Refactor in preparation of Gamepad support on Windows

This commit is contained in:
loki 2020-01-18 23:52:22 +01:00
parent 474324e1f5
commit 834d5cb59b
6 changed files with 194 additions and 198 deletions

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@ -19,7 +19,11 @@ if(WIN32)
sunshine/platform/windows.cpp
sunshine/platform/windows_dxgi.cpp
sunshine/platform/windows_wasapi.cpp
ViGEmClient/src/ViGEmClient.cpp)
ViGEmClient/src/ViGEmClient.cpp
ViGEmClient/include/ViGEm/Client.h
ViGEmClient/include/ViGEm/Common.h
ViGEmClient/include/ViGEm/Util.h
ViGEmClient/include/ViGEm/km/BusShared.h)
set(PLATFORM_LIBRARIES
winmm
ksuser

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@ -16,22 +16,6 @@ extern "C" {
namespace input {
using namespace std::literals;
constexpr std::uint16_t DPAD_UP = 0x0001;
constexpr std::uint16_t DPAD_DOWN = 0x0002;
constexpr std::uint16_t DPAD_LEFT = 0x0004;
constexpr std::uint16_t DPAD_RIGHT = 0x0008;
constexpr std::uint16_t START = 0x0010;
constexpr std::uint16_t BACK = 0x0020;
constexpr std::uint16_t LEFT_STICK = 0x0040;
constexpr std::uint16_t RIGHT_STICK = 0x0080;
constexpr std::uint16_t LEFT_BUTTON = 0x0100;
constexpr std::uint16_t RIGHT_BUTTON = 0x0200;
constexpr std::uint16_t HOME = 0x0400;
constexpr std::uint16_t A = 0x1000;
constexpr std::uint16_t B = 0x2000;
constexpr std::uint16_t X = 0x4000;
constexpr std::uint16_t Y = 0x8000;
void print(PNV_MOUSE_MOVE_PACKET packet) {
BOOST_LOG(debug)
<< "--begin mouse move packet--"sv << std::endl
@ -146,7 +130,7 @@ void passthrough(std::shared_ptr<input_t> &input, PNV_MULTI_CONTROLLER_PACKET pa
std::uint16_t bf;
std::memcpy(&bf, &packet->buttonFlags, sizeof(std::uint16_t));
gamepad_state_t gamepad_state {
platf::gamepad_state_t gamepad_state{
bf,
packet->leftTrigger,
packet->rightTrigger,
@ -159,77 +143,36 @@ void passthrough(std::shared_ptr<input_t> &input, PNV_MULTI_CONTROLLER_PACKET pa
bf = gamepad_state.buttonFlags ^ input->gamepad_state.buttonFlags;
auto bf_new = gamepad_state.buttonFlags;
if(bf) {
// up pressed == -1, down pressed == 1, else 0
if((DPAD_UP | DPAD_DOWN) & bf) {
int val = bf_new & DPAD_UP ? -1 : (bf_new & DPAD_DOWN ? 1 : 0);
// up pressed == -1, down pressed == 1, else 0
if (platf::BACK & bf) {
if (platf::BACK & bf_new) {
input->back_timeout_id = task_pool.pushDelayed([input]() {
auto &state = input->gamepad_state;
platf::gp::dpad_y(input->input, val);
}
// Release Back button
// state.buttonFlags &= ~platf::BACK;
// platf::gamepad(input->input, state);
if((DPAD_LEFT | DPAD_RIGHT) & bf) {
int val = bf_new & DPAD_LEFT ? -1 : (bf_new & DPAD_RIGHT ? 1 : 0);
platf::gp::dpad_x(input->input, val);
}
// Press Home button
state.buttonFlags |= platf::HOME;
platf::gamepad(input->input, state);
if(START & bf) platf::gp::start(input->input, bf_new & START ? 1 : 0);
if(LEFT_STICK & bf) platf::gp::left_stick(input->input, bf_new & LEFT_STICK ? 1 : 0);
if(RIGHT_STICK & bf) platf::gp::right_stick(input->input, bf_new & RIGHT_STICK ? 1 : 0);
if(LEFT_BUTTON & bf) platf::gp::left_button(input->input, bf_new & LEFT_BUTTON ? 1 : 0);
if(RIGHT_BUTTON & bf) platf::gp::right_button(input->input, bf_new & RIGHT_BUTTON ? 1 : 0);
if(HOME & bf) platf::gp::home(input->input, bf_new & HOME ? 1 : 0);
if(A & bf) platf::gp::a(input->input, bf_new & A ? 1 : 0);
if(B & bf) platf::gp::b(input->input, bf_new & B ? 1 : 0);
if(X & bf) platf::gp::x(input->input, bf_new & X ? 1 : 0);
