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2026-06-03 20:30:24 -06:00

1830 lines
60 KiB
C++

#include "../../input.hpp"
#include "../../device.hpp"
#include "../../internal.hpp"
#include "../../fs_helper.hpp"
#include <dolphin/pad.h>
#include <dolphin/si.h>
#include <SDL3/SDL_mouse.h>
#include <array>
#include <sys/stat.h>
#include <ranges>
namespace {
constexpr int32_t k_mappingsFileVersion = 4;
constexpr int32_t k_minMappingsFileVersion = 3;
std::array<PADButtonMapping, PAD_BUTTON_COUNT> g_defaultButtonsStandard{{
{SDL_GAMEPAD_BUTTON_SOUTH, PAD_BUTTON_A},
{SDL_GAMEPAD_BUTTON_EAST, PAD_BUTTON_B},
{SDL_GAMEPAD_BUTTON_WEST, PAD_BUTTON_X},
{SDL_GAMEPAD_BUTTON_NORTH, PAD_BUTTON_Y},
{SDL_GAMEPAD_BUTTON_START, PAD_BUTTON_START},
{SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER, PAD_TRIGGER_Z},
{PAD_NATIVE_BUTTON_INVALID, PAD_TRIGGER_L},
{PAD_NATIVE_BUTTON_INVALID, PAD_TRIGGER_R},
{SDL_GAMEPAD_BUTTON_DPAD_UP, PAD_BUTTON_UP},
{SDL_GAMEPAD_BUTTON_DPAD_DOWN, PAD_BUTTON_DOWN},
{SDL_GAMEPAD_BUTTON_DPAD_LEFT, PAD_BUTTON_LEFT},
{SDL_GAMEPAD_BUTTON_DPAD_RIGHT, PAD_BUTTON_RIGHT},
}};
std::array<PADStatus, PAD_CHANMAX> g_virtualPadStatus{};
std::array<bool, PAD_CHANMAX> g_virtualPadActive{};
std::array<PADButtonMapping, PAD_BUTTON_COUNT> g_defaultButtonsXBox360{{
{SDL_GAMEPAD_BUTTON_SOUTH, PAD_BUTTON_A},
{SDL_GAMEPAD_BUTTON_EAST, PAD_BUTTON_B},
{SDL_GAMEPAD_BUTTON_WEST, PAD_BUTTON_X},
{SDL_GAMEPAD_BUTTON_NORTH, PAD_BUTTON_Y},
{SDL_GAMEPAD_BUTTON_START, PAD_BUTTON_START},
{SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER, PAD_TRIGGER_Z},
{PAD_NATIVE_BUTTON_INVALID, PAD_TRIGGER_L},
{PAD_NATIVE_BUTTON_INVALID, PAD_TRIGGER_R},
{SDL_GAMEPAD_BUTTON_DPAD_UP, PAD_BUTTON_UP},
{SDL_GAMEPAD_BUTTON_DPAD_DOWN, PAD_BUTTON_DOWN},
{SDL_GAMEPAD_BUTTON_DPAD_LEFT, PAD_BUTTON_LEFT},
{SDL_GAMEPAD_BUTTON_DPAD_RIGHT, PAD_BUTTON_RIGHT},
}};
std::array<PADButtonMapping, PAD_BUTTON_COUNT> g_defaultButtonsXBoxOne{{
{SDL_GAMEPAD_BUTTON_SOUTH, PAD_BUTTON_A},
{SDL_GAMEPAD_BUTTON_EAST, PAD_BUTTON_B},
{SDL_GAMEPAD_BUTTON_WEST, PAD_BUTTON_X},
{SDL_GAMEPAD_BUTTON_NORTH, PAD_BUTTON_Y},
{SDL_GAMEPAD_BUTTON_START, PAD_BUTTON_START},
{SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER, PAD_TRIGGER_Z},
{PAD_NATIVE_BUTTON_INVALID, PAD_TRIGGER_L},
{PAD_NATIVE_BUTTON_INVALID, PAD_TRIGGER_R},
{SDL_GAMEPAD_BUTTON_DPAD_UP, PAD_BUTTON_UP},
{SDL_GAMEPAD_BUTTON_DPAD_DOWN, PAD_BUTTON_DOWN},
{SDL_GAMEPAD_BUTTON_DPAD_LEFT, PAD_BUTTON_LEFT},
{SDL_GAMEPAD_BUTTON_DPAD_RIGHT, PAD_BUTTON_RIGHT},
}};
std::array<PADButtonMapping, PAD_BUTTON_COUNT> g_defaultButtonsPS3{{
{SDL_GAMEPAD_BUTTON_SOUTH, PAD_BUTTON_A},
{SDL_GAMEPAD_BUTTON_EAST, PAD_BUTTON_B},
{SDL_GAMEPAD_BUTTON_WEST, PAD_BUTTON_X},
{SDL_GAMEPAD_BUTTON_NORTH, PAD_BUTTON_Y},
{SDL_GAMEPAD_BUTTON_START, PAD_BUTTON_START},
{SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER, PAD_TRIGGER_Z},
{PAD_NATIVE_BUTTON_INVALID, PAD_TRIGGER_L},
{PAD_NATIVE_BUTTON_INVALID, PAD_TRIGGER_R},
{SDL_GAMEPAD_BUTTON_DPAD_UP, PAD_BUTTON_UP},
{SDL_GAMEPAD_BUTTON_DPAD_DOWN, PAD_BUTTON_DOWN},
{SDL_GAMEPAD_BUTTON_DPAD_LEFT, PAD_BUTTON_LEFT},
{SDL_GAMEPAD_BUTTON_DPAD_RIGHT, PAD_BUTTON_RIGHT},
}};
std::array<PADButtonMapping, PAD_BUTTON_COUNT> g_defaultButtonsPS4{{
{SDL_GAMEPAD_BUTTON_SOUTH, PAD_BUTTON_A},
{SDL_GAMEPAD_BUTTON_EAST, PAD_BUTTON_B},
{SDL_GAMEPAD_BUTTON_WEST, PAD_BUTTON_X},
{SDL_GAMEPAD_BUTTON_NORTH, PAD_BUTTON_Y},
{SDL_GAMEPAD_BUTTON_START, PAD_BUTTON_START},
{SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER, PAD_TRIGGER_Z},
{PAD_NATIVE_BUTTON_INVALID, PAD_TRIGGER_L},
{PAD_NATIVE_BUTTON_INVALID, PAD_TRIGGER_R},
{SDL_GAMEPAD_BUTTON_DPAD_UP, PAD_BUTTON_UP},
{SDL_GAMEPAD_BUTTON_DPAD_DOWN, PAD_BUTTON_DOWN},
{SDL_GAMEPAD_BUTTON_DPAD_LEFT, PAD_BUTTON_LEFT},
{SDL_GAMEPAD_BUTTON_DPAD_RIGHT, PAD_BUTTON_RIGHT},
}};
std::array<PADButtonMapping, PAD_BUTTON_COUNT> g_defaultButtonsPS5{{
{SDL_GAMEPAD_BUTTON_SOUTH, PAD_BUTTON_A},
{SDL_GAMEPAD_BUTTON_EAST, PAD_BUTTON_B},
{SDL_GAMEPAD_BUTTON_WEST, PAD_BUTTON_X},
{SDL_GAMEPAD_BUTTON_NORTH, PAD_BUTTON_Y},
{SDL_GAMEPAD_BUTTON_START, PAD_BUTTON_START},
{SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER, PAD_TRIGGER_Z},
{PAD_NATIVE_BUTTON_INVALID, PAD_TRIGGER_L},
{PAD_NATIVE_BUTTON_INVALID, PAD_TRIGGER_R},
{SDL_GAMEPAD_BUTTON_DPAD_UP, PAD_BUTTON_UP},
{SDL_GAMEPAD_BUTTON_DPAD_DOWN, PAD_BUTTON_DOWN},
{SDL_GAMEPAD_BUTTON_DPAD_LEFT, PAD_BUTTON_LEFT},
{SDL_GAMEPAD_BUTTON_DPAD_RIGHT, PAD_BUTTON_RIGHT},
}};
std::array<PADButtonMapping, PAD_BUTTON_COUNT> g_defaultButtonsGamecube{{
{SDL_GAMEPAD_BUTTON_SOUTH, PAD_BUTTON_A},
{SDL_GAMEPAD_BUTTON_EAST, PAD_BUTTON_X},
{SDL_GAMEPAD_BUTTON_WEST, PAD_BUTTON_B},
{SDL_GAMEPAD_BUTTON_NORTH, PAD_BUTTON_Y},
{SDL_GAMEPAD_BUTTON_START, PAD_BUTTON_START},
{SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER, PAD_TRIGGER_Z},
{SDL_GAMEPAD_BUTTON_MISC3, PAD_TRIGGER_L},
{SDL_GAMEPAD_BUTTON_MISC4, PAD_TRIGGER_R},
{SDL_GAMEPAD_BUTTON_DPAD_UP, PAD_BUTTON_UP},
{SDL_GAMEPAD_BUTTON_DPAD_DOWN, PAD_BUTTON_DOWN},
{SDL_GAMEPAD_BUTTON_DPAD_LEFT, PAD_BUTTON_LEFT},
{SDL_GAMEPAD_BUTTON_DPAD_RIGHT, PAD_BUTTON_RIGHT},
}};
std::array<PADButtonMapping, PAD_BUTTON_COUNT> g_defaultButtonsNSOGamecube{{
{SDL_GAMEPAD_BUTTON_SOUTH, PAD_BUTTON_A},
{SDL_GAMEPAD_BUTTON_EAST, PAD_BUTTON_X},
{SDL_GAMEPAD_BUTTON_WEST, PAD_BUTTON_B},
{SDL_GAMEPAD_BUTTON_NORTH, PAD_BUTTON_Y},
{SDL_GAMEPAD_BUTTON_START, PAD_BUTTON_START},
{SDL_GAMEPAD_BUTTON_BACK, PAD_TRIGGER_Z},
{SDL_GAMEPAD_BUTTON_LEFT_SHOULDER, PAD_TRIGGER_L},
{SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER, PAD_TRIGGER_R},
{SDL_GAMEPAD_BUTTON_DPAD_UP, PAD_BUTTON_UP},
{SDL_GAMEPAD_BUTTON_DPAD_DOWN, PAD_BUTTON_DOWN},
{SDL_GAMEPAD_BUTTON_DPAD_LEFT, PAD_BUTTON_LEFT},
{SDL_GAMEPAD_BUTTON_DPAD_RIGHT, PAD_BUTTON_RIGHT},
}};
std::array<PADButtonMapping, PAD_BUTTON_COUNT> g_defaultButtonsProCon{{
{SDL_GAMEPAD_BUTTON_SOUTH, PAD_BUTTON_A},
{SDL_GAMEPAD_BUTTON_EAST, PAD_BUTTON_B},
{SDL_GAMEPAD_BUTTON_WEST, PAD_BUTTON_X},
{SDL_GAMEPAD_BUTTON_NORTH, PAD_BUTTON_Y},
{SDL_GAMEPAD_BUTTON_START, PAD_BUTTON_START},
{SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER, PAD_TRIGGER_Z},
{PAD_NATIVE_BUTTON_INVALID, PAD_TRIGGER_L},
{PAD_NATIVE_BUTTON_INVALID, PAD_TRIGGER_R},
{SDL_GAMEPAD_BUTTON_DPAD_UP, PAD_BUTTON_UP},
{SDL_GAMEPAD_BUTTON_DPAD_DOWN, PAD_BUTTON_DOWN},
{SDL_GAMEPAD_BUTTON_DPAD_LEFT, PAD_BUTTON_LEFT},
{SDL_GAMEPAD_BUTTON_DPAD_RIGHT, PAD_BUTTON_RIGHT},
}};
std::array<PADButtonMapping, PAD_BUTTON_COUNT> g_defaultButtonsJoyConRight{{
{SDL_GAMEPAD_BUTTON_SOUTH, PAD_BUTTON_A},
{SDL_GAMEPAD_BUTTON_EAST, PAD_BUTTON_B},
{SDL_GAMEPAD_BUTTON_WEST, PAD_BUTTON_X},
{SDL_GAMEPAD_BUTTON_NORTH, PAD_BUTTON_Y},
{SDL_GAMEPAD_BUTTON_START, PAD_BUTTON_START},
{SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER, PAD_TRIGGER_Z},
