1052 lines
40 KiB
C++
Executable File
1052 lines
40 KiB
C++
Executable File
// SPDX-FileCopyrightText: 2018 Citra Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "common/logging/log.h"
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#include "common/math_util.h"
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#include "common/param_package.h"
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#include "common/settings.h"
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#include "common/thread.h"
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#include "common/vector_math.h"
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#include "input_common/drivers/sdl_driver.h"
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namespace InputCommon {
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namespace {
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Common::UUID GetGUID(SDL_Joystick* joystick) {
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const SDL_JoystickGUID guid = SDL_JoystickGetGUID(joystick);
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std::array<u8, 16> data{};
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std::memcpy(data.data(), guid.data, sizeof(data));
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return Common::UUID{data};
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}
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} // Anonymous namespace
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static int SDLEventWatcher(void* user_data, SDL_Event* event) {
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auto* const sdl_state = static_cast<SDLDriver*>(user_data);
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sdl_state->HandleGameControllerEvent(*event);
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return 0;
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}
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class SDLJoystick {
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public:
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SDLJoystick(Common::UUID guid_, int port_, SDL_Joystick* joystick,
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SDL_GameController* game_controller)
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: guid{guid_}, port{port_}, sdl_joystick{joystick, &SDL_JoystickClose},
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sdl_controller{game_controller, &SDL_GameControllerClose} {
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EnableMotion();
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}
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void EnableMotion() {
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if (sdl_controller) {
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SDL_GameController* controller = sdl_controller.get();
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has_accel = SDL_GameControllerHasSensor(controller, SDL_SENSOR_ACCEL);
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has_gyro = SDL_GameControllerHasSensor(controller, SDL_SENSOR_GYRO);
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if (has_accel) {
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SDL_GameControllerSetSensorEnabled(controller, SDL_SENSOR_ACCEL, SDL_TRUE);
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}
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if (has_gyro) {
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SDL_GameControllerSetSensorEnabled(controller, SDL_SENSOR_GYRO, SDL_TRUE);
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}
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}
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}
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bool HasGyro() const {
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return has_gyro;
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}
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bool HasAccel() const {
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return has_accel;
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}
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bool UpdateMotion(SDL_ControllerSensorEvent event) {
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constexpr float gravity_constant = 9.80665f;
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std::scoped_lock lock{mutex};
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const u64 time_difference = event.timestamp - last_motion_update;
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last_motion_update = event.timestamp;
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switch (event.sensor) {
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case SDL_SENSOR_ACCEL: {
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motion.accel_x = -event.data[0] / gravity_constant;
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motion.accel_y = event.data[2] / gravity_constant;
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motion.accel_z = -event.data[1] / gravity_constant;
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break;
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}
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case SDL_SENSOR_GYRO: {
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motion.gyro_x = event.data[0] / (Common::PI * 2);
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motion.gyro_y = -event.data[2] / (Common::PI * 2);
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motion.gyro_z = event.data[1] / (Common::PI * 2);
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break;
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}
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}
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// Ignore duplicated timestamps
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if (time_difference == 0) {
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return false;
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}
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motion.delta_timestamp = time_difference * 1000;
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return true;
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}
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const BasicMotion& GetMotion() const {
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return motion;
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}
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bool RumblePlay(const Common::Input::VibrationStatus vibration) {
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constexpr u32 rumble_max_duration_ms = 1000;
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if (sdl_controller) {
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return SDL_GameControllerRumble(
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sdl_controller.get(), static_cast<u16>(vibration.low_amplitude),
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static_cast<u16>(vibration.high_amplitude), rumble_max_duration_ms) != -1;
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} else if (sdl_joystick) {
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return SDL_JoystickRumble(sdl_joystick.get(), static_cast<u16>(vibration.low_amplitude),
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static_cast<u16>(vibration.high_amplitude),
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rumble_max_duration_ms) != -1;
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}
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return false;
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}
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bool HasHDRumble() const {
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if (sdl_controller) {
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const auto type = SDL_GameControllerGetType(sdl_controller.get());
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return (type == SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO) ||
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(type == SDL_CONTROLLER_TYPE_PS5);
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}
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return false;
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}
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void EnableVibration(bool is_enabled) {
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has_vibration = is_enabled;
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is_vibration_tested = true;
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}
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bool HasVibration() const {
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return has_vibration;
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}
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bool IsVibrationTested() const {
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return is_vibration_tested;
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}
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/**
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* The Pad identifier of the joystick
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*/
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const PadIdentifier GetPadIdentifier() const {
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return {
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.guid = guid,
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.port = static_cast<std::size_t>(port),
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.pad = 0,
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};
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}
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/**
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* The guid of the joystick
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*/
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const Common::UUID& GetGUID() const {
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return guid;
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}
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/**
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* The number of joystick from the same type that were connected before this joystick
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*/
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int GetPort() const {
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return port;
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}
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SDL_Joystick* GetSDLJoystick() const {
