mirror of
https://github.com/yuzu-emu/yuzu-android
synced 2024-12-23 06:51:21 -08:00
Merge pull request #9456 from german77/virtual_gamepad
input_common: Add virtual gamepad
This commit is contained in:
commit
48108a8c9b
@ -145,6 +145,7 @@ void EmulatedController::LoadDevices() {
|
||||
output_params[3].Set("output", true);
|
||||
|
||||
LoadTASParams();
|
||||
LoadVirtualGamepadParams();
|
||||
|
||||
std::ranges::transform(button_params, button_devices.begin(), Common::Input::CreateInputDevice);
|
||||
std::ranges::transform(stick_params, stick_devices.begin(), Common::Input::CreateInputDevice);
|
||||
@ -163,6 +164,12 @@ void EmulatedController::LoadDevices() {
|
||||
Common::Input::CreateInputDevice);
|
||||
std::ranges::transform(tas_stick_params, tas_stick_devices.begin(),
|
||||
Common::Input::CreateInputDevice);
|
||||
|
||||
// Initialize virtual gamepad devices
|
||||
std::ranges::transform(virtual_button_params, virtual_button_devices.begin(),
|
||||
Common::Input::CreateInputDevice);
|
||||
std::ranges::transform(virtual_stick_params, virtual_stick_devices.begin(),
|
||||
Common::Input::CreateInputDevice);
|
||||
}
|
||||
|
||||
void EmulatedController::LoadTASParams() {
|
||||
@ -205,6 +212,46 @@ void EmulatedController::LoadTASParams() {
|
||||
tas_stick_params[Settings::NativeAnalog::RStick].Set("axis_y", 3);
|
||||
}
|
||||
|
||||
void EmulatedController::LoadVirtualGamepadParams() {
|
||||
const auto player_index = NpadIdTypeToIndex(npad_id_type);
|
||||
Common::ParamPackage common_params{};
|
||||
common_params.Set("engine", "virtual_gamepad");
|
||||
common_params.Set("port", static_cast<int>(player_index));
|
||||
for (auto& param : virtual_button_params) {
|
||||
param = common_params;
|
||||
}
|
||||
for (auto& param : virtual_stick_params) {
|
||||
param = common_params;
|
||||
}
|
||||
|
||||
// TODO(german77): Replace this with an input profile or something better
|
||||
virtual_button_params[Settings::NativeButton::A].Set("button", 0);
|
||||
virtual_button_params[Settings::NativeButton::B].Set("button", 1);
|
||||
virtual_button_params[Settings::NativeButton::X].Set("button", 2);
|
||||
virtual_button_params[Settings::NativeButton::Y].Set("button", 3);
|
||||
virtual_button_params[Settings::NativeButton::LStick].Set("button", 4);
|
||||
virtual_button_params[Settings::NativeButton::RStick].Set("button", 5);
|
||||
virtual_button_params[Settings::NativeButton::L].Set("button", 6);
|
||||
virtual_button_params[Settings::NativeButton::R].Set("button", 7);
|
||||
virtual_button_params[Settings::NativeButton::ZL].Set("button", 8);
|
||||
virtual_button_params[Settings::NativeButton::ZR].Set("button", 9);
|
||||
virtual_button_params[Settings::NativeButton::Plus].Set("button", 10);
|
||||
virtual_button_params[Settings::NativeButton::Minus].Set("button", 11);
|
||||
virtual_button_params[Settings::NativeButton::DLeft].Set("button", 12);
|
||||
virtual_button_params[Settings::NativeButton::DUp].Set("button", 13);
|
||||
virtual_button_params[Settings::NativeButton::DRight].Set("button", 14);
|
||||
virtual_button_params[Settings::NativeButton::DDown].Set("button", 15);
|
||||
virtual_button_params[Settings::NativeButton::SL].Set("button", 16);
|
||||
virtual_button_params[Settings::NativeButton::SR].Set("button", 17);
|
||||
virtual_button_params[Settings::NativeButton::Home].Set("button", 18);
