diff options
| author | 2026-02-07 13:32:37 -0500 | |
|---|---|---|
| committer | 2026-02-07 13:32:37 -0500 | |
| commit | 8349e95e3e0ea4d3081739e2b8bb5787b9e366ba (patch) | |
| tree | 89c058b1454f3c898fb918dc2ce1c7a2fb701e4b /src/osd/modules/input/input_sdl3.cpp | |
| parent | dba6d057f1186642e73eb7fa020aabf9647b163f (diff) | |
Initial support for SDL3. [R. Belmont, Vas Crabb]
* SDL3 is the default for macOS targets. Linux/Windows can build with
OSD=sdl3 while we wait for better distro support for SDL3. Both X11 and
Wayland sessions are fully supported on Linux.
* SDL3 -sound=sdl supports both input and output. All other video, sound,
and input functionality should otherwise be the same for now. SDL 3.4+
multiple keyboard/mouse support is planned.
Diffstat (limited to 'src/osd/modules/input/input_sdl3.cpp')
| -rw-r--r-- | src/osd/modules/input/input_sdl3.cpp | 2944 |
1 files changed, 2944 insertions, 0 deletions
diff --git a/src/osd/modules/input/input_sdl3.cpp b/src/osd/modules/input/input_sdl3.cpp new file mode 100644 index 00000000000..70658068fa7 --- /dev/null +++ b/src/osd/modules/input/input_sdl3.cpp @@ -0,0 +1,2944 @@ +// license:BSD-3-Clause +// copyright-holders:Olivier Galibert, R. Belmont, Brad Hughes, Vas Crabb +//============================================================ +// +// input_sdl.cpp - SDL 3 implementation of MAME input routines +// +// SDLMAME by Olivier Galibert and R. Belmont +// +// SixAxis info: left analog is axes 0 & 1, right analog is axes 2 & 3, +// analog L2 is axis 12 and analog L3 is axis 13 +// +//============================================================ + +#include "input_module.h" + +#include "modules/osdmodule.h" + +#if defined(OSD_SDL) && defined(SDLMAME_SDL3) + +#include "assignmenthelper.h" +#include "input_common.h" + +#include "interface/inputseq.h" +#include "modules/lib/osdobj_common.h" +#include "osdsdl.h" +// emu +#include "inpttype.h" + +// standard SDL header +#include <SDL3/SDL.h> + +#include <algorithm> +#include <cctype> +#include <chrono> +#include <cmath> +#include <cstddef> +#include <cstring> +#include <initializer_list> +#include <iterator> +#include <list> +#include <memory> +#include <optional> +#include <string> +#include <string_view> +#include <tuple> +#include <utility> + +// winnt.h defines this +#ifdef DELETE +#undef DELETE +#endif + + +namespace osd { + +namespace { + +char const *const CONTROLLER_AXIS_XBOX[]{ + "LSX", + "LSY", + "RSX", + "RSY", + "LT", + "RT" }; + +char const *const CONTROLLER_AXIS_PS[]{ + "LSX", + "LSY", + "RSX", + "RSY", + "L2", + "R2" }; + +char const *const CONTROLLER_AXIS_SWITCH[]{ + "LSX", + "LSY", + "RSX", + "RSY", + "ZL", + "ZR" }; + +char const *const CONTROLLER_BUTTON_XBOX360[]{ + "A", + "B", + "X", + "Y", + "Back", + "Guide", + "Start", + "LSB", + "RSB", + "LB", + "RB", + "D-pad Up", + "D-pad Down", + "D-pad Left", + "D-pad Right", + "Share", + "P1", + "P2", + "P3", + "P4", + "Touchpad" }; + +char const *const CONTROLLER_BUTTON_XBOXONE[]{ + "A", + "B", + "X", + "Y", + "View", + "Logo", + "Menu", + "LSB", + "RSB", + "LB", + "RB", + "D-pad Up", + "D-pad Down", + "D-pad Left", + "D-pad Right", + "Share", + "P1", + "P2", + "P3", + "P4", + "Touchpad" }; + +char const *const CONTROLLER_BUTTON_PS3[]{ + "Cross", + "Circle", + "Square", + "Triangle", + "Select", + "PS", + "Start", + "L3", + "R3", + "L1", + "R1", + "D-pad Up", + "D-pad Down", + "D-pad Left", + "D-pad Right", + "Mute", + "P1", + "P2", + "P3", + "P4", + "Touchpad" }; + +char const *const CONTROLLER_BUTTON_PS4[]{ + "Cross", + "Circle", + "Square", + "Triangle", + "Share", + "PS", + "Options", + "L3", + "R3", + "L1", + "R1", + "D-pad Up", + "D-pad Down", + "D-pad Left", + "D-pad Right", + "Mute", + "P1", + "P2", + "P3", + "P4", + "Touchpad" }; + +char const *const CONTROLLER_BUTTON_PS5[]{ + "Cross", + "Circle", + "Square", + "Triangle", + "Create", + "PS", + "Options", + "L3", + "R3", + "L1", + "R1", + "D-pad Up", + "D-pad Down", + "D-pad Left", + "D-pad Right", + "Mute", + "P1", + "P2", + "P3", + "P4", + "Touchpad" }; + +char const *const CONTROLLER_BUTTON_SWITCH[]{ + "A", + "B", + "X", + "Y", + "-", + "Home", + "+", + "LSB", + "RSB", + "L", + "R", + "D-pad Up", + "D-pad Down", + "D-pad Left", + "D-pad Right", + "Capture", + "RSR", + "LSL", + "RSL", + "LSR", + "Touchpad" }; + +[[maybe_unused]] char const *const CONTROLLER_BUTTON_STADIA[]{ + "A", + "B", + "X", + "Y", + "Options", + "Logo", + "Menu", + "L3", + "R3", + "L1", + "R1", + "D-pad Up", + "D-pad Down", + "D-pad Left", + "D-pad Right", + "Capture", + "P1", + "P2", + "P3", + "P4", + "Touchpad" }; + +[[maybe_unused]] char const *const CONTROLLER_BUTTON_SHIELD[]{ + "A", + "B", + "X", + "Y", + "Back", + "Logo", + "Start", + "LSB", + "RSB", + "LB", + "RB", + "D-pad Up", + "D-pad Down", + "D-pad Left", + "D-pad Right", + "Share", + "P1", + "P2", + "P3", + "P4", + "Touchpad" }; + +struct key_lookup_table +{ + int code; + const char *name; +}; + +#define KE(x) { SDL_SCANCODE_ ## x, "SDL_SCANCODE_" #x }, + +key_lookup_table const sdl_lookup_table[] = +{ + KE(UNKNOWN) + + KE(A) + KE(B) + KE(C) + KE(D) + KE(E) + KE(F) + KE(G) + KE(H) + KE(I) + KE(J) + KE(K) + KE(L) + KE(M) + KE(N) + KE(O) + KE(P) + KE(Q) + KE(R) + KE(S) + KE(T) + KE(U) + KE(V) + KE(W) + KE(X) + KE(Y) + KE(Z) + + KE(1) + KE(2) + KE(3) + KE(4) + KE(5) + KE(6) + KE(7) + KE(8) + KE(9) + KE(0) + + KE(RETURN) + KE(ESCAPE) + KE(BACKSPACE) + KE(TAB) + KE(SPACE) + + KE(MINUS) + KE(EQUALS) + KE(LEFTBRACKET) + KE(RIGHTBRACKET) + KE(BACKSLASH) + KE(NONUSHASH) + KE(SEMICOLON) + KE(APOSTROPHE) + KE(GRAVE) + KE(COMMA) + KE(PERIOD) + KE(SLASH) + + KE(CAPSLOCK) + + KE(F1) + KE(F2) + KE(F3) + KE(F4) + KE(F5) + KE(F6) + KE(F7) + KE(F8) + KE(F9) + KE(F10) + KE(F11) + KE(F12) + + KE(PRINTSCREEN) + KE(SCROLLLOCK) + KE(PAUSE) + KE(INSERT) + KE(HOME) + KE(PAGEUP) + KE(DELETE) + KE(END) + KE(PAGEDOWN) + KE(RIGHT) + KE(LEFT) + KE(DOWN) + KE(UP) + + KE(NUMLOCKCLEAR) + KE(KP_DIVIDE) + KE(KP_MULTIPLY) + KE(KP_MINUS) + KE(KP_PLUS) + KE(KP_ENTER) + KE(KP_1) + KE(KP_2) + KE(KP_3) + KE(KP_4) + KE(KP_5) + KE(KP_6) + KE(KP_7) + KE(KP_8) + KE(KP_9) + KE(KP_0) + KE(KP_PERIOD) + + KE(NONUSBACKSLASH) + KE(APPLICATION) + KE(POWER) + KE(KP_EQUALS) + KE(F13) + KE(F14) + KE(F15) + KE(F16) + KE(F17) + KE(F18) + KE(F19) + KE(F20) + KE(F21) + KE(F22) + KE(F23) + KE(F24) + KE(EXECUTE) + KE(HELP) + KE(MENU) + KE(SELECT) + KE(STOP) + KE(AGAIN) + KE(UNDO) + KE(CUT) + KE(COPY) + KE(PASTE) + KE(FIND) + KE(MUTE) + KE(VOLUMEUP) + KE(VOLUMEDOWN) + KE(KP_COMMA) + KE(KP_EQUALSAS400) + + KE(INTERNATIONAL1) + KE(INTERNATIONAL2) + KE(INTERNATIONAL3) + KE(INTERNATIONAL4) + KE(INTERNATIONAL5) + KE(INTERNATIONAL6) + KE(INTERNATIONAL7) + KE(INTERNATIONAL8) + KE(INTERNATIONAL9) + KE(LANG1) + KE(LANG2) + KE(LANG3) + KE(LANG4) + KE(LANG5) + KE(LANG6) + KE(LANG7) + KE(LANG8) + KE(LANG9) + + KE(ALTERASE) + KE(SYSREQ) + KE(CANCEL) + KE(CLEAR) + KE(PRIOR) + KE(RETURN2) + KE(SEPARATOR) + KE(OUT) + KE(OPER) + KE(CLEARAGAIN) + KE(CRSEL) + KE(EXSEL) + + KE(KP_00) + KE(KP_000) + KE(THOUSANDSSEPARATOR) + KE(DECIMALSEPARATOR) + KE(CURRENCYUNIT) + KE(CURRENCYSUBUNIT) + KE(KP_LEFTPAREN) + KE(KP_RIGHTPAREN) + KE(KP_LEFTBRACE) + KE(KP_RIGHTBRACE) + KE(KP_TAB) + KE(KP_BACKSPACE) + KE(KP_A) + KE(KP_B) + KE(KP_C) + KE(KP_D) + KE(KP_E) + KE(KP_F) + KE(KP_XOR) + KE(KP_POWER) + KE(KP_PERCENT) + KE(KP_LESS) + KE(KP_GREATER) + KE(KP_AMPERSAND) + KE(KP_DBLAMPERSAND) + KE(KP_VERTICALBAR) + KE(KP_DBLVERTICALBAR) + KE(KP_COLON) + KE(KP_HASH) + KE(KP_SPACE) + KE(KP_AT) + KE(KP_EXCLAM) + KE(KP_MEMSTORE) + KE(KP_MEMRECALL) + KE(KP_MEMCLEAR) + KE(KP_MEMADD) + KE(KP_MEMSUBTRACT) + KE(KP_MEMMULTIPLY) + KE(KP_MEMDIVIDE) + KE(KP_PLUSMINUS) + KE(KP_CLEAR) + KE(KP_CLEARENTRY) + KE(KP_BINARY) + KE(KP_OCTAL) + KE(KP_DECIMAL) + KE(KP_HEXADECIMAL) + + KE(LCTRL) + KE(LSHIFT) + KE(LALT) + KE(LGUI) + KE(RCTRL) + KE(RSHIFT) + KE(RALT) + KE(RGUI) + + KE(MODE) + KE(MEDIA_NEXT_TRACK) + KE(MEDIA_PREVIOUS_TRACK) + KE(MEDIA_STOP) + KE(MEDIA_PLAY) + KE(MUTE) + KE(MEDIA_SELECT) + KE(AC_SEARCH) + KE(AC_HOME) + KE(AC_BACK) + KE(AC_FORWARD) + KE(AC_STOP) + KE(AC_REFRESH) + KE(AC_BOOKMARKS) + + KE(MEDIA_EJECT) + KE(SLEEP) +}; + + +//============================================================ +// lookup_sdl_code +//============================================================ + +int lookup_sdl_code(std::string_view scode) +{ + auto const found = std::find_if( + std::begin(sdl_lookup_table), + std::end(sdl_lookup_table), + [&scode] (auto const &key) { return scode == key.name; }); + return (std::end(sdl_lookup_table) != found) ? found->code : -1; +} + + +//============================================================ +// sdl_device +//============================================================ + +using sdl_device = event_based_device<SDL_Event>; + + +//============================================================ +// sdl_keyboard_device +//============================================================ + +class sdl_keyboard_device : public sdl_device +{ +public: + sdl_keyboard_device( + std::string &&name, + std::string &&id, + input_module &module, + SDL_KeyboardID &kbdid, + keyboard_trans_table const &trans_table) : + sdl_device(std::move(name), std::move(id), module), + m_keyboard_id(kbdid), + m_trans_table(trans_table), + m_keyboard({{0}}), + m_capslock_pressed(std::chrono::steady_clock::time_point::min()) + { + } + + virtual void poll(bool relative_reset) override + { + sdl_device::poll(relative_reset); + +#ifdef SDL_PLATFORM_APPLE + if (m_keyboard.state[SDL_SCANCODE_CAPSLOCK] && (std::chrono::steady_clock::now() > (m_capslock_pressed + std::chrono::milliseconds(30)))) + m_keyboard.state[SDL_SCANCODE_CAPSLOCK] = 0x00; +#endif + } + + virtual void process_event(SDL_Event const &event) override + { + switch (event.type) + { + case SDL_EVENT_KEY_DOWN: + // TODO: when we add proper multi-keyboard support + if (1) // event.key.which == m_keyboard_id) + { + if (event.key.scancode == SDL_SCANCODE_CAPSLOCK) + m_capslock_pressed = std::chrono::steady_clock::now(); + + m_keyboard.state[event.key.scancode] = 0x80; + } + break; + + case