mirror of
https://github.com/open-goal/jak-project
synced 2026-05-30 08:56:59 -04:00
1f6438e517
This PR updates to SDL3, and with it, adds a handful of new features. Everything seems to work but I'm going to look over the code once last time before merging, some of the API changes are hard to spot. Fixes #2773 ### Pressure sensitivity support for DS3 Controllers SDL3 adds pressure sensitivity support for DS3 controllers on windows. I have not tested on linux. The option is disabled by default. On windows you will need https://docs.nefarius.at/projects/DsHidMini/ and to be using SXS mode. ### DualSense and Xbox One Trigger Effects If enabled, Jak 2 will have certain trigger effects. They are: - xbox1: - small vibrate when collecting dark eco - big vibrate when changing to dark jak - vibrate when shooting gun, proportional to gun type - ps5: - resistance when changing to dark jak - different gun shooting effects - red (resistance) - yellow (weapon trigger) - blue (vibrates) - purple (less resistance) > **Gun Shooting effects are only enabled if the new "Swap R1 and R2" option is enabled** There are more effects that could be used in `dualsense_effects.cpp`, but I only exposed the ones I needed to OpenGOAL. If a modder wants to use some of the others and wires them up end-to-end, please consider contributing that upstream. ### New ImGUI Menu Added new imgui options for selecting the active controller, for those people that struggle to select the initial controller.  ### Testing The highlights of what I tested successfully: - display - [x] all mode switch permutations - [x] launch with all modes saved - [x] switch monitors / unplug monitor that was active, how does it handle it - [x] load with alternate monitor saved and all modes - [x] allowing hidpi doesnt break macos - controls - [x] keyboard and mouse still work - [x] pressure sensitivity on linux
390 lines
16 KiB
C++
390 lines
16 KiB
C++
#include "input_bindings.h"
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#include <algorithm>
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#include "common/util/json_util.h"
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#include "game/system/hid/sdl_util.h"
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#include "third-party/SDL/include/SDL3/SDL.h"
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InputModifiers::InputModifiers(const u16 sdl_mod_state) {
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need_shift = sdl_mod_state & SDL_KMOD_SHIFT;
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need_alt = sdl_mod_state & SDL_KMOD_ALT;
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need_ctrl = sdl_mod_state & SDL_KMOD_CTRL;
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need_meta = sdl_mod_state & SDL_KMOD_GUI;
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}
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bool InputModifiers::has_necessary_modifiers(const u16 key_modifiers) const {
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if (need_alt && ((key_modifiers & SDL_KMOD_ALT) == 0)) {
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return false;
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}
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if (need_ctrl && ((key_modifiers & SDL_KMOD_CTRL) == 0)) {
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return false;
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}
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if (need_meta && ((key_modifiers & SDL_KMOD_GUI) == 0)) {
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return false;
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}
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if (need_shift && ((key_modifiers & SDL_KMOD_SHIFT) == 0)) {
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return false;
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}
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return true;
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}
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void to_json(json& j, const InputModifiers& obj) {
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j = json{{"need_shift", obj.need_shift},
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{"need_ctrl", obj.need_ctrl},
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{"need_meta", obj.need_meta},
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{"need_alt", obj.need_alt}};
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}
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void from_json(const json& j, InputModifiers& obj) {
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json_deserialize_if_exists(need_shift);
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json_deserialize_if_exists(need_ctrl);
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json_deserialize_if_exists(need_meta);
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json_deserialize_if_exists(need_alt);
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}
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void to_json(json& j, const InputBinding& obj) {
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j = json{{"pad_data_index", obj.pad_data_index},
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{"minimum_in_range", obj.minimum_in_range},
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{"modifiers", obj.modifiers}};
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}
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void from_json(const json& j, InputBinding& obj) {
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json_deserialize_if_exists(pad_data_index);
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json_deserialize_if_exists(minimum_in_range);
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json_deserialize_if_exists(modifiers);
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}
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void to_json(json& j, const InputBindingGroups& obj) {
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j = json{{"device_type", obj.device_type},
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{"analog_axii", obj.analog_axii},
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{"button_axii", obj.button_axii},
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{"buttons", obj.buttons}};
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}
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void from_json(const json& j, InputBindingGroups& obj) {
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json_deserialize_if_exists(device_type);
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json_deserialize_if_exists(analog_axii);
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json_deserialize_if_exists(button_axii);
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json_deserialize_if_exists(buttons);