{PAD_NATIVE_BUTTON_INVALID, PAD_TRIGGER_L},
{PAD_NATIVE_BUTTON_INVALID, PAD_TRIGGER_R},
{SDL_GAMEPAD_BUTTON_DPAD_UP, PAD_BUTTON_UP},
{SDL_GAMEPAD_BUTTON_DPAD_DOWN, PAD_BUTTON_DOWN},
{SDL_GAMEPAD_BUTTON_DPAD_LEFT, PAD_BUTTON_LEFT},
{SDL_GAMEPAD_BUTTON_DPAD_RIGHT, PAD_BUTTON_RIGHT},
}};
std::array<PADButtonMapping, PAD_BUTTON_COUNT> g_defaultButtonsJoyConLeft{{
{SDL_GAMEPAD_BUTTON_SOUTH, PAD_BUTTON_A},
{SDL_GAMEPAD_BUTTON_EAST, PAD_BUTTON_B},
{SDL_GAMEPAD_BUTTON_WEST, PAD_BUTTON_X},
{SDL_GAMEPAD_BUTTON_NORTH, PAD_BUTTON_Y},
{SDL_GAMEPAD_BUTTON_START, PAD_BUTTON_START},
{SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER, PAD_TRIGGER_Z},
{PAD_NATIVE_BUTTON_INVALID, PAD_TRIGGER_L},
{PAD_NATIVE_BUTTON_INVALID, PAD_TRIGGER_R},
{SDL_GAMEPAD_BUTTON_DPAD_UP, PAD_BUTTON_UP},
{SDL_GAMEPAD_BUTTON_DPAD_DOWN, PAD_BUTTON_DOWN},
{SDL_GAMEPAD_BUTTON_DPAD_LEFT, PAD_BUTTON_LEFT},
{SDL_GAMEPAD_BUTTON_DPAD_RIGHT, PAD_BUTTON_RIGHT},
}};
std::array<PADButtonMapping, PAD_BUTTON_COUNT> g_defaultButtonsJoyPair{{
{SDL_GAMEPAD_BUTTON_SOUTH, PAD_BUTTON_A},
{SDL_GAMEPAD_BUTTON_EAST, PAD_BUTTON_B},
{SDL_GAMEPAD_BUTTON_WEST, PAD_BUTTON_X},
{SDL_GAMEPAD_BUTTON_NORTH, PAD_BUTTON_Y},
{SDL_GAMEPAD_BUTTON_START, PAD_BUTTON_START},
{SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER, PAD_TRIGGER_Z},
{PAD_NATIVE_BUTTON_INVALID, PAD_TRIGGER_L},
{PAD_NATIVE_BUTTON_INVALID, PAD_TRIGGER_R},
{SDL_GAMEPAD_BUTTON_DPAD_UP, PAD_BUTTON_UP},
{SDL_GAMEPAD_BUTTON_DPAD_DOWN, PAD_BUTTON_DOWN},
{SDL_GAMEPAD_BUTTON_DPAD_LEFT, PAD_BUTTON_LEFT},
{SDL_GAMEPAD_BUTTON_DPAD_RIGHT, PAD_BUTTON_RIGHT},
}};
std::array<PADKeyButtonBinding, PAD_BUTTON_COUNT> g_defaultKeys{{
{PAD_KEY_INVALID, PAD_BUTTON_A},
{PAD_KEY_INVALID, PAD_BUTTON_B},
{PAD_KEY_INVALID, PAD_BUTTON_X},
{PAD_KEY_INVALID, PAD_BUTTON_Y},
{PAD_KEY_INVALID, PAD_BUTTON_START},
{PAD_KEY_INVALID, PAD_TRIGGER_Z},
{PAD_KEY_INVALID, PAD_TRIGGER_L},
{PAD_KEY_INVALID, PAD_TRIGGER_R},
{PAD_KEY_INVALID, PAD_BUTTON_UP},
{PAD_KEY_INVALID, PAD_BUTTON_DOWN},
{PAD_KEY_INVALID, PAD_BUTTON_LEFT},
{PAD_KEY_INVALID, PAD_BUTTON_RIGHT},
}};
std::array<PADKeyAxisBinding, PAD_AXIS_COUNT> g_defaultKeyAxis{{
{PAD_KEY_INVALID, PAD_AXIS_LEFT_X_POS, 0},
{PAD_KEY_INVALID, PAD_AXIS_LEFT_X_NEG, 0},
{PAD_KEY_INVALID, PAD_AXIS_LEFT_Y_POS, 0},
{PAD_KEY_INVALID, PAD_AXIS_LEFT_Y_NEG, 0},
{PAD_KEY_INVALID, PAD_AXIS_RIGHT_X_POS, 0},
{PAD_KEY_INVALID, PAD_AXIS_RIGHT_X_NEG, 0},
{PAD_KEY_INVALID, PAD_AXIS_RIGHT_Y_POS, 0},
{PAD_KEY_INVALID, PAD_AXIS_RIGHT_Y_NEG, 0},
{PAD_KEY_INVALID, PAD_AXIS_TRIGGER_L, 0},
{PAD_KEY_INVALID, PAD_AXIS_TRIGGER_R, 0},
}};
std::array<PADAxisMapping, PAD_AXIS_COUNT> g_defaultAxes{{
{{SDL_GAMEPAD_AXIS_LEFTX, AXIS_SIGN_POSITIVE}, SDL_GAMEPAD_BUTTON_INVALID, PAD_AXIS_LEFT_X_POS},
{{SDL_GAMEPAD_AXIS_LEFTX, AXIS_SIGN_NEGATIVE}, SDL_GAMEPAD_BUTTON_INVALID, PAD_AXIS_LEFT_X_NEG},
// SDL's gamepad y-axis is inverted from GC's
{{SDL_GAMEPAD_AXIS_LEFTY, AXIS_SIGN_NEGATIVE}, SDL_GAMEPAD_BUTTON_INVALID, PAD_AXIS_LEFT_Y_POS},
{{SDL_GAMEPAD_AXIS_LEFTY, AXIS_SIGN_POSITIVE}, SDL_GAMEPAD_BUTTON_INVALID, PAD_AXIS_LEFT_Y_NEG},
{{SDL_GAMEPAD_AXIS_RIGHTX, AXIS_SIGN_POSITIVE}, SDL_GAMEPAD_BUTTON_INVALID, PAD_AXIS_RIGHT_X_POS},
{{SDL_GAMEPAD_AXIS_RIGHTX, AXIS_SIGN_NEGATIVE}, SDL_GAMEPAD_BUTTON_INVALID, PAD_AXIS_RIGHT_X_NEG},
// see above
{{SDL_GAMEPAD_AXIS_RIGHTY, AXIS_SIGN_NEGATIVE}, SDL_GAMEPAD_BUTTON_INVALID, PAD_AXIS_RIGHT_Y_POS},
{{SDL_GAMEPAD_AXIS_RIGHTY, AXIS_SIGN_POSITIVE}, SDL_GAMEPAD_BUTTON_INVALID, PAD_AXIS_RIGHT_Y_NEG},
{{SDL_GAMEPAD_AXIS_LEFT_TRIGGER, AXIS_SIGN_POSITIVE}, SDL_GAMEPAD_BUTTON_INVALID, PAD_AXIS_TRIGGER_L},
{{SDL_GAMEPAD_AXIS_RIGHT_TRIGGER, AXIS_SIGN_POSITIVE}, SDL_GAMEPAD_BUTTON_INVALID, PAD_AXIS_TRIGGER_R},
}};
template <typename T, size_t N>
constexpr const std::array<T, N>& toStdArray(const T (&array)[N]) {
static_assert(sizeof(array) == sizeof(std::array<T, N>));
return reinterpret_cast<const std::array<T, N>&>(array);
}
struct PADKeyboardState {
std::array<PADKeyButtonBinding, PAD_BUTTON_COUNT> m_buttonMapping{};
std::array<PADKeyAxisBinding, PAD_AXIS_COUNT> m_axisMapping{};
bool m_mappingsSet = false;
};
std::array<PADKeyboardState, PAD_MAX_CONTROLLERS> g_keyboardBindings;
struct PADCLampRegion {
uint8_t minTrigger;
uint8_t maxTrigger;
int8_t minStick;
int8_t maxStick;
int8_t xyStick;
int8_t minSubstick;
int8_t maxSubstick;
int8_t xySubstick;
int8_t radStick;
int8_t radSubstick;
};
constexpr PADCLampRegion ClampRegion{
// Triggers
30,
180,
// Left stick
15,
72,
40,
// Right stick
15,
59,
31,
// Stick radii
56,
44,
};
bool g_initialized;
bool g_keyboardBindingsLoaded = false;
bool g_blockPAD = false;
bool g_suppressHeldOnRead = false;
std::array<PADButton, PAD_CHANMAX> g_suppressedButtons{};
std::array<bool, PAD_CHANMAX> g_suppressLeftTrigger{};
std::array<bool, PAD_CHANMAX> g_suppressRightTrigger{};
bool is_mouse_scancode(const s32 scancode) { return scancode < PAD_KEY_INVALID; }
bool is_mouse_button_pressed(const s32 scancode) {
const int32_t buttonNum = -(scancode + 1);
if (buttonNum < 1 || buttonNum > 5) {
return false;
}
float x, y;
const auto buttons = SDL_GetMouseState(&x, &y);
return (buttons & 1u << (buttonNum - 1)) != 0u;
}
} // namespace
void PADSetSpec(u32 spec [[maybe_unused]]) {}
static void load_keyboard_bindings();
static void save_keyboard_bindings();
static bool device_rumble_available_for_port(const u32 port) {
return port == PAD_CHAN0 && aurora::device::rumble_available();
}
static bool should_use_device_rumble(const u32 port, const aurora::input::GameController* controller) {
return device_rumble_available_for_port(port) &&
(controller == nullptr ||
(!controller->m_isGameCube && (!controller->m_hasRumble || controller->m_forceDeviceRumble)));
}
static bool device_gyro_available_for_port(const u32 port) {
return port == PAD_CHAN0 && aurora::device::gyro_available();
}
static bool device_accel_available_for_port(const u32 port) {
return port == PAD_CHAN0 && aurora::device::accel_available();
}
static bool device_sensor_available_for_port(const u32 port, const PADSensorType sensor) {
switch (sensor) {
case PAD_SENSOR_ACCEL:
return device_accel_available_for_port(port);
case PAD_SENSOR_GYRO:
return device_gyro_available_for_port(port);
default:
return false;
}
}
static bool get_device_sensor_data(const PADSensorType sensor, f32* data, const int nValues) {
switch (sensor) {
case PAD_SENSOR_ACCEL:
return aurora::device::accel(data, nValues);
case PAD_SENSOR_GYRO:
return aurora::device::gyro(data, nValues);
default:
return false;
}
}
static bool controller_has_sensor(const aurora::input::GameController* controller, const PADSensorType sensor) {
return controller != nullptr && SDL_GamepadHasSensor(controller->m_controller, static_cast<SDL_SensorType>(sensor));
}
