mirror of
https://github.com/yuzu-emu/yuzu.git
synced 2024-08-20 04:23:21 +02:00
commit
e9b9fc4674
@ -3,6 +3,7 @@
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// Refer to the license.txt file included.
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#include <algorithm>
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#include <array>
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#include <atomic>
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#include <cmath>
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#include <functional>
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@ -358,7 +359,7 @@ public:
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return std::make_tuple(x / r * (r - deadzone) / (1 - deadzone),
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y / r * (r - deadzone) / (1 - deadzone));
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}
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return std::make_tuple<float, float>(0.0f, 0.0f);
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return {};
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}
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bool GetAnalogDirectionStatus(Input::AnalogDirection direction) const override {
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@ -574,10 +575,10 @@ std::vector<Common::ParamPackage> SDLState::GetInputDevices() {
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namespace {
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Common::ParamPackage BuildAnalogParamPackageForButton(int port, std::string guid, u8 axis,
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float value = 0.1) {
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float value = 0.1f) {
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Common::ParamPackage params({{"engine", "sdl"}});
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params.Set("port", port);
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params.Set("guid", guid);
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params.Set("guid", std::move(guid));
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params.Set("axis", axis);
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if (value > 0) {
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params.Set("direction", "+");
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@ -592,7 +593,7 @@ Common::ParamPackage BuildAnalogParamPackageForButton(int port, std::string guid
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Common::ParamPackage BuildButtonParamPackageForButton(int port, std::string guid, u8 button) {
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Common::ParamPackage params({{"engine", "sdl"}});
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params.Set("port", port);
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params.Set("guid", guid);
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params.Set("guid", std::move(guid));
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params.Set("button", button);
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return params;
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}
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@ -601,7 +602,7 @@ Common::ParamPackage BuildHatParamPackageForButton(int port, std::string guid, u
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Common::ParamPackage params({{"engine", "sdl"}});
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params.Set("port", port);
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params.Set("guid", guid);
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params.Set("guid", std::move(guid));
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params.Set("hat", hat);
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switch (value) {
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case SDL_HAT_UP:
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@ -670,55 +671,62 @@ Common::ParamPackage BuildParamPackageForAnalog(int port, const std::string& gui
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} // Anonymous namespace
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ButtonMapping SDLState::GetButtonMappingForDevice(const Common::ParamPackage& params) {
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// This list is missing ZL/ZR since those are not considered buttons in SDL GameController.
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// We will add those afterwards
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// This list also excludes Screenshot since theres not really a mapping for that
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std::unordered_map<Settings::NativeButton::Values, SDL_GameControllerButton>
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switch_to_sdl_button = {
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{Settings::NativeButton::A, SDL_CONTROLLER_BUTTON_B},
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{Settings::NativeButton::B, SDL_CONTROLLER_BUTTON_A},
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{Settings::NativeButton::X, SDL_CONTROLLER_BUTTON_Y},
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{Settings::NativeButton::Y, SDL_CONTROLLER_BUTTON_X},
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{Settings::NativeButton::LStick, SDL_CONTROLLER_BUTTON_LEFTSTICK},
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{Settings::NativeButton::RStick, SDL_CONTROLLER_BUTTON_RIGHTSTICK},
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{Settings::NativeButton::L, SDL_CONTROLLER_BUTTON_LEFTSHOULDER},
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{Settings::NativeButton::R, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER},
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{Settings::NativeButton::Plus, SDL_CONTROLLER_BUTTON_START},
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{Settings::NativeButton::Minus, SDL_CONTROLLER_BUTTON_BACK},
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{Settings::NativeButton::DLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT},
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{Settings::NativeButton::DUp, SDL_CONTROLLER_BUTTON_DPAD_UP},
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{Settings::NativeButton::DRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT},
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{Settings::NativeButton::DDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN},
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{Settings::NativeButton::SL, SDL_CONTROLLER_BUTTON_LEFTSHOULDER},
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{Settings::NativeButton::SR, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER},
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{Settings::NativeButton::Home, SDL_CONTROLLER_BUTTON_GUIDE},
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};
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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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auto controller = joystick->GetSDLGameController();
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if (!controller) {
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auto* controller = joystick->GetSDLGameController();
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if (controller == nullptr) {
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return {};
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}
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ButtonMapping mapping{};
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for (const auto& [switch_button, sdl_button] : switch_to_sdl_button) {
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const auto& binding = SDL_GameControllerGetBindForButton(controller, sdl_button);
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mapping[switch_button] =
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BuildParamPackageForBinding(joystick->GetPort(), joystick->GetGUID(), binding);
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}
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// This list is missing ZL/ZR since those are not considered buttons in SDL GameController.
