/
PadHandler.h
658 lines (561 loc) · 18.3 KB
/
PadHandler.h
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#pragma once
#include <cmath>
#include <vector>
#include <memory>
#include "stdafx.h"
#include "../../Utilities/Config.h"
#include "../../Utilities/types.h"
#include "Emu/System.h"
// TODO: HLE info (constants, structs, etc.) should not be available here
enum PortStatus
{
CELL_PAD_STATUS_DISCONNECTED = 0x00000000,
CELL_PAD_STATUS_CONNECTED = 0x00000001,
CELL_PAD_STATUS_ASSIGN_CHANGES = 0x00000002,
};
enum PortSettings
{
CELL_PAD_SETTING_PRESS_ON = 0x00000002,
CELL_PAD_SETTING_SENSOR_ON = 0x00000004,
CELL_PAD_SETTING_PRESS_OFF = 0x00000000,
CELL_PAD_SETTING_SENSOR_OFF = 0x00000000,
};
enum Digital1Flags
{
CELL_PAD_CTRL_LEFT = 0x00000080,
CELL_PAD_CTRL_DOWN = 0x00000040,
CELL_PAD_CTRL_RIGHT = 0x00000020,
CELL_PAD_CTRL_UP = 0x00000010,
CELL_PAD_CTRL_START = 0x00000008,
CELL_PAD_CTRL_R3 = 0x00000004,
CELL_PAD_CTRL_L3 = 0x00000002,
CELL_PAD_CTRL_SELECT = 0x00000001,
};
enum Digital2Flags
{
CELL_PAD_CTRL_SQUARE = 0x00000080,
CELL_PAD_CTRL_CROSS = 0x00000040,
CELL_PAD_CTRL_CIRCLE = 0x00000020,
CELL_PAD_CTRL_TRIANGLE = 0x00000010,
CELL_PAD_CTRL_R1 = 0x00000008,
CELL_PAD_CTRL_L1 = 0x00000004,
CELL_PAD_CTRL_R2 = 0x00000002,
CELL_PAD_CTRL_L2 = 0x00000001,
};
enum DeviceCapability
{
CELL_PAD_CAPABILITY_PS3_CONFORMITY = 0x00000001, //PS3 Conformity Controller
CELL_PAD_CAPABILITY_PRESS_MODE = 0x00000002, //Press mode supported
CELL_PAD_CAPABILITY_SENSOR_MODE = 0x00000004, //Sensor mode supported
CELL_PAD_CAPABILITY_HP_ANALOG_STICK = 0x00000008, //High Precision analog stick
CELL_PAD_CAPABILITY_ACTUATOR = 0x00000010, //Motor supported
};
enum DeviceType
{
CELL_PAD_DEV_TYPE_STANDARD = 0,
CELL_PAD_DEV_TYPE_BD_REMOCON = 4,
CELL_PAD_DEV_TYPE_LDD = 5,
};
enum ButtonDataOffset
{
CELL_PAD_BTN_OFFSET_DIGITAL1 = 2,
CELL_PAD_BTN_OFFSET_DIGITAL2 = 3,
CELL_PAD_BTN_OFFSET_ANALOG_RIGHT_X = 4,
CELL_PAD_BTN_OFFSET_ANALOG_RIGHT_Y = 5,
CELL_PAD_BTN_OFFSET_ANALOG_LEFT_X = 6,
CELL_PAD_BTN_OFFSET_ANALOG_LEFT_Y = 7,
CELL_PAD_BTN_OFFSET_PRESS_RIGHT = 8,
CELL_PAD_BTN_OFFSET_PRESS_LEFT = 9,
CELL_PAD_BTN_OFFSET_PRESS_UP = 10,
CELL_PAD_BTN_OFFSET_PRESS_DOWN = 11,
CELL_PAD_BTN_OFFSET_PRESS_TRIANGLE = 12,
CELL_PAD_BTN_OFFSET_PRESS_CIRCLE = 13,
CELL_PAD_BTN_OFFSET_PRESS_CROSS = 14,
CELL_PAD_BTN_OFFSET_PRESS_SQUARE = 15,
CELL_PAD_BTN_OFFSET_PRESS_L1 = 16,
CELL_PAD_BTN_OFFSET_PRESS_R1 = 17,
CELL_PAD_BTN_OFFSET_PRESS_L2 = 18,
CELL_PAD_BTN_OFFSET_PRESS_R2 = 19,
CELL_PAD_BTN_OFFSET_SENSOR_X = 20,
CELL_PAD_BTN_OFFSET_SENSOR_Y = 21,
CELL_PAD_BTN_OFFSET_SENSOR_Z = 22,
CELL_PAD_BTN_OFFSET_SENSOR_G = 23,
};
static const u32 CELL_MAX_PADS = 127;
static const u32 CELL_PAD_MAX_PORT_NUM = 7;
static const u32 CELL_PAD_MAX_CODES = 64;
static const u32 CELL_PAD_MAX_CAPABILITY_INFO = 32;
static const u32 CELL_PAD_ACTUATOR_MAX = 2;
struct Button
{
u32 m_offset;
u32 m_keyCode;
u32 m_outKeyCode;
u16 m_value;
bool m_pressed;
bool m_flush;
Button(u32 offset, u32 keyCode, u32 outKeyCode)
: m_pressed(false)
, m_flush(false)
, m_offset(offset)
, m_keyCode(keyCode)
, m_outKeyCode(outKeyCode)
, m_value(0)
{
}
};
struct AnalogStick
{
u32 m_offset;
u32 m_keyCodeMin;
u32 m_keyCodeMax;
u16 m_value;
AnalogStick(u32 offset, u32 keyCodeMin, u32 keyCodeMax)
: m_offset(offset)
, m_keyCodeMin(keyCodeMin)