if(Y & bf) platf::gp::y(input->input, bf_new & Y ? 1 : 0);
// Release Home button
state.buttonFlags &= ~platf::HOME;
platf::gamepad(input->input, state);
if(BACK & bf) {
if(BACK & bf_new) {
platf::gp::back(input->input,1);
input->back_timeout_id = task_pool.pushDelayed([input]() {
platf::gp::back(input->input, 0);
platf::gp::home(input->input,1);
platf::gp::home(input->input,0);
input->back_timeout_id = nullptr;
}, config::input.back_button_timeout).task_id;
}
else if(input->back_timeout_id) {
platf::gp::back(input->input, 0);
task_pool.cancel(input->back_timeout_id);
input->back_timeout_id = nullptr;
}
}, config::input.back_button_timeout).task_id;
}
else if (input->back_timeout_id) {
task_pool.cancel(input->back_timeout_id);
input->back_timeout_id = nullptr;
}
}
if(input->gamepad_state.lt != gamepad_state.lt) {
platf::gp::left_trigger(input->input, gamepad_state.lt);
}
if(input->gamepad_state.rt != gamepad_state.rt) {
platf::gp::right_trigger(input->input, gamepad_state.rt);
}
if(input->gamepad_state.lsX != gamepad_state.lsX) {
platf::gp::left_stick_x(input->input, gamepad_state.lsX);
}
if(input->gamepad_state.lsY != gamepad_state.lsY) {
platf::gp::left_stick_y(input->input, gamepad_state.lsY);
}
if(input->gamepad_state.rsX != gamepad_state.rsX) {
platf::gp::right_stick_x(input->input, gamepad_state.rsX);
}
if(input->gamepad_state.rsY != gamepad_state.rsY) {
platf::gp::right_stick_y(input->input, gamepad_state.rsY);
}
platf::gamepad(input->input, gamepad_state);
input->gamepad_state = gamepad_state;
platf::gp::sync(input->input);
}
void passthrough_helper(std::shared_ptr<input_t> input, std::vector<std::uint8_t> &&input_data) {

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@ -9,20 +9,10 @@
#include "thread_pool.h"
namespace input {
struct gamepad_state_t {
std::uint16_t buttonFlags;
std::uint8_t lt;
std::uint8_t rt;
std::int16_t lsX;
std::int16_t lsY;
std::int16_t rsX;
std::int16_t rsY;
};
struct input_t {
input_t();
gamepad_state_t gamepad_state;
platf::gamepad_state_t gamepad_state;
std::unordered_map<short, bool> key_press;
std::array<std::uint8_t, 3> mouse_press;

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@ -9,6 +9,31 @@
#include "sunshine/utility.h"
namespace platf {
constexpr std::uint16_t DPAD_UP = 0x0001;
constexpr std::uint16_t DPAD_DOWN = 0x0002;
constexpr std::uint16_t DPAD_LEFT = 0x0004;
constexpr std::uint16_t DPAD_RIGHT = 0x0008;
constexpr std::uint16_t START = 0x0010;
constexpr std::uint16_t BACK = 0x0020;
constexpr std::uint16_t LEFT_STICK = 0x0040;
constexpr std::uint16_t RIGHT_STICK = 0x0080;
constexpr std::uint16_t LEFT_BUTTON = 0x0100;
constexpr std::uint16_t RIGHT_BUTTON = 0x0200;
constexpr std::uint16_t HOME = 0x0400;
constexpr std::uint16_t A = 0x1000;
constexpr std::uint16_t B = 0x2000;
constexpr std::uint16_t X = 0x4000;
constexpr std::uint16_t Y = 0x8000;
struct gamepad_state_t {
std::uint16_t buttonFlags;
std::uint8_t lt;
std::uint8_t rt;
std::int16_t lsX;
std::int16_t lsY;
std::int16_t rsX;
std::int16_t rsY;
};
struct img_t {
public:
@ -59,29 +84,7 @@ void move_mouse(input_t &input, int deltaX, int deltaY);
void button_mouse(input_t &input, int button, bool release);
void scroll(input_t &input, int distance);
void keyboard(input_t &input, uint16_t modcode, bool release);
namespace gp {
void dpad_y(input_t &input, int button_state); // up pressed == -1, down pressed == 1, else 0
void dpad_x(input_t &input, int button_state); // left pressed == -1, right pressed == 1, else 0
