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authorStefano Pigozzi <stefano.pigozzi@gmail.com>2019-10-22 16:41:19 +0200
committerStefano Pigozzi <stefano.pigozzi@gmail.com>2019-10-23 09:40:30 +0200
commit899e0bd16bcf80b0a1badbafeb83d3f474f24261 (patch)
treea9adca33672534629d9af5bfcc01834fd5c382dc /input/sdl_gamepad.c
parent79b15f50e31d62b50d1c20160fa7ec489d3b05e5 (diff)
downloadmpv-899e0bd16bcf80b0a1badbafeb83d3f474f24261.tar.bz2
mpv-899e0bd16bcf80b0a1badbafeb83d3f474f24261.tar.xz
input: add gamepad support through SDL2
The code is very basic: - only handles gamepads, could be extended for generic joysticks in the future. - only has button mappings for controllers natively supported by SDL2. I heard more can be added through env vars, there's also ways to load mappings from text files, but I'd rather not go there yet. Common ones like Dualshock are supported natively. - analog buttons (TRIGGER and AXIS) are mapped to discrete buttons using an activation threshold. - only supports one gamepad at a time. the feature is intented to use gamepads as evolved remote controls, not play multiplayer games in mpv :)
Diffstat (limited to 'input/sdl_gamepad.c')
-rw-r--r--input/sdl_gamepad.c277
1 files changed, 277 insertions, 0 deletions
diff --git a/input/sdl_gamepad.c b/input/sdl_gamepad.c
new file mode 100644
index 0000000000..23997bfa07
--- /dev/null
+++ b/input/sdl_gamepad.c
@@ -0,0 +1,277 @@
+/*
+ * This file is part of mpv.
+ *
+ * mpv is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation; either
+ * version 2.1 of the License, or (at your option) any later version.
+ *
+ * mpv is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with mpv. If not, see <http://www.gnu.org/licenses/>.
+ */
+
+#include <SDL.h>
+#include <stdbool.h>
+#include <pthread.h>
+#include "common/common.h"
+#include "common/msg.h"
+#include "input.h"
+#include "input/keycodes.h"
+
+struct gamepad_priv {
+ SDL_GameController *controller;
+};
+
+static Uint32 gamepad_cancel_wakeup;
+
+static void initalize_events()
+{
+ gamepad_cancel_wakeup = SDL_RegisterEvents(1);
+}
+
+static pthread_once_t events_initialized = PTHREAD_ONCE_INIT;
+
+#define INVALID_KEY -1
+
+static const int button_map[][2] = {
+ { SDL_CONTROLLER_BUTTON_A, MP_KEY_GAMEPAD_ACTION_DOWN },
+ { SDL_CONTROLLER_BUTTON_B, MP_KEY_GAMEPAD_ACTION_RIGHT },
+ { SDL_CONTROLLER_BUTTON_X, MP_KEY_GAMEPAD_ACTION_LEFT },
+ { SDL_CONTROLLER_BUTTON_Y, MP_KEY_GAMEPAD_ACTION_UP },
+ { SDL_CONTROLLER_BUTTON_BACK, MP_KEY_GAMEPAD_BACK },
+ { SDL_CONTROLLER_BUTTON_GUIDE, MP_KEY_GAMEPAD_MENU },
+ { SDL_CONTROLLER_BUTTON_START, MP_KEY_GAMEPAD_START },
+ { SDL_CONTROLLER_BUTTON_LEFTSTICK, MP_KEY_GAMEPAD_LEFT_STICK },
+ { SDL_CONTROLLER_BUTTON_RIGHTSTICK, MP_KEY_GAMEPAD_RIGHT_STICK },
+ { SDL_CONTROLLER_BUTTON_LEFTSHOULDER, MP_KEY_GAMEPAD_LEFT_SHOULDER },
+ { SDL_CONTROLLER_BUTTON_RIGHTSHOULDER, MP_KEY_GAMEPAD_RIGHT_SHOULDER },
+ { SDL_CONTROLLER_BUTTON_DPAD_UP, MP_KEY_GAMEPAD_DPAD_UP },
+ { SDL_CONTROLLER_BUTTON_DPAD_DOWN, MP_KEY_GAMEPAD_DPAD_DOWN },