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// We will add those afterwards
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// This list also excludes Screenshot since theres not really a mapping for that
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using ButtonBindings =
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std::array<std::pair<Settings::NativeButton::Values, SDL_GameControllerButton>, 17>;
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static constexpr ButtonBindings switch_to_sdl_button{{
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{Settings::NativeButton::A, SDL_CONTROLLER_BUTTON_B},
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{Settings::NativeButton::B, SDL_CONTROLLER_BUTTON_A},
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{Settings::NativeButton::X, SDL_CONTROLLER_BUTTON_Y},
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{Settings::NativeButton::Y, SDL_CONTROLLER_BUTTON_X},
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{Settings::NativeButton::LStick, SDL_CONTROLLER_BUTTON_LEFTSTICK},
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{Settings::NativeButton::RStick, SDL_CONTROLLER_BUTTON_RIGHTSTICK},
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{Settings::NativeButton::L, SDL_CONTROLLER_BUTTON_LEFTSHOULDER},
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{Settings::NativeButton::R, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER},
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{Settings::NativeButton::Plus, SDL_CONTROLLER_BUTTON_START},
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{Settings::NativeButton::Minus, SDL_CONTROLLER_BUTTON_BACK},
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{Settings::NativeButton::DLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT},
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{Settings::NativeButton::DUp, SDL_CONTROLLER_BUTTON_DPAD_UP},
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{Settings::NativeButton::DRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT},
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{Settings::NativeButton::DDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN},
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{Settings::NativeButton::SL, SDL_CONTROLLER_BUTTON_LEFTSHOULDER},
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{Settings::NativeButton::SR, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER},
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{Settings::NativeButton::Home, SDL_CONTROLLER_BUTTON_GUIDE},
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}};
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// Add the missing bindings for ZL/ZR
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std::unordered_map<Settings::NativeButton::Values, SDL_GameControllerAxis> switch_to_sdl_axis =
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{
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{Settings::NativeButton::ZL, SDL_CONTROLLER_AXIS_TRIGGERLEFT},
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{Settings::NativeButton::ZR, SDL_CONTROLLER_AXIS_TRIGGERRIGHT},
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};
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using ZBindings =
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std::array<std::pair<Settings::NativeButton::Values, SDL_GameControllerAxis>, 2>;
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static constexpr ZBindings switch_to_sdl_axis{{
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{Settings::NativeButton::ZL, SDL_CONTROLLER_AXIS_TRIGGERLEFT},
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{Settings::NativeButton::ZR, SDL_CONTROLLER_AXIS_TRIGGERRIGHT},
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}};
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ButtonMapping mapping;
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mapping.reserve(switch_to_sdl_button.size() + switch_to_sdl_axis.size());
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for (const auto& [switch_button, sdl_button] : switch_to_sdl_button) {
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const auto& binding = SDL_GameControllerGetBindForButton(controller, sdl_button);
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mapping.insert_or_assign(
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switch_button,
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BuildParamPackageForBinding(joystick->GetPort(), joystick->GetGUID(), binding));
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}
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for (const auto& [switch_button, sdl_axis] : switch_to_sdl_axis) {
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const auto& binding = SDL_GameControllerGetBindForAxis(controller, sdl_axis);
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mapping[switch_button] =
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BuildParamPackageForBinding(joystick->GetPort(), joystick->GetGUID(), binding);
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mapping.insert_or_assign(
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switch_button,
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BuildParamPackageForBinding(joystick->GetPort(), joystick->GetGUID(), binding));
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}
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return mapping;
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@ -729,8 +737,8 @@ AnalogMapping SDLState::GetAnalogMappingForDevice(const Common::ParamPackage& pa
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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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auto controller = joystick->GetSDLGameController();
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if (!controller) {
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auto* controller = joystick->GetSDLGameController();
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if (controller == nullptr) {
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return {};
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}
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@ -739,16 +747,18 @@ AnalogMapping SDLState::GetAnalogMappingForDevice(const Common::ParamPackage& pa
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SDL_GameControllerGetBindForAxis(controller, SDL_CONTROLLER_AXIS_LEFTX);
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const auto& binding_left_y =
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SDL_GameControllerGetBindForAxis(controller, SDL_CONTROLLER_AXIS_LEFTY);
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mapping[Settings::NativeAnalog::LStick] =
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BuildParamPackageForAnalog(joystick->GetPort(), joystick->GetGUID(),
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binding_left_x.value.axis, binding_left_y.value.axis);
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mapping.insert_or_assign(Settings::NativeAnalog::LStick,
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BuildParamPackageForAnalog(joystick->GetPort(), joystick->GetGUID(),
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binding_left_x.value.axis,
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binding_left_y.value.axis));
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const auto& binding_right_x =
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SDL_GameControllerGetBindForAxis(controller, SDL_CONTROLLER_AXIS_RIGHTX);
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const auto& binding_right_y =
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SDL_GameControllerGetBindForAxis(controller, SDL_CONTROLLER_AXIS_RIGHTY);
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mapping[Settings::NativeAnalog::RStick] =
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BuildParamPackageForAnalog(joystick->GetPort(), joystick->GetGUID(),
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binding_right_x.value.axis, binding_right_y.value.axis);
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mapping.insert_or_assign(Settings::NativeAnalog::RStick,
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BuildParamPackageForAnalog(joystick->GetPort(), joystick->GetGUID(),
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binding_right_x.value.axis,
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binding_right_y.value.axis));
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return mapping;
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}
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@ -784,7 +794,7 @@ public:
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}
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return {};
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}
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std::optional<Common::ParamPackage> FromEvent(const SDL_Event& event) {
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[[nodiscard]] std::optional<Common::ParamPackage> FromEvent(const SDL_Event& event) const {
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switch (event.type) {
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case SDL_JOYAXISMOTION:
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if (std::abs(event.jaxis.value / 32767.0) < 0.5) {
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@ -795,7 +805,7 @@ public:
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case SDL_JOYHATMOTION:
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return {SDLEventToButtonParamPackage(state, event)};
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}
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return {};
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return std::nullopt;
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}
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};
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