mirror of
https://github.com/shadps4-emu/shadPS4.git
synced 2025-08-04 08:22:32 +00:00
292 lines
8.8 KiB
C++
292 lines
8.8 KiB
C++
// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include <map>
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#include <string>
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#include "common/types.h"
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#include "core/libraries/pad/pad.h"
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#include "input/controller.h"
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#include <SDL3/SDL_events.h>
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// +1 and +2 is taken
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#define SDL_MOUSE_WHEEL_UP SDL_EVENT_MOUSE_WHEEL + 3
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#define SDL_MOUSE_WHEEL_DOWN SDL_EVENT_MOUSE_WHEEL + 4
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#define SDL_MOUSE_WHEEL_LEFT SDL_EVENT_MOUSE_WHEEL + 5
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#define SDL_MOUSE_WHEEL_RIGHT SDL_EVENT_MOUSE_WHEEL + 6
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#define LEFTJOYSTICK_HALFMODE 0x00010000
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#define RIGHTJOYSTICK_HALFMODE 0x00020000
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struct SDL_Window;
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struct SDL_Gamepad;
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union SDL_Event;
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namespace Input {
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class GameController;
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}
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namespace KBMConfig {
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class KeyBinding {
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public:
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Uint32 key;
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SDL_Keymod modifier;
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KeyBinding(SDL_Keycode k, SDL_Keymod m) : key(k), modifier(m){};
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KeyBinding(const SDL_Event* event);
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bool operator<(const KeyBinding& other) const;
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~KeyBinding(){};
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static SDL_Keymod getCustomModState();
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};
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struct AxisMapping {
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Input::Axis axis;
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int value; // Value to set for key press (+127 or -127 for movement)
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};
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// Define a struct to hold any necessary timing information for delayed actions
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struct DelayedAction {
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Uint64 triggerTime; // When the action should be triggered
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SDL_Event event; // Event data
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};
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std::string getDefaultKeyboardConfig();
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void parseInputConfig(const std::string game_id);
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using Libraries::Pad::OrbisPadButtonDataOffset;
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// i strongly suggest you collapse these maps
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const std::map<std::string, u32> string_to_cbutton_map = {
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{"triangle", OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_TRIANGLE},
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{"circle", OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_CIRCLE},
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{"cross", OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_CROSS},
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{"square", OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_SQUARE},
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{"l1", OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_L1},
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{"l2", OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_L2},
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{"r1", OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_R1},
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{"r2", OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_R2},
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{"l3", OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_L3},
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{"r3", OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_R3},
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{"options", OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_OPTIONS},
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{"touchpad", OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_TOUCH_PAD},
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{"up", OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_UP},
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{"down", OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_DOWN},
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{"left", OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_LEFT},
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{"right", OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_RIGHT},
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{"leftjoystick_halfmode", LEFTJOYSTICK_HALFMODE},
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{"rightjoystick_halfmode", RIGHTJOYSTICK_HALFMODE},
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};
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const std::map<std::string, AxisMapping> string_to_axis_map = {
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{"axis_left_x_plus", {Input::Axis::LeftX, 127}},
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{"axis_left_x_minus", {Input::Axis::LeftX, -127}},
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{"axis_left_y_plus", {Input::Axis::LeftY, 127}},
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{"axis_left_y_minus", {Input::Axis::LeftY, -127}},
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{"axis_right_x_plus", {Input::Axis::RightX, 127}},
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{"axis_right_x_minus", {Input::Axis::RightX, -127}},
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{"axis_right_y_plus", {Input::Axis::RightY, 127}},
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{"axis_right_y_minus", {Input::Axis::RightY, -127}},
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};
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const std::map<std::string, u32> string_to_keyboard_key_map = {
