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