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return sdl_joystick.get();
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}
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SDL_GameController* GetSDLGameController() const {
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return sdl_controller.get();
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}
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void SetSDLJoystick(SDL_Joystick* joystick, SDL_GameController* controller) {
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sdl_joystick.reset(joystick);
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sdl_controller.reset(controller);
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}
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bool IsJoyconLeft() const {
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const std::string controller_name = GetControllerName();
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if (std::strstr(controller_name.c_str(), "Joy-Con Left") != nullptr) {
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return true;
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}
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if (std::strstr(controller_name.c_str(), "Joy-Con (L)") != nullptr) {
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return true;
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}
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return false;
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}
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bool IsJoyconRight() const {
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const std::string controller_name = GetControllerName();
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if (std::strstr(controller_name.c_str(), "Joy-Con Right") != nullptr) {
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return true;
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}
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if (std::strstr(controller_name.c_str(), "Joy-Con (R)") != nullptr) {
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return true;
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}
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return false;
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}
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Common::Input::BatteryLevel GetBatteryLevel() {
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const auto level = SDL_JoystickCurrentPowerLevel(sdl_joystick.get());
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switch (level) {
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case SDL_JOYSTICK_POWER_EMPTY:
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return Common::Input::BatteryLevel::Empty;
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case SDL_JOYSTICK_POWER_LOW:
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return Common::Input::BatteryLevel::Low;
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case SDL_JOYSTICK_POWER_MEDIUM:
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return Common::Input::BatteryLevel::Medium;
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case SDL_JOYSTICK_POWER_FULL:
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case SDL_JOYSTICK_POWER_MAX:
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return Common::Input::BatteryLevel::Full;
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case SDL_JOYSTICK_POWER_WIRED:
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return Common::Input::BatteryLevel::Charging;
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case SDL_JOYSTICK_POWER_UNKNOWN:
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default:
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return Common::Input::BatteryLevel::None;
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}
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}
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std::string GetControllerName() const {
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if (sdl_controller) {
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switch (SDL_GameControllerGetType(sdl_controller.get())) {
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case SDL_CONTROLLER_TYPE_XBOX360:
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return "Xbox 360 Controller";
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case SDL_CONTROLLER_TYPE_XBOXONE:
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return "Xbox One Controller";
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case SDL_CONTROLLER_TYPE_PS3:
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return "DualShock 3 Controller";
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case SDL_CONTROLLER_TYPE_PS4:
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return "DualShock 4 Controller";
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case SDL_CONTROLLER_TYPE_PS5:
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return "DualSense Controller";
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default:
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break;
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}
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const auto name = SDL_GameControllerName(sdl_controller.get());
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if (name) {
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return name;
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}
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}
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if (sdl_joystick) {
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const auto name = SDL_JoystickName(sdl_joystick.get());
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if (name) {
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return name;
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}
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}
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return "Unknown";
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}
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private:
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Common::UUID guid;
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int port;
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std::unique_ptr<SDL_Joystick, decltype(&SDL_JoystickClose)> sdl_joystick;
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std::unique_ptr<SDL_GameController, decltype(&SDL_GameControllerClose)> sdl_controller;
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mutable std::mutex mutex;
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u64 last_motion_update{};
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bool has_gyro{false};
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bool has_accel{false};
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bool has_vibration{false};
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bool is_vibration_tested{false};
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BasicMotion motion;
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};
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std::shared_ptr<SDLJoystick> SDLDriver::GetSDLJoystickByGUID(const Common::UUID& guid, int port) {
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std::scoped_lock lock{joystick_map_mutex};
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const auto it = joystick_map.find(guid);
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if (it != joystick_map.end()) {
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while (it->second.size() <= static_cast<std::size_t>(port)) {
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auto joystick = std::make_shared<SDLJoystick>(guid, static_cast<int>(it->second.size()),
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nullptr, nullptr);
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it->second.emplace_back(std::move(joystick));
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}
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return it->second[static_cast<std::size_t>(port)];
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}
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auto joystick = std::make_shared<SDLJoystick>(guid, 0, nullptr, nullptr);
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return joystick_map[guid].emplace_back(std::move(joystick));
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}
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std::shared_ptr<SDLJoystick> SDLDriver::GetSDLJoystickByGUID(const std::string& guid, int port) {
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return GetSDLJoystickByGUID(Common::UUID{guid}, port);
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}
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std::shared_ptr<SDLJoystick> SDLDriver::GetSDLJoystickBySDLID(SDL_JoystickID sdl_id) {
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auto sdl_joystick = SDL_JoystickFromInstanceID(sdl_id);
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const auto guid = GetGUID(sdl_joystick);
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std::scoped_lock lock{joystick_map_mutex};
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const auto map_it = joystick_map.find(guid);
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if (map_it == joystick_map.end()) {
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return nullptr;
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}
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const auto vec_it = std::find_if(map_it->second.begin(), map_it->second.end(),
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[&sdl_joystick](const auto& joystick) {
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return joystick->GetSDLJoystick() == sdl_joystick;
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});
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if (vec_it == map_it->second.end()) {
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return nullptr;
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}
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return *vec_it;
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}
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void SDLDriver::InitJoystick(int joystick_index) {
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SDL_Joystick* sdl_joystick = SDL_JoystickOpen(joystick_index);
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SDL_GameController* sdl_gamecontroller = nullptr;
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if (SDL_IsGameController(joystick_index)) {
