jak-project/game/system/hid/input_manager.cpp
Tyler Wilding a021c392ec
game: allow overriding the config directory location (#3477)
This is primarily driven for proper mod-support. Mods would like to
isolate their settings and saves (potentially) and that is currently
done by find-and-replacing code before building. Bad!

Additionally, this has the side-effect of allowing for portable
installations of the game so, win-win.

Testing in progress, i'll merge once it is ready.
2024-04-28 15:29:20 -04:00

550 lines
22 KiB
C++

#include "input_manager.h"
#include <atomic>
#include <cmath>
#include "input_manager.h"
#include "sdl_util.h"
#include "common/global_profiler/GlobalProfiler.h"
#include "common/log/log.h"
#include "common/util/Assert.h"
#include "common/util/FileUtil.h"
#include "game/graphics/pipelines/opengl.h"
#include "game/runtime.h"
#include "third-party/imgui/imgui.h"
InputManager::InputManager()
// Load user settings
: m_settings(std::make_shared<game_settings::InputSettings>(game_settings::InputSettings())) {
prof().instant_event("ROOT");
{
auto p = scoped_prof("input_manager::init");
m_settings->load_settings();
{
auto p = scoped_prof("input_manager::init::sdl_init_subsystem");
// initializing the controllers on startup can sometimes take a very long time
// so we isolate that to here instead
if (SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER) != 0) {
sdl_util::log_error(
"Could not initialize SDL Controller support, controllers will not work!");
}
}
// Update to latest controller DB file
std::string mapping_path =
(file_util::get_jak_project_dir() / "game" / "assets" / "sdl_controller_db.txt").string();
if (file_util::file_exists(mapping_path)) {
SDL_GameControllerAddMappingsFromFile(mapping_path.c_str());
} else {
lg::error("Could not find SDL Controller DB at path `{}`", mapping_path);
}
// Initialize atleast 2 ports, because that's normal for Jak
// more will be allocated if more controllers are found
m_data[0] = std::make_shared<PadData>();
m_data[1] = std::make_shared<PadData>();
m_keyboard = KeyboardDevice(m_settings);
m_mouse = MouseDevice(m_settings);
if (m_data.find(m_keyboard_and_mouse_port) == m_data.end()) {
m_data[m_keyboard_and_mouse_port] = std::make_shared<PadData>();
}
m_command_binds = CommandBindingGroups();
refresh_device_list();
ignore_background_controller_events(false);
hide_cursor(m_auto_hide_mouse);
}
}
InputManager::~InputManager() {
prof().instant_event("ROOT");
{
auto p = scoped_prof("input_manager::destroy");
for (auto& device : m_available_controllers) {
device->close_device();
}
m_settings->save_settings();
}
}
void InputManager::refresh_device_list() {
prof().instant_event("ROOT");
{
auto p = scoped_prof("input_manager::refresh_device_list");
m_available_controllers.clear();
m_controller_port_mapping.clear();
// Enumerate devices
// TODO - if this was done on a separate thread, there would be no hitch in the game thread
// but of course, that presents other synchronization challenges.
const auto num_joysticks = SDL_NumJoysticks();
if (num_joysticks > 0) {
for (int i = 0; i < num_joysticks; i++) {
if (!SDL_IsGameController(i)) {
lg::error("Controller with device id {} is not avaiable via the GameController API", i);
continue;
}
auto controller = std::make_shared<GameController>(i, m_settings);
if (!controller->is_loaded()) {
lg::error("Unable to successfully connect to GameController with id {}, skipping", i);
continue;
}
m_available_controllers.push_back(controller);
// By default, controller port mapping is on a first-come-first-served basis
//
// However, we will use previously saved controller port mappings to take precedence
// For example, if you previous set your PS5 controller to be port 0, then even
// if another controller is detected first, the PS5 controller should be assigned as
// expected.
