mirror of
https://github.com/moonlight-stream/moonlight-qt
synced 2024-11-16 08:17:58 +00:00
595 lines
22 KiB
C++
595 lines
22 KiB
C++
#include "streaming/session.h"
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#include <Limelight.h>
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#include <SDL.h>
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#include "settings/mappingmanager.h"
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#include <QtMath>
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// How long the Start button must be pressed to toggle mouse emulation
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#define MOUSE_EMULATION_LONG_PRESS_TIME 750
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// How long between polling the gamepad to send virtual mouse input
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#define MOUSE_EMULATION_POLLING_INTERVAL 50
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// Determines how fast the mouse will move each interval
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#define MOUSE_EMULATION_MOTION_MULTIPLIER 4
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// Determines the maximum motion amount before allowing movement
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#define MOUSE_EMULATION_DEADZONE 2
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// Haptic capabilities (in addition to those from SDL_HapticQuery())
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#define ML_HAPTIC_GC_RUMBLE (1U << 16)
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#define ML_HAPTIC_SIMPLE_RUMBLE (1U << 17)
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const int SdlInputHandler::k_ButtonMap[] = {
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A_FLAG, B_FLAG, X_FLAG, Y_FLAG,
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BACK_FLAG, SPECIAL_FLAG, PLAY_FLAG,
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LS_CLK_FLAG, RS_CLK_FLAG,
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LB_FLAG, RB_FLAG,
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UP_FLAG, DOWN_FLAG, LEFT_FLAG, RIGHT_FLAG
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};
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GamepadState*
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SdlInputHandler::findStateForGamepad(SDL_JoystickID id)
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{
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int i;
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for (i = 0; i < MAX_GAMEPADS; i++) {
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if (m_GamepadState[i].jsId == id) {
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SDL_assert(!m_MultiController || m_GamepadState[i].index == i);
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return &m_GamepadState[i];
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}
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}
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// This should only happen with > 4 gamepads
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SDL_assert(SDL_NumJoysticks() > 4);
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return nullptr;
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}
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void SdlInputHandler::sendGamepadState(GamepadState* state)
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{
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SDL_assert(m_GamepadMask == 0x1 || m_MultiController);
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LiSendMultiControllerEvent(state->index,
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m_GamepadMask,
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state->buttons,
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state->lt,
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state->rt,
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state->lsX,
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state->lsY,
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state->rsX,
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state->rsY);
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}
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Uint32 SdlInputHandler::mouseEmulationTimerCallback(Uint32 interval, void *param)
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{
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auto gamepad = reinterpret_cast<GamepadState*>(param);
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short rawX;
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short rawY;
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// Determine which analog stick is currently receiving the strongest input
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if ((uint32_t)qAbs(gamepad->lsX) + qAbs(gamepad->lsY) > (uint32_t)qAbs(gamepad->rsX) + qAbs(gamepad->rsY)) {
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rawX = gamepad->lsX;
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rawY = -gamepad->lsY;
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}
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else {
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rawX = gamepad->rsX;
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rawY = -gamepad->rsY;
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}
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float deltaX;
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float deltaY;
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// Produce a base vector for mouse movement with increased speed as we deviate further from center
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deltaX = qPow(rawX / 32766.0f * MOUSE_EMULATION_MOTION_MULTIPLIER, 3);
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deltaY = qPow(rawY / 32766.0f * MOUSE_EMULATION_MOTION_MULTIPLIER, 3);
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// Enforce deadzones
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deltaX = qAbs(deltaX) > MOUSE_EMULATION_DEADZONE ? deltaX - MOUSE_EMULATION_DEADZONE : 0;
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deltaY = qAbs(deltaY) > MOUSE_EMULATION_DEADZONE ? deltaY - MOUSE_EMULATION_DEADZONE : 0;
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if (deltaX != 0 || deltaY != 0) {
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LiSendMouseMoveEvent((short)deltaX, (short)deltaY);
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}
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return interval;
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}
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void SdlInputHandler::handleControllerAxisEvent(SDL_ControllerAxisEvent* event)
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{
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SDL_JoystickID gameControllerId = event->which;
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GamepadState* state = findStateForGamepad(gameControllerId);
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if (state == NULL) {
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return;
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}
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// Batch all pending axis motion events for this gamepad to save CPU time
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SDL_Event nextEvent;
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for (;;) {
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switch (event->axis)
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{
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case SDL_CONTROLLER_AXIS_LEFTX:
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state->lsX = event->value;
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break;
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case SDL_CONTROLLER_AXIS_LEFTY:
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// Signed values have one more negative value than
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// positive value, so inverting the sign on -32768
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// could actually cause the value to overflow and
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// wrap around to be negative again. Avoid that by
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// capping the value at 32767.
