/*! * @file newpad.cpp * PC-port specific cpad implementation on the C kernel. Monitors button inputs. * Actual input detection is done through window events and is gfx pipeline-dependent. */ #include "newpad.h" #include "common/log/log.h" #include "common/util/Assert.h" #include "game/graphics/pipelines/opengl.h" // for GLFW macros namespace Pad { /* ******************************** * Key checking ******************************** */ constexpr int NUM_KEYS = GLFW_KEY_LAST + 1; // key-down status of any detected key. bool g_key_status[NUM_KEYS] = {0}; // key-down status of any detected key. this is buffered for the remainder of a frame. bool g_buffered_key_status[NUM_KEYS] = {0}; bool g_gamepad_buttons[CONTROLLER_COUNT][(int)Button::Max] = {{0}}; float g_gamepad_analogs[CONTROLLER_COUNT][(int)Analog::Max] = {{0}}; struct GamepadState { int gamepad_idx[CONTROLLER_COUNT] = {-1, -1}; } g_gamepads; // input mode for controller mapping InputModeStatus input_mode = InputModeStatus::Disabled; int input_mode_pad = 0; u64 input_mode_key = -1; u64 input_mode_mod = 0; u64 input_mode_index = 0; MappingInfo g_input_mode_mapping; void ForceClearKeys() { for (auto& key : g_key_status) { key = false; } for (auto& key : g_buffered_key_status) { key = false; } } void ClearKeys() { for (int key = 0; key < NUM_KEYS; key++) { g_buffered_key_status[key] = g_key_status[key]; } } void OnKeyPress(int key) { if (input_mode == InputModeStatus::Enabled) { if (key == GLFW_KEY_ESCAPE) { ExitInputMode(true); return; } input_mode_key = key; MapButton(g_input_mode_mapping, (Button)(input_mode_index++), input_mode_pad, key); if (input_mode_index >= (u64)Button::Max) { ExitInputMode(false); } return; } // set absolute key status ASSERT(key < NUM_KEYS); g_key_status[key] = true; // set buffered key status g_buffered_key_status[key] = true; } void OnKeyRelease(int key) { if (input_mode == InputModeStatus::Enabled) { return; } ASSERT(key < NUM_KEYS); g_key_status[key] = false; } /* ******************************** * Pad checking ******************************** */ static int CheckPadIdx(int pad) { if (pad < 0 || pad > CONTROLLER_COUNT) { lg::error("Invalid pad {}", pad); return -1; } return pad; } // returns 1 if button is pressed. returns 0 if invalid or not pressed. int IsPressed(MappingInfo& mapping, Button button, int pad = 0) { if (CheckPadIdx(pad) == -1) { return 0; } if (g_gamepad_buttons[pad][(int)button]) { return 1; } auto key = mapping.pad_mapping[pad][(int)button]; if (key == -1) return 0; auto& keymap = mapping.buffer_mode ? g_buffered_key_status : g_key_status; ASSERT(key < NUM_KEYS); return keymap[key]; } // returns the value of the analog axis (in the future, likely pressure sensitive if we support it?) // if invalid or otherwise -- returns 127 (analog stick neutral position) int AnalogValue(MappingInfo& /*mapping*/, Analog analog, int pad = 0) { float input = 0.0f; if (CheckPadIdx(pad) == -1) { // Pad out of range, return a stable value return 127; } if (pad == 0 && g_gamepads.gamepad_idx[0] == -1) { // Gamepad not present - use keyboard // Movement controls mapped to WASD keys if (g_buffered_key_status[GLFW_KEY_W] && analog == Analog::Left_Y) input += -1.0f; if (g_buffered_key_status[GLFW_KEY_S] && analog == Analog::Left_Y) input += 1.0f; if (g_buffered_key_status[GLFW_KEY_A] && analog == Analog::Left_X) input += -1.0f; if (g_buffered_key_status[GLFW_KEY_D] && analog == Analog::Left_X) input += 1.0f; // Camera controls mapped to IJKL keys if (g_buffered_key_status[GLFW_KEY_I] && analog == Analog::Right_Y) input += -1.0f; if (g_buffered_key_status[GLFW_KEY_K] && analog == Analog::Right_Y) input += 1.0f; if (g_buffered_key_status[GLFW_KEY_J] && analog == Analog::Right_X) input += -1.0f; if (g_buffered_key_status[GLFW_KEY_L] && analog == Analog::Right_X) input += 1.0f; } else if (pad == 1 && g_gamepads.gamepad_idx[1] == -1) { // these bindings are not sane if (g_buffered_key_status[GLFW_KEY_KP_5] && analog == Analog::Left_Y) input += -1.0f; if (g_buffered_key_status[GLFW_KEY_KP_2] && analog == Analog::Left_Y) input += 1.0f; if (g_buffered_key_status[GLFW_KEY_KP_1] && analog == Analog::Left_X) input += -1.0f; if (g_buffered_key_status[GLFW_KEY_KP_3] && analog == Analog::Left_X) input += 1.0f; // these bindings are not sane if (g_buffered_key_status[GLFW_KEY_KP_DIVIDE] && analog == Analog::Right_Y) input += -1.0f; if (g_buffered_key_status[GLFW_KEY_KP_8] && analog == Analog::Right_Y) input += 1.0f; if (g_buffered_key_status[GLFW_KEY_KP_7] && analog == Analog::Right_X) input += -1.0f; if (g_buffered_key_status[GLFW_KEY_KP_9] && analog == Analog::Right_X) input += 1.0f; } else { // Gamepad present input = g_gamepad_analogs[pad][(int)analog]; } // GLFW provides float in range -1 to 1, caller expects 0-255 const float input_low = -1.0f; const float input_high = 1.0f; const int output_low = 0; const int output_high = 255; // Map from input to output range return int((input - input_low) * (output_high - output_low) / (input_high - input_low) + output_low); } // map a button on a pad to a key void MapButton(MappingInfo& mapping, Button button, int pad, int key) { // check if pad is valid. dont map buttons with invalid pads. if (CheckPadIdx(pad) == -1) { return; } mapping.pad_mapping[pad][(int)button] = key; } // reset button mappings void DefaultMapping(MappingInfo& mapping) { // make every button invalid for (int p = 0; p < CONTROLLER_COUNT; ++p) { for (int i = 0; i < (int)Button::Max; ++i) { MapButton(mapping, (Button)i, p, -1); } } // R1 / L1 MapButton(mapping, Button::L1, 0, GLFW_KEY_Q); MapButton(mapping, Button::R1, 0, GLFW_KEY_O); // R2 / L2 MapButton(mapping, Button::L2, 0, GLFW_KEY_1); MapButton(mapping, Button::R2, 0, GLFW_KEY_P); // face buttons MapButton(mapping, Button::Ecks, 0, GLFW_KEY_SPACE); MapButton(mapping, Button::Square, 0, GLFW_KEY_F); MapButton(mapping, Button::Triangle, 0, GLFW_KEY_R); MapButton(mapping, Button::Circle, 0, GLFW_KEY_E); // dpad MapButton(mapping, Button::Up, 0, GLFW_KEY_UP); MapButton(mapping, Button::Right, 0, GLFW_KEY_RIGHT); MapButton(mapping, Button::Down, 0, GLFW_KEY_DOWN); MapButton(mapping, Button::Left, 0, GLFW_KEY_LEFT); // start for progress MapButton(mapping, Button::Start, 0, GLFW_KEY_ENTER); // l3/r3 for menu MapButton(mapping, Button::L3, 0, GLFW_KEY_COMMA); MapButton(mapping, Button::R3, 0, GLFW_KEY_PERIOD); } void EnterInputMode() { input_mode = InputModeStatus::Enabled; input_mode_index = 0; input_mode_pad = 0; } void ExitInputMode(bool canceled) { input_mode = canceled ? InputModeStatus::Canceled : InputModeStatus::Disabled; } u64 input_mode_get() { return (u64)input_mode; } u64 input_mode_get_key() { return input_mode_key; } u64 input_mode_get_index() { return input_mode_index; } void input_mode_pad_set(s64 idx) { input_mode_pad = idx; } /* ******************************** * Gamepad Support ******************************** */ void check_gamepads() { auto check_pad = [](int pad) { // -> bool if (g_gamepads.gamepad_idx[pad] == -1) { for (int i = GLFW_JOYSTICK_1; i <= GLFW_JOYSTICK_LAST; i++) { if (pad == 1 && i == g_gamepads.gamepad_idx[0]) continue; if (glfwJoystickPresent(i) && glfwJoystickIsGamepad(i)) { g_gamepads.gamepad_idx[pad] = i; lg::info("Using joystick {}: {}, {}", i, glfwGetJoystickName(i), glfwGetGamepadName(i)); break; } } } else if (!glfwJoystickPresent(g_gamepads.gamepad_idx[pad])) { lg::info("Pad {} has been disconnected", pad); g_gamepads.gamepad_idx[pad] = -1; return false; } return true; // pad already exists or was created }; if (check_pad(0)) check_pad(1); else g_gamepads.gamepad_idx[1] = -1; } void initialize() { check_gamepads(); if (g_gamepads.gamepad_idx[0] == -1) { lg::info("No joysticks found."); } } void clear_pad(int pad) { for (int i = 0; i < (int)Button::Max; ++i) { g_gamepad_buttons[pad][i] = false; } for (int i = 0; i < 4; ++i) { g_gamepad_analogs[pad][i] = 0; } } void update_gamepads() { check_gamepads(); if (g_gamepads.gamepad_idx[0] == -1) { clear_pad(0); clear_pad(1); return; } constexpr std::pair gamepad_map[] = { {Button::Select, GLFW_GAMEPAD_BUTTON_BACK}, {Button::L3, GLFW_GAMEPAD_BUTTON_LEFT_THUMB}, {Button::R3, GLFW_GAMEPAD_BUTTON_RIGHT_THUMB}, {Button::Start, GLFW_GAMEPAD_BUTTON_START}, {Button::Up, GLFW_GAMEPAD_BUTTON_DPAD_UP}, {Button::Right, GLFW_GAMEPAD_BUTTON_DPAD_RIGHT}, {Button::Down, GLFW_GAMEPAD_BUTTON_DPAD_DOWN}, {Button::Left, GLFW_GAMEPAD_BUTTON_DPAD_LEFT}, {Button::L1, GLFW_GAMEPAD_BUTTON_LEFT_BUMPER}, {Button::R1, GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER}, {Button::Triangle, GLFW_GAMEPAD_BUTTON_TRIANGLE}, {Button::Circle, GLFW_GAMEPAD_BUTTON_CIRCLE}, {Button::X, GLFW_GAMEPAD_BUTTON_CROSS}, {Button::Square, GLFW_GAMEPAD_BUTTON_SQUARE}}; constexpr std::pair gamepad_analog_map[] = { {Analog::Left_X, GLFW_GAMEPAD_AXIS_LEFT_X}, {Analog::Left_Y, GLFW_GAMEPAD_AXIS_LEFT_Y}, {Analog::Right_X, GLFW_GAMEPAD_AXIS_RIGHT_X}, {Analog::Right_Y, GLFW_GAMEPAD_AXIS_RIGHT_Y}}; auto read_pad_state = [gamepad_map, gamepad_analog_map](int pad) { GLFWgamepadstate state; glfwGetGamepadState(g_gamepads.gamepad_idx[pad], &state); for (const auto& [button, idx] : gamepad_map) { g_gamepad_buttons[pad][(int)button] = state.buttons[idx]; } g_gamepad_buttons[pad][(int)Button::L2] = state.axes[GLFW_GAMEPAD_AXIS_LEFT_TRIGGER] > 0; g_gamepad_buttons[pad][(int)Button::R2] = state.axes[GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER] > 0; for (const auto& [analog_vector, idx] : gamepad_analog_map) { g_gamepad_analogs[pad][(int)analog_vector] = state.axes[idx]; } }; read_pad_state(0); if (g_gamepads.gamepad_idx[1] != -1) read_pad_state(1); else clear_pad(1); } }; // namespace Pad