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Merge pull request #10901 from german77/sdl_fix

input_common: Make use of new SDL features
This commit is contained in:
liamwhite 2023-06-26 14:31:14 -04:00 committed by GitHub
commit ce990adae5
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GPG Key ID: 4AEE18F83AFDEB23
2 changed files with 21 additions and 9 deletions

2
externals/SDL vendored

@ -1 +1 @@
Subproject commit c27f3ead7c37bcbef608f385baa9fce7232efc6d Subproject commit 491fba1d06a4810645092b2559b9cc94abeb23bb

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@ -150,6 +150,8 @@ public:
if (sdl_controller) { if (sdl_controller) {
const auto type = SDL_GameControllerGetType(sdl_controller.get()); const auto type = SDL_GameControllerGetType(sdl_controller.get());
return (type == SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO) || return (type == SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO) ||
(type == SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_LEFT) ||
(type == SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT) ||
(type == SDL_CONTROLLER_TYPE_PS5); (type == SDL_CONTROLLER_TYPE_PS5);
} }
return false; return false;
@ -228,9 +230,8 @@ public:
return false; return false;
} }
Common::Input::BatteryLevel GetBatteryLevel() { Common::Input::BatteryLevel GetBatteryLevel(SDL_JoystickPowerLevel battery_level) {
const auto level = SDL_JoystickCurrentPowerLevel(sdl_joystick.get()); switch (battery_level) {
switch (level) {
case SDL_JOYSTICK_POWER_EMPTY: case SDL_JOYSTICK_POWER_EMPTY:
return Common::Input::BatteryLevel::Empty; return Common::Input::BatteryLevel::Empty;
case SDL_JOYSTICK_POWER_LOW: case SDL_JOYSTICK_POWER_LOW:
@ -378,7 +379,6 @@ void SDLDriver::InitJoystick(int joystick_index) {
if (joystick_map.find(guid) == joystick_map.end()) { if (joystick_map.find(guid) == joystick_map.end()) {
auto joystick = std::make_shared<SDLJoystick>(guid, 0, sdl_joystick, sdl_gamecontroller); auto joystick = std::make_shared<SDLJoystick>(guid, 0, sdl_joystick, sdl_gamecontroller);
PreSetController(joystick->GetPadIdentifier()); PreSetController(joystick->GetPadIdentifier());
SetBattery(joystick->GetPadIdentifier(), joystick->GetBatteryLevel());
joystick->EnableMotion(); joystick->EnableMotion();
joystick_map[guid].emplace_back(std::move(joystick)); joystick_map[guid].emplace_back(std::move(joystick));
return; return;
@ -398,7 +398,6 @@ void SDLDriver::InitJoystick(int joystick_index) {
const int port = static_cast<int>(joystick_guid_list.size()); const int port = static_cast<int>(joystick_guid_list.size());
auto joystick = std::make_shared<SDLJoystick>(guid, port, sdl_joystick, sdl_gamecontroller); auto joystick = std::make_shared<SDLJoystick>(guid, port, sdl_joystick, sdl_gamecontroller);
PreSetController(joystick->GetPadIdentifier()); PreSetController(joystick->GetPadIdentifier());
SetBattery(joystick->GetPadIdentifier(), joystick->GetBatteryLevel());
joystick->EnableMotion(); joystick->EnableMotion();
joystick_guid_list.emplace_back(std::move(joystick)); joystick_guid_list.emplace_back(std::move(joystick));
} }
@ -438,8 +437,6 @@ void SDLDriver::HandleGameControllerEvent(const SDL_Event& event) {
if (const auto joystick = GetSDLJoystickBySDLID(event.jbutton.which)) { if (const auto joystick = GetSDLJoystickBySDLID(event.jbutton.which)) {
const PadIdentifier identifier = joystick->GetPadIdentifier(); const PadIdentifier identifier = joystick->GetPadIdentifier();
SetButton(identifier, event.jbutton.button, true); SetButton(identifier, event.jbutton.button, true);
// Battery doesn't trigger an event so just update every button press
SetBattery(identifier, joystick->GetBatteryLevel());
} }
break; break;
} }
@ -466,6 +463,13 @@ void SDLDriver::HandleGameControllerEvent(const SDL_Event& event) {
} }
break; break;
} }
case SDL_JOYBATTERYUPDATED: {
if (auto joystick = GetSDLJoystickBySDLID(event.jbattery.which)) {
const PadIdentifier identifier = joystick->GetPadIdentifier();
SetBattery(identifier, joystick->GetBatteryLevel(event.jbattery.level));
}
break;
}
case SDL_JOYDEVICEREMOVED: case SDL_JOYDEVICEREMOVED:
LOG_DEBUG(Input, "Controller removed with Instance_ID {}", event.jdevice.which); LOG_DEBUG(Input, "Controller removed with Instance_ID {}", event.jdevice.which);
CloseJoystick(SDL_JoystickFromInstanceID(event.jdevice.which)); CloseJoystick(SDL_JoystickFromInstanceID(event.jdevice.which));
@ -501,6 +505,9 @@ SDLDriver::SDLDriver(std::string input_engine_) : InputEngine(std::move(input_en
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS, "0"); SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS, "0");
} else { } else {
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS, "1"); SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS, "1");
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_JOYCON_HOME_LED, "0");
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_COMBINE_JOY_CONS, "0");
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_VERTICAL_JOY_CONS, "1");
} }
// Disable hidapi drivers for pro controllers when the custom joycon driver is enabled // Disable hidapi drivers for pro controllers when the custom joycon driver is enabled
@ -508,8 +515,11 @@ SDLDriver::SDLDriver(std::string input_engine_) : InputEngine(std::move(input_en
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_SWITCH, "0"); SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_SWITCH, "0");
} else { } else {
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_SWITCH, "1"); SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_SWITCH, "1");
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_SWITCH_HOME_LED, "0");
} }
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_SWITCH_PLAYER_LED, "1");
// Disable hidapi driver for xbox. Already default on Windows, this causes conflict with native // Disable hidapi driver for xbox. Already default on Windows, this causes conflict with native
// driver on Linux. // driver on Linux.
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_XBOX, "0"); SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_XBOX, "0");
@ -789,7 +799,9 @@ ButtonMapping SDLDriver::GetButtonMappingForDevice(const Common::ParamPackage& p
// This list also excludes Screenshot since there's not really a mapping for that // This list also excludes Screenshot since there's not really a mapping for that
ButtonBindings switch_to_sdl_button; ButtonBindings switch_to_sdl_button;
if (SDL_GameControllerGetType(controller) == SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO) { if (SDL_GameControllerGetType(controller) == SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO ||
SDL_GameControllerGetType(controller) == SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_LEFT ||
SDL_GameControllerGetType(controller) == SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT) {
switch_to_sdl_button = GetNintendoButtonBinding(joystick); switch_to_sdl_button = GetNintendoButtonBinding(joystick);
} else { } else {
switch_to_sdl_button = GetDefaultButtonBinding(); switch_to_sdl_button = GetDefaultButtonBinding();