Multi controller support for Linux

This commit is contained in:
loki 2020-01-25 01:05:43 +01:00
parent 88281e6612
commit b4d3748d74
4 changed files with 109 additions and 69 deletions

View File

@ -125,6 +125,14 @@ void passthrough(platf::input_t &input, PNV_SCROLL_PACKET packet) {
}
void passthrough(std::shared_ptr<input_t> &input, PNV_MULTI_CONTROLLER_PACKET packet) {
if(packet->controllerNumber < 0 || packet->controllerNumber > input->gamepads.size()) {
BOOST_LOG(warning) << "ControllerNumber out of range ["sv << packet->controllerNumber << ']';
return;
}
auto &gamepad = input->gamepads[packet->controllerNumber];
display_cursor = false;
std::uint16_t bf;
@ -141,16 +149,16 @@ void passthrough(std::shared_ptr<input_t> &input, PNV_MULTI_CONTROLLER_PACKET pa
};
auto bf_new = gamepad_state.buttonFlags;
switch(input->back_button_state) {
switch(gamepad.back_button_state) {
case button_state_e::UP:
if(!(platf::BACK & bf_new)) {
input->back_button_state = button_state_e::NONE;
gamepad.back_button_state = button_state_e::NONE;
}
gamepad_state.buttonFlags &= ~platf::BACK;
break;
case button_state_e::DOWN:
if(platf::BACK & bf_new) {
input->back_button_state = button_state_e::NONE;
gamepad.back_button_state = button_state_e::NONE;
}
gamepad_state.buttonFlags |= platf::BACK;
break;
@ -158,7 +166,7 @@ void passthrough(std::shared_ptr<input_t> &input, PNV_MULTI_CONTROLLER_PACKET pa
break;
}
bf = gamepad_state.buttonFlags ^ input->gamepad_state.buttonFlags;
bf = gamepad_state.buttonFlags ^ gamepad.gamepad_state.buttonFlags;
bf_new = gamepad_state.buttonFlags;
if (platf::BACK & bf) {
@ -166,35 +174,37 @@ void passthrough(std::shared_ptr<input_t> &input, PNV_MULTI_CONTROLLER_PACKET pa
// Don't emulate home button if timeout < 0
if(config::input.back_button_timeout >= 0ms) {
input->back_timeout_id = task_pool.pushDelayed([input]() {
auto &state = input->gamepad_state;
gamepad.back_timeout_id = task_pool.pushDelayed([input, controller=packet->controllerNumber]() {
auto &gamepad = input->gamepads[controller];
auto &state = gamepad.gamepad_state;
// Force the back button up
input->back_button_state = button_state_e::UP;
gamepad.back_button_state = button_state_e::UP;
state.buttonFlags &= ~platf::BACK;
platf::gamepad(input->input, state);
platf::gamepad(input->input, controller, state);
// Press Home button
state.buttonFlags |= platf::HOME;
platf::gamepad(input->input, state);
platf::gamepad(input->input, controller, state);
// Release Home button
state.buttonFlags &= ~platf::HOME;
platf::gamepad(input->input, state);
platf::gamepad(input->input, controller, state);
input->back_timeout_id = nullptr;
gamepad.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;
else if (gamepad.back_timeout_id) {
task_pool.cancel(gamepad.back_timeout_id);
gamepad.back_timeout_id = nullptr;
}
}
platf::gamepad(input->input, gamepad_state);
platf::gamepad(input->input, packet->controllerNumber, gamepad_state);
input->gamepad_state = gamepad_state;
gamepad.gamepad_state = gamepad_state;
}
void passthrough_helper(std::shared_ptr<input_t> input, std::vector<std::uint8_t> &&input_data) {
@ -264,5 +274,6 @@ void reset(std::shared_ptr<input_t> &input) {
task_pool.push(reset_helper, input);
}
input_t::input_t() : gamepad_state {}, mouse_press {}, back_timeout_id { nullptr }, input { platf::input() } {}
input_t::input_t() : mouse_press {}, input { platf::input() }, gamepads(platf::MAX_GAMEPADS) {}
gamepad_t::gamepad_t() : gamepad_state {}, back_timeout_id {}, back_button_state { button_state_e::NONE } {}
}