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state->lsY = -qMax(event->value, (short)-32767);
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break;
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case SDL_CONTROLLER_AXIS_RIGHTX:
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state->rsX = event->value;
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break;
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case SDL_CONTROLLER_AXIS_RIGHTY:
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state->rsY = -qMax(event->value, (short)-32767);
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break;
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case SDL_CONTROLLER_AXIS_TRIGGERLEFT:
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state->lt = (unsigned char)(event->value * 255UL / 32767);
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break;
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case SDL_CONTROLLER_AXIS_TRIGGERRIGHT:
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state->rt = (unsigned char)(event->value * 255UL / 32767);
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break;
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default:
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
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"Unhandled controller axis: %d",
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event->axis);
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return;
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}
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// Check for another event to batch with
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if (SDL_PeepEvents(&nextEvent, 1, SDL_PEEKEVENT, SDL_CONTROLLERAXISMOTION, SDL_CONTROLLERAXISMOTION) <= 0) {
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break;
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}
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event = &nextEvent.caxis;
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if (event->which != gameControllerId) {
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// Stop batching if a different gamepad interrupts us
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break;
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}
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// Remove the next event to batch
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SDL_PeepEvents(&nextEvent, 1, SDL_GETEVENT, SDL_CONTROLLERAXISMOTION, SDL_CONTROLLERAXISMOTION);
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}
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// Only send the gamepad state to the host if it's not in mouse emulation mode
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if (state->mouseEmulationTimer == 0) {
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sendGamepadState(state);
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}
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}
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void SdlInputHandler::handleControllerButtonEvent(SDL_ControllerButtonEvent* event)
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{
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GamepadState* state = findStateForGamepad(event->which);
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if (state == NULL) {
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return;
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}
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if (event->state == SDL_PRESSED) {
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state->buttons |= k_ButtonMap[event->button];
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if (event->button == SDL_CONTROLLER_BUTTON_START) {
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state->lastStartDownTime = SDL_GetTicks();
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}
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else if (state->mouseEmulationTimer != 0) {
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if (event->button == SDL_CONTROLLER_BUTTON_A) {
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LiSendMouseButtonEvent(BUTTON_ACTION_PRESS, BUTTON_LEFT);
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}
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else if (event->button == SDL_CONTROLLER_BUTTON_B) {
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LiSendMouseButtonEvent(BUTTON_ACTION_PRESS, BUTTON_RIGHT);
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}
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else if (event->button == SDL_CONTROLLER_BUTTON_X) {
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LiSendMouseButtonEvent(BUTTON_ACTION_PRESS, BUTTON_MIDDLE);
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}
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else if (event->button == SDL_CONTROLLER_BUTTON_LEFTSHOULDER) {
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LiSendMouseButtonEvent(BUTTON_ACTION_PRESS, BUTTON_X1);
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}
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else if (event->button == SDL_CONTROLLER_BUTTON_RIGHTSHOULDER) {
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LiSendMouseButtonEvent(BUTTON_ACTION_PRESS, BUTTON_X2);
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}
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else if (event->button == SDL_CONTROLLER_BUTTON_DPAD_UP) {
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LiSendScrollEvent(1);
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}
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else if (event->button == SDL_CONTROLLER_BUTTON_DPAD_DOWN) {
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LiSendScrollEvent(-1);
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}
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}
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}
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else {
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state->buttons &= ~k_ButtonMap[event->button];
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if (event->button == SDL_CONTROLLER_BUTTON_START) {
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if (SDL_GetTicks() - state->lastStartDownTime > MOUSE_EMULATION_LONG_PRESS_TIME) {
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if (state->mouseEmulationTimer != 0) {