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sdl_gamecontroller = SDL_GameControllerOpen(joystick_index);
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}
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if (!sdl_joystick) {
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LOG_ERROR(Input, "Failed to open joystick {}", joystick_index);
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return;
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}
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const auto guid = GetGUID(sdl_joystick);
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std::scoped_lock lock{joystick_map_mutex};
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if (joystick_map.find(guid) == joystick_map.end()) {
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auto joystick = std::make_shared<SDLJoystick>(guid, 0, sdl_joystick, sdl_gamecontroller);
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PreSetController(joystick->GetPadIdentifier());
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SetBattery(joystick->GetPadIdentifier(), joystick->GetBatteryLevel());
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joystick->EnableMotion();
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joystick_map[guid].emplace_back(std::move(joystick));
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return;
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}
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auto& joystick_guid_list = joystick_map[guid];
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const auto joystick_it =
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std::find_if(joystick_guid_list.begin(), joystick_guid_list.end(),
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[](const auto& joystick) { return !joystick->GetSDLJoystick(); });
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if (joystick_it != joystick_guid_list.end()) {
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(*joystick_it)->SetSDLJoystick(sdl_joystick, sdl_gamecontroller);
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(*joystick_it)->EnableMotion();
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return;
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}
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const int port = static_cast<int>(joystick_guid_list.size());
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auto joystick = std::make_shared<SDLJoystick>(guid, port, sdl_joystick, sdl_gamecontroller);
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PreSetController(joystick->GetPadIdentifier());
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SetBattery(joystick->GetPadIdentifier(), joystick->GetBatteryLevel());
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joystick->EnableMotion();
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joystick_guid_list.emplace_back(std::move(joystick));
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}
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void SDLDriver::CloseJoystick(SDL_Joystick* sdl_joystick) {
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const auto guid = GetGUID(sdl_joystick);
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std::scoped_lock lock{joystick_map_mutex};
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// This call to guid is safe since the joystick is guaranteed to be in the map
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const auto& joystick_guid_list = joystick_map[guid];
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const auto joystick_it = std::find_if(joystick_guid_list.begin(), joystick_guid_list.end(),
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[&sdl_joystick](const auto& joystick) {
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return joystick->GetSDLJoystick() == sdl_joystick;
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});
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if (joystick_it != joystick_guid_list.end()) {
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(*joystick_it)->SetSDLJoystick(nullptr, nullptr);
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}
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}
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void SDLDriver::HandleGameControllerEvent(const SDL_Event& event) {
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switch (event.type) {
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case SDL_JOYBUTTONUP: {
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if (const auto joystick = GetSDLJoystickBySDLID(event.jbutton.which)) {
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const PadIdentifier identifier = joystick->GetPadIdentifier();
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SetButton(identifier, event.jbutton.button, false);
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}
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break;
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}
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case SDL_JOYBUTTONDOWN: {
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if (const auto joystick = GetSDLJoystickBySDLID(event.jbutton.which)) {
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const PadIdentifier identifier = joystick->GetPadIdentifier();
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SetButton(identifier, event.jbutton.button, true);
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// Battery doesn't trigger an event so just update every button press
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SetBattery(identifier, joystick->GetBatteryLevel());
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}
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break;
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}
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case SDL_JOYHATMOTION: {
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if (const auto joystick = GetSDLJoystickBySDLID(event.jhat.which)) {
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const PadIdentifier identifier = joystick->GetPadIdentifier();
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SetHatButton(identifier, event.jhat.hat, event.jhat.value);
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}
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break;
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}
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case SDL_JOYAXISMOTION: {
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if (const auto joystick = GetSDLJoystickBySDLID(event.jaxis.which)) {
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const PadIdentifier identifier = joystick->GetPadIdentifier();
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SetAxis(identifier, event.jaxis.axis, event.jaxis.value / 32767.0f);
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}
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break;
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}
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case SDL_CONTROLLERSENSORUPDATE: {
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if (auto joystick = GetSDLJoystickBySDLID(event.csensor.which)) {
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if (joystick->UpdateMotion(event.csensor)) {
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const PadIdentifier identifier = joystick->GetPadIdentifier();
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SetMotion(identifier, 0, joystick->GetMotion());
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}
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}
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break;
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}
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case SDL_JOYDEVICEREMOVED:
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LOG_DEBUG(Input, "Controller removed with Instance_ID {}", event.jdevice.which);
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CloseJoystick(SDL_JoystickFromInstanceID(event.jdevice.which));
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break;
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case SDL_JOYDEVICEADDED:
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LOG_DEBUG(Input, "Controller connected with device index {}", event.jdevice.which);
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InitJoystick(event.jdevice.which);
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break;
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}
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}
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void SDLDriver::CloseJoysticks() {
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std::scoped_lock lock{joystick_map_mutex};
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joystick_map.clear();
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}
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SDLDriver::SDLDriver(std::string input_engine_) : InputEngine(std::move(input_engine_)) {
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if (!Settings::values.enable_raw_input) {
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// Disable raw input. When enabled this setting causes SDL to die when a web applet opens
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SDL_SetHint(SDL_HINT_JOYSTICK_RAWINPUT, "0");
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}
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// Prevent SDL from adding undesired axis
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SDL_SetHint(SDL_HINT_ACCELEROMETER_AS_JOYSTICK, "0");
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// Enable HIDAPI rumble. This prevents SDL from disabling motion on PS4 and PS5 controllers
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SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE, "1");
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SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE, "1");
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SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "1");
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// Use hidapi driver for joycons. This will allow joycons to be detected as a GameController and
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// not a generic one
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SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS, "1");
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// Disable hidapi driver for xbox. Already default on Windows, this causes conflict with native
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// driver on Linux.