View File

@ -14,23 +14,30 @@ enum class button_state_e {
DOWN,
UP
};
struct input_t {
input_t();
struct gamepad_t {
gamepad_t();
platf::gamepad_state_t gamepad_state;
std::unordered_map<short, bool> key_press;
std::array<std::uint8_t, 5> mouse_press;
util::ThreadPool::task_id_t back_timeout_id;
platf::input_t input;
// When emulating the HOME button, we may need to artificially release the back button.
// Afterwards, the gamepad state on sunshine won't match the state on Moonlight
// To prevent Sunshine from sending erronious input data to the active application,
// Sunshine forces the button to be in a specific state until the gamepad state matches that of
// Moonlight once more.
button_state_e back_button_state {button_state_e::NONE };
button_state_e back_button_state;
};
struct input_t {
input_t();
std::unordered_map<short, bool> key_press;
std::array<std::uint8_t, 5> mouse_press;
platf::input_t input;
std::vector<gamepad_t> gamepads;
};
void print(void *input);

View File

@ -9,6 +9,8 @@
#include "sunshine/utility.h"
namespace platf {
constexpr auto MAX_GAMEPADS = 2;
constexpr std::uint16_t DPAD_UP = 0x0001;
constexpr std::uint16_t DPAD_DOWN = 0x0002;
constexpr std::uint16_t DPAD_LEFT = 0x0004;
@ -87,7 +89,7 @@ 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);
void gamepad(input_t &input, const gamepad_state_t &gamepad_state);
void gamepad(input_t &input, int controller, const gamepad_state_t &gamepad_state);
}
#endif //SUNSHINE_COMMON_H

