Files
SpeedBreakerProject--speedb…/runtime/hid/input.cpp
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2026-10-24 17:03:09 +00:00

1570 lines
70 KiB
C++

// SpeedBreaker runtime. GPL-3.0-or-later (see COPYING). See input.h.
// A steering wheel's own side of this is hid/wheel.cpp.
#include <stdafx.h>
#include "input.h"
#include "key_map.h"
#include "player_slots.h"
#include "rumble_note.h"
#include "wheel.h"
#include <cpu/guest_time.h>
#include <game/split_screen.h>
#include <kernel/function.h>
#include <ui/ui.h>
#include <user/settings.h>
#include <user/key_names.h>
#include <SDL3/SDL.h>
// key_map.h names XInput's bits as literals (it has no kernel header): keep
// them the bits the game reads.
static_assert(hid::keymap::button::DpadUp == XAMINPUT_GAMEPAD_DPAD_UP && hid::keymap::button::DpadDown == XAMINPUT_GAMEPAD_DPAD_DOWN &&
hid::keymap::button::DpadLeft == XAMINPUT_GAMEPAD_DPAD_LEFT && hid::keymap::button::DpadRight == XAMINPUT_GAMEPAD_DPAD_RIGHT &&
hid::keymap::button::Start == XAMINPUT_GAMEPAD_START && hid::keymap::button::Back == XAMINPUT_GAMEPAD_BACK &&
hid::keymap::button::LeftThumb == XAMINPUT_GAMEPAD_LEFT_THUMB && hid::keymap::button::RightThumb == XAMINPUT_GAMEPAD_RIGHT_THUMB &&
hid::keymap::button::LeftShoulder == XAMINPUT_GAMEPAD_LEFT_SHOULDER && hid::keymap::button::RightShoulder == XAMINPUT_GAMEPAD_RIGHT_SHOULDER &&
hid::keymap::button::A == XAMINPUT_GAMEPAD_A && hid::keymap::button::B == XAMINPUT_GAMEPAD_B &&
hid::keymap::button::X == XAMINPUT_GAMEPAD_X && hid::keymap::button::Y == XAMINPUT_GAMEPAD_Y,
"key_map.h's button bits are XInput's");
// The key codes of user/key_names.h are SDL's scancodes (USB HID usages);
// tests/key_names_test.cpp checks every row, this pins a few.
static_assert(settings::keynames::Code("a") == SDL_SCANCODE_A && settings::keynames::Code("keypad_1") == SDL_SCANCODE_KP_1 &&
settings::keynames::Code("right_alt") == SDL_SCANCODE_RALT && settings::keynames::Code("escape") == SDL_SCANCODE_ESCAPE);
namespace
{
constexpr uint32_t ERROR_SUCCESS = 0;
constexpr uint32_t ERROR_DEVICE_NOT_CONNECTED = 0x48F;
struct Pad
{
uint16_t buttons = 0;
uint8_t leftTrigger = 0, rightTrigger = 0;
int16_t lx = 0, ly = 0, rx = 0, ry = 0;
};
std::mutex s_mutex;
Pad s_pad; // latest sample (devices only)
bool s_deviceConnected = false; // a gamepad, or the keyboard of our window
uint32_t s_packet = 0;
uint16_t s_rumbleLow = 0, s_rumbleHigh = 0;
bool s_rumbleDirty = false;
SDL_Gamepad* s_gamepad = nullptr;
std::atomic<bool> s_blocked{ false };
// Split screen (game/split_screen.h, hid/player_slots.h): XInput users
// 1-3 are the other players' controllers. Under s_mutex, written by
// Update and by a controller's removal; [0] unused (user 0 is s_pad).
struct OtherUser
{
bool connected = false;
Pad pad;
uint32_t packet = 0;
Pad last; // the state packet counted last
uint16_t rumbleLow = 0, rumbleHigh = 0;
bool rumbleDirty = false;
bool told = false; // connected, as the game last saw it (logged when it changes)
};
OtherUser s_users[hid::PlayerSlots::kUsers];
// Main thread: the controllers other than s_gamepad, open only while the
// game is in split screen, and which player each is.
struct OtherPad
{
SDL_JoystickID id = 0;
SDL_Gamepad* gamepad = nullptr;
uint16_t latched = 0; // held when a menu closed (s_latchedButtons' rule)
int user = 0; // as last logged
};
std::vector<OtherPad> s_others;
hid::PlayerSlots s_slots;
// NFSMW_OTHER_PADS=always, a diagnostic: the other controllers are users
// 1-3 in single player too (what a second pad would do there).
const bool s_otherPadsAlways = [] {
const char* v = std::getenv("NFSMW_OTHER_PADS");
const bool always = v && strcmp(v, "always") == 0;
if (always)
fprintf(stderr, "[input] NFSMW_OTHER_PADS=always: other controllers are XInput users 1-3 outside split screen too\n");
return always;
}();
// NFSMW_TEST_SPLIT="35-45,60-70" (tests): the input side of split screen
// (other controllers as users 1-3, the notices) on over those seconds of
// guest time too, whatever the game says; the renderer is not affected.
std::vector<std::pair<double, double>> ParseTestSplit()
{
std::vector<std::pair<double, double>> ranges;
const char* v = std::getenv("NFSMW_TEST_SPLIT");
for (std::string_view rest = v ? v : ""; !rest.empty();)
{
const size_t comma = rest.find(',');
const std::string item(rest.substr(0, comma));
rest = comma == std::string_view::npos ? std::string_view() : rest.substr(comma + 1);
const size_t dash = item.find('-');
if (dash != std::string::npos)
ranges.push_back({ std::atof(item.c_str()), std::atof(item.c_str() + dash + 1) });
}
if (!ranges.empty())
fprintf(stderr, "[input] NFSMW_TEST_SPLIT: %zu ranges of input-side split screen\n", ranges.size());
return ranges;
}
const std::vector<std::pair<double, double>> s_testSplit = ParseTestSplit();
// Main thread: the notices for a player whose controller went in split
// screen (bit 0: player 1's, bits 1-3: users 1-3's), as shown now.
// The game itself only pauses under a bare PAUSE banner (X360_Pause.fng,
// the screen it also shows under the 360's Guide): on a 360 the console's
// own overlay asked for the controller. Its leftover ControllerUnplugged.fng
// ("Please reconnect the controller to controller port %d and press START
// to continue.") is never pushed. Player 1 keeps the keyboard, so the game
// never sees user 0 go: a notice only.
uint32_t s_noticesShown = 0;
bool s_p1Lost = false; // player 1's controller went in split screen, none since
std::string MissingNotice(int user)
{
if (user == 0)
return "Player 1's controller disconnected. Reconnect it, or play on with the keyboard.";
return "Player " + std::to_string(user + 1) + "'s controller disconnected. Reconnect it and press START.";
}
// SDL's buttons as XInput's.
const std::pair<SDL_GamepadButton, uint16_t> kButtonMap[] = {
{ SDL_GAMEPAD_BUTTON_SOUTH, XAMINPUT_GAMEPAD_A }, { SDL_GAMEPAD_BUTTON_EAST, XAMINPUT_GAMEPAD_B },
{ SDL_GAMEPAD_BUTTON_WEST, XAMINPUT_GAMEPAD_X }, { SDL_GAMEPAD_BUTTON_NORTH, XAMINPUT_GAMEPAD_Y },
{ SDL_GAMEPAD_BUTTON_BACK, XAMINPUT_GAMEPAD_BACK }, { SDL_GAMEPAD_BUTTON_START, XAMINPUT_GAMEPAD_START },
{ SDL_GAMEPAD_BUTTON_LEFT_STICK, XAMINPUT_GAMEPAD_LEFT_THUMB },
{ SDL_GAMEPAD_BUTTON_RIGHT_STICK, XAMINPUT_GAMEPAD_RIGHT_THUMB },
{ SDL_GAMEPAD_BUTTON_LEFT_SHOULDER, XAMINPUT_GAMEPAD_LEFT_SHOULDER },
{ SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER, XAMINPUT_GAMEPAD_RIGHT_SHOULDER },
{ SDL_GAMEPAD_BUTTON_DPAD_UP, XAMINPUT_GAMEPAD_DPAD_UP }, { SDL_GAMEPAD_BUTTON_DPAD_DOWN, XAMINPUT_GAMEPAD_DPAD_DOWN },
{ SDL_GAMEPAD_BUTTON_DPAD_LEFT, XAMINPUT_GAMEPAD_DPAD_LEFT }, { SDL_GAMEPAD_BUTTON_DPAD_RIGHT, XAMINPUT_GAMEPAD_DPAD_RIGHT },
};
// Main thread: buttons held when a menu closed, hidden from the game
// until each is released (the B, Start or A that closed it).
uint16_t s_latchedButtons = 0;
bool s_wasBlocked = false;
bool s_scriptSuppressed = false; // under s_mutex: no scripted input while a menu is open
std::chrono::steady_clock::time_point s_lastInput; // main thread: a control last in use (SecondsSinceInput)
bool s_inputSeen = false;
hid::wheelmap::WheelStill s_wheelStill; // main thread: a wheel's steering counts when it turns (wheel_map.h)
// The controller's Back is held back from the game until it's clear it
// isn't the start of the Back + Start settings chord: released (then
// replayed as a short tap), or held 250 ms without Start. Main thread.