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SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_XBOX, "0");
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// If the frontend is going to manage the event loop, then we don't start one here
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start_thread = SDL_WasInit(SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER) == 0;
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if (start_thread && SDL_Init(SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER) < 0) {
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LOG_CRITICAL(Input, "SDL_Init failed with: {}", SDL_GetError());
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return;
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}
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SDL_AddEventWatch(&SDLEventWatcher, this);
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initialized = true;
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if (start_thread) {
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poll_thread = std::thread([this] {
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Common::SetCurrentThreadName("SDL_MainLoop");
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using namespace std::chrono_literals;
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while (initialized) {
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SDL_PumpEvents();
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std::this_thread::sleep_for(1ms);
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}
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});
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vibration_thread = std::thread([this] {
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Common::SetCurrentThreadName("SDL_Vibration");
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using namespace std::chrono_literals;
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while (initialized) {
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SendVibrations();
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std::this_thread::sleep_for(10ms);
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}
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});
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}
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// Because the events for joystick connection happens before we have our event watcher added, we
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// can just open all the joysticks right here
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for (int i = 0; i < SDL_NumJoysticks(); ++i) {
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InitJoystick(i);
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}
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}
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SDLDriver::~SDLDriver() {
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CloseJoysticks();
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SDL_DelEventWatch(&SDLEventWatcher, this);
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initialized = false;
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if (start_thread) {
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poll_thread.join();
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vibration_thread.join();
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SDL_QuitSubSystem(SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER);
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}
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}
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std::vector<Common::ParamPackage> SDLDriver::GetInputDevices() const {
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|
std::vector<Common::ParamPackage> devices;
|
|
std::unordered_map<int, std::shared_ptr<SDLJoystick>> joycon_pairs;
|
|
for (const auto& [key, value] : joystick_map) {
|
|
for (const auto& joystick : value) {
|
|
if (!joystick->GetSDLJoystick()) {
|
|
continue;
|
|
}
|
|
const std::string name =
|
|
fmt::format("{} {}", joystick->GetControllerName(), joystick->GetPort());
|
|
devices.emplace_back(Common::ParamPackage{
|
|
{"engine", GetEngineName()},
|
|
{"display", std::move(name)},
|
|
{"guid", joystick->GetGUID().RawString()},
|
|
{"port", std::to_string(joystick->GetPort())},
|
|
});
|
|
if (joystick->IsJoyconLeft()) {
|
|
joycon_pairs.insert_or_assign(joystick->GetPort(), joystick);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Add dual controllers
|
|
for (const auto& [key, value] : joystick_map) {
|
|
for (const auto& joystick : value) {
|
|
if (joystick->IsJoyconRight()) {
|
|
if (!joycon_pairs.contains(joystick->GetPort())) {
|
|
continue;
|
|
}
|
|
const auto joystick2 = joycon_pairs.at(joystick->GetPort());
|
|
|
|
const std::string name =
|
|
fmt::format("{} {}", "Nintendo Dual Joy-Con", joystick->GetPort());
|
|
devices.emplace_back(Common::ParamPackage{
|
|
{"engine", GetEngineName()},
|
|
{"display", std::move(name)},
|
|
{"guid", joystick->GetGUID().RawString()},
