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ARMSX2/pcsx2/Input/InputManager.h
T
jasaaved 93f10864c1 Input/FullscreenUI: Add Generic controller glyph style
Adds a Generic option alongside Xbox, PlayStation, and Nintendo for forcing plain, non-brand button glyphs.
2026-08-02 10:05:38 -04:00

337 lines
12 KiB
C++

// SPDX-FileCopyrightText: 2002-2026 PCSX2 Dev Team
// SPDX-License-Identifier: GPL-3.0+
#pragma once
#include <functional>
#include <mutex>
#include <optional>
#include <string_view>
#include <variant>
#include <utility>
#include "common/Pcsx2Types.h"
#include "common/SettingsInterface.h"
#include "common/WindowInfo.h"
#include "pcsx2/Config.h"
class SmallStringBase;
/// Class, or source of an input event.
enum class InputSourceType : u32
{
Keyboard,
Pointer,
SDL,
#ifdef _WIN32
DInput,
XInput,
#endif
Count,
};
/// Subtype of a key for an input source.
enum class InputSubclass : u32
{
None = 0,
PointerButton = 0,
PointerAxis = 1,
ControllerButton = 0,
ControllerAxis = 1,
ControllerHat = 2,
ControllerMotor = 3,
ControllerHaptic = 4,
};
/// Layout of the source controller
enum class InputLayout : u8
{
Unknown,
Xbox,
Playstation,
Nintendo,
Generic
};
enum class InputModifier : u32
{
None = 0,
Negate, ///< Input * -1, gets the negative side of the axis
FullAxis, ///< (Input * 0.5) + 0.5, uses both the negative and positive side of the axis together
};
/// A composite type representing a full input key which is part of an event.
union InputBindingKey
{
struct
{
InputSourceType source_type : 4;
u32 source_index : 8; ///< controller number
InputSubclass source_subtype : 3; ///< if 1, binding is for an axis and not a button (used for controllers)
InputModifier modifier : 2;
u32 invert : 1; ///< if 1, value is inverted prior to being sent to the sink
u32 needs_migration : 1; //< Used for SDL2-3 Migration, binding should be saved to complete migration
u32 unused : 13;
u32 data;
};
u64 bits;
bool operator==(const InputBindingKey& k) const { return bits == k.bits; }
bool operator!=(const InputBindingKey& k) const { return bits != k.bits; }
/// Removes the direction bit from the key, which is used to look up the bindings for it.
/// This is because negative bindings should still fire when they reach zero again.
InputBindingKey MaskDirection() const
{
InputBindingKey r;
r.bits = bits;
r.modifier = InputModifier::None;
r.invert = 0;
r.needs_migration = false;
return r;
}
};
static_assert(sizeof(InputBindingKey) == sizeof(u64), "Input binding key is 64 bits");
/// Hashability for InputBindingKey
struct InputBindingKeyHash
{
std::size_t operator()(const InputBindingKey& k) const { return std::hash<u64>{}(k.bits); }
};
/// Callback type for a binary event. Usually used for hotkeys.
using InputButtonEventHandler = std::function<void(s32 value)>;
/// Callback types for a normalized event. Usually used for pads.
using InputAxisEventHandler = std::function<void(InputBindingKey key, float value)>;
/// Input monitoring for external access.
struct InputInterceptHook
{
enum class CallbackResult
{
StopProcessingEvent,
ContinueProcessingEvent,
RemoveHookAndStopProcessingEvent,
RemoveHookAndContinueProcessingEvent,
};
using Callback = std::function<CallbackResult(InputBindingKey key, float value)>;
};
/// Hotkeys are actions (e.g. toggle frame limit) which can be bound to keys or chords.