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}
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const InputBindingGroups DEFAULT_CONTROLLER_BINDS = InputBindingGroups(
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CONTROLLER,
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{{SDL_GAMEPAD_AXIS_LEFTX, {InputBinding(PadData::AnalogIndex::LEFT_X)}},
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{SDL_GAMEPAD_AXIS_LEFTY, {InputBinding(PadData::AnalogIndex::LEFT_Y)}},
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{SDL_GAMEPAD_AXIS_RIGHTX, {InputBinding(PadData::AnalogIndex::RIGHT_X)}},
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{SDL_GAMEPAD_AXIS_RIGHTY, {InputBinding(PadData::AnalogIndex::RIGHT_Y)}}},
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{
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{SDL_GAMEPAD_AXIS_LEFT_TRIGGER, {InputBinding(PadData::ButtonIndex::L2)}},
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{SDL_GAMEPAD_AXIS_RIGHT_TRIGGER, {InputBinding(PadData::ButtonIndex::R2)}},
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},
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{{SDL_GAMEPAD_BUTTON_SOUTH, {InputBinding(PadData::ButtonIndex::CROSS)}},
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{SDL_GAMEPAD_BUTTON_EAST, {InputBinding(PadData::ButtonIndex::CIRCLE)}},
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{SDL_GAMEPAD_BUTTON_WEST, {InputBinding(PadData::ButtonIndex::SQUARE)}},
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{SDL_GAMEPAD_BUTTON_NORTH, {InputBinding(PadData::ButtonIndex::TRIANGLE)}},
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{SDL_GAMEPAD_BUTTON_LEFT_STICK, {InputBinding(PadData::ButtonIndex::L3)}},
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{SDL_GAMEPAD_BUTTON_RIGHT_STICK, {InputBinding(PadData::ButtonIndex::R3)}},
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{SDL_GAMEPAD_BUTTON_BACK, {InputBinding(PadData::ButtonIndex::SELECT)}},
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{SDL_GAMEPAD_BUTTON_START, {InputBinding(PadData::ButtonIndex::START)}},
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{SDL_GAMEPAD_BUTTON_LEFT_SHOULDER, {InputBinding(PadData::ButtonIndex::L1)}},
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{SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER, {InputBinding(PadData::ButtonIndex::R1)}},
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{SDL_GAMEPAD_BUTTON_DPAD_UP, {InputBinding(PadData::ButtonIndex::DPAD_UP)}},
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{SDL_GAMEPAD_BUTTON_DPAD_DOWN, {InputBinding(PadData::ButtonIndex::DPAD_DOWN)}},
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{SDL_GAMEPAD_BUTTON_DPAD_LEFT, {InputBinding(PadData::ButtonIndex::DPAD_LEFT)}},
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{SDL_GAMEPAD_BUTTON_DPAD_RIGHT, {InputBinding(PadData::ButtonIndex::DPAD_RIGHT)}}});
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const InputBindingGroups DEFAULT_KEYBOARD_BINDS =
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InputBindingGroups(KEYBOARD,
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{{SDLK_A, {InputBinding(PadData::AnalogIndex::LEFT_X, true)}},
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{SDLK_D, {InputBinding(PadData::AnalogIndex::LEFT_X)}},
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{SDLK_S, {InputBinding(PadData::AnalogIndex::LEFT_Y)}},
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{SDLK_W, {InputBinding(PadData::AnalogIndex::LEFT_Y, true)}},
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{SDLK_L, {InputBinding(PadData::AnalogIndex::RIGHT_X, true)}},
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{SDLK_J, {InputBinding(PadData::AnalogIndex::RIGHT_X)}},
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{SDLK_K, {InputBinding(PadData::AnalogIndex::RIGHT_Y)}},
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{SDLK_I, {InputBinding(PadData::AnalogIndex::RIGHT_Y, true)}}},
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{},
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{{SDLK_SPACE, {InputBinding(PadData::ButtonIndex::CROSS)}},
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{SDLK_E, {InputBinding(PadData::ButtonIndex::CIRCLE)}},
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{SDLK_F, {InputBinding(PadData::ButtonIndex::SQUARE)}},
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{SDLK_R, {InputBinding(PadData::ButtonIndex::TRIANGLE)}},
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{SDLK_COMMA, {InputBinding(PadData::ButtonIndex::L3)}},
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{SDLK_PERIOD, {InputBinding(PadData::ButtonIndex::R3)}},
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{SDLK_APOSTROPHE, {InputBinding(PadData::ButtonIndex::SELECT)}},
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{SDLK_RETURN, {InputBinding(PadData::ButtonIndex::START)}},
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{SDLK_Q, {InputBinding(PadData::ButtonIndex::L1)}},
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{SDLK_O, {InputBinding(PadData::ButtonIndex::R1)}},
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{SDLK_1, {InputBinding(PadData::ButtonIndex::L2)}},
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{SDLK_P, {InputBinding(PadData::ButtonIndex::R2)}},
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{SDLK_UP, {InputBinding(PadData::ButtonIndex::DPAD_UP)}},
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{SDLK_DOWN, {InputBinding(PadData::ButtonIndex::DPAD_DOWN)}},
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{SDLK_LEFT, {InputBinding(PadData::ButtonIndex::DPAD_LEFT)}},
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{SDLK_RIGHT, {InputBinding(PadData::ButtonIndex::DPAD_RIGHT)}}});
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const InputBindingGroups DEFAULT_MOUSE_BINDS = InputBindingGroups(MOUSE, {}, {}, {});
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std::vector<InputBindingInfo> InputBindingGroups::lookup_analog_binds(PadData::AnalogIndex idx,
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bool only_minimum_binds) {
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// First see if it's in the cache, if it is return it
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if (m_analog_lookup.find({idx, only_minimum_binds}) != m_analog_lookup.end()) {
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return m_analog_lookup.at({idx, only_minimum_binds});
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}
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// Didn't find it, let's construct the cache entry
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std::vector<InputBindingInfo> entry = {};
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for (const auto& [sdl_code, binds] : analog_axii) {
