// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later #include "SDL3/SDL_events.h" #include "SDL3/SDL_init.h" #include "SDL3/SDL_properties.h" #include "SDL3/SDL_timer.h" #include "SDL3/SDL_video.h" #include "common/assert.h" #include "common/config.h" #include "common/version.h" #include "common/elf_info.h" #include "core/libraries/pad/pad.h" #include "imgui/renderer/imgui_core.h" #include "input/controller.h" #include "input/input_handler.h" #include "sdl_window.h" #include "video_core/renderdoc.h" #ifdef __APPLE__ #include "SDL3/SDL_metal.h" #endif namespace Frontend { static Uint32 SDLCALL PollController(void* userdata, SDL_TimerID timer_id, Uint32 interval) { auto* controller = reinterpret_cast(userdata); return controller->Poll(); } WindowSDL::WindowSDL(s32 width_, s32 height_, Input::GameController* controller_, std::string_view window_title) : width{width_}, height{height_}, controller{controller_} { if (!SDL_Init(SDL_INIT_VIDEO)) { UNREACHABLE_MSG("Failed to initialize SDL video subsystem: {}", SDL_GetError()); } SDL_InitSubSystem(SDL_INIT_AUDIO); SDL_PropertiesID props = SDL_CreateProperties(); SDL_SetStringProperty(props, SDL_PROP_WINDOW_CREATE_TITLE_STRING, std::string(window_title).c_str()); SDL_SetNumberProperty(props, SDL_PROP_WINDOW_CREATE_X_NUMBER, SDL_WINDOWPOS_CENTERED); SDL_SetNumberProperty(props, SDL_PROP_WINDOW_CREATE_Y_NUMBER, SDL_WINDOWPOS_CENTERED); SDL_SetNumberProperty(props, SDL_PROP_WINDOW_CREATE_WIDTH_NUMBER, width); SDL_SetNumberProperty(props, SDL_PROP_WINDOW_CREATE_HEIGHT_NUMBER, height); SDL_SetNumberProperty(props, "flags", SDL_WINDOW_VULKAN); SDL_SetBooleanProperty(props, SDL_PROP_WINDOW_CREATE_RESIZABLE_BOOLEAN, true); window = SDL_CreateWindowWithProperties(props); SDL_DestroyProperties(props); if (window == nullptr) { UNREACHABLE_MSG("Failed to create window handle: {}", SDL_GetError()); } SDL_SetWindowFullscreen(window, Config::isFullscreenMode()); SDL_InitSubSystem(SDL_INIT_GAMEPAD); controller->TryOpenSDLController(); #if defined(SDL_PLATFORM_WIN32) window_info.type = WindowSystemType::Windows; window_info.render_surface = SDL_GetPointerProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_WIN32_HWND_POINTER, NULL); #elif defined(SDL_PLATFORM_LINUX) if (SDL_strcmp(SDL_GetCurrentVideoDriver(), "x11") == 0) { window_info.type = WindowSystemType::X11; window_info.display_connection = SDL_GetPointerProperty( SDL_GetWindowProperties(window), SDL_PROP_WINDOW_X11_DISPLAY_POINTER, NULL); window_info.render_surface = (void*)SDL_GetNumberProperty( SDL_GetWindowProperties(window), SDL_PROP_WINDOW_X11_WINDOW_NUMBER, 0); } else if (SDL_strcmp(SDL_GetCurrentVideoDriver(), "wayland") == 0) { window_info.type = WindowSystemType::Wayland; window_info.display_connection = SDL_GetPointerProperty( SDL_GetWindowProperties(window), SDL_PROP_WINDOW_WAYLAND_DISPLAY_POINTER, NULL); window_info.render_surface = SDL_GetPointerProperty( SDL_GetWindowProperties(window), SDL_PROP_WINDOW_WAYLAND_SURFACE_POINTER, NULL); } #elif defined(SDL_PLATFORM_MACOS) window_info.type = WindowSystemType::Metal; window_info.render_surface = SDL_Metal_GetLayer(SDL_Metal_CreateView(window)); #endif // input handler init-s Input::ControllerOutput::setControllerOutputController(controller); Input::parseInputConfig(std::string(Common::ElfInfo::Instance().GameSerial())); } WindowSDL::~WindowSDL() = default; void WindowSDL::waitEvent() { // Called on