static bool should_use_device_sensor(const u32 port, const aurora::input::GameController* controller,
const PADSensorType sensor) {
return device_sensor_available_for_port(port, sensor) && !controller_has_sensor(controller, sensor);
}
// ReSharper disable once CppDFAConstantFunctionResult
BOOL PADInit() {
if (g_initialized) {
return true;
}
g_initialized = true;
std::ranges::for_each(g_keyboardBindings, [](auto& state) {
state.m_buttonMapping = g_defaultKeys;
state.m_axisMapping = g_defaultKeyAxis;
});
return true;
}
BOOL PADRecalibrate(u32 mask [[maybe_unused]]) { return true; }
BOOL PADReset(u32 mask [[maybe_unused]]) { return true; }
void PADSetAnalogMode(u32 mode [[maybe_unused]]) {}
aurora::input::GameController* __PADGetControllerForIndex(const u32 idx) /* NOLINT(*-reserved-identifier) */
{
if (idx >= aurora::input::g_GameControllers.size()) {
return nullptr;
}
uint32_t tmp = 0;
auto iter = aurora::input::g_GameControllers.begin();
while (tmp < idx) {
++iter;
++tmp;
}
if (iter == aurora::input::g_GameControllers.end()) {
return nullptr;
}
return &iter->second;
}
u32 PADCount() { return aurora::input::g_GameControllers.size(); }
const char* PADGetNameForControllerIndex(const u32 idx) {
const auto* ctrl = __PADGetControllerForIndex(idx);
if (ctrl == nullptr) {
return nullptr;
}
return SDL_GetGamepadName(ctrl->m_controller);
}
void PADSetPortForIndex(const u32 idx, const u32 port) {
const auto* ctrl = __PADGetControllerForIndex(idx);
if (ctrl == nullptr) {
return;
}
const int32_t oldPort = SDL_GetGamepadPlayerIndex(ctrl->m_controller);
if (const auto* dest = aurora::input::get_controller_for_player(port); dest != nullptr && dest != ctrl) {
SDL_SetGamepadPlayerIndex(dest->m_controller, -1);
}
if (oldPort >= 0 && oldPort != port) {
aurora::input::persist_controller_for_player(oldPort, nullptr);
}
SDL_SetGamepadPlayerIndex(ctrl->m_controller, static_cast<Sint32>(port));
aurora::input::persist_controller_for_player(port, ctrl);
}
int32_t PADGetIndexForPort(const u32 port) {
const auto* ctrl = aurora::input::get_controller_for_player(port);
if (ctrl == nullptr) {
return -1;
}
int32_t index = 0;
for (auto iter = aurora::input::g_GameControllers.begin(); iter != aurora::input::g_GameControllers.end();
++iter, ++index) {
if (&iter->second == ctrl) {
break;
}
}
return index;
}
void PADClearPort(const u32 port) {
aurora::input::persist_controller_for_player(port, nullptr);
const auto* ctrl = aurora::input::get_controller_for_player(port);
if (ctrl == nullptr) {
return;
}
SDL_SetGamepadPlayerIndex(ctrl->m_controller, -1);
}
void __PADSetDefaultMapping(aurora::input::GameController* controller) /* NOLINT(*-reserved-identifier) */
{
switch (SDL_GetGamepadType(controller->m_controller)) {
case SDL_GAMEPAD_TYPE_XBOX360:
controller->m_buttonMapping = g_defaultButtonsXBox360;
break;
case SDL_GAMEPAD_TYPE_XBOXONE:
controller->m_buttonMapping = g_defaultButtonsXBoxOne;
break;
case SDL_GAMEPAD_TYPE_STANDARD:
controller->m_buttonMapping = g_defaultButtonsStandard;
break;
case SDL_GAMEPAD_TYPE_PS3:
controller->m_buttonMapping = g_defaultButtonsPS3;
break;
case SDL_GAMEPAD_TYPE_PS4:
controller->m_buttonMapping = g_defaultButtonsPS4;
break;
case SDL_GAMEPAD_TYPE_PS5:
controller->m_buttonMapping = g_defaultButtonsPS5;
break;
case SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_PRO:
if (controller->m_pid == 0x2073) {
controller->m_buttonMapping = g_defaultButtonsNSOGamecube;
} else {
controller->m_buttonMapping = g_defaultButtonsProCon;
}
break;
case SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT:
controller->m_buttonMapping = g_defaultButtonsJoyConRight;
break;
case SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_LEFT:
controller->m_buttonMapping = g_defaultButtonsJoyConLeft;
break;
case SDL_GAMEPAD_TYPE_GAMECUBE:
controller->m_buttonMapping = g_defaultButtonsGamecube;
break;
default:
controller->m_buttonMapping = g_defaultButtonsStandard;
break;
}
}
void __PADLoadMapping(aurora::input::GameController* controller) /* NOLINT(*-reserved-identifier) */ {
int32_t playerIndex = SDL_GetGamepadPlayerIndex(controller->m_controller);
if (playerIndex == -1) {
return;
}
std::string basePath{aurora::g_config.userPath};
if (!controller->m_mappingLoaded) {
__PADSetDefaultMapping(controller);
controller->m_axisMapping = g_defaultAxes;
}
controller->m_mappingLoaded = true;
const auto path = fmt::format("{}/{}_{:04X}_{:04X}.controller", basePath, PADGetName(playerIndex), controller->m_vid,
controller->m_pid);
SDL_IOStream* file = SDL_IOFromFile(path.c_str(), "rb");
if (file == nullptr) {
return;
}
uint32_t magic = 0;
SDL_ReadU32LE(file, &magic);
if (magic != SBIG('CTRL')) {
aurora::input::Log.warn("Invalid controller mapping magic!");
return;
}
uint32_t version = 0;
SDL_ReadU32LE(file, &version);
if (version < k_minMappingsFileVersion || version > k_mappingsFileVersion) {
aurora::input::Log.warn("Invalid controller mapping version! (Expected {0}..{1}, found {2})",
k_minMappingsFileVersion, k_mappingsFileVersion, version);
return;
}
bool isGameCube = false;
SDL_ReadIO(file, &isGameCube, sizeof(bool));
SDL_SeekIO(file, SDL_TellIO(file) + 31 & ~31, SDL_IO_SEEK_SET);
const auto dataStart = SDL_TellIO(file);
if (dataStart == -1) {
aurora::input::Log.warn("Unable to seek in controller bindings! Path: \"{}\"", path);
return;
}
if (isGameCube) {
constexpr uint32_t dzSecLen = sizeof(PADDeadZones);
constexpr uint32_t btnSecLen = sizeof(PADButtonMapping) * PAD_BUTTON_COUNT;
constexpr uint32_t axisSecLen = sizeof(PADAxisMapping) * PAD_AXIS_COUNT;
SDL_SeekIO(file, dataStart + (dzSecLen + btnSecLen + axisSecLen) * playerIndex, SDL_IO_SEEK_SET);
}
SDL_ReadIO(file, &controller->m_deadZones, sizeof(PADDeadZones));
SDL_ReadIO(file, &controller->m_buttonMapping, sizeof(PADButtonMapping) * PAD_BUTTON_COUNT);
SDL_ReadIO(file, &controller->m_axisMapping, sizeof(PADAxisMapping) * PAD_AXIS_COUNT);
if (!isGameCube) {
SDL_ReadIO(file, &controller->m_rumbleIntensityLow, sizeof(u16));
SDL_ReadIO(file, &controller->m_rumbleIntensityHigh, sizeof(u16));
if (version >= k_mappingsFileVersion) {
SDL_ReadIO(file, &controller->m_forceDeviceRumble, sizeof(bool));
}
}
SDL_CloseIO(file);
bool axisCorrupt = false;
for (uint32_t i = 0; i < PAD_AXIS_COUNT; ++i) {
if (controller->m_axisMapping[i].padAxis != static_cast<PADAxis>(i)) {
axisCorrupt = true;
break;
}
}
if (axisCorrupt) {
aurora::input::Log.warn("__PADLoadMapping port={}: corrupt axis data in file, resetting axes to defaults",
playerIndex);
controller->m_axisMapping = g_defaultAxes;
}
bool buttonCorrupt = false;
for (uint32_t i = 0; i < PAD_BUTTON_COUNT; ++i) {
if (controller->m_buttonMapping[i].padButton == 0) {
buttonCorrupt = true;
break;
}
}
if (buttonCorrupt) {
aurora::input::Log.warn("__PADLoadMapping port={}: corrupt button data in file, resetting buttons to defaults",