SDL_EVENT_KEY_UP: + if (event.key.which == m_keyboard_id) + { +#ifdef SDL_PLATFORM_APPLE + if (event.key.scancode == SDL_SCANCODE_CAPSLOCK) + break; +#endif + + m_keyboard.state[event.key.scancode] = 0x00; + } + break; + } + } + + virtual void reset() override + { + sdl_device::reset(); + memset(&m_keyboard.state, 0, sizeof(m_keyboard.state)); + m_capslock_pressed = std::chrono::steady_clock::time_point::min(); + } + + virtual void configure(input_device &device) override + { + // populate it + for (int keynum = 0; m_trans_table[keynum].mame_key != ITEM_ID_INVALID; keynum++) + { + input_item_id itemid = m_trans_table[keynum].mame_key; + device.add_item( + m_trans_table[keynum].ui_name, + std::string_view(), + itemid, + generic_button_get_state<s32>, + &m_keyboard.state[m_trans_table[keynum].sdl_scancode]); + } + } + +private: + // state information for a keyboard + struct keyboard_state + { + s32 state[0x3ff]; // must be s32! + s8 oldkey[MAX_KEYS]; + s8 currkey[MAX_KEYS]; + }; + + SDL_KeyboardID m_keyboard_id; + keyboard_trans_table const &m_trans_table; + keyboard_state m_keyboard; + std::chrono::steady_clock::time_point m_capslock_pressed; +}; + + +//============================================================ +// sdl_mouse_device_base +//============================================================ + +class sdl_mouse_device_base : public sdl_device +{ +public: + virtual void poll(bool relative_reset) override + { + sdl_device::poll(relative_reset); + + if (relative_reset) + { + m_mouse.lV = std::exchange(m_v, 0); + m_mouse.lH = std::exchange(m_h, 0); + } + } + + virtual void reset() override + { + sdl_device::reset(); + memset(&m_mouse, 0, sizeof(m_mouse)); + m_v = m_h = 0; + } + +protected: + // state information for a mouse + struct mouse_state + { + s32 lX, lY, lV, lH; + s32 buttons[MAX_BUTTONS]; + }; + + sdl_mouse_device_base(std::string &&name, std::string &&id, input_module &module) : + sdl_device(std::move(name), std::move(id), module), + m_mouse({0}), + m_v(0), + m_h(0) + { + } + + void add_common_items(input_device &device, unsigned buttons) + { + // add horizontal and vertical axes - relative for a mouse or absolute for a gun + device.add_item( + "X", + std::string_view(), + ITEM_ID_XAXIS, + generic_axis_get_state<s32>, + &m_mouse.lX); + device.add_item( + "Y", + std::string_view(), + ITEM_ID_YAXIS, + generic_axis_get_state<s32>, + &m_mouse.lY); + + // add buttons + for (int button = 0; button < buttons; button++) + { + input_item_id itemid = (input_item_id)(ITEM_ID_BUTTON1 + button); + int const offset = button ^ (((1 == button) || (2 == button)) ? 3 : 0); + device.add_item( + default_button_name(button), + std::string_view(), + itemid, + generic_button_get_state<s32>, + &m_mouse.buttons[offset]); + } + } + + mouse_state m_mouse; + s32 m_v, m_h; +}; + + +//============================================================ +// sdl_mouse_device +//============================================================ + +class sdl_mouse_device : public sdl_mouse_device_base +{ +public: + sdl_mouse_device(std::string &&name, std::string &&id, input_module &module) : + sdl_mouse_device_base(std::move(name), std::move(id), module), + m_x(0), + m_y(0) + { + } + + virtual void poll(bool relative_reset) override + { + sdl_mouse_device_base::poll(relative_reset); + + if (relative_reset) + { + m_mouse.lX = std::exchange(m_x, 0); + m_mouse.lY = std::exchange(m_y, 0); + } + } + + virtual void reset() override + { + sdl_mouse_device_base::reset(); + m_x = m_y = 0; + } + + virtual void configure(input_device &device) override + { + add_common_items(device, 5); + + // add scroll axes + device.add_item( + "Scroll V", + std::string_view(), + ITEM_ID_ZAXIS, + generic_axis_get_state<s32>, + &m_mouse.lV); + device.add_item( + "Scroll H", + std::string_view(), + ITEM_ID_RZAXIS, + generic_axis_get_state<s32>, + &m_mouse.lH); + } + + virtual void process_event(SDL_Event const &event) override + { + switch (event.type) + { + case SDL_EVENT_MOUSE_MOTION: + m_x += event.motion.xrel * input_device::RELATIVE_PER_PIXEL; + m_y += event.motion.yrel * input_device::RELATIVE_PER_PIXEL; + break; + + case SDL_EVENT_MOUSE_BUTTON_DOWN: + m_mouse.buttons[event.button.button - 1] = 0x80; + break; + + case SDL_EVENT_MOUSE_BUTTON_UP: + m_mouse.buttons[event.button.button - 1] = 0; + break; + + case SDL_EVENT_MOUSE_WHEEL: + // adjust SDL 1-per-click to match Win32 120-per-click + m_v += std::lround(event.wheel.integer_y * 120 * input_device::RELATIVE_PER_PIXEL); + m_h += std::lround(event.wheel.integer_x * 120 * input_device::RELATIVE_PER_PIXEL); + break; + } + } + +private: + s32 m_x, m_y; +}; + + +//============================================================ +// sdl_lightgun_device +//============================================================ + +class sdl_lightgun_device : public sdl_mouse_device_base +{ +public: + sdl_lightgun_device(std::string &&name, std::string &&id, input_module &module) : + sdl_mouse_device_base(std::move(name), std::move(id), module), + m_x(0), + m_y(0), + m_window(0) + { + } + + virtual void poll(bool relative_reset) override + { + sdl_mouse_device_base::poll(relative_reset); + + SDL_Window *const win(m_window ? SDL_GetWindowFromID(m_window) : nullptr); + if (win) + { + int w, h; + SDL_GetWindowSize(win, &w, &h); + m_mouse.lX = normalize_absolute_axis(m_x, 0, w - 1); + m_mouse.lY = normalize_absolute_axis(m_y, 0, h - 1); + } + else + { + m_mouse.lX = 0; + m_mouse.lY = 0; + } + } + + virtual void reset() override + { + sdl_mouse_device_base::reset(); + m_x = m_y = 0; + m_window = 0; + } + + virtual void configure(input_device &device) override + { + add_common_items(device, 5); + + // add scroll axes + device.add_item( + "Scroll V", + std::string_view(), + ITEM_ID_ADD_RELATIVE1, + generic_axis_get_state<s32>, + &m_mouse.lV); + device.add_item( + "Scroll H", + std::string_view(), + ITEM_ID_ADD_RELATIVE2, + generic_axis_get_state<s32>, + &m_mouse.lH); + } + + virtual void process_event(SDL_Event const &event) override + { + switch (event.type) + { + case SDL_EVENT_MOUSE_MOTION: + m_x = event.motion.x; + m_y = event.motion.y; + m_window = event.motion.windowID; + break; + + case SDL_EVENT_MOUSE_BUTTON_DOWN: + m_mouse.buttons[event.button.button - 1] = 0x80; + m_x = event.button.x; + m_y = event.button.y; + m_window = event.button.windowID; + break; + + case SDL_EVENT_MOUSE_BUTTON_UP: + m_mouse.buttons[event.button.button - 1] = 0; + m_x = event.button.x; + m_y = event.button.y; + m_window = event.button.windowID; + break; + + case SDL_EVENT_MOUSE_WHEEL: + // adjust SDL 1-per-click to match Win32 120-per-click + m_v += std::lround(event.wheel.integer_y * 120 * input_device::RELATIVE_PER_PIXEL); + m_h += std::lround(event.wheel.integer_x * 120 * input_device::RELATIVE_PER_PIXEL); + break; + + case SDL_EVENT_WINDOW_MOUSE_LEAVE: + if (event.window.windowID == m_window) + m_window = 0; + break; + } + } + +private: + s32 m_x, m_y; + u32 m_window; +}; + + +//============================================================ +// sdl_dual_lightgun_device +//============================================================ + +class sdl_dual_lightgun_device : public sdl_mouse_device_base +{ +public: + sdl_dual_lightgun_device(std::string &&name, std::string &&id, input_module &module, u8 index) : + sdl_mouse_device_base(std::move(name), std::move(id), module), + m_index(index) + { + } + + virtual void configure(input_device &device) override + { + add_common_items(device, 2); + } + + virtual void process_event(SDL_Event const &event) override + { + switch (event.type) + { + case SDL_EVENT_MOUSE_BUTTON_DOWN: + { + SDL_Window *const win(SDL_GetWindowFromID(event.button.windowID)); + u8 const button = translate_button(event); + if (win && ((button / 2) == m_index)) + { + int w, h; + SDL_GetWindowSize(win, &w, &h); + m_mouse.buttons[(button & 1) << 1] = 0x80; + m_mouse.lX = normalize_absolute_axis(event.button.x, 0, w - 1); + m_mouse.lY = normalize_absolute_axis(event.button.y, 0, h - 1); + } + } + break; + + case SDL_EVENT_MOUSE_BUTTON_UP: + { + u8 const button = translate_button(event); + if ((button / 2) == m_index) + m_mouse.buttons[(button & 1) << 1] = 0; + } + break; + } + } + +private: + static u8 translate_button(SDL_Event const &event) + { + u8 const index(event.button.button - 1); + return index ^ (((1 == index) || (2 == index)) ? 3 : 0); + } + + u8 const m_index; +}; + + +//============================================================ +// sdl_joystick_device_base +//============================================================ + +class sdl_joystick_device_base : public sdl_device, protected joystick_assignment_helper +{ +public: + std::optional<std::string> const &serial() const { return m_serial; } + SDL_JoystickID instance() const { return m_instance; } + + bool is_instance(SDL_JoystickID instance) const { return m_instance == instance; } + + bool reconnect_match(std::string_view g, char const *s) const + { + return + (0 > m_instance) && + (id() == g) && + ((s && serial() && (*serial() == s)) || (!s && !serial())); + } + +protected: + sdl_joystick_device_base( + std::string &&name, + std::string &&id, + input_module &module, + char const *serial) : + sdl_device(std::move(name), std::move(id), module), + m_instance(-1) + { + if (serial) + m_serial = serial; + } + + void set_instance(SDL_JoystickID instance) + { + assert(0 > m_instance); + assert(0 <= instance); + + m_instance = instance; + } + + void clear_instance() + { + m_instance = -1; + } + +private: + std::optional<std::string> m_serial; + SDL_JoystickID m_instance; +}; + + +//============================================================ +// sdl_joystick_device +//============================================================ + +class sdl_joystick_device : public sdl_joystick_device_base +{ +public: + sdl_joystick_device( + std::string &&name, + std::string &&id, + input_module &module, + SDL_Joystick *joy, + char const *serial) : + sdl_joystick_device_base( + std::move(name), + std::move(id), + module, + serial), + m_joystick({{0}}), + m_joydevice(joy), + m_hapdevice(SDL_OpenHapticFromJoystick(joy)) + { + set_instance(SDL_GetJoystickID(joy)); + } + + virtual