/// The handler is called with an integer representing the key state, where 0 means that
/// one or more keys were released, 1 means all the keys were pressed, and -1 means that
/// the hotkey was cancelled due to a chord with more keys being activated.
struct HotkeyInfo
{
const char* name;
const char* category;
const char* display_name;
void (*handler)(s32 pressed);
};
#define DECLARE_HOTKEY_LIST(name) extern const HotkeyInfo name[]
#define BEGIN_HOTKEY_LIST(name) const HotkeyInfo name[] = {
#define DEFINE_HOTKEY(name, category, display_name, handler) {(name), (category), (display_name), (handler)},
#define END_HOTKEY_LIST() \
{ \
nullptr, nullptr, nullptr, nullptr \
} \
} \
;
DECLARE_HOTKEY_LIST(g_common_hotkeys);
DECLARE_HOTKEY_LIST(g_gs_hotkeys);
DECLARE_HOTKEY_LIST(g_host_hotkeys);
/// Host mouse relative axes are X, Y, wheel horizontal, wheel vertical.
enum class InputPointerAxis : u8
{
X,
Y,
WheelX,
WheelY,
Count
};
/// External input source class.
class InputSource;
namespace InputManager
{
/// Minimum interval between vibration updates when the effect is continuous.
static constexpr double VIBRATION_UPDATE_INTERVAL_SECONDS = 0.5; // 500ms
/// Maximum number of host mouse devices.
static constexpr u32 MAX_POINTER_DEVICES = 1;
static constexpr u32 MAX_POINTER_BUTTONS = 3;
/// Maximum number of software cursors. We allocate an extra two for USB devices with
/// positioning data from the controller instead of a mouse.
static constexpr u32 MAX_SOFTWARE_CURSORS = MAX_POINTER_BUTTONS + 2;
/// Returns a pointer to the external input source class, if present.
InputSource* GetInputSourceInterface(InputSourceType type);
/// Converts an input class to a string.
const char* InputSourceToString(InputSourceType clazz);
/// Returns the default state for an input source.
bool GetInputSourceDefaultEnabled(InputSourceType type);
/// Parses an input class string.
std::optional<InputSourceType> ParseInputSourceString(const std::string_view str);
/// Parses a pointer device string, i.e. tells you which pointer is specified.
std::optional<u32> GetIndexFromPointerBinding(const std::string_view str);
/// Returns the device name for a pointer index (e.g. Pointer-0).
std::string GetPointerDeviceName(u32 pointer_index);
/// Converts a key code from a human-readable string to an identifier.
std::optional<u32> ConvertHostKeyboardStringToCode(const std::string_view str);
/// Converts a key code from an identifier to a human-readable string.
std::optional<std::string> ConvertHostKeyboardCodeToString(u32 code);
/// Converts a key code from an identifier to an icon which can be drawn.
const char* ConvertHostKeyboardCodeToIcon(u32 code);
/// Creates a key for a host-specific key code.
InputBindingKey MakeHostKeyboardKey(u32 key_code);
/// Creates a key for a host-specific button.
InputBindingKey MakePointerButtonKey(u32 index, u32 button_index);
/// Creates a key for a host-specific mouse relative event
/// (axis 0 = horizontal, 1 = vertical, 2 = wheel horizontal, 3 = wheel vertical).
InputBindingKey MakePointerAxisKey(u32 index, InputPointerAxis axis);
/// Parses an input binding key string.
std::optional<InputBindingKey> ParseInputBindingKey(const std::string_view binding);
/// Converts a input key to a string.
std::string ConvertInputBindingKeyToString(InputBindingInfo::Type binding_type, InputBindingKey key, bool migration = false);
/// Converts a chord of binding keys to a string.
std::string ConvertInputBindingKeysToString(InputBindingInfo::Type binding_type, const InputBindingKey* keys, size_t num_keys, bool migration = false);
/// Represents a binding with icon fonts, if available.
bool PrettifyInputBinding(SmallStringBase& binding, bool use_icons = true);
/// Sets the preferred button icon style for UI and binding displays, overriding per-device detection.
void SetGamepadIconPreference(InputLayout layout);
InputLayout GetGamepadIconPreference();
/// Splits a chord into individual bindings.
std::vector<std::string_view> SplitChord(const std::string_view binding);
/// Returns a list of all hotkeys.
std::vector<const HotkeyInfo*> GetHotkeyList();
/// Enumerates available devices. Returns a pair of the prefix (e.g. SDL-0) and the device name.
std::vector<std::pair<std::string, std::string>> EnumerateDevices();
/// Enumerates available vibration motors at the time of call.
std::vector<InputBindingKey> EnumerateMotors();
/// Retrieves bindings that match the generic bindings for the specified device.