// In guest time, so a suspension can't eat the replayed tap.
enum class BackState { Idle, Pending, Passing, Replay, Swallow };
BackState s_backState = BackState::Idle;
int64_t s_backSince = 0; // guest ns
bool PadBackForGame(bool back, bool start)
{
int64_t now = guesttime::NowNs();
switch (s_backState)
{
case BackState::Idle:
if (back)
{
s_backState = start ? BackState::Swallow : BackState::Pending;
s_backSince = now;
}
return false;
case BackState::Pending:
if (start)
{
s_backState = BackState::Swallow; // the chord: the UI has it
return false;
}
if (!back)
{
s_backState = BackState::Replay;
s_backSince = now;
return true;
}
if (now - s_backSince >= 250'000'000)
{
s_backState = BackState::Passing;
return true;
}
return false;
case BackState::Passing:
if (!back)
s_backState = BackState::Idle;
return back;
case BackState::Replay:
if (now - s_backSince < 100'000'000)
return true;
s_backState = BackState::Idle;
return false;
case BackState::Swallow:
if (!back && !start)
s_backState = BackState::Idle;
return false;
}
return false;
}
// A scripted input: buttons (or analog: RT/LT triggers, LL/LR/LU/LD left
// stick) held over [time, time + duration).
// `steps`: time and duration in world steps (the stepper's count, which
// restarts at each load) instead of seconds: "w6668~w7148:RT".
struct ScriptTap { double time; uint16_t buttons; int16_t lx, ly; double duration = 0.15; uint8_t lt = 0, rt = 0; bool steps = false; };
std::vector<ScriptTap> s_script;
// Guest ns at launch: the script and the virtual pad run on guest time,
// so a press due while the game is suspended comes after it instead of
// being lost.
const int64_t s_start = guesttime::NowNs();
double SecondsSinceLaunch()
{
return double(guesttime::NowNs() - s_start) / 1e9;
}
// NFSMW_INPUT_STEPS_AFTER=<s>: world-step taps ("w..." times) count from
// this many seconds after launch (past the load whose steps they count),
// so automated runs press at the same world step whatever the loads took
// (the A/B tests of game/hfr.h: a wall-clock press lands on another step
// when a load is shorter).
const double s_stepsAfter = [] { const char* v = std::getenv("NFSMW_INPUT_STEPS_AFTER"); return v ? std::atof(v) : 0.0; }();
// The world stepper's count (game/hfr.cpp, frame_time.cpp: [0x82A2CB6C] + 40); -1 without one.
double WorldSteps()
{
uint8_t* base = g_memory.base;
if (!base)
return -1;
const uint32_t stepper = PPC_LOAD_U32(0x82A2CB6C);
return stepper ? double(PPC_LOAD_U32(stepper + 40)) : -1.0;
}
int16_t ToShort(float v)
{
return int16_t(std::clamp(v * 32767.0f, -32768.0f, 32767.0f));
}
// Radial deadzone with rescale: |v| < dz -> 0, else (|v|-dz)/(1-dz).
void ApplyDeadzone(float& x, float& y, float dz)
{
float m = std::sqrt(x * x + y * y);
if (m <= dz)
{
x = y = 0.0f;
return;
}
float scaled = std::min(1.0f, (m - dz) / (1.0f - dz));
x = x / m * scaled;
y = y / m * scaled;
}
uint8_t Trigger(float v, float dz)
{
if (v <= dz)
return 0;
return uint8_t(std::clamp((v - dz) / (1.0f - dz), 0.0f, 1.0f) * 255.0f + 0.5f);
}
uint16_t ButtonByName(const std::string& n)
{
static const std::pair<const char*, uint16_t> names[] = {
{ "UP", XAMINPUT_GAMEPAD_DPAD_UP }, { "DOWN", XAMINPUT_GAMEPAD_DPAD_DOWN },
{ "LEFT", XAMINPUT_GAMEPAD_DPAD_LEFT }, { "RIGHT", XAMINPUT_GAMEPAD_DPAD_RIGHT },
{ "START", XAMINPUT_GAMEPAD_START }, { "BACK", XAMINPUT_GAMEPAD_BACK },
{ "LS", XAMINPUT_GAMEPAD_LEFT_THUMB }, { "RS", XAMINPUT_GAMEPAD_RIGHT_THUMB },
{ "LB", XAMINPUT_GAMEPAD_LEFT_SHOULDER }, { "RB", XAMINPUT_GAMEPAD_RIGHT_SHOULDER },
{ "A", XAMINPUT_GAMEPAD_A }, { "B", XAMINPUT_GAMEPAD_B }, { "X", XAMINPUT_GAMEPAD_X }, { "Y", XAMINPUT_GAMEPAD_Y },
};
for (auto& [name, bit] : names)
if (n == name)
return bit;
return 0;
}
void ParseScript()
{
const char* s = std::getenv("NFSMW_INPUT_SCRIPT");
if (!s)
return;
std::string all = s;
size_t pos = 0;
while (pos < all.size())
{
size_t end = all.find(',', pos);
std::string item = all.substr(pos, end == std::string::npos ? std::string::npos : end - pos);
pos = end == std::string::npos ? all.size() : end + 1;
size_t colon = item.find(':');
if (colon == std::string::npos)
continue;
// "sec:BUTTON", "from-to/step:BUTTON" (a tap every `step` s) or
// "from~to:BUTTON" (held).
std::string when = item.substr(0, colon);
std::string name = item.substr(colon + 1);
ScriptTap proto{ 0, ButtonByName(name), 0, 0 };
// World steps: "w<step>" (a tap of 9 steps) or "w<from>~w<to>" (held).
if (!when.empty() && when[0] == 'w')
{
proto.steps = true;
proto.duration = 9;
when.erase(std::remove(when.begin(), when.end(), 'w'), when.end());
}
if (name == "RT") proto.rt = 255;
else if (name == "LT") proto.lt = 255;
else if (name == "LL") proto.lx = -32767;
else if (name == "LR") proto.lx = 32767;
else if (name == "LU") proto.ly = 32767;
else if (name == "LD") proto.ly = -32767;
else if (proto.buttons == 0)
{
fprintf(stderr, "[input] script: unknown button in \"%s\"\n", item.c_str());
continue;
}
uint16_t button = proto.buttons;
if (size_t tilde = when.find('~'); tilde != std::string::npos)
{
ScriptTap hold = proto;
hold.time = std::atof(when.substr(0, tilde).c_str());
hold.duration = std::atof(when.substr(tilde + 1).c_str()) - hold.time;
s_script.push_back(hold);
continue;
}
size_t dash = when.find('-'), slash = when.find('/');
if (dash != std::string::npos && slash != std::string::npos && slash > dash)
{
double from = std::atof(when.substr(0, dash).c_str());
double to = std::atof(when.substr(dash + 1, slash - dash - 1).c_str());
double step = std::max(0.2, std::atof(when.substr(slash + 1).c_str()));
for (double t = from; t <= to; t += step)
{
ScriptTap tap = proto;
tap.time = t;
s_script.push_back(tap);
}
}
else
{
ScriptTap tap = proto;
tap.time = std::atof(when.c_str());
s_script.push_back(tap);
}
}
fprintf(stderr, "[input] script: %zu taps\n", s_script.size());
}
// Apply the scripted inputs active now on top of the device state.
void ApplyScript(Pad& p)
{
if (s_script.empty())
return;
double t = SecondsSinceLaunch();
const double steps = t >= s_stepsAfter ? WorldSteps() : -1.0;
// The first world-step tap that applies: a line saying when (checks the clock).
static bool said = false;
if (!said && steps >= 0)
for (const auto& tap : s_script)
if (tap.steps && steps >= tap.time && steps < tap.time + tap.duration)
{
said = true;
fprintf(stderr, "[input] script: first world-step tap (w%.0f) at world step %.0f, %.3f s after launch\n", tap.time, steps, t);
break;
}
for (const auto& tap : s_script)
if (tap.steps ? steps >= 0 && steps >= tap.time && steps < tap.time + tap.duration
: t >= tap.time && t < tap.time + tap.duration)
{
p.buttons |= tap.buttons;
p.leftTrigger = std::max(p.leftTrigger, tap.lt);
p.rightTrigger = std::max(p.rightTrigger, tap.rt);
if (tap.lx) p.lx = tap.lx;
if (tap.ly) p.ly = tap.ly;
}
}
const bool s_scriptParsed = (ParseScript(), true);
// NFSMW_VIRTUAL_PAD="2:LX=0.05,4:LX=0.2,6:RT=0.01": an SDL virtual
// controller, the only one opened, whose axes move to those values at
// seconds since launch (sticks LX/LY/RX/RY -1..1, up positive; triggers
// LT/RT 0..1) and hold them. Its buttons too: "5:BACK=1" holds one down,
// "5.2:BACK=0" lets it go, "6:DOWN" taps it (0.15 s); A B X Y BACK START
// LB RB LS RS and the D-pad's UP DOWN LEFT RIGHT. Being a real SDL
// controller, it drives the menus (Back + Start, the D-pad, A, B) as
// well as the game. A button changes once a frame at most, so a tap due
// whole within one long frame (a capture's stall) still shows a frame
// pressed. "12:SHOT" saves the next presented frame (ui::RequestShot), on
// the pad's clock. NFSMW_INPUT_SCRIPT feeds the game after the
// device path; this goes through it, so the deadzones and Vibration
// reach it as they would a real controller, for tests without one. Each
// step logs what the game then gets; the rumble the game asks for and
// the rumble the pad receives are logged.
