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input_state.cpp
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398 lines (344 loc) · 15 KB
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#include <algorithm>
#include <mutex>
#include <span>
#include <atomic>
#include "recompinput/recompinput.h"
#include "recompinput/input_state.h"
#include "recompinput/input_binding.h"
#include "recompinput/players.h"
#include "recompui/config.h"
using namespace recompinput;
template <typename T>
using InputArray = std::array<T, max_num_players_supported>;
static struct {
const Uint8* keys = nullptr;
SDL_Keymod keymod = SDL_Keymod::KMOD_NONE;
int numkeys = 0;
std::atomic_int32_t mouse_wheel_pos = 0;
std::mutex controllers_mutex;
std::vector<SDL_GameController*> detected_controllers{};
std::unordered_map<SDL_JoystickID, ControllerState> controller_states;
std::array<float, 2> mouse_delta{};
std::mutex pending_input_mutex;
std::array<float, 2> pending_mouse_delta{};
InputArray<float> cur_rumble{};
InputArray<bool> rumble_active{};
} InputState;
void recompinput::poll_inputs() {
InputState.keys = SDL_GetKeyboardState(&InputState.numkeys);
InputState.keymod = SDL_GetModState();
static bool first_poll = true;
{
std::lock_guard lock{ InputState.controllers_mutex };
InputState.detected_controllers.clear();
static std::vector<size_t> free_controllers;
free_controllers.clear();
for (const auto& [id, state] : InputState.controller_states) {
(void)id; // Avoid unused variable warning.
SDL_GameController* controller = state.controller;
if (controller != nullptr) {
free_controllers.emplace_back(InputState.detected_controllers.size());
InputState.detected_controllers.push_back(controller);
}
}
}
// Read the deltas while resetting them to zero.
{
std::lock_guard lock{ InputState.pending_input_mutex };
for (auto &state_pair : InputState.controller_states) {
ControllerState &state = state_pair.second;
state.rotation_delta = state.pending_rotation_delta;
state.pending_rotation_delta = { 0.0f, 0.0f };
}
InputState.mouse_delta = InputState.pending_mouse_delta;
InputState.pending_mouse_delta = { 0.0f, 0.0f };
}
}
void recompinput::set_rumble(int controller_num, bool on) {
InputState.rumble_active[controller_num] = on;
}
static float smoothstep(float from, float to, float amount) {
amount = (amount * amount) * (3.0f - 2.0f * amount);
return std::lerp(from, to, amount);
}
// Update rumble to attempt to mimic the way n64 rumble ramps up and falls off
void recompinput::update_rumble() {
auto do_rumble = [](SDL_GameController* controller, uint16_t rumble_strength, uint32_t duration) {
SDL_Joystick* joystick = SDL_GameControllerGetJoystick(controller);
SDL_JoystickID joystick_id = SDL_JoystickInstanceID(joystick);
ControllerState &state = InputState.controller_states[joystick_id];
// Skip setting rumble for controllers that failed to rumble previously.
if (state.rumble_failed) {
return;
}
int err = SDL_JoystickRumble(joystick, 0, rumble_strength, duration);
if (err != 0) {
state.rumble_failed = true;
}
};
// Skip rumble processing if the game doesn't have a rumble strength option.
if (!recompui::config::general::has_rumble_strength_option()) {
return;
}
size_t rumbles_to_run = recompinput::players::is_single_player_mode() ? 1 : recompinput::players::get_number_of_assigned_players();
if (rumbles_to_run > InputState.cur_rumble.size()) {
rumbles_to_run = InputState.cur_rumble.size();
}
for (size_t i = 0; i < rumbles_to_run; i++) {
// Note: values are not accurate! just approximations based on feel
if (InputState.rumble_active[i]) {
InputState.cur_rumble[i] += 0.17f;
if (InputState.cur_rumble[i] > 1) InputState.cur_rumble[i] = 1;
}
else {
InputState.cur_rumble[i] *= 0.92f;
InputState.cur_rumble[i] -= 0.01f;
if (InputState.cur_rumble[i] < 0) InputState.cur_rumble[i] = 0;
}
float smooth_rumble = smoothstep(0, 1, InputState.cur_rumble[i]);
uint16_t rumble_strength = smooth_rumble * (recompui::config::general::get_rumble_strength() * 0xFFFF / 100);
uint32_t duration = 1000000; // Dummy duration value that lasts long enough to matter as the game will reset rumble on its own.
