shadPS4/src/sdl_window.cpp
2024-11-14 14:44:34 +01:00

303 lines
12 KiB
C++

// 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/elf_info.h"
#include "common/version.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<Input::GameController*>(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