/** ****************************************************************************** * 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 #include #include #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 : public InputDriver { public: explicit SDLInputDriver(xe::ui::Window* window); ~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; protected: struct ControllerState { SDL_GameController* sdl; bool state_changed; X_INPUT_STATE state; }; 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; }; protected: void OnControllerDeviceAdded(SDL_Event* event); void OnControllerDeviceRemoved(SDL_Event* event); void OnControllerDeviceAxisMotion(SDL_Event* event); void OnControllerDeviceButtonChanged(SDL_Event* event); std::pair GetControllerIndexFromInstanceID( SDL_JoystickID instance_id); ControllerState* GetControllerState(uint32_t user_index); bool TestSDLVersion() const; void QueueControllerUpdate(); inline uint64_t AnalogToKeyfield(const X_INPUT_GAMEPAD& gamepad) const; protected: bool sdl_events_initialized_; bool sdl_gamecontroller_initialized_; int sdl_events_unflushed_; std::atomic sdl_pumpevents_queued_; std::array controllers_; std::mutex controllers_mutex_; std::array keystroke_states_; }; } // namespace sdl } // namespace hid } // namespace xe #endif // XENIA_HID_SDL_SDL_INPUT_DRIVER_H_