dolphin/Source/Core/InputCommon/ControllerInterface/ControllerInterface.h
R c5d2ad99d2 Support Steam Deck controls directly through hidraw
This reads Steam Deck controls bypassing Steam Input. This allows for access to
motion controls as well as independent access to thumb sticks, trackpads, and
back grip buttons.
2023-05-10 13:28:32 +01:00

177 lines
5.2 KiB
C++

// Copyright 2010 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <atomic>
#include <functional>
#include <list>
#include <memory>
#include <mutex>
#include "Common/Matrix.h"
#include "Common/WindowSystemInfo.h"
#include "InputCommon/ControllerInterface/CoreDevice.h"
#include "InputCommon/ControllerInterface/InputBackend.h"
// enable disable sources
#ifdef _WIN32
#define CIFACE_USE_WIN32
#endif
#ifdef HAVE_X11
#define CIFACE_USE_XLIB
#endif
#if defined(__APPLE__)
#define CIFACE_USE_OSX
#endif
#if defined(HAVE_LIBEVDEV) && defined(HAVE_LIBUDEV)
#define CIFACE_USE_EVDEV
#endif
#if defined(USE_PIPES)
#define CIFACE_USE_PIPES
#endif
#define CIFACE_USE_DUALSHOCKUDPCLIENT
#if defined(HAVE_SDL2)
#define CIFACE_USE_SDL
#endif
#if defined(HAVE_HIDAPI)
#define CIFACE_USE_STEAMDECK
#endif
namespace ciface
{
// A thread local "input channel" is maintained to handle the state of relative inputs.
// This allows simultaneous use of relative inputs across different input contexts.
// e.g. binding relative mouse movements to both GameCube controllers and FreeLook.
// These operate at different rates and processing one would break the other without separate state.
enum class InputChannel
{
Host,
SerialInterface,
Bluetooth,
FreeLook,
Count,
};
} // namespace ciface
//
// ControllerInterface
//
// Some crazy shit I made to control different device inputs and outputs
// from lots of different sources, hopefully more easily.
//
class ControllerInterface : public ciface::Core::DeviceContainer
{
public:
using HotplugCallbackHandle = std::list<std::function<void()>>::iterator;
enum class WindowChangeReason
{
// Application is shutting down
Exit,
Other
};
enum class RefreshReason
{
// Only the window changed.
WindowChangeOnly,
// User requested, or any other internal reason (e.g. init).
// The window might have changed anyway.
Other
};
ControllerInterface() : m_is_init(false) {}
void Initialize(const WindowSystemInfo& wsi);
// Only call from one thread at a time.
void ChangeWindow(void* hwnd, WindowChangeReason reason = WindowChangeReason::Other);
// Can be called by any thread at any time (when initialized).
void RefreshDevices(RefreshReason reason = RefreshReason::Other);
void Shutdown();
bool AddDevice(std::shared_ptr<ciface::Core::Device> device);
// Removes all the devices the function returns true to.
// If all the devices shared ptrs need to be destroyed immediately,
// set force_devices_release to true.
void RemoveDevice(std::function<bool(const ciface::Core::Device*)> callback,
bool force_devices_release = false);
// This is mandatory to use on device populations functions that can be called concurrently by
// more than one thread, or that are called by a single other thread.
// Without this, our devices list might end up in a mixed state.
void PlatformPopulateDevices(std::function<void()> callback);
bool IsInit() const { return m_is_init; }
void UpdateInput();
// Set adjustment from the full render window aspect-ratio to the drawn aspect-ratio.
// Used to fit mouse cursor inputs to the relevant region of the render window.
void SetAspectRatioAdjustment(float);
// Calculated from the aspect-ratio adjustment.
// Inputs based on window coordinates should be multiplied by this.
Common::Vec2 GetWindowInputScale() const;
// Request that the mouse cursor should be centered in the render window at the next opportunity.
void SetMouseCenteringRequested(bool center);
bool IsMouseCenteringRequested() const;
HotplugCallbackHandle RegisterDevicesChangedCallback(std::function<void(void)> callback);
void UnregisterDevicesChangedCallback(const HotplugCallbackHandle& handle);
void InvokeDevicesChangedCallbacks() const;
static void SetCurrentInputChannel(ciface::InputChannel);
static ciface::InputChannel GetCurrentInputChannel();
private:
void ClearDevices();
std::list<std::function<void()>> m_devices_changed_callbacks;
mutable std::recursive_mutex m_devices_population_mutex;
mutable std::mutex m_pre_population_mutex;
mutable std::mutex m_callbacks_mutex;
std::atomic<bool> m_is_init;
// This is now always protected by m_devices_population_mutex, so
// it doesn't really need to be a counter or atomic anymore (it could be a raw bool),
// but we keep it so for simplicity, in case we changed the design.
std::atomic<int> m_populating_devices_counter;
WindowSystemInfo m_wsi;
std::atomic<float> m_aspect_ratio_adjustment = 1;
std::atomic<bool> m_requested_mouse_centering = false;
std::vector<std::unique_ptr<ciface::InputBackend>> m_input_backends;
};
namespace ciface
{
template <typename T>
class RelativeInputState
{
public:
void Update()
{
const auto channel = int(ControllerInterface::GetCurrentInputChannel());
m_value[channel] = m_delta[channel];
m_delta[channel] = {};
}
T GetValue() const
{
const auto channel = int(ControllerInterface::GetCurrentInputChannel());
return m_value[channel];
}
void Move(T delta)
{
for (auto& d : m_delta)
d += delta;
}
private:
std::array<T, int(InputChannel::Count)> m_value;
std::array<T, int(InputChannel::Count)> m_delta;
};
} // namespace ciface
extern ControllerInterface g_controller_interface;