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ControllerInterface.cpp
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ControllerInterface.cpp
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// Copyright 2010 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "InputCommon/ControllerInterface/ControllerInterface.h"
#include <algorithm>
#include "Common/Assert.h"
#include "Common/Logging/Log.h"
#include "Core/HW/WiimoteReal/WiimoteReal.h"
#ifdef CIFACE_USE_WIN32
#include "InputCommon/ControllerInterface/Win32/Win32.h"
#endif
#ifdef CIFACE_USE_XLIB
#include "InputCommon/ControllerInterface/Xlib/XInput2.h"
#endif
#ifdef CIFACE_USE_OSX
#include "InputCommon/ControllerInterface/Quartz/Quartz.h"
#endif
#ifdef CIFACE_USE_SDL
#include "InputCommon/ControllerInterface/SDL/SDL.h"
#endif
#ifdef CIFACE_USE_ANDROID
#include "InputCommon/ControllerInterface/Android/Android.h"
#endif
#ifdef CIFACE_USE_EVDEV
#include "InputCommon/ControllerInterface/evdev/evdev.h"
#endif
#ifdef CIFACE_USE_PIPES
#include "InputCommon/ControllerInterface/Pipes/Pipes.h"
#endif
#ifdef CIFACE_USE_DUALSHOCKUDPCLIENT
#include "InputCommon/ControllerInterface/DualShockUDPClient/DualShockUDPClient.h"
#endif
#ifdef CIFACE_USE_STEAMDECK
#include "InputCommon/ControllerInterface/SteamDeck/SteamDeck.h"
#endif
ControllerInterface g_controller_interface;
// We need to save which input channel we are in by thread, so we can access the correct input
// update values in different threads by input channel. We start from InputChannel::Host on all
// threads as hotkeys are updated from a worker thread, but UI can read from the main thread. This
// will never interfere with game threads.
static thread_local ciface::InputChannel tls_input_channel = ciface::InputChannel::Host;
void ControllerInterface::Initialize(const WindowSystemInfo& wsi)
{
if (m_is_init)
return;
std::lock_guard lk_population(m_devices_population_mutex);
m_wsi = wsi;
m_populating_devices_counter = 1;
#ifdef CIFACE_USE_WIN32
ciface::Win32::Init(wsi.render_window);
#endif
#ifdef CIFACE_USE_XLIB
// nothing needed
#endif
#ifdef CIFACE_USE_OSX
// nothing needed for Quartz
#endif
#ifdef CIFACE_USE_SDL
m_input_backends.emplace_back(ciface::SDL::CreateInputBackend(this));
#endif
#ifdef CIFACE_USE_ANDROID
ciface::Android::Init();
#endif
#ifdef CIFACE_USE_EVDEV
m_input_backends.emplace_back(ciface::evdev::CreateInputBackend(this));
#endif
#ifdef CIFACE_USE_PIPES
// nothing needed
#endif
#ifdef CIFACE_USE_DUALSHOCKUDPCLIENT
m_input_backends.emplace_back(ciface::DualShockUDPClient::CreateInputBackend(this));
#endif
#ifdef CIFACE_USE_STEAMDECK
m_input_backends.emplace_back(ciface::SteamDeck::CreateInputBackend(this));
#endif
// Don't allow backends to add devices before the first RefreshDevices() as they will be cleaned
// there. Or they'd end up waiting on the devices mutex if populated from another thread.
m_is_init = true;
RefreshDevices();
// Devices writes are already protected by m_devices_population_mutex but this won't hurt
m_devices_mutex.lock();
const bool devices_empty = m_devices.empty();
m_devices_mutex.unlock();
if (m_populating_devices_counter.fetch_sub(1) == 1 && !devices_empty)
InvokeDevicesChangedCallbacks();
}
void ControllerInterface::ChangeWindow(void* hwnd, WindowChangeReason reason)
{
if (!m_is_init)
return;
// This shouldn't use render_surface so no need to update it.
m_wsi.render_window = hwnd;
// No need to re-add devices if this is an application exit request
if (reason == WindowChangeReason::Exit)
ClearDevices();
else
RefreshDevices(RefreshReason::WindowChangeOnly);
}
void ControllerInterface::RefreshDevices(RefreshReason reason)
{
if (!m_is_init)
return;
// We lock m_devices_population_mutex here to make everything simpler.
// Multiple devices classes have their own "hotplug" thread, and can add/remove devices at any
// time, while actual writes to "m_devices" are safe, the order in which they happen is not. That
// means a thread could be adding devices while we are removing them, or removing them as we are
// populating them (causing missing or duplicate devices).
std::lock_guard lk_population(m_devices_population_mutex);
#if defined(CIFACE_USE_WIN32) && !defined(CIFACE_USE_XLIB) && !defined(CIFACE_USE_OSX)
// If only the window changed, avoid removing and re-adding all devices.
