// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later #include "SDL3/SDL_events.h" #include "SDL3/SDL_hints.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/elf_info.h" #include "core/debug_state.h" #include "core/libraries/kernel/time.h" #include "core/libraries/pad/pad.h" #include "core/libraries/system/userservice.h" #include "imgui/renderer/imgui_core.h" #include "input/controller.h" #include "input/input_handler.h" #include "input/input_mouse.h" #include "sdl_window.h" #include "video_core/renderdoc.h" #ifdef __APPLE__ #include "SDL3/SDL_metal.h" #endif namespace Frontend { using namespace Libraries::Pad; static OrbisPadButtonDataOffset SDLGamepadToOrbisButton(u8 button) { switch (button) { case SDL_GAMEPAD_BUTTON_DPAD_DOWN: return OrbisPadButtonDataOffset::Down; case SDL_GAMEPAD_BUTTON_DPAD_UP: return OrbisPadButtonDataOffset::Up; case SDL_GAMEPAD_BUTTON_DPAD_LEFT: return OrbisPadButtonDataOffset::Left; case SDL_GAMEPAD_BUTTON_DPAD_RIGHT: return OrbisPadButtonDataOffset::Right; case SDL_GAMEPAD_BUTTON_SOUTH: return OrbisPadButtonDataOffset::Cross; case SDL_GAMEPAD_BUTTON_NORTH: return OrbisPadButtonDataOffset::Triangle; case SDL_GAMEPAD_BUTTON_WEST: return OrbisPadButtonDataOffset::Square; case SDL_GAMEPAD_BUTTON_EAST: return OrbisPadButtonDataOffset::Circle; case SDL_GAMEPAD_BUTTON_START: return OrbisPadButtonDataOffset::Options; case SDL_GAMEPAD_BUTTON_TOUCHPAD: return OrbisPadButtonDataOffset::TouchPad; case SDL_GAMEPAD_BUTTON_BACK: return OrbisPadButtonDataOffset::TouchPad; case SDL_GAMEPAD_BUTTON_LEFT_SHOULDER: return OrbisPadButtonDataOffset::L1; case SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER: return OrbisPadButtonDataOffset::R1; case SDL_GAMEPAD_BUTTON_LEFT_STICK: return OrbisPadButtonDataOffset::L3; case SDL_GAMEPAD_BUTTON_RIGHT_STICK: return OrbisPadButtonDataOffset::R3; default: return OrbisPadButtonDataOffset::None; } } 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::GameControllers* controllers_, std::string_view window_title) : width{width_}, height{height_}, controllers{*controllers_} { if (!SDL_SetHint(SDL_HINT_APP_NAME, "shadPS4")) { UNREACHABLE_MSG("Failed to set SDL window hint: {}", SDL_GetError()); } 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_SetWindowMinimumSize(window, 640, 360); bool error = false; const SDL_DisplayID displayIndex = SDL_GetDisplayForWindow(window); if (displayIndex < 0) { LOG_ERROR(Frontend, "Error getting display index: {}", SDL_GetError()); error = true; } const SDL_DisplayMode* displayMode; if ((displayMode = SDL_GetCurrentDisplayMode(displayIndex)) == 0) { LOG_ERROR(Frontend, "Error getting display mode: {}", SDL_GetError()); error = true; } if (!error) { SDL_SetWindowFullscreenMode( window, Config::getFullscreenMode() == "Fullscreen" ? displayMode : NULL); } SDL_SetWindowFullscreen(window, Config::getIsFullscreen()); SDL_InitSubSystem(SDL_INIT_GAMEPAD); #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::LinkJoystickAxes(); Input::ParseInputConfig(std::string(Common::ElfInfo::Instance().GameSerial())); Input::GameControllers::TryOpenSDLControllers(controllers); using namespace Libraries::UserService; } 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_ADDED: case SDL_EVENT_GAMEPAD_REMOVED: // todo handle userserviceevents here Input::GameControllers::TryOpenSDLControllers(controllers); break; case SDL_EVENT_GAMEPAD_BUTTON_DOWN: case SDL_EVENT_GAMEPAD_BUTTON_UP: case SDL_EVENT_GAMEPAD_AXIS_MOTION: OnGamepadEvent(&event); break; case SDL_EVENT_GAMEPAD_SENSOR_UPDATE: { int controller_id = Input::GetGamepadIndexFromJoystickId(event.gsensor.which); switch ((SDL_SensorType)event.gsensor.sensor) { case SDL_SENSOR_GYRO: controllers[controller_id]->Gyro(0, event.gsensor.data); break; case SDL_SENSOR_ACCEL: controllers[controller_id]->Acceleration(0, event.gsensor.data); break; default: break; } break; } case SDL_EVENT_QUIT: is_open = false; break; case SDL_EVENT_TOGGLE_FULLSCREEN: { if (SDL_GetWindowFlags(window) & SDL_WINDOW_FULLSCREEN) { SDL_SetWindowFullscreen(window, 0); } else { SDL_SetWindowFullscreen(window, SDL_WINDOW_FULLSCREEN); } break; } case SDL_EVENT_TOGGLE_PAUSE: SDL_Log("Received SDL_EVENT_TOGGLE_PAUSE"); if (DebugState.IsGuestThreadsPaused()) { SDL_Log("Game Resumed"); DebugState.ResumeGuestThreads(); } else { SDL_Log("Game Paused"); DebugState.PauseGuestThreads(); } break; default: break; } } void WindowSDL::InitTimers() { SDL_AddTimer(100, &PollController, controllers[0]); SDL_AddTimer(33, Input::MousePolling, (void*)controllers[0]); } void WindowSDL::RequestKeyboard() { if (keyboard_grab == 0) { SDL_RunOnMainThread( [](void* userdata) { SDL_StartTextInput(static_cast(userdata)); }, window, true); } keyboard_grab++; } void WindowSDL::ReleaseKeyboard() { ASSERT(keyboard_grab > 0); keyboard_grab--; if (keyboard_grab == 0) { SDL_RunOnMainThread( [](void* userdata) { SDL_StopTextInput(static_cast(userdata)); }, window, true); } } 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 const bool input_down = event->type == SDL_EVENT_KEY_DOWN || event->type == SDL_EVENT_MOUSE_BUTTON_DOWN || event->type == SDL_EVENT_MOUSE_WHEEL; Input::InputEvent input_event = Input::InputBinding::GetInputEventFromSDLEvent(*event); // Handle window controls outside of the input maps if (event->type == SDL_EVENT_KEY_DOWN) { using namespace Libraries::UserService; u32 input_id = input_event.input.sdl_id; // 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; } // test controller connect/disconnect else if (input_id == SDLK_F4) { auto controllers = *Common::Singleton::Instance(); for (int i = 3; i >= 0; i--) { if (controllers[i]->user_id != -1) { AddUserServiceEvent( {OrbisUserServiceEventType::Logout, (s32)controllers[i]->user_id}); controllers[i]->user_id = -1; break; } } } else if (input_id == SDLK_F5) { auto controllers = *Common::Singleton::Instance(); for (int i = 0; i < 4; i++) { if (controllers[i]->user_id == -1) { controllers[i]->user_id = i + 1; AddUserServiceEvent( {OrbisUserServiceEventType::Login, (s32)controllers[i]->user_id}); break; } } } } // 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 bool inputs_changed = Input::UpdatePressedKeys(input_event); // update bindings if (inputs_changed) { Input::ActivateOutputsFromInputs(); } } void WindowSDL::OnGamepadEvent(const SDL_Event* event) { bool input_down = event->type == SDL_EVENT_GAMEPAD_AXIS_MOTION || event->type == SDL_EVENT_GAMEPAD_BUTTON_DOWN; Input::InputEvent input_event = Input::InputBinding::GetInputEventFromSDLEvent(*event); // the touchpad button shouldn't be rebound to anything else, // as it would break the entire touchpad handling // You can still bind other things to it though if (event->gbutton.button == SDL_GAMEPAD_BUTTON_TOUCHPAD) { controllers[Input::GetGamepadIndexFromJoystickId(event->gbutton.which)]->CheckButton( 0, OrbisPadButtonDataOffset::TouchPad, input_down); return; } switch (event->type) { case SDL_EVENT_GAMEPAD_SENSOR_UPDATE: switch ((SDL_SensorType)event->gsensor.sensor) { case SDL_SENSOR_GYRO: controllers[Input::GetGamepadIndexFromJoystickId(event->gsensor.which)]->Gyro( 0, event->gsensor.data); break; case SDL_SENSOR_ACCEL: controllers[Input::GetGamepadIndexFromJoystickId(event->gsensor.which)]->Acceleration( 0, event->gsensor.data); break; default: break; } return; case SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN: case SDL_EVENT_GAMEPAD_TOUCHPAD_UP: case SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION: controllers[Input::GetGamepadIndexFromJoystickId(event->gtouchpad.which)]->SetTouchpadState( event->gtouchpad.finger, event->type != SDL_EVENT_GAMEPAD_TOUCHPAD_UP, event->gtouchpad.x, event->gtouchpad.y); return; default: break; } // add/remove it from the list bool inputs_changed = Input::UpdatePressedKeys(input_event); // update bindings if (inputs_changed) { Input::ActivateOutputsFromInputs(); } } } // namespace Frontend