playerIndex);
__PADSetDefaultMapping(controller);
}
}
static void EnsureMappingLoaded(aurora::input::GameController* controller) {
if (!controller->m_mappingLoaded) {
__PADLoadMapping(controller);
}
}
static Sint16 _get_axis_value(const aurora::input::GameController* controller, // NOLINT(*-reserved-identifier)
PADAxis axis) {
const auto iter =
std::ranges::find_if(controller->m_axisMapping, [axis](const auto& pair) { return pair.padAxis == axis; });
if (iter == controller->m_axisMapping.end()) {
return 0;
}
if (iter->nativeAxis.nativeAxis != -1) {
const auto [nativeAxis, sign] = iter->nativeAxis;
// clamp value to avoid overflow when casting to Sint16 if -32768 is negated
return static_cast<Sint16>(
std::min(SDL_GetGamepadAxis(controller->m_controller, static_cast<SDL_GamepadAxis>(nativeAxis)) * sign,
SDL_JOYSTICK_AXIS_MAX));
}
assert(iter->nativeButton != -1);
if (SDL_GetGamepadButton(controller->m_controller, static_cast<SDL_GamepadButton>(iter->nativeButton))) {
return SDL_JOYSTICK_AXIS_MAX;
}
return 0;
}
static void neutralize_status(PADStatus& status) {
status.button = 0;
status.stickX = 0;
status.stickY = 0;
status.substickX = 0;
status.substickY = 0;
status.triggerLeft = 0;
status.triggerRight = 0;
status.analogA = 0;
status.analogB = 0;
}
static void apply_unblock_suppression(PADStatus& status, const u32 port, const bool captureHeldInput) {
if (captureHeldInput) {
g_suppressedButtons[port] |= status.button;
g_suppressLeftTrigger[port] = g_suppressLeftTrigger[port] || status.triggerLeft > ClampRegion.minTrigger;
g_suppressRightTrigger[port] = g_suppressRightTrigger[port] || status.triggerRight > ClampRegion.minTrigger;
}
g_suppressedButtons[port] &= status.button;
status.button &= ~g_suppressedButtons[port];
if (g_suppressLeftTrigger[port]) {
if (status.triggerLeft <= ClampRegion.minTrigger) {
g_suppressLeftTrigger[port] = false;
} else {
status.triggerLeft = 0;
}
}
if (g_suppressRightTrigger[port]) {
if (status.triggerRight <= ClampRegion.minTrigger) {
g_suppressRightTrigger[port] = false;
} else {
status.triggerRight = 0;
}
}
}
static int dominant_axis_value(const int physical, const int virtualValue, const int min, const int max) {
return std::clamp(std::abs(virtualValue) > std::abs(physical) ? virtualValue : physical, min, max);
}
static void merge_virtual_status(PADStatus& status, const PADStatus& virtualStatus) {
status.button |= virtualStatus.button;
status.extButton |= virtualStatus.extButton;
status.stickX = static_cast<s8>(dominant_axis_value(status.stickX, virtualStatus.stickX, -127, 127));
status.stickY = static_cast<s8>(dominant_axis_value(status.stickY, virtualStatus.stickY, -127, 127));
status.substickX = static_cast<s8>(dominant_axis_value(status.substickX, virtualStatus.substickX, -127, 127));
status.substickY = static_cast<s8>(dominant_axis_value(status.substickY, virtualStatus.substickY, -127, 127));
status.triggerLeft = std::max(status.triggerLeft, virtualStatus.triggerLeft);
status.triggerRight = std::max(status.triggerRight, virtualStatus.triggerRight);
status.analogA = std::max(status.analogA, virtualStatus.analogA);
status.analogB = std::max(status.analogB, virtualStatus.analogB);
}
u32 PADRead(PADStatus* status) {
if (!g_keyboardBindingsLoaded) {
g_keyboardBindingsLoaded = true;
load_keyboard_bindings();
}
int numKeys = 0;
const bool* kbState = SDL_GetKeyboardState(&numKeys);
const bool captureHeldInput = g_suppressHeldOnRead && !g_blockPAD;
g_suppressHeldOnRead = false;
uint32_t rumbleSupport = 0;
for (uint32_t i = 0; i < PAD_CHANMAX; ++i) {
memset(&status[i], 0, sizeof(PADStatus));
// Support device rumble on port 0 regardless of whether a controller is connected.
if (device_rumble_available_for_port(i)) {
rumbleSupport |= PAD_CHAN0_BIT;
}
auto controller = aurora::input::get_controller_for_player(i);
if (controller == nullptr && !g_keyboardBindings[i].m_mappingsSet && !g_virtualPadActive[i]) {
status[i].err = PAD_ERR_NO_CONTROLLER;
g_suppressedButtons[i] = 0;
g_suppressLeftTrigger[i] = false;
g_suppressRightTrigger[i] = false;
continue;
}
status[i].err = PAD_ERR_NONE;
if (g_keyboardBindings[i].m_mappingsSet) {
std::ranges::for_each(
g_keyboardBindings[i].m_buttonMapping, [&kbState, &i, &status](const PADKeyButtonBinding& mapping) {
if (mapping.scancode > PAD_KEY_INVALID && kbState[mapping.scancode]) {
status[i].button |= mapping.padButton;
} else if (is_mouse_scancode(mapping.scancode) && is_mouse_button_pressed(mapping.scancode)) {
status[i].button |= mapping.padButton;
}
});
int lx = 0, ly = 0, rx = 0, ry = 0, tl = 0, tr = 0;
for (const auto& binding : g_keyboardBindings[i].m_axisMapping) {
bool pressed = false;
if (binding.scancode > PAD_KEY_INVALID) {
pressed = binding.scancode < numKeys && kbState[binding.scancode];
} else if (is_mouse_scancode(binding.scancode)) {
pressed = is_mouse_button_pressed(binding.scancode);
}
if (!pressed) {
continue;
}
switch (binding.padAxis) {
case PAD_AXIS_LEFT_X_POS:
lx += 127;
break;
case PAD_AXIS_LEFT_X_NEG:
lx -= 127;
break;
case PAD_AXIS_LEFT_Y_POS:
ly += 127;
break;
case PAD_AXIS_LEFT_Y_NEG:
ly -= 127;
break;
case PAD_AXIS_RIGHT_X_POS:
rx += 127;
break;
case PAD_AXIS_RIGHT_X_NEG:
rx -= 127;
break;
case PAD_AXIS_RIGHT_Y_POS:
ry += 127;
break;
case PAD_AXIS_RIGHT_Y_NEG:
ry -= 127;
break;
case PAD_AXIS_TRIGGER_L:
tl += 255;
break;
case PAD_AXIS_TRIGGER_R:
tr += 255;
break;
default:
break;
}
}
status[i].stickX = static_cast<s8>(std::clamp(static_cast<int>(status[i].stickX) + lx, -127, 127));
status[i].stickY = static_cast<s8>(std::clamp(static_cast<int>(status[i].stickY) + ly, -127, 127));
status[i].substickX = static_cast<s8>(std::clamp(static_cast<int>(status[i].substickX) + rx, -127, 127));
status[i].substickY = static_cast<s8>(std::clamp(static_cast<int>(status[i].substickY) + ry, -127, 127));
status[i].triggerLeft = static_cast<u8>(std::min(static_cast<int>(status[i].triggerLeft) + tl, 255));
status[i].triggerRight = static_cast<u8>(std::min(static_cast<int>(status[i].triggerRight) + tr, 255));
}
if (controller) {
EnsureMappingLoaded(controller);
bool leftTriggerSet = false;
bool rightTriggerSet = false;
std::ranges::for_each(controller->m_buttonMapping, [&controller, &i, &status, &leftTriggerSet,
&rightTriggerSet](const auto& mapping) {
if (SDL_GetGamepadButton(controller->m_controller, static_cast<SDL_GamepadButton>(mapping.nativeButton))) {
status[i].button |= mapping.padButton;
}
if (mapping.padButton == PAD_TRIGGER_L && mapping.nativeButton != PAD_NATIVE_BUTTON_INVALID) {
leftTriggerSet = true;
}
if (mapping.padButton == PAD_TRIGGER_R && mapping.nativeButton != PAD_NATIVE_BUTTON_INVALID) {
rightTriggerSet = true;
}
});
// TODO: Add serializable mappings for these (probably not necessary)?