// Instead only refresh devices that require the window handle.
if (reason == RefreshReason::WindowChangeOnly)
{
m_populating_devices_counter.fetch_add(1);
// No need to do anything else in this case.
// Only (Win32) DInput needs the window handle to be updated.
ciface::Win32::ChangeWindow(m_wsi.render_window);
if (m_populating_devices_counter.fetch_sub(1) == 1)
InvokeDevicesChangedCallbacks();
return;
}
#endif
m_populating_devices_counter.fetch_add(1);
// Make sure shared_ptr<Device> objects are released before repopulating.
ClearDevices();
// Some of these calls won't immediately populate devices, but will do it async
// with their own PlatformPopulateDevices().
// This means that devices might end up in different order, unless we override their priority.
// It also means they might appear as "disconnected" in the Qt UI for a tiny bit of time.
// This helps the emulation and host thread to not stall when repopulating devices for any reason.
// Every platform that adds a device that is meant to be used as default device should try to not
// do it async, to not risk the emulated controllers default config loading not finding a default
// device.
#ifdef CIFACE_USE_WIN32
ciface::Win32::PopulateDevices(m_wsi.render_window);
#endif
#ifdef CIFACE_USE_XLIB
if (m_wsi.type == WindowSystemType::X11)
ciface::XInput2::PopulateDevices(m_wsi.render_window);
#endif
#ifdef CIFACE_USE_OSX
if (m_wsi.type == WindowSystemType::MacOS)
{
ciface::Quartz::PopulateDevices(m_wsi.render_window);
}
#endif
#ifdef CIFACE_USE_ANDROID
ciface::Android::PopulateDevices();
#endif
#ifdef CIFACE_USE_PIPES
ciface::Pipes::PopulateDevices();
#endif
for (auto& backend : m_input_backends)
backend->PopulateDevices();
WiimoteReal::PopulateDevices();
if (m_populating_devices_counter.fetch_sub(1) == 1)
InvokeDevicesChangedCallbacks();
}
void ControllerInterface::PlatformPopulateDevices(std::function<void()> callback)
{
if (!m_is_init)
return;
std::lock_guard lk_population(m_devices_population_mutex);
m_populating_devices_counter.fetch_add(1);
callback();
if (m_populating_devices_counter.fetch_sub(1) == 1)
InvokeDevicesChangedCallbacks();
}
// Remove all devices and call library cleanup functions
void ControllerInterface::Shutdown()
{
if (!m_is_init)
return;
// Prevent additional devices from being added during shutdown.
m_is_init = false;
// Additional safety measure to avoid InvokeDevicesChangedCallbacks()
m_populating_devices_counter = 1;
// Update control references so shared_ptr<Device>s are freed up BEFORE we shutdown the backends.
ClearDevices();
#ifdef CIFACE_USE_WIN32
ciface::Win32::DeInit();
#endif
#ifdef CIFACE_USE_XLIB
// nothing needed
#endif
#ifdef CIFACE_USE_OSX
ciface::Quartz::DeInit();
#endif
#ifdef CIFACE_USE_ANDROID
ciface::Android::Shutdown();
#endif
// Empty the container of input backends to deconstruct and deinitialize them.
m_input_backends.clear();
// Make sure no devices had been added within Shutdown() in the time
// between checking they checked atomic m_is_init bool and we changed it.
// We couldn't have locked m_devices_population_mutex for the whole Shutdown()
// as it could cause deadlocks. Note that this is still not 100% safe as some backends are
// shut down in other places, possibly adding devices after we have shut down, but the chances of
// that happening are basically zero.
ClearDevices();
}
void ControllerInterface::ClearDevices()
{
std::lock_guard lk_population(m_devices_population_mutex);
{
std::lock_guard lk(m_devices_mutex);
if (m_devices.empty())
return;
for (const auto& d : m_devices)
{
// Set outputs to ZERO before destroying device
for (ciface::Core::Device::Output* o : d->Outputs())
o->SetState(0);
}
// Devices could still be alive after this as there might be shared ptrs around holding them.
// The InvokeDevicesChangedCallbacks() underneath should always clean all of them (it needs to).
m_devices.clear();
}
InvokeDevicesChangedCallbacks();
}
bool ControllerInterface::AddDevice(std::shared_ptr<ciface::Core::Device> device)
{
// If we are shutdown (or in process of shutting down) ignore this request:
if (!m_is_init)
return false;
std::lock_guard lk_population(m_devices_population_mutex);
{
std::lock_guard lk(m_devices_mutex);
const auto is_id_in_use = [&device, this](int id) {
return std::any_of(m_devices.begin(), m_devices.end(), [&device, &id](const auto& d) {
return d->GetSource() == device->GetSource() && d->GetName() == device->GetName() &&
d->GetId() == id;
});
};
const auto preferred_id = device->GetPreferredId();
if (preferred_id.has_value() && !is_id_in_use(*preferred_id))
{
// Use the device's preferred ID if available.
