mirror of https://github.com/mpv-player/mpv
290 lines
8.9 KiB
C
290 lines
8.9 KiB
C
/*
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* This file is part of mpv.
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*
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* mpv is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* mpv is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with mpv. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include <stdbool.h>
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#include <SDL.h>
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#include "common/common.h"
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#include "common/msg.h"
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#include "input.h"
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#include "input/keycodes.h"
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#include "osdep/threads.h"
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struct gamepad_priv {
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SDL_GameController *controller;
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};
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static Uint32 gamepad_cancel_wakeup;
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static void initialize_events(void)
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{
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gamepad_cancel_wakeup = SDL_RegisterEvents(1);
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}
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static mp_once events_initialized = MP_STATIC_ONCE_INITIALIZER;
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#define INVALID_KEY -1
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static const int button_map[][2] = {
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{ SDL_CONTROLLER_BUTTON_A, MP_KEY_GAMEPAD_ACTION_DOWN },
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{ SDL_CONTROLLER_BUTTON_B, MP_KEY_GAMEPAD_ACTION_RIGHT },
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{ SDL_CONTROLLER_BUTTON_X, MP_KEY_GAMEPAD_ACTION_LEFT },
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{ SDL_CONTROLLER_BUTTON_Y, MP_KEY_GAMEPAD_ACTION_UP },
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{ SDL_CONTROLLER_BUTTON_BACK, MP_KEY_GAMEPAD_BACK },
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{ SDL_CONTROLLER_BUTTON_GUIDE, MP_KEY_GAMEPAD_MENU },
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{ SDL_CONTROLLER_BUTTON_START, MP_KEY_GAMEPAD_START },
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{ SDL_CONTROLLER_BUTTON_LEFTSTICK, MP_KEY_GAMEPAD_LEFT_STICK },
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{ SDL_CONTROLLER_BUTTON_RIGHTSTICK, MP_KEY_GAMEPAD_RIGHT_STICK },
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{ SDL_CONTROLLER_BUTTON_LEFTSHOULDER, MP_KEY_GAMEPAD_LEFT_SHOULDER },
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{ SDL_CONTROLLER_BUTTON_RIGHTSHOULDER, MP_KEY_GAMEPAD_RIGHT_SHOULDER },
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{ SDL_CONTROLLER_BUTTON_DPAD_UP, MP_KEY_GAMEPAD_DPAD_UP },
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{ SDL_CONTROLLER_BUTTON_DPAD_DOWN, MP_KEY_GAMEPAD_DPAD_DOWN },
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{ SDL_CONTROLLER_BUTTON_DPAD_LEFT, MP_KEY_GAMEPAD_DPAD_LEFT },
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{ SDL_CONTROLLER_BUTTON_DPAD_RIGHT, MP_KEY_GAMEPAD_DPAD_RIGHT },
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};
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static const int analog_map[][5] = {
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// 0 -> sdl enum
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// 1 -> negative state
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// 2 -> neutral-negative state
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// 3 -> neutral-positive state
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// 4 -> positive state
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{ SDL_CONTROLLER_AXIS_LEFTX,
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MP_KEY_GAMEPAD_LEFT_STICK_LEFT | MP_KEY_STATE_DOWN,
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MP_KEY_GAMEPAD_LEFT_STICK_LEFT | MP_KEY_STATE_UP,
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MP_KEY_GAMEPAD_LEFT_STICK_RIGHT | MP_KEY_STATE_UP,
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MP_KEY_GAMEPAD_LEFT_STICK_RIGHT | MP_KEY_STATE_DOWN },
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{ SDL_CONTROLLER_AXIS_LEFTY,
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MP_KEY_GAMEPAD_LEFT_STICK_UP | MP_KEY_STATE_DOWN,
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MP_KEY_GAMEPAD_LEFT_STICK_UP | MP_KEY_STATE_UP,
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MP_KEY_GAMEPAD_LEFT_STICK_DOWN | MP_KEY_STATE_UP,
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MP_KEY_GAMEPAD_LEFT_STICK_DOWN | MP_KEY_STATE_DOWN },
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{ SDL_CONTROLLER_AXIS_RIGHTX,
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MP_KEY_GAMEPAD_RIGHT_STICK_LEFT | MP_KEY_STATE_DOWN,
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MP_KEY_GAMEPAD_RIGHT_STICK_LEFT | MP_KEY_STATE_UP,
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MP_KEY_GAMEPAD_RIGHT_STICK_RIGHT | MP_KEY_STATE_UP,
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MP_KEY_GAMEPAD_RIGHT_STICK_RIGHT | MP_KEY_STATE_DOWN },
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{ SDL_CONTROLLER_AXIS_RIGHTY,
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MP_KEY_GAMEPAD_RIGHT_STICK_UP | MP_KEY_STATE_DOWN,
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MP_KEY_GAMEPAD_RIGHT_STICK_UP | MP_KEY_STATE_UP,
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MP_KEY_GAMEPAD_RIGHT_STICK_DOWN | MP_KEY_STATE_UP,
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MP_KEY_GAMEPAD_RIGHT_STICK_DOWN | MP_KEY_STATE_DOWN },
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{ SDL_CONTROLLER_AXIS_TRIGGERLEFT,
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INVALID_KEY,
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INVALID_KEY,
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MP_KEY_GAMEPAD_LEFT_TRIGGER | MP_KEY_STATE_UP,
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MP_KEY_GAMEPAD_LEFT_TRIGGER | MP_KEY_STATE_DOWN },