|
||||
virtual_button_params[Settings::NativeButton::Screenshot].Set("button", 19);
|
||||
|
||||
virtual_stick_params[Settings::NativeAnalog::LStick].Set("axis_x", 0);
|
||||
virtual_stick_params[Settings::NativeAnalog::LStick].Set("axis_y", 1);
|
||||
virtual_stick_params[Settings::NativeAnalog::RStick].Set("axis_x", 2);
|
||||
virtual_stick_params[Settings::NativeAnalog::RStick].Set("axis_y", 3);
|
||||
}
|
||||
|
||||
void EmulatedController::ReloadInput() {
|
||||
// If you load any device here add the equivalent to the UnloadInput() function
|
||||
LoadDevices();
|
||||
@ -322,6 +369,35 @@ void EmulatedController::ReloadInput() {
|
||||
},
|
||||
});
|
||||
}
|
||||
|
||||
// Use a common UUID for Virtual Gamepad
|
||||
static constexpr Common::UUID VIRTUAL_UUID = Common::UUID{
|
||||
{0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x7, 0xFF, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0}};
|
||||
|
||||
// Register virtual devices. No need to force update
|
||||
for (std::size_t index = 0; index < virtual_button_devices.size(); ++index) {
|
||||
if (!virtual_button_devices[index]) {
|
||||
continue;
|
||||
}
|
||||
virtual_button_devices[index]->SetCallback({
|
||||
.on_change =
|
||||
[this, index](const Common::Input::CallbackStatus& callback) {
|
||||
SetButton(callback, index, VIRTUAL_UUID);
|
||||
},
|
||||
});
|
||||
}
|
||||
|
||||
for (std::size_t index = 0; index < virtual_stick_devices.size(); ++index) {
|
||||
if (!virtual_stick_devices[index]) {
|
||||
continue;
|
||||
}
|
||||
virtual_stick_devices[index]->SetCallback({
|
||||
.on_change =
|
||||
[this, index](const Common::Input::CallbackStatus& callback) {
|
||||
SetStick(callback, index, VIRTUAL_UUID);
|
||||
},
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
void EmulatedController::UnloadInput() {
|
||||
@ -349,6 +425,12 @@ void EmulatedController::UnloadInput() {
|
||||
for (auto& stick : tas_stick_devices) {
|
||||
stick.reset();
|
||||
}
|
||||
for (auto& button : virtual_button_devices) {
|
||||
button.reset();
|
||||
}
|
||||
for (auto& stick : virtual_stick_devices) {
|
||||
stick.reset();
|
||||
}
|
||||
camera_devices.reset();
|
||||
nfc_devices.reset();
|
||||
}
|
||||
|
@ -385,6 +385,9 @@ private:
|
||||
/// Set the params for TAS devices
|
||||
void LoadTASParams();
|
||||
|
||||
/// Set the params for virtual pad devices
|
||||
void LoadVirtualGamepadParams();
|
||||
|
||||
/**
|
||||
* @param use_temporary_value If true tmp_npad_type will be used
|
||||
* @return true if the controller style is fullkey
|
||||
@ -500,6 +503,12 @@ private:
|
||||
ButtonDevices tas_button_devices;
|
||||
StickDevices tas_stick_devices;
|
||||
|
||||
// Virtual gamepad related variables
|
||||
ButtonParams virtual_button_params;
|
||||
StickParams virtual_stick_params;
|
||||
ButtonDevices virtual_button_devices;
|
||||
StickDevices virtual_stick_devices;
|
||||
|
||||
mutable std::mutex mutex;
|
||||
mutable std::mutex callback_mutex;
|
||||
std::unordered_map<int, ControllerUpdateCallback> callback_list;
|
||||
|
@ -20,6 +20,8 @@ add_library(input_common STATIC
|
||||
drivers/udp_client.h
|
||||
drivers/virtual_amiibo.cpp
|
||||
drivers/virtual_amiibo.h
|
||||
drivers/virtual_gamepad.cpp
|
||||
drivers/virtual_gamepad.h
|
||||
helpers/stick_from_buttons.cpp
|