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for (const auto& bind : binds) {
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if (bind.pad_data_index != idx || bind.minimum_in_range != only_minimum_binds) {
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continue;
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}
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InputBindingInfo new_info;
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switch (device_type) {
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case KEYBOARD:
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new_info = InputBindingInfo(bind, device_type, sdl_code, false);
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break;
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default:
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new_info.host_name = "TODO - NON-KB ANALOG BIND LOOKUP";
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break;
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}
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entry.push_back(new_info);
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}
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}
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m_analog_lookup[{idx, only_minimum_binds}] = entry;
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return entry;
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}
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std::vector<InputBindingInfo> InputBindingGroups::lookup_button_binds(PadData::ButtonIndex idx) {
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// First see if it's in the cache, if it is return it
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if (m_button_lookup.find({idx, true}) != m_button_lookup.end()) {
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return m_button_lookup.at({idx, true});
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}
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// Didn't find it, let's construct the cache entry
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std::vector<InputBindingInfo> entry = {};
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for (const auto& [sdl_code, binds] : buttons) {
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for (const auto& bind : binds) {
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if (bind.pad_data_index != idx) {
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continue;
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}
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InputBindingInfo new_info(bind, device_type, sdl_code, false);
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entry.push_back(new_info);
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}
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}
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for (const auto& [sdl_code, binds] : button_axii) {
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for (const auto& bind : binds) {
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if (bind.pad_data_index != idx) {
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continue;
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}
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InputBindingInfo new_info(bind, device_type, sdl_code, true);
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entry.push_back(new_info);
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}
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}
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m_button_lookup[{idx, true}] = entry;
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return entry;
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}
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void InputBindingGroups::remove_multiple_binds(
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u32 sdl_idx,
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InputBindAssignmentMeta& bind_meta,
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std::unordered_map<u32, std::vector<InputBinding>>& bind_map) {
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for (auto it = bind_map.begin(); it != bind_map.end();) {
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if (it->first == sdl_idx) {
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it++;
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continue;
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}
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bool found_match = false;
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for (const auto& bind : it->second) {
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if (bind.pad_data_index != bind_meta.pad_idx ||
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bind.minimum_in_range != bind_meta.for_analog_minimum) {
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continue;
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}
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it = bind_map.erase(it);
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found_match = true;
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break;
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}
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if (!found_match) {
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it++;
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}
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}
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}
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std::optional<std::pair<InputBinding, bool>> InputBindingGroups::find_button_bind_from_sdl_idx(
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u32 sdl_idx,
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const std::optional<InputModifiers> modifiers) {
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// We need to check that there isn't a shared SDL key on the button group side
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for (const auto& [sdl_code, binds] : buttons) {
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if (sdl_code == sdl_idx) {
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for (const auto bind : binds) {
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if (!modifiers || bind.modifiers == modifiers.value()) {
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std::pair<InputBinding, bool> result = {bind, false};
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return result;
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}
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}
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}
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}
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for (const auto& [sdl_code, binds] : button_axii) {