// NFSMW_VIRTUAL_PAD_2 (and _3, _4), the same syntax: more virtual
// controllers, for split-screen tests (the other players' pads); with
// any of them set, only the virtual ones are opened. Two more steps for
// them: "40:DETACH" unplugs the pad (SDL removes it, as a real one
// going), "50:ATTACH" plugs it in again (a new SDL id).
struct PadStep { double time; SDL_GamepadAxis axis; float value; std::string text; int button = -1; bool down = false; };
constexpr int kShotStep = -2; // PadStep::button: a capture, not a button
constexpr int kDetachStep = -3; // unplug
constexpr int kAttachStep = -4; // plug in again
struct VirtualPad
{
std::vector<PadStep> steps;
size_t next = 0;
SDL_JoystickID id = 0; // 0: not attached
SDL_Joystick* joystick = nullptr;
int number = 1; // 1 = NFSMW_VIRTUAL_PAD
};
VirtualPad s_vpads[hid::PlayerSlots::kUsers];
bool s_virtualOnly = false; // a virtual pad was asked for: real controllers are left alone
bool SDLCALL VirtualPadRumble(void* userdata, Uint16 low, Uint16 high)
{
const int number = int(reinterpret_cast<intptr_t>(userdata));
if (number == 1)
fprintf(stderr, "[input] virtual pad: rumble low %u, high %u\n", unsigned(low), unsigned(high));
else
fprintf(stderr, "[input] virtual pad %d: rumble low %u, high %u\n", number, unsigned(low), unsigned(high));
return true;
}
bool IsVirtualPad(SDL_JoystickID id)
{
for (const VirtualPad& v : s_vpads)
if (v.id && v.id == id)
return true;
return false;
}
bool PlugVirtualPad(VirtualPad& vp)
{
const std::string name = vp.number == 1 ? "SpeedBreaker virtual pad" : "SpeedBreaker virtual pad " + std::to_string(vp.number);
SDL_VirtualJoystickDesc desc;
SDL_INIT_INTERFACE(&desc);
desc.type = SDL_JOYSTICK_TYPE_GAMEPAD;
desc.naxes = SDL_GAMEPAD_AXIS_COUNT;
desc.nbuttons = SDL_GAMEPAD_BUTTON_COUNT;
desc.name = name.c_str();
if (vp.number > 1)
desc.product_id = Uint16(vp.number); // its own SDL mapping, so its own name (pad 1's descriptor as before)
desc.Rumble = VirtualPadRumble;
desc.userdata = reinterpret_cast<void*>(intptr_t(vp.number));
vp.id = SDL_AttachVirtualJoystick(&desc);
vp.joystick = vp.id ? SDL_OpenJoystick(vp.id) : nullptr;
if (!vp.joystick)
{
fprintf(stderr, "[input] %s: no virtual controller: %s\n", vp.number == 1 ? "NFSMW_VIRTUAL_PAD" : name.c_str(), SDL_GetError());
if (vp.id)
SDL_DetachVirtualJoystick(vp.id);
vp.id = 0;
return false;
}
return true;
}
void ParseVirtualPad(const char* v, VirtualPad& vp)
{
static const std::pair<const char*, SDL_GamepadAxis> axes[] = {
{ "LX", SDL_GAMEPAD_AXIS_LEFTX }, { "LY", SDL_GAMEPAD_AXIS_LEFTY }, { "RX", SDL_GAMEPAD_AXIS_RIGHTX },
{ "RY", SDL_GAMEPAD_AXIS_RIGHTY }, { "LT", SDL_GAMEPAD_AXIS_LEFT_TRIGGER }, { "RT", SDL_GAMEPAD_AXIS_RIGHT_TRIGGER },
};
const char* var = vp.number == 1 ? "NFSMW_VIRTUAL_PAD" : vp.number == 2 ? "NFSMW_VIRTUAL_PAD_2" : vp.number == 3 ? "NFSMW_VIRTUAL_PAD_3" : "NFSMW_VIRTUAL_PAD_4";
for (std::string_view rest = v; !rest.empty();)
{
size_t comma = rest.find(',');
std::string item(rest.substr(0, comma));
rest = comma == std::string_view::npos ? std::string_view() : rest.substr(comma + 1);
size_t colon = item.find(':'), equals = item.find('=');
if (colon == std::string::npos || (equals != std::string::npos && equals < colon))
continue;
std::string name = item.substr(colon + 1, equals == std::string::npos ? std::string::npos : equals - colon - 1);
static const std::pair<const char*, SDL_GamepadButton> buttons[] = {
{ "A", SDL_GAMEPAD_BUTTON_SOUTH }, { "B", SDL_GAMEPAD_BUTTON_EAST }, { "X", SDL_GAMEPAD_BUTTON_WEST },
{ "Y", SDL_GAMEPAD_BUTTON_NORTH }, { "BACK", SDL_GAMEPAD_BUTTON_BACK }, { "START", SDL_GAMEPAD_BUTTON_START },
{ "LB", SDL_GAMEPAD_BUTTON_LEFT_SHOULDER }, { "RB", SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER },
{ "LS", SDL_GAMEPAD_BUTTON_LEFT_STICK }, { "RS", SDL_GAMEPAD_BUTTON_RIGHT_STICK },
{ "UP", SDL_GAMEPAD_BUTTON_DPAD_UP }, { "DOWN", SDL_GAMEPAD_BUTTON_DPAD_DOWN },
{ "LEFT", SDL_GAMEPAD_BUTTON_DPAD_LEFT }, { "RIGHT", SDL_GAMEPAD_BUTTON_DPAD_RIGHT },
};
if (name == "SHOT")
{
vp.steps.push_back({ std::atof(item.c_str()), SDL_GAMEPAD_AXIS_INVALID, 0.0f, name, kShotStep, false });
continue;
}
if (name == "DETACH" || name == "ATTACH")
{
vp.steps.push_back({ std::atof(item.c_str()), SDL_GAMEPAD_AXIS_INVALID, 0.0f, name, name == "DETACH" ? kDetachStep : kAttachStep, false });
continue;
}
bool found = false;
for (auto& [n, button] : buttons)
if (name == n)
{
const double at = std::atof(item.c_str());
if (equals == std::string::npos)
{
// A tap: down, and up again 0.15 s later.
vp.steps.push_back({ at, SDL_GAMEPAD_AXIS_INVALID, 0.0f, name + " down", int(button), true });
vp.steps.push_back({ at + 0.15, SDL_GAMEPAD_AXIS_INVALID, 0.0f, name + " up", int(button), false });
}
else
{
const bool down = std::atof(item.c_str() + equals + 1) != 0.0;
vp.steps.push_back({ at, SDL_GAMEPAD_AXIS_INVALID, 0.0f, name + (down ? " down" : " up"), int(button), down });
}
found = true;
}
if (found)
continue;
if (equals == std::string::npos)
{
fprintf(stderr, "[input] %s: unknown button in \"%s\"\n", var, item.c_str());
continue;
}
for (auto& [n, axis] : axes)
if (name == n)
{
vp.steps.push_back({ std::atof(item.c_str()), axis, float(std::atof(item.c_str() + equals + 1)), item.substr(colon + 1) });
found = true;
}
if (!found)
fprintf(stderr, "[input] %s: unknown axis in \"%s\"\n", var, item.c_str());
}
std::stable_sort(vp.steps.begin(), vp.steps.end(), [](const PadStep& a, const PadStep& b) { return a.time < b.time; });
}
void AttachVirtualPad()
{
static const char* const vars[] = { "NFSMW_VIRTUAL_PAD", "NFSMW_VIRTUAL_PAD_2", "NFSMW_VIRTUAL_PAD_3", "NFSMW_VIRTUAL_PAD_4" };
for (int n = 0; n < hid::PlayerSlots::kUsers; n++)
{
VirtualPad& vp = s_vpads[n];
vp.number = n + 1;
const char* v = std::getenv(vars[n]);
if (!v || !*v)
continue;
// A test's window rarely has the keyboard focus (on the Mac it's
// started from a shell behind other windows), and without it SDL
// drops stick and trigger changes: the pad kept its first value.
SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "1");
ParseVirtualPad(v, vp);
if (!PlugVirtualPad(vp))
continue;
s_virtualOnly = true;
if (n == 0)
fprintf(stderr, "[input] virtual pad attached, %zu steps\n", vp.steps.size());
else
fprintf(stderr, "[input] virtual pad %d attached, %zu steps\n", vp.number, vp.steps.size());
}
}
// Moves each virtual pad's axes and buttons due by now. taken[n]: pad
// n + 1's steps taken ("" if none).
void StepVirtualPads(std::string taken[hid::PlayerSlots::kUsers])
{
double t = SecondsSinceLaunch();
bool any = false;
for (int n = 0; n < hid::PlayerSlots::kUsers; n++)
{
VirtualPad& vp = s_vpads[n];
uint32_t changed = 0; // buttons changed this frame
for (; vp.next < vp.steps.size() && vp.steps[vp.next].time <= t; vp.next++)
{
const PadStep& step = vp.steps[vp.next];
if (step.button == kShotStep)
{
ui::RequestShot();
taken[n] += (taken[n].empty() ? "" : " ") + step.text;
continue;
}
if (step.button == kDetachStep || step.button == kAttachStep)
{
if (step.button == kDetachStep && vp.joystick)
{
SDL_CloseJoystick(vp.joystick);
vp.joystick = nullptr;
SDL_DetachVirtualJoystick(vp.id);
vp.id = 0;
}
else if (step.button == kAttachStep && !vp.joystick)
PlugVirtualPad(vp);
taken[n] += (taken[n].empty() ? "" : " ") + step.text;
any = true;
continue;
}
if (!vp.joystick)
continue; // unplugged: its steps pass
if (step.button >= 0)
{
if (changed & (1u << step.button))
break; // its next change waits a frame (the steps stay in order)
changed |= 1u << step.button;
SDL_SetJoystickVirtualButton(vp.joystick, step.button, step.down);
taken[n] += (taken[n].empty() ? "" : " ") + step.text;
any = true;
continue;
}
float value = step.value;
bool trigger = step.axis == SDL_GAMEPAD_AXIS_LEFT_TRIGGER || step.axis == SDL_GAMEPAD_AXIS_RIGHT_TRIGGER;
if (step.axis == SDL_GAMEPAD_AXIS_LEFTY || step.axis == SDL_GAMEPAD_AXIS_RIGHTY)
value = -value; // SDL: down is positive
// A virtual gamepad's triggers span the whole axis (-32768 is released).
float raw = trigger ? std::clamp(value, 0.0f, 1.0f) * 65535.0f - 32768.0f : std::clamp(value, -1.0f, 1.0f) * 32767.0f;
SDL_SetJoystickVirtualAxis(vp.joystick, int(step.axis), Sint16(std::lround(std::clamp(raw, -32768.0f, 32767.0f))));
taken[n] += (taken[n].empty() ? "" : " ") + step.text;
any = true;
}
}
if (any)
SDL_UpdateJoysticks(); // read back this frame
}
// The "no rumble over USB" note (hid/rumble_note.h): player 1's
// controller as SDL reaches it, judged by Update once the note can show.
struct RumbleNotePad
{
SDL_Gamepad* gamepad = nullptr; // pending for this pad; null when decided
char driver = 0;
hid::RumbleNote::Connection connection = hid::RumbleNote::Connection::Unknown;
uint16_t vendor = 0;
std::string name;
};
RumbleNotePad s_rumbleNotePad;
// Main thread, from Update: the note, shown or skipped, with a line
// either way; it waits (silently) for the UI, no other panel, and the
// controls idle 3 s (not mid-race), as the refresh-rate notice does.
void MaybeRumbleNote(bool vibration)
{
using Note = hid::RumbleNote;
RumbleNotePad& pad = s_rumbleNotePad;
if (!pad.gamepad)
return;
if (pad.gamepad != s_gamepad)
{
pad.gamepad = nullptr; // gone before it was judged (the next one is judged on its own)
return;
}
Note::Inputs in;
#if defined(__APPLE__) && !TARGET_OS_IOS
in.platform = Note::Platform::Mac;
#endif
in.driver = pad.driver;
in.connection = pad.connection;
in.vendor = pad.vendor;
in.name = pad.name;
in.vibration = vibration;
in.shownBefore = settings::RumbleNoteShown();
const Note::Decision d = Note::Decide(in);
if (!d.show)
{
pad.gamepad = nullptr;
fprintf(stderr, "[input] rumble note for %s: not shown: %s\n", pad.name.c_str(), d.reason);
return;
}
if (!ui::Ready() || ui::HasModal() || ui::SettingsOpen() || hid::SecondsSinceInput() < 3.0)
return;
if (!ui::ShowNotice(Note::kTitle, Note::kText, [](const char*) {
if (settings::RecordRumbleNote())
fprintf(stderr, "[input] rumble note: recorded in settings.toml (not shown again)\n");
}))
return;
pad.gamepad = nullptr;
fprintf(stderr, "[input] rumble note for %s: shown (%s)\n", pad.name.c_str(), d.reason);
}
void OpenFirstGamepad()
{
if (s_gamepad)
return;
if (s_virtualOnly)
{
// Only the test's pad: a real controller nearby must not rumble.
if (s_vpads[0].id)
s_gamepad = SDL_OpenGamepad(s_vpads[0].id);
if (s_gamepad)
fprintf(stderr, "[input] gamepad: %s\n", SDL_GetGamepadName(s_gamepad));
return;
}
int count = 0;
SDL_JoystickID* ids = SDL_GetGamepads(&count);
for (int i = 0; ids && i < count; i++)
{
// In split screen, never another player's controller (one that
// isn't a player yet may take over player 1's).
if (s_slots.UserOf(ids[i]) != 0)
continue;
// A wheel SDL happens to have a gamepad mapping for belongs to the
// wheel, not to this path: one device, one owner (hid/wheel.h).
if (hid::wheel::Owns(ids[i]))
continue;
auto other = std::find_if(s_others.begin(), s_others.end(), [&](const OtherPad& o) { return o.id == ids[i]; });
if (other != s_others.end())
{
s_gamepad = other->gamepad; // already open: player 1's now
s_others.erase(other);
s_slots.Remove(ids[i]);
}
else
s_gamepad = SDL_OpenGamepad(ids[i]);
if (s_gamepad)
{
// What it can do: a pad without motors takes rumble and ignores it.
SDL_PropertiesID props = SDL_GetGamepadProperties(s_gamepad);
// How SDL reaches it (a wired Xbox Series pad on a Mac takes no rumble while the
// same pad over Bluetooth does): the GUID's driver byte ('h' HIDAPI, 'm' Apple's GameController,
// 0 the system's HID), the connection and the device path.
SDL_GUID guid = SDL_GetJoystickGUID(SDL_GetGamepadJoystick(s_gamepad));
char guidText[33];
SDL_GUIDToString(guid, guidText, sizeof(guidText));
const char* path = SDL_GetGamepadPath(s_gamepad);
SDL_JoystickConnectionState conn = SDL_GetGamepadConnectionState(s_gamepad);
fprintf(stderr, "[input] gamepad: %s (rumble %s, trigger rumble %s; %s, driver '%c', guid %s, path %s)\n",
SDL_GetGamepadName(s_gamepad),
SDL_GetBooleanProperty(props, SDL_PROP_GAMEPAD_CAP_RUMBLE_BOOLEAN, false) ? "yes" : "no",
SDL_GetBooleanProperty(props, SDL_PROP_GAMEPAD_CAP_TRIGGER_RUMBLE_BOOLEAN, false) ? "yes" : "no",
conn == SDL_JOYSTICK_CONNECTION_WIRED ? "wired" : conn == SDL_JOYSTICK_CONNECTION_WIRELESS ? "wireless" : "connection unknown",
guid.data[14] ? char(guid.data[14]) : '0', guidText, path ? path : "none");
const char* name = SDL_GetGamepadName(s_gamepad);
s_rumbleNotePad = { s_gamepad, char(guid.data[14]),
conn == SDL_JOYSTICK_CONNECTION_WIRED ? hid::RumbleNote::Connection::Wired
: conn == SDL_JOYSTICK_CONNECTION_WIRELESS ? hid::RumbleNote::Connection::Wireless
: hid::RumbleNote::Connection::Unknown,
SDL_GetGamepadVendor(s_gamepad), name ? name : "" };
}
break;
}
SDL_free(ids);
}
// Split screen: open a controller as a possible other player (not player
// 1's, not one already open; with virtual pads, only theirs).
void OpenOtherPad(SDL_JoystickID id)
{
if (!id || hid::wheel::Owns(id) || (s_gamepad && SDL_GetGamepadID(s_gamepad) == id) || (s_virtualOnly && (!IsVirtualPad(id) || id == s_vpads[0].id)))
return;
if (std::any_of(s_others.begin(), s_others.end(), [&](const OtherPad& o) { return o.id == id; }))
return;
SDL_Gamepad* g = SDL_OpenGamepad(id);
if (!g)
{
fprintf(stderr, "[input] split screen: controller %u didn't open: %s\n", unsigned(id), SDL_GetError());
return;
}
s_others.push_back(OtherPad{ id, g });
SDL_PropertiesID props = SDL_GetGamepadProperties(g);
fprintf(stderr, "[input] split screen: %s open (rumble %s), a player once it's used\n", SDL_GetGamepadName(g),
SDL_GetBooleanProperty(props, SDL_PROP_GAMEPAD_CAP_RUMBLE_BOOLEAN, false) ? "yes" : "no");
}
void OpenOtherPads()
{
int count = 0;
SDL_JoystickID* ids = SDL_GetGamepads(&count);
for (int i = 0; ids && i < count; i++)
OpenOtherPad(ids[i]);
SDL_free(ids);
}
// A controller of s_others closed (removed, or split screen over): its
// user, if it was one, reads not connected from now on.