, m_keyCodeMax(keyCodeMax)
, m_value(128)
{
}
};
struct AnalogSensor
{
u32 m_offset;
u16 m_value;
AnalogSensor(u32 offset, u16 value)
: m_offset(offset)
, m_value(value)
{}
};
struct VibrateMotor
{
bool m_isLargeMotor;
u16 m_value;
VibrateMotor(bool largeMotor, u16 value)
: m_isLargeMotor(largeMotor)
, m_value(value)
{}
};
struct Pad
{
bool m_buffer_cleared;
u32 m_port_status;
u32 m_port_setting;
u32 m_device_capability;
u32 m_device_type;
// Cable State: 0 - 1 plugged in ?
u8 m_cable_state;
// DS4: 0 - 9 while unplugged, 0 - 10 while plugged in, 11 charge complete
// XInput: 0 = Empty, 1 = Low, 2 = Medium, 3 = Full
u8 m_battery_level;
std::vector<Button> m_buttons;
std::vector<AnalogStick> m_sticks;
std::vector<AnalogSensor> m_sensors;
std::vector<VibrateMotor> m_vibrateMotors;
//These hold bits for their respective buttons
u16 m_digital_1;
u16 m_digital_2;
//All sensors go from 0-255
u16 m_analog_left_x;
u16 m_analog_left_y;
u16 m_analog_right_x;
u16 m_analog_right_y;
u16 m_press_right;
u16 m_press_left;
u16 m_press_up;
u16 m_press_down;
u16 m_press_triangle;
u16 m_press_circle;
u16 m_press_cross;
u16 m_press_square;
u16 m_press_L1;
u16 m_press_L2;
u16 m_press_R1;
u16 m_press_R2;
//Except for these...0-1023
//~399 on sensor y is a level non moving controller
u16 m_sensor_x;
u16 m_sensor_y;
u16 m_sensor_z;
u16 m_sensor_g;
void Init(u32 port_status, u32 port_setting, u32 device_capability, u32 device_type)
{
m_port_status = port_status;
m_port_setting = port_setting;
m_device_capability = device_capability;
m_device_type = device_type;
}
Pad(u32 port_status, u32 port_setting, u32 device_capability, u32 device_type)
: m_buffer_cleared(true)
, m_port_status(port_status)
, m_port_setting(port_setting)
, m_device_capability(device_capability)
, m_device_type(device_type)
, m_digital_1(0)
, m_digital_2(0)
, m_analog_left_x(128)
, m_analog_left_y(128)
, m_analog_right_x(128)
, m_analog_right_y(128)
, m_press_right(0)
, m_press_left(0)
, m_press_up(0)
, m_press_down(0)
, m_press_triangle(0)
, m_press_circle(0)
, m_press_cross(0)
, m_press_square(0)
, m_press_L1(0)
, m_press_L2(0)
, m_press_R1(0)
, m_press_R2(0)
, m_sensor_x(512)
, m_sensor_y(399)
, m_sensor_z(512)
, m_sensor_g(512)
{
}
};
struct player_config final : cfg::node
{
pad_handler def_handler = pad_handler::null;
player_config(node* owner, const std::string& name, pad_handler type) : cfg::node(owner, name), def_handler(type) {};
cfg::_enum<pad_handler> handler{ this, "Handler", def_handler };
cfg::string device{ this, "Device", handler.to_string() };
cfg::string profile{ this, "Profile", "Default Profile" };
};
struct input_config final : cfg::node
{
const std::string cfg_name = fs::get_config_dir() + "/config_input.yml";
player_config player1{ this, "Player 1 Input", pad_handler::keyboard };
player_config player2{ this, "Player 2 Input", pad_handler::null };
player_config player3{ this, "Player 3 Input", pad_handler::null };
player_config player4{ this, "Player 4 Input", pad_handler::null };
player_config player5{ this, "Player 5 Input", pad_handler::null };
player_config player6{ this, "Player 6 Input", pad_handler::null };
player_config player7{ this, "Player 7 Input", pad_handler::null };
player_config *player[7]{ &player1, &player2, &player3, &player4, &player5, &player6, &player7 }; // Thanks gcc!