||||
helpers/stick_from_buttons.h
|
||||
helpers/touch_from_buttons.cpp
|
||||
|
78
src/input_common/drivers/virtual_gamepad.cpp
Normal file
78
src/input_common/drivers/virtual_gamepad.cpp
Normal file
@ -0,0 +1,78 @@
|
||||
// SPDX-FileCopyrightText: Copyright 2022 yuzu Emulator Project
|
||||
// SPDX-License-Identifier: GPL-2.0-or-later
|
||||
|
||||
#include "input_common/drivers/virtual_gamepad.h"
|
||||
|
||||
namespace InputCommon {
|
||||
constexpr std::size_t PlayerIndexCount = 10;
|
||||
|
||||
VirtualGamepad::VirtualGamepad(std::string input_engine_) : InputEngine(std::move(input_engine_)) {
|
||||
for (std::size_t i = 0; i < PlayerIndexCount; i++) {
|
||||
PreSetController(GetIdentifier(i));
|
||||
}
|
||||
}
|
||||
|
||||
void VirtualGamepad::SetButtonState(std::size_t player_index, int button_id, bool value) {
|
||||
if (player_index > PlayerIndexCount) {
|
||||
return;
|
||||
}
|
||||
const auto identifier = GetIdentifier(player_index);
|
||||
SetButton(identifier, button_id, value);
|
||||
}
|
||||
|
||||
void VirtualGamepad::SetButtonState(std::size_t player_index, VirtualButton button_id, bool value) {
|
||||
SetButtonState(player_index, static_cast<int>(button_id), value);
|
||||
}
|
||||
|
||||
void VirtualGamepad::SetStickPosition(std::size_t player_index, int axis_id, float x_value,
|
||||
float y_value) {
|
||||
if (player_index > PlayerIndexCount) {
|
||||
return;
|
||||
}
|
||||
const auto identifier = GetIdentifier(player_index);
|
||||
SetAxis(identifier, axis_id * 2, x_value);
|
||||
SetAxis(identifier, (axis_id * 2) + 1, y_value);
|
||||
}
|
||||
|
||||
void VirtualGamepad::SetStickPosition(std::size_t player_index, VirtualStick axis_id, float x_value,
|
||||
float y_value) {
|
||||
SetStickPosition(player_index, static_cast<int>(axis_id), x_value, y_value);
|
||||
}
|
||||
|
||||
void VirtualGamepad::ResetControllers() {
|
||||
for (std::size_t i = 0; i < PlayerIndexCount; i++) {
|
||||
SetStickPosition(i, VirtualStick::Left, 0.0f, 0.0f);
|
||||
SetStickPosition(i, VirtualStick::Right, 0.0f, 0.0f);
|
||||
|
||||
SetButtonState(i, VirtualButton::ButtonA, false);
|
||||
SetButtonState(i, VirtualButton::ButtonB, false);
|
||||
SetButtonState(i, VirtualButton::ButtonX, false);
|
||||
SetButtonState(i, VirtualButton::ButtonY, false);
|
||||
SetButtonState(i, VirtualButton::StickL, false);
|
||||
SetButtonState(i, VirtualButton::StickR, false);
|
||||
SetButtonState(i, VirtualButton::TriggerL, false);
|
||||
SetButtonState(i, VirtualButton::TriggerR, false);
|
||||
SetButtonState(i, VirtualButton::TriggerZL, false);
|
||||
SetButtonState(i, VirtualButton::TriggerZR, false);
|
||||
SetButtonState(i, VirtualButton::ButtonPlus, false);
|
||||
SetButtonState(i, VirtualButton::ButtonMinus, false);
|
||||
SetButtonState(i, VirtualButton::ButtonLeft, false);
|
||||
SetButtonState(i, VirtualButton::ButtonUp, false);
|
||||
SetButtonState(i, VirtualButton::ButtonRight, false);
|
||||
SetButtonState(i, VirtualButton::ButtonDown, false);
|
||||
SetButtonState(i, VirtualButton::ButtonSL, false);
|
||||
SetButtonState(i, VirtualButton::ButtonSR, false);
|
||||
SetButtonState(i, VirtualButton::ButtonHome, false);
|
||||
SetButtonState(i, VirtualButton::ButtonCapture, false);
|
||||
}
|
||||
}
|
||||
|
||||
PadIdentifier VirtualGamepad::GetIdentifier(std::size_t player_index) const {