{
std::lock_guard lock{ InputState.controllers_mutex };
if (recompinput::players::is_single_player_mode()) {
for (const auto &controller : InputState.detected_controllers) {
do_rumble(controller, rumble_strength, duration);
}
}
else {
auto &player = recompinput::players::get_player(i);
if (player.controller != nullptr) {
do_rumble(player.controller, rumble_strength, duration);
}
}
}
}
}
bool controller_button_state(int controller_num, int32_t input_id) {
if (input_id >= 0 && input_id < SDL_GameControllerButton::SDL_CONTROLLER_BUTTON_MAX) {
SDL_GameControllerButton button = (SDL_GameControllerButton)input_id;
bool ret = false;
{
std::lock_guard lock{ InputState.controllers_mutex };
if (recompinput::players::is_single_player_mode()) {
for (const auto &controller : InputState.detected_controllers) {
ret |= SDL_GameControllerGetButton(controller, button);
}
}
else {
auto &player = recompinput::players::get_player(controller_num);
if (player.controller != nullptr) {
ret |= SDL_GameControllerGetButton(player.controller, button);
}
}
}
return ret;
}
return false;
}
static std::atomic_bool right_analog_suppressed = false;
float controller_axis_state(int controller_num, int32_t input_id, bool allow_suppression) {
if (abs(input_id) - 1 < SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_MAX) {
SDL_GameControllerAxis axis = (SDL_GameControllerAxis)(abs(input_id) - 1);
bool negative_range = input_id < 0;
float ret = 0.0f;
{
auto gather_axis_state = [&](SDL_GameController* controller) {
float cur_val = SDL_GameControllerGetAxis(controller, axis) * (1 / 32768.0f);
if (negative_range) {
cur_val = -cur_val;
}
// Check if this input is a right analog axis and suppress it accordingly.
if (allow_suppression && right_analog_suppressed.load() &&
(axis == SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_RIGHTX || axis == SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_RIGHTY)) {
cur_val = 0;
}
ret += std::clamp(cur_val, 0.0f, 1.0f);
};
std::lock_guard lock{ InputState.controllers_mutex };
if (recompinput::players::is_single_player_mode()) {
for (SDL_GameController *controller : InputState.detected_controllers) {
gather_axis_state(controller);
}
}
else {
auto &player = recompinput::players::get_player(controller_num);
if (player.controller != nullptr) {
gather_axis_state(player.controller);
}
}
}
return std::clamp(ret, 0.0f, 1.0f);
}
return false;
}
bool recompinput::should_override_keystate(SDL_Scancode key, SDL_Keymod mod) {
// Override Enter when Alt is held.
if (key == SDL_Scancode::SDL_SCANCODE_RETURN) {
if (mod & SDL_Keymod::KMOD_ALT) {
return true;
}
}
return false;
}
float recompinput::get_input_analog(int controller_num, const InputField& field) {
switch (field.input_type) {
case InputType::Keyboard:
if (InputState.keys && field.input_id >= 0 && field.input_id < InputState.numkeys) {
if (should_override_keystate(static_cast<SDL_Scancode>(field.input_id), InputState.keymod)) {
return 0.0f;
}
return InputState.keys[field.input_id] ? 1.0f : 0.0f;
}
return 0.0f;
case InputType::ControllerDigital:
return controller_button_state(controller_num, field.input_id) ? 1.0f : 0.0f;
case InputType::ControllerAnalog:
return controller_axis_state(controller_num, field.input_id, true);
case InputType::Mouse:
// TODO mouse support
return 0.0f;
case InputType::None:
return false;
}
}
float recompinput::get_input_analog(int controller_num, const std::span<const InputField> fields) {
float ret = 0.0f;
for (const auto& field : fields) {
ret += get_input_analog(controller_num, field);
}
return std::clamp(ret, 0.0f, 1.0f);
}
bool recompinput::get_input_digital(int controller_num, const InputField& field) {
switch (field.input_type) {
case InputType::Keyboard:
if (InputState.keys && field.input_id >= 0 && field.input_id < InputState.numkeys) {
if (should_override_keystate(static_cast<SDL_Scancode>(field.input_id), InputState.keymod)) {
return false;
}
return InputState.keys[field.input_id] != 0;
}
return false;
case InputType::ControllerDigital:
return controller_button_state(controller_num, field.input_id);
case InputType::ControllerAnalog:
// TODO adjustable threshold
return controller_axis_state(controller_num, field.input_id, true) >= recompinput::axis_digital_threshold;
case InputType::Mouse:
// TODO mouse support
return false;
case InputType::None:
return false;
}
}
bool recompinput::get_input_digital(int controller_num, const std::span<const InputField> fields) {
bool ret = 0;
for (const auto& field : fields) {
ret |= get_input_digital(controller_num, field);
}
return ret;
}
void recompinput::get_gyro_deltas(int controller_num, float* x, float* y) {