|
|
{"guid2", joystick2->GetGUID().RawString()},
|
|
{"port", std::to_string(joystick->GetPort())},
|
|
});
|
|
}
|
|
}
|
|
}
|
|
return devices;
|
|
}
|
|
|
|
Common::Input::VibrationError SDLDriver::SetVibration(
|
|
const PadIdentifier& identifier, const Common::Input::VibrationStatus& vibration) {
|
|
const auto joystick =
|
|
GetSDLJoystickByGUID(identifier.guid.RawString(), static_cast<int>(identifier.port));
|
|
const auto process_amplitude_exp = [](f32 amplitude, f32 factor) {
|
|
return (amplitude + std::pow(amplitude, factor)) * 0.5f * 0xFFFF;
|
|
};
|
|
|
|
// Default exponential curve for rumble
|
|
f32 factor = 0.35f;
|
|
|
|
// If vibration is set as a linear output use a flatter value
|
|
if (vibration.type == Common::Input::VibrationAmplificationType::Linear) {
|
|
factor = 0.5f;
|
|
}
|
|
|
|
// Amplitude for HD rumble needs no modification
|
|
if (joystick->HasHDRumble()) {
|
|
factor = 1.0f;
|
|
}
|
|
|
|
const Common::Input::VibrationStatus new_vibration{
|
|
.low_amplitude = process_amplitude_exp(vibration.low_amplitude, factor),
|
|
.low_frequency = vibration.low_frequency,
|
|
.high_amplitude = process_amplitude_exp(vibration.high_amplitude, factor),
|
|
.high_frequency = vibration.high_frequency,
|
|
.type = Common::Input::VibrationAmplificationType::Exponential,
|
|
};
|
|
|
|
vibration_queue.Push(VibrationRequest{
|
|
.identifier = identifier,
|
|
.vibration = new_vibration,
|
|
});
|
|
|
|
return Common::Input::VibrationError::None;
|
|
}
|
|
|
|
bool SDLDriver::IsVibrationEnabled(const PadIdentifier& identifier) {
|
|
const auto joystick =
|
|
GetSDLJoystickByGUID(identifier.guid.RawString(), static_cast<int>(identifier.port));
|
|
|
|
constexpr Common::Input::VibrationStatus test_vibration{
|
|
.low_amplitude = 1,
|
|
.low_frequency = 160.0f,
|
|
.high_amplitude = 1,
|
|
.high_frequency = 320.0f,
|
|
.type = Common::Input::VibrationAmplificationType::Exponential,
|
|
};
|
|
|
|
constexpr Common::Input::VibrationStatus zero_vibration{
|
|
.low_amplitude = 0,
|
|
.low_frequency = 160.0f,
|
|
.high_amplitude = 0,
|
|
.high_frequency = 320.0f,
|
|
.type = Common::Input::VibrationAmplificationType::Exponential,
|
|
};
|
|
|
|
if (joystick->IsVibrationTested()) {
|
|
return joystick->HasVibration();
|
|
}
|
|
|
|
// First vibration might fail
|
|
joystick->RumblePlay(test_vibration);
|
|
|
|
// Wait for about 15ms to ensure the controller is ready for the stop command
|
|
std::this_thread::sleep_for(std::chrono::milliseconds(15));
|
|
|
|
if (!joystick->RumblePlay(zero_vibration)) {
|
|
joystick->EnableVibration(false);
|
|
return false;
|
|
}
|
|
|
|
joystick->EnableVibration(true);
|
|
return true;
|
|
}
|
|
|
|
void SDLDriver::SendVibrations() {
|
|
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);
|
|
}
|
|
}
|
|
|
|
Common::ParamPackage SDLDriver::BuildAnalogParamPackageForButton(int port, const Common::UUID& guid,
|
|
s32 axis, float value) const {
|
|
Common::ParamPackage params{};
|
|
params.Set("engine", GetEngineName());
|
|
params.Set("port", port);
|
|
params.Set("guid", guid.RawString());
|
|
params.Set("axis", axis);
|
|
params.Set("threshold", "0.5");
|
|
params.Set("invert", value < 0 ? "-" : "+");
|
|
return params;
|
|
}
|
|
|
|
Common::ParamPackage SDLDriver::BuildButtonParamPackageForButton(int port, const Common::UUID& guid,
|
|
s32 button) const {
|
|
Common::ParamPackage params{};
|
|
params.Set("engine", GetEngineName());
|
|
params.Set("port", port);
|
|
params.Set("guid", guid.RawString());
|
|
params.Set("button", button);
|
|
return params;
|
|
}
|
|
|
|
Common::ParamPackage SDLDriver::BuildHatParamPackageForButton(int port, const Common::UUID& guid,
|
|
s32 hat, u8 value) const {
|
|
Common::ParamPackage params{};
|
|
params.Set("engine", GetEngineName());
|
|
params.Set("port", port);
|
|
params.Set("guid", guid.RawString());
|
|
params.Set("hat", hat);
|
|
params.Set("direction", GetHatButtonName(value));
|
|
return params;
|
|
}
|
|
|
|
Common::ParamPackage SDLDriver::BuildMotionParam(int port, const Common::UUID& guid) const {
|
|
Common::ParamPackage params{};
|
|
params.Set("engine", GetEngineName());
|
|
params.Set("motion", 0);
|
|
params.Set("port", port);
|
|
params.Set("guid", guid.RawString());
|
|
return params;
|
|
}
|
|
|
|
Common::ParamPackage SDLDriver::BuildParamPackageForBinding(
|
|
int port, const Common::UUID& guid, const SDL_GameControllerButtonBind& binding) const {
|
|
switch (binding.bindType) {
|
|
case SDL_CONTROLLER_BINDTYPE_NONE:
|
|
break;
|
|
case SDL_CONTROLLER_BINDTYPE_AXIS:
|
|
return BuildAnalogParamPackageForButton(port, guid, binding.value.axis);
|
|
case SDL_CONTROLLER_BINDTYPE_BUTTON:
|
|
return BuildButtonParamPackageForButton(port, guid, binding.value.button);
|
|
case SDL_CONTROLLER_BINDTYPE_HAT:
|
|
return BuildHatParamPackageForButton(port, guid, binding.value.hat.hat,
|
|
static_cast<u8>(binding.value.hat.hat_mask));
|
|
}
|
|
return {};
|
|
}
|
|
|
|
Common::ParamPackage SDLDriver::BuildParamPackageForAnalog(PadIdentifier identifier, int axis_x,
|
|
int axis_y, float offset_x,
|
|
float offset_y) const {
|
|