static constexpr std::array<std::pair<SDL_GamepadButton, PADExtButton>, PAD_EXT_BUTTON_COUNT> kExtButtonMappings{{
{SDL_GAMEPAD_BUTTON_BACK, PAD_BUTTON_BACK},
{SDL_GAMEPAD_BUTTON_GUIDE, PAD_BUTTON_GUIDE},
{SDL_GAMEPAD_BUTTON_MISC1, PAD_BUTTON_MISC1},
{SDL_GAMEPAD_BUTTON_MISC2, PAD_BUTTON_MISC2},
{SDL_GAMEPAD_BUTTON_MISC3, PAD_BUTTON_MISC3},
{SDL_GAMEPAD_BUTTON_MISC4, PAD_BUTTON_MISC4},
{SDL_GAMEPAD_BUTTON_MISC5, PAD_BUTTON_MISC5},
{SDL_GAMEPAD_BUTTON_MISC6, PAD_BUTTON_MISC6},
{SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1, PAD_BUTTON_RIGHT_PADDLE1},
{SDL_GAMEPAD_BUTTON_LEFT_PADDLE1, PAD_BUTTON_LEFT_PADDLE1},
{SDL_GAMEPAD_BUTTON_RIGHT_PADDLE2, PAD_BUTTON_RIGHT_PADDLE2},
{SDL_GAMEPAD_BUTTON_LEFT_PADDLE2, PAD_BUTTON_LEFT_PADDLE2},
{SDL_GAMEPAD_BUTTON_RIGHT_STICK, PAD_BUTTON_RIGHT_STICK},
{SDL_GAMEPAD_BUTTON_LEFT_STICK, PAD_BUTTON_LEFT_STICK},
{SDL_GAMEPAD_BUTTON_TOUCHPAD, PAD_BUTTON_TOUCHPAD},
}};
for (const auto& [native, button] : kExtButtonMappings) {
if (SDL_GetGamepadButton(controller->m_controller, native)) {
status[i].extButton |= button;
}
}
const auto xlPos = _get_axis_value(controller, PAD_AXIS_LEFT_X_POS);
const auto xlNeg = _get_axis_value(controller, PAD_AXIS_LEFT_X_NEG);
const auto ylPos = _get_axis_value(controller, PAD_AXIS_LEFT_Y_POS);
const auto ylNeg = _get_axis_value(controller, PAD_AXIS_LEFT_Y_NEG);
auto xl = static_cast<Sint16>((xlPos + -xlNeg) / 2);
// SDL's gamepad y-axis is inverted from GC's
auto yl = static_cast<Sint16>((-ylPos + ylNeg) / 2);
if (controller->m_deadZones.useDeadzones) {
if (std::abs(xl) > controller->m_deadZones.stickDeadZone) {
xl /= 256;
} else {
xl = 0;
}
if (std::abs(yl) > controller->m_deadZones.stickDeadZone) {
yl = static_cast<Sint16>(-(yl + 1u) / 256u);
} else {
yl = 0;
}
} else {
xl /= 256;
yl = static_cast<Sint16>(-(yl + 1u) / 256u);
}
status[i].stickX = static_cast<int8_t>(xl);
status[i].stickY = static_cast<int8_t>(yl);
const auto xrPos = _get_axis_value(controller, PAD_AXIS_RIGHT_X_POS);
const auto xrNeg = _get_axis_value(controller, PAD_AXIS_RIGHT_X_NEG);
const auto yrPos = _get_axis_value(controller, PAD_AXIS_RIGHT_Y_POS);
const auto yrNeg = _get_axis_value(controller, PAD_AXIS_RIGHT_Y_NEG);
auto xr = static_cast<Sint16>((xrPos + -xrNeg) / 2);
// SDL's gamepad y-axis is inverted from GC's
auto yr = static_cast<Sint16>((-yrPos + yrNeg) / 2);
if (controller->m_deadZones.useDeadzones) {
if (std::abs(xr) > controller->m_deadZones.substickDeadZone) {
xr /= 256;
} else {
xr = 0;
}
if (std::abs(yr) > controller->m_deadZones.substickDeadZone) {
yr = static_cast<Sint16>(-(yr + 1u) / 256u);
} else {
yr = 0;
}
} else {
xr /= 256;
yr = static_cast<Sint16>(-(yr + 1u) / 256u);
}
status[i].substickX = static_cast<int8_t>(xr);
status[i].substickY = static_cast<int8_t>(yr);
Sint16 tl = std::max(static_cast<Sint16>(0), _get_axis_value(controller, PAD_AXIS_TRIGGER_L));
Sint16 tr = std::max(static_cast<Sint16>(0), _get_axis_value(controller, PAD_AXIS_TRIGGER_R));
if (controller->m_deadZones.emulateTriggers) {
if (!leftTriggerSet && tl > controller->m_deadZones.leftTriggerActivationZone) {
status[i].button |= PAD_TRIGGER_L;
}
if (!rightTriggerSet && tr > controller->m_deadZones.rightTriggerActivationZone) {
status[i].button |= PAD_TRIGGER_R;
}
}
tl /= 128;
tr /= 128;
status[i].triggerLeft = static_cast<int8_t>(tl);
status[i].triggerRight = static_cast<int8_t>(tr);
// If the digital button is activated, set the analog value to max.
if (status[i].button & PAD_TRIGGER_L) {
status[i].triggerLeft = 180;
}
if (status[i].button & PAD_TRIGGER_R) {
status[i].triggerRight = 180;
}
if (controller->m_hasRumble) {
rumbleSupport |= PAD_CHAN0_BIT >> i;
}
// Update the LED colors when they exist and the controller is read (which should happen once per frame in most
// games)
if (controller->m_hasRgbLed && controller->m_isColorDirty) {
SDL_SetGamepadLED(controller->m_controller, controller->m_ledRed, controller->m_ledGreen,
controller->m_ledBlue);
controller->m_isColorDirty = false;
}
}
if (g_blockPAD) {
neutralize_status(status[i]);
} else {
apply_unblock_suppression(status[i], i, captureHeldInput);
if (g_virtualPadActive[i]) {
merge_virtual_status(status[i], g_virtualPadStatus[i]);
}
}
}
return rumbleSupport;
}
void PADSetVirtualStatus(const u32 port, const PADStatus* virtualStatus) {
if (port >= PAD_CHANMAX || virtualStatus == nullptr) {
return;
}
g_virtualPadStatus[port] = *virtualStatus;
g_virtualPadStatus[port].err = PAD_ERR_NONE;
g_virtualPadActive[port] = true;
}
void PADClearVirtualStatus(const u32 port) {
if (port >= PAD_CHANMAX) {
return;
}
g_virtualPadStatus[port] = {};
g_virtualPadActive[port] = false;
}
void PADClearAllVirtualStatus() {
g_virtualPadStatus.fill({});
g_virtualPadActive.fill(false);
}
void PADControlMotor(const u32 chan, const u32 cmd) {
const auto controller = aurora::input::get_controller_for_player(chan);
if (should_use_device_rumble(chan, controller)) {
u16 low = 0;
u16 high = 0;
if (controller != nullptr) {
EnsureMappingLoaded(controller);
low = controller->m_rumbleIntensityLow;
high = controller->m_rumbleIntensityHigh;
} else {
aurora::input::get_device_rumble_intensity(&low, &high);
}
if (cmd == PAD_MOTOR_STOP || cmd == PAD_MOTOR_STOP_HARD) {
aurora::device::rumble(0, 0, 0);
} else if (cmd == PAD_MOTOR_RUMBLE) {
aurora::device::rumble(low, high, 0);
}
return;
}
if (controller == nullptr) {
return;
}
const auto instance = aurora::input::get_instance_for_player(chan);
if (controller->m_isGameCube) {
if (cmd == PAD_MOTOR_STOP) {
aurora::input::controller_rumble(instance, 0, 1, 0);
} else if (cmd == PAD_MOTOR_RUMBLE) {
aurora::input::controller_rumble(instance, 1, 1, 0);
} else if (cmd == PAD_MOTOR_STOP_HARD) {
aurora::input::controller_rumble(instance, 0, 0, 0);
}
} else {
if (cmd == PAD_MOTOR_STOP) {
aurora::input::controller_rumble(instance, 0, 0, 1);
} else if (cmd == PAD_MOTOR_RUMBLE) {
aurora::input::controller_rumble(instance, controller->m_rumbleIntensityLow, controller->m_rumbleIntensityHigh,
0);
} else if (cmd == PAD_MOTOR_STOP_HARD) {
aurora::input::controller_rumble(instance, 0, 0, 0);
}
}
}
void PADControlAllMotors(const u32* cmdArr) {
for (u32 i = 0; i < PAD_CHANMAX; ++i) {
PADControlMotor(i, cmdArr[i]);
}
}
void ClampTrigger(u8* trigger, const u8 min, const u8 max) {
if (*trigger <= min) {
*trigger = 0;
} else {
if (*trigger > max) {
*trigger = max;
}
*trigger -= min;
}
}
void ClampCircle(s8* px, s8* py, const s8 radius, const s8 min) {
int x = *px; // NOLINT(*-str34-c)
int y = *py; // NOLINT(*-str34-c)
if (-min < x && x < min) {
x = 0;
} else if (0 < x) {
x -= min;
} else {
x += min;
}
if (-min < y && y < min) {
y = 0;
} else if (0 < y) {
y -= min;
} else {
y += min;
}
if (const int squared = x * x + y * y; radius * radius < squared) {
const auto length = static_cast<int32_t>(std::sqrt(squared));
x = x * radius / length;
y = y * radius / length;
}
*px = static_cast<int8_t>(x);
*py = static_cast<int8_t>(y);
}
void ClampStick(s8* px, s8* py, const s8 max, const s8 xy, const s8 min) {
int32_t x = *px; // NOLINT(*-str34-c)
int32_t y = *py; // NOLINT(*-str34-c)
int32_t signX = 0;
if (0 <= x) {
signX = 1;
} else {
signX = -1;
x = -x;
}
int8_t signY = 0;
if (0 <= y) {
signY = 1;
} else {
signY = -1;
y = -y;
}
if (x <= min) {
x = 0;
} else {
x -= min;
}
if (y <= min) {
y = 0;
} else {
y -= min;
}
if (x == 0 && y == 0) {
*px = *py = 0;
return;