using GenericInputBindingMapping = std::vector<std::pair<GenericInputBinding, std::string>>;
GenericInputBindingMapping GetGenericBindingMapping(const std::string_view device);
/// Returns whether a given input source is enabled.
bool IsInputSourceEnabled(SettingsInterface& si, InputSourceType type);
/// Re-parses the config and registers all hotkey and pad bindings.
void ReloadBindings(SettingsInterface& si, SettingsInterface& binding_si, SettingsInterface& hotkey_binding_si, bool is_binding_profile, bool is_hotkey_profile);
/// Re-parses the sources part of the config and initializes any backends.
void ReloadSources(SettingsInterface& si, std::unique_lock<std::mutex>& settings_lock);
/// Called when a device change is triggered by the system (DBT_DEVNODES_CHANGED on Windows).
/// Returns true if any device changes are detected.
bool ReloadDevices();
/// Shuts down any enabled input sources.
void CloseSources();
/// Polls input sources for events (e.g. external controllers).
void PollSources();
/// Returns true if any bindings exist for the specified key.
/// Can be safely called on another thread.
bool HasAnyBindingsForKey(InputBindingKey key);
/// Returns true if any bindings exist for the specified source + index.
/// Can be safely called on another thread.
bool HasAnyBindingsForSource(InputBindingKey key);
/// Updates internal state for any binds for this key, and fires callbacks as needed.
/// Returns true if anything was bound to this key, otherwise false.
bool InvokeEvents(InputBindingKey key, float value, GenericInputBinding generic_key = GenericInputBinding::Unknown,
GenericInputBinding axis_neg_key = GenericInputBinding::Unknown,
GenericInputBinding axis_pos_key = GenericInputBinding::Unknown);
/// Clears internal state for any binds with a matching source/index.
void ClearBindStateFromSource(InputBindingKey key);
/// Sets a hook which can be used to intercept events before they're processed by the normal bindings.
/// This is typically used when binding new controls to detect what gets pressed.
void SetHook(InputInterceptHook::Callback callback);
/// Removes any currently-active interception hook.
void RemoveHook();
/// Returns true if there is an interception hook present.
bool HasHook();
/// Internal method used by pads to dispatch vibration updates to input sources.
/// Intensity is normalized from 0 to 1.
void SetUSBVibrationIntensity(u32 port, float large_or_single_motor_intensity, float small_motor_intensity);
void SetPadVibrationIntensity(u32 pad_index, float large_or_single_motor_intensity, float small_motor_intensity);
/// Zeros all vibration intensities. Call when pausing.
/// The pad vibration state will internally remain, so that when emulation is unpaused, the effect resumes.
void PauseVibration();
/// Reads absolute pointer position.
std::pair<float, float> GetPointerAbsolutePosition(u32 index);
/// Updates absolute pointer position. Can call from UI thread, use when the host only reports absolute coordinates.
void UpdatePointerAbsolutePosition(u32 index, float x, float y);
/// Updates relative pointer position. Can call from the UI thread, use when host supports relative coordinate reporting.
void UpdatePointerRelativeDelta(u32 index, InputPointerAxis axis, float d, bool raw_input = false);
/// Updates host mouse mode (relative/cursor hiding).
void UpdateHostMouseMode();
/// Called when a new input device is connected.
void OnInputDeviceConnected(const std::string_view identifier, const std::string_view device_name);
/// Called when an input device is disconnected.
void OnInputDeviceDisconnected(const InputBindingKey key, const std::string_view identifier);
} // namespace InputManager
namespace Host
{
/// Return the current window handle. Needed for DInput.
std::optional<WindowInfo> GetTopLevelWindowInfo();
/// Called when a new input device is connected.
void OnInputDeviceConnected(const std::string_view identifier, const std::string_view device_name);
/// Called when an input device is disconnected.
void OnInputDeviceDisconnected(const InputBindingKey key, const std::string_view identifier);
/// Enables relative mouse mode in the host, and/or hides the cursor.
void SetMouseMode(bool relative_mode, bool hide_cursor);
/// Changes the mouse lock setting
void SetMouseLock(bool state);
} // namespace Host