xemu/ui/xemu-input.h
Fred Hallock 03f40b1d8e
ui: Support controller peripherals and XMU devices (#1315)
* Added XMU Settings to the Input Screen

* Added Peripherals to config

* Prevent overwriting existing XMUs

* Added blockdev.h to try to fix the MacOS build

* Fixed some issues that antangelo pointed out

* Moved the peripheralType and param vars into the loop

* Moved fatx.h and fatx.c to ui\thirdparty\fatx

* Added Validation for Peripheral Settings

* Fixed some nits that were pointed out

* don't pass NULL into xemu_settings_set_string

* Changes following Matt's recommendations

* Changes to XMU FilePicker

* XMU image auto-bind logic refactor

* renamed peripheralType to peripheral_type

* removed unnecessary calls to g_strdup_printf and g_free

* Cleaned up some comments, removed an unnecessary variable

* handle overwrite prompt in Windows

* Fixed some code format and style inconsistencies

* More formatting fixes

* Fixed a few memory leaks

* qemu_access: check for Read and Write access

* Run clang-format

* Remove unused xemu_new_xmu declaration

* Fix use after free in rebind code
2023-12-18 01:04:14 -05:00

141 lines
4.6 KiB
C

/*
* xemu Input Management
*
* This is the main input abstraction layer for xemu, which is basically just a
* wrapper around SDL2 GameController/Keyboard API to map specifically to an
* Xbox gamepad and support automatic binding, hotplugging, and removal at
* runtime.
*
* Copyright (C) 2020-2021 Matt Borgerson
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef XEMU_INPUT_H
#define XEMU_INPUT_H
#include <SDL2/SDL.h>
#include <stdbool.h>
#include "qemu/queue.h"
enum controller_state_buttons_mask {
CONTROLLER_BUTTON_A = (1 << 0),
CONTROLLER_BUTTON_B = (1 << 1),
CONTROLLER_BUTTON_X = (1 << 2),
CONTROLLER_BUTTON_Y = (1 << 3),
CONTROLLER_BUTTON_DPAD_LEFT = (1 << 4),
CONTROLLER_BUTTON_DPAD_UP = (1 << 5),
CONTROLLER_BUTTON_DPAD_RIGHT = (1 << 6),
CONTROLLER_BUTTON_DPAD_DOWN = (1 << 7),
CONTROLLER_BUTTON_BACK = (1 << 8),
CONTROLLER_BUTTON_START = (1 << 9),
CONTROLLER_BUTTON_WHITE = (1 << 10),
CONTROLLER_BUTTON_BLACK = (1 << 11),
CONTROLLER_BUTTON_LSTICK = (1 << 12),
CONTROLLER_BUTTON_RSTICK = (1 << 13),
CONTROLLER_BUTTON_GUIDE = (1 << 14), // Extension
};
#define CONTROLLER_STATE_BUTTON_ID_TO_MASK(x) (1<<x)
enum controller_state_axis_index {
CONTROLLER_AXIS_LTRIG,
CONTROLLER_AXIS_RTRIG,
CONTROLLER_AXIS_LSTICK_X,
CONTROLLER_AXIS_LSTICK_Y,
CONTROLLER_AXIS_RSTICK_X,
CONTROLLER_AXIS_RSTICK_Y,
CONTROLLER_AXIS__COUNT,
};
enum controller_input_device_type {
INPUT_DEVICE_SDL_KEYBOARD,
INPUT_DEVICE_SDL_GAMECONTROLLER,
};
enum peripheral_type { PERIPHERAL_NONE, PERIPHERAL_XMU, PERIPHERAL_TYPE_COUNT };
typedef struct XmuState {
const char *filename;
void *dev;
} XmuState;
typedef struct ControllerState {
QTAILQ_ENTRY(ControllerState) entry;
int64_t last_input_updated_ts;
int64_t last_rumble_updated_ts;
// Input state
uint16_t buttons;
int16_t axis[CONTROLLER_AXIS__COUNT];
// Rendering state hacked on here for convenience but needs to be moved (FIXME)
uint32_t animate_guide_button_end;
uint32_t animate_trigger_end;
// Rumble state
bool rumble_enabled;
uint16_t rumble_l, rumble_r;
enum controller_input_device_type type;
const char *name;
SDL_GameController *sdl_gamecontroller; // if type == INPUT_DEVICE_SDL_GAMECONTROLLER
SDL_Joystick *sdl_joystick;
SDL_JoystickID sdl_joystick_id;
SDL_JoystickGUID sdl_joystick_guid;
enum peripheral_type peripheral_types[2];
void *peripherals[2];
int bound; // Which port this input device is bound to
void *device; // DeviceState opaque
} ControllerState;
typedef QTAILQ_HEAD(, ControllerState) ControllerStateList;
extern ControllerStateList available_controllers;
extern ControllerState *bound_controllers[4];
#ifdef __cplusplus
extern "C" {
#endif
void xemu_input_init(void);
void xemu_input_process_sdl_events(const SDL_Event *event); // SDL_CONTROLLERDEVICEADDED, SDL_CONTROLLERDEVICEREMOVED
void xemu_input_update_controllers(void);
void xemu_input_update_controller(ControllerState *state);
void xemu_input_update_sdl_kbd_controller_state(ControllerState *state);
void xemu_input_update_sdl_controller_state(ControllerState *state);
void xemu_input_update_rumble(ControllerState *state);
ControllerState *xemu_input_get_bound(int index);
void xemu_input_bind(int index, ControllerState *state, int save);
bool xemu_input_bind_xmu(int player_index, int peripheral_port_index,
const char *filename, bool is_rebind);
void xemu_input_rebind_xmu(int port);
void xemu_input_unbind_xmu(int player_index, int peripheral_port_index);
int xemu_input_get_controller_default_bind_port(ControllerState *state, int start);
void xemu_save_peripheral_settings(int player_index, int peripheral_index,
int peripheral_type,
const char *peripheral_parameter);
void xemu_input_set_test_mode(int enabled);
int xemu_input_get_test_mode(void);
#ifdef __cplusplus
}
#endif
#endif