From b4d3748d742b2ba7174ef912db0f9bc62471e771 Mon Sep 17 00:00:00 2001 From: loki Date: Sat, 25 Jan 2020 01:05:43 +0100 Subject: [PATCH] Multi controller support for Linux --- sunshine/input.cpp | 45 +++++++----- sunshine/input.h | 19 ++++-- sunshine/platform/common.h | 4 +- sunshine/platform/linux_evdev.cpp | 110 ++++++++++++++++++------------ 4 files changed, 109 insertions(+), 69 deletions(-) diff --git a/sunshine/input.cpp b/sunshine/input.cpp index 20327f51..c02aa883 100644 --- a/sunshine/input.cpp +++ b/sunshine/input.cpp @@ -125,6 +125,14 @@ void passthrough(platf::input_t &input, PNV_SCROLL_PACKET packet) { } void passthrough(std::shared_ptr &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, 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, 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, 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, std::vector &&input_data) { @@ -264,5 +274,6 @@ void reset(std::shared_ptr &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 } {} } diff --git a/sunshine/input.h b/sunshine/input.h index 99d9370e..b583ff15 100644 --- a/sunshine/input.h +++ b/sunshine/input.h @@ -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 key_press; - std::array 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 key_press; + std::array mouse_press; + + platf::input_t input; + + std::vector gamepads; }; void print(void *input); diff --git a/sunshine/platform/common.h b/sunshine/platform/common.h index 5334ffb4..cacfcb40 100644 --- a/sunshine/platform/common.h +++ b/sunshine/platform/common.h @@ -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 diff --git a/sunshine/platform/linux_evdev.cpp b/sunshine/platform/linux_evdev.cpp index e51c24bf..a35c6250 100644 --- a/sunshine/platform/linux_evdev.cpp +++ b/sunshine/platform/linux_evdev.cpp @@ -28,16 +28,16 @@ using evdev_t = util::safe_ptr; using uinput_t = util::safe_ptr; using keyboard_t = util::safe_ptr_v2; + struct input_raw_t { evdev_t gamepad_dev; - uinput_t gamepad_input; + + std::vector> 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; }