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SDL_RemoveTimer(state->mouseEmulationTimer);
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state->mouseEmulationTimer = 0;
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
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"Mouse emulation deactivated");
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Session::get()->notifyMouseEmulationMode(false);
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}
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else if (m_GamepadMouse) {
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// Send the start button up event to the host, since we won't do it below
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sendGamepadState(state);
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state->mouseEmulationTimer = SDL_AddTimer(MOUSE_EMULATION_POLLING_INTERVAL, SdlInputHandler::mouseEmulationTimerCallback, state);
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
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"Mouse emulation active");
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Session::get()->notifyMouseEmulationMode(true);
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}
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}
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}
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else if (state->mouseEmulationTimer != 0) {
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if (event->button == SDL_CONTROLLER_BUTTON_A) {
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LiSendMouseButtonEvent(BUTTON_ACTION_RELEASE, BUTTON_LEFT);
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}
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else if (event->button == SDL_CONTROLLER_BUTTON_B) {
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LiSendMouseButtonEvent(BUTTON_ACTION_RELEASE, BUTTON_RIGHT);
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}
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else if (event->button == SDL_CONTROLLER_BUTTON_X) {
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LiSendMouseButtonEvent(BUTTON_ACTION_RELEASE, BUTTON_MIDDLE);
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}
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else if (event->button == SDL_CONTROLLER_BUTTON_LEFTSHOULDER) {
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LiSendMouseButtonEvent(BUTTON_ACTION_RELEASE, BUTTON_X1);
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}
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else if (event->button == SDL_CONTROLLER_BUTTON_RIGHTSHOULDER) {
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LiSendMouseButtonEvent(BUTTON_ACTION_RELEASE, BUTTON_X2);
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}
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}
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}
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// Handle Start+Select+L1+R1 as a gamepad quit combo
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if (state->buttons == (PLAY_FLAG | BACK_FLAG | LB_FLAG | RB_FLAG)) {
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
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"Detected quit gamepad button combo");
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// Push a quit event to the main loop
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SDL_Event event;
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event.type = SDL_QUIT;
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event.quit.timestamp = SDL_GetTicks();
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SDL_PushEvent(&event);
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// Clear buttons down on this gameapd
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LiSendMultiControllerEvent(state->index, m_GamepadMask,
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0, 0, 0, 0, 0, 0, 0);
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return;
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}
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// Only send the gamepad state to the host if it's not in mouse emulation mode
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if (state->mouseEmulationTimer == 0) {
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sendGamepadState(state);
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}
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}
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void SdlInputHandler::handleControllerDeviceEvent(SDL_ControllerDeviceEvent* event)
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{
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GamepadState* state;
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if (event->type == SDL_CONTROLLERDEVICEADDED) {
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int i;
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const char* name;
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SDL_GameController* controller;
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const char* mapping;
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char guidStr[33];
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uint32_t hapticCaps;
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controller = SDL_GameControllerOpen(event->which);
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if (controller == NULL) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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"Failed to open gamepad: %s",
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SDL_GetError());
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return;
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}
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// We used to use SDL_GameControllerGetPlayerIndex() here but that
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// can lead to strange issues due to bugs in Windows where an Xbox
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// controller will join as player 2, even though no player 1 controller
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// is connected at all. This pretty much screws any attempt to use
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// the gamepad in single player games, so just assign them in order from 0.