void CloseOtherPad(SDL_JoystickID id, const char* why)
{
auto it = std::find_if(s_others.begin(), s_others.end(), [&](const OtherPad& o) { return o.id == id; });
if (it == s_others.end())
return;
const std::string name = SDL_GetGamepadName(it->gamepad) ? SDL_GetGamepadName(it->gamepad) : "a controller";
SDL_RumbleGamepad(it->gamepad, 0, 0, 0);
SDL_CloseGamepad(it->gamepad);
s_others.erase(it);
const int user = s_slots.Remove(id);
if (user)
{
{
std::lock_guard lock(s_mutex);
s_users[user].connected = false;
s_users[user].pad = Pad{};
}
fprintf(stderr, "[input] player %d's controller (%s, XInput user %d) %s: the game sees it disconnected\n", user + 1,
name.c_str(), user, why);
}
}
void CloseOtherPads(const char* why)
{
while (!s_others.empty())
CloseOtherPad(s_others.back().id, why);
}
#if defined(__APPLE__) && TARGET_OS_IOS
// A phone or tablet has nothing to play the game with but a controller
// (or a keyboard attached to it, which counts as on desktop), and a
// player who has just installed it may not know. So a notice when there
// is none: once as the game starts (not over the installer, which a
// finger works), and again when the last one goes. Each waits a moment
// and looks again, so a controller that iOS reports a little late (a
// Bluetooth pad woken by its button after launch takes a few seconds),
// or one that drops out and straight back, brings up nothing; and one
// that turns up while the notice shows takes it down. Main thread;
// guest ns, 0: none due.
constexpr const char* kNeedsController = "The game needs a controller: an Xbox or PlayStation one over Bluetooth, or a Backbone.";
constexpr const char* kControllerGone = "Controller disconnected: the game needs one (Xbox or PlayStation over Bluetooth, or a Backbone).";
int64_t s_noControllerAt = 0;
const char* s_noControllerText = nullptr;
void NoControllerNoticeIn(int64_t ns, const char* text)
{
s_noControllerAt = guesttime::NowNs() + ns;
s_noControllerText = text;
}
void NoControllerNotice()
{
if (!s_noControllerAt || guesttime::NowNs() < s_noControllerAt)
return;
s_noControllerAt = 0;
// (NFSMW_INPUT_SCRIPT is the controller of an automated run.)
if (s_gamepad || hid::wheel::Playing() || SDL_HasKeyboard() || !s_script.empty())
return;
fprintf(stderr, "[input] no controller: %s\n", s_noControllerText);
ui::Toast(s_noControllerText, 10.0);
}
// Something to play with turned up: a notice still showing (or waiting
// its turn) no longer holds.
void WithdrawNoControllerNotice()
{
ui::WithdrawToast(kNeedsController);
ui::WithdrawToast(kControllerGone);
}
#endif
}
namespace
{
const bool s_inputLog = std::getenv("NFSMW_INPUT_LOG") != nullptr;
// NFSMW_INPUT_LOG=1: once a second, the left stick as the device reports
// it (last value and range over the second) and as the game receives it.
// A stick at rest must reach the game as exactly 0 (the drift check).
// The triggers too (a worn one that never reads 0 holds the brake).
void LogStick(float rawX, float rawY, float x, float y, float rawLt, float rawRt, uint8_t lt, uint8_t rt)
{
if (!s_inputLog)
return;
static float minX = 1, maxX = -1, minY = 1, maxY = -1;
static auto last = std::chrono::steady_clock::now();
minX = std::min(minX, rawX); maxX = std::max(maxX, rawX);
minY = std::min(minY, rawY); maxY = std::max(maxY, rawY);
auto now = std::chrono::steady_clock::now();
if (now - last < std::chrono::seconds(1))
return;
// ...and how long the controls have been idle (the refresh-rate notice waits for 3 s of it).
const double idle = s_inputSeen ? std::chrono::duration<double>(now - s_lastInput).count() : 0.0;
fprintf(stderr, "[input] left stick raw (%+.4f, %+.4f) range x[%+.4f, %+.4f] y[%+.4f, %+.4f] -> game (%d, %d); "
"triggers raw (%.3f, %.3f) -> game (%u, %u); idle %.1f s\n",
rawX, rawY, minX, maxX, minY, maxY, int(ToShort(x)), int(ToShort(y)), rawLt, rawRt, unsigned(lt), unsigned(rt), idle);
minX = minY = 1;
maxX = maxY = -1;
last = now;
}
}
namespace
{
// Split screen, once a frame from Update (main thread): the mode (the
// game's own predicate, hid/player_slots.h), the other controllers as
// XInput users 1-3, and their rumble. Outside split screen nothing is
// open and this returns at once: single player is v0.1.7's.
void UpdateOtherPlayers(bool blocked, bool menuClosed, float deadzone, float triggerDeadzone, bool vibration,
bool vibrationChanged, const std::string padTaken[hid::PlayerSlots::kUsers])
{
constexpr int kUsers = hid::PlayerSlots::kUsers;
const int64_t now = guesttime::NowNs();
const double t = SecondsSinceLaunch();
const bool testSplit = std::any_of(s_testSplit.begin(), s_testSplit.end(), [&](const auto& r) { return t >= r.first && t < r.second; });
const bool said = game::split_screen::Enabled() && (s_otherPadsAlways || testSplit || game::split_screen::GameSaysSplit());
const bool split = s_slots.NoteSplit(said, now);
if (s_slots.Changed())
{
if (split)
{
OpenOtherPads();
fprintf(stderr, "[input] split screen%s: player 1 is the keyboard and %s; another controller is player 2 once it's "
"used (%zu other open)\n",
s_otherPadsAlways ? " (NFSMW_OTHER_PADS=always)" : " on (the game's Quick Race > Split Screen)",
s_gamepad && SDL_GetGamepadName(s_gamepad) ? SDL_GetGamepadName(s_gamepad) : "no controller", s_others.size());
}
else
{
CloseOtherPads("closed: split screen is over");
{
// (The players were forgotten before their pads closed:
// every user reads not connected from here, explicitly.)
std::lock_guard lock(s_mutex);
for (int u = 1; u < kUsers; u++)
{
s_users[u].connected = false;
s_users[u].pad = Pad{};
s_users[u].rumbleLow = s_users[u].rumbleHigh = 0;
}
}
fprintf(stderr, "[input] split screen off: one controller again (XInput users 1-3 not connected)\n");
}
}
// The notices: a player whose controller went (split screen only),
// up until a controller takes its place again.
if (s_gamepad || !split)
s_p1Lost = false;
uint32_t wanted = s_p1Lost ? 1u : 0u;
for (int u = 1; u < kUsers; u++)
if (s_slots.Missing(u))
wanted |= 1u << u;
for (int u = 0; u < kUsers; u++)
{
const uint32_t bit = 1u << u;
if ((wanted & bit) == (s_noticesShown & bit))
continue;
const std::string text = MissingNotice(u);
if (wanted & bit)
{
ui::Toast(text, 24.0 * 3600.0); // until withdrawn
fprintf(stderr, "[input] notice shown: %s\n", text.c_str());
}
else
{
ui::WithdrawToast(text);
fprintf(stderr, "[input] notice withdrawn (player %d %s): %s\n", u + 1,
split ? "is back" : "gone with split screen", text.c_str());
}
}
s_noticesShown = wanted;
for (int n = 1; n < kUsers; n++)
if (!padTaken[n].empty() && std::none_of(s_others.begin(), s_others.end(), [&](const OtherPad& o) { return o.id == s_vpads[n].id; }))
fprintf(stderr, "[input] virtual pad %d %s (%s)\n", n + 1, padTaken[n].c_str(),
!s_vpads[n].id ? "unplugged" : split ? "not open" : "not open: not split screen");
if (!split && s_others.empty())
return;
Pad staged[kUsers];
for (OtherPad& o : s_others)
{
Pad p;
for (auto& [button, bit] : kButtonMap)
if (SDL_GetGamepadButton(o.gamepad, button))
p.buttons |= bit; // (Back straight through: our menu's chord is player 1's)
auto axis = [&](SDL_GamepadAxis a) { return float(SDL_GetGamepadAxis(o.gamepad, a)) / 32767.0f; };
float lx = axis(SDL_GAMEPAD_AXIS_LEFTX), ly = -axis(SDL_GAMEPAD_AXIS_LEFTY); // XInput: up is positive
float rx = axis(SDL_GAMEPAD_AXIS_RIGHTX), ry = -axis(SDL_GAMEPAD_AXIS_RIGHTY);
const float lt = axis(SDL_GAMEPAD_AXIS_LEFT_TRIGGER), rt = axis(SDL_GAMEPAD_AXIS_RIGHT_TRIGGER);
ApplyDeadzone(lx, ly, deadzone);
ApplyDeadzone(rx, ry, deadzone);
p.lx = ToShort(lx);
p.ly = ToShort(ly);
p.rx = ToShort(rx);
p.ry = ToShort(ry);
p.leftTrigger = Trigger(lt, triggerDeadzone);
p.rightTrigger = Trigger(rt, triggerDeadzone);
const int user = s_slots.NoteInput(o.id, p.buttons, lt > 0.5f || rt > 0.5f, now);
if (user != o.user)
{
fprintf(stderr, "[input] player %d: %s is XInput user %d\n", user + 1,
SDL_GetGamepadName(o.gamepad) ? SDL_GetGamepadName(o.gamepad) : "a controller", user);
SDL_SetGamepadPlayerIndex(o.gamepad, user); // a DualSense's player lights
o.user = user;
}
if (user && (p.buttons || p.leftTrigger || p.rightTrigger || p.lx || p.ly || p.rx || p.ry))
{
s_lastInput = std::chrono::steady_clock::now();
s_inputSeen = true;
}
// A menu of ours open: the game sees idle pads, and after it
// closes each button held stays hidden until released (Update's
// rule for player 1).