void configure(input_device &device) override + { + input_device::assignment_vector assignments; + char tempname[32]; + + int const axiscount = SDL_GetNumJoystickAxes(m_joydevice); + int const buttoncount = SDL_GetNumJoystickButtons(m_joydevice); + int const hatcount = SDL_GetNumJoystickHats(m_joydevice); + int const ballcount = SDL_GetNumJoystickBalls(m_joydevice); + + // loop over all axes + input_item_id axisactual[MAX_AXES]; + for (int axis = 0; (axis < MAX_AXES) && (axis < axiscount); axis++) + { + input_item_id itemid; + + if (axis < INPUT_MAX_AXIS) + itemid = input_item_id(ITEM_ID_XAXIS + axis); + else if (axis < (INPUT_MAX_AXIS + INPUT_MAX_ADD_ABSOLUTE)) + itemid = input_item_id(ITEM_ID_ADD_ABSOLUTE1 + axis - INPUT_MAX_AXIS); + else + itemid = ITEM_ID_OTHER_AXIS_ABSOLUTE; + + snprintf(tempname, sizeof(tempname), "A%d", axis + 1); + axisactual[axis] = device.add_item( + tempname, + std::string_view(), + itemid, + generic_axis_get_state<s32>, + &m_joystick.axes[axis]); + } + + // loop over all buttons + for (int button = 0; (button < MAX_BUTTONS) && (button < buttoncount); button++) + { + input_item_id itemid; + + m_joystick.buttons[button] = 0; + + if (button < INPUT_MAX_BUTTONS) + itemid = input_item_id(ITEM_ID_BUTTON1 + button); + else if (button < INPUT_MAX_BUTTONS + INPUT_MAX_ADD_SWITCH) + itemid = input_item_id(ITEM_ID_ADD_SWITCH1 + button - INPUT_MAX_BUTTONS); + else + itemid = ITEM_ID_OTHER_SWITCH; + + input_item_id const actual = device.add_item( + default_button_name(button), + std::string_view(), + itemid, + generic_button_get_state<s32>, + &m_joystick.buttons[button]); + + // there are sixteen action button types + if (button < 16) + { + input_seq const seq(make_code(ITEM_CLASS_SWITCH, ITEM_MODIFIER_NONE, actual)); + assignments.emplace_back(ioport_type(IPT_BUTTON1 + button), SEQ_TYPE_STANDARD, seq); + + // assign the first few buttons to UI actions and pedals + switch (button) + { + case 0: + assignments.emplace_back(IPT_PEDAL, SEQ_TYPE_INCREMENT, seq); + assignments.emplace_back(IPT_UI_SELECT, SEQ_TYPE_STANDARD, seq); + break; + case 1: + assignments.emplace_back(IPT_PEDAL2, SEQ_TYPE_INCREMENT, seq); + assignments.emplace_back((3 > buttoncount) ? IPT_UI_CLEAR : IPT_UI_BACK, SEQ_TYPE_STANDARD, seq); + break; + case 2: + assignments.emplace_back(IPT_PEDAL3, SEQ_TYPE_INCREMENT, seq); + assignments.emplace_back(IPT_UI_CLEAR, SEQ_TYPE_STANDARD, seq); + break; + case 3: + assignments.emplace_back(IPT_UI_HELP, SEQ_TYPE_STANDARD, seq); + break; + } + } + } + + // loop over all hats + input_item_id hatactual[MAX_HATS][4]; + for (int hat = 0; (hat < MAX_HATS) && (hat < hatcount); hat++) + { + input_item_id itemid; + + snprintf(tempname, sizeof(tempname), "Hat %d Up", hat + 1); + itemid = input_item_id((hat < INPUT_MAX_HATS) ? ITEM_ID_HAT1UP + (4 * hat) : ITEM_ID_OTHER_SWITCH); + hatactual[hat][0] = device.add_item( + tempname, + std::string_view(), + itemid, + generic_button_get_state<s32>, + &m_joystick.hatsU[hat]); + + snprintf(tempname, sizeof(tempname), "Hat %d Down", hat + 1); + itemid = input_item_id((hat < INPUT_MAX_HATS) ? ITEM_ID_HAT1DOWN + (4 * hat) : ITEM_ID_OTHER_SWITCH); + hatactual[hat][1] = device.add_item( + tempname, + std::string_view(), + itemid, + generic_button_get_state<s32>, + &m_joystick.hatsD[hat]); + + snprintf(tempname, sizeof(tempname), "Hat %d Left", hat + 1); + itemid = input_item_id((hat < INPUT_MAX_HATS) ? ITEM_ID_HAT1LEFT + (4 * hat) : ITEM_ID_OTHER_SWITCH); + hatactual[hat][2] = device.add_item( + tempname, + std::string_view(), + itemid, + generic_button_get_state<s32>, + &m_joystick.hatsL[hat]); + + snprintf(tempname, sizeof(tempname), "Hat %d Right", hat + 1); + itemid = input_item_id((hat < INPUT_MAX_HATS) ? ITEM_ID_HAT1RIGHT + (4 * hat) : ITEM_ID_OTHER_SWITCH); + hatactual[hat][3] = device.add_item( + tempname, + std::string_view(), + itemid, + generic_button_get_state<s32>, + &m_joystick.hatsR[hat]); + } + + // loop over all (track)balls + for (int ball = 0; (ball < (MAX_AXES / 2)) && (ball < ballcount); ball++) + { + int itemid; + + if (ball * 2 < INPUT_MAX_ADD_RELATIVE) + itemid = ITEM_ID_ADD_RELATIVE1 + ball * 2; + else + itemid = ITEM_ID_OTHER_AXIS_RELATIVE; + + snprintf(tempname, sizeof(tempname), "R%d X", ball + 1); + input_item_id const xactual = device.add_item( + tempname, + std::string_view(), + input_item_id(itemid), + generic_axis_get_state<s32>, + &m_joystick.balls[ball * 2]); + + snprintf(tempname, sizeof(tempname), "R%d Y", ball + 1); + input_item_id const yactual = device.add_item( + tempname, + std::string_view(), + input_item_id(itemid + 1), + generic_axis_get_state<s32>, + &m_joystick.balls[ball * 2 + 1]); + + if (0 == ball) + { + // assign the first trackball to dial, trackball, mouse and lightgun inputs + input_seq const xseq(make_code(ITEM_CLASS_RELATIVE, ITEM_MODIFIER_NONE, xactual)); + input_seq const yseq(make_code(ITEM_CLASS_RELATIVE, ITEM_MODIFIER_NONE, yactual)); + assignments.emplace_back(IPT_DIAL, SEQ_TYPE_STANDARD, xseq); + assignments.emplace_back(IPT_DIAL_V, SEQ_TYPE_STANDARD, yseq); + assignments.emplace_back(IPT_TRACKBALL_X, SEQ_TYPE_STANDARD, xseq); + assignments.emplace_back(IPT_TRACKBALL_Y, SEQ_TYPE_STANDARD, yseq); + assignments.emplace_back(IPT_LIGHTGUN_X, SEQ_TYPE_STANDARD, xseq); + assignments.emplace_back(IPT_LIGHTGUN_Y, SEQ_TYPE_STANDARD, yseq); + assignments.emplace_back(IPT_MOUSE_X, SEQ_TYPE_STANDARD, xseq); + assignments.emplace_back(IPT_MOUSE_Y, SEQ_TYPE_STANDARD, yseq); + if (2 > axiscount) + { + // use it for joystick inputs if axes are limited + assignments.emplace_back(IPT_AD_STICK_X, SEQ_TYPE_STANDARD, xseq); + assignments.emplace_back(IPT_AD_STICK_Y, SEQ_TYPE_STANDARD, yseq); + } + else + { + // use for non-centring throttle control + assignments.emplace_back(IPT_AD_STICK_Z, SEQ_TYPE_STANDARD, yseq); + } + } + else if ((1 == ball) && (2 > axiscount)) + { + // provide a non-centring throttle control + input_seq const yseq(make_code(ITEM_CLASS_RELATIVE, ITEM_MODIFIER_NONE, yactual)); + assignments.emplace_back(IPT_AD_STICK_Z, SEQ_TYPE_STANDARD, yseq); + } + } + + // set up default assignments for axes and hats + add_directional_assignments( + assignments, + (1 <= axiscount) ? axisactual[0] : ITEM_ID_INVALID, // assume first axis is X + (2 <= axiscount) ? axisactual[1] : ITEM_ID_INVALID, // assume second axis is Y + (1 <= hatcount) ? hatactual[0][2] : ITEM_ID_INVALID, + (1 <= hatcount) ? hatactual[0][3] : ITEM_ID_INVALID, + (1 <= hatcount) ? hatactual[0][0] : ITEM_ID_INVALID, + (1 <= hatcount) ? hatactual[0][1] : ITEM_ID_INVALID); + if (2 <= axiscount) + { + // put pedals on the last of the second, third or fourth axis + input_item_id const pedalitem = axisactual[(std::min)(axiscount, 4) - 1]; + assignments.emplace_back( + IPT_PEDAL, + SEQ_TYPE_STANDARD, + input_seq(make_code(ITEM_CLASS_ABSOLUTE, ITEM_MODIFIER_NEG, pedalitem))); + assignments.emplace_back( + IPT_PEDAL2, + SEQ_TYPE_STANDARD, + input_seq(make_code(ITEM_CLASS_ABSOLUTE, ITEM_MODIFIER_POS, pedalitem))); + } + if (3 <= axiscount) + { + // assign X/Y to one of the twin sticks + assignments.emplace_back( + (4 <= axiscount) ? IPT_JOYSTICKLEFT_LEFT : IPT_JOYSTICKRIGHT_LEFT, + SEQ_TYPE_STANDARD, + input_seq(make_code(ITEM_CLASS_SWITCH, ITEM_MODIFIER_LEFT, axisactual[0]))); + assignments.emplace_back( + (4 <= axiscount) ? IPT_JOYSTICKLEFT_RIGHT : IPT_JOYSTICKRIGHT_RIGHT, + SEQ_TYPE_STANDARD, + input_seq(make_code(ITEM_CLASS_SWITCH, ITEM_MODIFIER_RIGHT, axisactual[0]))); + assignments.emplace_back( + (4 <= axiscount) ? IPT_JOYSTICKLEFT_UP : IPT_JOYSTICKRIGHT_UP, + SEQ_TYPE_STANDARD, + input_seq(make_code(ITEM_CLASS_SWITCH, ITEM_MODIFIER_UP, axisactual[1]))); + assignments.emplace_back( + (4 <= axiscount) ? IPT_JOYSTICKLEFT_DOWN : IPT_JOYSTICKRIGHT_DOWN, + SEQ_TYPE_STANDARD, + input_seq(make_code(ITEM_CLASS_SWITCH, ITEM_MODIFIER_DOWN, axisactual[1]))); + + // use third or fourth axis for Z + input_seq const seq(make_code(ITEM_CLASS_ABSOLUTE, ITEM_MODIFIER_NONE, axisactual[(std::min)(axiscount, 4) - 1])); + assignments.emplace_back(IPT_AD_STICK_Z, SEQ_TYPE_STANDARD, seq); + + // use this for focus next/previous to make system selection menu practical to navigate + input_seq const upseq(make_code(ITEM_CLASS_SWITCH, ITEM_MODIFIER_NEG, axisactual[2])); + input_seq const downseq(make_code(ITEM_CLASS_SWITCH, ITEM_MODIFIER_POS, axisactual[2])); + assignments.emplace_back(IPT_UI_FOCUS_PREV, SEQ_TYPE_STANDARD, upseq); + assignments.emplace_back(IPT_UI_FOCUS_NEXT, SEQ_TYPE_STANDARD, downseq); + if (4 <= axiscount) + { + // use for zoom as well if there's another axis to use for previous/next group + assignments.emplace_back(IPT_UI_ZOOM_IN, SEQ_TYPE_STANDARD, downseq); + assignments.emplace_back(IPT_UI_ZOOM_OUT, SEQ_TYPE_STANDARD, upseq); + } + + // use this for twin sticks, too + assignments.emplace_back((4 <= axiscount) ? IPT_JOYSTICKRIGHT_LEFT : IPT_JOYSTICKLEFT_UP, SEQ_TYPE_STANDARD, upseq); + assignments.emplace_back((4 <= axiscount) ? IPT_JOYSTICKRIGHT_RIGHT : IPT_JOYSTICKLEFT_DOWN, SEQ_TYPE_STANDARD, downseq); + + // put previous/next group on the last of the third or fourth axis + input_item_id const groupitem = axisactual[(std::min)(axiscount, 4) - 1]; + assignments.emplace_back( + IPT_UI_PREV_GROUP, + SEQ_TYPE_STANDARD, + input_seq(make_code(ITEM_CLASS_SWITCH, ITEM_MODIFIER_NEG, groupitem))); + assignments.emplace_back( + IPT_UI_NEXT_GROUP, + SEQ_TYPE_STANDARD, + input_seq(make_code(ITEM_CLASS_SWITCH, ITEM_MODIFIER_POS, groupitem))); + } + if (4 <= axiscount) + { + // use this for twin sticks + input_seq const upseq(make_code(ITEM_CLASS_SWITCH, ITEM_MODIFIER_NEG, axisactual[3])); + input_seq const downseq(make_code(ITEM_CLASS_SWITCH, ITEM_MODIFIER_POS, axisactual[3])); + assignments.emplace_back(IPT_JOYSTICKRIGHT_UP, SEQ_TYPE_STANDARD, upseq); + assignments.emplace_back(IPT_JOYSTICKRIGHT_DOWN, SEQ_TYPE_STANDARD, downseq); + } + + // set default assignments + device.set_default_assignments(std::move(assignments)); + } + + ~sdl_joystick_device() + { + close_device(); + } + + virtual void reset() override + { + sdl_joystick_device_base::reset(); + clear_buffer(); + } + + virtual void process_event(SDL_Event const &event) override + { + if (!m_joydevice) + return; + + switch (event.type) + { + case SDL_EVENT_JOYSTICK_AXIS_MOTION: + if (event.jaxis.axis < MAX_AXES) + m_joystick.axes[event.jaxis.axis] = (event.jaxis.value * 2); + break; + + case SDL_EVENT_JOYSTICK_BALL_MOTION: + //printf("Ball %d %d\n", event.jball.xrel, event.jball.yrel); + if (event.jball.ball < (MAX_AXES / 2)) + { + m_joystick.balls[event.jball.ball * 2] = event.jball.xrel * input_device::RELATIVE_PER_PIXEL; + m_joystick.balls[event.jball.ball * 2 + 1] = event.jball.yrel * input_device::RELATIVE_PER_PIXEL; + } + break; + + case SDL_EVENT_JOYSTICK_HAT_MOTION: + if (event.jhat.hat < MAX_HATS) + { + m_joystick.hatsU[event.jhat.hat] = (event.jhat.value & SDL_HAT_UP) ? 