROKE* out_keystroke) override;
private:
struct ControllerState {
SDL_GameController* sdl;
X_INPUT_CAPABILITIES caps;
X_INPUT_STATE state;
bool state_changed;
bool is_active;
};
enum class RepeatState {
Idle, // no buttons pressed or repeating has ended
Waiting, // a button is held and the delay is awaited
Repeating, // actively repeating at a rate
};
struct KeystrokeState {
uint64_t buttons;
RepeatState repeat_state;
// the button number that was pressed last:
uint8_t repeat_butt_idx;
// the last time (ms) a down (and/or repeat) event for that button was send:
uint32_t repeat_time;
};
void HandleEvent(const SDL_Event& event);
void OnControllerDeviceAdded(const SDL_Event& event);
void OnControllerDeviceRemoved(const SDL_Event& event);
void OnControllerDeviceAxisMotion(const SDL_Event& event);
void OnControllerDeviceButtonChanged(const SDL_Event& event);
inline uint64_t AnalogToKeyfield(const X_INPUT_GAMEPAD& gamepad) const;
std::optional<size_t> GetControllerIndexFromInstanceID(
SDL_JoystickID instance_id);
ControllerState* GetControllerState(uint32_t user_index);
bool TestSDLVersion() const;
void UpdateXCapabilities(ControllerState& state);
void QueueControllerUpdate();
bool sdl_events_initialized_;
bool sdl_gamecontroller_initialized_;
int sdl_events_unflushed_;
std::atomic<bool> sdl_pumpevents_queued_;
std::array<ControllerState, HID_SDL_USER_COUNT> controllers_;
std::array<KeystrokeState, HID_SDL_USER_COUNT> keystroke_states_;
};
} // namespace sdl
} // namespace hid
} // namespace xe
#endif // XENIA_HID_SDL_SDL_INPUT_DRIVER_H_