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i = 0;
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for (; i < MAX_GAMEPADS; i++) {
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SDL_assert(m_GamepadState[i].controller != controller);
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if (m_GamepadState[i].controller == NULL) {
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// Found an empty slot
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break;
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}
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}
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if (i == MAX_GAMEPADS) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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"No open gamepad slots found!");
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SDL_GameControllerClose(controller);
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return;
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}
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state = &m_GamepadState[i];
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if (m_MultiController) {
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state->index = i;
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#if SDL_VERSION_ATLEAST(2, 0, 12)
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// This will change indicators on the controller to show the assigned
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// player index. For Xbox 360 controllers, that means updating the LED
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// ring to light up the corresponding quadrant for this player.
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SDL_GameControllerSetPlayerIndex(controller, state->index);
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#endif
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}
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else {
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// Always player 1 in single controller mode
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state->index = 0;
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}
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state->controller = controller;
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state->jsId = SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(state->controller));
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#if SDL_VERSION_ATLEAST(2, 0, 9)
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// Perform a tiny rumble to see if haptics are supported.
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// NB: We cannot use zeros for rumble intensity or SDL will not actually call the JS driver
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// and we'll get a (potentially false) success value returned.
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hapticCaps = SDL_GameControllerRumble(controller, 1, 1, 1) == 0 ?
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ML_HAPTIC_GC_RUMBLE : 0;
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#else
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state->haptic = SDL_HapticOpenFromJoystick(SDL_GameControllerGetJoystick(state->controller));
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state->hapticEffectId = -1;
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state->hapticMethod = GAMEPAD_HAPTIC_METHOD_NONE;
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if (state->haptic != nullptr) {
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// Query for supported haptic effects
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hapticCaps = SDL_HapticQuery(state->haptic);
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hapticCaps |= SDL_HapticRumbleSupported(state->haptic) ?
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ML_HAPTIC_SIMPLE_RUMBLE : 0;
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if ((SDL_HapticQuery(state->haptic) & SDL_HAPTIC_LEFTRIGHT) == 0) {
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if (SDL_HapticRumbleSupported(state->haptic)) {
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if (SDL_HapticRumbleInit(state->haptic) == 0) {
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state->hapticMethod = GAMEPAD_HAPTIC_METHOD_SIMPLERUMBLE;
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}
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}
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if (state->hapticMethod == GAMEPAD_HAPTIC_METHOD_NONE) {
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SDL_HapticClose(state->haptic);
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state->haptic = nullptr;
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}
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} else {
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state->hapticMethod = GAMEPAD_HAPTIC_METHOD_LEFTRIGHT;
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}
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}
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else {
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hapticCaps = 0;
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}
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#endif
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SDL_JoystickGetGUIDString(SDL_JoystickGetGUID(SDL_GameControllerGetJoystick(state->controller)),
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guidStr, sizeof(guidStr));
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mapping = SDL_GameControllerMapping(state->controller);
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name = SDL_GameControllerName(state->controller);
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
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"Gamepad %d (player %d) is: %s (haptic capabilities: 0x%x) (mapping: %s -> %s)",
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i,
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state->index,
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name != nullptr ? name : "<null>",
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hapticCaps,
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guidStr,
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mapping != nullptr ? mapping : "<null>");
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if (mapping != nullptr) {
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SDL_free((void*)mapping);
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}
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// Add this gamepad to the gamepad mask
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if (m_MultiController) {
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// NB: Don't assert that it's unset here because we will already
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// have the mask set for initially attached gamepads to avoid confusing
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// apps running on the host.
