#include "input_manager.h" #include #include #include "input_manager.h" #include "sdl_util.h" #include "common/log/log.h" #include "common/util/Assert.h" #include "common/util/FileUtil.h" #include "game/graphics/pipelines/opengl.h" #include "game/runtime.h" #include "third-party/imgui/imgui.h" InputManager::InputManager() // Load user settings : m_settings(std::make_shared(game_settings::InputSettings())) { // Update to latest controller DB file std::string mapping_path = (file_util::get_jak_project_dir() / "game" / "assets" / "sdl_controller_db.txt").string(); if (file_util::file_exists(mapping_path)) { SDL_GameControllerAddMappingsFromFile(mapping_path.c_str()); } else { lg::error("Could not find SDL Controller DB at path `{}`", mapping_path); } // Initialize atleast 2 ports, because that's normal for Jak // more will be allocated if more controllers are found m_data[0] = std::make_shared(); m_data[1] = std::make_shared(); m_keyboard = KeyboardDevice(m_settings); m_mouse = MouseDevice(m_settings); if (m_data.find(m_keyboard_and_mouse_port) == m_data.end()) { m_data[m_keyboard_and_mouse_port] = std::make_shared(); } m_command_binds = CommandBindingGroups(); refresh_device_list(); ignore_background_controller_events(false); hide_cursor(m_auto_hide_mouse); } InputManager::~InputManager() { for (auto& device : m_available_controllers) { device->close_device(); } m_settings->save_settings(); } void InputManager::refresh_device_list() { m_available_controllers.clear(); m_controller_port_mapping.clear(); // Enumerate devices const auto num_joysticks = SDL_NumJoysticks(); if (num_joysticks > 0) { for (int i = 0; i < num_joysticks; i++) { if (!SDL_IsGameController(i)) { lg::error("Controller with device id {} is not avaiable via the GameController API", i); continue; } auto controller = std::make_shared(i, m_settings); m_available_controllers.push_back(controller); // By default, controller port mapping is on a first-come-first-served basis // // However, we will use previously saved controller port mappings to take precedence // For example, if you previous set your PS5 controller to be port 0, then even // if another controller is detected first, the PS5 controller should be assigned as expected. if (m_settings->controller_port_mapping.find(controller->get_guid()) != m_settings->controller_port_mapping.end()) { // Though it's possible for a user to assign multiple controllers to the same port, so the // last one wins m_controller_port_mapping[m_settings->controller_port_mapping.at(controller->get_guid())] = i; } else { m_controller_port_mapping[m_available_controllers.size() - 1] = i; m_settings->controller_port_mapping[controller->get_guid()] = m_available_controllers.size() - 1; } // Allocate a PadData if this is a new port if (m_data.find(i) == m_data.end()) { m_data[i] = std::make_shared(); } } // If the controller that was last selected to be port 0 is around, prioritize it if (!m_settings->last_selected_controller_guid.empty()) { for (size_t i = 0; i < m_available_controllers.size(); i++) { const auto& controller_guid = m_available_controllers.at(i)->get_guid(); if (controller_guid == m_settings->last_selected_controller_guid) { m_controller_port_mapping[0] = i; m_settings->controller_port_mapping[controller_guid] = 0; break; } } } } if (m_available_controllers.empty()) { lg::warn( "No active game controllers could be found or loaded successfully - inputs will not work!"); } else { lg::info("Found {} controllers", m_available_controllers.size()); } } void InputManager::ignore_background_controller_events(const bool ignore) { m_ignore_background_controller_events = ignore; // TODO - ignoring return value (atleast log it) SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, ignore ? "0" : "1"); } void InputManager::hide_cursor(const bool hide_cursor) { if (hide_cursor == m_mouse_currently_hidden) { return; } auto ok = SDL_ShowCursor(hide_cursor ? SDL_DISABLE : SDL_ENABLE); if (ok < 0) { sdl_util::log_error("Unable to show/hide mouse cursor"); } else { m_mouse_currently_hidden = hide_cursor; } } void InputManager::process_sdl_event(const SDL_Event& event, const bool ignore_mouse, const bool