}
x = x * max / (INT8_MAX - min);
y = y * max / (INT8_MAX - min);
if (xy * y <= xy * x) {
if (const int32_t d = xy * x + (max - xy) * y; xy * max < d) {
x = xy * max * x / d;
y = xy * max * y / d;
}
} else {
if (const int32_t d = xy * y + (max - xy) * x; xy * max < d) {
x = xy * max * x / d;
y = xy * max * y / d;
}
}
*px = static_cast<s8>(signX * x);
*py = static_cast<s8>(signY * y);
}
void PADClamp(PADStatus* status) {
for (uint32_t i = 0; i < PAD_CHANMAX; ++i) {
if (status[i].err != PAD_ERR_NONE) {
continue;
}
ClampStick(&status[i].stickX, &status[i].stickY, ClampRegion.maxStick, ClampRegion.xyStick, ClampRegion.minStick);
ClampStick(&status[i].substickX, &status[i].substickY, ClampRegion.maxSubstick, ClampRegion.xySubstick,
ClampRegion.minSubstick);
ClampTrigger(&status[i].triggerLeft, ClampRegion.minTrigger, ClampRegion.maxTrigger);
ClampTrigger(&status[i].triggerRight, ClampRegion.minTrigger, ClampRegion.maxTrigger);
}
}
void PADClampCircle(PADStatus* status) {
for (uint32_t i = 0; i < PAD_CHANMAX; ++i) {
if (status[i].err != PAD_ERR_NONE) {
continue;
}
ClampCircle(&status[i].stickX, &status[i].stickY, ClampRegion.radStick, ClampRegion.minStick);
ClampCircle(&status[i].substickX, &status[i].substickY, ClampRegion.radSubstick, ClampRegion.minSubstick);
ClampTrigger(&status[i].triggerLeft, ClampRegion.minTrigger, ClampRegion.maxTrigger);
ClampTrigger(&status[i].triggerRight, ClampRegion.minTrigger, ClampRegion.maxTrigger);
}
}
void PADGetVidPid(const u32 port, u32* vid, u32* pid) {
*vid = 0;
*pid = 0;
const auto* controller = aurora::input::get_controller_for_player(port);
if (controller == nullptr) {
return;
}
*vid = controller->m_vid;
*pid = controller->m_pid;
}
const char* PADGetName(const u32 port) {
const auto* controller = aurora::input::get_controller_for_player(port);
if (controller == nullptr) {
return nullptr;
}
return SDL_GetGamepadName(controller->m_controller);
}
void PADSetButtonMapping(const u32 port, const PADButtonMapping mapping) {
auto* controller = aurora::input::get_controller_for_player(port);
if (controller == nullptr) {
return;
}
const auto iter = std::ranges::find_if(controller->m_buttonMapping,
[mapping](const auto& pair) { return mapping.padButton == pair.padButton; });
if (iter == controller->m_buttonMapping.end()) {
return;
}
*iter = mapping;
}
void PADSetAllButtonMappings(const u32 port, const PADButtonMapping buttons[PAD_BUTTON_COUNT]) {
for (uint32_t i = 0; i < PAD_BUTTON_COUNT; ++i) {
PADSetButtonMapping(port, buttons[i]);
}
}
PADButtonMapping* PADGetButtonMappings(const u32 port, u32* buttonCount) {
auto* controller = aurora::input::get_controller_for_player(port);
if (controller == nullptr) {
*buttonCount = 0;
return nullptr;
}
EnsureMappingLoaded(controller);
*buttonCount = PAD_BUTTON_COUNT;
return controller->m_buttonMapping.data();
}
void PADSetAxisMapping(const u32 port, const PADAxisMapping mapping) {
auto* controller = aurora::input::get_controller_for_player(port);
if (controller == nullptr) {
return;
}
const auto iter = std::ranges::find_if(controller->m_axisMapping,
[mapping](const auto& pair) { return mapping.padAxis == pair.padAxis; });
if (iter == controller->m_axisMapping.end()) {
return;
}
*iter = mapping;
}
void PADSetAllAxisMappings(const u32 port, const PADAxisMapping axes[PAD_AXIS_COUNT]) {
for (uint32_t i = 0; i < PAD_AXIS_COUNT; ++i) {
PADSetAxisMapping(port, axes[i]);
}
}
PADAxisMapping* PADGetAxisMappings(const u32 port, u32* axisCount) {
auto* controller = aurora::input::get_controller_for_player(port);
if (controller == nullptr) {
*axisCount = 0;
return nullptr;
}
EnsureMappingLoaded(controller);
*axisCount = PAD_AXIS_COUNT;
return controller->m_axisMapping.data();
}
BOOL PADSetKeyButtonBinding(const u32 port, const PADKeyButtonBinding binding) {
if (port >= PAD_MAX_CONTROLLERS) {
return FALSE;
}
for (auto& state = g_keyboardBindings[port]; auto& [scancode, padButton] : state.m_buttonMapping) {
if (padButton == binding.padButton) {
scancode = binding.scancode;
return TRUE;
}
}
return FALSE;
}
BOOL PADSetKeyButtonBindings(const u32 port, PADKeyButtonBinding bindings[PAD_BUTTON_COUNT]) {
for (uint32_t i = 0; i < PAD_BUTTON_COUNT; ++i) {
if (!PADSetKeyButtonBinding(port, bindings[i])) {
return FALSE;
}
}
return TRUE;
}
PADKeyButtonBinding* PADGetKeyButtonBindings(const u32 port, u32* buttonCount) {
if (port >= PAD_MAX_CONTROLLERS || !g_keyboardBindings[port].m_mappingsSet) {
return nullptr;
}
auto& state = g_keyboardBindings[port];
*buttonCount = PAD_BUTTON_COUNT;
return state.m_buttonMapping.data();
}
BOOL PADSetKeyAxisBinding(const u32 port, const PADKeyAxisBinding binding) {
if (port >= PAD_MAX_CONTROLLERS) {
return FALSE;
}
for (auto& state = g_keyboardBindings[port]; auto& b : state.m_axisMapping) {
if (b.padAxis == binding.padAxis) {
b.scancode = binding.scancode;
return TRUE;
}
}
return FALSE;
}
BOOL PADSetKeyAxisBindings(const u32 port, PADKeyAxisBinding bindings[PAD_BUTTON_COUNT]) {
for (uint32_t i = 0; i < PAD_AXIS_COUNT; ++i) {
if (!PADSetKeyAxisBinding(port, bindings[i])) {
return FALSE;
}
}
return TRUE;
}
PADKeyAxisBinding* PADGetKeyAxisBindings(const u32 port, u32* axisCount) {
if (port >= PAD_MAX_CONTROLLERS || !g_keyboardBindings[port].m_mappingsSet) {
return nullptr;
}
auto& state = g_keyboardBindings[port];
*axisCount = PAD_AXIS_COUNT;
return state.m_axisMapping.data();
}
void PADSetKeyboardActive(const u32 port, const BOOL active) {
if (port >= PAD_MAX_CONTROLLERS) {
return;
}
g_keyboardBindings[port].m_mappingsSet = active != FALSE;
}
void PADClearKeyBindings(const u32 port) {
if (port >= PAD_MAX_CONTROLLERS) {
return;
}
g_keyboardBindings[port].m_buttonMapping = g_defaultKeys;
g_keyboardBindings[port].m_axisMapping = g_defaultKeyAxis;
g_keyboardBindings[port].m_mappingsSet = false;
}
constexpr uint32_t k_keyboardMagic = SBIG('KBND');
constexpr int32_t k_keyboardVersion = 3;
static void load_keyboard_bindings() {
const auto filePath = std::filesystem::path{aurora::g_config.userPath} / "keyboard_bindings.dat";
const auto pathString = fs_path_to_string(filePath);
SDL_IOStream* file = SDL_IOFromFile(pathString.c_str(), "rb");
if (file == nullptr) {
return;
}
uint32_t magic = 0;
SDL_ReadU32LE(file, &magic);
if (magic != k_keyboardMagic) {
aurora::input::Log.warn("keyboard_bindings.dat: invalid magic");
SDL_CloseIO(file);
return;
}
uint32_t version = 0;
SDL_ReadU32LE(file, &version);
if (version != k_keyboardVersion) {
aurora::input::Log.warn("keyboard_bindings.dat: version mismatch (expected {}, got {})", k_keyboardVersion,
version);
SDL_CloseIO(file);
return;
}
const int64_t dataStart = SDL_TellIO(file) + 31 & ~31;
SDL_SeekIO(file, dataStart, SDL_IO_SEEK_SET);
for (uint32_t port = 0; port < g_keyboardBindings.size(); ++port) {
auto& [buttonMapping, axisMapping, mappingsSet] = g_keyboardBindings[port];
SDL_ReadIO(file, &mappingsSet, sizeof(bool));
SDL_ReadIO(file, buttonMapping.data(), sizeof(PADKeyButtonBinding) * PAD_BUTTON_COUNT);
SDL_ReadIO(file, axisMapping.data(), sizeof(PADKeyAxisBinding) * PAD_AXIS_COUNT);
bool kbButtonCorrupt = false;
for (uint32_t i = 0; i < PAD_BUTTON_COUNT; ++i) {
if (buttonMapping[i].padButton != g_defaultKeys[i].padButton) {
kbButtonCorrupt = true;
break;
}
}
if (kbButtonCorrupt) {
aurora::input::Log.warn("keyboard_bindings.dat port={}: corrupt button identifiers, resetting to defaults", port);