0x80 : 0; + m_joystick.hatsD[event.jhat.hat] = (event.jhat.value & SDL_HAT_DOWN) ? 0x80 : 0; + m_joystick.hatsL[event.jhat.hat] = (event.jhat.value & SDL_HAT_LEFT) ? 0x80 : 0; + m_joystick.hatsR[event.jhat.hat] = (event.jhat.value & SDL_HAT_RIGHT) ? 0x80 : 0; + } + break; + + case SDL_EVENT_JOYSTICK_BUTTON_DOWN: + case SDL_EVENT_JOYSTICK_BUTTON_UP: + if (event.jbutton.button < MAX_BUTTONS) + m_joystick.buttons[event.jbutton.button] = (event.jbutton.down) ? 0x80 : 0; + break; + + case SDL_EVENT_JOYSTICK_REMOVED: + osd_printf_verbose("Joystick: %s [ID %s] disconnected\n", name(), id()); + clear_instance(); + clear_buffer(); + close_device(); + break; + } + } + + bool has_haptic() const + { + return m_hapdevice != nullptr; + } + + void attach_device(SDL_Joystick *joy) + { + assert(joy); + assert(!m_joydevice); + + set_instance(SDL_GetJoystickID(joy)); + m_joydevice = joy; + m_hapdevice = SDL_OpenHapticFromJoystick(joy); + + osd_printf_verbose("Joystick: %s [ID %s] reconnected\n", name(), id()); + } + +protected: + // state information for a joystick + struct sdl_joystick_state + { + s32 axes[MAX_AXES]; + s32 buttons[MAX_BUTTONS]; + s32 hatsU[MAX_HATS], hatsD[MAX_HATS], hatsL[MAX_HATS], hatsR[MAX_HATS]; + s32 balls[MAX_AXES]; + }; + + sdl_joystick_state m_joystick; + +private: + SDL_Joystick *m_joydevice; + SDL_Haptic *m_hapdevice; + + void clear_buffer() + { + memset(&m_joystick, 0, sizeof(m_joystick)); + } + + void close_device() + { + if (m_joydevice) + { + if (m_hapdevice) + { + SDL_CloseHaptic(m_hapdevice); + m_hapdevice = nullptr; + } + SDL_CloseJoystick(m_joydevice); + m_joydevice = nullptr; + } + } +}; + + +//============================================================ +// sdl_sixaxis_joystick_device +//============================================================ + +class sdl_sixaxis_joystick_device : public sdl_joystick_device +{ +public: + using sdl_joystick_device::sdl_joystick_device; + + virtual void process_event(SDL_Event const &event) override + { + switch (event.type) + { + case SDL_EVENT_JOYSTICK_AXIS_MOTION: + { + int const axis = event.jaxis.axis; + if (axis <= 3) + { + m_joystick.axes[event.jaxis.axis] = (event.jaxis.value * 2); + } + else + { + int const magic = (event.jaxis.value / 2) + 16384; + m_joystick.axes[event.jaxis.axis] = magic; + } + } + break; + + default: + // Call the base for other events + sdl_joystick_device::process_event(event); + break; + } + } +}; + + +//============================================================ +// sdl_game_controller_device +//============================================================ + +class sdl_game_controller_device : public sdl_joystick_device_base +{ +public: + sdl_game_controller_device( + std::string &&name, + std::string &&id, + input_module &module, + SDL_Gamepad *ctrl, + char const *serial) : + sdl_joystick_device_base( + std::move(name), + std::move(id), + module, + serial), + m_controller({{0}}), + m_ctrldevice(ctrl) + { + set_instance(SDL_GetJoystickID(SDL_GetGamepadJoystick(ctrl))); + } + + ~sdl_game_controller_device() + { + close_device(); + } + + virtual void configure(input_device &device) override + { + input_device::assignment_vector assignments; + char const *const *axisnames = CONTROLLER_AXIS_XBOX; + char const *const *buttonnames = CONTROLLER_BUTTON_XBOX360; + bool digitaltriggers = false; + bool avoidpaddles = false; + auto const ctrltype = SDL_GetGamepadType(m_ctrldevice); + switch (ctrltype) + { + case SDL_GAMEPAD_TYPE_STANDARD: + osd_printf_verbose("Game Controller: ... unknown type\n", int(ctrltype)); + break; + case SDL_GAMEPAD_TYPE_XBOX360: + osd_printf_verbose("Game Controller: ... Xbox 360 type\n"); + axisnames = CONTROLLER_AXIS_XBOX; + buttonnames = CONTROLLER_BUTTON_XBOX360; + break; + case SDL_GAMEPAD_TYPE_XBOXONE: + osd_printf_verbose("Game Controller: ... Xbox One type\n"); + axisnames = CONTROLLER_AXIS_XBOX; + buttonnames = CONTROLLER_BUTTON_XBOXONE; + break; + case SDL_GAMEPAD_TYPE_PS3: + osd_printf_verbose("Game Controller: ... PlayStation 3 type\n"); + axisnames = CONTROLLER_AXIS_PS; + buttonnames = CONTROLLER_BUTTON_PS3; + break; + case SDL_GAMEPAD_TYPE_PS4: + osd_printf_verbose("Game Controller: ... PlayStation 4 type\n"); + axisnames = CONTROLLER_AXIS_PS; + buttonnames = CONTROLLER_BUTTON_PS4; + break; + case SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_PRO: + osd_printf_verbose("Game Controller: ... Switch Pro Controller type\n"); + axisnames = CONTROLLER_AXIS_SWITCH; + buttonnames = CONTROLLER_BUTTON_SWITCH; + digitaltriggers = true; + break; + //case SDL_GAMEPAD_TYPE_VIRTUAL: + case SDL_GAMEPAD_TYPE_PS5: + osd_printf_verbose("Game Controller: ... PlayStation 5 type\n"); + axisnames = CONTROLLER_AXIS_PS; + buttonnames = CONTROLLER_BUTTON_PS5; + break; + + case SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_PAIR: + osd_printf_verbose("Game Controller: ... Joy-Con pair type\n"); + axisnames = CONTROLLER_AXIS_SWITCH; + buttonnames = CONTROLLER_BUTTON_SWITCH; + digitaltriggers = true; + avoidpaddles = true; + break; + + default: // do some other checks and fall back to Xbox layout if still unrecognized + { + const auto joystick = SDL_GetJoystickFromID(SDL_GetGamepadID(m_ctrldevice)); + const auto vendor_id = SDL_GetJoystickVendor(joystick); + const auto product_id = SDL_GetJoystickProduct(joystick); + + if (vendor_id == 0x18d1 && product_id == 0x9400) + { + osd_printf_verbose("Game Controller: ... Google Stadia type\n"); + axisnames = CONTROLLER_AXIS_PS; + buttonnames = CONTROLLER_BUTTON_STADIA; + } + else if (vendor_id == 0x0955 && (product_id == 0x7210 || product_id == 0x7214)) + { + osd_printf_verbose("Game Controller: ... NVIDIA Shield type\n"); + axisnames = CONTROLLER_AXIS_XBOX; + buttonnames = CONTROLLER_BUTTON_SHIELD; + } + else + { + osd_printf_verbose("Game Controller: ... unrecognized type (%d)\n", int(ctrltype)); + } + } + break; + } + + // keep track of item numbers as we add controls + std::pair<input_item_id, input_item_id> axisitems[SDL_GAMEPAD_AXIS_COUNT]; + input_item_id buttonitems[SDL_GAMEPAD_BUTTON_COUNT]; + std::tuple<input_item_id, SDL_GamepadButton, SDL_GamepadAxis> numberedbuttons[16]; + std::fill( + std::begin(axisitems), + std::end(axisitems), + std::make_pair(ITEM_ID_INVALID, ITEM_ID_INVALID)); + std::fill( + std::begin(buttonitems), + std::end(buttonitems), + ITEM_ID_INVALID); + std::fill( + std::begin(numberedbuttons), + std::end(numberedbuttons), + std::make_tuple(ITEM_ID_INVALID, SDL_GAMEPAD_BUTTON_INVALID, SDL_GAMEPAD_AXIS_INVALID)); + + // add axes + std::tuple<SDL_GamepadAxis, input_item_id, bool> const axes[]{ + { SDL_GAMEPAD_AXIS_LEFTX, ITEM_ID_XAXIS, false }, + { SDL_GAMEPAD_AXIS_LEFTY, ITEM_ID_YAXIS, false }, + { SDL_GAMEPAD_AXIS_RIGHTX, ITEM_ID_ZAXIS, false }, + { SDL_GAMEPAD_AXIS_RIGHTY, ITEM_ID_RZAXIS, false }, + { SDL_GAMEPAD_AXIS_LEFT_TRIGGER, ITEM_ID_SLIDER1, true }, + { SDL_GAMEPAD_AXIS_RIGHT_TRIGGER, ITEM_ID_SLIDER2, true } }; + for (auto [axis, item, buttontest] : axes) + { + bool avail = !buttontest || !digitaltriggers; + avail = avail && SDL_GamepadHasAxis(m_ctrldevice, axis); + if (avail) + { + int bind_count = 0; + SDL_GamepadBinding **binding = SDL_GetGamepadBindings(m_ctrldevice, &bind_count); + bool hasAxisBinding = false; + for (int idx = 0; idx < bind_count; idx++) + { + if (binding[idx]->input.axis.axis == axis) + { + // SDL 3 returns both analog (button) and digital (axis) bindings for + // analog triggers. So just allow it if there's an analog binding. + if (binding[idx]->input_type == SDL_GAMEPAD_BINDTYPE_AXIS) + { + hasAxisBinding = true; + break; + } + } + } + + if (!hasAxisBinding) + { + avail = false; + } + } + if (avail) + { + axisitems[axis].first = device.add_item( + axisnames[axis], + std::string_view(), + item, + generic_axis_get_state<s32>, + &m_controller.axes[axis]); + } + } + + // add automatically numbered buttons + std::tuple<SDL_GamepadButton, SDL_GamepadAxis, bool> const generalbuttons[]{ + { SDL_GAMEPAD_BUTTON_SOUTH, SDL_GAMEPAD_AXIS_INVALID, true }, + { SDL_GAMEPAD_BUTTON_EAST, SDL_GAMEPAD_AXIS_INVALID, true }, + { SDL_GAMEPAD_BUTTON_WEST, SDL_GAMEPAD_AXIS_INVALID, true }, + { SDL_GAMEPAD_BUTTON_NORTH, SDL_GAMEPAD_AXIS_INVALID, true }, + { SDL_GAMEPAD_BUTTON_LEFT_SHOULDER, SDL_GAMEPAD_AXIS_INVALID, true }, + { SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER, SDL_GAMEPAD_AXIS_INVALID, true }, + { SDL_GAMEPAD_BUTTON_INVALID, SDL_GAMEPAD_AXIS_LEFT_TRIGGER, true }, + { SDL_GAMEPAD_BUTTON_INVALID, SDL_GAMEPAD_AXIS_RIGHT_TRIGGER, true }, + { SDL_GAMEPAD_BUTTON_LEFT_STICK, SDL_GAMEPAD_AXIS_INVALID, true }, + { SDL_GAMEPAD_BUTTON_RIGHT_STICK, SDL_GAMEPAD_AXIS_INVALID, true }, + { SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1, SDL_GAMEPAD_AXIS_INVALID, true }, + { SDL_GAMEPAD_BUTTON_LEFT_PADDLE1, SDL_GAMEPAD_AXIS_INVALID, true }, + { SDL_GAMEPAD_BUTTON_RIGHT_PADDLE2, SDL_GAMEPAD_AXIS_INVALID, true }, + { SDL_GAMEPAD_BUTTON_LEFT_PADDLE2, SDL_GAMEPAD_AXIS_INVALID, true }, + { SDL_GAMEPAD_BUTTON_GUIDE, SDL_GAMEPAD_AXIS_INVALID, false }, + { SDL_GAMEPAD_BUTTON_MISC1, SDL_GAMEPAD_AXIS_INVALID, false }, + { SDL_GAMEPAD_BUTTON_TOUCHPAD, SDL_GAMEPAD_AXIS_INVALID, false }, + }; + input_item_id button_item = ITEM_ID_BUTTON1; + unsigned buttoncount = 0; + for (auto [button, axis, field] : generalbuttons) + { + bool avail = true; + input_item_id actual = ITEM_ID_INVALID; + if (SDL_GAMEPAD_BUTTON_INVALID != button) + { + avail = SDL_GamepadHasButton(m_ctrldevice, button); + if (avail) + { + int bind_count = 0; + SDL_GamepadBinding **binding = SDL_GetGamepadBindings(m_ctrldevice, &bind_count); + for (int idx = 0; idx < bind_count; idx++) + { + if (binding[idx]->input.button == button) + { + if (binding[idx]->input_type == SDL_GAMEPAD_BINDTYPE_NONE) + { + avail = false; + } + } + } + } + if (avail) + { + actual = buttonitems[button] = device.add_item( + buttonnames[button], + std::string_view(), + button_item++, + generic_button_get_state<s32>, + &m_controller.buttons[button]); + if (field && (std::size(numberedbuttons) > buttoncount)) + std::get<1>(numberedbuttons[buttoncount]) = button; + } + } + else + { + avail = SDL_GamepadHasAxis(m_ctrldevice, axis); + if (avail) + { + int bind_count = 0; + SDL_GamepadBinding **binding = SDL_GetGamepadBindings(m_ctrldevice, &bind_count); + for (int idx = 0; idx < bind_count; idx++) + { + if (binding[idx]->input.axis.axis ==axis) + { + switch (binding[idx]->input_type) + { + case SDL_GAMEPAD_BINDTYPE_NONE: + avail = false; + break; + case SDL_GAMEPAD_BINDTYPE_BUTTON: + break; + default: + avail = digitaltriggers; + break; + } + } + } + } + if (avail) + { + actual = axisitems[axis].second = device.add_item( + axisnames[axis], + std::string_view(), + button_item++, + [] (void *device_internal, void *item_internal) -> int + { + return (*reinterpret_cast<s32 const *>(item_internal) <= -16'384) ? 1 : 0; + }, + &m_controller.axes[axis]); + if (field && (std::size(numberedbuttons) > buttoncount)) + std::get<2>(numberedbuttons[buttoncount]) = axis; + } + } + + // add default button assignments + if (field && avail && (std::size(numberedbuttons) > buttoncount)) + { + std::get<0>(numberedbuttons[buttoncount]) = actual; + add_button_assignment(assignments, ioport_type(IPT_BUTTON1 + buttoncount++), { actual }); + } + } + + // add buttons with fixed item IDs + std::pair<SDL_GamepadButton, input_item_id> const fixedbuttons[]{ + { SDL_GAMEPAD_BUTTON_BACK, ITEM_ID_SELECT }, + { SDL_GAMEPAD_BUTTON_START, ITEM_ID_START }, + { SDL_GAMEPAD_BUTTON_DPAD_UP, ITEM_ID_HAT1UP }, + { SDL_GAMEPAD_BUTTON_DPAD_DOWN, ITEM_ID_HAT1DOWN }, + { SDL_GAMEPAD_BUTTON_DPAD_LEFT, ITEM_ID_HAT1LEFT }, + { SDL_GAMEPAD_BUTTON_DPAD_RIGHT, ITEM_ID_HAT1RIGHT } }; + for (auto [button, item] : fixedbuttons) + { + bool avail = true; + avail = SDL_GamepadHasButton(m_ctrldevice, button); + if (avail) + { + int bind_count = 0; + SDL_GamepadBinding **binding = SDL_GetGamepadBindings(m_ctrldevice, &bind_count); + for (int idx = 0; idx < bind_count; idx++) + { + if (binding[idx]->input.button == button) + { + switch (binding[idx]->input_type) + { + case SDL_GAMEPAD_BINDTYPE_NONE: + avail = false; + break; + default: + break; + } + } + } + } + if (avail) + { + buttonitems[button] = device.add_item( + buttonnames[button], + std::string_view(), + item, + generic_button_get_state<s32>, + &m_controller.buttons[button]); + } + } + + // try to get a "complete" joystick for primary movement controls + input_item_id diraxis[2][2]; + choose_primary_stick( + diraxis, + axisitems[SDL_GAMEPAD_AXIS_LEFTX].first, + axisitems[SDL_GAMEPAD_AXIS_LEFTY].first, + axisitems[SDL_GAMEPAD_AXIS_RIGHTX].first, + axisitems[SDL_GAMEPAD_AXIS_RIGHTY].first); + + // now set up controls using the primary joystick + add_directional_assignments( + assignments, + diraxis[0][0], + diraxis[0][1], + buttonitems[SDL_GAMEPAD_BUTTON_DPAD_LEFT], + buttonitems[SDL_GAMEPAD_BUTTON_DPAD_RIGHT], + buttonitems[SDL_GAMEPAD_BUTTON_DPAD_UP], + buttonitems[SDL_GAMEPAD_BUTTON_DPAD_DOWN]); + + // assign a secondary stick axis to joystick Z if available + bool const zaxis = add_assignment( + assignments, + IPT_AD_STICK_Z, + SEQ_TYPE_STANDARD, + ITEM_CLASS_ABSOLUTE, + ITEM_MODIFIER_NONE, + { diraxis[1][1], diraxis[1][0] }); + if (!zaxis) + { + // if both triggers are present, combine them, or failing that, fall back to a pair of buttons + if ((ITEM_ID_INVALID != axisitems[SDL_GAMEPAD_AXIS_LEFT_TRIGGER].first) && (ITEM_ID_INVALID != axisitems[SDL_GAMEPAD_AXIS_RIGHT_TRIGGER].first)) + { + assignments.emplace_back( + IPT_AD_STICK_Z, + SEQ_TYPE_STANDARD, + input_seq( + make_code(ITEM_CLASS_ABSOLUTE, ITEM_MODIFIER_NONE, axisitems[SDL_GAMEPAD_AXIS_LEFT_TRIGGER].first), + make_code(ITEM_CLASS_ABSOLUTE, ITEM_MODIFIER_REVERSE, axisitems[SDL_GAMEPAD_AXIS_RIGHT_TRIGGER].first))); + } + else if (add_axis_inc_dec_assignment(assignments, IPT_AD_STICK_Z, buttonitems[SDL_GAMEPAD_BUTTON_LEFT_SHOULDER], buttonitems[SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER])) + { + // took shoulder buttons + } + else if (add_axis_inc_dec_assignment(assignments, IPT_AD_STICK_Z, axisitems[SDL_GAMEPAD_AXIS_LEFT_TRIGGER].second, axisitems[SDL_GAMEPAD_AXIS_RIGHT_TRIGGER].second)) + { + // took trigger buttons + } + else if (add_axis_inc_dec_assignment(assignments, IPT_AD_STICK_Z, buttonitems[SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1], buttonitems[SDL_GAMEPAD_BUTTON_LEFT_PADDLE1])) + { + // took P1/P2 + } + else if (add_axis_inc_dec_assignment(assignments, IPT_AD_STICK_Z, buttonitems[SDL_GAMEPAD_BUTTON_RIGHT_PADDLE2], buttonitems[SDL_GAMEPAD_BUTTON_LEFT_PADDLE2])) + { + // took P3/P4 + } + } + + // prefer trigger axes for pedals, otherwise take half axes and buttons + unsigned pedalbutton = 0; + if (!add_assignment(assignments, IPT_PEDAL, SEQ_TYPE_STANDARD, ITEM_CLASS_ABSOLUTE, ITEM_MODIFIER_NEG, { axisitems[SDL_GAMEPAD_AXIS_RIGHT_TRIGGER].first })) + { + add_assignment( + assignments, + IPT_PEDAL, + SEQ_TYPE_STANDARD, + ITEM_CLASS_ABSOLUTE, + ITEM_MODIFIER_NEG, + { diraxis[1][1], diraxis[0][1] }); + bool const incbutton = add_assignment( + assignments, + IPT_PEDAL, + SEQ_TYPE_INCREMENT, + ITEM_CLASS_SWITCH, + ITEM_MODIFIER_NONE, + { axisitems[SDL_GAMEPAD_AXIS_RIGHT_TRIGGER].second, buttonitems[SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER] }); + if (!incbutton) + { + if (add_assignment(assignments, IPT_PEDAL, SEQ_TYPE_INCREMENT, ITEM_CLASS_SWITCH, ITEM_MODIFIER_NONE, { std::get<0>(numberedbuttons[pedalbutton]) })) + ++pedalbutton; + } + } + if (!add_assignment(assignments, IPT_PEDAL2, SEQ_TYPE_STANDARD, ITEM_CLASS_ABSOLUTE, ITEM_MODIFIER_NEG, { axisitems[SDL_GAMEPAD_AXIS_LEFT_TRIGGER].first })) + { + add_assignment( + assignments, + IPT_PEDAL2, + SEQ_TYPE_STANDARD, + ITEM_CLASS_ABSOLUTE, + ITEM_MODIFIER_POS, + { diraxis[1][1], diraxis[0][1] }); + bool const incbutton = add_assignment( + assignments, + IPT_PEDAL2, + SEQ_TYPE_INCREMENT, + ITEM_CLASS_SWITCH, + ITEM_MODIFIER_NONE, + { axisitems[SDL_GAMEPAD_AXIS_LEFT_TRIGGER].second, buttonitems[SDL_GAMEPAD_BUTTON_LEFT_SHOULDER] }); + if (!incbutton) + { + if (add_assignment(assignments, IPT_PEDAL2, SEQ_TYPE_INCREMENT, ITEM_CLASS_SWITCH, ITEM_MODIFIER_NONE, { std::get<0>(numberedbuttons[pedalbutton]) })) + ++pedalbutton; + } + } + add_assignment(assignments, IPT_PEDAL3, SEQ_TYPE_INCREMENT, ITEM_CLASS_SWITCH, ITEM_MODIFIER_NONE, { std::get<0>(numberedbuttons[pedalbutton]) }); + + // potentially use thumb sticks and/or D-pad and A/B/X/Y diamond for twin sticks + add_twin_stick_assignments( + assignments, + axisitems[SDL_GAMEPAD_AXIS_LEFTX].first, + axisitems[SDL_GAMEPAD_AXIS_LEFTY].first, + axisitems[SDL_GAMEPAD_AXIS_RIGHTX].first, + axisitems[SDL_GAMEPAD_AXIS_RIGHTY].first, + buttonitems[SDL_GAMEPAD_BUTTON_DPAD_LEFT], + buttonitems[SDL_GAMEPAD_BUTTON_DPAD_RIGHT], + buttonitems[SDL_GAMEPAD_BUTTON_DPAD_UP], + buttonitems[SDL_GAMEPAD_BUTTON_DPAD_DOWN], + buttonitems[SDL_GAMEPAD_BUTTON_WEST], + buttonitems[SDL_GAMEPAD_BUTTON_EAST], + buttonitems[SDL_GAMEPAD_BUTTON_NORTH], + buttonitems[SDL_GAMEPAD_BUTTON_SOUTH]); + + // add assignments for buttons with fixed functions + add_button_assignment(assignments, IPT_SELECT, { buttonitems[SDL_GAMEPAD_BUTTON_BACK] }); + add_button_assignment(assignments, IPT_START, { buttonitems[SDL_GAMEPAD_BUTTON_START] }); + add_button_assignment(assignments, IPT_UI_MENU, { buttonitems[SDL_GAMEPAD_BUTTON_GUIDE] }); + + // the first button is always UI select + if (add_button_assignment(assignments, IPT_UI_SELECT, { std::get<0>(numberedbuttons[0]) })) + { + if (SDL_GAMEPAD_BUTTON_INVALID != std::get<1>(numberedbuttons[0])) + buttonitems[std::get<1>(numberedbuttons[0])] = ITEM_ID_INVALID; + if (SDL_GAMEPAD_AXIS_INVALID != std::get<2>(numberedbuttons[0])) + axisitems[std::get<2>(numberedbuttons[0])].second = ITEM_ID_INVALID; + } + + // try to get a matching pair of buttons for previous/next group + if (consume_button_pair(assignments, IPT_UI_PREV_GROUP, IPT_UI_NEXT_GROUP, axisitems[SDL_GAMEPAD_AXIS_LEFT_TRIGGER].second, axisitems[SDL_GAMEPAD_AXIS_RIGHT_TRIGGER].second)) + { + // took digital triggers + } + else if (!avoidpaddles && consume_button_pair(assignments, IPT_UI_PREV_GROUP, IPT_UI_NEXT_GROUP, buttonitems[SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1], buttonitems[SDL_GAMEPAD_BUTTON_LEFT_PADDLE1])) + { + // took upper paddles + } + else if (consume_trigger_pair(assignments, IPT_UI_PREV_GROUP, IPT_UI_NEXT_GROUP, axisitems[SDL_GAMEPAD_AXIS_LEFT_TRIGGER].first, axisitems[SDL_GAMEPAD_AXIS_RIGHT_TRIGGER].first)) + { + // took analog triggers + } + else if (!avoidpaddles && consume_button_pair(assignments, IPT_UI_PREV_GROUP, IPT_UI_NEXT_GROUP, buttonitems[SDL_GAMEPAD_BUTTON_RIGHT_PADDLE2], buttonitems[SDL_GAMEPAD_BUTTON_LEFT_PADDLE2])) + { + // took lower paddles + } + else if (consume_axis_pair(assignments, IPT_UI_PREV_GROUP, IPT_UI_NEXT_GROUP, diraxis[1][1])) + { + // took secondary Y + } + else if (consume_axis_pair(assignments, IPT_UI_PREV_GROUP, IPT_UI_NEXT_GROUP, diraxis[1][0])) + { + // took secondary X + } + + // try to get a matching pair of buttons for page up/down + if (!avoidpaddles && consume_button_pair(assignments, IPT_UI_PAGE_UP, IPT_UI_PAGE_DOWN, buttonitems[SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1], buttonitems[SDL_GAMEPAD_BUTTON_LEFT_PADDLE1])) + { + // took