ignore_kb) { // Detect controller connections and disconnects if (sdl_util::is_any_event_type(event.type, {SDL_CONTROLLERDEVICEADDED, SDL_CONTROLLERDEVICEREMOVED})) { lg::info("Controller added or removed. refreshing controller device list"); refresh_device_list(); } if (!m_ignored_device_last_frame && (ignore_mouse || ignore_kb)) { clear_inputs(); m_ignored_device_last_frame = true; } else if (m_ignored_device_last_frame && !ignore_mouse && !ignore_kb) { m_ignored_device_last_frame = false; } if (m_data.find(m_keyboard_and_mouse_port) != m_data.end()) { m_keyboard.process_event(event, m_command_binds, m_data.at(m_keyboard_and_mouse_port), m_waiting_for_bind, ignore_kb || !m_keyboard_enabled); m_mouse.process_event(event, m_command_binds, m_data.at(m_keyboard_and_mouse_port), m_waiting_for_bind, ignore_mouse || !m_mouse_enabled); } // Send event to active controller device // This goes last so it takes precedence for (const auto& [port, controller_idx] : m_controller_port_mapping) { if (m_data.find(port) != m_data.end() && (int)m_available_controllers.size() > controller_idx) { m_available_controllers.at(controller_idx) ->process_event(event, m_command_binds, m_data.at(port), m_waiting_for_bind); } } // Clear the binding assignment if we got one if (m_waiting_for_bind && m_waiting_for_bind->assigned) { stop_waiting_for_bind(); } // Adjust mouse cursor visibility if (m_auto_hide_mouse) { if (event.type == SDL_MOUSEMOTION) { hide_cursor(false); } else if (event.type == SDL_KEYDOWN || event.type == SDL_CONTROLLERBUTTONDOWN) { hide_cursor(true); } } } std::optional> InputManager::get_current_data(const int port) const { if (m_data.find(port) == m_data.end()) { return {}; } return m_data.at(port); } int InputManager::update_rumble(int port, u8 low_intensity, u8 high_intensity) { if (m_controller_port_mapping.find(port) == m_controller_port_mapping.end()) { return 0; } return m_available_controllers.at(m_controller_port_mapping.at(port)) ->update_rumble(low_intensity, high_intensity); } void InputManager::register_command(const CommandBinding::Source source, const CommandBinding bind) { switch (source) { case CommandBinding::Source::CONTROLLER: if (m_command_binds.controller_binds.find(bind.host_key) == m_command_binds.controller_binds.end()) { m_command_binds.controller_binds[bind.host_key] = {}; } m_command_binds.controller_binds[bind.host_key].push_back(bind); break; case CommandBinding::Source::KEYBOARD: if (m_command_binds.keyboard_binds.find(bind.host_key) == m_command_binds.keyboard_binds.end()) { m_command_binds.keyboard_binds[bind.host_key] = {}; } m_command_binds.keyboard_binds[bind.host_key].push_back(bind); break; case CommandBinding::Source::MOUSE: if (m_command_binds.mouse_binds.find(bind.host_key) == m_command_binds.mouse_binds.end()) { m_command_binds.mouse_binds[bind.host_key] = {}; } m_command_binds.mouse_binds[bind.host_key].push_back(bind); break; } } std::string InputManager::get_controller_name(const int controller_id) { if ((size_t)controller_id >= m_available_controllers.size()) { return ""; } return m_available_controllers.at(controller_id)->get_name(); } std::string InputManager::get_current_bind(const int port, const InputDeviceType device_type, const bool buttons, const int input_idx, const bool analog_for_minimum) { std::vector binding_info; switch (device_type) { case InputDeviceType::CONTROLLER: if (m_controller_port_mapping.find(port) != m_controller_port_mapping.end() && m_controller_port_mapping.at(port) < (int)m_available_controllers.size() && m_settings->controller_binds.find( m_available_controllers.at(m_controller_port_mapping.at(port))->get_guid()) != m_settings->controller_binds.end()) { binding_info = m_settings->controller_binds .at(m_available_controllers.at(m_controller_port_mapping.at(port))->get_guid()) .lookup_button_binds((PadData::ButtonIndex)input_idx); } break; case InputDeviceType::KEYBOARD: if (!buttons) { binding_info = m_settings->keyboard_binds.lookup_analog_binds( (PadData::AnalogIndex)input_idx, analog_for_minimum); } else { binding_info = m_settings->keyboard_binds.lookup_button_binds((PadData::ButtonIndex)input_idx); } break; case