if (menuClosed)
o.latched = p.buttons;
o.latched &= p.buttons;
if (blocked)
p = Pad{};
else
p.buttons &= ~o.latched;
if (user && s_slots.Arriving(user, now))
p = Pad{};
else if (user && !blocked)
p.buttons = s_slots.Shown(user, p.buttons, now); // (the press that made it a player, replayed whole)
if (user)
staged[user] = p;
for (int n = 1; n < kUsers; n++)
if (!padTaken[n].empty() && s_vpads[n].id == o.id)
fprintf(stderr, "[input] virtual pad %d %s: %s%s, the game gets buttons %04X, left stick (%d, %d), triggers (%u, %u)%s\n",
n + 1, padTaken[n].c_str(), user ? "XInput user " : "not a player yet", user ? std::to_string(user).c_str() : "",
unsigned(p.buttons), int(p.lx), int(p.ly), unsigned(p.leftTrigger), unsigned(p.rightTrigger),
blocked ? " (a menu is open)" : user && s_slots.Arriving(user, now) ? " (arriving: idle for now)" : "");
}
uint16_t low[kUsers] = {}, high[kUsers] = {};
bool dirty[kUsers] = {};
{
std::lock_guard lock(s_mutex);
for (int u = 1; u < kUsers; u++)
{
OtherUser& ou = s_users[u];
ou.connected = s_slots.Connected(u);
ou.pad = ou.connected ? staged[u] : Pad{};
if (!ou.connected)
ou.rumbleLow = ou.rumbleHigh = 0; // the next player's starts still
dirty[u] = ou.rumbleDirty || vibrationChanged;
ou.rumbleDirty = false;
low[u] = ou.rumbleLow;
high[u] = ou.rumbleHigh;
}
}
for (OtherPad& o : s_others)
if (o.user && dirty[o.user])
{
const uint16_t l = vibration ? low[o.user] : 0, h = vibration ? high[o.user] : 0;
if (s_virtualOnly)
{
static uint64_t logged[kUsers] = { ~0ull, ~0ull, ~0ull, ~0ull };
const uint64_t key = uint64_t(low[o.user]) << 17 | uint64_t(high[o.user]) << 1 | (vibration ? 1u : 0u);
if (key != logged[o.user])
{
logged[o.user] = key;
fprintf(stderr, "[input] rumble: user %d: game low %u, high %u; Vibration %s\n", o.user, unsigned(low[o.user]),
unsigned(high[o.user]), vibration ? "on" : "off (the controller gets 0)");
}
}
SDL_RumbleGamepad(o.gamepad, l, h, l || h ? 5000 : 0);
}
}
}
namespace hid
{
void Initialize()
{
if (!SDL_InitSubSystem(SDL_INIT_GAMEPAD))
fprintf(stderr, "[input] SDL gamepad init failed: %s\n", SDL_GetError());
fprintf(stderr, "[input] stick deadzone %.2f, trigger deadzone %.2f\n", settings::GetFloat(settings::Id::StickDeadzone),
settings::GetFloat(settings::Id::TriggerDeadzone));
AttachVirtualPad();
// A steering wheel (hid/wheel.h), unless this run has the test's
// own controller: then that is the only device.
if (!s_virtualOnly)
wheel::Initialize();
OpenFirstGamepad();
std::lock_guard lock(s_mutex);
s_deviceConnected = true; // the keyboard always counts as controller 0
}
void NoteGameStarting()
{
#if defined(__APPLE__) && TARGET_OS_IOS
NoControllerNoticeIn(5'000'000'000, kNeedsController);
#endif
}
void HandleEvent(const SDL_Event& e)
{
wheel::HandleEvent(e); // a wheel coming or going
if (e.type == SDL_EVENT_GAMEPAD_ADDED)
{
OpenFirstGamepad();
if (s_slots.Split())
OpenOtherPad(e.gdevice.which); // (unless it just became player 1's)
#if defined(__APPLE__) && TARGET_OS_IOS
if (s_gamepad || wheel::Playing())
WithdrawNoControllerNotice();
#endif
}
else if (e.type == SDL_EVENT_GAMEPAD_REMOVED && s_gamepad && e.gdevice.which == SDL_GetGamepadID(s_gamepad))
{
SDL_CloseGamepad(s_gamepad);
s_gamepad = nullptr;
fprintf(stderr, "[input] gamepad removed\n");
OpenFirstGamepad();
if (!s_gamepad && s_slots.Split())
s_p1Lost = true; // (Update's notices)
#if defined(__APPLE__) && TARGET_OS_IOS
if (!s_gamepad && !wheel::Playing())
NoControllerNoticeIn(1'000'000'000, kControllerGone);
#endif
}
else if (e.type == SDL_EVENT_GAMEPAD_REMOVED)
CloseOtherPad(e.gdevice.which, "removed"); // (split screen: another player's)
#if defined(__APPLE__) && TARGET_OS_IOS
else if (e.type == SDL_EVENT_KEYBOARD_ADDED)
WithdrawNoControllerNotice(); // (a keyboard counts as a controller here)
#endif
}
void Shutdown()
{
wheel::Shutdown();
if (s_gamepad)
{
SDL_RumbleGamepad(s_gamepad, 0, 0, 0);
SDL_CloseGamepad(s_gamepad);
s_gamepad = nullptr;
}
for (OtherPad& o : s_others)
{
SDL_RumbleGamepad(o.gamepad, 0, 0, 0);
SDL_CloseGamepad(o.gamepad);
}
s_others.clear();
}
bool IsOtherPlayersPad(SDL_JoystickID id)
{
return s_slots.UserOf(id) != 0;
}
void Suspend()
{
// Update sends a rumble for 5 s at a time and doesn't run meanwhile:
// stop it now rather than buzz on for a game that stands still.
if (s_gamepad)
SDL_RumbleGamepad(s_gamepad, 0, 0, 0);
for (OtherPad& o : s_others)
SDL_RumbleGamepad(o.gamepad, 0, 0, 0);
wheel::Suspend();
}
void Resume()
{
// The next Update sends the game's last request again, as the
// Vibration setting allows.
std::lock_guard lock(s_mutex);
s_rumbleDirty = true;
for (OtherUser& ou : s_users)
ou.rumbleDirty = true;
}
double SecondsSinceInput()
{
if (!s_inputSeen)
return 0.0;
return std::chrono::duration<double>(std::chrono::steady_clock::now() - s_lastInput).count();
}
void SetBlocked(bool blocked)
{
s_blocked.store(blocked, std::memory_order_relaxed);
}
void Update()
{
#if defined(__APPLE__) && TARGET_OS_IOS
NoControllerNotice();
#endif
Pad p;
float lx = 0, ly = 0, rx = 0, ry = 0, lt = 0, rt = 0;
bool padBack = false; // the controller's Back, as the device reports it
float rawX = 0, rawY = 0; // the left stick before its deadzone (NFSMW_INPUT_LOG)
std::string padTaken[hid::PlayerSlots::kUsers];
StepVirtualPads(padTaken);
const std::string& padSteps = padTaken[0];
const float deadzone = settings::GetFloat(settings::Id::StickDeadzone);
const float triggerDeadzone = settings::GetFloat(settings::Id::TriggerDeadzone);
// A steering wheel first, while one is plugged in and Settings >
// Wheel has it on: it brings its own steering curve and its pedals
// their own calibration (hid/wheel_map.h), so the stick's radial
// deadzone has nothing to do here. Its paddles push the right stick
// up and down, which is how the game shifts gears.