void start(input_t &input, int button_down);
void back(input_t &input, int button_down);
void left_stick(input_t &input, int button_down);
void right_stick(input_t &input, int button_down);
void left_button(input_t &input, int button_down);
void right_button(input_t &input, int button_down);
void home(input_t &input, int button_down);
void a(input_t &input, int button_down);
void b(input_t &input, int button_down);
void x(input_t &input, int button_down);
void y(input_t &input, int button_down);
void left_trigger(input_t &input, std::uint8_t abs_z);
void right_trigger(input_t &input, std::uint8_t abs_z);
void left_stick_x(input_t &input, std::int16_t x);
void left_stick_y(input_t &input, std::int16_t y);
void right_stick_x(input_t &input, std::int16_t x);
void right_stick_y(input_t &input, std::int16_t y);
void sync(input_t &input);
}
void gamepad(input_t &input, const gamepad_state_t &gamepad_state);
}
#endif //SUNSHINE_COMMON_H

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@ -36,6 +36,8 @@ struct input_raw_t {
uinput_t mouse_input;
keyboard_t keyboard;
gamepad_state_t gamepad_state {};
};
void move_mouse(input_t &input, int deltaX, int deltaY) {
@ -211,89 +213,65 @@ void keyboard(input_t &input, uint16_t modcode, bool release) {
XFlush(keyboard.get());
}
namespace gp {
// up pressed == -1, down pressed == 1, else 0
void dpad_y(input_t &input, int button_state) {
auto &gp = *(input_raw_t*)input.get();
libevdev_uinput_write_event(gp.gamepad_input.get(), EV_ABS, ABS_HAT0Y, button_state);
}
// left pressed == -1, right pressed == 1, else 0
void dpad_x(input_t &input, int button_state) {
auto &gp = *(input_raw_t*)input.get();
libevdev_uinput_write_event(gp.gamepad_input.get(), EV_ABS, ABS_HAT0X, button_state);
}
void start(input_t &input, int button_down) {
auto &gp = *(input_raw_t*)input.get();
libevdev_uinput_write_event(gp.gamepad_input.get(), EV_KEY, BTN_START, button_down);
}
void back(input_t &input, int button_down) {
auto &gp = *(input_raw_t*)input.get();
libevdev_uinput_write_event(gp.gamepad_input.get(), EV_KEY, BTN_SELECT, button_down);
}
void left_stick(input_t &input, int button_down) {
auto &gp = *(input_raw_t*)input.get();
libevdev_uinput_write_event(gp.gamepad_input.get(), EV_KEY, BTN_THUMBL, button_down);
}
void right_stick(input_t &input, int button_down) {
auto &gp = *(input_raw_t*)input.get();
libevdev_uinput_write_event(gp.gamepad_input.get(), EV_KEY, BTN_THUMBR, button_down);
}
void left_button(input_t &input, int button_down) {
auto &gp = *(input_raw_t*)input.get();
libevdev_uinput_write_event(gp.gamepad_input.get(), EV_KEY, BTN_TL, button_down);
}
void right_button(input_t &input, int button_down) {
auto &gp = *(input_raw_t*)input.get();
libevdev_uinput_write_event(gp.gamepad_input.get(), EV_KEY, BTN_TR, button_down);
}
void home(input_t &input, int button_down) {
auto &gp = *(input_raw_t*)input.get();
libevdev_uinput_write_event(gp.gamepad_input.get(), EV_KEY, BTN_MODE, button_down);
}
void a(input_t &input, int button_down) {
auto &gp = *(input_raw_t*)input.get();
libevdev_uinput_write_event(gp.gamepad_input.get(), EV_KEY, BTN_SOUTH, button_down);
}
void b(input_t &input, int button_down) {
auto &gp = *(input_raw_t*)input.get();
libevdev_uinput_write_event(gp.gamepad_input.get(), EV_KEY, BTN_EAST, button_down);
}
void x(input_t &input, int button_down) {
auto &gp = *(input_raw_t*)input.get();