upper paddles + } + else if (!avoidpaddles && consume_button_pair(assignments, IPT_UI_PAGE_UP, IPT_UI_PAGE_DOWN, buttonitems[SDL_GAMEPAD_BUTTON_RIGHT_PADDLE2], buttonitems[SDL_GAMEPAD_BUTTON_LEFT_PADDLE2])) + { + // took lower paddles + } + else + if (consume_trigger_pair(assignments, IPT_UI_PAGE_UP, IPT_UI_PAGE_DOWN, axisitems[SDL_GAMEPAD_AXIS_LEFT_TRIGGER].first, axisitems[SDL_GAMEPAD_AXIS_RIGHT_TRIGGER].first)) + { + // took analog triggers + } + else if (consume_axis_pair(assignments, IPT_UI_PAGE_UP, IPT_UI_PAGE_DOWN, diraxis[1][1])) + { + // took secondary Y + } + + // try to assign X button to UI clear + if (add_button_assignment(assignments, IPT_UI_CLEAR, { buttonitems[SDL_GAMEPAD_BUTTON_WEST] })) + { + buttonitems[SDL_GAMEPAD_BUTTON_WEST] = ITEM_ID_INVALID; + } + else + { + // otherwise try to find an unassigned button + for (auto [item, button, axis] : numberedbuttons) + { + if ((SDL_GAMEPAD_BUTTON_INVALID != button) && (ITEM_ID_INVALID != buttonitems[button])) + { + add_button_assignment(assignments, IPT_UI_CLEAR, { item }); + buttonitems[button] = ITEM_ID_INVALID; + break; + } + else if ((SDL_GAMEPAD_AXIS_INVALID != axis) && (ITEM_ID_INVALID != axisitems[axis].second)) + { + add_button_assignment(assignments, IPT_UI_CLEAR, { item }); + axisitems[axis].second = ITEM_ID_INVALID; + break; + } + } + } + + // try to assign B button to UI back + if (add_button_assignment(assignments, IPT_UI_BACK, { buttonitems[SDL_GAMEPAD_BUTTON_EAST] })) + { + buttonitems[SDL_GAMEPAD_BUTTON_WEST] = ITEM_ID_INVALID; + } + else + { + // otherwise try to find an unassigned button + for (auto [item, button, axis] : numberedbuttons) + { + if ((SDL_GAMEPAD_BUTTON_INVALID != button) && (ITEM_ID_INVALID != buttonitems[button])) + { + add_button_assignment(assignments, IPT_UI_CLEAR, { item }); + buttonitems[button] = ITEM_ID_INVALID; + break; + } + else if ((SDL_GAMEPAD_AXIS_INVALID != axis) && (ITEM_ID_INVALID != axisitems[axis].second)) + { + add_button_assignment(assignments, IPT_UI_CLEAR, { item }); + axisitems[axis].second = ITEM_ID_INVALID; + break; + } + } + } + + // try to assign Y button to UI help + if (add_button_assignment(assignments, IPT_UI_HELP, { buttonitems[SDL_GAMEPAD_BUTTON_NORTH] })) + { + buttonitems[SDL_GAMEPAD_BUTTON_NORTH] = ITEM_ID_INVALID; + } + else + { + // otherwise try to find an unassigned button + for (auto [item, button, axis] : numberedbuttons) + { + if ((SDL_GAMEPAD_BUTTON_INVALID != button) && (ITEM_ID_INVALID != buttonitems[button])) + { + add_button_assignment(assignments, IPT_UI_HELP, { item }); + buttonitems[button] = ITEM_ID_INVALID; + break; + } + else if ((SDL_GAMEPAD_AXIS_INVALID != axis) && (ITEM_ID_INVALID != axisitems[axis].second)) + { + add_button_assignment(assignments, IPT_UI_HELP, { item }); + axisitems[axis].second = ITEM_ID_INVALID; + break; + } + } + } + + // put focus previous/next on the shoulder buttons if available - this can be overloaded with zoom + if (add_button_pair_assignment(assignments, IPT_UI_FOCUS_PREV, IPT_UI_FOCUS_NEXT, buttonitems[SDL_GAMEPAD_BUTTON_LEFT_SHOULDER], buttonitems[SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER])) + { + // took shoulder buttons + } + else if (add_axis_pair_assignment(assignments, IPT_UI_FOCUS_PREV, IPT_UI_FOCUS_NEXT, diraxis[1][0])) + { + // took secondary X + } + else if (add_axis_pair_assignment(assignments, IPT_UI_FOCUS_PREV, IPT_UI_FOCUS_NEXT, diraxis[1][1])) + { + // took secondary Y + } + + // put zoom on the secondary stick if available, or fall back to shoulder buttons + if (add_axis_pair_assignment(assignments, IPT_UI_ZOOM_OUT, IPT_UI_ZOOM_IN, diraxis[1][0])) + { + // took secondary X + if (axisitems[SDL_GAMEPAD_AXIS_LEFTX].first == diraxis[1][0]) + add_button_assignment(assignments, IPT_UI_ZOOM_DEFAULT, { buttonitems[SDL_GAMEPAD_BUTTON_LEFT_STICK] }); + else if (axisitems[SDL_GAMEPAD_AXIS_RIGHTX].first == diraxis[1][0]) + add_button_assignment(assignments, IPT_UI_ZOOM_DEFAULT, { buttonitems[SDL_GAMEPAD_BUTTON_RIGHT_STICK] }); + diraxis[1][0] = ITEM_ID_INVALID; + } + else if (add_axis_pair_assignment(assignments, IPT_UI_ZOOM_IN, IPT_UI_ZOOM_OUT, diraxis[1][1])) + { + // took secondary Y + if (axisitems[SDL_GAMEPAD_AXIS_LEFTY].first == diraxis[1][1]) + add_button_assignment(assignments, IPT_UI_ZOOM_DEFAULT, { buttonitems[SDL_GAMEPAD_BUTTON_LEFT_STICK] }); + else if (axisitems[SDL_GAMEPAD_AXIS_RIGHTY].first == diraxis[1][1]) + add_button_assignment(assignments, IPT_UI_ZOOM_DEFAULT, { buttonitems[SDL_GAMEPAD_BUTTON_RIGHT_STICK] }); + diraxis[1][1] = ITEM_ID_INVALID; + } + else if (consume_button_pair(assignments, IPT_UI_ZOOM_OUT, IPT_UI_ZOOM_IN, buttonitems[SDL_GAMEPAD_BUTTON_LEFT_SHOULDER], buttonitems[SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER])) + { + // took shoulder buttons + } + + // set default assignments + device.set_default_assignments(std::move(assignments)); + } + + virtual void reset() override + { + sdl_joystick_device_base::reset(); + clear_buffer(); + } + + virtual void process_event(SDL_Event const &event) override + { + if (!m_ctrldevice) + return; + + switch (event.type) + { + case SDL_EVENT_GAMEPAD_AXIS_MOTION: + if (event.gaxis.axis < SDL_GAMEPAD_AXIS_COUNT) + { + switch (event.gaxis.axis) + { + case SDL_GAMEPAD_AXIS_LEFT_TRIGGER: // MAME wants negative values for triggers + case SDL_GAMEPAD_AXIS_RIGHT_TRIGGER: + m_controller.axes[event.gaxis.axis] = -normalize_absolute_axis(event.gaxis.value, -32'767, 32'767); + break; + default: + m_controller.axes[event.gaxis.axis] = normalize_absolute_axis(event.gaxis.value, -32'767, 32'767); + } + } + break; + + case SDL_EVENT_GAMEPAD_BUTTON_DOWN: + case SDL_EVENT_GAMEPAD_BUTTON_UP: + if (event.gbutton.button < SDL_GAMEPAD_BUTTON_COUNT) + m_controller.buttons[event.gbutton.button] = (event.gbutton.down) ? 0x80 : 0x00; + break; + + case SDL_EVENT_GAMEPAD_REMOVED: + osd_printf_verbose("Game Controller: %s [ID %s] disconnected\n", name(), id()); + clear_instance(); + clear_buffer(); + close_device(); + break; + } + } + + void attach_device(SDL_Gamepad *ctrl) + { + assert(ctrl); + assert(!m_ctrldevice); + + set_instance(SDL_GetJoystickID(SDL_GetGamepadJoystick(ctrl))); + m_ctrldevice = ctrl; + + osd_printf_verbose("Game Controller: %s [ID %s] reconnected\n", name(), id()); + } + +private: + // state information for a game controller + struct sdl_controller_state + { + s32 axes[SDL_GAMEPAD_AXIS_COUNT]; + s32 buttons[SDL_GAMEPAD_BUTTON_COUNT]; + }; + + sdl_controller_state m_controller; + SDL_Gamepad *m_ctrldevice; + + void clear_buffer() + { + memset(&m_controller, 0, sizeof(m_controller)); + } + + void close_device() + { + if (m_ctrldevice) + { + SDL_CloseGamepad(m_ctrldevice); + m_ctrldevice = nullptr; + } + } +}; + + +//============================================================ +// sdl_input_module +//============================================================ + +template <typename Info> +class sdl_input_module : + public input_module_impl<Info, sdl_osd_interface>, + protected sdl_event_manager::subscriber +{ +public: + sdl_input_module(char const *type, char const *name) : + input_module_impl<Info, sdl_osd_interface>(type, name) + { + } + + virtual void exit() override + { + // unsubscribe for events + unsubscribe(); + + input_module_impl<Info, sdl_osd_interface>::exit(); + } + +protected: + virtual void handle_event(SDL_Event const &event) override + { + // dispatch event to every device by default + this->devicelist().for_each_device( + [&event] (auto &device) { device.queue_events(&event, 1); }); + } +}; + + +//============================================================ +// sdl_keyboard_module +//============================================================ + +class sdl_keyboard_module : public sdl_input_module<sdl_keyboard_device> +{ +public: + sdl_keyboard_module() : + sdl_input_module<sdl_keyboard_device>(OSD_KEYBOARDINPUT_PROVIDER, "sdl") + { + } + + virtual void input_init(running_machine &machine) override + { + sdl_input_module<sdl_keyboard_device>::input_init(machine); + + constexpr int event_types[] = { + int(SDL_EVENT_KEY_DOWN), + int(SDL_EVENT_KEY_UP) }; + + subscribe(osd(), event_types); + + // Read our keymap and store a pointer to our table + sdlinput_read_keymap(); + + osd_printf_verbose("Keyboard: Start initialization\n"); + + int count = 0; + const auto keyboards = SDL_GetKeyboards(&count); + + osd_printf_verbose("Keyboard: Using SDL 3.2+, found %d keyboard%c\n", count, count > 1 ? 's' : ' '); + + // TODO: Multiple keyboard/mouse support is Windows-only in SDL 3.2; this will expand to Linux Wayland + // in SDL 3.4. X11 will return all of the available keyboards but only return keypresses for the system + // composite device #0 unless SDL is specially compiled (which its not in distro packages). + // On macOS only the system keyboard is supported. + auto &devinfo = create_device<sdl_keyboard_device>( + DEVICE_CLASS_KEYBOARD, + "System keyboard", + "System keyboard", + keyboards[0], + *m_key_trans_table); + osd_printf_verbose("Keyboard: Registered %s\n", devinfo.name()); + SDL_free(keyboards); + + osd_printf_verbose("Keyboard: End initialization\n"); + } + +private: + void sdlinput_read_keymap() + { + keyboard_trans_table &default_table = keyboard_trans_table::instance(); + + // Allocate a block of translation entries big enough to hold what's in the default table + auto key_trans_entries = std::make_unique<key_trans_entry []>(default_table.size()); + + // copy the elements from the default table and ask SDL for key names + for (int i = 0; i < default_table.size(); i++) + { + key_trans_entries[i] = default_table[i]; + char const *const name = SDL_GetScancodeName(SDL_Scancode(default_table[i].sdl_scancode)); + if (name && *name) + key_trans_entries[i].ui_name = name; + } + + // Allocate the trans table to be associated with the machine so we don't have to free it + m_key_trans_table = std::make_unique<keyboard_trans_table>(std::move(key_trans_entries), default_table.size()); + + if (!options()->bool_value(SDLOPTION_KEYMAP)) + return; + + const