wheel::Reading wheelRead;
const bool onWheel = wheel::Sample(wheelRead);
bool lxFromWheel = onWheel; // ...unless the keyboard sets it below
if (onWheel)
{
p.buttons = uint16_t(wheelRead.buttons & ~uint16_t(XAMINPUT_GAMEPAD_BACK));
padBack = wheelRead.back;
if (PadBackForGame(padBack, wheelRead.start))
p.buttons |= XAMINPUT_GAMEPAD_BACK;
lx = wheelRead.stick; // past the game's own steering deadzone (wheel_map.h)
ry = float(wheelRead.rightY) / 32767.0f;
lt = wheelRead.brake;
rt = wheelRead.throttle;
rawX = wheelRead.steer; // NFSMW_INPUT_LOG: the wheel's steering, then the stick the game gets
rawY = ly;
}
else if (s_gamepad)
{
for (auto& [button, bit] : kButtonMap)
if (bit != XAMINPUT_GAMEPAD_BACK && SDL_GetGamepadButton(s_gamepad, button))
p.buttons |= bit;
padBack = SDL_GetGamepadButton(s_gamepad, SDL_GAMEPAD_BUTTON_BACK);
if (PadBackForGame(padBack, SDL_GetGamepadButton(s_gamepad, SDL_GAMEPAD_BUTTON_START)))
p.buttons |= XAMINPUT_GAMEPAD_BACK;
auto axis = [](SDL_Gamepad* g, SDL_GamepadAxis a) { return float(SDL_GetGamepadAxis(g, a)) / 32767.0f; };
lx = axis(s_gamepad, SDL_GAMEPAD_AXIS_LEFTX);
ly = -axis(s_gamepad, SDL_GAMEPAD_AXIS_LEFTY); // XInput: up is positive
rx = axis(s_gamepad, SDL_GAMEPAD_AXIS_RIGHTX);
ry = -axis(s_gamepad, SDL_GAMEPAD_AXIS_RIGHTY);
lt = axis(s_gamepad, SDL_GAMEPAD_AXIS_LEFT_TRIGGER);
rt = axis(s_gamepad, SDL_GAMEPAD_AXIS_RIGHT_TRIGGER);
rawX = lx;
rawY = ly;
ApplyDeadzone(lx, ly, deadzone);
ApplyDeadzone(rx, ry, deadzone);
}
const float rawLt = lt, rawRt = rt;
// Keyboard (digital; replaces the controller's value for what it
// touches): each control's key is Settings > Controls (the Key
// options), resolved by key_map.h. A key is a scancode SDL's state
// array is indexed by; an out-of-range value (a hand edit beat
// Load's checks) counts as not held.
if (const bool* k = SDL_GetKeyboardState(nullptr))
{
bool pressed[keymap::kControls] = {};
auto down = [&](settings::Id id) {
int code = settings::GetInt(id); // 0: no key
return code > 0 && code < SDL_SCANCODE_COUNT && k[code];
};
for (size_t i = 0; i < keymap::kControls; i++)
pressed[i] = down(keymap::kEntries[i].id) || down(keymap::kEntries[i].id2);
keymap::Resolved r = keymap::Resolve(pressed);
p.buttons |= r.buttons;
if (r.rightTrigger)
rt = 1.0f;
if (r.leftTrigger)
lt = 1.0f;
float* axes[size_t(keymap::Axis::Count)] = { &lx, &ly, &rx, &ry }; // Axis order: LX, LY, RX, RY
for (size_t a = 0; a < size_t(keymap::Axis::Count); a++)
if (r.axisSet[a])
*axes[a] = r.axis[a];
if (r.axisSet[size_t(keymap::Axis::LX)])
lxFromWheel = false;
}
p.lx = ToShort(lx);
p.ly = ToShort(ly);
p.rx = ToShort(rx);
p.ry = ToShort(ry);
p.leftTrigger = Trigger(lt, triggerDeadzone);
p.rightTrigger = Trigger(rt, triggerDeadzone);
if (s_gamepad || onWheel)
LogStick(rawX, rawY, lx, ly, rawLt, rawRt, p.leftTrigger, p.rightTrigger);
if (!padSteps.empty())
fprintf(stderr, "[input] virtual pad %s: left stick raw (%+.4f, %+.4f) -> game (%d, %d), right (%d, %d); "
"triggers raw (%.3f, %.3f) -> game (%u, %u); deadzones: stick %.2f, trigger %.2f%s\n",
padSteps.c_str(), rawX, rawY, int(p.lx), int(p.ly), int(p.rx), int(p.ry), rawLt, rawRt,
unsigned(p.leftTrigger), unsigned(p.rightTrigger), deadzone, triggerDeadzone,
s_blocked.load(std::memory_order_relaxed) ? " (a menu is open: the game sees an idle pad)" : "");
// The last time anything was pressed or moved, the script's taps
// included (SecondsSinceInput).
{
Pad scripted = p;
ApplyScript(scripted);
// A wheel's steering counts when it turns, not for resting a little
// off its centre: without a deadzone it is rarely exactly 0, and the
// controls never read idle with a wheel plugged in.
const bool wheelTurned = onWheel && s_wheelStill.Turned(wheelRead.steer);
if (lxFromWheel && !wheelTurned && scripted.lx == p.lx)
scripted.lx = 0;
if (scripted.buttons || scripted.leftTrigger || scripted.rightTrigger || scripted.lx || scripted.ly || scripted.rx ||
scripted.ry || !s_inputSeen)
{
s_lastInput = std::chrono::steady_clock::now();
s_inputSeen = true;
}
}
// While a menu has the input the game sees an idle pad; after it
// closes, each button still held stays hidden until released, so the
// press that closed the menu (B, Start, Esc) doesn't reach the game.
bool blocked = s_blocked.load(std::memory_order_relaxed);
const bool menuClosed = s_wasBlocked && !blocked;
if (s_wasBlocked && !blocked)
s_latchedButtons = p.buttons;
// A Back pressed in the menu (or the one that closed it) is never replayed.
if ((blocked || s_wasBlocked) && padBack)
s_backState = BackState::Swallow;
if (blocked != s_wasBlocked)
wheel::NoteMenu(blocked); // a wheel's state in the log at every menu (nothing without one)
s_wasBlocked = blocked;
s_latchedButtons &= p.buttons;
if (blocked)
p = Pad{};
else
p.buttons &= ~s_latchedButtons;
uint16_t low, high;
bool rumble;
{
std::lock_guard lock(s_mutex);
s_pad = p;
s_scriptSuppressed = blocked;
rumble = s_rumbleDirty;
s_rumbleDirty = false;
low = s_rumbleLow;
high = s_rumbleHigh;
}
static bool vibration = true;
bool vibrationChanged = false;
if (bool on = settings::GetBool(settings::Id::Vibration); on != vibration)
{
vibration = on;
rumble = true; // stop (or restart) a rumble under way
vibrationChanged = true;
}
if (rumble && s_vpads[0].joystick)
{
// What the game asked for and what the controller gets, on
// change. Only with the test's pad: while driving the game
// changes its request every frame, which would be a line a frame
// in a player's last-run.log (speedbreaker.sh sets NFSMW_INPUT_LOG).
static uint64_t logged = ~0ull;
uint64_t now = uint64_t(low) << 17 | uint64_t(high) << 1 | (vibration ? 1u : 0u);
if (now != logged)
{
logged = now;
fprintf(stderr, "[input] rumble: game low %u, high %u; Vibration %s%s\n", unsigned(low), unsigned(high),
vibration ? "on" : "off (the controller gets 0)", s_gamepad ? "" : "; no controller");
}
}
MaybeRumbleNote(vibration);
if (!vibration)
low = high = 0;
if (rumble && s_gamepad && !SDL_RumbleGamepad(s_gamepad, low, high, low || high ? 5000 : 0))
{
// A pad that says it has motors but refuses them: once per session, with SDL's reason.
static bool told = false;
if (!told)
{
told = true;
fprintf(stderr, "[input] rumble refused by %s: %s\n", SDL_GetGamepadName(s_gamepad), SDL_GetError());
}
}
// The wheel's own force feedback: every frame, since Settings >
// Wheel > Force Feedback and Centering Force can change under it
// without the game asking for anything new.
wheel::Rumble(low, high, vibration);
wheel::Update();
UpdateOtherPlayers(blocked, menuClosed, deadzone, triggerDeadzone, vibration, vibrationChanged, padTaken);
}
}
namespace
{
// The pad as the game sees it: devices plus scripted taps. Caller holds s_mutex.
Pad CurrentPadLocked()
{
Pad p = s_pad;
if (!s_scriptSuppressed)
ApplyScript(p);
return p;
}
// Keystrokes (XamInputGetKeystroke[Ex]): edges of buttons, triggers and
// stick directions as XInput VK_PAD_* codes, with auto-repeat for the
// navigation keys, generated on demand from the same state as GetState.