|
||||
return {
|
||||
.guid = Common::UUID{},
|
||||
.port = player_index,
|
||||
.pad = 0,
|
||||
};
|
||||
}
|
||||
|
||||
} // namespace InputCommon
|
73
src/input_common/drivers/virtual_gamepad.h
Normal file
73
src/input_common/drivers/virtual_gamepad.h
Normal file
@ -0,0 +1,73 @@
|
||||
// SPDX-FileCopyrightText: Copyright 2022 yuzu Emulator Project
|
||||
// SPDX-License-Identifier: GPL-2.0-or-later
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "input_common/input_engine.h"
|
||||
|
||||
namespace InputCommon {
|
||||
|
||||
/**
|
||||
* A virtual controller that is always assigned to the game input
|
||||
*/
|
||||
class VirtualGamepad final : public InputEngine {
|
||||
public:
|
||||
enum class VirtualButton {
|
||||
ButtonA,
|
||||
ButtonB,
|
||||
ButtonX,
|
||||
ButtonY,
|
||||
StickL,
|
||||
StickR,
|
||||
TriggerL,
|
||||
TriggerR,
|
||||
TriggerZL,
|
||||
TriggerZR,
|
||||
ButtonPlus,
|
||||
ButtonMinus,
|
||||
ButtonLeft,
|
||||
ButtonUp,
|
||||
ButtonRight,
|
||||
ButtonDown,
|
||||
ButtonSL,
|
||||
ButtonSR,
|
||||
ButtonHome,
|
||||
ButtonCapture,
|
||||
};
|
||||
|
||||
enum class VirtualStick {
|
||||
Left = 0,
|
||||
Right = 1,
|
||||
};
|
||||
|
||||
explicit VirtualGamepad(std::string input_engine_);
|
||||
|
||||
/**
|
||||
* Sets the status of all buttons bound with the key to pressed
|
||||
* @param player_index the player number that will take this action
|
||||
* @param button_id the id of the button
|
||||
* @param value indicates if the button is pressed or not
|
||||
*/
|
||||
void SetButtonState(std::size_t player_index, int button_id, bool value);
|
||||
void SetButtonState(std::size_t player_index, VirtualButton button_id, bool value);
|
||||
|
||||
/**
|
||||
* Sets the status of all buttons bound with the key to released
|
||||
* @param player_index the player number that will take this action
|
||||
* @param axis_id the id of the axis to move
|
||||
* @param x_value the position of the stick in the x axis
|
||||
* @param y_value the position of the stick in the y axis
|
||||
*/
|
||||
void SetStickPosition(std::size_t player_index, int axis_id, float x_value, float y_value);
|
||||
void SetStickPosition(std::size_t player_index, VirtualStick axis_id, float x_value,
|
||||
float y_value);
|
||||
|
||||
/// Restores all inputs into the neutral position
|
||||
void ResetControllers();
|
||||
|
||||
private:
|
||||
/// Returns the correct identifier corresponding to the player index
|
||||
PadIdentifier GetIdentifier(std::size_t player_index) const;
|
||||
};
|
||||
|
||||
} // namespace InputCommon
|
@ -12,6 +12,7 @@
|
||||
#include "input_common/drivers/touch_screen.h"
|
||||
#include "input_common/drivers/udp_client.h"
|
||||
#include "input_common/drivers/virtual_amiibo.h"
|
||||
#include "input_common/drivers/virtual_gamepad.h"
|
||||
#include "input_common/helpers/stick_from_buttons.h"
|
||||
#include "input_common/helpers/touch_from_buttons.h"
|
||||
#include "input_common/input_engine.h"
|
||||
@ -85,6 +86,12 @@ struct InputSubsystem::Impl {
|
||||
Common::Input::RegisterOutputFactory(virtual_amiibo->GetEngineName(),
|
||||
virtual_amiibo_output_factory);
|
||||
|
||||
virtual_gamepad = std::make_shared<VirtualGamepad>("virtual_gamepad");
|
||||
virtual_gamepad->SetMappingCallback(mapping_callback);
|
||||