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{ SDL_CONTROLLER_AXIS_TRIGGERRIGHT,
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INVALID_KEY,
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INVALID_KEY,
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MP_KEY_GAMEPAD_RIGHT_TRIGGER | MP_KEY_STATE_UP,
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MP_KEY_GAMEPAD_RIGHT_TRIGGER | MP_KEY_STATE_DOWN },
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};
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static int lookup_button_mp_key(int sdl_key)
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{
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for (int i = 0; i < MP_ARRAY_SIZE(button_map); i++) {
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if (button_map[i][0] == sdl_key) {
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return button_map[i][1];
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}
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}
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return INVALID_KEY;
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}
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static int lookup_analog_mp_key(int sdl_key, int16_t value)
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{
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const int sdl_axis_max = 32767;
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const int negative = 1;
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const int negative_neutral = 2;
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const int positive_neutral = 3;
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const int positive = 4;
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const float activation_threshold = sdl_axis_max * 0.33;
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const float noise_threshold = sdl_axis_max * 0.06;
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// sometimes SDL just keeps shitting out low values around 0 that mess
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// with key repeating code
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if (value < noise_threshold && value > -noise_threshold) {
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return INVALID_KEY;
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}
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int state = value > 0 ? positive_neutral : negative_neutral;
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if (value >= sdl_axis_max - activation_threshold) {
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state = positive;
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}
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if (value <= activation_threshold - sdl_axis_max) {
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state = negative;
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}
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for (int i = 0; i < MP_ARRAY_SIZE(analog_map); i++) {
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if (analog_map[i][0] == sdl_key) {
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return analog_map[i][state];
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}
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}
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return INVALID_KEY;
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}
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static void request_cancel(struct mp_input_src *src)
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{
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MP_VERBOSE(src, "exiting...\n");
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SDL_Event event = { .type = gamepad_cancel_wakeup };
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SDL_PushEvent(&event);
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}
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static void uninit(struct mp_input_src *src)
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{
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MP_VERBOSE(src, "exited.\n");
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}
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#define GUID_LEN 33
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static void add_gamepad(struct mp_input_src *src, int id)
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{
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struct gamepad_priv *p = src->priv;
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if (p->controller) {
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MP_WARN(src, "can't add more than one controller\n");
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return;
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}
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if (SDL_IsGameController(id)) {
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SDL_GameController *controller = SDL_GameControllerOpen(id);
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if (controller) {
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const char *name = SDL_GameControllerName(controller);
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MP_INFO(src, "added controller: %s\n", name);
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p->controller = controller;
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return;
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}
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}
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}
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static void remove_gamepad(struct mp_input_src *src, int id)
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{
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struct gamepad_priv *p = src->priv;
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SDL_GameController *controller = p->controller;
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SDL_Joystick* j = SDL_GameControllerGetJoystick(controller);
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SDL_JoystickID jid = SDL_JoystickInstanceID(j);
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if (controller && jid == id) {
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const char *name = SDL_GameControllerName(controller);
