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https://github.com/yuzu-emu/yuzu.git
synced 2024-07-04 23:31:19 +01:00
input_common: Add virtual gamepad
This commit is contained in:
parent
bbb202ceed
commit
243404bf34
7 changed files with 274 additions and 0 deletions
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@ -145,6 +145,7 @@ void EmulatedController::LoadDevices() {
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output_params[3].Set("output", true);
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LoadTASParams();
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LoadVirtualGamepadParams();
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std::ranges::transform(button_params, button_devices.begin(), Common::Input::CreateInputDevice);
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std::ranges::transform(stick_params, stick_devices.begin(), Common::Input::CreateInputDevice);
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@ -163,6 +164,12 @@ void EmulatedController::LoadDevices() {
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Common::Input::CreateInputDevice);
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std::ranges::transform(tas_stick_params, tas_stick_devices.begin(),
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Common::Input::CreateInputDevice);
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// Initialize virtual gamepad devices
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std::ranges::transform(virtual_button_params, virtual_button_devices.begin(),
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Common::Input::CreateInputDevice);
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std::ranges::transform(virtual_stick_params, virtual_stick_devices.begin(),
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Common::Input::CreateInputDevice);
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}
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void EmulatedController::LoadTASParams() {
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@ -205,6 +212,46 @@ void EmulatedController::LoadTASParams() {
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tas_stick_params[Settings::NativeAnalog::RStick].Set("axis_y", 3);
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}
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void EmulatedController::LoadVirtualGamepadParams() {
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const auto player_index = NpadIdTypeToIndex(npad_id_type);
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Common::ParamPackage common_params{};
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common_params.Set("engine", "virtual_gamepad");
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common_params.Set("port", static_cast<int>(player_index));
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for (auto& param : virtual_button_params) {
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param = common_params;
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}
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for (auto& param : virtual_stick_params) {
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param = common_params;
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}
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// TODO(german77): Replace this with an input profile or something better
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virtual_button_params[Settings::NativeButton::A].Set("button", 0);
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virtual_button_params[Settings::NativeButton::B].Set("button", 1);
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virtual_button_params[Settings::NativeButton::X].Set("button", 2);
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virtual_button_params[Settings::NativeButton::Y].Set("button", 3);
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virtual_button_params[Settings::NativeButton::LStick].Set("button", 4);
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virtual_button_params[Settings::NativeButton::RStick].Set("button", 5);
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virtual_button_params[Settings::NativeButton::L].Set("button", 6);
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virtual_button_params[Settings::NativeButton::R].Set("button", 7);
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virtual_button_params[Settings::NativeButton::ZL].Set("button", 8);
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virtual_button_params[Settings::NativeButton::ZR].Set("button", 9);
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virtual_button_params[Settings::NativeButton::Plus].Set("button", 10);
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virtual_button_params[Settings::NativeButton::Minus].Set("button", 11);
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virtual_button_params[Settings::NativeButton::DLeft].Set("button", 12);
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virtual_button_params[Settings::NativeButton::DUp].Set("button", 13);
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virtual_button_params[Settings::NativeButton::DRight].Set("button", 14);
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virtual_button_params[Settings::NativeButton::DDown].Set("button", 15);
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virtual_button_params[Settings::NativeButton::SL].Set("button", 16);
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virtual_button_params[Settings::NativeButton::SR].Set("button", 17);
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virtual_button_params[Settings::NativeButton::Home].Set("button", 18);
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virtual_button_params[Settings::NativeButton::Screenshot].Set("button", 19);
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virtual_stick_params[Settings::NativeAnalog::LStick].Set("axis_x", 0);
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virtual_stick_params[Settings::NativeAnalog::LStick].Set("axis_y", 1);
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virtual_stick_params[Settings::NativeAnalog::RStick].Set("axis_x", 2);
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virtual_stick_params[Settings::NativeAnalog::RStick].Set("axis_y", 3);
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}
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void EmulatedController::ReloadInput() {
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// If you load any device here add the equivalent to the UnloadInput() function
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LoadDevices();
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@ -322,6 +369,35 @@ void EmulatedController::ReloadInput() {
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},
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});
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}
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// Use a common UUID for Virtual Gamepad
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static constexpr Common::UUID VIRTUAL_UUID = Common::UUID{
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{0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x7, 0xFF, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0}};
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// Register virtual devices. No need to force update
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for (std::size_t index = 0; index < virtual_button_devices.size(); ++index) {
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if (!virtual_button_devices[index]) {
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continue;
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}
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virtual_button_devices[index]->SetCallback({
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.on_change =
