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Diffstat (limited to 'src/input_common/drivers/sdl_driver.cpp')
-rw-r--r--src/input_common/drivers/sdl_driver.cpp129
1 files changed, 105 insertions, 24 deletions
diff --git a/src/input_common/drivers/sdl_driver.cpp b/src/input_common/drivers/sdl_driver.cpp
index 9835d99d2..9f26392b1 100644
--- a/src/input_common/drivers/sdl_driver.cpp
+++ b/src/input_common/drivers/sdl_driver.cpp
@@ -109,14 +109,37 @@ public:
}
bool RumblePlay(const Common::Input::VibrationStatus vibration) {
- constexpr u32 rumble_max_duration_ms = 1000;
+ constexpr u32 rumble_max_duration_ms = 2000;
+ constexpr f32 low_start_sensitivity_limit = 140.0;
+ constexpr f32 low_width_sensitivity_limit = 400.0;
+ constexpr f32 high_start_sensitivity_limit = 200.0;
+ constexpr f32 high_width_sensitivity_limit = 700.0;
+ // Try to provide some feeling of the frequency by reducing the amplitude depending on it.
+ f32 low_frequency_scale = 1.0;
+ if (vibration.low_frequency > low_start_sensitivity_limit) {
+ low_frequency_scale =
+ std::max(1.0f - (vibration.low_frequency - low_start_sensitivity_limit) /
+ low_width_sensitivity_limit,
+ 0.3f);
+ }
+ f32 low_amplitude = vibration.low_amplitude * low_frequency_scale;
+
+ f32 high_frequency_scale = 1.0;
+ if (vibration.high_frequency > high_start_sensitivity_limit) {
+ high_frequency_scale =
+ std::max(1.0f - (vibration.high_frequency - high_start_sensitivity_limit) /
+ high_width_sensitivity_limit,
+ 0.3f);
+ }
+ f32 high_amplitude = vibration.high_amplitude * high_frequency_scale;
+
if (sdl_controller) {
- return SDL_GameControllerRumble(
- sdl_controller.get(), static_cast<u16>(vibration.low_amplitude),
- static_cast<u16>(vibration.high_amplitude), rumble_max_duration_ms) != -1;
+ return SDL_GameControllerRumble(sdl_controller.get(), static_cast<u16>(low_amplitude),
+ static_cast<u16>(high_amplitude),
+ rumble_max_duration_ms) != -1;
} else if (sdl_joystick) {
- return SDL_JoystickRumble(sdl_joystick.get(), static_cast<u16>(vibration.low_amplitude),
- static_cast<u16>(vibration.high_amplitude),
+ return SDL_JoystickRumble(sdl_joystick.get(), static_cast<u16>(low_amplitude),
+ static_cast<u16>(high_amplitude),
rumble_max_duration_ms) != -1;
}
@@ -127,6 +150,8 @@ public:
if (sdl_controller) {
const auto type = SDL_GameControllerGetType(sdl_controller.get());
return (type == SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO) ||
+ (type == SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_LEFT) ||
+ (type == SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT) ||
(type == SDL_CONTROLLER_TYPE_PS5);
}
return false;
@@ -205,9 +230,8 @@ public:
return false;
}
- Common::Input::BatteryLevel GetBatteryLevel() {
- const auto level = SDL_JoystickCurrentPowerLevel(sdl_joystick.get());
- switch (level) {
+ Common::Input::BatteryLevel GetBatteryLevel(SDL_JoystickPowerLevel battery_level) {
+ switch (battery_level) {
case SDL_JOYSTICK_POWER_EMPTY:
return Common::Input::BatteryLevel::Empty;
case SDL_JOYSTICK_POWER_LOW:
@@ -334,11 +358,27 @@ void SDLDriver::InitJoystick(int joystick_index) {
const auto guid = GetGUID(sdl_joystick);
+ if (Settings::values.enable_joycon_driver) {
+ if (guid.uuid[5] == 0x05 && guid.uuid[4] == 0x7e &&
+ (guid.uuid[8] == 0x06 || guid.uuid[8] == 0x07)) {
+ LOG_WARNING(Input, "Preferring joycon driver for device index {}", joystick_index);
+ SDL_JoystickClose(sdl_joystick);
+ return;
+ }
+ }
+
+ if (Settings::values.enable_procon_driver) {
+ if (guid.uuid[5] == 0x05 && guid.uuid[4] == 0x7e && guid.uuid[8] == 0x09) {
+ LOG_WARNING(Input, "Preferring joycon driver for device index {}", joystick_index);
+ SDL_JoystickClose(sdl_joystick);
+ return;
+ }
+ }
+
std::scoped_lock lock{joystick_map_mutex};