struct KeyDef { uint16_t vk; bool repeats; bool (*down)(const Pad&); };
const KeyDef kKeys[] = {
{ 0x5800, false, [](const Pad& p) { return (p.buttons & XAMINPUT_GAMEPAD_A) != 0; } },
{ 0x5801, false, [](const Pad& p) { return (p.buttons & XAMINPUT_GAMEPAD_B) != 0; } },
{ 0x5802, false, [](const Pad& p) { return (p.buttons & XAMINPUT_GAMEPAD_X) != 0; } },
{ 0x5803, false, [](const Pad& p) { return (p.buttons & XAMINPUT_GAMEPAD_Y) != 0; } },
{ 0x5804, false, [](const Pad& p) { return (p.buttons & XAMINPUT_GAMEPAD_RIGHT_SHOULDER) != 0; } },
{ 0x5805, false, [](const Pad& p) { return (p.buttons & XAMINPUT_GAMEPAD_LEFT_SHOULDER) != 0; } },
{ 0x5806, false, [](const Pad& p) { return p.leftTrigger > 30; } },
{ 0x5807, false, [](const Pad& p) { return p.rightTrigger > 30; } },
{ 0x5810, true, [](const Pad& p) { return (p.buttons & XAMINPUT_GAMEPAD_DPAD_UP) != 0; } },
{ 0x5811, true, [](const Pad& p) { return (p.buttons & XAMINPUT_GAMEPAD_DPAD_DOWN) != 0; } },
{ 0x5812, true, [](const Pad& p) { return (p.buttons & XAMINPUT_GAMEPAD_DPAD_LEFT) != 0; } },
{ 0x5813, true, [](const Pad& p) { return (p.buttons & XAMINPUT_GAMEPAD_DPAD_RIGHT) != 0; } },
{ 0x5814, false, [](const Pad& p) { return (p.buttons & XAMINPUT_GAMEPAD_START) != 0; } },
{ 0x5815, false, [](const Pad& p) { return (p.buttons & XAMINPUT_GAMEPAD_BACK) != 0; } },
{ 0x5816, false, [](const Pad& p) { return (p.buttons & XAMINPUT_GAMEPAD_LEFT_THUMB) != 0; } },
{ 0x5817, false, [](const Pad& p) { return (p.buttons & XAMINPUT_GAMEPAD_RIGHT_THUMB) != 0; } },
{ 0x5820, true, [](const Pad& p) { return p.ly > 16384; } },
{ 0x5821, true, [](const Pad& p) { return p.ly < -16384; } },
{ 0x5822, true, [](const Pad& p) { return p.lx > 16384; } },
{ 0x5823, true, [](const Pad& p) { return p.lx < -16384; } },
{ 0x5830, true, [](const Pad& p) { return p.ry > 16384; } },
{ 0x5831, true, [](const Pad& p) { return p.ry < -16384; } },
{ 0x5832, true, [](const Pad& p) { return p.rx > 16384; } },
{ 0x5833, true, [](const Pad& p) { return p.rx < -16384; } },
};
constexpr size_t kKeyCount = sizeof(kKeys) / sizeof(kKeys[0]);
bool s_keyDown[kKeyCount] = {};
// Guest ns: a key held through a suspension doesn't repeat as soon as it's back.
int64_t s_keyRepeatAt[kKeyCount] = {};
struct Keystroke
{
be<uint16_t> virtualKey;
be<uint16_t> unicode;
be<uint16_t> flags; // 1 key down, 2 key up, 4 repeat
uint8_t userIndex;
uint8_t hidCode;
};
static_assert(sizeof(Keystroke) == 8);
constexpr uint32_t ERROR_EMPTY = 0x10D2;
uint32_t NextKeystroke(Keystroke* out)
{
std::lock_guard lock(s_mutex);
if (!(s_deviceConnected || !s_script.empty()))
return ERROR_DEVICE_NOT_CONNECTED;
Pad p = CurrentPadLocked();
int64_t now = guesttime::NowNs();
auto emit = [&](size_t i, uint16_t flags) {
out->virtualKey = kKeys[i].vk;
out->unicode = 0;
out->flags = flags;
out->userIndex = 0;
out->hidCode = 0;
return ERROR_SUCCESS;
};
for (size_t i = 0; i < kKeyCount; i++)
{
bool down = kKeys[i].down(p);
if (down != s_keyDown[i])
{
s_keyDown[i] = down;
s_keyRepeatAt[i] = now + 400'000'000;
return emit(i, down ? 1 : 2);
}
}
for (size_t i = 0; i < kKeyCount; i++)
if (s_keyDown[i] && kKeys[i].repeats && now >= s_keyRepeatAt[i])
{
s_keyRepeatAt[i] = now + 100'000'000;
return emit(i, 1 | 4);
}
return ERROR_EMPTY;
}
}
// Users 1-3: the other players' controllers, connected only in split screen
// (hid/player_slots.h); user 0 and 0xFF ("any"): player 1, as before.
namespace
{
bool OtherUserConnected(uint32_t userIndex)
{
std::lock_guard lock(s_mutex);
return s_users[userIndex].connected;
}
}
uint32_t XamInputGetCapabilities(uint32_t userIndex, uint32_t flags, XAMINPUT_CAPABILITIES* caps)
{
bool scripted = !s_script.empty();
if (userIndex >= 1 && userIndex < uint32_t(hid::PlayerSlots::kUsers))
{
if (!OtherUserConnected(userIndex))
return ERROR_DEVICE_NOT_CONNECTED;
}
else
{
std::lock_guard lock(s_mutex);
if ((userIndex != 0 && userIndex != 0xFF) || !(s_deviceConnected || scripted))
return ERROR_DEVICE_NOT_CONNECTED;
}
memset(caps, 0, sizeof(*caps));
caps->Type = XAMINPUT_DEVTYPE_GAMEPAD;
caps->SubType = XAMINPUT_DEVSUBTYPE_GAMEPAD;
caps->Gamepad.wButtons = ByteSwap(uint16_t(0xF3FF));
caps->Gamepad.bLeftTrigger = 0xFF;
caps->Gamepad.bRightTrigger = 0xFF;
for (int16_t* v : { &caps->Gamepad.sThumbLX, &caps->Gamepad.sThumbLY, &caps->Gamepad.sThumbRX, &caps->Gamepad.sThumbRY })
*v = ByteSwap(int16_t(0xFFC0));
caps->Vibration.wLeftMotorSpeed = 0xFFFF;
caps->Vibration.wRightMotorSpeed = 0xFFFF;
return ERROR_SUCCESS;
}
uint32_t XamInputGetState(uint32_t userIndex, uint32_t flags, XAMINPUT_STATE* state)
{
Pad p;
uint32_t packet;
if (userIndex >= 1 && userIndex < uint32_t(hid::PlayerSlots::kUsers))
{
std::lock_guard lock(s_mutex);
OtherUser& ou = s_users[userIndex];
if (ou.connected != ou.told)
{
ou.told = ou.connected;
fprintf(stderr, "[input] the game sees XInput user %u %s\n", userIndex, ou.connected ? "connected" : "not connected");
}
if (!ou.connected)
return ERROR_DEVICE_NOT_CONNECTED;
p = ou.pad;
if (memcmp(&p, &ou.last, sizeof(p)) != 0)
{
ou.packet++;
ou.last = p;
}
packet = ou.packet;
}
else
{
std::lock_guard lock(s_mutex);
if ((userIndex != 0 && userIndex != 0xFF) || !(s_deviceConnected || !s_script.empty()))
return ERROR_DEVICE_NOT_CONNECTED;
p = CurrentPadLocked();
static Pad last;
if (memcmp(&p, &last, sizeof(p)) != 0)
{
s_packet++;
last = p;
}
packet = s_packet;
}
state->dwPacketNumber = ByteSwap(packet);
state->Gamepad.wButtons = ByteSwap(p.buttons);
state->Gamepad.bLeftTrigger = p.leftTrigger;
state->Gamepad.bRightTrigger = p.rightTrigger;
state->Gamepad.sThumbLX = ByteSwap(p.lx);
state->Gamepad.sThumbLY = ByteSwap(p.ly);
state->Gamepad.sThumbRX = ByteSwap(p.rx);
state->Gamepad.sThumbRY = ByteSwap(p.ry);
return ERROR_SUCCESS;
}
uint32_t XamInputSetState(uint32_t userIndex, uint32_t flags, XAMINPUT_VIBRATION* vibration)
{
std::lock_guard lock(s_mutex);
if (userIndex >= 1 && userIndex < uint32_t(hid::PlayerSlots::kUsers))
{
OtherUser& ou = s_users[userIndex];
if (!ou.connected)
return ERROR_DEVICE_NOT_CONNECTED;
ou.rumbleLow = ByteSwap(vibration->wLeftMotorSpeed);
ou.rumbleHigh = ByteSwap(vibration->wRightMotorSpeed);
ou.rumbleDirty = true;
return ERROR_SUCCESS;
}
if ((userIndex != 0 && userIndex != 0xFF) || !(s_deviceConnected || !s_script.empty()))
return ERROR_DEVICE_NOT_CONNECTED;
s_rumbleLow = ByteSwap(vibration->wLeftMotorSpeed);
s_rumbleHigh = ByteSwap(vibration->wRightMotorSpeed);
s_rumbleDirty = true;
return ERROR_SUCCESS;
}
// Xenia's semantics: user 0xFF ("any") is pinned to user 0; queries for
// non-gamepad devices report none connected.
uint32_t XamInputGetKeystroke(uint32_t userIndex, uint32_t flags, Keystroke* keystroke)
{
if (!keystroke)
return 0xA0; // ERROR_BAD_ARGUMENTS
if ((flags & 0xFF) && (flags & 1) == 0)
return ERROR_DEVICE_NOT_CONNECTED;
if ((userIndex & 0xFF) != 0xFF && userIndex != 0 && !(flags & 0x40000000))
return ERROR_DEVICE_NOT_CONNECTED;
return NextKeystroke(keystroke);
}
uint32_t XamInputGetKeystrokeEx(be<uint32_t>* userIndex, uint32_t flags, Keystroke* keystroke)
{
uint32_t result = XamInputGetKeystroke(userIndex ? uint32_t(*userIndex) : 0xFF, flags, keystroke);
if (result == ERROR_SUCCESS && userIndex)
*userIndex = 0;
return result;
}
GUEST_FUNCTION_HOOK(__imp__XamInputGetCapabilities, XamInputGetCapabilities);
GUEST_FUNCTION_HOOK(__imp__XamInputGetState, XamInputGetState);
GUEST_FUNCTION_HOOK(__imp__XamInputSetState, XamInputSetState);
GUEST_FUNCTION_HOOK(__imp__XamInputGetKeystrokeEx, XamInputGetKeystrokeEx);