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