char *const keymap_filename = dynamic_cast<sdl_options const &>(*options()).keymap_file(); + osd_printf_verbose("Keymap: Start reading keymap_file %s\n", keymap_filename); + + FILE *const keymap_file = fopen(keymap_filename, "r"); + if (!keymap_file) + { + osd_printf_warning("Keymap: Unable to open keymap %s, using default\n", keymap_filename); + return; + } + + int line = 1; + int sdl3section = 0; + while (!feof(keymap_file)) + { + char buf[256]; + + char *ret = fgets(buf, 255, keymap_file); + if (ret && buf[0] != '\n' && buf[0] != '#') + { + buf[255] = 0; + int len = strlen(buf); + if (len && buf[len - 1] == '\n') + buf[len - 1] = 0; + if (strncmp(buf, "[SDL3]", 6) == 0) + { + sdl3section = 1; + } + else if (sdl3section == 1) + { + char mks[41] = {0}; + char sks[41] = {0}; + char kns[41] = {0}; + + int n = sscanf(buf, "%40s %40s %40c\n", mks, sks, kns); + if (n != 3) + osd_printf_error("Keymap: Error on line %d : Expected 3 parameters, got %d\n", line, n); + + int index = default_table.lookup_mame_index(mks); + int sk = lookup_sdl_code(sks); + + if (sk >= 0 && index >= 0) + { + key_trans_entry &entry = (*m_key_trans_table)[index]; + entry.sdl_scancode = sk; + entry.ui_name = const_cast<char *>(m_ui_names.emplace_back(kns).c_str()); + osd_printf_verbose("Keymap: Mapped <%s> to <%s> with ui-text <%s>\n", sks, mks, kns); + } + else + { + osd_printf_error("Keymap: Error on line %d - %s key not found: %s\n", line, (sk<0) ? "sdl" : "mame", buf); + } + } + } + line++; + } + fclose(keymap_file); + osd_printf_verbose("Keymap: Processed %d lines\n", line); + } + + std::unique_ptr<keyboard_trans_table> m_key_trans_table; + std::list<std::string> m_ui_names; +}; + + +//============================================================ +// sdl_mouse_module +//============================================================ + +class sdl_mouse_module : public sdl_input_module<sdl_mouse_device> +{ +public: + sdl_mouse_module() : sdl_input_module<sdl_mouse_device>(OSD_MOUSEINPUT_PROVIDER, "sdl") + { + } + + virtual void input_init(running_machine &machine) override + { + sdl_input_module::input_init(machine); + + constexpr int event_types[] = { + int(SDL_EVENT_MOUSE_MOTION), + int(SDL_EVENT_MOUSE_BUTTON_DOWN), + int(SDL_EVENT_MOUSE_BUTTON_UP), + int(SDL_EVENT_MOUSE_WHEEL) }; + + subscribe(osd(), event_types); + + osd_printf_verbose("Mouse: Start initialization\n"); + + int count = 0; + const auto mice = SDL_GetMice(&count); + + osd_printf_verbose("Mouse: Using SDL 3.2+, found %d %s\n", count, (count == 1) ? "mouse" : "mice"); + + // TODO: add mice other than the first one + auto &devinfo = create_device<sdl_mouse_device>( + DEVICE_CLASS_MOUSE, + "System mouse", + "System mouse"); + + osd_printf_verbose("Mouse: Registered %s\n", devinfo.name()); + SDL_free(mice); + + osd_printf_verbose("Mouse: End initialization\n"); + } +}; + + +//============================================================ +// sdl_lightgun_module +//============================================================ + +class sdl_lightgun_module : public sdl_input_module<sdl_mouse_device_base> +{ +public: + sdl_lightgun_module() : sdl_input_module<sdl_mouse_device_base>(OSD_LIGHTGUNINPUT_PROVIDER, "sdl") + { + } + + virtual void input_init(running_machine &machine) override + { + auto &sdlopts = dynamic_cast<sdl_options const &>(*options()); + sdl_input_module::input_init(machine); + bool const dual(sdlopts.dual_lightgun()); + + if (!dual) + { + constexpr int event_types[] = { + int(SDL_EVENT_MOUSE_MOTION), + int(SDL_EVENT_MOUSE_BUTTON_DOWN), + int(SDL_EVENT_MOUSE_BUTTON_UP), + int(SDL_EVENT_MOUSE_WHEEL), + int(SDL_EVENT_WINDOW_SHOWN), + int(SDL_EVENT_WINDOW_HIDDEN), + int(SDL_EVENT_WINDOW_EXPOSED), + int(SDL_EVENT_WINDOW_MOVED), + int(SDL_EVENT_WINDOW_RESIZED), + int(SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED), + int(SDL_EVENT_WINDOW_METAL_VIEW_RESIZED), + int(SDL_EVENT_WINDOW_MINIMIZED), + int(SDL_EVENT_WINDOW_MAXIMIZED), + int(SDL_EVENT_WINDOW_RESTORED), + int(SDL_EVENT_WINDOW_MOUSE_ENTER), + int(SDL_EVENT_WINDOW_MOUSE_LEAVE), + int(SDL_EVENT_WINDOW_FOCUS_GAINED), + int(SDL_EVENT_WINDOW_FOCUS_LOST), + int(SDL_EVENT_WINDOW_CLOSE_REQUESTED), + int(SDL_EVENT_WINDOW_HIT_TEST), + int(SDL_EVENT_WINDOW_ICCPROF_CHANGED), + int(SDL_EVENT_WINDOW_DISPLAY_CHANGED), + int(SDL_EVENT_WINDOW_DISPLAY_SCALE_CHANGED), + int(SDL_EVENT_WINDOW_SAFE_AREA_CHANGED), + int(SDL_EVENT_WINDOW_OCCLUDED), + int(SDL_EVENT_WINDOW_ENTER_FULLSCREEN), + int(SDL_EVENT_WINDOW_LEAVE_FULLSCREEN), + int(SDL_EVENT_WINDOW_DESTROYED), + int(SDL_EVENT_WINDOW_HDR_STATE_CHANGED) }; + subscribe(osd(), event_types); + } + else + { + constexpr int event_types[] = { + int(SDL_EVENT_MOUSE_BUTTON_DOWN), + int(SDL_EVENT_MOUSE_BUTTON_UP) }; + subscribe(osd(), event_types); + } + + osd_printf_verbose("Lightgun: Start initialization\n"); + + if (!dual) + { + auto &devinfo = create_device<sdl_lightgun_device>( + DEVICE_CLASS_LIGHTGUN, + "System pointer gun 1", + "System pointer gun 1"); + osd_printf_verbose("Lightgun: Registered %s\n", devinfo.name()); + } + else + { + auto &dev1info = create_device<sdl_dual_lightgun_device>( + DEVICE_CLASS_LIGHTGUN, + "System pointer gun 1", + "System pointer gun 1", + 0); + osd_printf_verbose("Lightgun: Registered %s\n", dev1info.name()); + + auto &dev2info = create_device<sdl_dual_lightgun_device>( + DEVICE_CLASS_LIGHTGUN, + "System pointer gun 2", + "System pointer gun 2", + 1); + osd_printf_verbose("Lightgun: Registered %s\n", dev2info.name()); + } + + osd_printf_verbose("Lightgun: End initialization\n"); + } +}; + + +//============================================================ +// sdl_joystick_module_base +//============================================================ + +class sdl_joystick_module_base : public sdl_input_module<sdl_joystick_device_base> +{ +protected: + sdl_joystick_module_base(char const *name) : + sdl_input_module<sdl_joystick_device_base>(OSD_JOYSTICKINPUT_PROVIDER, name), + m_initialized_joystick(false), + m_initialized_haptic(false) + { + } + + virtual ~sdl_joystick_module_base() + { + assert(!m_initialized_joystick); + assert(!m_initialized_haptic); + } + + bool have_joystick() const { return m_initialized_joystick; } + bool have_haptic() const { return m_initialized_haptic; } + + void init_joystick() + { + assert(!m_initialized_joystick); + assert(!m_initialized_haptic); + + m_initialized_joystick = SDL_InitSubSystem(SDL_INIT_JOYSTICK); + if (!m_initialized_joystick) + { + osd_printf_error("Could not initialize SDL Joystick subsystem: %s.\n", SDL_GetError()); + return; + } + + m_initialized_haptic = SDL_InitSubSystem(SDL_INIT_HAPTIC); + if (!m_initialized_haptic) + osd_printf_verbose("Could not initialize SDL Haptic subsystem: %s.\n", SDL_GetError()); + } + + void quit_joystick() + { + if (m_initialized_joystick) + { + SDL_QuitSubSystem(SDL_INIT_JOYSTICK); + m_initialized_joystick = false; + } + + if (m_initialized_haptic) + { + SDL_QuitSubSystem(SDL_INIT_HAPTIC); + m_initialized_haptic = false; + } + } + + sdl_joystick_device *create_joystick_device(SDL_JoystickID sdl_id, bool sixaxis) + { + // open the joystick device + SDL_Joystick *const joy = SDL_OpenJoystick(sdl_id); + if (!joy) + { + osd_printf_error("Joystick: Could not open SDL joystick %d: %s.\n", (int)sdl_id, SDL_GetError()); + return nullptr; + } + + // get basic info + char const *const name = SDL_GetJoystickName(joy); + SDL_GUID guid = SDL_GetJoystickGUID(joy); + char guid_str[256]; + guid_str[0] = '\0'; + SDL_GUIDToString(guid, guid_str, sizeof(guid_str) - 1); + char const *const serial = SDL_GetJoystickSerial(joy); + std::string id(guid_str); + if (serial) + id.append(1, '-').append(serial); + + // print some diagnostic info + osd_printf_verbose("Joystick: %s [GUID %s] Vendor ID %04X, Product ID %04X, Revision %04X, Serial %s\n", + name ? name : "<nullptr>", + guid_str, + SDL_GetJoystickVendor(joy), + SDL_GetJoystickProduct(joy), + SDL_GetJoystickProductVersion(joy), + serial ? serial : "<nullptr>"); + osd_printf_verbose("Joystick: ... %d axes, %d buttons %d hats %d balls\n", + SDL_GetNumJoystickAxes(joy), + SDL_GetNumJoystickButtons(joy), + SDL_GetNumJoystickHats(joy), + SDL_GetNumJoystickBalls(joy)); + if (SDL_GetNumJoystickButtons(joy) > MAX_BUTTONS) + osd_printf_verbose("Joystick: ... Has %d buttons which exceeds supported %d buttons\n", SDL_GetNumJoystickButtons(joy), MAX_BUTTONS); + + // instantiate device + sdl_joystick_device &devinfo = sixaxis + ? create_device<sdl_sixaxis_joystick_device>(DEVICE_CLASS_JOYSTICK, name ? name : guid_str, guid_str, joy, serial) + : create_device<sdl_joystick_device>(DEVICE_CLASS_JOYSTICK, name ? name : guid_str, guid_str, joy, serial); + + if (devinfo.has_haptic()) + osd_printf_verbose("Joystick: ... Has haptic capability\n"); + else + osd_printf_verbose("Joystick: ... Does not have haptic capability\n"); + + return &devinfo; + } + + void dispatch_joystick_event(SDL_Event const &event) + { + // figure out which joystick this event is destined for + sdl_joystick_device_base *const target_device = find_joystick(event.jdevice.which); // FIXME: this depends on SDL_JoystickID being the same size as Sint32 + + // if we find a matching joystick, dispatch the event to the joystick + if (target_device) + target_device->queue_events(&event, 1); + } + + device_info *find_reconnect_match(SDL_GUID const &guid, char const *serial) + { + char guid_str[256]; + guid_str[0] = '\0'; + SDL_GUIDToString(guid, guid_str, sizeof(guid_str) - 1); + auto target_device = std::find_if( + devicelist().begin(), + devicelist().end(), + [&guid_str, &serial] (auto const &device) + { + return device->reconnect_match(guid_str, serial); + }); + return (devicelist().end() != target_device) ? target_device->get() : nullptr; + } + + sdl_joystick_device_base *find_joystick(SDL_JoystickID instance) + { + for (auto &device : devicelist()) + { + if (device->is_instance(instance)) + return device.get(); + } + return nullptr; + } + +private: + bool m_initialized_joystick; + bool