Common::ParamPackage params;
|
|
params.Set("engine", GetEngineName());
|
|
params.Set("port", static_cast<int>(identifier.port));
|
|
params.Set("guid", identifier.guid.RawString());
|
|
params.Set("axis_x", axis_x);
|
|
params.Set("axis_y", axis_y);
|
|
params.Set("offset_x", offset_x);
|
|
params.Set("offset_y", offset_y);
|
|
params.Set("invert_x", "+");
|
|
params.Set("invert_y", "+");
|
|
return params;
|
|
}
|
|
|
|
ButtonMapping SDLDriver::GetButtonMappingForDevice(const Common::ParamPackage& params) {
|
|
if (!params.Has("guid") || !params.Has("port")) {
|
|
return {};
|
|
}
|
|
const auto joystick = GetSDLJoystickByGUID(params.Get("guid", ""), params.Get("port", 0));
|
|
|
|
auto* controller = joystick->GetSDLGameController();
|
|
if (controller == nullptr) {
|
|
return {};
|
|
}
|
|
|
|
// 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
|
|
ButtonBindings switch_to_sdl_button;
|
|
|
|
if (SDL_GameControllerGetType(controller) == SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO) {
|
|
switch_to_sdl_button = GetNintendoButtonBinding(joystick);
|
|
} else {
|
|
switch_to_sdl_button = GetDefaultButtonBinding();
|
|
}
|
|
|
|
// Add the missing bindings for ZL/ZR
|
|
static constexpr ZButtonBindings switch_to_sdl_axis{{
|
|
{Settings::NativeButton::ZL, SDL_CONTROLLER_AXIS_TRIGGERLEFT},
|
|
{Settings::NativeButton::ZR, SDL_CONTROLLER_AXIS_TRIGGERRIGHT},
|
|
}};
|
|
|
|
// Parameters contain two joysticks return dual
|
|
if (params.Has("guid2")) {
|
|
const auto joystick2 = GetSDLJoystickByGUID(params.Get("guid2", ""), params.Get("port", 0));
|
|
|
|
if (joystick2->GetSDLGameController() != nullptr) {
|
|
return GetDualControllerMapping(joystick, joystick2, switch_to_sdl_button,
|
|
switch_to_sdl_axis);
|
|
}
|
|
}
|
|
|
|
return GetSingleControllerMapping(joystick, switch_to_sdl_button, switch_to_sdl_axis);
|
|
}
|
|
|
|
ButtonBindings SDLDriver::GetDefaultButtonBinding() const {
|
|
return {
|
|
std::pair{Settings::NativeButton::A, SDL_CONTROLLER_BUTTON_B},
|
|
{Settings::NativeButton::B, SDL_CONTROLLER_BUTTON_A},
|
|
{Settings::NativeButton::X, SDL_CONTROLLER_BUTTON_Y},
|
|
{Settings::NativeButton::Y, SDL_CONTROLLER_BUTTON_X},
|
|
{Settings::NativeButton::LStick, SDL_CONTROLLER_BUTTON_LEFTSTICK},
|
|
{Settings::NativeButton::RStick, SDL_CONTROLLER_BUTTON_RIGHTSTICK},
|
|
{Settings::NativeButton::L, SDL_CONTROLLER_BUTTON_LEFTSHOULDER},
|
|
{Settings::NativeButton::R, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER},
|
|
{Settings::NativeButton::Plus, SDL_CONTROLLER_BUTTON_START},
|
|
{Settings::NativeButton::Minus, SDL_CONTROLLER_BUTTON_BACK},
|
|
{Settings::NativeButton::DLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT},
|
|
{Settings::NativeButton::DUp, SDL_CONTROLLER_BUTTON_DPAD_UP},
|
|
{Settings::NativeButton::DRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT},
|
|
{Settings::NativeButton::DDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN},
|
|
{Settings::NativeButton::SL, SDL_CONTROLLER_BUTTON_LEFTSHOULDER},
|
|
{Settings::NativeButton::SR, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER},
|
|
{Settings::NativeButton::Home, SDL_CONTROLLER_BUTTON_GUIDE},
|
|
{Settings::NativeButton::Screenshot, SDL_CONTROLLER_BUTTON_MISC1},
|
|
};
|
|
}
|
|
|
|
ButtonBindings SDLDriver::GetNintendoButtonBinding(
|
|
const std::shared_ptr<SDLJoystick>& joystick) const {
|
|
// Default SL/SR mapping for pro controllers
|
|
auto sl_button = SDL_CONTROLLER_BUTTON_LEFTSHOULDER;
|
|
auto sr_button = SDL_CONTROLLER_BUTTON_RIGHTSHOULDER;
|
|
|
|
if (joystick->IsJoyconLeft()) {
|
|
sl_button = SDL_CONTROLLER_BUTTON_PADDLE2;
|
|
sr_button = SDL_CONTROLLER_BUTTON_PADDLE4;
|
|
}
|
|
if (joystick->IsJoyconRight()) {
|
|
sl_button = SDL_CONTROLLER_BUTTON_PADDLE3;
|
|
sr_button = SDL_CONTROLLER_BUTTON_PADDLE1;
|
|
}
|
|
|
|
return {
|
|
std::pair{Settings::NativeButton::A, SDL_CONTROLLER_BUTTON_A},
|
|
{Settings::NativeButton::B, SDL_CONTROLLER_BUTTON_B},
|
|
{Settings::NativeButton::X, SDL_CONTROLLER_BUTTON_X},
|
|
{Settings::NativeButton::Y, SDL_CONTROLLER_BUTTON_Y},
|
|
{Settings::NativeButton::LStick, SDL_CONTROLLER_BUTTON_LEFTSTICK},
|
|
{Settings::NativeButton::RStick, SDL_CONTROLLER_BUTTON_RIGHTSTICK},
|
|
{Settings::NativeButton::L, SDL_CONTROLLER_BUTTON_LEFTSHOULDER},
|
|
{Settings::NativeButton::R, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER},
|
|
{Settings::NativeButton::Plus, SDL_CONTROLLER_BUTTON_START},
|
|
{Settings::NativeButton::Minus, SDL_CONTROLLER_BUTTON_BACK},
|
|
{Settings::NativeButton::DLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT},
|
|
{Settings::NativeButton::DUp, SDL_CONTROLLER_BUTTON_DPAD_UP},
|
|
{Settings::NativeButton::DRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT},
|
|
{Settings::NativeButton::DDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN},
|
|
{Settings::NativeButton::SL, sl_button},
|
|
{Settings::NativeButton::SR, sr_button},
|
|
{Settings::NativeButton::Home, SDL_CONTROLLER_BUTTON_GUIDE},
|
|
{Settings::NativeButton::Screenshot, SDL_CONTROLLER_BUTTON_MISC1},
|
|
};
|
|
}
|
|
|
|
ButtonMapping SDLDriver::GetSingleControllerMapping(