View File

@ -28,16 +28,16 @@ using evdev_t = util::safe_ptr<libevdev, libevdev_free>;
using uinput_t = util::safe_ptr<libevdev_uinput, libevdev_uinput_destroy>;
using keyboard_t = util::safe_ptr_v2<Display, int, XCloseDisplay>;
struct input_raw_t {
evdev_t gamepad_dev;
uinput_t gamepad_input;
std::vector<std::pair<uinput_t, gamepad_state_t>> gamepads;
evdev_t mouse_dev;
uinput_t mouse_input;
keyboard_t keyboard;
gamepad_state_t gamepad_state {};
};
void move_mouse(input_t &input, int deltaX, int deltaY) {
@ -221,10 +221,17 @@ void keyboard(input_t &input, uint16_t modcode, bool release) {
XFlush(keyboard.get());
}
void gamepad(input_t &input, const gamepad_state_t &gamepad_state) {
auto uinput = (input_raw_t*)input.get();
void gamepad(input_t &input, int controller, const gamepad_state_t &gamepad_state) {
auto &gamepads = ((input_raw_t*)input.get())->gamepads;
if(controller < 0 || controller > gamepads.size()) {
BOOST_LOG(warning) << "Controller number out of range: ["sv << controller << " > "sv << gamepads.size() << ']';
return;
}
auto bf = gamepad_state.buttonFlags ^ uinput->gamepad_state.buttonFlags;
TUPLE_2D_REF(uinput, gamepad_state_old, gamepads[controller]);
auto bf = gamepad_state.buttonFlags ^ gamepad_state_old.buttonFlags;
auto bf_new = gamepad_state.buttonFlags;
if(bf) {
@ -232,54 +239,54 @@ void gamepad(input_t &input, const gamepad_state_t &gamepad_state) {
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);
libevdev_uinput_write_event(uinput.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);
libevdev_uinput_write_event(uinput.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(START & bf) libevdev_uinput_write_event(uinput.get(), EV_KEY, BTN_START, bf_new & START ? 1 : 0);
if(BACK & bf) libevdev_uinput_write_event(uinput.get(), EV_KEY, BTN_SELECT, bf_new & BACK ? 1 : 0);
if(LEFT_STICK & bf) libevdev_uinput_write_event(uinput.get(), EV_KEY, BTN_THUMBL, bf_new & LEFT_STICK ? 1 : 0);
if(RIGHT_STICK & bf) libevdev_uinput_write_event(uinput.get(), EV_KEY, BTN_THUMBR, bf_new & RIGHT_STICK ? 1 : 0);
if(LEFT_BUTTON & bf) libevdev_uinput_write_event(uinput.get(), EV_KEY, BTN_TL, bf_new & LEFT_BUTTON ? 1 : 0);
if(RIGHT_BUTTON & bf) libevdev_uinput_write_event(uinput.get(), EV_KEY, BTN_TR, bf_new & RIGHT_BUTTON ? 1 : 0);
if(HOME & bf) libevdev_uinput_write_event(uinput.get(), EV_KEY, BTN_MODE, bf_new & HOME ? 1 : 0);
if(A & bf) libevdev_uinput_write_event(uinput.get(), EV_KEY, BTN_SOUTH, bf_new & A ? 1 : 0);
if(B & bf) libevdev_uinput_write_event(uinput.get(), EV_KEY, BTN_EAST, bf_new & B ? 1 : 0);
if(X & bf) libevdev_uinput_write_event(uinput.get(), EV_KEY, BTN_NORTH, bf_new & X ? 1 : 0);
if(Y & bf) libevdev_uinput_write_event(uinput.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(gamepad_state_old.lt != gamepad_state.lt) {
libevdev_uinput_write_event(uinput.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(gamepad_state_old.rt != gamepad_state.rt) {
libevdev_uinput_write_event(uinput.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(gamepad_state_old.lsX != gamepad_state.lsX) {
libevdev_uinput_write_event(uinput.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(gamepad_state_old.lsY != gamepad_state.lsY) {
libevdev_uinput_write_event(uinput.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(gamepad_state_old.rsX != gamepad_state.rsX) {
libevdev_uinput_write_event(uinput.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);
if(gamepad_state_old.rsY != gamepad_state.rsY) {
libevdev_uinput_write_event(uinput.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);
gamepad_state_old = gamepad_state;
libevdev_uinput_write_event(uinput.get(), EV_SYN, SYN_REPORT, 0);
}
int mouse(input_raw_t &gp) {
@ -390,13 +397,18 @@ int gamepad(input_raw_t &gp) {
libevdev_enable_event_code(gp.gamepad_dev.get(), EV_ABS, ABS_Y, &stick);
libevdev_enable_event_code(gp.gamepad_dev.get(), EV_ABS, ABS_RY, &stick);
libevdev_uinput *buf;
int err = libevdev_uinput_create_from_device(gp.gamepad_dev.get(), LIBEVDEV_UINPUT_OPEN_MANAGED, &buf);
gp.gamepads.resize(MAX_GAMEPADS);
gp.gamepad_input.reset(buf);
if(err) {
BOOST_LOG(error) << "Could not create Sunshine Gamepad: "sv << strerror(-err);
return -1;
for(auto &[uinput, _] : gp.gamepads) {
libevdev_uinput *buf {};
int err = libevdev_uinput_create_from_device(gp.gamepad_dev.get(), LIBEVDEV_UINPUT_OPEN_MANAGED, &buf);
uinput.reset(buf);
if(err) {
BOOST_LOG(error) << "Could not create Sunshine Gamepad: "sv << strerror(-err);
return -1;
}
}
return 0;
@ -426,16 +438,24 @@ input_t input() {
}
std::filesystem::path mouse_path { "sunshine_mouse" };
std::filesystem::path gamepad_path { "sunshine_gamepad" };
if(std::filesystem::is_symlink(mouse_path)) {
std::filesystem::remove(mouse_path);
}
if(std::filesystem::is_symlink(gamepad_path)) {
std::filesystem::remove(gamepad_path);
}
std::filesystem::create_symlink(libevdev_uinput_get_devnode(gp.mouse_input.get()), mouse_path);
std::filesystem::create_symlink(libevdev_uinput_get_devnode(gp.gamepad_input.get()), gamepad_path);
for(int x = 0; x < gp.gamepads.size(); ++x) {
std::stringstream ss;
ss << "sunshine_gamepad_"sv << x;
std::filesystem::path gamepad_path { ss.str() };
if(std::filesystem::is_symlink(gamepad_path)) {
std::filesystem::remove(gamepad_path);
}
std::filesystem::create_symlink(libevdev_uinput_get_devnode(gp.gamepads[0].first.get()), gamepad_path);
}
return result;
}