+ { SDL_CONTROLLER_BUTTON_DPAD_LEFT, MP_KEY_GAMEPAD_DPAD_LEFT },
+ { SDL_CONTROLLER_BUTTON_DPAD_RIGHT, MP_KEY_GAMEPAD_DPAD_RIGHT },
+};
+
+static const int analog_map[][5] = {
+ // 0 -> sdl enum
+ // 1 -> negative state
+ // 2 -> neutral-negative state
+ // 3 -> neutral-positive state
+ // 4 -> positive state
+ { SDL_CONTROLLER_AXIS_LEFTX,
+ MP_KEY_GAMEPAD_LEFT_STICK_LEFT | MP_KEY_STATE_DOWN,
+ MP_KEY_GAMEPAD_LEFT_STICK_LEFT | MP_KEY_STATE_UP,
+ MP_KEY_GAMEPAD_LEFT_STICK_RIGHT | MP_KEY_STATE_UP,
+ MP_KEY_GAMEPAD_LEFT_STICK_RIGHT | MP_KEY_STATE_DOWN },
+
+ { SDL_CONTROLLER_AXIS_LEFTY,
+ MP_KEY_GAMEPAD_LEFT_STICK_UP | MP_KEY_STATE_DOWN,
+ MP_KEY_GAMEPAD_LEFT_STICK_UP | MP_KEY_STATE_UP,
+ MP_KEY_GAMEPAD_LEFT_STICK_DOWN | MP_KEY_STATE_UP,
+ MP_KEY_GAMEPAD_LEFT_STICK_DOWN | MP_KEY_STATE_DOWN },
+
+ { SDL_CONTROLLER_AXIS_RIGHTX,
+ MP_KEY_GAMEPAD_RIGHT_STICK_LEFT | MP_KEY_STATE_DOWN,
+ MP_KEY_GAMEPAD_RIGHT_STICK_LEFT | MP_KEY_STATE_UP,
+ MP_KEY_GAMEPAD_RIGHT_STICK_RIGHT | MP_KEY_STATE_UP,
+ MP_KEY_GAMEPAD_RIGHT_STICK_RIGHT | MP_KEY_STATE_DOWN },
+
+ { SDL_CONTROLLER_AXIS_RIGHTY,
+ MP_KEY_GAMEPAD_RIGHT_STICK_UP | MP_KEY_STATE_DOWN,
+ MP_KEY_GAMEPAD_RIGHT_STICK_UP | MP_KEY_STATE_UP,
+ MP_KEY_GAMEPAD_RIGHT_STICK_DOWN | MP_KEY_STATE_UP,
+ MP_KEY_GAMEPAD_RIGHT_STICK_DOWN | MP_KEY_STATE_DOWN },
+
+ { SDL_CONTROLLER_AXIS_TRIGGERLEFT,
+ INVALID_KEY,
+ INVALID_KEY,
+ MP_KEY_GAMEPAD_LEFT_TRIGGER | MP_KEY_STATE_UP,
+ MP_KEY_GAMEPAD_LEFT_TRIGGER | MP_KEY_STATE_DOWN },
+
+ { SDL_CONTROLLER_AXIS_TRIGGERRIGHT,
+ INVALID_KEY,
+ INVALID_KEY,
+ MP_KEY_GAMEPAD_RIGHT_TRIGGER | MP_KEY_STATE_UP,
+ MP_KEY_GAMEPAD_RIGHT_TRIGGER | MP_KEY_STATE_DOWN },
+};
+
+static int lookup_button_mp_key(int sdl_key)
+{
+ for (int i = 0; i < MP_ARRAY_SIZE(button_map); i++) {
+ if (button_map[i][0] == sdl_key) {
+ return button_map[i][1];
+ }
+ }
+ return INVALID_KEY;
+}
+
+static int lookup_analog_mp_key(int sdl_key, int16_t value)
+{
+ const int sdl_axis_max = 32767;
+ const int negative = 1;
+ const int negative_neutral = 2;
+ const int positive_neutral = 3;
+ const int positive = 4;
+
+ const float activation_threshold = sdl_axis_max * 0.33;
+ const float noise_threshold = sdl_axis_max * 0.06;
+
+ // sometimes SDL just keeps shitting out low values around 0 that mess
+ // with key repeating code
+ if (value < noise_threshold && value > -noise_threshold) {
+ return INVALID_KEY;
+ }
+
+ int state = value > 0 ? positive_neutral : negative_neutral;
+
+ if (value >= sdl_axis_max - activation_threshold) {
+ state = positive;
+ }
+
+ if (value <= activation_threshold - sdl_axis_max) {
+ state = negative;
+ }
+
+ for (int i = 0; i < MP_ARRAY_SIZE(analog_map); i++) {
+ if (analog_map[i][0] == sdl_key) {
+ return analog_map[i][state];
+ }
+ }
+
+ return INVALID_KEY;
+}
+
+
+static void request_cancel(struct mp_input_src *src)
+{
+ MP_VERBOSE(src, "exiting...\n");
+ SDL_Event event = { .type = gamepad_cancel_wakeup };
+ SDL_PushEvent(&event);
+}
+
+static void uninit(struct mp_input_src *src)