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if (sdl_code == sdl_idx) {
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for (const auto bind : binds) {
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if (!modifiers || bind.modifiers == modifiers.value()) {
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std::pair<InputBinding, bool> result = {bind, true};
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return result;
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}
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}
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}
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}
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return {};
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}
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void InputBindingGroups::assign_analog_bind(u32 sdl_idx,
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InputBindAssignmentMeta& bind_meta,
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const std::optional<InputModifiers> modifiers) {
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// Find out if the PS2 input is already bound, if it is we will do a swap so no input is ever left
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// unmapped
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const auto current_analog_binds =
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lookup_analog_binds((PadData::AnalogIndex)bind_meta.pad_idx, bind_meta.for_analog_minimum);
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const auto current_button_bind = find_button_bind_from_sdl_idx(sdl_idx, modifiers);
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if (analog_axii.find(sdl_idx) != analog_axii.end()) {
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const auto existing_binds = analog_axii.at(sdl_idx);
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analog_axii[sdl_idx] = {InputBinding((PadData::AnalogIndex)bind_meta.pad_idx,
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bind_meta.for_analog_minimum, modifiers)};
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// there already a bind, so swap (as long as it's not the same key)
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if (!current_analog_binds.empty() && (u32)current_analog_binds.front().sdl_idx != sdl_idx) {
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analog_axii[current_analog_binds.front().sdl_idx] = existing_binds;
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}
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} else if (!current_analog_binds.empty() && current_button_bind.has_value()) {
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analog_axii[sdl_idx] = {InputBinding((PadData::AnalogIndex)bind_meta.pad_idx,
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bind_meta.for_analog_minimum, modifiers)};
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if (current_button_bind->second) {
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// button_axii
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button_axii.erase(sdl_idx);
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button_axii[current_analog_binds.front().sdl_idx] = {current_button_bind->first};
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} else {
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// button
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buttons.erase(sdl_idx);
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buttons[current_analog_binds.front().sdl_idx] = {current_button_bind->first};
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}
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} else {
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analog_axii[sdl_idx] = {InputBinding((PadData::AnalogIndex)bind_meta.pad_idx,
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bind_meta.for_analog_minimum, modifiers)};
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}
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remove_multiple_binds(sdl_idx, bind_meta, analog_axii);
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// Invalidate lookup cache
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m_analog_lookup.clear();
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m_button_lookup.clear();
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bind_meta.assigned = true;
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}
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std::optional<std::pair<InputBinding, bool>> InputBindingGroups::find_analog_bind_from_sdl_idx(
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u32 sdl_idx,
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const std::optional<InputModifiers> modifiers) {
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// We need to check that there isn't a shared SDL key on the button group side
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for (const auto& [sdl_code, binds] : analog_axii) {
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if (sdl_code == sdl_idx) {
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for (const auto bind : binds) {
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if (!modifiers || bind.modifiers == modifiers.value()) {
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std::pair<InputBinding, bool> result = {bind, false};
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return result;
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}
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}
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}
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}
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return {};
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}
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void InputBindingGroups::assign_button_bind(u32 sdl_idx,
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InputBindAssignmentMeta& bind_meta,
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const bool analog_button,
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const std::optional<InputModifiers> modifiers) {
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// Find out if the PS2 input is already bound, if it is we will do a swap so no input is ever left
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// unmapped
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const auto current_button_binds = lookup_button_binds((PadData::ButtonIndex)bind_meta.pad_idx);
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const auto current_analog_bind = find_analog_bind_from_sdl_idx(sdl_idx, modifiers);
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if (!analog_button && buttons.find(sdl_idx) != buttons.end()) {
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const auto existing_binds = buttons.at(sdl_idx);