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m_GamepadMask |= (1 << state->index);
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}
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else {
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SDL_assert(m_GamepadMask == 0x1);
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}
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// Send an empty event to tell the PC we've arrived
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sendGamepadState(state);
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}
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else if (event->type == SDL_CONTROLLERDEVICEREMOVED) {
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state = findStateForGamepad(event->which);
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if (state != NULL) {
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if (state->mouseEmulationTimer != 0) {
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Session::get()->notifyMouseEmulationMode(false);
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SDL_RemoveTimer(state->mouseEmulationTimer);
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}
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SDL_GameControllerClose(state->controller);
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#if !SDL_VERSION_ATLEAST(2, 0, 9)
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if (state->haptic != nullptr) {
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SDL_HapticClose(state->haptic);
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}
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#endif
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// Remove this from the gamepad mask in MC-mode
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if (m_MultiController) {
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SDL_assert(m_GamepadMask & (1 << state->index));
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m_GamepadMask &= ~(1 << state->index);
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}
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else {
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SDL_assert(m_GamepadMask == 0x1);
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}
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
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"Gamepad %d is gone",
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state->index);
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// Send a final event to let the PC know this gamepad is gone
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LiSendMultiControllerEvent(state->index, m_GamepadMask,
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0, 0, 0, 0, 0, 0, 0);
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// Clear all remaining state from this slot
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SDL_memset(state, 0, sizeof(*state));
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}
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}
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}
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void SdlInputHandler::handleJoystickArrivalEvent(SDL_JoyDeviceEvent* event)
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{
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SDL_assert(event->type == SDL_JOYDEVICEADDED);
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if (!SDL_IsGameController(event->which)) {
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char guidStr[33];
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SDL_JoystickGetGUIDString(SDL_JoystickGetDeviceGUID(event->which),
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guidStr, sizeof(guidStr));
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const char* name = SDL_JoystickNameForIndex(event->which);
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SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
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"Joystick discovered with no mapping: %s %s",
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name ? name : "<UNKNOWN>",
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guidStr);
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SDL_Joystick* joy = SDL_JoystickOpen(event->which);
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if (joy != nullptr) {
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SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
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"Number of axes: %d | Number of buttons: %d | Number of hats: %d",
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SDL_JoystickNumAxes(joy), SDL_JoystickNumButtons(joy),
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SDL_JoystickNumHats(joy));
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SDL_JoystickClose(joy);
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}
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else {
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SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
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"Unable to open joystick for query: %s",
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SDL_GetError());
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}
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}
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}