libevdev_uinput_write_event(gp.gamepad_input.get(), EV_KEY, BTN_NORTH, button_down);
}
void y(input_t &input, int button_down) {
auto &gp = *(input_raw_t*)input.get();
libevdev_uinput_write_event(gp.gamepad_input.get(), EV_KEY, BTN_WEST, button_down);
}
void left_trigger(input_t &input, std::uint8_t abs_z) {
auto &gp = *(input_raw_t*)input.get();
libevdev_uinput_write_event(gp.gamepad_input.get(), EV_ABS, ABS_Z, abs_z);
}
void right_trigger(input_t &input, std::uint8_t abs_z) {
auto &gp = *(input_raw_t*)input.get();
libevdev_uinput_write_event(gp.gamepad_input.get(), EV_ABS, ABS_RZ, abs_z);
}
void left_stick_x(input_t &input, std::int16_t x) {
auto &gp = *(input_raw_t*)input.get();
libevdev_uinput_write_event(gp.gamepad_input.get(), EV_ABS, ABS_X, x);
}
void left_stick_y(input_t &input, std::int16_t y) {
auto &gp = *(input_raw_t*)input.get();
libevdev_uinput_write_event(gp.gamepad_input.get(), EV_ABS, ABS_Y, -y);
}
void right_stick_x(input_t &input, std::int16_t x) {
auto &gp = *(input_raw_t*)input.get();
libevdev_uinput_write_event(gp.gamepad_input.get(), EV_ABS, ABS_RX, x);
}
void right_stick_y(input_t &input, std::int16_t y) {
auto &gp = *(input_raw_t*)input.get();
libevdev_uinput_write_event(gp.gamepad_input.get(), EV_ABS, ABS_RY, -y);
}
void sync(input_t &input) {
auto &gp = *(input_raw_t*)input.get();
libevdev_uinput_write_event(gp.gamepad_input.get(), EV_SYN, SYN_REPORT, 0);
}
void gamepad(input_t &input, const gamepad_state_t &gamepad_state) {
auto uinput = (input_raw_t*)input.get();
auto bf = gamepad_state.buttonFlags ^ uinput->gamepad_state.buttonFlags;
auto bf_new = gamepad_state.buttonFlags;
if(bf) {
// up pressed == -1, down pressed == 1, else 0
if((DPAD_UP | DPAD_DOWN) & bf) {
int button_state = bf_new & DPAD_UP ? -1 : (bf_new & DPAD_DOWN ? 1 : 0);
libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_ABS, ABS_HAT0Y, button_state);
}
if((DPAD_LEFT | DPAD_RIGHT) & bf) {
int button_state = bf_new & DPAD_LEFT ? -1 : (bf_new & DPAD_RIGHT ? 1 : 0);
libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_ABS, ABS_HAT0X, button_state);
}
if(START & bf) libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_KEY, BTN_START, bf_new & START ? 1 : 0);
if(BACK & bf) libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_KEY, BTN_SELECT, bf_new & BACK ? 1 : 0);
if(LEFT_STICK & bf) libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_KEY, BTN_THUMBL, bf_new & LEFT_STICK ? 1 : 0);
if(RIGHT_STICK & bf) libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_KEY, BTN_THUMBR, bf_new & RIGHT_STICK ? 1 : 0);
if(LEFT_BUTTON & bf) libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_KEY, BTN_TL, bf_new & LEFT_BUTTON ? 1 : 0);
if(RIGHT_BUTTON & bf) libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_KEY, BTN_TR, bf_new & RIGHT_BUTTON ? 1 : 0);
if(HOME & bf) libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_KEY, BTN_MODE, bf_new & HOME ? 1 : 0);
if(A & bf) libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_KEY, BTN_SOUTH, bf_new & A ? 1 : 0);
if(B & bf) libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_KEY, BTN_EAST, bf_new & B ? 1 : 0);
if(X & bf) libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_KEY, BTN_NORTH, bf_new & X ? 1 : 0);
if(Y & bf) libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_KEY, BTN_WEST, bf_new & Y ? 1 : 0);
}
if(uinput->gamepad_state.lt != gamepad_state.lt) {
libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_ABS, ABS_Z, gamepad_state.lt);
}
if(uinput->gamepad_state.rt != gamepad_state.rt) {
libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_ABS, ABS_RZ, gamepad_state.rt);
}
if(uinput->gamepad_state.lsX != gamepad_state.lsX) {
libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_ABS, ABS_X, gamepad_state.lsX);
}
if(uinput->gamepad_state.lsY != gamepad_state.lsY) {
libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_ABS, ABS_Y, -gamepad_state.lsY);
}
if(uinput->gamepad_state.rsX != gamepad_state.rsX) {
libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_ABS, ABS_RX, gamepad_state.rsX);
}
if(uinput->gamepad_state.rsY != gamepad_state.rsY) {
libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_ABS, ABS_RY, -gamepad_state.rsY);
}
uinput->gamepad_state = gamepad_state;
libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_SYN, SYN_REPORT, 0);
}
int mouse(input_raw_t &gp) {

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@ -3,15 +3,71 @@
#include <windows.h>
#include <winuser.h>
#include <ViGEm/Client.h>
#include "sunshine/main.h"
#include "common.h"
namespace platf {
using namespace std::literals;
class vigem_t {
public:
using client_t = util::safe_ptr<_VIGEM_CLIENT_T, vigem_free>;
using target_t = util::safe_ptr<_VIGEM_TARGET_T, vigem_target_free>;
int init() {
VIGEM_ERROR status;
client.reset(vigem_alloc());
status = vigem_connect(client.get());
if(!VIGEM_SUCCESS(status)) {
BOOST_LOG(warning) << "Couldn't setup connection to ViGEm for gamepad support ["sv << util::hex(status).to_string_view() << ']';
return -1;
}
x360.reset(vigem_target_x360_alloc());
status = vigem_target_add(client.get(), x360.get());
if(!VIGEM_SUCCESS(status)) {
BOOST_LOG(error) << "Couldn't add Gamepad to ViGEm connection ["sv << util::hex(status).to_string_view() << ']';
return -1;
}
return 0;
}
~vigem_t() {
if(client) {
if(vigem_target_is_attached(x360.get())) {
auto status = vigem_target_remove(client.get(), x360.get());
if(!VIGEM_SUCCESS(status)) {
BOOST_LOG(warning) << "Couldn't detach gamepad from ViGEm ["sv << util::hex(status).to_string_view() << ']';
}
}
vigem_disconnect(client.get());
}
}
target_t x360;
client_t client;
};
std::string get_local_ip() { return "192.168.0.119"s; }
input_t input() {
return nullptr;
input_t result { new vigem_t {} };
auto vigem = (vigem_t*)result.get();
if(vigem->init()) {
return nullptr;
}
return result;
}
void move_mouse(input_t &input, int deltaX, int deltaY) {
@ -119,6 +175,24 @@ void keyboard(input_t &input, uint16_t modcode, bool release) {
}
}
void gamepad(input_t &input, const gamepad_state_t &gamepad_state) {
// If there is no gamepad support
if(!input) {
return;
}
auto vigem = (vigem_t*)input.get();
auto &xusb = *(PXUSB_REPORT)&gamepad_state;
auto status = vigem_target_x360_update(vigem->client.get(), vigem->x360.get(), xusb);
if(!VIGEM_SUCCESS(status)) {
BOOST_LOG(fatal) << "Couldn't send gamepad input to ViGEm ["sv << util::hex(status).to_string_view() << ']';
log_flush();
std::abort();
}
}
namespace gp {
void dpad_y(input_t &input, int button_state) {} // up pressed == -1, down pressed == 1, else 0
void dpad_x(input_t &input, int button_state) {} // left pressed == -1, right pressed == 1, else 0
@ -142,5 +216,9 @@ void right_stick_y(input_t &input, std::int16_t y) {}
void sync(input_t &input) {}
}
void freeInput(void*) {}
void freeInput(void *p) {
auto vigem = (vigem_t*)p;
delete vigem;
}
}