device->SetId(*preferred_id);
}
else
{
// Find the first available ID to use.
int id = 0;
while (is_id_in_use(id))
++id;
device->SetId(id);
}
NOTICE_LOG_FMT(CONTROLLERINTERFACE, "Added device: {}", device->GetQualifiedName());
m_devices.emplace_back(std::move(device));
// We can't (and don't want) to control the order in which devices are added, but we
// need their order to be consistent, and we need the same one to always be the first, where
// present (the keyboard and mouse device usually). This is because when defaulting a
// controller profile, it will automatically select the first device in the list as its default.
std::stable_sort(m_devices.begin(), m_devices.end(),
[](const std::shared_ptr<ciface::Core::Device>& a,
const std::shared_ptr<ciface::Core::Device>& b) {
// It would be nice to sort devices by Source then Name then ID but it's
// better to leave them sorted by the add order, which also avoids breaking
// the order on other platforms that are less tested.
return a->GetSortPriority() > b->GetSortPriority();
});
}
if (!m_populating_devices_counter)
InvokeDevicesChangedCallbacks();
return true;
}
void ControllerInterface::RemoveDevice(std::function<bool(const ciface::Core::Device*)> callback,
bool force_devices_release)
{
// If we are shutdown (or in process of shutting down) ignore this request:
if (!m_is_init)
return;
std::lock_guard lk_population(m_devices_population_mutex);
bool any_removed;
{
std::lock_guard lk(m_devices_mutex);
auto it = std::remove_if(m_devices.begin(), m_devices.end(), [&callback](const auto& dev) {
if (callback(dev.get()))
{
NOTICE_LOG_FMT(CONTROLLERINTERFACE, "Removed device: {}", dev->GetQualifiedName());
return true;
}
return false;
});
const size_t prev_size = m_devices.size();
m_devices.erase(it, m_devices.end());
any_removed = m_devices.size() != prev_size;
}
if (any_removed && (!m_populating_devices_counter || force_devices_release))
InvokeDevicesChangedCallbacks();
}
// Update input for all devices if lock can be acquired without waiting.
void ControllerInterface::UpdateInput()
{
// This should never happen
ASSERT(m_is_init);
if (!m_is_init)
return;
// TODO: if we are an emulation input channel, we should probably always lock
// Prefer outdated values over blocking UI or CPU thread (avoids short but noticeable frame drop)
// Lock this first to avoid deadlock with m_devices_mutex in certain cases (such as a Wii Remote
// getting disconnected)
if (!m_devices_population_mutex.try_lock())
return;
std::lock_guard population_lock(m_devices_population_mutex, std::adopt_lock);
if (!m_devices_mutex.try_lock())
return;
std::lock_guard lk(m_devices_mutex, std::adopt_lock);
for (auto& backend : m_input_backends)
backend->UpdateInput();
for (const auto& d : m_devices)
{
// Theoretically we could avoid updating input on devices that don't have any references to
// them, but in practice a few devices types could break in different ways, so we don't
d->UpdateInput();
}
}
void ControllerInterface::SetCurrentInputChannel(ciface::InputChannel input_channel)
{
tls_input_channel = input_channel;
}
ciface::InputChannel ControllerInterface::GetCurrentInputChannel()
{
return tls_input_channel;
}
void ControllerInterface::SetAspectRatioAdjustment(float value)
{
m_aspect_ratio_adjustment = value;
}
Common::Vec2 ControllerInterface::GetWindowInputScale() const
{
const auto ar = m_aspect_ratio_adjustment.load();
if (ar > 1)
return {1.f, ar};
else
return {1 / ar, 1.f};
}
void ControllerInterface::SetMouseCenteringRequested(bool center)
{
m_requested_mouse_centering = center;
}
bool ControllerInterface::IsMouseCenteringRequested() const
{
return m_requested_mouse_centering.load();
}
// Register a callback to be called when a device is added or removed (as from the input backends'
// hotplug thread), or when devices are refreshed
// Returns a handle for later removing the callback.
ControllerInterface::HotplugCallbackHandle
ControllerInterface::RegisterDevicesChangedCallback(std::function<void()> callback)
{
std::lock_guard lk(m_callbacks_mutex);
m_devices_changed_callbacks.emplace_back(std::move(callback));
return std::prev(m_devices_changed_callbacks.end());
}
// Unregister a device callback.
void ControllerInterface::UnregisterDevicesChangedCallback(const HotplugCallbackHandle& handle)
{
std::lock_guard lk(m_callbacks_mutex);
m_devices_changed_callbacks.erase(handle);
}
// Invoke all callbacks that were registered
void ControllerInterface::InvokeDevicesChangedCallbacks() const
{
m_callbacks_mutex.lock();
const auto devices_changed_callbacks = m_devices_changed_callbacks;
m_callbacks_mutex.unlock();
for (const auto& callback : devices_changed_callbacks)
callback();
}