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MP_INFO(src, "removed controller: %s\n", name);
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SDL_GameControllerClose(controller);
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p->controller = NULL;
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}
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}
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static void read_gamepad_thread(struct mp_input_src *src, void *param)
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{
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#if SDL_VERSION_ATLEAST(2, 0, 14)
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SDL_SetHint(SDL_HINT_JOYSTICK_THREAD, "1");
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#endif
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if (SDL_WasInit(SDL_INIT_EVENTS)) {
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MP_ERR(src, "Another component is using SDL already.\n");
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mp_input_src_init_done(src);
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return;
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}
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if (SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER)) {
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MP_ERR(src, "SDL_Init failed\n");
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mp_input_src_init_done(src);
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return;
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}
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mp_exec_once(&events_initialized, initialize_events);
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if (gamepad_cancel_wakeup == (Uint32)-1) {
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MP_ERR(src, "Can't register SDL custom events\n");
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mp_input_src_init_done(src);
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return;
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}
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struct gamepad_priv *p =src->priv = talloc_zero(src, struct gamepad_priv);
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src->cancel = request_cancel;
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src->uninit = uninit;
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mp_input_src_init_done(src);
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SDL_Event ev;
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while (SDL_WaitEvent(&ev) != 0) {
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if (ev.type == gamepad_cancel_wakeup) {
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break;
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}
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switch (ev.type) {
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case SDL_CONTROLLERDEVICEADDED: {
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add_gamepad(src, ev.cdevice.which);
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continue;
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}
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case SDL_CONTROLLERDEVICEREMOVED: {
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remove_gamepad(src, ev.cdevice.which);
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continue;
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}
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case SDL_CONTROLLERBUTTONDOWN: {
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const int key = lookup_button_mp_key(ev.cbutton.button);
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if (key != INVALID_KEY) {
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mp_input_put_key(src->input_ctx, key | MP_KEY_STATE_DOWN);
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}
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continue;
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}
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case SDL_CONTROLLERBUTTONUP: {
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const int key = lookup_button_mp_key(ev.cbutton.button);
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if (key != INVALID_KEY) {
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mp_input_put_key(src->input_ctx, key | MP_KEY_STATE_UP);
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}
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continue;
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}
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case SDL_CONTROLLERAXISMOTION: {
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const int key =
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lookup_analog_mp_key(ev.caxis.axis, ev.caxis.value);
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if (key != INVALID_KEY) {
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mp_input_put_key(src->input_ctx, key);
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}
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continue;
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}
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}
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}
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if (p->controller) {
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SDL_Joystick* j = SDL_GameControllerGetJoystick(p->controller);
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SDL_JoystickID jid = SDL_JoystickInstanceID(j);
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remove_gamepad(src, jid);
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}
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// must be called on the same thread of SDL_InitSubSystem, so uninit
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// callback can't be used for this
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SDL_QuitSubSystem(SDL_INIT_GAMECONTROLLER);
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}
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void mp_input_sdl_gamepad_add(struct input_ctx *ictx)
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{
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mp_input_add_thread_src(ictx, NULL, read_gamepad_thread);
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}
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