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void SdlInputHandler::rumble(unsigned short controllerNumber, unsigned short lowFreqMotor, unsigned short highFreqMotor)
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{
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// Make sure the controller number is within our supported count
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if (controllerNumber >= MAX_GAMEPADS) {
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return;
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}
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#if SDL_VERSION_ATLEAST(2, 0, 9)
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if (m_GamepadState[controllerNumber].controller != nullptr) {
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SDL_GameControllerRumble(m_GamepadState[controllerNumber].controller, lowFreqMotor, highFreqMotor, 30000);
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}
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#else
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// Check if the controller supports haptics (and if the controller exists at all)
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SDL_Haptic* haptic = m_GamepadState[controllerNumber].haptic;
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if (haptic == nullptr) {
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return;
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}
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// Stop the last effect we played
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if (m_GamepadState[controllerNumber].hapticMethod == GAMEPAD_HAPTIC_METHOD_LEFTRIGHT) {
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if (m_GamepadState[controllerNumber].hapticEffectId >= 0) {
|
|
SDL_HapticDestroyEffect(haptic, m_GamepadState[controllerNumber].hapticEffectId);
|
|
}
|
|
} else if (m_GamepadState[controllerNumber].hapticMethod == GAMEPAD_HAPTIC_METHOD_SIMPLERUMBLE) {
|
|
SDL_HapticRumbleStop(haptic);
|
|
}
|
|
|
|
// If this callback is telling us to stop both motors, don't bother queuing a new effect
|
|
if (lowFreqMotor == 0 && highFreqMotor == 0) {
|
|
return;
|
|
}
|
|
|
|
if (m_GamepadState[controllerNumber].hapticMethod == GAMEPAD_HAPTIC_METHOD_LEFTRIGHT) {
|
|
SDL_HapticEffect effect;
|
|
SDL_memset(&effect, 0, sizeof(effect));
|
|
effect.type = SDL_HAPTIC_LEFTRIGHT;
|
|
|
|
// The effect should last until we are instructed to stop or change it
|
|
effect.leftright.length = SDL_HAPTIC_INFINITY;
|
|
|
|
// SDL haptics range from 0-32767 but XInput uses 0-65535, so divide by 2 to correct for SDL's scaling
|
|
effect.leftright.large_magnitude = lowFreqMotor / 2;
|
|
effect.leftright.small_magnitude = highFreqMotor / 2;
|
|
|
|
// Play the new effect
|
|
m_GamepadState[controllerNumber].hapticEffectId = SDL_HapticNewEffect(haptic, &effect);
|
|
if (m_GamepadState[controllerNumber].hapticEffectId >= 0) {
|
|
SDL_HapticRunEffect(haptic, m_GamepadState[controllerNumber].hapticEffectId, 1);
|
|
}
|
|
} else if (m_GamepadState[controllerNumber].hapticMethod == GAMEPAD_HAPTIC_METHOD_SIMPLERUMBLE) {
|
|
SDL_HapticRumblePlay(haptic,
|
|
std::min(1.0, (GAMEPAD_HAPTIC_SIMPLE_HIFREQ_MOTOR_WEIGHT*highFreqMotor +
|
|
GAMEPAD_HAPTIC_SIMPLE_LOWFREQ_MOTOR_WEIGHT*lowFreqMotor) / 65535.0),
|
|
SDL_HAPTIC_INFINITY);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
QString SdlInputHandler::getUnmappedGamepads()
|
|
{
|
|
QString ret;
|
|
|
|
if (SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER) != 0) {
|
|
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
|
|
"SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER) failed: %s",
|
|
SDL_GetError());
|
|
}
|
|
|
|
MappingManager mappingManager;
|
|
mappingManager.applyMappings();
|
|
|
|
for (int i = 0; i < SDL_NumJoysticks(); i++) {
|
|
if (!SDL_IsGameController(i)) {
|
|
char guidStr[33];
|
|
SDL_JoystickGetGUIDString(SDL_JoystickGetDeviceGUID(i),
|
|
guidStr, sizeof(guidStr));
|
|
const char* name = SDL_JoystickNameForIndex(i);
|
|
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
|
|
"Unmapped joystick: %s %s",
|
|
name ? name : "<UNKNOWN>",
|
|
guidStr);
|
|
SDL_Joystick* joy = SDL_JoystickOpen(i);
|
|
if (joy != nullptr) {
|
|
int numButtons = SDL_JoystickNumButtons(joy);
|
|
int numHats = SDL_JoystickNumHats(joy);
|
|
int numAxes = SDL_JoystickNumAxes(joy);
|
|
|
|
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
|
|
"Number of axes: %d | Number of buttons: %d | Number of hats: %d",
|
|
numAxes, numButtons, numHats);
|
|
|
|
if ((numAxes >= 4 && numAxes <= 8) && numButtons >= 8 && numHats <= 1) {
|
|
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
|
|
"Joystick likely to be an unmapped game controller");
|
|
if (!ret.isEmpty()) {
|
|
ret += ", ";
|
|
}
|
|
|
|
ret += name;
|
|
}
|
|
|
|
SDL_JoystickClose(joy);
|
|
}
|
|
else {
|
|
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
|
|
"Unable to open joystick for query: %s",
|
|
SDL_GetError());
|
|
}
|
|
}
|
|
}
|
|
|
|
SDL_QuitSubSystem(SDL_INIT_GAMECONTROLLER);
|
|
|
|
return ret;
|
|
}
|
|
|
|
int SdlInputHandler::getAttachedGamepadMask()
|
|
{
|
|
int count;
|
|
int mask;
|
|
|
|
if (!m_MultiController) {
|
|
// Player 1 is always present in non-MC mode
|
|
return 0x1;
|
|
}
|
|
|
|
count = mask = 0;
|
|
for (int i = 0; i < SDL_NumJoysticks(); i++) {
|
|
if (SDL_IsGameController(i)) {
|
|
mask |= (1 << count++);
|
|
}
|
|
}
|
|
|
|
return mask;
|
|
}
|