rpcs3/rpcs3/pad_thread.cpp
2019-12-05 02:10:15 +03:00

262 lines
6.3 KiB
C++

#include "pad_thread.h"
#include "ds3_pad_handler.h"
#include "ds4_pad_handler.h"
#ifdef _WIN32
#include "xinput_pad_handler.h"
#include "mm_joystick_handler.h"
#elif HAVE_LIBEVDEV
#include "evdev_joystick_handler.h"
#endif
#include "keyboard_pad_handler.h"
#include "Emu/Io/Null/NullPadHandler.h"
namespace pad
{
atomic_t<pad_thread*> g_current = nullptr;
std::recursive_mutex g_pad_mutex;
std::string g_title_id;
}
struct pad_setting
{
u32 port_status;
u32 device_capability;
u32 device_type;
};
pad_thread::pad_thread(void *_curthread, void *_curwindow, std::string_view title_id) : curthread(_curthread), curwindow(_curwindow)
{
pad::g_title_id = title_id;
Init();
thread = std::make_shared<std::thread>(&pad_thread::ThreadFunc, this);
pad::g_current = this;
}
pad_thread::~pad_thread()
{
pad::g_current = nullptr;
active = false;
thread->join();
handlers.clear();
}
void pad_thread::Init()
{
std::lock_guard lock(pad::g_pad_mutex);
// Cache old settings if possible
std::vector<pad_setting> pad_settings;
for (u32 i = 0; i < CELL_PAD_MAX_PORT_NUM; i++) // max 7 pads
{
if (!m_pads[i])
{
pad_settings.push_back({ CELL_PAD_STATUS_DISCONNECTED, CELL_PAD_CAPABILITY_PS3_CONFORMITY | CELL_PAD_CAPABILITY_PRESS_MODE | CELL_PAD_CAPABILITY_ACTUATOR, CELL_PAD_DEV_TYPE_STANDARD });
}
else
{
pad_settings.push_back({ m_pads[i]->m_port_status, m_pads[i]->m_device_capability, m_pads[i]->m_device_type });
}
}
const PadInfo pad_info(m_info);
std::memset(&m_info, 0, sizeof(m_info));
m_info.now_connect = 0;
m_info.system_info |= pad_info.system_info;
m_info.ignore_input = pad_info.ignore_input;
handlers.clear();
g_cfg_input.load(pad::g_title_id);
std::shared_ptr<keyboard_pad_handler> keyptr;
// Always have a Null Pad Handler
std::shared_ptr<NullPadHandler> nullpad = std::make_shared<NullPadHandler>();
handlers.emplace(pad_handler::null, nullpad);
for (u32 i = 0; i < CELL_PAD_MAX_PORT_NUM; i++) // max 7 pads
{
std::shared_ptr<PadHandlerBase> cur_pad_handler;
const auto &handler_type = g_cfg_input.player[i]->handler;
if (handlers.count(handler_type) != 0)
{
cur_pad_handler = handlers[handler_type];
}
else
{
switch (handler_type)
{
case pad_handler::keyboard:
keyptr = std::make_shared<keyboard_pad_handler>();
keyptr->moveToThread(static_cast<QThread*>(curthread));
keyptr->SetTargetWindow(static_cast<QWindow*>(curwindow));
cur_pad_handler = keyptr;
break;
case pad_handler::ds3:
cur_pad_handler = std::make_shared<ds3_pad_handler>();
break;
case pad_handler::ds4:
cur_pad_handler = std::make_shared<ds4_pad_handler>();
break;
#ifdef _WIN32
case pad_handler::xinput:
cur_pad_handler = std::make_shared<xinput_pad_handler>();
break;
case pad_handler::mm:
cur_pad_handler = std::make_shared<mm_joystick_handler>();
break;
#endif
#ifdef HAVE_LIBEVDEV
case pad_handler::evdev:
cur_pad_handler = std::make_shared<evdev_joystick_handler>();
break;
#endif
default:
break;
}
handlers.emplace(handler_type, cur_pad_handler);
}
cur_pad_handler->Init();