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{"a", SDLK_A},
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{"b", SDLK_B},
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{"c", SDLK_C},
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{"d", SDLK_D},
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{"e", SDLK_E},
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{"f", SDLK_F},
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{"g", SDLK_G},
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{"h", SDLK_H},
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{"i", SDLK_I},
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{"j", SDLK_J},
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{"k", SDLK_K},
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{"l", SDLK_L},
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{"m", SDLK_M},
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{"n", SDLK_N},
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{"o", SDLK_O},
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{"p", SDLK_P},
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{"q", SDLK_Q},
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{"r", SDLK_R},
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{"s", SDLK_S},
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{"t", SDLK_T},
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{"u", SDLK_U},
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{"v", SDLK_V},
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{"w", SDLK_W},
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{"x", SDLK_X},
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{"y", SDLK_Y},
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{"z", SDLK_Z},
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{"0", SDLK_0},
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{"1", SDLK_1},
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{"2", SDLK_2},
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{"3", SDLK_3},
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{"4", SDLK_4},
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{"5", SDLK_5},
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{"6", SDLK_6},
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{"7", SDLK_7},
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{"8", SDLK_8},
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{"9", SDLK_9},
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{"kp0", SDLK_KP_0},
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{"kp1", SDLK_KP_1},
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{"kp2", SDLK_KP_2},
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{"kp3", SDLK_KP_3},
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{"kp4", SDLK_KP_4},
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{"kp5", SDLK_KP_5},
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{"kp6", SDLK_KP_6},
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{"kp7", SDLK_KP_7},
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{"kp8", SDLK_KP_8},
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{"kp9", SDLK_KP_9},
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{"comma", SDLK_COMMA},
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{"period", SDLK_PERIOD},
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{"question", SDLK_QUESTION},
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{"semicolon", SDLK_SEMICOLON},
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{"minus", SDLK_MINUS},
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{"underscore", SDLK_UNDERSCORE},
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{"lparenthesis", SDLK_LEFTPAREN},
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{"rparenthesis", SDLK_RIGHTPAREN},
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{"lbracket", SDLK_LEFTBRACKET},
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{"rbracket", SDLK_RIGHTBRACKET},
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{"lbrace", SDLK_LEFTBRACE},
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{"rbrace", SDLK_RIGHTBRACE},
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{"backslash", SDLK_BACKSLASH},
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{"dash", SDLK_SLASH},
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{"enter", SDLK_RETURN},
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{"space", SDLK_SPACE},
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{"tab", SDLK_TAB},
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{"backspace", SDLK_BACKSPACE},
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{"escape", SDLK_ESCAPE},
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{"left", SDLK_LEFT},
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{"right", SDLK_RIGHT},
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{"up", SDLK_UP},
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{"down", SDLK_DOWN},
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{"lctrl", SDLK_LCTRL},
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{"rctrl", SDLK_RCTRL},
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{"lshift", SDLK_LSHIFT},
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{"rshift", SDLK_RSHIFT},
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{"lalt", SDLK_LALT},
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{"ralt", SDLK_RALT},
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{"lmeta", SDLK_LGUI},
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{"rmeta", SDLK_RGUI},
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{"lwin", SDLK_LGUI},
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{"rwin", SDLK_RGUI},
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{"home", SDLK_HOME},
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{"end", SDLK_END},
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{"pgup", SDLK_PAGEUP},
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{"pgdown", SDLK_PAGEDOWN},
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{"leftbutton", SDL_BUTTON_LEFT},
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{"rightbutton", SDL_BUTTON_RIGHT},
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{"middlebutton", SDL_BUTTON_MIDDLE},
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{"sidebuttonback", SDL_BUTTON_X1},
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{"sidebuttonforward", SDL_BUTTON_X2},
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{"mousewheelup", SDL_MOUSE_WHEEL_UP},
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{"mousewheeldown", SDL_MOUSE_WHEEL_DOWN},
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{"mousewheelleft", SDL_MOUSE_WHEEL_LEFT},
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{"mousewheelright", SDL_MOUSE_WHEEL_RIGHT},
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{"kpperiod", SDLK_KP_PERIOD},
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{"kpcomma", SDLK_KP_COMMA},
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{"kpdivide", SDLK_KP_DIVIDE},
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{"kpmultiply", SDLK_KP_MULTIPLY},
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{"kpminus", SDLK_KP_MINUS},