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[this, index](const Common::Input::CallbackStatus& callback) {
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SetButton(callback, index, VIRTUAL_UUID);
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},
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});
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}
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for (std::size_t index = 0; index < virtual_stick_devices.size(); ++index) {
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if (!virtual_stick_devices[index]) {
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continue;
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}
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virtual_stick_devices[index]->SetCallback({
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.on_change =
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[this, index](const Common::Input::CallbackStatus& callback) {
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SetStick(callback, index, VIRTUAL_UUID);
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},
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});
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}
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}
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void EmulatedController::UnloadInput() {
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@ -349,6 +425,12 @@ void EmulatedController::UnloadInput() {
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for (auto& stick : tas_stick_devices) {
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stick.reset();
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}
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for (auto& button : virtual_button_devices) {
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button.reset();
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}
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for (auto& stick : virtual_stick_devices) {
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stick.reset();
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}
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camera_devices.reset();
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nfc_devices.reset();
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}
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@ -385,6 +385,9 @@ private:
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/// Set the params for TAS devices
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void LoadTASParams();
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/// Set the params for virtual pad devices
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void LoadVirtualGamepadParams();
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/**
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* @param use_temporary_value If true tmp_npad_type will be used
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* @return true if the controller style is fullkey
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@ -500,6 +503,12 @@ private:
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ButtonDevices tas_button_devices;
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StickDevices tas_stick_devices;
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// Virtual gamepad related variables
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ButtonParams virtual_button_params;
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StickParams virtual_stick_params;
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ButtonDevices virtual_button_devices;
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StickDevices virtual_stick_devices;
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mutable std::mutex mutex;
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mutable std::mutex callback_mutex;
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std::unordered_map<int, ControllerUpdateCallback> callback_list;
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@ -20,6 +20,8 @@ add_library(input_common STATIC
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drivers/udp_client.h
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drivers/virtual_amiibo.cpp
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drivers/virtual_amiibo.h
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drivers/virtual_gamepad.cpp
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drivers/virtual_gamepad.h
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helpers/stick_from_buttons.cpp
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helpers/stick_from_buttons.h
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helpers/touch_from_buttons.cpp
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78
src/input_common/drivers/virtual_gamepad.cpp
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78
src/input_common/drivers/virtual_gamepad.cpp
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@ -0,0 +1,78 @@
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// SPDX-FileCopyrightText: Copyright 2022 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "input_common/drivers/virtual_gamepad.h"
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namespace InputCommon {
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constexpr std::size_t PlayerIndexCount = 10;
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VirtualGamepad::VirtualGamepad(std::string input_engine_) : InputEngine(std::move(input_engine_)) {
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for (std::size_t i = 0; i < PlayerIndexCount; i++) {
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PreSetController(GetIdentifier(i));
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}
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}
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void VirtualGamepad::SetButtonState(std::size_t player_index, int button_id, bool value) {
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if (player_index > PlayerIndexCount) {
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return;
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}
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const auto identifier = GetIdentifier(player_index);
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SetButton(identifier, button_id, value);
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}
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void VirtualGamepad::SetButtonState(std::size_t player_index, VirtualButton button_id, bool value) {
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SetButtonState(player_index, static_cast<int>(button_id), value);
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}
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void VirtualGamepad::SetStickPosition(std::size_t player_index, int axis_id, float x_value,
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float y_value) {
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if (player_index > PlayerIndexCount) {
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return;
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}
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const auto identifier = GetIdentifier(player_index);
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SetAxis(identifier, axis_id * 2, x_value);
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SetAxis(identifier, (axis_id * 2) + 1, y_value);
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}
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void VirtualGamepad::SetStickPosition(std::size_t player_index, VirtualStick axis_id, float x_value,
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float y_value) {
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SetStickPosition(player_index, static_cast<int>(axis_id), x_value, y_value);
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}