if (m_settings->controller_port_mapping.find(controller->get_guid()) !=
m_settings->controller_port_mapping.end()) {
// Though it's possible for a user to assign multiple controllers to the same port, so the
// last one wins
m_controller_port_mapping[m_settings->controller_port_mapping.at(
controller->get_guid())] = i;
} else {
m_controller_port_mapping[m_available_controllers.size() - 1] = i;
m_settings->controller_port_mapping[controller->get_guid()] =
m_available_controllers.size() - 1;
}
// Allocate a PadData if this is a new port
if (m_data.find(i) == m_data.end()) {
m_data[i] = std::make_shared<PadData>();
}
}
// If the controller that was last selected to be port 0 is around, prioritize it
if (!m_settings->last_selected_controller_guid.empty()) {
for (size_t i = 0; i < m_available_controllers.size(); i++) {
const auto& controller_guid = m_available_controllers.at(i)->get_guid();
if (controller_guid == m_settings->last_selected_controller_guid) {
m_controller_port_mapping[0] = i;
m_settings->controller_port_mapping[controller_guid] = 0;
break;
}
}
}
}
if (m_available_controllers.empty()) {
lg::warn(
"No active game controllers could be found or loaded successfully - inputs will not "
"work!");
m_settings->keyboard_temp_enabled = true;
} else {
lg::info("Found {} controllers", m_available_controllers.size());
m_settings->keyboard_temp_enabled = false;
}
}
}
void InputManager::enqueue_ignore_background_controller_events(const bool ignore) {
const std::lock_guard<std::mutex> lock(m_event_queue_mtx);
ee_event_queue.push({EEInputEventType::IGNORE_BACKGROUND_CONTROLLER_EVENTS, ignore, {}, {}, {}});
}
void InputManager::ignore_background_controller_events(const bool ignore) {
m_ignore_background_controller_events = ignore;
// TODO - ignoring return value (atleast log it)
SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, ignore ? "0" : "1");
}
void InputManager::hide_cursor(const bool hide_cursor) {
if (hide_cursor == m_mouse_currently_hidden) {
return;
}
// NOTE - seems like an SDL bug, but the cursor will be visible / locked to the center of the
// screen if you use the 'start menu' to exit the window / return to it (atleast in windowed mode)
auto ok = SDL_ShowCursor(hide_cursor ? SDL_DISABLE : SDL_ENABLE);
if (ok < 0) {
sdl_util::log_error("Unable to show/hide mouse cursor");
} else {
m_mouse_currently_hidden = hide_cursor;
}
}
void InputManager::process_sdl_event(const SDL_Event& event) {
// Detect controller connections and disconnects
if (sdl_util::is_any_event_type(event.type,
{SDL_CONTROLLERDEVICEADDED, SDL_CONTROLLERDEVICEREMOVED})) {
lg::info("Controller added or removed. refreshing controller device list");
refresh_device_list();
}
if (m_data.find(m_keyboard_and_mouse_port) != m_data.end()) {
m_keyboard.process_event(event, m_command_binds, m_data.at(m_keyboard_and_mouse_port),
m_waiting_for_bind);
m_mouse.process_event(event, m_command_binds, m_data.at(m_keyboard_and_mouse_port),
m_waiting_for_bind);
}
// Send event to active controller device
// This goes last so it takes precedence
for (const auto& [port, controller_idx] : m_controller_port_mapping) {
if (m_data.find(port) != m_data.end() && (int)m_available_controllers.size() > controller_idx) {
m_available_controllers.at(controller_idx)
->process_event(event, m_command_binds, m_data.at(port), m_waiting_for_bind);
}
}
// Clear the binding assignment if we got one
if (m_waiting_for_bind && m_waiting_for_bind->assigned) {
stop_waiting_for_bind();
// NOTE - this is a total hack, but it's to prevent immediately re-assigning the "confirmation"
// bind if you use a source that is polled
// TODO: There's a correct way to do this....figure it out eventually
m_skip_polling_for_n_frames = 60;
}
// Adjust mouse cursor visibility
if (m_auto_hide_mouse) {
if (event.type == SDL_MOUSEMOTION && !m_mouse.is_camera_being_controlled()) {
hide_cursor(false);
} else if (event.type == SDL_KEYDOWN || event.type == SDL_CONTROLLERBUTTONDOWN) {
hide_cursor(true);
}
}
}
void InputManager::poll_keyboard_data() {
if (is_keyboard_enabled() && m_skip_polling_for_n_frames <= 0 && !m_waiting_for_bind) {
if (m_data.find(m_keyboard_and_mouse_port) != m_data.end()) {
m_keyboard.poll_state(m_data.at(m_keyboard_and_mouse_port));
}
}
}
void InputManager::clear_keyboard_actions() {
if (is_keyboard_enabled()) {
if (m_data.find(m_keyboard_and_mouse_port) != m_data.end()) {
m_keyboard.clear_actions(m_data.at(m_keyboard_and_mouse_port));
}
}
}
void InputManager::poll_mouse_data() {
