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New "Vibrate controller on button press" setting under Controls. When enabled, pressing a gamepad button rumbles that pad for as long as it's held - something the PSP hardware never had, but which some people want from a modern pad. Implemented per platform behind System_ControllerRumbleStart/Stop: SDL uses SDL_RumbleGamepad, Windows feeds it into XinputDevice's existing vibration path so it doesn't fight with the vibration games request through sceCtrl, and Android goes through InputDevice.getVibrator() in Java. Stubbed elsewhere. The D-pad is excluded, since it gets tapped constantly while navigating. Co-Authored-By: Claude Opus 5 (1M context) <[email protected]> Claude-Session: https://claude.ai/code/session_01GgACRqkQNpfJQ4fjwyoEup
139 lines
4.5 KiB
C++
139 lines
4.5 KiB
C++
#pragma once
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#include <cstring>
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#include <atomic>
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#include <functional>
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#include <mutex>
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#include <vector>
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#include "Common/Input/InputState.h"
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#include "Core/KeyMap.h"
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struct DisplayLayoutConfig;
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// Pure interface.
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class ControlListener {
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public:
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virtual ~ControlListener() = default;
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virtual void OnVKey(VirtKey vkey, bool down) {}
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virtual void OnVKeyAnalog(VirtKey vkey, float value) {}
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virtual void UpdatePSPButtons(uint32_t buttonMask, uint32_t changedMask) {}
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virtual void SetPSPAnalog(int rotation, int stick, float x, float y) {}
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virtual void SetRawAnalog(int stick, float x, float y) {}
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};
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class StringWriter;
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// Utilities for mapping input events to PSP inputs and virtual keys.
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// Main use is of course from EmuScreen.cpp, but also useful from control settings etc.
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class ControlMapper {
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public:
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void UpdateConfig(const DisplayLayoutConfig &config);
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void UpdateAutoMovements(double now);
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// Inputs to the table-based mapping
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// These functions are free-threaded.
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bool Key(const KeyInput &key);
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void Axis(const AxisInput *axes, size_t count);
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// Required callbacks.
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// TODO: These are so many now that a virtual interface might be more appropriate..
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// Both of these take mutex_ - listeners_ is iterated on the input thread, and screens add and
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// remove themselves from another one.
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void AddListener(ControlListener *listener);
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void RemoveListener(ControlListener *listener);
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// Inject raw PSP key input directly, such as from touch screen controls.
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// Combined with the mapped input. Unlike __Ctrl APIs, this supports
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// virtual key codes, including analog mappings.
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void PSPKey(int deviceId, int pspKeyCode, KeyInputFlags flags);
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// Toggle swapping DPAD and Analog. Useful on some input devices with few buttons.
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void ToggleSwapAxes();
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// Call this when a Vkey press triggers leaving the screen you're using the controlmapper on. This can cause
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// the loss of key-up events, which will confuse things later when you're back.
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// Might replace this later by allowing through "key-up" and similar events to lower screens.
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void ForceReleaseVKey(int vkey);
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// Call when the emu screen gets pushed behind some other screen, like the pause screen, to release all "down" inputs.
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void ReleaseAll();
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void GetDebugString(StringWriter &w) const;
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bool PollPauseTrigger() {
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return pauseTrigger_.exchange(false);
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}
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struct InputSample {
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float value;
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double timestamp;
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};
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private:
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void UpdateSwapAxes();
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void UpdateButtonRumble(const KeyInput &key);
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bool UpdatePSPState(const InputMapping &changedMapping, double now);
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float MapAxisValue(float value, int vkId, const InputMapping &mapping, const InputMapping &changedMapping, bool *oppositeTouched);
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void SwapMappingIfEnabled(uint32_t *vkey);
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void SetPSPAxis(int deviceId, int stick, char axis, float value);
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void UpdateAnalogOutput(int stick);
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void onVKey(VirtKey vkey, bool down);
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void onVKeyAnalog(int deviceId, VirtKey vkey, float value);
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void UpdateCurInputAxis(const InputMapping &mapping, float value, double timestamp);
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float GetDeviceAxisThreshold(int device, const InputMapping &mapping);
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bool IsVirtKeyOn(VirtKey key) const {
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int index = key - VIRTKEY_FIRST;
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if (index < 0 || index >= VIRTKEY_COUNT) {
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return false;
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}
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return virtKeyOn_[index];
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}
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// To track mappable virtual keys. We can have as many as we want.
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float virtKeys_[VIRTKEY_COUNT]{};
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bool virtKeyOn_[VIRTKEY_COUNT]{}; // Track boolean output separaately since thresholds may differ.
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// This is only used for co-axis (analog stick to buttons), so not bothering to track separately
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// per device.
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float rawAxisValue_[JOYSTICK_AXIS_MAX]{};
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double deviceTimestamps_[(size_t)DEVICE_ID_COUNT]{};
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int lastNonDeadzoneDeviceID_[2]{};
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float history_[2][2]{};
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float converted_[2][2]{}; // for debug display
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// Mappable auto-rotation. Useful for keyboard/dpad->analog in a few games.
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bool autoRotatingAnalogCW_ = false;
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bool autoRotatingAnalogCCW_ = false;
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std::atomic<bool> pauseTrigger_{};
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bool swapAxes_ = false;
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// Buttons held per pad, for the optional rumble-on-button-press.
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int buttonsHeld_[10]{};
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int iInternalScreenRotationCached_ = 0;
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// Protects basically all the state. (There is no screenmanager mutex to piggyback on, despite
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// what a previous comment here claimed - input arrives on its own thread.)
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std::mutex mutex_;
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std::map<InputMapping, InputSample> curInput_;
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// Callbacks
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std::vector<ControlListener *> listeners_;
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};
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void ConvertAnalogStick(float x, float y, float *outX, float *outY);
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float GetDeviceAxisThreshold(int device, const InputMapping &mapping);
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extern ControlMapper g_controlMapper;
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