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void VirtualGamepad::ResetControllers() {
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for (std::size_t i = 0; i < PlayerIndexCount; i++) {
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SetStickPosition(i, VirtualStick::Left, 0.0f, 0.0f);
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SetStickPosition(i, VirtualStick::Right, 0.0f, 0.0f);
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SetButtonState(i, VirtualButton::ButtonA, false);
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SetButtonState(i, VirtualButton::ButtonB, false);
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SetButtonState(i, VirtualButton::ButtonX, false);
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SetButtonState(i, VirtualButton::ButtonY, false);
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SetButtonState(i, VirtualButton::StickL, false);
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SetButtonState(i, VirtualButton::StickR, false);
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SetButtonState(i, VirtualButton::TriggerL, false);
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SetButtonState(i, VirtualButton::TriggerR, false);
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SetButtonState(i, VirtualButton::TriggerZL, false);
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SetButtonState(i, VirtualButton::TriggerZR, false);
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SetButtonState(i, VirtualButton::ButtonPlus, false);
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SetButtonState(i, VirtualButton::ButtonMinus, false);
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SetButtonState(i, VirtualButton::ButtonLeft, false);
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SetButtonState(i, VirtualButton::ButtonUp, false);
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SetButtonState(i, VirtualButton::ButtonRight, false);
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SetButtonState(i, VirtualButton::ButtonDown, false);
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SetButtonState(i, VirtualButton::ButtonSL, false);
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SetButtonState(i, VirtualButton::ButtonSR, false);
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SetButtonState(i, VirtualButton::ButtonHome, false);
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SetButtonState(i, VirtualButton::ButtonCapture, false);
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}
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}
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PadIdentifier VirtualGamepad::GetIdentifier(std::size_t player_index) const {
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return {
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.guid = Common::UUID{},
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.port = player_index,
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.pad = 0,
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};
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}
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} // namespace InputCommon
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73
src/input_common/drivers/virtual_gamepad.h
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73
src/input_common/drivers/virtual_gamepad.h
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@ -0,0 +1,73 @@
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// SPDX-FileCopyrightText: Copyright 2022 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include "input_common/input_engine.h"
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namespace InputCommon {
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/**
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* A virtual controller that is always assigned to the game input
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*/
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class VirtualGamepad final : public InputEngine {
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public:
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enum class VirtualButton {
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ButtonA,
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ButtonB,
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ButtonX,
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ButtonY,
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StickL,
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StickR,
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TriggerL,
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TriggerR,
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TriggerZL,
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TriggerZR,
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ButtonPlus,
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ButtonMinus,
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ButtonLeft,
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ButtonUp,
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ButtonRight,
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ButtonDown,
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ButtonSL,
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ButtonSR,
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ButtonHome,
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ButtonCapture,
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};
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enum class VirtualStick {
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Left = 0,
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Right = 1,
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};
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explicit VirtualGamepad(std::string input_engine_);
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/**
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* Sets the status of all buttons bound with the key to pressed
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* @param player_index the player number that will take this action
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* @param button_id the id of the button
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* @param value indicates if the button is pressed or not
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*/
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void SetButtonState(std::size_t player_index, int button_id, bool value);
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void SetButtonState(std::size_t player_index, VirtualButton button_id, bool value);
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/**
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* Sets the status of all buttons bound with the key to released
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* @param player_index the player number that will take this action
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* @param axis_id the id of the axis to move
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* @param x_value the position of the stick in the x axis
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* @param y_value the position of the stick in the y axis
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*/
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void SetStickPosition(std::size_t player_index, int axis_id, float x_value, float y_value);
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void SetStickPosition(std::size_t player_index, VirtualStick axis_id, float x_value,
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float y_value);
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/// Restores all inputs into the neutral position
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void ResetControllers();
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private:
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/// Returns the correct identifier corresponding to the player index
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PadIdentifier GetIdentifier(std::size_t player_index) const;
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};
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} // namespace InputCommon
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@ -12,6 +12,7 @@
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#include "input_common/drivers/touch_screen.h"
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#include "input_common/drivers/udp_client.h"
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#include "input_common/drivers/virtual_amiibo.h"
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#include "input_common/drivers/virtual_gamepad.h"
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#include "input_common/helpers/stick_from_buttons.h"
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#include "input_common/helpers/touch_from_buttons.h"
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#include "input_common/input_engine.h"
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@ -85,6 +86,12 @@ struct InputSubsystem::Impl {
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Common::Input::RegisterOutputFactory(virtual_amiibo->GetEngineName(),
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virtual_amiibo_output_factory);
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virtual_gamepad = std::make_shared<VirtualGamepad>("virtual_gamepad");
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virtual_gamepad->SetMappingCallback(mapping_callback);
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virtual_gamepad_input_factory = std::make_shared<InputFactory>(virtual_gamepad);
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Common::Input::RegisterInputFactory(virtual_gamepad->GetEngineName(),
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virtual_gamepad_input_factory);
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#ifdef HAVE_SDL2
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sdl = std::make_shared<SDLDriver>("sdl");
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sdl->SetMappingCallback(mapping_callback);
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@ -132,6 +139,9 @@ struct InputSubsystem::Impl {
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Common::Input::UnregisterOutputFactory(virtual_amiibo->GetEngineName());
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virtual_amiibo.reset();
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Common::Input::UnregisterInputFactory(virtual_gamepad->GetEngineName());
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virtual_gamepad.reset();
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#ifdef HAVE_SDL2
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Common::Input::UnregisterInputFactory(sdl->GetEngineName());
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Common::Input::UnregisterOutputFactory(sdl->GetEngineName());
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@ -290,6 +300,9 @@ struct InputSubsystem::Impl {
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if (engine == tas_input->GetEngineName()) {
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return true;
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}
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if (engine == virtual_gamepad->GetEngineName()) {
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return true;
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}
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#ifdef HAVE_SDL2
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if (engine == sdl->GetEngineName()) {
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return true;
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@ -338,6 +351,7 @@ struct InputSubsystem::Impl {
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std::shared_ptr<CemuhookUDP::UDPClient> udp_client;
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std::shared_ptr<Camera> camera;
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std::shared_ptr<VirtualAmiibo> virtual_amiibo;
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std::shared_ptr<VirtualGamepad> virtual_gamepad;
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std::shared_ptr<InputFactory> keyboard_factory;
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std::shared_ptr<InputFactory> mouse_factory;
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@ -347,6 +361,7 @@ struct InputSubsystem::Impl {
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std::shared_ptr<InputFactory> tas_input_factory;
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std::shared_ptr<InputFactory> camera_input_factory;
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std::shared_ptr<InputFactory> virtual_amiibo_input_factory;
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std::shared_ptr<InputFactory> virtual_gamepad_input_factory;
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std::shared_ptr<OutputFactory> keyboard_output_factory;
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std::shared_ptr<OutputFactory> mouse_output_factory;
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@ -423,6 +438,14 @@ const VirtualAmiibo* InputSubsystem::GetVirtualAmiibo() const {
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return impl->virtual_amiibo.get();
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}
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VirtualGamepad* InputSubsystem::GetVirtualGamepad() {
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return impl->virtual_gamepad.get();
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}
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const VirtualGamepad* InputSubsystem::GetVirtualGamepad() const {
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return impl->virtual_gamepad.get();
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}
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std::vector<Common::ParamPackage> InputSubsystem::GetInputDevices() const {
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return impl->GetInputDevices();
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}
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@ -34,6 +34,7 @@ class Keyboard;
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class Mouse;
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class TouchScreen;
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class VirtualAmiibo;
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class VirtualGamepad;
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struct MappingData;
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} // namespace InputCommon
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@ -108,6 +109,12 @@ public:
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/// Retrieves the underlying virtual amiibo input device.
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[[nodiscard]] const VirtualAmiibo* GetVirtualAmiibo() const;
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/// Retrieves the underlying virtual gamepad input device.
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[[nodiscard]] VirtualGamepad* GetVirtualGamepad();
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/// Retrieves the underlying virtual gamepad input device.
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[[nodiscard]] const VirtualGamepad* GetVirtualGamepad() const;
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/**
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* Returns all available input devices that this Factory can create a new device with.
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* Each returned ParamPackage should have a `display` field used for display, a `engine` field
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