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{"kpplus", SDLK_KP_PLUS},
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{"kpenter", SDLK_KP_ENTER},
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{"kpequals", SDLK_KP_EQUALS},
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{"capslock", SDLK_CAPSLOCK},
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};
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const std::map<std::string, u32> string_to_keyboard_mod_key_map = {
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{"lshift", SDL_KMOD_LSHIFT}, {"rshift", SDL_KMOD_RSHIFT},
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{"lctrl", SDL_KMOD_LCTRL}, {"rctrl", SDL_KMOD_RCTRL},
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{"lalt", SDL_KMOD_LALT}, {"ralt", SDL_KMOD_RALT},
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{"shift", SDL_KMOD_SHIFT}, {"ctrl", SDL_KMOD_CTRL},
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{"alt", SDL_KMOD_ALT}, {"l_meta", SDL_KMOD_LGUI},
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{"r_meta", SDL_KMOD_RGUI}, {"meta", SDL_KMOD_GUI},
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{"lwin", SDL_KMOD_LGUI}, {"rwin", SDL_KMOD_RGUI},
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{"win", SDL_KMOD_GUI}, {"capslock", SDL_KMOD_CAPS},
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{"numlock", SDL_KMOD_NUM}, {"none", SDL_KMOD_NONE}, // if you want to be fancy
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};
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// Button map: maps key+modifier to controller button
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extern std::map<KeyBinding, u32> button_map;
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extern std::map<KeyBinding, AxisMapping> axis_map;
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extern std::map<SDL_Keycode, std::pair<SDL_Keymod, bool>> key_to_modkey_toggle_map;
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} // namespace KBMConfig
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namespace Frontend {
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enum class WindowSystemType : u8 {
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Headless,
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Windows,
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X11,
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Wayland,
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Metal,
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};
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struct WindowSystemInfo {
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// Connection to a display server. This is used on X11 and Wayland platforms.
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void* display_connection = nullptr;
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// Render surface. This is a pointer to the native window handle, which depends
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// on the platform. e.g. HWND for Windows, Window for X11. If the surface is
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// set to nullptr, the video backend will run in headless mode.
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void* render_surface = nullptr;
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// Scale of the render surface. For hidpi systems, this will be >1.
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float render_surface_scale = 1.0f;
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// Window system type. Determines which GL context or Vulkan WSI is used.
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WindowSystemType type = WindowSystemType::Headless;
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};
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class WindowSDL {
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public:
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explicit WindowSDL(s32 width, s32 height, Input::GameController* controller,
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std::string_view window_title);
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~WindowSDL();
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s32 getWidth() const {
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return width;
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}
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s32 getHeight() const {
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return height;
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}
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bool isOpen() const {
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return is_open;
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}
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[[nodiscard]] SDL_Window* GetSdlWindow() const {
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return window;
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}
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WindowSystemInfo getWindowInfo() const {
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return window_info;
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}
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void waitEvent();
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void updateMouse();
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void initTimers();
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private:
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void onResize();
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void onKeyboardMouseEvent(const SDL_Event* event);
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void onGamepadEvent(const SDL_Event* event);
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int sdlGamepadToOrbisButton(u8 button);
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void updateModKeyedInputsManually(KBMConfig::KeyBinding& binding);
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void updateButton(KBMConfig::KeyBinding& binding, u32 button, bool isPressed);
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static Uint32 keyRepeatCallback(void* param, Uint32 id, Uint32 interval);
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static Uint32 mousePolling(void* param, Uint32 id, Uint32 interval);
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void handleDelayedActions();
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private:
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s32 width;
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s32 height;
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Input::GameController* controller;
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WindowSystemInfo window_info{};
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SDL_Window* window{};
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bool is_shown{};
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bool is_open{true};
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};
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} // namespace Frontend
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