bool load()
{
if (fs::file cfg_file{ cfg_name, fs::read })
{
return from_string(cfg_file.to_string());
}
return false;
}
void save()
{
fs::file(cfg_name, fs::rewrite).write(to_string());
}
bool exist()
{
return fs::is_file(cfg_name);
}
};
struct pad_config final : cfg::node
{
std::string cfg_name = "";
cfg::string ls_left { this, "Left Stick Left", "" };
cfg::string ls_down { this, "Left Stick Down", "" };
cfg::string ls_right{ this, "Left Stick Right", "" };
cfg::string ls_up { this, "Left Stick Up", "" };
cfg::string rs_left { this, "Right Stick Left", "" };
cfg::string rs_down { this, "Right Stick Down", "" };
cfg::string rs_right{ this, "Right Stick Right", "" };
cfg::string rs_up { this, "Right Stick Up", "" };
cfg::string start { this, "Start", "" };
cfg::string select { this, "Select", "" };
cfg::string ps { this, "PS Button", "" };
cfg::string square { this, "Square", "" };
cfg::string cross { this, "Cross", "" };
cfg::string circle { this, "Circle", "" };
cfg::string triangle{ this, "Triangle", "" };
cfg::string left { this, "Left", "" };
cfg::string down { this, "Down", "" };
cfg::string right { this, "Right", "" };
cfg::string up { this, "Up", "" };
cfg::string r1 { this, "R1", "" };
cfg::string r2 { this, "R2", "" };
cfg::string r3 { this, "R3", "" };
cfg::string l1 { this, "L1", "" };
cfg::string l2 { this, "L2", "" };
cfg::string l3 { this, "L3", "" };
cfg::_int<0, 1000000> lstickdeadzone{ this, "Left Stick Deadzone", 0 };
cfg::_int<0, 1000000> rstickdeadzone{ this, "Right Stick Deadzone", 0 };
cfg::_int<0, 1000000> ltriggerthreshold{ this, "Left Trigger Threshold", 0 };
cfg::_int<0, 1000000> rtriggerthreshold{ this, "Right Trigger Threshold", 0 };
cfg::_int<0, 1000000> padsquircling{ this, "Pad Squircling Factor", 0 };
cfg::_int<0, 255> colorR{ this, "Color Value R", 0 };
cfg::_int<0, 255> colorG{ this, "Color Value G", 0 };
cfg::_int<0, 255> colorB{ this, "Color Value B", 0 };
cfg::_bool enable_vibration_motor_large{ this, "Enable Large Vibration Motor", true };
cfg::_bool enable_vibration_motor_small{ this, "Enable Small Vibration Motor", true };
cfg::_bool switch_vibration_motors{ this, "Switch Vibration Motors", false };
bool load()
{
if (fs::file cfg_file{ cfg_name, fs::read })
{
return from_string(cfg_file.to_string());
}
return false;
}
void save()
{
fs::file(cfg_name, fs::rewrite).write(to_string());
}
bool exist()
{
return fs::is_file(cfg_name);
}
};
static input_config input_cfg;
class PadHandlerBase
{
protected:
static const u32 MAX_GAMEPADS = 7;
std::array<bool, MAX_GAMEPADS> last_connection_status{{ false, false, false, false, false, false, false }};
int m_trigger_threshold = 0;
int m_thumb_threshold = 0;
bool b_has_deadzones = false;
bool b_has_rumble = false;
bool b_has_config = false;
std::array<pad_config, MAX_GAMEPADS> m_pad_configs;
template <typename T>
T lerp(T v0, T v1, T t) {
return std::fma(t, v1, std::fma(-t, v0, v0));
}
// Search an unordered map for a string value and return found keycode
int FindKeyCode(std::unordered_map<u32, std::string> map, const cfg::string& name, bool fallback = true)
{
std::string def = name.def;
std::string nam = name.to_string();
int def_code = -1;
for (auto it = map.begin(); it != map.end(); ++it)
{
if (it->second == nam)
return it->first;
if (fallback && it->second == def)
def_code = it->first;
}
if (fallback)
{
LOG_ERROR(HLE, "int FindKeyCode for [name = %s] returned with [def_code = %d] for [def = %s]", nam, def_code, def);
if (def_code < 0)
def_code = 0;
}
return def_code;
};
long FindKeyCode(std::unordered_map<u64, std::string> map, const cfg::string& name, bool fallback = true)
{
std::string def = name.def;
std::string nam = name.to_string();
int def_code = -1;
