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- /**************************************************************************/
- /* joypad_sdl.cpp */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /**************************************************************************/
- #include "joypad_sdl.h"
- #ifdef SDL_ENABLED
- #include "core/input/default_controller_mappings.h"
- #include "core/os/time.h"
- #include "core/variant/dictionary.h"
- #include <SDL3/SDL.h>
- #include <SDL3/SDL_error.h>
- #include <SDL3/SDL_events.h>
- #include <SDL3/SDL_gamepad.h>
- #include <SDL3/SDL_iostream.h>
- #include <SDL3/SDL_joystick.h>
- JoypadSDL *JoypadSDL::singleton = nullptr;
- // Macro to skip the SDL joystick event handling if the device is an SDL gamepad, because
- // there are separate events for SDL gamepads
- #define SKIP_EVENT_FOR_GAMEPAD \
- if (SDL_IsGamepad(sdl_event.jdevice.which)) { \
- continue; \
- }
- JoypadSDL::JoypadSDL() {
- singleton = this;
- }
- #ifdef WINDOWS_ENABLED
- extern "C" {
- HWND SDL_HelperWindow;
- }
- // Required for DInput joypads to work
- // TODO: remove this workaround when we update to newer version of SDL
- JoypadSDL::JoypadSDL(HWND p_helper_window) :
- JoypadSDL() {
- SDL_HelperWindow = p_helper_window;
- }
- #endif
- JoypadSDL::~JoypadSDL() {
- // Process any remaining input events
- process_events();
- for (int i = 0; i < Input::JOYPADS_MAX; i++) {
- if (joypads[i].attached) {
- close_joypad(i);
- }
- }
- SDL_Quit();
- singleton = nullptr;
- }
- JoypadSDL *JoypadSDL::get_singleton() {
- return singleton;
- }
- Error JoypadSDL::initialize() {
- SDL_SetHint(SDL_HINT_JOYSTICK_THREAD, "1");
- SDL_SetHint(SDL_HINT_NO_SIGNAL_HANDLERS, "1");
- ERR_FAIL_COND_V_MSG(!SDL_Init(SDL_INIT_JOYSTICK | SDL_INIT_GAMEPAD), FAILED, SDL_GetError());
- // Add Godot's mapping database from memory
- int i = 0;
- while (DefaultControllerMappings::mappings[i]) {
- String mapping_string = DefaultControllerMappings::mappings[i++];
- CharString data = mapping_string.utf8();
- SDL_IOStream *rw = SDL_IOFromMem((void *)data.ptr(), data.size());
- SDL_AddGamepadMappingsFromIO(rw, 1);
- }
- // Make sure that we handle already connected joypads when the driver is initialized.
- process_events();
- print_verbose("SDL: Init OK!");
- return OK;
- }
- void JoypadSDL::process_events() {
- // Update rumble first for it to be applied when we handle SDL events
- for (int i = 0; i < Input::JOYPADS_MAX; i++) {
- Joypad &joy = joypads[i];
- if (joy.attached && joy.supports_force_feedback) {
- uint64_t timestamp = Input::get_singleton()->get_joy_vibration_timestamp(i);
- // Update the joypad rumble only if there was a new vibration request
- if (timestamp > joy.ff_effect_timestamp) {
- joy.ff_effect_timestamp = timestamp;
- SDL_Joystick *sdl_joy = SDL_GetJoystickFromID(joypads[i].sdl_instance_idx);
- Vector2 strength = Input::get_singleton()->get_joy_vibration_strength(i);
- /*
- If the vibration was requested to start, SDL_RumbleJoystick will start it.
- If the vibration was requested to stop, strength and duration will be 0, so SDL will stop the rumble.
- Here strength.y goes first and then strength.x, because Input.get_joy_vibration_strength().x
- is vibration's weak magnitude (high frequency rumble), and .y is strong magnitude (low frequency rumble),
- SDL_RumbleJoystick takes low frequency rumble first and then high frequency rumble.