if (m_mouse_enabled && m_skip_polling_for_n_frames <= 0 && !m_waiting_for_bind) {
if (m_data.find(m_keyboard_and_mouse_port) != m_data.end()) {
m_mouse.poll_state(m_data.at(m_keyboard_and_mouse_port));
}
}
}
void InputManager::clear_mouse_actions() {
if (m_mouse_enabled && !m_waiting_for_bind) {
if (m_data.find(m_keyboard_and_mouse_port) != m_data.end()) {
m_mouse.clear_actions(m_data.at(m_keyboard_and_mouse_port));
}
}
}
void InputManager::finish_polling() {
m_skip_polling_for_n_frames--;
if (m_skip_polling_for_n_frames < 0) {
m_skip_polling_for_n_frames = 0;
}
}
void InputManager::process_ee_events() {
const std::lock_guard<std::mutex> lock(m_event_queue_mtx);
// Fully process any events from the EE
while (!ee_event_queue.empty()) {
const auto& evt = ee_event_queue.front();
switch (evt.type) {
case EEInputEventType::IGNORE_BACKGROUND_CONTROLLER_EVENTS:
ignore_background_controller_events(std::get<bool>(evt.param1));
break;
case EEInputEventType::UPDATE_RUMBLE:
update_rumble(std::get<int>(evt.param1), std::get<u8>(evt.param2),
std::get<u8>(evt.param3));
break;
case EEInputEventType::SET_CONTROLLER_LED:
set_controller_led(std::get<int>(evt.param1), std::get<u8>(evt.param2),
std::get<u8>(evt.param3), std::get<u8>(evt.param4));
break;
case EEInputEventType::UPDATE_MOUSE_OPTIONS:
update_mouse_options(std::get<bool>(evt.param1), std::get<bool>(evt.param2),
std::get<bool>(evt.param3));
break;
case EEInputEventType::SET_AUTO_HIDE_MOUSE:
set_auto_hide_mouse(std::get<bool>(evt.param1));
break;
}
ee_event_queue.pop();
}
}
void InputManager::register_command(const CommandBinding::Source source,
const CommandBinding bind) {
switch (source) {
case CommandBinding::Source::CONTROLLER:
if (m_command_binds.controller_binds.find(bind.host_key) ==
m_command_binds.controller_binds.end()) {
m_command_binds.controller_binds[bind.host_key] = {};
}
m_command_binds.controller_binds[bind.host_key].push_back(bind);
break;
case CommandBinding::Source::KEYBOARD:
if (m_command_binds.keyboard_binds.find(bind.host_key) ==
m_command_binds.keyboard_binds.end()) {
m_command_binds.keyboard_binds[bind.host_key] = {};
}
m_command_binds.keyboard_binds[bind.host_key].push_back(bind);
break;
case CommandBinding::Source::MOUSE:
if (m_command_binds.mouse_binds.find(bind.host_key) == m_command_binds.mouse_binds.end()) {
m_command_binds.mouse_binds[bind.host_key] = {};
}
m_command_binds.mouse_binds[bind.host_key].push_back(bind);
break;
}
}
std::optional<std::shared_ptr<PadData>> InputManager::get_current_data(const int port) const {
if (m_data.find(port) == m_data.end()) {
return {};
}
return m_data.at(port);
}
std::string InputManager::get_controller_name(const int controller_id) {
if ((size_t)controller_id >= m_available_controllers.size()) {
return "";
}
return m_available_controllers.at(controller_id)->get_name();
}
std::string InputManager::get_current_bind(const int port,
const InputDeviceType device_type,
const bool buttons,
const int input_idx,
const bool analog_for_minimum) {
std::vector<InputBindingInfo> binding_info;
switch (device_type) {
case InputDeviceType::CONTROLLER:
if (m_controller_port_mapping.find(port) != m_controller_port_mapping.end() &&
m_controller_port_mapping.at(port) < (int)m_available_controllers.size() &&
m_settings->controller_binds.find(
m_available_controllers.at(m_controller_port_mapping.at(port))->get_guid()) !=
m_settings->controller_binds.end()) {
binding_info =
m_settings->controller_binds
.at(m_available_controllers.at(m_controller_port_mapping.at(port))->get_guid())
.lookup_button_binds((PadData::ButtonIndex)input_idx);
}
break;
case InputDeviceType::KEYBOARD:
if (!buttons) {
binding_info = m_settings->keyboard_binds.lookup_analog_binds(
(PadData::AnalogIndex)input_idx, analog_for_minimum);
} else {
binding_info =
m_settings->keyboard_binds.lookup_button_binds((PadData::ButtonIndex)input_idx);
}
break;
case InputDeviceType::MOUSE:
binding_info = m_settings->mouse_binds.lookup_button_binds((PadData::ButtonIndex)input_idx);
break;
}
if (binding_info.empty()) {
return "";
}
return binding_info.front().host_name;
}
int InputManager::get_controller_index(const int port) {
if (m_controller_port_mapping.find(port) == m_controller_port_mapping.end()) {
return 0;
}
return m_controller_port_mapping.at(port);
}
void InputManager::set_controller_for_port(const int controller_id, const int port) {
if (controller_id < (int)m_available_controllers.size()) {
// Reset inputs as this device won't be able to be read from again!
