Files
wiicompiled/runtime/src/input_bindings.cpp
T
Cristian Boehm 149cfef608 keyboard and mouse support, rebinding overhaul, analog triggers to digital inputs (#162)
* add keyboard support, analog triggers to digital input, and rebinding overhaul

* Update README.md

* Update README.md

readme typo

* implemented code rabbits suggestions

- Preserved NSO GameCube analog triggers.
  - Made modal closure and Escape cancel every rebind kind.
  - Deduced the native button array size; <array> already existed.
  - Centralized axis/sign decoding.
  - Kept threshold updates live, saving only when editing ends.

* add dimming when in settings and add clear mapping button

* Update settings_overlay.cpp

---------

Co-authored-by: patchzyy <64382339+patchzyy@users.noreply.github.com>
2026-09-10 17:37:38 +02:00

308 lines
12 KiB
C++

#include "input_bindings.h"
#include "controller_button_names.h"
#include "input_expr.h"
#include "runtime_config.h"
#include "runtime_log.h"
#include <algorithm>
#include <cmath>
#include <cstdlib>
#include <filesystem>
#include <mutex>
#include <unordered_map>
#include <SDL3/SDL_gamepad.h>
namespace InputBindings {
namespace {
struct Binding {
std::string text;
InputExpr::Expression expr;
bool active = false;
};
std::mutex g_mutex;
std::array<std::array<Binding, kControls.size()>, PAD_CHANMAX> g_bindings;
bool g_anyBound = false;
bool g_inputBlocked = false;
// Dolphin input names, mapped onto SDL. XInput-style names are exact; DInput
// "Button <n>" indices follow the common PlayStation layout, which is what
// DInput reports for a DualShock/DualSense. Other pads may number differently.
const std::unordered_map<std::string, SDL_GamepadButton>& ButtonNames() {
static const std::unordered_map<std::string, SDL_GamepadButton> table = {
{"Button A", SDL_GAMEPAD_BUTTON_SOUTH}, {"Button B", SDL_GAMEPAD_BUTTON_EAST},
{"Button X", SDL_GAMEPAD_BUTTON_WEST}, {"Button Y", SDL_GAMEPAD_BUTTON_NORTH},
{"Shoulder L", SDL_GAMEPAD_BUTTON_LEFT_SHOULDER},
{"Shoulder R", SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER},
{"Thumb L", SDL_GAMEPAD_BUTTON_LEFT_STICK}, {"Thumb R", SDL_GAMEPAD_BUTTON_RIGHT_STICK},
{"Start", SDL_GAMEPAD_BUTTON_START}, {"Back", SDL_GAMEPAD_BUTTON_BACK},
{"Guide", SDL_GAMEPAD_BUTTON_GUIDE},
{"Pad N", SDL_GAMEPAD_BUTTON_DPAD_UP}, {"Pad S", SDL_GAMEPAD_BUTTON_DPAD_DOWN},
{"Pad W", SDL_GAMEPAD_BUTTON_DPAD_LEFT}, {"Pad E", SDL_GAMEPAD_BUTTON_DPAD_RIGHT},
{"Hat 0 N", SDL_GAMEPAD_BUTTON_DPAD_UP}, {"Hat 0 S", SDL_GAMEPAD_BUTTON_DPAD_DOWN},
{"Hat 0 W", SDL_GAMEPAD_BUTTON_DPAD_LEFT}, {"Hat 0 E", SDL_GAMEPAD_BUTTON_DPAD_RIGHT},
{"Button 0", SDL_GAMEPAD_BUTTON_WEST}, {"Button 1", SDL_GAMEPAD_BUTTON_SOUTH},
{"Button 2", SDL_GAMEPAD_BUTTON_EAST}, {"Button 3", SDL_GAMEPAD_BUTTON_NORTH},
{"Button 4", SDL_GAMEPAD_BUTTON_LEFT_SHOULDER},
{"Button 5", SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER},
{"Button 8", SDL_GAMEPAD_BUTTON_BACK}, {"Button 9", SDL_GAMEPAD_BUTTON_START},
{"Button 10", SDL_GAMEPAD_BUTTON_LEFT_STICK},
{"Button 11", SDL_GAMEPAD_BUTTON_RIGHT_STICK},
{"Button 12", SDL_GAMEPAD_BUTTON_GUIDE}, {"Button 13", SDL_GAMEPAD_BUTTON_TOUCHPAD},
};
return table;
}
// Signed axis names: SDL axis plus the direction that counts as positive.
struct AxisRef {
SDL_GamepadAxis axis;
int sign;
};
const std::unordered_map<std::string, AxisRef>& AxisNames() {
static const std::unordered_map<std::string, AxisRef> table = {
{"Axis X-", {SDL_GAMEPAD_AXIS_LEFTX, -1}}, {"Axis X+", {SDL_GAMEPAD_AXIS_LEFTX, 1}},
{"Axis Y-", {SDL_GAMEPAD_AXIS_LEFTY, -1}}, {"Axis Y+", {SDL_GAMEPAD_AXIS_LEFTY, 1}},
{"Axis Z-", {SDL_GAMEPAD_AXIS_RIGHTX, -1}}, {"Axis Z+", {SDL_GAMEPAD_AXIS_RIGHTX, 1}},