float sensitivity = (float)recompui::config::general::get_gyro_sensitivity() / 100.0f;
std::array<float, 2> cur_rotation_delta = { 0.0f, 0.0f };
if (players::is_single_player_mode()) {
{
std::lock_guard lock{ InputState.controllers_mutex };
for (const auto &state_pair : InputState.controller_states) {
const ControllerState &state = state_pair.second;
cur_rotation_delta[0] += state.rotation_delta[0];
cur_rotation_delta[1] += state.rotation_delta[1];
}
}
} else {
auto &player = players::get_player(controller_num);
if (player.controller == nullptr) {
*x = 0.0f;
*y = 0.0f;
return;
}
SDL_JoystickID joystick_id = SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(player.controller));
ControllerState &state = get_controller_state(joystick_id);
cur_rotation_delta = state.rotation_delta;
}
*x = cur_rotation_delta[0] * sensitivity;
*y = cur_rotation_delta[1] * sensitivity;
}
void recompinput::get_mouse_deltas(float* x, float* y) {
std::array<float, 2> cur_mouse_delta = InputState.mouse_delta;
float sensitivity = (float)recompui::config::general::get_mouse_sensitivity() / 100.0f;
*x = cur_mouse_delta[0] * sensitivity;
*y = cur_mouse_delta[1] * sensitivity;
}
void recompinput::apply_joystick_deadzone_range(float x_in, float y_in, float* x_out, float* y_out, double deadzone, double range) {
float magnitude = sqrtf(x_in * x_in + y_in * y_in);
if (magnitude <= deadzone || magnitude <= 0.0f) {
*x_out = 0.0f;
*y_out = 0.0f;
return;
}
float scaled_magnitude = (magnitude - deadzone) / (1.0f - deadzone);
if (scaled_magnitude > 1.0f) scaled_magnitude = 1.0f;
float ratio = scaled_magnitude / magnitude;
*x_out = x_in * ratio * range;
*y_out = y_in * ratio * range;
}
void recompinput::get_right_analog(int controller_num, float* x, float* y) {
double deadzone = (float)recompui::config::general::get_joystick_deadzone_r() / 100.0f;
double range = (float)recompui::config::general::get_joystick_range_r() / 100.0f;
float x_val =
controller_axis_state(controller_num, (SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_RIGHTX + 1), false) -
controller_axis_state(controller_num, -(SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_RIGHTX + 1), false);
float y_val =
controller_axis_state(controller_num, (SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_RIGHTY + 1), false) -
controller_axis_state(controller_num, -(SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_RIGHTY + 1), false);
apply_joystick_deadzone_range(x_val, y_val, x, y, deadzone, range);
}
void recompinput::set_right_analog_suppressed(bool suppressed) {
right_analog_suppressed.store(suppressed);
}
// Disable input if any menu that blocks input is open.
bool recompinput::game_input_disabled() {
return recompui::is_context_capturing_input();
}
// Disable all input if an input is being polled or currently binding.
bool recompinput::all_input_disabled() {
return
recompinput::playerassignment::is_blocking_input() ||
recompinput::binding::is_binding();
}
ControllerState &recompinput::get_controller_state(SDL_JoystickID joystick_id) {
std::lock_guard lock{ InputState.controllers_mutex };
return InputState.controller_states[joystick_id];
}
SDL_GameController *recompinput::get_controller_from_joystick_id(SDL_JoystickID joystick_id) {
std::lock_guard lock{ InputState.controllers_mutex };
auto it = InputState.controller_states.find(joystick_id);
if (it != InputState.controller_states.end()) {
return it->second.controller;
}
return nullptr;
}
void recompinput::add_controller_state(SDL_JoystickID joystick_id, SDL_GameController* controller) {
std::lock_guard lock{ InputState.controllers_mutex };
ControllerState& state = InputState.controller_states[SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(controller))];
state.controller = controller;
}
void recompinput::remove_controller_state(SDL_JoystickID joystick_id) {
std::lock_guard lock{ InputState.controllers_mutex };
InputState.controller_states.erase(joystick_id);
}
void recompinput::add_rotation_deltas(SDL_JoystickID joystick_id, float rot_x, float rot_y) {
std::lock_guard lock{ InputState.pending_input_mutex };
ControllerState &state = InputState.controller_states[joystick_id];
state.pending_rotation_delta[0] += rot_x;
state.pending_rotation_delta[1] += rot_y;
}
void recompinput::add_mouse_deltas(float delta_x, float delta_y) {
std::lock_guard lock{ InputState.pending_input_mutex };
InputState.pending_mouse_delta[0] += delta_x;
InputState.pending_mouse_delta[1] += delta_y;
}
void recompinput::add_mouse_wheel_delta(int32_t delta) {
InputState.mouse_wheel_pos.fetch_add(delta);
}