for (auto it = map.begin(); it != map.end(); ++it)
{
if (it->second == nam)
return it->first;
if (fallback && it->second == def)
def_code = it->first;
}
if (fallback)
{
LOG_ERROR(HLE, "long FindKeyCode for [name = %s] returned with [def_code = %d] for [def = %s]", nam, def_code, def);
if (def_code < 0)
def_code = 0;
}
return def_code;
};
// Search an unordered map for a string value and return found keycode
int FindKeyCodeByString(std::unordered_map<u32, std::string> map, const std::string& name, bool fallback = true)
{
for (auto it = map.begin(); it != map.end(); ++it)
{
if (it->second == name)
return it->first;
}
if (fallback)
{
LOG_ERROR(HLE, "long FindKeyCodeByString fohr [name = %s] returned with 0", name);
return 0;
}
return -1;
};
// Search an unordered map for a string value and return found keycode
long FindKeyCodeByString(std::unordered_map<u64, std::string> map, const std::string& name, bool fallback = true)
{
for (auto it = map.begin(); it != map.end(); ++it)
{
if (it->second == name)
return it->first;
}
if (fallback)
{
LOG_ERROR(HLE, "long FindKeyCodeByString fohr [name = %s] returned with 0", name);
return 0;
}
return -1;
};
// Get normalized trigger value based on the range defined by a threshold
u16 NormalizeTriggerInput(u16 value, int threshold)
{
if (value <= threshold || threshold >= trigger_max)
{
return static_cast<u16>(0);
}
else if (threshold <= trigger_min)
{
return value;
}
else
{
return (u16)(float(trigger_max) * float(value - threshold) / float(trigger_max - threshold));
}
};
// Get new scaled value between 0 and 255 based on its minimum and maximum
float ScaleStickInput(s32 raw_value, int minimum, int maximum)
{
// value based on max range converted to [0, 1]
float val = float(Clamp(raw_value, minimum, maximum) - minimum) / float(abs(maximum) + abs(minimum));
return 255.0f * val;
};
// Get new scaled value between -255 and 255 based on its minimum and maximum
float ScaleStickInput2(s32 raw_value, int minimum, int maximum)
{
// value based on max range converted to [0, 1]
float val = float(Clamp(raw_value, minimum, maximum) - minimum) / float(abs(maximum) + abs(minimum));
return (510.0f * val) - 255.0f;
};
// normalizes a directed input, meaning it will correspond to a single "button" and not an axis with two directions
// the input values must lie in 0+
u16 NormalizeDirectedInput(u16 raw_value, float threshold, float maximum)
{
if (threshold >= maximum || maximum <= 0)
{
return static_cast<u16>(0);
}
float val = float(Clamp(raw_value, 0, maximum)) / maximum; // value based on max range converted to [0, 1]
if (threshold <= 0)
{
return static_cast<u16>(255.0f * val);
}
else
{
float thresh = threshold / maximum; // threshold converted to [0, 1]
return static_cast<u16>(255.0f * std::min(1.0f, (val - thresh) / (1.0f - thresh)));
}
};
u16 NormalizeStickInput(s32 raw_value, int threshold, bool ignore_threshold = false)
{
if (ignore_threshold)
{
return static_cast<u16>(ScaleStickInput(raw_value, 0, thumb_max));
}
else
{
return NormalizeDirectedInput(raw_value, threshold, thumb_max);
}
}
// This function normalizes stick deadzone based on the DS3's deadzone, which is ~13%
// X and Y is expected to be in (-255) to 255 range, deadzone should be in terms of thumb stick range
// return is new x and y values in 0-255 range
std::tuple<u16, u16> NormalizeStickDeadzone(s32 inX, s32 inY, u32 deadzone)
{
const float dzRange = deadzone / float((std::abs(thumb_max) + std::abs(thumb_min)));
float X = inX / 255.0f;
float Y = inY / 255.0f;
if (dzRange > 0.f)
{
const float mag = std::min(sqrtf(X*X + Y*Y), 1.f);
if (mag <= 0)
{
return std::tuple<u16, u16>(ConvertAxis(X), ConvertAxis(Y));
}
if (mag > dzRange) {
float pos = lerp(0.13f, 1.f, (mag - dzRange) / (1 - dzRange));