m_initialized_haptic; +}; + + +//============================================================ +// sdl_joystick_module +//============================================================ + +class sdl_joystick_module : public sdl_joystick_module_base +{ +public: + sdl_joystick_module() : sdl_joystick_module_base("sdljoy") + { + } + + virtual void exit() override + { + sdl_joystick_module_base::exit(); + + quit_joystick(); + } + + virtual void input_init(running_machine &machine) override + { + auto &sdlopts = dynamic_cast<sdl_options const &>(*options()); + bool const sixaxis_mode = sdlopts.sixaxis(); + + if (!sdlopts.debug() && sdlopts.background_input()) + SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "1"); + + init_joystick(); + if (!have_joystick()) + return; + + sdl_joystick_module_base::input_init(machine); + + osd_printf_verbose("Joystick: Start initialization\n"); + int stick_count = 0; + const auto joysticks = SDL_GetJoysticks(&stick_count); + for (int physical_stick = 0; physical_stick < stick_count; physical_stick++) + { + create_joystick_device(joysticks[physical_stick], sixaxis_mode); + } + SDL_free(joysticks); + + constexpr int event_types[] = { + int(SDL_EVENT_JOYSTICK_AXIS_MOTION), + int(SDL_EVENT_JOYSTICK_BALL_MOTION), + int(SDL_EVENT_JOYSTICK_HAT_MOTION), + int(SDL_EVENT_JOYSTICK_BUTTON_DOWN), + int(SDL_EVENT_JOYSTICK_BUTTON_UP), + int(SDL_EVENT_JOYSTICK_ADDED), + int(SDL_EVENT_JOYSTICK_REMOVED) }; + subscribe(osd(), event_types); + + osd_printf_verbose("Joystick: End initialization\n"); + } + + virtual void handle_event(SDL_Event const &event) override + { + if (SDL_EVENT_JOYSTICK_ADDED == event.type) + { + SDL_Joystick *const joy = SDL_OpenJoystick(event.jdevice.which); + if (!joy) + { + osd_printf_error("Joystick: Could not open SDL joystick %d: %s.\n", event.jdevice.which, SDL_GetError()); + } + else + { + SDL_GUID guid = SDL_GetJoystickGUID(joy); + char const *const serial = SDL_GetJoystickSerial(joy); + auto *const target_device = find_reconnect_match(guid, serial); + if (target_device) + { + auto &devinfo = dynamic_cast<sdl_joystick_device &>(*target_device); + devinfo.attach_device(joy); + } + else + { + SDL_CloseJoystick(joy); + } + } + } + else + { + dispatch_joystick_event(event); + } + } +}; + + +//============================================================ +// sdl_game_controller_module +//============================================================ + +class sdl_game_controller_module : public sdl_joystick_module_base +{ +public: + sdl_game_controller_module() : + sdl_joystick_module_base("sdlgame"), + m_initialized_game_controller(false) + { + } + + virtual void exit() override + { + sdl_joystick_module_base::exit(); + + if (m_initialized_game_controller) + SDL_QuitSubSystem(SDL_INIT_GAMEPAD); + + quit_joystick(); + } + + virtual void input_init(running_machine &machine) override + { + auto &sdlopts = dynamic_cast<sdl_options const &>(*options()); + bool const sixaxis_mode = sdlopts.sixaxis(); + + if (!sdlopts.debug() && sdlopts.background_input()) + SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "1"); + + init_joystick(); + if (!have_joystick()) + return; + + m_initialized_game_controller = SDL_InitSubSystem(SDL_INIT_GAMEPAD); + if (m_initialized_game_controller) + { + char const *const mapfile = sdlopts.controller_mapping_file(); + if (mapfile && *mapfile && std::strcmp(mapfile, OSDOPTVAL_NONE)) + { + auto const count = SDL_AddGamepadMappingsFromFile(mapfile); + if (0 <= count) + osd_printf_verbose("Game Controller: %d controller mapping(s) added from file [%s].\n", count, mapfile); + else + osd_printf_error("Game Controller: Error adding mappings from file [%s]: %s.\n", mapfile, SDL_GetError()); + } + } + else + { + osd_printf_warning("Could not initialize SDL Game Controller: %s.\n", SDL_GetError()); + } + + sdl_joystick_module_base::input_init(machine); + + osd_printf_verbose("Game Controller: Start initialization\n"); + int stick_count = 0; + const auto joysticks = SDL_GetJoysticks(&stick_count); + for (int physical_stick = 0; physical_stick < stick_count; physical_stick++) + { + // try to open as a game controller + SDL_Gamepad *ctrl = nullptr; + if (m_initialized_game_controller && SDL_IsGamepad(joysticks[physical_stick])) + { + ctrl = SDL_OpenGamepad(joysticks[physical_stick]); + if (!ctrl) + osd_printf_warning("Game Controller: Could not open SDL game controller %d: %s.\n", joysticks[physical_stick], SDL_GetError()); + } + + // fall back to joystick API if necessary + if (!ctrl) + create_joystick_device(joysticks[physical_stick], sixaxis_mode); + else + create_game_controller_device(joysticks[physical_stick], ctrl); + } + SDL_free(joysticks); + + constexpr int joy_event_types[] = { + int(SDL_EVENT_JOYSTICK_AXIS_MOTION), + int(SDL_EVENT_JOYSTICK_BALL_MOTION), + int(SDL_EVENT_JOYSTICK_HAT_MOTION), + int(SDL_EVENT_JOYSTICK_BUTTON_DOWN), + int(SDL_EVENT_JOYSTICK_BUTTON_UP), + int(SDL_EVENT_JOYSTICK_ADDED), + int(SDL_EVENT_JOYSTICK_REMOVED) }; + constexpr int event_types[] = { + int(SDL_EVENT_JOYSTICK_AXIS_MOTION), + int(SDL_EVENT_JOYSTICK_BALL_MOTION), + int(SDL_EVENT_JOYSTICK_HAT_MOTION), + int(SDL_EVENT_JOYSTICK_BUTTON_DOWN), + int(SDL_EVENT_JOYSTICK_BUTTON_UP), + int(SDL_EVENT_JOYSTICK_ADDED), + int(SDL_EVENT_JOYSTICK_REMOVED), + int(SDL_EVENT_GAMEPAD_AXIS_MOTION), + int(SDL_EVENT_GAMEPAD_BUTTON_DOWN), + int(SDL_EVENT_GAMEPAD_BUTTON_UP), + int(SDL_EVENT_GAMEPAD_ADDED), + int(SDL_EVENT_GAMEPAD_REMOVED) }; + if (m_initialized_game_controller) + subscribe(osd(), event_types); + else + subscribe(osd(), joy_event_types); + + osd_printf_verbose("Game Controller: End initialization\n"); + } + + virtual void handle_event(SDL_Event const &event) override + { + switch (event.type) + { + case SDL_EVENT_JOYSTICK_ADDED: + { + // make sure this isn't an event for a reconnected game controller + auto const controller = find_joystick(event.jdevice.which); + if (find_joystick(event.jdevice.which)) + { + osd_printf_verbose( + "Game Controller: Got SDL joystick added event for reconnected game controller %s [ID %s]\n", + controller->name(), + controller->id()); + break; + } + + SDL_Joystick *const joy = SDL_OpenJoystick(event.jdevice.which); + if (!joy) + { + osd_printf_error("Joystick: Could not open SDL joystick %d: %s.\n", event.jdevice.which, SDL_GetError()); + break; + } + + SDL_GUID guid = SDL_GetJoystickGUID(joy); + char const *const serial = SDL_GetJoystickSerial(joy); + auto *const target_device = find_reconnect_match(guid, serial); + if (target_device) + { + // if this downcast fails, opening as a game controller worked initially but failed on reconnection + auto *const devinfo = dynamic_cast<sdl_joystick_device *>(target_device); + if (devinfo) + devinfo->attach_device(joy); + else + SDL_CloseJoystick(joy); + } + else + { + SDL_CloseJoystick(joy); + } + } + break; + + // for devices supported by the game controller API, this is received before the corresponding SDL_EVENT_JOYSTICK_ADDED + case SDL_EVENT_GAMEPAD_ADDED: + if (m_initialized_game_controller) + { + SDL_Gamepad *const ctrl = SDL_OpenGamepad(event.cdevice.which); + if (!ctrl) + { + osd_printf_error("Game Controller: Could not open SDL game controller %d: %s.\n", event.cdevice.which, SDL_GetError()); + break; + } + + SDL_GUID guid = SDL_GetJoystickGUIDForID(event.cdevice.which); + char const *const serial = SDL_GetGamepadSerial(ctrl); + auto *const target_device = find_reconnect_match(guid, serial); + if (target_device) + { + // downcast can fail if there was an error opening the device as a game controller the first time + auto *const devinfo = dynamic_cast<sdl_game_controller_device *>(target_device); + if (devinfo) + devinfo->attach_device(ctrl); + else + SDL_CloseGamepad(ctrl); + } + else + { + SDL_CloseGamepad(ctrl); + } + } + break; + + default: + dispatch_joystick_event(event); + } + } + +private: + sdl_game_controller_device *create_game_controller_device(SDL_JoystickID sdl_id, SDL_Gamepad *ctrl) + { + // get basic info + char const *const name = SDL_GetGamepadName(ctrl); + SDL_GUID guid = SDL_GetJoystickGUIDForID(sdl_id); + char guid_str[256]; + guid_str[0] = '\0'; + SDL_GUIDToString(guid, guid_str, sizeof(guid_str) - 1); + char const *const serial = SDL_GetGamepadSerial(ctrl); + std::string id(guid_str); + if (serial) + id.append(1, '-').append(serial); + + // print some diagnostic info + osd_printf_verbose("Game Controller: %s [GUID %s] Vendor ID %04X, Product ID %04X, Revision %04X, Serial %s\n", + name ? name : "<nullptr>", + guid_str, + SDL_GetGamepadVendor(ctrl), + SDL_GetGamepadProduct(ctrl), + SDL_GetGamepadProductVersion(ctrl), + serial ? serial : "<nullptr>"); + char *const mapping = SDL_GetGamepadMapping(ctrl); + if (mapping) + { + osd_printf_verbose("Game Controller: ... mapping [%s]\n", mapping); + SDL_free(mapping); + } + else + { + osd_printf_verbose("Game Controller: ... no mapping\n"); + } + + // instantiate device + sdl_game_controller_device &devinfo = create_device<sdl_game_controller_device>( + DEVICE_CLASS_JOYSTICK, + name ? name : guid_str, + guid_str, + ctrl, + serial); + return &devinfo; + } + + bool m_initialized_game_controller; +}; + +} // anonymous namespace + +} // namespace osd + + +#else // defined(SDLMAME_SDL3) + +namespace osd { + +namespace { +MODULE_NOT_SUPPORTED(sdl_keyboard_module, OSD_KEYBOARDINPUT_PROVIDER, "sdl") +MODULE_NOT_SUPPORTED(sdl_mouse_module, OSD_MOUSEINPUT_PROVIDER, "sdl") +MODULE_NOT_SUPPORTED(sdl_lightgun_module, OSD_LIGHTGUNINPUT_PROVIDER, "sdl") +MODULE_NOT_SUPPORTED(sdl_joystick_module, OSD_JOYSTICKINPUT_PROVIDER, "sdljoy") +MODULE_NOT_SUPPORTED(sdl_game_controller_module, OSD_JOYSTICKINPUT_PROVIDER, "sdlgame") +} // anonymous namespace + +} // namespace osd + +#endif // defined(SDLMAME_SDL3) + +#ifdef SDLMAME_SDL3 +MODULE_DEFINITION(KEYBOARDINPUT_SDL, osd::sdl_keyboard_module) +MODULE_DEFINITION(MOUSEINPUT_SDL, osd::sdl_mouse_module) +MODULE_DEFINITION(LIGHTGUNINPUT_SDL, osd::sdl_lightgun_module) +MODULE_DEFINITION(JOYSTICKINPUT_SDLJOY, osd::sdl_joystick_module) +MODULE_DEFINITION(JOYSTICKINPUT_SDLGAME, osd::sdl_game_controller_module) +#endif |