InputDeviceType::MOUSE: binding_info = m_settings->mouse_binds.lookup_button_binds((PadData::ButtonIndex)input_idx); break; } if (binding_info.empty()) { return ""; } return binding_info.front().host_name; } void InputManager::set_controller_for_port(const int controller_id, const int port) { if (controller_id < (int)m_available_controllers.size()) { // Reset inputs as this device won't be able to be read from again! clear_inputs(); auto& controller = m_available_controllers.at(controller_id); m_controller_port_mapping[port] = controller_id; m_settings->controller_port_mapping[controller->get_guid()] = port; // NOTE - only tracking port 0 for now if (port == 0) { m_settings->last_selected_controller_guid = controller->get_guid(); } m_settings->save_settings(); } } bool InputManager::controller_has_led(const int port) { if (m_controller_port_mapping.find(0) == m_controller_port_mapping.end()) { return false; } const auto id = m_controller_port_mapping.at(port); if (id >= (int)m_available_controllers.size()) { return false; } return m_available_controllers.at(id)->has_led(); } void InputManager::set_controller_led(const int port, const u8 red, const u8 green, const u8 blue) { if (m_controller_port_mapping.find(0) == m_controller_port_mapping.end()) { return; } const auto id = m_controller_port_mapping.at(port); if (id >= (int)m_available_controllers.size()) { return; } m_available_controllers.at(id)->set_led(red, green, blue); } void InputManager::enable_keyboard(const bool enabled) { m_keyboard_enabled = enabled; if (!m_keyboard_enabled) { // Reset inputs as this device won't be able to be read from again! clear_inputs(); } } void InputManager::update_mouse_options(const bool enabled, const bool control_camera, const bool control_movement) { m_mouse_enabled = enabled; if (!m_mouse_enabled) { // Reset inputs as this device won't be able to be read from again! clear_inputs(); } // Switch relevant flags over related to the mouse m_mouse.enable_camera_control(enabled && control_camera); m_mouse.enable_movement_control(enabled && control_movement); } void InputManager::set_wait_for_bind(const InputDeviceType device_type, const bool for_analog, const bool for_minimum_analog, const int input_idx) { m_waiting_for_bind = InputBindAssignmentMeta(); m_waiting_for_bind->device_type = device_type; m_waiting_for_bind->pad_idx = input_idx; m_waiting_for_bind->for_analog = for_analog; m_waiting_for_bind->for_analog_minimum = for_minimum_analog; m_waiting_for_bind->keyboard_confirmation_binds = m_settings->keyboard_binds.lookup_button_binds(PadData::CROSS); if (g_game_version == GameVersion::Jak1) { auto& circle_binds = m_waiting_for_bind->keyboard_confirmation_binds = m_settings->keyboard_binds.lookup_button_binds(PadData::CIRCLE); m_waiting_for_bind->keyboard_confirmation_binds.insert( m_waiting_for_bind->keyboard_confirmation_binds.end(), circle_binds.begin(), circle_binds.end()); } } void InputManager::set_camera_sens(const float xsens, const float ysens) { m_mouse.set_camera_sens(xsens, ysens); } void InputManager::reset_input_bindings_to_defaults(const int port, const InputDeviceType device_type) { switch (device_type) { case InputDeviceType::CONTROLLER: if (m_controller_port_mapping.find(port) != m_controller_port_mapping.end() && m_controller_port_mapping.at(port) < (int)m_available_controllers.size() && m_settings->controller_binds.find( m_available_controllers.at(m_controller_port_mapping.at(port))->get_guid()) != m_settings->controller_binds.end()) { m_settings->controller_binds .at(m_available_controllers.at(m_controller_port_mapping.at(port))->get_guid()) .set_bindings(DEFAULT_CONTROLLER_BINDS); } break; case InputDeviceType::KEYBOARD: m_settings->keyboard_binds.set_bindings(DEFAULT_KEYBOARD_BINDS); break; case InputDeviceType::MOUSE: m_settings->mouse_binds.set_bindings(DEFAULT_MOUSE_BINDS); break; } } void InputManager::set_auto_hide_mouse(const bool auto_hide_mouse) { m_auto_hide_mouse = auto_hide_mouse; if (!auto_hide_mouse) { hide_cursor(false); } } void InputManager::clear_inputs() { // Reset inputs as this device won't be able to be read from again! for (auto& [port, data] : m_data) { data->clear(); } }