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if (analog_button) {
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button_axii[sdl_idx] = {InputBinding((PadData::ButtonIndex)bind_meta.pad_idx, modifiers)};
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} else {
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buttons[sdl_idx] = {InputBinding((PadData::ButtonIndex)bind_meta.pad_idx, modifiers)};
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}
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// there already a bind, so swap (as long as it's not the same key)
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if (!current_button_binds.empty() && current_button_binds.front().sdl_idx != (s32)sdl_idx) {
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if (current_button_binds.front().analog_button) {
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button_axii[current_button_binds.front().sdl_idx] = existing_binds;
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} else {
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buttons[current_button_binds.front().sdl_idx] = existing_binds;
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}
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}
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} else if (analog_button && button_axii.find(sdl_idx) != button_axii.end()) {
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// TODO - cleanup this duplication
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const auto existing_binds = button_axii.at(sdl_idx);
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if (analog_button) {
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button_axii[sdl_idx] = {InputBinding((PadData::ButtonIndex)bind_meta.pad_idx, modifiers)};
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} else {
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buttons[sdl_idx] = {InputBinding((PadData::ButtonIndex)bind_meta.pad_idx, modifiers)};
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}
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// there already a bind, so swap (as long as it's not the same key)
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if (!current_button_binds.empty() && current_button_binds.front().sdl_idx != (s32)sdl_idx) {
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if (current_button_binds.front().analog_button) {
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button_axii[current_button_binds.front().sdl_idx] = existing_binds;
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} else {
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buttons[current_button_binds.front().sdl_idx] = existing_binds;
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}
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}
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} else if (!current_button_binds.empty() && current_analog_bind.has_value()) {
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if (analog_button) {
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button_axii[sdl_idx] = {InputBinding((PadData::ButtonIndex)bind_meta.pad_idx, modifiers)};
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} else {
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buttons[sdl_idx] = {InputBinding((PadData::ButtonIndex)bind_meta.pad_idx, modifiers)};
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}
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analog_axii.erase(sdl_idx);
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analog_axii[current_button_binds.front().sdl_idx] = {current_analog_bind->first};
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} else {
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if (analog_button) {
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button_axii[sdl_idx] = {InputBinding((PadData::ButtonIndex)bind_meta.pad_idx, modifiers)};
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} else {
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buttons[sdl_idx] = {InputBinding((PadData::ButtonIndex)bind_meta.pad_idx, modifiers)};
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}
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}
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remove_multiple_binds(sdl_idx, bind_meta, buttons);
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remove_multiple_binds(sdl_idx, bind_meta, button_axii);
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// Invalidate lookup cache
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m_button_lookup.clear();
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m_analog_lookup.clear();
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bind_meta.assigned = true;
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}
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void InputBindingGroups::set_bindings(const InputBindingGroups& binds) {
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analog_axii = binds.analog_axii;
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button_axii = binds.button_axii;
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buttons = binds.buttons;
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m_analog_lookup.clear();
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m_button_lookup.clear();
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}
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InputBindingInfo::InputBindingInfo(const InputBinding bind,
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const InputDeviceType device_type,
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const s32 sdl_code,
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const bool _analog_button)
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: sdl_idx(sdl_code),
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pad_idx(bind.pad_data_index),
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analog_button(_analog_button),
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modifiers(bind.modifiers) {
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switch (device_type) {
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case CONTROLLER:
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if (analog_button) {
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host_name = sdl_util::get_controller_axis_name(sdl_code);
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} else {
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host_name = sdl_util::get_controller_button_name(sdl_code);
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}
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break;
|
|
case KEYBOARD:
|
|
host_name = sdl_util::get_keyboard_button_name(sdl_code, modifiers);
|
|
break;
|
|
case MOUSE:
|
|
host_name = sdl_util::get_mouse_button_name(sdl_code, modifiers);
|
|
break;
|
|
}
|
|
}
|