{"Axis Zr-", {SDL_GAMEPAD_AXIS_RIGHTY, -1}},{"Axis Zr+", {SDL_GAMEPAD_AXIS_RIGHTY, 1}},
{"Left X-", {SDL_GAMEPAD_AXIS_LEFTX, -1}}, {"Left X+", {SDL_GAMEPAD_AXIS_LEFTX, 1}},
{"Left Y-", {SDL_GAMEPAD_AXIS_LEFTY, 1}}, {"Left Y+", {SDL_GAMEPAD_AXIS_LEFTY, -1}},
{"Right X-", {SDL_GAMEPAD_AXIS_RIGHTX, -1}},{"Right X+", {SDL_GAMEPAD_AXIS_RIGHTX, 1}},
{"Right Y-", {SDL_GAMEPAD_AXIS_RIGHTY, 1}}, {"Right Y+", {SDL_GAMEPAD_AXIS_RIGHTY, -1}},
{"Full Axis Xr+", {SDL_GAMEPAD_AXIS_LEFT_TRIGGER, 1}},
{"Full Axis Yr+", {SDL_GAMEPAD_AXIS_RIGHT_TRIGGER, 1}},
{"Trigger L", {SDL_GAMEPAD_AXIS_LEFT_TRIGGER, 1}},
{"Trigger R", {SDL_GAMEPAD_AXIS_RIGHT_TRIGGER, 1}},
};
return table;
}
double ReadInput(SDL_Gamepad* gamepad, const std::string& name) {
if (gamepad == nullptr) {
return 0.0;
}
if (const auto it = ButtonNames().find(name); it != ButtonNames().end()) {
return SDL_GetGamepadButton(gamepad, it->second) ? 1.0 : 0.0;
}
if (const auto it = AxisNames().find(name); it != AxisNames().end()) {
const double raw = SDL_GetGamepadAxis(gamepad, it->second.axis) / 32767.0;
return std::clamp(raw * it->second.sign, 0.0, 1.0);
}
// Fall back to this project's own positional names, so a binding written
// here does not have to use Dolphin vocabulary.
if (const auto* native = ControllerNames::FindNativeButton(name)) {
if (PADIsAxisButton(native->nativeButton)) {
const auto axis = static_cast<SDL_GamepadAxis>(PADAxisButtonAxis(native->nativeButton));
const double sign = PADAxisButtonNegative(native->nativeButton) ? -1.0 : 1.0;
return std::clamp(SDL_GetGamepadAxis(gamepad, axis) / 32767.0 * sign, 0.0, 1.0);
}
if (native->nativeButton < SDL_GAMEPAD_BUTTON_COUNT) {
return SDL_GetGamepadButton(gamepad, static_cast<SDL_GamepadButton>(native->nativeButton)) ? 1.0
: 0.0;
}
}
return 0.0;
}
SDL_Gamepad* GamepadForPort(uint32_t port) {
const s32 index = PADGetIndexForPort(port);
return index < 0 ? nullptr : PADGetSDLGamepadForIndex(static_cast<u32>(index));
}
size_t ControlIndexForDolphinName(const std::string& name) {
for (size_t i = 0; i < kControls.size(); ++i) {
if (name == kControls[i].dolphinName) {
return i;
}
}
return kControls.size();
}
void RecomputeAnyBoundLocked() {
g_anyBound = false;
for (const auto& port : g_bindings) {
for (const auto& binding : port) {
if (!binding.expr.Empty()) {
g_anyBound = true;
return;
}
}
}
}
std::string ConfigKey(uint32_t port, size_t control) {
std::string key = "expr_" + std::to_string(port + 1) + "_";
for (const char* c = kControls[control].dolphinName; *c != '\0'; ++c) {
key += (*c == '/' || *c == '-') ? '_' : static_cast<char>(std::tolower(*c));
}
return key;
}
} // namespace
void SetInputBlocked(bool blocked) noexcept {
std::lock_guard<std::mutex> lock(g_mutex);
g_inputBlocked = blocked;
}
bool InputBlocked() noexcept {
std::lock_guard<std::mutex> lock(g_mutex);
return g_inputBlocked;
}
void Reload() noexcept {
std::lock_guard<std::mutex> lock(g_mutex);
for (uint32_t port = 0; port < PAD_CHANMAX; ++port) {
for (size_t control = 0; control < kControls.size(); ++control) {
Binding& binding = g_bindings[port][control];
binding = Binding{};
binding.text = RuntimeConfigFile::ControllerExpression(ConfigKey(port, control));
std::string error;
if (!binding.text.empty() &&
!InputExpr::Expression::Parse(binding.text, binding.expr, error)) {
RT_LOG(RT_TAG_CONFIG) << "expression for port " << (port + 1) << " "
<< kControls[control].dolphinName << ": " << error << std::endl;
}
}
}
RecomputeAnyBoundLocked();
}
void Apply(PADStatus* statuses) noexcept {
if (statuses == nullptr) {
return;
}
std::lock_guard<std::mutex> lock(g_mutex);
if (!g_anyBound) {
return;
}
const bool blocked = g_inputBlocked;
for (uint32_t port = 0; port < PAD_CHANMAX; ++port) {
if (statuses[port].err != PAD_ERR_NONE) {