virtual_gamepad_input_factory = std::make_shared<InputFactory>(virtual_gamepad);
|
||||
Common::Input::RegisterInputFactory(virtual_gamepad->GetEngineName(),
|
||||
virtual_gamepad_input_factory);
|
||||
|
||||
#ifdef HAVE_SDL2
|
||||
sdl = std::make_shared<SDLDriver>("sdl");
|
||||
sdl->SetMappingCallback(mapping_callback);
|
||||
@ -132,6 +139,9 @@ struct InputSubsystem::Impl {
|
||||
Common::Input::UnregisterOutputFactory(virtual_amiibo->GetEngineName());
|
||||
virtual_amiibo.reset();
|
||||
|
||||
Common::Input::UnregisterInputFactory(virtual_gamepad->GetEngineName());
|
||||
virtual_gamepad.reset();
|
||||
|
||||
#ifdef HAVE_SDL2
|
||||
Common::Input::UnregisterInputFactory(sdl->GetEngineName());
|
||||
Common::Input::UnregisterOutputFactory(sdl->GetEngineName());
|
||||
@ -290,6 +300,9 @@ struct InputSubsystem::Impl {
|
||||
if (engine == tas_input->GetEngineName()) {
|
||||
return true;
|
||||
}
|
||||
if (engine == virtual_gamepad->GetEngineName()) {
|
||||
return true;
|
||||
}
|
||||
#ifdef HAVE_SDL2
|
||||
if (engine == sdl->GetEngineName()) {
|
||||
return true;
|
||||
@ -338,6 +351,7 @@ struct InputSubsystem::Impl {
|
||||
std::shared_ptr<CemuhookUDP::UDPClient> udp_client;
|
||||
std::shared_ptr<Camera> camera;
|
||||
std::shared_ptr<VirtualAmiibo> virtual_amiibo;
|
||||
std::shared_ptr<VirtualGamepad> virtual_gamepad;
|
||||
|
||||
std::shared_ptr<InputFactory> keyboard_factory;
|
||||
std::shared_ptr<InputFactory> mouse_factory;
|
||||
@ -347,6 +361,7 @@ struct InputSubsystem::Impl {
|
||||
std::shared_ptr<InputFactory> tas_input_factory;
|
||||
std::shared_ptr<InputFactory> camera_input_factory;
|
||||
std::shared_ptr<InputFactory> virtual_amiibo_input_factory;
|
||||
std::shared_ptr<InputFactory> virtual_gamepad_input_factory;
|
||||
|
||||
std::shared_ptr<OutputFactory> keyboard_output_factory;
|
||||
std::shared_ptr<OutputFactory> mouse_output_factory;
|
||||
@ -423,6 +438,14 @@ const VirtualAmiibo* InputSubsystem::GetVirtualAmiibo() const {
|
||||
return impl->virtual_amiibo.get();
|
||||
}
|
||||
|
||||
VirtualGamepad* InputSubsystem::GetVirtualGamepad() {
|
||||
return impl->virtual_gamepad.get();
|
||||
}
|
||||
|
||||
const VirtualGamepad* InputSubsystem::GetVirtualGamepad() const {
|
||||
return impl->virtual_gamepad.get();
|
||||
}
|
||||
|
||||
std::vector<Common::ParamPackage> InputSubsystem::GetInputDevices() const {
|
||||
return impl->GetInputDevices();
|
||||
}
|
||||
|
@ -34,6 +34,7 @@ class Keyboard;
|
||||
class Mouse;
|
||||
class TouchScreen;
|
||||
class VirtualAmiibo;
|
||||
class VirtualGamepad;
|
||||
struct MappingData;
|
||||
} // namespace InputCommon
|
||||
|
||||
@ -108,6 +109,12 @@ public:
|
||||
/// Retrieves the underlying virtual amiibo input device.
|
||||
[[nodiscard]] const VirtualAmiibo* GetVirtualAmiibo() const;
|
||||
|
||||
/// Retrieves the underlying virtual gamepad input device.
|
||||
[[nodiscard]] VirtualGamepad* GetVirtualGamepad();
|
||||
|
||||
/// Retrieves the underlying virtual gamepad input device.
|
||||
[[nodiscard]] const VirtualGamepad* GetVirtualGamepad() const;
|
||||
|
||||
/**
|
||||
* Returns all available input devices that this Factory can create a new device with.
|
||||
* Each returned ParamPackage should have a `display` field used for display, a `engine` field
|
||||
|
Loading…
Reference in New Issue
Block a user