- */
- SDL_RumbleJoystick(
- sdl_joy,
- // Rumble strength goes from 0 to 0xFFFF
- strength.y * UINT16_MAX,
- strength.x * UINT16_MAX,
- Input::get_singleton()->get_joy_vibration_duration(i) * 1000);
- }
- }
- }
- SDL_Event sdl_event;
- while (SDL_PollEvent(&sdl_event)) {
- // A new joypad was attached
- if (sdl_event.type == SDL_EVENT_JOYSTICK_ADDED) {
- int joy_id = Input::get_singleton()->get_unused_joy_id();
- if (joy_id == -1) {
- // There is no space for more joypads...
- print_error("A new joypad was attached but couldn't allocate a new id for it because joypad limit was reached.");
- } else {
- SDL_Joystick *joy = nullptr;
- SDL_Gamepad *gamepad = nullptr;
- String device_name;
- // Gamepads must be opened with SDL_OpenGamepad to get their special remapped events
- if (SDL_IsGamepad(sdl_event.jdevice.which)) {
- gamepad = SDL_OpenGamepad(sdl_event.jdevice.which);
- ERR_CONTINUE_MSG(!gamepad,
- vformat("Error opening gamepad at index %d: %s", sdl_event.jdevice.which, SDL_GetError()));
- device_name = SDL_GetGamepadName(gamepad);
- joy = SDL_GetGamepadJoystick(gamepad);
- print_verbose(vformat("SDL: Gamepad %s connected", SDL_GetGamepadName(gamepad)));
- } else {
- joy = SDL_OpenJoystick(sdl_event.jdevice.which);
- ERR_CONTINUE_MSG(!joy,
- vformat("Error opening joystick at index %d: %s", sdl_event.jdevice.which, SDL_GetError()));
- device_name = SDL_GetJoystickName(joy);
- print_verbose(vformat("SDL: Joystick %s connected", SDL_GetJoystickName(joy)));
- }
- const int MAX_GUID_SIZE = 64;
- char guid[MAX_GUID_SIZE] = {};
- SDL_GUIDToString(SDL_GetJoystickGUID(joy), guid, MAX_GUID_SIZE);
- SDL_PropertiesID propertiesID = SDL_GetJoystickProperties(joy);
- joypads[joy_id].attached = true;
- joypads[joy_id].sdl_instance_idx = sdl_event.jdevice.which;
- joypads[joy_id].supports_force_feedback = SDL_GetBooleanProperty(propertiesID, SDL_PROP_JOYSTICK_CAP_RUMBLE_BOOLEAN, false);
- joypads[joy_id].guid = StringName(String(guid));
- sdl_instance_id_to_joypad_id.insert(sdl_event.jdevice.which, joy_id);
- Dictionary joypad_info;
- joypad_info["mapping_handled"] = true; // Skip Godot's mapping system because SDL already handles the joypad's mapping.
- joypad_info["raw_name"] = String(SDL_GetJoystickName(joy));
- joypad_info["vendor_id"] = itos(SDL_GetJoystickVendor(joy));
- joypad_info["product_id"] = itos(SDL_GetJoystickProduct(joy));
- const uint64_t steam_handle = SDL_GetGamepadSteamHandle(gamepad);
- if (steam_handle != 0) {
- joypad_info["steam_input_index"] = itos(steam_handle);
- }
- const int player_index = SDL_GetJoystickPlayerIndex(joy);
- if (player_index >= 0) {
- // For XInput controllers SDL_GetJoystickPlayerIndex returns the XInput user index.