|
|
const std::shared_ptr<SDLJoystick>& joystick, const ButtonBindings& switch_to_sdl_button,
|
|
const ZButtonBindings& switch_to_sdl_axis) const {
|
|
ButtonMapping mapping;
|
|
mapping.reserve(switch_to_sdl_button.size() + switch_to_sdl_axis.size());
|
|
auto* controller = joystick->GetSDLGameController();
|
|
|
|
for (const auto& [switch_button, sdl_button] : switch_to_sdl_button) {
|
|
const auto& binding = SDL_GameControllerGetBindForButton(controller, sdl_button);
|
|
mapping.insert_or_assign(
|
|
switch_button,
|
|
BuildParamPackageForBinding(joystick->GetPort(), joystick->GetGUID(), binding));
|
|
}
|
|
for (const auto& [switch_button, sdl_axis] : switch_to_sdl_axis) {
|
|
const auto& binding = SDL_GameControllerGetBindForAxis(controller, sdl_axis);
|
|
mapping.insert_or_assign(
|
|
switch_button,
|
|
BuildParamPackageForBinding(joystick->GetPort(), joystick->GetGUID(), binding));
|
|
}
|
|
|
|
return mapping;
|
|
}
|
|
|
|
ButtonMapping SDLDriver::GetDualControllerMapping(const std::shared_ptr<SDLJoystick>& joystick,
|
|
const std::shared_ptr<SDLJoystick>& joystick2,
|
|
const ButtonBindings& switch_to_sdl_button,
|
|
const ZButtonBindings& switch_to_sdl_axis) const {
|
|
ButtonMapping mapping;
|
|
mapping.reserve(switch_to_sdl_button.size() + switch_to_sdl_axis.size());
|
|
auto* controller = joystick->GetSDLGameController();
|
|
auto* controller2 = joystick2->GetSDLGameController();
|
|
|
|
for (const auto& [switch_button, sdl_button] : switch_to_sdl_button) {
|
|
if (IsButtonOnLeftSide(switch_button)) {
|
|
const auto& binding = SDL_GameControllerGetBindForButton(controller2, sdl_button);
|
|
mapping.insert_or_assign(
|
|
switch_button,
|
|
BuildParamPackageForBinding(joystick2->GetPort(), joystick2->GetGUID(), binding));
|
|
continue;
|
|
}
|
|
const auto& binding = SDL_GameControllerGetBindForButton(controller, sdl_button);
|
|
mapping.insert_or_assign(
|
|
switch_button,
|
|
BuildParamPackageForBinding(joystick->GetPort(), joystick->GetGUID(), binding));
|
|
}
|
|
for (const auto& [switch_button, sdl_axis] : switch_to_sdl_axis) {
|
|
if (IsButtonOnLeftSide(switch_button)) {
|
|
const auto& binding = SDL_GameControllerGetBindForAxis(controller2, sdl_axis);
|
|
mapping.insert_or_assign(
|
|
switch_button,
|
|
BuildParamPackageForBinding(joystick2->GetPort(), joystick2->GetGUID(), binding));
|
|
continue;
|
|
}
|
|
const auto& binding = SDL_GameControllerGetBindForAxis(controller, sdl_axis);
|
|
mapping.insert_or_assign(
|
|
switch_button,
|
|
BuildParamPackageForBinding(joystick->GetPort(), joystick->GetGUID(), binding));
|
|
}
|
|
|
|
return mapping;
|
|
}
|
|
|
|
bool SDLDriver::IsButtonOnLeftSide(Settings::NativeButton::Values button) const {
|
|
switch (button) {
|
|
case Settings::NativeButton::DDown:
|
|
case Settings::NativeButton::DLeft:
|
|
case Settings::NativeButton::DRight:
|
|
case Settings::NativeButton::DUp:
|
|
case Settings::NativeButton::L:
|
|
case Settings::NativeButton::LStick:
|
|
case Settings::NativeButton::Minus:
|
|
case Settings::NativeButton::Screenshot:
|
|
case Settings::NativeButton::ZL:
|
|
return true;
|
|
default:
|
|
return false;
|
|
}
|
|
}
|
|
|
|
AnalogMapping SDLDriver::GetAnalogMappingForDevice(const Common::ParamPackage& params) {
|
|
if (!params.Has("guid") || !params.Has("port")) {
|
|
return {};
|
|
}
|
|
const auto joystick = GetSDLJoystickByGUID(params.Get("guid", ""), params.Get("port", 0));
|
|
const auto joystick2 = GetSDLJoystickByGUID(params.Get("guid2", ""), params.Get("port", 0));
|
|
auto* controller = joystick->GetSDLGameController();
|
|
if (controller == nullptr) {
|
|
return {};
|
|
}
|
|
|
|
AnalogMapping mapping = {};
|
|
const auto& binding_left_x =
|
|
SDL_GameControllerGetBindForAxis(controller, SDL_CONTROLLER_AXIS_LEFTX);
|
|
const auto& binding_left_y =
|
|
SDL_GameControllerGetBindForAxis(controller, SDL_CONTROLLER_AXIS_LEFTY);
|
|
if (params.Has("guid2")) {
|
|
const auto identifier = joystick2->GetPadIdentifier();
|
|
PreSetController(identifier);
|
|
PreSetAxis(identifier, binding_left_x.value.axis);
|
|
PreSetAxis(identifier, binding_left_y.value.axis);
|
|
const auto left_offset_x = -GetAxis(identifier, binding_left_x.value.axis);
|
|
const auto left_offset_y = GetAxis(identifier, binding_left_y.value.axis);
|
|
mapping.insert_or_assign(Settings::NativeAnalog::LStick,
|
|
BuildParamPackageForAnalog(identifier, binding_left_x.value.axis,
|
|
binding_left_y.value.axis,
|
|
left_offset_x, left_offset_y));
|
|
} else {
|
|
const auto identifier = joystick->GetPadIdentifier();
|
|
PreSetController(identifier);
|
|
PreSetAxis(identifier, binding_left_x.value.axis);
|
|
PreSetAxis(identifier, binding_left_y.value.axis);
|
|
const auto left_offset_x = -GetAxis(identifier, binding_left_x.value.axis);
|
|
const auto left_offset_y = GetAxis(identifier, binding_left_y.value.axis);
|
|
mapping.insert_or_assign(Settings::NativeAnalog::LStick,
|
|
BuildParamPackageForAnalog(identifier, binding_left_x.value.axis,
|
|
binding_left_y.value.axis,
|
|
left_offset_x, left_offset_y));
|
|
}
|
|
const auto& binding_right_x =
|
|