+{
+ MP_VERBOSE(src, "exited.\n");
+}
+
+#define GUID_LEN 33
+
+static void add_gamepad(struct mp_input_src *src, int id)
+{
+ struct gamepad_priv *p = src->priv;
+
+ if (p->controller) {
+ MP_WARN(src, "can't add more than one controller\n");
+ return;
+ }
+
+ if (SDL_IsGameController(id)) {
+ SDL_GameController *controller = SDL_GameControllerOpen(id);
+
+ if (controller) {
+ const char *name = SDL_GameControllerName(controller);
+ MP_INFO(src, "added controller: %s\n", name);
+ p->controller = controller;
+ return;
+ }
+ }
+}
+
+static void remove_gamepad(struct mp_input_src *src, int id)
+{
+ struct gamepad_priv *p = src->priv;
+ SDL_GameController *controller = p->controller;
+ SDL_Joystick* j = SDL_GameControllerGetJoystick(controller);
+ SDL_JoystickID jid = SDL_JoystickInstanceID(j);
+
+ if (controller && jid == id) {
+ const char *name = SDL_GameControllerName(controller);
+ MP_INFO(src, "removed controller: %s\n", name);
+ SDL_GameControllerClose(controller);
+ p->controller = NULL;
+ }
+}
+
+static void read_gamepad_thread(struct mp_input_src *src, void *param)
+{
+ if (SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER)) {
+ MP_ERR(src, "SDL_Init failed\n");
+ mp_input_src_init_done(src);
+ return;
+ };
+
+ pthread_once(&events_initialized, initalize_events);
+
+ if (gamepad_cancel_wakeup == (Uint32)-1) {
+ MP_ERR(src, "Can't register SDL custom events\n");
+ mp_input_src_init_done(src);
+ return;
+ }
+
+ struct gamepad_priv *p =src->priv = talloc_zero(src, struct gamepad_priv);
+ src->cancel = request_cancel;
+ src->uninit = uninit;
+
+ mp_input_src_init_done(src);
+
+ SDL_Event ev;
+
+ while (SDL_WaitEvent(&ev) != 0) {
+ if (ev.type == gamepad_cancel_wakeup) {
+ break;
+ }
+
+ switch (ev.type) {
+ case SDL_CONTROLLERDEVICEADDED: {
+ add_gamepad(src, ev.cdevice.which);
+ continue;
+ }
+ case SDL_CONTROLLERDEVICEREMOVED: {
+ remove_gamepad(src, ev.cdevice.which);
+ continue;
+ }
+ case SDL_CONTROLLERBUTTONDOWN: {
+ const int key = lookup_button_mp_key(ev.cbutton.button);
+ if (key != INVALID_KEY) {
+ mp_input_put_key(src->input_ctx, key | MP_KEY_STATE_DOWN);
+ }
+ continue;
+ }
+ case SDL_CONTROLLERBUTTONUP: {
+ const int key = lookup_button_mp_key(ev.cbutton.button);
+ if (key != INVALID_KEY) {
+ mp_input_put_key(src->input_ctx, key | MP_KEY_STATE_UP);
+ }
+ continue;
+ }
+ case SDL_CONTROLLERAXISMOTION: {
+ const int key =
+ lookup_analog_mp_key(ev.caxis.axis, ev.caxis.value);
+ if (key != INVALID_KEY) {
+ mp_input_put_key(src->input_ctx, key);
+ }
+ continue;
+ }
+
+ }
+ }
+
+ if (p->controller) {
+ SDL_Joystick* j = SDL_GameControllerGetJoystick(p->controller);
+ SDL_JoystickID jid = SDL_JoystickInstanceID(j);
+ remove_gamepad(src, jid);
+ }
+
+ // must be called on the same thread of SDL_InitSubSystem, so uninit
+ // callback can't be used for this
+ SDL_QuitSubSystem(SDL_INIT_GAMECONTROLLER);
+}
+
+void mp_input_sdl_gamepad_add(struct input_ctx *ictx)
+{
+ mp_input_add_thread_src(ictx, NULL, read_gamepad_thread);
+}