clear_inputs();
auto& controller = m_available_controllers.at(controller_id);
m_controller_port_mapping[port] = controller_id;
m_settings->controller_port_mapping[controller->get_guid()] = port;
// NOTE - only tracking port 0 for now
if (port == 0) {
m_settings->last_selected_controller_guid = controller->get_guid();
}
m_settings->save_settings();
}
}
bool InputManager::controller_has_led(const int port) {
if (m_controller_port_mapping.find(port) == m_controller_port_mapping.end()) {
return false;
}
const auto id = m_controller_port_mapping.at(port);
if (id >= (int)m_available_controllers.size()) {
return false;
}
return m_available_controllers.at(id)->has_led();
}
bool InputManager::controller_has_rumble(const int port) {
if (m_controller_port_mapping.find(port) == m_controller_port_mapping.end()) {
return false;
}
const auto id = m_controller_port_mapping.at(port);
if (id >= (int)m_available_controllers.size()) {
return false;
}
return m_available_controllers.at(id)->has_rumble();
}
void InputManager::enqueue_set_controller_led(const int port,
const u8 red,
const u8 green,
const u8 blue) {
const std::lock_guard<std::mutex> lock(m_event_queue_mtx);
ee_event_queue.push({EEInputEventType::SET_CONTROLLER_LED, port, red, green, blue});
}
void InputManager::set_controller_led(const int port, const u8 red, const u8 green, const u8 blue) {
if (m_controller_port_mapping.find(port) == m_controller_port_mapping.end()) {
return;
}
const auto id = m_controller_port_mapping.at(port);
if (id >= (int)m_available_controllers.size()) {
return;
}
m_available_controllers.at(id)->set_led(red, green, blue);
}
void InputManager::enqueue_update_rumble(const int port,
const u8 low_intensity,
const u8 high_intensity) {
const std::lock_guard<std::mutex> lock(m_event_queue_mtx);
ee_event_queue.push({EEInputEventType::UPDATE_RUMBLE, port, low_intensity, high_intensity, {}});
}
int InputManager::update_rumble(int port, u8 low_intensity, u8 high_intensity) {
if (m_controller_port_mapping.find(port) == m_controller_port_mapping.end()) {
return 0;
}
return m_available_controllers.at(m_controller_port_mapping.at(port))
->update_rumble(low_intensity, high_intensity);
}
void InputManager::enable_keyboard(const bool enabled) {
m_settings->keyboard_enabled = enabled;
if (!m_settings->keyboard_enabled) {
// Reset inputs as this device won't be able to be read from again!
clear_inputs();
}
}
void InputManager::enqueue_update_mouse_options(const bool enabled,
const bool control_camera,
const bool control_movement) {
const std::lock_guard<std::mutex> lock(m_event_queue_mtx);
ee_event_queue.push(
{EEInputEventType::UPDATE_MOUSE_OPTIONS, enabled, control_camera, control_movement, {}});
}
void InputManager::update_mouse_options(const bool enabled,
const bool control_camera,
const bool control_movement) {
m_mouse_enabled = enabled;
if (!m_mouse_enabled) {
// Reset inputs as this device won't be able to be read from again!