if (joystick_map.find(guid) == joystick_map.end()) {
auto joystick = std::make_shared<SDLJoystick>(guid, 0, sdl_joystick, sdl_gamecontroller);
PreSetController(joystick->GetPadIdentifier());
- SetBattery(joystick->GetPadIdentifier(), joystick->GetBatteryLevel());
joystick->EnableMotion();
joystick_map[guid].emplace_back(std::move(joystick));
return;
@@ -358,7 +398,6 @@ void SDLDriver::InitJoystick(int joystick_index) {
const int port = static_cast<int>(joystick_guid_list.size());
auto joystick = std::make_shared<SDLJoystick>(guid, port, sdl_joystick, sdl_gamecontroller);
PreSetController(joystick->GetPadIdentifier());
- SetBattery(joystick->GetPadIdentifier(), joystick->GetBatteryLevel());
joystick->EnableMotion();
joystick_guid_list.emplace_back(std::move(joystick));
}
@@ -398,8 +437,6 @@ void SDLDriver::HandleGameControllerEvent(const SDL_Event& event) {
if (const auto joystick = GetSDLJoystickBySDLID(event.jbutton.which)) {
const PadIdentifier identifier = joystick->GetPadIdentifier();
SetButton(identifier, event.jbutton.button, true);
- // Battery doesn't trigger an event so just update every button press
- SetBattery(identifier, joystick->GetBatteryLevel());
}
break;
}
@@ -426,6 +463,13 @@ void SDLDriver::HandleGameControllerEvent(const SDL_Event& event) {
}
break;
}
+ case SDL_JOYBATTERYUPDATED: {
+ if (auto joystick = GetSDLJoystickBySDLID(event.jbattery.which)) {
+ const PadIdentifier identifier = joystick->GetPadIdentifier();
+ SetBattery(identifier, joystick->GetBatteryLevel(event.jbattery.level));
+ }
+ break;
+ }
case SDL_JOYDEVICEREMOVED:
LOG_DEBUG(Input, "Controller removed with Instance_ID {}", event.jdevice.which);
CloseJoystick(SDL_JoystickFromInstanceID(event.jdevice.which));
@@ -443,6 +487,10 @@ void SDLDriver::CloseJoysticks() {
}
SDLDriver::SDLDriver(std::string input_engine_) : InputEngine(std::move(input_engine_)) {
+ // Set our application name. Currently passed to DBus by SDL and visible to the user through
+ // their desktop environment.
+ SDL_SetHint(SDL_HINT_APP_NAME, "yuzu");
+
if (!Settings::values.enable_raw_input) {
// Disable raw input. When enabled this setting causes SDL to die when a web applet opens
SDL_SetHint(SDL_HINT_JOYSTICK_RAWINPUT, "0");
@@ -456,9 +504,25 @@ SDLDriver::SDLDriver(std::string input_engine_) : InputEngine(std::move(input_en
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE, "1");
SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "1");
- // Use hidapi driver for joycons. This will allow joycons to be detected as a GameController and
- // not a generic one
- SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS, "1");
+ // Disable hidapi drivers for joycon controllers when the custom joycon driver is enabled
+ if (Settings::values.enable_joycon_driver) {
+ SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS, "0");
+ } else {
+ SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS, "1");
+ SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_JOYCON_HOME_LED, "0");
+ SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_COMBINE_JOY_CONS, "0");
+ SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_VERTICAL_JOY_CONS, "1");
+ }
+
+ // Disable hidapi drivers for pro controllers when the custom joycon driver is enabled
+ if (Settings::values.enable_procon_driver) {
+ SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_SWITCH, "0");
+ } else {
+ SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_SWITCH, "1");
+ SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_SWITCH_HOME_LED, "0");
+ }
+
+ SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_SWITCH_PLAYER_LED, "1");
// Disable hidapi driver for xbox. Already default on Windows, this causes conflict with native
// driver on Linux.