m_pads[i] = std::make_shared<Pad>(CELL_PAD_STATUS_DISCONNECTED, pad_settings[i].device_capability, pad_settings[i].device_type);
if (cur_pad_handler->bindPadToDevice(m_pads[i], g_cfg_input.player[i]->device.to_string()) == false)
{
// Failed to bind the device to cur_pad_handler so binds to NullPadHandler
LOG_ERROR(GENERAL, "Failed to bind device %s to handler %s", g_cfg_input.player[i]->device.to_string(), handler_type.to_string());
nullpad->bindPadToDevice(m_pads[i], g_cfg_input.player[i]->device.to_string());
}
}
}
void pad_thread::SetRumble(const u32 pad, u8 largeMotor, bool smallMotor)
{
if (pad > m_pads.size())
return;
if (m_pads[pad]->m_vibrateMotors.size() >= 2)
{
m_pads[pad]->m_vibrateMotors[0].m_value = largeMotor;
m_pads[pad]->m_vibrateMotors[1].m_value = smallMotor ? 255 : 0;
}
}
void pad_thread::Reset(std::string_view title_id)
{
pad::g_title_id = title_id;
reset = active.load();
}
void pad_thread::SetEnabled(bool enabled)
{
is_enabled = enabled;
}
void pad_thread::SetIntercepted(bool intercepted)
{
if (intercepted)
{
m_info.system_info |= CELL_PAD_INFO_INTERCEPTED;
m_info.ignore_input = true;
}
else
{
m_info.system_info &= ~CELL_PAD_INFO_INTERCEPTED;
}
}
void pad_thread::ThreadFunc()
{
active = true;
while (active)
{
if (!is_enabled)
{
std::this_thread::sleep_for(1ms);
continue;
}
if (reset && reset.exchange(false))
{
Init();
}
u32 connected_devices = 0;
for (auto& cur_pad_handler : handlers)
{
cur_pad_handler.second->ThreadProc();
connected_devices += cur_pad_handler.second->connected_devices;
}
m_info.now_connect = connected_devices + num_ldd_pad;
// The following section is only reached when a dialog was closed and the pads are still intercepted.
// As long as any of the listed buttons is pressed, cellPadGetData will ignore all input (needed for Hotline Miami).
// ignore_input was added because if we keep the pads intercepted, then some games will enter the menu due to unexpected system interception (tested with Ninja Gaiden Sigma).
if (!(m_info.system_info & CELL_PAD_INFO_INTERCEPTED) && m_info.ignore_input)
{
bool any_button_pressed = false;
for (const auto& pad : m_pads)
{
if (pad->m_port_status & CELL_PAD_STATUS_CONNECTED)
{
for (const auto& button : pad->m_buttons)
{
if (button.m_pressed && (
button.m_outKeyCode == CELL_PAD_CTRL_CROSS ||
button.m_outKeyCode == CELL_PAD_CTRL_CIRCLE ||
button.m_outKeyCode == CELL_PAD_CTRL_TRIANGLE ||
button.m_outKeyCode == CELL_PAD_CTRL_SQUARE ||
button.m_outKeyCode == CELL_PAD_CTRL_START ||
button.m_outKeyCode == CELL_PAD_CTRL_SELECT))
{
any_button_pressed = true;
break;
}
}
if (any_button_pressed)
{
break;
}
}
}
if (!any_button_pressed)
{
m_info.ignore_input = false;
}
}
std::this_thread::sleep_for(1ms);
}
}
s32 pad_thread::AddLddPad()
{
// Look for first null pad
for (u32 i = 0; i < CELL_PAD_MAX_PORT_NUM; i++)
{
if (g_cfg_input.player[i]->handler == pad_handler::null)
{
m_pads[i]->ldd = true;
num_ldd_pad++;
return i;
}
}
return -1;
}
void pad_thread::UnregisterLddPad(u32 handle)
{
m_pads[handle]->ldd = false;
num_ldd_pad--;
}