buttonMapping = g_defaultKeys;
}
bool kbAxisCorrupt = false;
for (uint32_t i = 0; i < PAD_AXIS_COUNT; ++i) {
if (axisMapping[i].padAxis != g_defaultKeyAxis[i].padAxis) {
kbAxisCorrupt = true;
break;
}
}
if (kbAxisCorrupt) {
aurora::input::Log.warn("keyboard_bindings.dat port={}: corrupt axis identifiers, resetting to defaults", port);
axisMapping = g_defaultKeyAxis;
}
if (mappingsSet) {
const bool anyBound =
std::ranges::any_of(buttonMapping,
[](const PADKeyButtonBinding& b) { return b.scancode != PAD_KEY_INVALID; }) ||
std::ranges::any_of(axisMapping, [](const PADKeyAxisBinding& b) { return b.scancode != PAD_KEY_INVALID; });
if (!anyBound) {
mappingsSet = false;
}
}
}
SDL_CloseIO(file);
}
static void save_keyboard_bindings() {
const auto filePath = std::filesystem::path{aurora::g_config.userPath} / "keyboard_bindings.dat";
const auto pathString = fs_path_to_string(filePath);
SDL_IOStream* file = SDL_IOFromFile(pathString.c_str(), "wb");
if (file == nullptr) {
aurora::input::Log.warn("save_keyboard_bindings: failed to open {} for writing", pathString);
return;
}
SDL_WriteU32LE(file, k_keyboardMagic);
SDL_WriteS32LE(file, k_keyboardVersion);
const int64_t dataStart = SDL_TellIO(file) + 31 & ~31;
SDL_SeekIO(file, dataStart, SDL_IO_SEEK_SET);
for (const auto& [buttonMapping, axisMapping, mappingsSet] : g_keyboardBindings) {
SDL_WriteU8(file, mappingsSet);
SDL_WriteIO(file, buttonMapping.data(), sizeof(PADKeyButtonBinding) * PAD_BUTTON_COUNT);
SDL_WriteIO(file, axisMapping.data(), sizeof(PADKeyAxisBinding) * PAD_AXIS_COUNT);
}
SDL_CloseIO(file);
}
void __PADWriteDeadZones(SDL_IOStream* file, // NOLINT(*-reserved-identifier)
const aurora::input::GameController& controller) {
SDL_WriteIO(file, &controller.m_deadZones, sizeof(PADDeadZones));
}
void PADSerializeMappings() {
const std::filesystem::path basePath{aurora::g_config.userPath};
for (auto& controller : aurora::input::g_GameControllers | std::views::values) {
EnsureMappingLoaded(&controller);
const auto filePath =
basePath / fmt::format("{}_{:04X}_{:04X}.controller", aurora::input::controller_name(controller.m_index),
controller.m_vid, controller.m_pid);
std::string filePathStr = fs_path_to_string(filePath);
// don't truncate the file if it already exists
const char* openMode = std::filesystem::exists(filePath) ? "r+b" : "wb";
SDL_IOStream* file = SDL_IOFromFile(filePathStr.c_str(), openMode);
if (file == nullptr) {
return;
}
SDL_SeekIO(file, 0, SDL_IO_SEEK_SET);
// write header
constexpr uint32_t magic = SBIG('CTRL');
SDL_WriteU32LE(file, magic);
SDL_WriteU32LE(file, k_mappingsFileVersion);
SDL_WriteU8(file, controller.m_isGameCube);
// start writing data at next 32-byte aligned offset
const int64_t dataStart = SDL_TellIO(file) + 31 & ~31;
if (dataStart == -1) {
aurora::input::Log.warn("Unable to seek in controller bindings! Path: \"{}\"", filePathStr);
return;
}
SDL_SeekIO(file, dataStart, SDL_IO_SEEK_SET);
if (controller.m_isGameCube) {
// GameCube adapters expose 4 input devices with the same vid/pid, we store all 4 in the same file
const auto port = aurora::input::player_index(controller.m_index);
constexpr int64_t dzSecLen = sizeof(PADDeadZones);
constexpr int64_t btnSecLen = sizeof(PADButtonMapping) * PAD_BUTTON_COUNT;
constexpr int64_t axisSecLen = sizeof(PADAxisMapping) * PAD_AXIS_COUNT;
// skip to offset in file for this particular port
SDL_SeekIO(file, dataStart + (dzSecLen + btnSecLen + axisSecLen) * port, SDL_IO_SEEK_SET);
}
__PADWriteDeadZones(file, controller);
SDL_WriteIO(file, controller.m_buttonMapping.data(), sizeof(PADButtonMapping) * PAD_BUTTON_COUNT);
SDL_WriteIO(file, controller.m_axisMapping.data(), sizeof(PADAxisMapping) * PAD_AXIS_COUNT);
if (!controller.m_isGameCube) {
SDL_WriteIO(file, &controller.m_rumbleIntensityLow, sizeof(u16));
SDL_WriteIO(file, &controller.m_rumbleIntensityHigh, sizeof(u16));
SDL_WriteIO(file, &controller.m_forceDeviceRumble, sizeof(bool));
}
SDL_CloseIO(file);
}
save_keyboard_bindings();
}
PADDeadZones* PADGetDeadZones(const u32 port) {
auto* controller = aurora::input::get_controller_for_player(port);
if (controller == nullptr) {
return nullptr;
}
return &controller->m_deadZones;
}
static constexpr std::array<std::pair<PADButton, std::string_view>, PAD_BUTTON_COUNT> skButtonNames = {{
{PAD_BUTTON_LEFT, "Left"sv},
{PAD_BUTTON_RIGHT, "Right"sv},
{PAD_BUTTON_DOWN, "Down"sv},
{PAD_BUTTON_UP, "Up"sv},
{PAD_TRIGGER_Z, "Z"sv},
{PAD_TRIGGER_R, "R"sv},
{PAD_TRIGGER_L, "L"sv},
{PAD_BUTTON_A, "A"sv},
{PAD_BUTTON_B, "B"sv},
{PAD_BUTTON_X, "X"sv},
{PAD_BUTTON_Y, "Y"sv},
{PAD_BUTTON_START, "Start"sv},
}};
static constexpr std::array<std::pair<PADButton, std::string_view>, PAD_AXIS_COUNT> skAxisNames = {{
{PAD_AXIS_LEFT_X_POS, "Left X+"sv},
{PAD_AXIS_LEFT_X_NEG, "Left X-"sv},
{PAD_AXIS_LEFT_Y_POS, "Left Y+"sv},
{PAD_AXIS_LEFT_Y_NEG, "Left Y-"sv},
{PAD_AXIS_RIGHT_X_POS, "Right X+"sv},
{PAD_AXIS_RIGHT_X_NEG, "Right X-"sv},
{PAD_AXIS_RIGHT_Y_POS, "Right Y+"sv},
{PAD_AXIS_RIGHT_Y_NEG, "Right Y-"sv},
{PAD_AXIS_TRIGGER_L, "Trigger L"sv},
{PAD_AXIS_TRIGGER_R, "Trigger R"sv},
}};
static constexpr std::array<std::pair<PADButton, std::string_view>, PAD_AXIS_COUNT> skAxisDirLabels = {{
{PAD_AXIS_LEFT_X_POS, "Right"sv},
{PAD_AXIS_LEFT_X_NEG, "Left"sv},
{PAD_AXIS_LEFT_Y_POS, "Up"sv},
{PAD_AXIS_LEFT_Y_NEG, "Down"sv},
{PAD_AXIS_RIGHT_X_POS, "Right"sv},
{PAD_AXIS_RIGHT_X_NEG, "Left"sv},
{PAD_AXIS_RIGHT_Y_POS, "Up"sv},
{PAD_AXIS_RIGHT_Y_NEG, "Down"sv},
{PAD_AXIS_TRIGGER_L, "N/A"sv},
{PAD_AXIS_TRIGGER_R, "N/A"sv},
}};
const char* PADGetButtonName(const PADButton button) {
if (const auto iter =
std::ranges::find_if(skButtonNames, [&button](const auto& pair) { return button == pair.first; });
iter != skButtonNames.end()) {
return iter->second.data();
}
return nullptr;
}
const char* PADGetNativeButtonName(u32 button) {
return SDL_GetGamepadStringForButton(static_cast<SDL_GamepadButton>(button));
}
const char* PADGetAxisName(const PADAxis axis) {
if (const auto it = std::ranges::find_if(skAxisNames, [&axis](const auto& pair) { return axis == pair.first; });
it != skAxisNames.end()) {
return it->second.data();
}
return nullptr;
}
const char* PADGetAxisDirectionLabel(const PADAxis axis) {
if (const auto it = std::ranges::find_if(skAxisDirLabels, [&axis](const auto& pair) { return axis == pair.first; });
it != skAxisDirLabels.end()) {
return it->second.data();
}
return nullptr;
}
const char* PADGetNativeAxisName(PADSignedNativeAxis axis) {
return SDL_GetGamepadStringForAxis(static_cast<SDL_GamepadAxis>(axis.nativeAxis));
}
int32_t PADGetNativeButtonPressed(const u32 port) {
const auto* controller = aurora::input::get_controller_for_player(port);
if (controller == nullptr) {
return -1;
}
for (int32_t i = 0; i < SDL_GAMEPAD_BUTTON_COUNT; ++i) {
if (SDL_GetGamepadButton(controller->m_controller, static_cast<SDL_GamepadButton>(i)) != 0u) {
return i;
}
}
return -1;
}
PADSignedNativeAxis PADGetNativeAxisPulled(const u32 port) {
const auto* controller = aurora::input::get_controller_for_player(port);
if (controller == nullptr) {
return {-1, AXIS_SIGN_POSITIVE};
}
for (int32_t i = 0; i < SDL_GAMEPAD_AXIS_COUNT; ++i) {
const auto axisVal = SDL_GetGamepadAxis(controller->m_controller, static_cast<SDL_GamepadAxis>(i));
if (axisVal >= 16384) {
return {i, AXIS_SIGN_POSITIVE};
}
if (axisVal <= -16384) {
// SDL3 triggers rest at -32768, so skip their negative direction.