@@ -548,7 +612,7 @@ std::vector<Common::ParamPackage> SDLDriver::GetInputDevices() const {
return devices;
}
-Common::Input::VibrationError SDLDriver::SetVibration(
+Common::Input::DriverResult SDLDriver::SetVibration(
const PadIdentifier& identifier, const Common::Input::VibrationStatus& vibration) {
const auto joystick =
GetSDLJoystickByGUID(identifier.guid.RawString(), static_cast<int>(identifier.port));
@@ -582,14 +646,14 @@ Common::Input::VibrationError SDLDriver::SetVibration(
.vibration = new_vibration,
});
- return Common::Input::VibrationError::None;
+ return Common::Input::DriverResult::Success;
}
bool SDLDriver::IsVibrationEnabled(const PadIdentifier& identifier) {
const auto joystick =
GetSDLJoystickByGUID(identifier.guid.RawString(), static_cast<int>(identifier.port));
- constexpr Common::Input::VibrationStatus test_vibration{
+ static constexpr Common::Input::VibrationStatus test_vibration{
.low_amplitude = 1,
.low_frequency = 160.0f,
.high_amplitude = 1,
@@ -597,7 +661,7 @@ bool SDLDriver::IsVibrationEnabled(const PadIdentifier& identifier) {
.type = Common::Input::VibrationAmplificationType::Exponential,
};
- constexpr Common::Input::VibrationStatus zero_vibration{
+ static constexpr Common::Input::VibrationStatus zero_vibration{
.low_amplitude = 0,
.low_frequency = 160.0f,
.high_amplitude = 0,
@@ -625,12 +689,27 @@ bool SDLDriver::IsVibrationEnabled(const PadIdentifier& identifier) {
}
void SDLDriver::SendVibrations() {
+ std::vector<VibrationRequest> filtered_vibrations{};
while (!vibration_queue.Empty()) {
VibrationRequest request;
vibration_queue.Pop(request);
const auto joystick = GetSDLJoystickByGUID(request.identifier.guid.RawString(),
static_cast<int>(request.identifier.port));
- joystick->RumblePlay(request.vibration);
+ const auto it = std::find_if(filtered_vibrations.begin(), filtered_vibrations.end(),
+ [request](VibrationRequest vibration) {
+ return vibration.identifier == request.identifier;
+ });
+ if (it == filtered_vibrations.end()) {
+ filtered_vibrations.push_back(std::move(request));
+ continue;
+ }
+ *it = request;
+ }
+
+ for (const auto& vibration : filtered_vibrations) {
+ const auto joystick = GetSDLJoystickByGUID(vibration.identifier.guid.RawString(),
+ static_cast<int>(vibration.identifier.port));
+ joystick->RumblePlay(vibration.vibration);
}
}
@@ -721,10 +800,12 @@ ButtonMapping SDLDriver::GetButtonMappingForDevice(const Common::ParamPackage& p
// This list is missing ZL/ZR since those are not considered buttons in SDL GameController.
// We will add those afterwards
- // This list also excludes Screenshot since theres not really a mapping for that
+ // This list also excludes Screenshot since there's not really a mapping for that
ButtonBindings switch_to_sdl_button;
- if (SDL_GameControllerGetType(controller) == SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO) {
+ if (SDL_GameControllerGetType(controller) == SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO ||
+ SDL_GameControllerGetType(controller) == SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_LEFT ||
+ SDL_GameControllerGetType(controller) == SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT) {
switch_to_sdl_button = GetNintendoButtonBinding(joystick);
} else {
switch_to_sdl_button = GetDefaultButtonBinding();
@@ -980,7 +1061,7 @@ MotionMapping SDLDriver::GetMotionMappingForDevice(const Common::ParamPackage& p
Common::Input::ButtonNames SDLDriver::GetUIName(const Common::ParamPackage& params) const {
if (params.Has("button")) {
- // TODO(German77): Find how to substitue the values for real button names
+ // TODO(German77): Find how to substitute the values for real button names
return Common::Input::ButtonNames::Value;
}
if (params.Has("hat")) {