SDL_GameControllerGetBindForAxis(controller, SDL_CONTROLLER_AXIS_RIGHTX);
|
|
const auto& binding_right_y =
|
|
SDL_GameControllerGetBindForAxis(controller, SDL_CONTROLLER_AXIS_RIGHTY);
|
|
const auto identifier = joystick->GetPadIdentifier();
|
|
PreSetController(identifier);
|
|
PreSetAxis(identifier, binding_right_x.value.axis);
|
|
PreSetAxis(identifier, binding_right_y.value.axis);
|
|
const auto right_offset_x = -GetAxis(identifier, binding_right_x.value.axis);
|
|
const auto right_offset_y = GetAxis(identifier, binding_right_y.value.axis);
|
|
mapping.insert_or_assign(Settings::NativeAnalog::RStick,
|
|
BuildParamPackageForAnalog(identifier, binding_right_x.value.axis,
|
|
binding_right_y.value.axis, right_offset_x,
|
|
right_offset_y));
|
|
return mapping;
|
|
}
|
|
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MotionMapping SDLDriver::GetMotionMappingForDevice(const Common::ParamPackage& params) {
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if (!params.Has("guid") || !params.Has("port")) {
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return {};
|
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}
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|
const auto joystick = GetSDLJoystickByGUID(params.Get("guid", ""), params.Get("port", 0));
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const auto joystick2 = GetSDLJoystickByGUID(params.Get("guid2", ""), params.Get("port", 0));
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auto* controller = joystick->GetSDLGameController();
|
|
if (controller == nullptr) {
|
|
return {};
|
|
}
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|
|
|
MotionMapping mapping = {};
|
|
joystick->EnableMotion();
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|
|
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if (joystick->HasGyro() || joystick->HasAccel()) {
|
|
mapping.insert_or_assign(Settings::NativeMotion::MotionRight,
|
|
BuildMotionParam(joystick->GetPort(), joystick->GetGUID()));
|
|
}
|
|
if (params.Has("guid2")) {
|
|
joystick2->EnableMotion();
|
|
if (joystick2->HasGyro() || joystick2->HasAccel()) {
|
|
mapping.insert_or_assign(Settings::NativeMotion::MotionLeft,
|
|
BuildMotionParam(joystick2->GetPort(), joystick2->GetGUID()));
|
|
}
|
|
} else {
|
|
if (joystick->HasGyro() || joystick->HasAccel()) {
|
|
mapping.insert_or_assign(Settings::NativeMotion::MotionLeft,
|
|
BuildMotionParam(joystick->GetPort(), joystick->GetGUID()));
|
|
}
|
|
}
|
|
|
|
return mapping;
|
|
}
|
|
|
|
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
|
|
return Common::Input::ButtonNames::Value;
|
|
}
|
|
if (params.Has("hat")) {
|
|
return Common::Input::ButtonNames::Value;
|
|
}
|
|
if (params.Has("axis")) {
|
|
return Common::Input::ButtonNames::Value;
|
|
}
|
|
if (params.Has("axis_x") && params.Has("axis_y") && params.Has("axis_z")) {
|
|
return Common::Input::ButtonNames::Value;
|
|
}
|
|
if (params.Has("motion")) {
|
|
return Common::Input::ButtonNames::Engine;
|
|
}
|
|
|
|
return Common::Input::ButtonNames::Invalid;
|
|
}
|
|
|
|
std::string SDLDriver::GetHatButtonName(u8 direction_value) const {
|
|
switch (direction_value) {
|
|
case SDL_HAT_UP:
|
|
return "up";
|
|
case SDL_HAT_DOWN:
|
|
return "down";
|
|
case SDL_HAT_LEFT:
|
|
return "left";
|
|
case SDL_HAT_RIGHT:
|
|
return "right";
|
|
default:
|
|
return {};
|
|
}
|
|
}
|
|
|
|
u8 SDLDriver::GetHatButtonId(const std::string& direction_name) const {
|
|
Uint8 direction;
|
|
if (direction_name == "up") {
|
|
direction = SDL_HAT_UP;
|
|
} else if (direction_name == "down") {
|
|
direction = SDL_HAT_DOWN;
|
|
} else if (direction_name == "left") {
|
|
direction = SDL_HAT_LEFT;
|
|
} else if (direction_name == "right") {
|
|
direction = SDL_HAT_RIGHT;
|
|
} else {
|
|
direction = 0;
|
|
}
|
|
return direction;
|
|
}
|
|
|
|
bool SDLDriver::IsStickInverted(const Common::ParamPackage& params) {
|
|
if (!params.Has("guid") || !params.Has("port")) {
|
|
return false;
|
|
}
|
|
const auto joystick = GetSDLJoystickByGUID(params.Get("guid", ""), params.Get("port", 0));
|
|
if (joystick == nullptr) {
|
|
return false;
|
|
}
|
|
auto* controller = joystick->GetSDLGameController();
|
|
if (controller == nullptr) {
|
|
return false;
|
|
}
|
|
|
|
const auto& axis_x = params.Get("axis_x", 0);
|
|
const auto& axis_y = params.Get("axis_y", 0);
|
|
const auto& binding_left_x =
|
|
SDL_GameControllerGetBindForAxis(controller, SDL_CONTROLLER_AXIS_LEFTX);
|
|
const auto& binding_right_x =
|
|
SDL_GameControllerGetBindForAxis(controller, SDL_CONTROLLER_AXIS_RIGHTX);
|
|
const auto& binding_left_y =
|
|
SDL_GameControllerGetBindForAxis(controller, SDL_CONTROLLER_AXIS_LEFTY);
|
|
const auto& binding_right_y =
|
|
SDL_GameControllerGetBindForAxis(controller, SDL_CONTROLLER_AXIS_RIGHTY);
|
|
|
|
if (axis_x != binding_left_y.value.axis && axis_x != binding_right_y.value.axis) {
|
|
return false;
|
|
}
|
|
if (axis_y != binding_left_x.value.axis && axis_y != binding_right_x.value.axis) {
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
} // namespace InputCommon
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