main thread SDL_Event event; if (!SDL_WaitEvent(&event)) { return; } if (ImGui::Core::ProcessEvent(&event)) { return; } switch (event.type) { case SDL_EVENT_WINDOW_RESIZED: case SDL_EVENT_WINDOW_MAXIMIZED: case SDL_EVENT_WINDOW_RESTORED: onResize(); break; case SDL_EVENT_WINDOW_MINIMIZED: case SDL_EVENT_WINDOW_EXPOSED: is_shown = event.type == SDL_EVENT_WINDOW_EXPOSED; onResize(); break; case SDL_EVENT_MOUSE_BUTTON_DOWN: case SDL_EVENT_MOUSE_BUTTON_UP: case SDL_EVENT_MOUSE_WHEEL: case SDL_EVENT_MOUSE_WHEEL_OFF: case SDL_EVENT_KEY_DOWN: case SDL_EVENT_KEY_UP: onKeyboardMouseInput(&event); break; case SDL_EVENT_GAMEPAD_BUTTON_DOWN: case SDL_EVENT_GAMEPAD_BUTTON_UP: case SDL_EVENT_GAMEPAD_AXIS_MOTION: case SDL_EVENT_GAMEPAD_ADDED: case SDL_EVENT_GAMEPAD_REMOVED: case SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN: case SDL_EVENT_GAMEPAD_TOUCHPAD_UP: case SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION: onGamepadEvent(&event); break; case SDL_EVENT_QUIT: is_open = false; break; default: break; } } void WindowSDL::initTimers() { SDL_AddTimer(100, &PollController, controller); SDL_AddTimer(33, Input::mousePolling, (void*)controller); } void WindowSDL::onResize() { SDL_GetWindowSizeInPixels(window, &width, &height); ImGui::Core::OnResize(); } Uint32 wheelOffCallback(void* og_event, Uint32 timer_id, Uint32 interval) { SDL_Event off_event = *(SDL_Event*)og_event; off_event.type = SDL_EVENT_MOUSE_WHEEL_OFF; SDL_PushEvent(&off_event); delete (SDL_Event*)og_event; return 0; } void WindowSDL::onKeyboardMouseInput(const SDL_Event* event) { using Libraries::Pad::OrbisPadButtonDataOffset; // get the event's id, if it's keyup or keydown bool input_down = event->type == SDL_EVENT_KEY_DOWN || event->type == SDL_EVENT_MOUSE_BUTTON_DOWN || event->type == SDL_EVENT_MOUSE_WHEEL; u32 input_id = Input::InputBinding::getInputIDFromEvent(*event); // Handle window controls outside of the input maps if (event->type == SDL_EVENT_KEY_DOWN) { // Reparse kbm inputs if (input_id == SDLK_F8) { Input::parseInputConfig(std::string(Common::ElfInfo::Instance().GameSerial())); return; } // Toggle mouse capture and movement input else if (input_id == SDLK_F7) { Input::toggleMouseEnabled(); SDL_SetWindowRelativeMouseMode(this->GetSdlWindow(), !SDL_GetWindowRelativeMouseMode(this->GetSdlWindow())); return; } // Toggle fullscreen else if (input_id == SDLK_F11) { SDL_WindowFlags flag = SDL_GetWindowFlags(window); bool is_fullscreen = flag & SDL_WINDOW_FULLSCREEN; SDL_SetWindowFullscreen(window, !is_fullscreen); return; } // Trigger rdoc capture else if (input_id == SDLK_F12) { VideoCore::TriggerCapture(); return; } } // if it's a wheel event, make a timer that turns it off after a set time if(event->type == SDL_EVENT_MOUSE_WHEEL) { const SDL_Event* copy = new SDL_Event(*event); SDL_AddTimer(33, wheelOffCallback, (void*)copy); } // add/remove it from the list Input::updatePressedKeys(input_id, input_down); // update bindings Input::activateOutputsFromInputs(); } void WindowSDL::onGamepadEvent(const SDL_Event* event) { using Libraries::Pad::OrbisPadButtonDataOffset; u32 button = 0; Input::Axis axis = Input::Axis::AxisMax; switch (event->type) { case SDL_EVENT_GAMEPAD_ADDED: case SDL_EVENT_GAMEPAD_REMOVED: controller->TryOpenSDLController(); break; case SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN: case SDL_EVENT_GAMEPAD_TOUCHPAD_UP: case SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION: controller->SetTouchpadState(event->gtouchpad.finger, event->type != SDL_EVENT_GAMEPAD_TOUCHPAD_UP, event->gtouchpad.x, event->gtouchpad.y); break; case SDL_EVENT_GAMEPAD_BUTTON_DOWN: case SDL_EVENT_GAMEPAD_BUTTON_UP: button = sdlGamepadToOrbisButton(event->gbutton.button); if (button != 0) { if (event->gbutton.button == SDL_GAMEPAD_BUTTON_BACK) { std::string backButtonBehavior = Config::getBackButtonBehavior(); if (backButtonBehavior != "none") { float x = backButtonBehavior == "left" ? 0.25f : (backButtonBehavior == "right" ? 0.75f : 0.5f); // trigger a touchpad event so that the touchpad emulation for back button works controller->SetTouchpadState(0, true, x, 0.5f); controller->CheckButton(0, button, event->type == SDL_EVENT_GAMEPAD_BUTTON_DOWN); } } else { controller->CheckButton(0, button, event->type == SDL_EVENT_GAMEPAD_BUTTON_DOWN); } } break; case SDL_EVENT_GAMEPAD_AXIS_MOTION: axis = event->gaxis.axis == SDL_GAMEPAD_AXIS_LEFTX ? Input::Axis::LeftX : event->gaxis.axis == SDL_GAMEPAD_AXIS_LEFTY ? Input::Axis::LeftY : event->gaxis.axis == SDL_GAMEPAD_AXIS_RIGHTX ? Input::Axis::RightX : event->gaxis.axis == SDL_GAMEPAD_AXIS_RIGHTY ? Input::Axis::RightY : event->gaxis.axis == SDL_GAMEPAD_AXIS_LEFT_TRIGGER ? Input::Axis::TriggerLeft : event->gaxis.axis == SDL_GAMEPAD_AXIS_RIGHT_TRIGGER ? Input::Axis::TriggerRight : Input::Axis::AxisMax; if (axis != Input::Axis::AxisMax) { if (event->gaxis.axis == SDL_GAMEPAD_AXIS_LEFT_TRIGGER || event->gaxis.axis == SDL_GAMEPAD_AXIS_RIGHT_TRIGGER) { controller->Axis(0, axis, Input::GetAxis(0, 0x8000, event->gaxis.value)); } else { controller->Axis(0, axis, Input::GetAxis(-0x8000, 0x8000, event->gaxis.value)); } } break; } } int WindowSDL::sdlGamepadToOrbisButton(u8 button) { using Libraries::Pad::OrbisPadButtonDataOffset; switch (button) { case SDL_GAMEPAD_BUTTON_DPAD_DOWN: return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_DOWN; case SDL_GAMEPAD_BUTTON_DPAD_UP: return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_UP; case SDL_GAMEPAD_BUTTON_DPAD_LEFT: return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_LEFT; case SDL_GAMEPAD_BUTTON_DPAD_RIGHT: return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_RIGHT; case SDL_GAMEPAD_BUTTON_SOUTH: return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_CROSS; case SDL_GAMEPAD_BUTTON_NORTH: return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_TRIANGLE; case SDL_GAMEPAD_BUTTON_WEST: return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_SQUARE; case SDL_GAMEPAD_BUTTON_EAST: return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_CIRCLE; case SDL_GAMEPAD_BUTTON_START: return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_OPTIONS; case SDL_GAMEPAD_BUTTON_TOUCHPAD: return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_TOUCH_PAD; case SDL_GAMEPAD_BUTTON_BACK: return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_TOUCH_PAD; case SDL_GAMEPAD_BUTTON_LEFT_SHOULDER: return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_L1; case SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER: return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_R1; case SDL_GAMEPAD_BUTTON_LEFT_STICK: return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_L3; case SDL_GAMEPAD_BUTTON_RIGHT_STICK: return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_R3; default: return 0; } } } // namespace Frontend