float scale = pos / mag;
X = X * scale;
Y = Y * scale;
}
else {
float pos = lerp(0.f, 0.13f, mag / dzRange);
float scale = pos / mag;
X = X * scale;
Y = Y * scale;
}
}
return std::tuple<u16, u16>( ConvertAxis(X), ConvertAxis(Y) );
};
// get clamped value between min and max
s32 Clamp(f32 input, s32 min, s32 max)
{
if (input > max)
return max;
else if (input < min)
return min;
else return static_cast<s32>(input);
};
// get clamped value between 0 and 255
u16 Clamp0To255(f32 input)
{
return static_cast<u16>(Clamp(input, 0, 255));
};
// get clamped value between 0 and 1023
u16 Clamp0To1023(f32 input)
{
return static_cast<u16>(Clamp(input, 0, 1023));
}
// input has to be [-1,1]. result will be [0,255]
u16 ConvertAxis(float value)
{
return static_cast<u16>((value + 1.0)*(255.0 / 2.0));
};
// The DS3, (and i think xbox controllers) give a 'square-ish' type response, so that the corners will give (almost)max x/y instead of the ~30x30 from a perfect circle
// using a simple scale/sensitivity increase would *work* although it eats a chunk of our usable range in exchange
// this might be the best for now, in practice it seems to push the corners to max of 20x20, with a squircle_factor of 8000
// This function assumes inX and inY is already in 0-255
std::tuple<u16, u16> ConvertToSquirclePoint(u16 inX, u16 inY, float squircle_factor)
{
// convert inX and Y to a (-1, 1) vector;
const f32 x = ((f32)inX - 127.5f) / 127.5f;
const f32 y = ((f32)inY - 127.5f) / 127.5f;
// compute angle and len of given point to be used for squircle radius
const f32 angle = std::atan2(y, x);
const f32 r = std::sqrt(std::pow(x, 2.f) + std::pow(y, 2.f));
// now find len/point on the given squircle from our current angle and radius in polar coords
// https://thatsmaths.com/2016/07/14/squircles/
const f32 newLen = (1 + std::pow(std::sin(2 * angle), 2.f) / (squircle_factor / 1000.f)) * r;
// we now have len and angle, convert to cartisian
const int newX = Clamp0To255(((newLen * std::cos(angle)) + 1) * 127.5f);
const int newY = Clamp0To255(((newLen * std::sin(angle)) + 1) * 127.5f);
return std::tuple<u16, u16>(newX, newY);
}
public:
s32 thumb_min = 0;
s32 thumb_max = 255;
s32 trigger_min = 0;
s32 trigger_max = 255;
s32 vibration_min = 0;
s32 vibration_max = 255;
u32 connected = 0;
pad_handler m_type = pad_handler::null;
virtual bool Init() { return true; };
virtual ~PadHandlerBase() = default;
//Does it have GUI Config?
bool has_config() { return b_has_config; };
bool has_rumble() { return b_has_rumble; };
bool has_deadzones() { return b_has_deadzones; };
static std::string get_config_dir(pad_handler type) { return fs::get_config_dir() + "/InputConfigs/" + fmt::format("%s", type) + "/"; };
static std::string get_config_filename(const input_config& cfg, int i) { return fs::get_config_dir() + "/InputConfigs/" + cfg.player[i]->handler.to_string() + "/" + cfg.player[i]->profile.to_string() + ".yml"; };
//Sets window to config the controller(optional)
virtual void GetNextButtonPress(const std::string& padId, const std::function<void(u16, std::string, int[])>& callback, bool get_blacklist = false, std::vector<std::string> buttons = {}) {};
virtual void TestVibration(const std::string& padId, u32 largeMotor, u32 smallMotor) {};
//Return list of devices for that handler
virtual std::vector<std::string> ListDevices() = 0;
//Callback called during pad_thread::ThreadFunc
virtual void ThreadProc() = 0;
//Binds a Pad to a device
virtual bool bindPadToDevice(std::shared_ptr<Pad> pad, const std::string& device) = 0;
virtual void init_config(pad_config* cfg, const std::string& name) = 0;
private:
virtual void TranslateButtonPress(u64 keyCode, bool& pressed, u16& val, bool ignore_threshold = false) {};
};