clear_inputs();
}
// Switch relevant flags over related to the mouse
m_mouse.enable_camera_control(enabled && control_camera);
m_mouse.enable_movement_control(enabled && control_movement);
}
void InputManager::set_wait_for_bind(const InputDeviceType device_type,
const bool for_analog,
const bool for_minimum_analog,
const int input_idx) {
m_waiting_for_bind = InputBindAssignmentMeta();
m_waiting_for_bind->device_type = device_type;
m_waiting_for_bind->pad_idx = input_idx;
m_waiting_for_bind->for_analog = for_analog;
m_waiting_for_bind->for_analog_minimum = for_minimum_analog;
m_waiting_for_bind->seen_keyboard_confirm_up = false;
m_waiting_for_bind->keyboard_confirmation_binds =
m_settings->keyboard_binds.lookup_button_binds(PadData::CROSS);
m_waiting_for_bind->seen_controller_confirm_neutral = false;
if (m_controller_port_mapping.find(0) != m_controller_port_mapping.end() &&
m_controller_port_mapping.at(0) < (int)m_available_controllers.size() &&
m_settings->controller_binds.find(
m_available_controllers.at(m_controller_port_mapping.at(0))->get_guid()) !=
m_settings->controller_binds.end()) {
m_waiting_for_bind->controller_confirmation_binds =
m_settings->controller_binds
.at(m_available_controllers.at(m_controller_port_mapping.at(0))->get_guid())
.lookup_button_binds(PadData::CROSS);
}
if (g_game_version == GameVersion::Jak1) {
auto keyboard_circle_binds = m_settings->keyboard_binds.lookup_button_binds(PadData::CIRCLE);
m_waiting_for_bind->keyboard_confirmation_binds.insert(
m_waiting_for_bind->keyboard_confirmation_binds.end(), keyboard_circle_binds.begin(),
keyboard_circle_binds.end());
if (m_controller_port_mapping.find(0) != m_controller_port_mapping.end() &&
m_controller_port_mapping.at(0) < (int)m_available_controllers.size() &&
m_settings->controller_binds.find(
m_available_controllers.at(m_controller_port_mapping.at(0))->get_guid()) !=
m_settings->controller_binds.end()) {
auto controller_circle_binds =
m_settings->controller_binds
.at(m_available_controllers.at(m_controller_port_mapping.at(0))->get_guid())
.lookup_button_binds(PadData::CIRCLE);
m_waiting_for_bind->controller_confirmation_binds.insert(
m_waiting_for_bind->controller_confirmation_binds.end(), controller_circle_binds.begin(),
controller_circle_binds.end());
}
}
}
void InputManager::set_camera_sens(const float xsens, const float ysens) {
m_mouse.set_camera_sens(xsens, ysens);
}
void InputManager::reset_input_bindings_to_defaults(const int port,
const InputDeviceType device_type) {
switch (device_type) {
case InputDeviceType::CONTROLLER:
if (m_controller_port_mapping.find(port) != m_controller_port_mapping.end() &&
m_controller_port_mapping.at(port) < (int)m_available_controllers.size() &&
m_settings->controller_binds.find(
m_available_controllers.at(m_controller_port_mapping.at(port))->get_guid()) !=
m_settings->controller_binds.end()) {
m_settings->controller_binds
.at(m_available_controllers.at(m_controller_port_mapping.at(port))->get_guid())
.set_bindings(DEFAULT_CONTROLLER_BINDS);
}
break;
case InputDeviceType::KEYBOARD:
m_settings->keyboard_binds.set_bindings(DEFAULT_KEYBOARD_BINDS);
break;
case InputDeviceType::MOUSE:
m_settings->mouse_binds.set_bindings(DEFAULT_MOUSE_BINDS);
break;
}
}
void InputManager::enqueue_set_auto_hide_mouse(const bool auto_hide_mouse) {
const std::lock_guard<std::mutex> lock(m_event_queue_mtx);
ee_event_queue.push({EEInputEventType::SET_AUTO_HIDE_MOUSE, auto_hide_mouse, {}, {}, {}});
}
void InputManager::set_auto_hide_mouse(const bool auto_hide_mouse) {
m_auto_hide_mouse = auto_hide_mouse;
if (!auto_hide_mouse) {
hide_cursor(false);
}
}
void InputManager::clear_inputs() {
// Reset inputs as this device won't be able to be read from again!
for (auto& [port, data] : m_data) {
data->clear();
}
}