if (i == SDL_GAMEPAD_AXIS_LEFT_TRIGGER || i == SDL_GAMEPAD_AXIS_RIGHT_TRIGGER) {
continue;
}
return {i, AXIS_SIGN_NEGATIVE};
}
}
return {-1, AXIS_SIGN_POSITIVE};
}
void PADRestoreDefaultMapping(const u32 port) {
auto* controller = aurora::input::get_controller_for_player(port);
if (controller == nullptr) {
return;
}
__PADSetDefaultMapping(controller);
controller->m_axisMapping = g_defaultAxes;
}
void PADBlockInput(const bool block) {
if (g_blockPAD && !block) {
g_suppressHeldOnRead = true;
}
g_blockPAD = block;
}
SDL_Gamepad* PADGetSDLGamepadForIndex(const u32 index) {
const auto* ctrl = __PADGetControllerForIndex(index);
if (ctrl == nullptr) {
return nullptr;
}
return ctrl->m_controller;
}
void PADSetDefaultMapping(const PADDefaultMapping* mapping, const PADControllerType type) {
if (g_initialized) {
aurora::input::Log.fatal("PADSetDefaultMapping called after PADInit()!");
}
switch (type) {
case PAD_TYPE_STANDARD:
g_defaultButtonsStandard = toStdArray(mapping->buttons);
break;
case PAD_TYPE_XBOX360:
g_defaultButtonsXBox360 = toStdArray(mapping->buttons);
break;
case PAD_TYPE_XBOXONE:
g_defaultButtonsXBoxOne = toStdArray(mapping->buttons);
break;
case PAD_TYPE_PS3:
g_defaultButtonsPS3 = toStdArray(mapping->buttons);
break;
case PAD_TYPE_PS4:
g_defaultButtonsPS4 = toStdArray(mapping->buttons);
break;
case PAD_TYPE_PS5:
g_defaultButtonsPS5 = toStdArray(mapping->buttons);
break;
case PAD_TYPE_SWITCH_PROCON:
g_defaultButtonsProCon = toStdArray(mapping->buttons);
break;
case PAD_TYPE_JOYCON_LEFT:
g_defaultButtonsJoyConLeft = toStdArray(mapping->buttons);
break;
case PAD_TYPE_JOYCON_RIGHT:
g_defaultButtonsJoyConRight = toStdArray(mapping->buttons);
break;
case PAD_TYPE_JOYCON_PAIR:
g_defaultButtonsJoyPair = toStdArray(mapping->buttons);
break;
case PAD_TYPE_GAMECUBE:
g_defaultButtonsGamecube = toStdArray(mapping->buttons);
break;
case PAD_TYPE_NSO_GAMECUBE:
g_defaultButtonsNSOGamecube = toStdArray(mapping->buttons);
break;
default:
break;
}
g_defaultAxes = toStdArray(mapping->axes);
}
BOOL PADSetColor(const u32 port, const u8 red, const u8 green, const u8 blue) {
const auto ctrl = aurora::input::get_controller_for_player(port);
if (ctrl == nullptr) {
return FALSE;
}
ctrl->m_ledRed = red;
ctrl->m_ledGreen = green;
ctrl->m_ledBlue = blue;
ctrl->m_isColorDirty = true;
return true;
}
BOOL PADGetColor(const u32 port, u8* red, u8* green, u8* blue) {
const auto ctrl = aurora::input::get_controller_for_player(port);
if (ctrl == nullptr) {
return FALSE;
}
*red = ctrl->m_ledRed;
*green = ctrl->m_ledGreen;
*blue = ctrl->m_ledBlue;
return TRUE;
}
BOOL PADSetSensorEnabled(const u32 port, const PADSensorType sensor, const BOOL enabled) {
const auto* ctrl = aurora::input::get_controller_for_player(port);
if (controller_has_sensor(ctrl, sensor)) {
return SDL_SetGamepadSensorEnabled(ctrl->m_controller, static_cast<SDL_SensorType>(sensor), enabled ? true : false)
? TRUE
: FALSE;
}
return should_use_device_sensor(port, ctrl, sensor) ? TRUE : FALSE;
}
BOOL PADHasSensor(const u32 port, const PADSensorType sensor) {
const auto* ctrl = aurora::input::get_controller_for_player(port);
if (controller_has_sensor(ctrl, sensor)) {
return TRUE;
}
return should_use_device_sensor(port, ctrl, sensor) ? TRUE : FALSE;
}
BOOL PADGetSensorData(const u32 port, const PADSensorType sensor, f32* data, const int nValues) {
const auto* ctrl = aurora::input::get_controller_for_player(port);
if (controller_has_sensor(ctrl, sensor)) {
return SDL_GetGamepadSensorData(ctrl->m_controller, static_cast<SDL_SensorType>(sensor), data, nValues);
}
if (should_use_device_sensor(port, ctrl, sensor)) {
return get_device_sensor_data(sensor, data, nValues) ? TRUE : FALSE;
}
return FALSE;
}
BOOL PADHasLED(const u32 port) {
const auto* ctrl = aurora::input::get_controller_for_player(port);
if (ctrl == nullptr) {
return FALSE;
}
return ctrl->m_hasRgbLed;
}
BOOL PADSetRumbleIntensity(const u32 port, const u16 low, const u16 high) {
auto* ctrl = aurora::input::get_controller_for_player(port);
if (ctrl != nullptr) {
if (ctrl->m_isGameCube || (!ctrl->m_hasRumble && !should_use_device_rumble(port, ctrl))) {
return FALSE;
}
EnsureMappingLoaded(ctrl);
ctrl->m_rumbleIntensityLow = low;
ctrl->m_rumbleIntensityHigh = high;
return TRUE;
}
if (!should_use_device_rumble(port, nullptr)) {
return FALSE;
}
aurora::input::set_device_rumble_intensity(low, high);
return TRUE;
}
BOOL PADGetRumbleIntensity(const u32 port, u16* low, u16* high) {
auto* ctrl = aurora::input::get_controller_for_player(port);
if (ctrl != nullptr) {
if (ctrl->m_isGameCube || (!ctrl->m_hasRumble && !should_use_device_rumble(port, ctrl))) {
*low = 0;
*high = 0;
return FALSE;
}
EnsureMappingLoaded(ctrl);
*low = ctrl->m_rumbleIntensityLow;
*high = ctrl->m_rumbleIntensityHigh;
return TRUE;
}
if (!should_use_device_rumble(port, nullptr)) {
*low = 0;
*high = 0;
return FALSE;
}
aurora::input::get_device_rumble_intensity(low, high);
return TRUE;
}
BOOL PADSupportsRumbleIntensity(const u32 port) {
if (const auto* ctrl = aurora::input::get_controller_for_player(port)) {
if (!ctrl->m_isGameCube && (ctrl->m_hasRumble || should_use_device_rumble(port, ctrl))) {
return TRUE;
}
return FALSE;
}
return should_use_device_rumble(port, nullptr) ? TRUE : FALSE;
}
BOOL PADCanForceDeviceRumble(const u32 port) {
const auto* ctrl = aurora::input::get_controller_for_player(port);
return ctrl != nullptr && !ctrl->m_isGameCube && ctrl->m_hasRumble && device_rumble_available_for_port(port) ? TRUE
: FALSE;
}
BOOL PADGetForceDeviceRumble(const u32 port) {
auto* ctrl = aurora::input::get_controller_for_player(port);
if (ctrl == nullptr || !PADCanForceDeviceRumble(port)) {
return FALSE;
}
EnsureMappingLoaded(ctrl);
return ctrl->m_forceDeviceRumble ? TRUE : FALSE;
}
BOOL PADSetForceDeviceRumble(const u32 port, const BOOL force) {
auto* ctrl = aurora::input::get_controller_for_player(port);
if (ctrl == nullptr || !PADCanForceDeviceRumble(port)) {
return FALSE;
}
EnsureMappingLoaded(ctrl);
ctrl->m_forceDeviceRumble = force != FALSE;
return TRUE;
}
BOOL PADIsGCAdapter(const u32 port) {
const auto* ctrl = aurora::input::get_controller_for_player(port);
if (ctrl == nullptr) {
return FALSE;
}
return ctrl->m_isGameCube;
}
PADBatteryState PADGetBatteryState(const u32 port, f32* perc) {
const auto* ctrl = aurora::input::get_controller_for_player(port);
if (ctrl == nullptr) {
return PAD_BATTERYSTATE_ERROR;
}
int tmp = 0;
const auto ret = SDL_GetGamepadPowerInfo(ctrl->m_controller, &tmp);
if (tmp != -1) {
*perc = static_cast<float>(tmp) / 100.f;
} else {
*perc = static_cast<float>(tmp);
}
return static_cast<PADBatteryState>(ret);
}
PADControllerType PADGetControllerType(const u32 port) {
const auto* ctrl = aurora::input::get_controller_for_player(port);
if (ctrl == nullptr) {
return PAD_TYPE_UNKNOWN;
}
auto type = SDL_GetGamepadType(ctrl->m_controller);
return static_cast<PADControllerType>(type);
}
PADControllerType PADGetControllerTypeForIndex(const u32 index) {
const auto* ctrl = __PADGetControllerForIndex(index);
if (ctrl == nullptr) {
return PAD_TYPE_UNKNOWN;
}
auto type = SDL_GetGamepadType(ctrl->m_controller);
if (type == SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_PRO && ctrl->m_pid == 0x2073) {
return PAD_TYPE_NSO_GAMECUBE;
}
return static_cast<PADControllerType>(type);
}