- joypad_info["xinput_index"] = itos(player_index);
- }
- Input::get_singleton()->joy_connection_changed(
- joy_id,
- true,
- device_name,
- joypads[joy_id].guid,
- joypad_info);
- }
- // An event for an attached joypad
- } else if (sdl_event.type >= SDL_EVENT_JOYSTICK_AXIS_MOTION && sdl_event.type < SDL_EVENT_FINGER_DOWN && sdl_instance_id_to_joypad_id.has(sdl_event.jdevice.which)) {
- int joy_id = sdl_instance_id_to_joypad_id.get(sdl_event.jdevice.which);
- switch (sdl_event.type) {
- case SDL_EVENT_JOYSTICK_REMOVED:
- Input::get_singleton()->joy_connection_changed(joy_id, false, "");
- close_joypad(joy_id);
- break;
- case SDL_EVENT_JOYSTICK_AXIS_MOTION:
- SKIP_EVENT_FOR_GAMEPAD;
- Input::get_singleton()->joy_axis(
- joy_id,
- static_cast<JoyAxis>(sdl_event.jaxis.axis), // Godot joy axis constants are already intentionally the same as SDL's
- ((sdl_event.jaxis.value - SDL_JOYSTICK_AXIS_MIN) / (float)(SDL_JOYSTICK_AXIS_MAX - SDL_JOYSTICK_AXIS_MIN) - 0.5f) * 2.0f);
- break;
- case SDL_EVENT_JOYSTICK_BUTTON_UP:
- case SDL_EVENT_JOYSTICK_BUTTON_DOWN:
- SKIP_EVENT_FOR_GAMEPAD;
- Input::get_singleton()->joy_button(
- joy_id,
- static_cast<JoyButton>(sdl_event.jbutton.button), // Godot button constants are intentionally the same as SDL's, so we can just straight up use them
- sdl_event.jbutton.down);
- break;
- case SDL_EVENT_JOYSTICK_HAT_MOTION:
- SKIP_EVENT_FOR_GAMEPAD;
- Input::get_singleton()->joy_hat(
- joy_id,
- (HatMask)sdl_event.jhat.value // Godot hat masks are identical to SDL hat masks, so we can just use them as-is.
- );
- break;
- case SDL_EVENT_GAMEPAD_AXIS_MOTION: {
- float axis_value;
- if (sdl_event.gaxis.axis == SDL_GAMEPAD_AXIS_LEFT_TRIGGER || sdl_event.gaxis.axis == SDL_GAMEPAD_AXIS_RIGHT_TRIGGER) {
- // Gamepad triggers go from 0 to SDL_JOYSTICK_AXIS_MAX
- axis_value = sdl_event.gaxis.value / (float)SDL_JOYSTICK_AXIS_MAX;
- } else {
- // Other axis go from SDL_JOYSTICK_AXIS_MIN to SDL_JOYSTICK_AXIS_MAX
- axis_value =
- ((sdl_event.gaxis.value - SDL_JOYSTICK_AXIS_MIN) / (float)(SDL_JOYSTICK_AXIS_MAX - SDL_JOYSTICK_AXIS_MIN) - 0.5f) * 2.0f;
- }
- Input::get_singleton()->joy_axis(
- joy_id,
- static_cast<JoyAxis>(sdl_event.gaxis.axis), // Godot joy axis constants are already intentionally the same as SDL's
- axis_value);
- } break;
- // Do note SDL gamepads do not have separate events for the dpad
- case SDL_EVENT_GAMEPAD_BUTTON_UP:
- case SDL_EVENT_GAMEPAD_BUTTON_DOWN:
- Input::get_singleton()->joy_button(
- joy_id,
- static_cast<JoyButton>(sdl_event.gbutton.button), // Godot button constants are intentionally the same as SDL's, so we can just straight up use them
- sdl_event.gbutton.down);
- break;
- }
- }
- }
- }
- void JoypadSDL::close_joypad(int p_pad_idx) {
- int sdl_instance_idx = joypads[p_pad_idx].sdl_instance_idx;
- joypads[p_pad_idx].attached = false;
- sdl_instance_id_to_joypad_id.erase(sdl_instance_idx);
- if (SDL_IsGamepad(sdl_instance_idx)) {
- SDL_Gamepad *gamepad = SDL_GetGamepadFromID(sdl_instance_idx);
- SDL_CloseGamepad(gamepad);
- } else {
- SDL_Joystick *joy = SDL_GetJoystickFromID(sdl_instance_idx);
- SDL_CloseJoystick(joy);
- }
- }
- #endif // SDL_ENABLED
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