continue;
}
SDL_Gamepad* gamepad = GamepadForPort(port);
const InputExpr::InputSource source = [gamepad](const std::string& name) {
return ReadInput(gamepad, name);
};
for (size_t control = 0; control < kControls.size(); ++control) {
Binding& binding = g_bindings[port][control];
if (binding.expr.Empty()) {
continue;
}
if (blocked) {
binding.active = false;
continue;
}
const double value = binding.expr.Evaluate(source);
binding.active = value > InputExpr::kConditionThreshold;
const ControlInfo& info = kControls[control];
if (info.padButton != 0 && binding.active) {
statuses[port].button |= info.padButton;
}
if (info.analog != 0) {
const double safe = std::isfinite(value) ? std::clamp(value, 0.0, 1.0) : 0.0;
const auto scaled = static_cast<uint8_t>(safe * 255.0);
uint8_t& target =
info.analog == 1 ? statuses[port].triggerLeft : statuses[port].triggerRight;
target = std::max(target, scaled);
}
}
}
}
std::string GetExpression(uint32_t port, size_t control) noexcept {
if (port >= PAD_CHANMAX || control >= kControls.size()) {
return {};
}
std::lock_guard<std::mutex> lock(g_mutex);
return g_bindings[port][control].text;
}
bool SetExpression(uint32_t port, size_t control, const std::string& text, std::string& error) noexcept {
if (port >= PAD_CHANMAX || control >= kControls.size()) {
error = "invalid control";
return false;
}
InputExpr::Expression parsed;
if (!InputExpr::Expression::Parse(text, parsed, error)) {
return false;
}
{
std::lock_guard<std::mutex> lock(g_mutex);
Binding& binding = g_bindings[port][control];
binding.text = text;
binding.expr = std::move(parsed);
binding.active = false;
RecomputeAnyBoundLocked();
}
RuntimeConfigFile::SetControllerExpression(ConfigKey(port, control), text);
return true;
}
bool IsActive(uint32_t port, size_t control) noexcept {
if (port >= PAD_CHANMAX || control >= kControls.size()) {
return false;
}
std::lock_guard<std::mutex> lock(g_mutex);
return g_bindings[port][control].active;
}
std::string DefaultDolphinConfigPath() noexcept {
std::error_code ec;
if (const char* appdata = std::getenv("APPDATA"); appdata != nullptr) {
const std::filesystem::path roaming =
std::filesystem::path(appdata) / "Dolphin Emulator" / "Config" / "GCPadNew.ini";
if (std::filesystem::exists(roaming, ec)) {
return RuntimeConfigFile::PathToUtf8(roaming);
}
}
const auto executableDirectory = RuntimeConfigFile::ExecutableDirectory();
return RuntimeConfigFile::PathToUtf8(executableDirectory ? *executableDirectory / "GCPadNew.ini"
: std::filesystem::path("GCPadNew.ini"));
}
int ImportDolphinConfig(const std::string& path, int padIndex, uint32_t port, std::string& summary,
std::string& error) noexcept {
std::vector<std::pair<std::string, std::string>> controls;
std::string device;
if (!InputExpr::ReadDolphinConfig(RuntimeConfigFile::PathFromUtf8(path), padIndex, controls, device,
error)) {
return -1;
}
int imported = 0;
std::vector<std::string> skipped;
for (const auto& [name, text] : controls) {
const size_t control = ControlIndexForDolphinName(name);
if (control == kControls.size()) {
if (name.rfind("Main Stick/", 0) == 0 || name.rfind("C-Stick/", 0) == 0) {
skipped.push_back(name);
}
continue;
}
std::string parseError;
if (!SetExpression(port, control, text, parseError)) {
skipped.push_back(name);
RT_LOG(RT_TAG_CONFIG) << "import " << name << ": " << parseError << std::endl;
continue;
}
++imported;
}
summary = "Imported " + std::to_string(imported) + " controls";
if (!device.empty()) {
summary += " from " + device;
}
if (!skipped.empty()) {
summary += "; skipped " + std::to_string(skipped.size()) +
" (stick axes and unsupported inputs keep their existing mapping)";
}
return imported;
}
} // namespace InputBindings