// SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later #include "common/thread.h" #include "core/hid/emulated_controller.h" #include "core/hid/input_converter.h" namespace Core::HID { constexpr s32 HID_JOYSTICK_MAX = 0x7fff; constexpr s32 HID_TRIGGER_MAX = 0x7fff; EmulatedController::EmulatedController(NpadIdType npad_id_type_) : npad_id_type(npad_id_type_) {} EmulatedController::~EmulatedController() = default; NpadStyleIndex EmulatedController::MapSettingsTypeToNPad(Settings::ControllerType type) { switch (type) { case Settings::ControllerType::ProController: return NpadStyleIndex::ProController; case Settings::ControllerType::DualJoyconDetached: return NpadStyleIndex::JoyconDual; case Settings::ControllerType::LeftJoycon: return NpadStyleIndex::JoyconLeft; case Settings::ControllerType::RightJoycon: return NpadStyleIndex::JoyconRight; case Settings::ControllerType::Handheld: return NpadStyleIndex::Handheld; case Settings::ControllerType::GameCube: return NpadStyleIndex::GameCube; case Settings::ControllerType::Pokeball: return NpadStyleIndex::Pokeball; case Settings::ControllerType::NES: return NpadStyleIndex::NES; case Settings::ControllerType::SNES: return NpadStyleIndex::SNES; case Settings::ControllerType::N64: return NpadStyleIndex::N64; case Settings::ControllerType::SegaGenesis: return NpadStyleIndex::SegaGenesis; default: return NpadStyleIndex::ProController; } } Settings::ControllerType EmulatedController::MapNPadToSettingsType(NpadStyleIndex type) { switch (type) { case NpadStyleIndex::ProController: return Settings::ControllerType::ProController; case NpadStyleIndex::JoyconDual: return Settings::ControllerType::DualJoyconDetached; case NpadStyleIndex::JoyconLeft: return Settings::ControllerType::LeftJoycon; case NpadStyleIndex::JoyconRight: return Settings::ControllerType::RightJoycon; case NpadStyleIndex::Handheld: return Settings::ControllerType::Handheld; case NpadStyleIndex::GameCube: return Settings::ControllerType::GameCube; case NpadStyleIndex::Pokeball: return Settings::ControllerType::Pokeball; case NpadStyleIndex::NES: return Settings::ControllerType::NES; case NpadStyleIndex::SNES: return Settings::ControllerType::SNES; case NpadStyleIndex::N64: return Settings::ControllerType::N64; case NpadStyleIndex::SegaGenesis: return Settings::ControllerType::SegaGenesis; default: return Settings::ControllerType::ProController; } } void EmulatedController::ReloadFromSettings() { const auto player_index = NpadIdTypeToIndex(npad_id_type); const auto& player = Settings::values.players.GetValue()[player_index]; for (std::size_t index = 0; index < player.buttons.size(); ++index) { button_params[index] = Common::ParamPackage(player.buttons[index]); } for (std::size_t index = 0; index < player.analogs.size(); ++index) { stick_params[index] = Common::ParamPackage(player.analogs[index]); } for (std::size_t index = 0; index < player.motions.size(); ++index) { motion_params[index] = Common::ParamPackage(player.motions[index]); } controller.colors_state.fullkey = { .body = GetNpadColor(player.body_color_left), .button = GetNpadColor(player.button_color_left), }; controller.colors_state.left = { .body = GetNpadColor(player.body_color_left), .button = GetNpadColor(player.button_color_left), }; controller.colors_state.left = { .body = GetNpadColor(player.body_color_right), .button = GetNpadColor(player.button_color_right), }; // Other or debug controller should always be a pro controller if (npad_id_type != NpadIdType::Other) { SetNpadStyleIndex(MapSettingsTypeToNPad(player.controller_type)); original_npad_type = npad_type; } else { SetNpadStyleIndex(NpadStyleIndex::ProController); original_npad_type = npad_type; } if (player.connected) { Connect(); } else { Disconnect(); } ReloadInput(); } void EmulatedController::LoadDevices() { // TODO(german77): Use more buttons to detect the correct device const auto left_joycon = button_params[Settings::NativeButton::DRight]; const auto right_joycon = button_params[Settings::NativeButton::A]; // Triggers for GC controllers trigger_params[LeftIndex] = button_params[Settings::NativeButton::ZL]; trigger_params[RightIndex] = button_params[Settings::NativeButton::ZR]; battery_params[LeftIndex] = left_joycon; battery_params[RightIndex] = right_joycon; battery_params[LeftIndex].Set("battery", true); battery_params[RightIndex].Set("battery", true); camera_params = Common::ParamPackage{"engine:camera,camera:1"}; nfc_params = Common::ParamPackage{"engine:virtual_amiibo,nfc:1"}; output_params[LeftIndex] = left_joycon; output_params[RightIndex] = right_joycon; output_params[2] = camera_params; output_params[3] = nfc_params; output_params[LeftIndex].Set("output", true); output_params[RightIndex].Set("output", true); output_params[2].Set("output", true); output_params[3].Set("output", true); LoadTASParams(); std::transform(button_params.begin() + Settings::NativeButton::BUTTON_HID_BEGIN, button_params.begin() + Settings::NativeButton::BUTTON_NS_END, button_devices.begin(), Common::Input::CreateDevice); std::transform(stick_params.begin() + Settings::NativeAnalog::STICK_HID_BEGIN, stick_params.begin() + Settings::NativeAnalog::STICK_HID_END, stick_devices.begin(), Common::Input::CreateDevice); std::transform(motion_params.begin() + Settings::NativeMotion::MOTION_HID_BEGIN, motion_params.begin() + Settings::NativeMotion::MOTION_HID_END, motion_devices.begin(), Common::Input::CreateDevice); std::transform(trigger_params.begin(), trigger_params.end(), trigger_devices.begin(), Common::Input::CreateDevice); std::transform(battery_params.begin(), battery_params.end(), battery_devices.begin(), Common::Input::CreateDevice); camera_devices = Common::Input::CreateDevice(camera_params); nfc_devices = Common::Input::CreateDevice(nfc_params); std::transform(output_params.begin(), output_params.end(), output_devices.begin(), Common::Input::CreateDevice); // Initialize TAS devices std::transform(tas_button_params.begin(), tas_button_params.end(), tas_button_devices.begin(), Common::Input::CreateDevice); std::transform(tas_stick_params.begin(), tas_stick_params.end(), tas_stick_devices.begin(), Common::Input::CreateDevice); } void EmulatedController::LoadTASParams() { const auto player_index = NpadIdTypeToIndex(npad_id_type); Common::ParamPackage common_params{}; common_params.Set("engine", "tas"); common_params.Set("port", static_cast(player_index)); for (auto& param : tas_button_params) { param = common_params; } for (auto& param : tas_stick_params) { param = common_params; } // TODO(german77): Replace this with an input profile or something better tas_button_params[Settings::NativeButton::A].Set("button", 0); tas_button_params[Settings::NativeButton::B].Set("button", 1); tas_button_params[Settings::NativeButton::X].Set("button", 2); tas_button_params[Settings::NativeButton::Y].Set("button", 3); tas_button_params[Settings::NativeButton::LStick].Set("button", 4); tas_button_params[Settings::NativeButton::RStick].Set("button", 5); tas_button_params[Settings::NativeButton::L].Set("button", 6); tas_button_params[Settings::NativeButton::R].Set("button", 7); tas_button_params[Settings::NativeButton::ZL].Set("button", 8); tas_button_params[Settings::NativeButton::ZR].Set("button", 9); tas_button_params[Settings::NativeButton::Plus].Set("button", 10); tas_button_params[Settings::NativeButton::Minus].Set("button", 11); tas_button_params[Settings::NativeButton::DLeft].Set("button", 12); tas_button_params[Settings::NativeButton::DUp].Set("button", 13); tas_button_params[Settings::NativeButton::DRight].Set("button", 14); tas_button_params[Settings::NativeButton::DDown].Set("button", 15); tas_button_params[Settings::NativeButton::SL].Set("button", 16); tas_button_params[Settings::NativeButton::SR].Set("button", 17); tas_button_params[Settings::NativeButton::Home].Set("button", 18); tas_button_params[Settings::NativeButton::Screenshot].Set("button", 19); tas_stick_params[Settings::NativeAnalog::LStick].Set("axis_x", 0); tas_stick_params[Settings::NativeAnalog::LStick].Set("axis_y", 1); tas_stick_params[Settings::NativeAnalog::RStick].Set("axis_x", 2); tas_stick_params[Settings::NativeAnalog::RStick].Set("axis_y", 3); } void EmulatedController::ReloadInput() { // If you load any device here add the equivalent to the UnloadInput() function LoadDevices(); for (std::size_t index = 0; index < button_devices.size(); ++index) { if (!button_devices[index]) { continue; } const auto uuid = Common::UUID{button_params[index].Get("guid", "")}; button_devices[index]->SetCallback({ .on_change = [this, index, uuid](const Common::Input::CallbackStatus& callback) { SetButton(callback, index, uuid); }, }); button_devices[index]->ForceUpdate(); } for (std::size_t index = 0; index < stick_devices.size(); ++index) { if (!stick_devices[index]) { continue; } const auto uuid = Common::UUID{stick_params[index].Get("guid", "")}; stick_devices[index]->SetCallback({ .on_change = [this, index, uuid](const Common::Input::CallbackStatus& callback) { SetStick(callback, index, uuid); }, }); stick_devices[index]->ForceUpdate(); } for (std::size_t index = 0; index < trigger_devices.size(); ++index) { if (!trigger_devices[index]) { continue; } const auto uuid = Common::UUID{trigger_params[index].Get("guid", "")}; trigger_devices[index]->SetCallback({ .on_change = [this, index, uuid](const Common::Input::CallbackStatus& callback) { SetTrigger(callback, index, uuid); }, }); trigger_devices[index]->ForceUpdate(); } for (std::size_t index = 0; index < battery_devices.size(); ++index) { if (!battery_devices[index]) { continue; } battery_devices[index]->SetCallback({ .on_change = [this, index](const Common::Input::CallbackStatus& callback) { SetBattery(callback, index); }, }); battery_devices[index]->ForceUpdate(); } for (std::size_t index = 0; index < motion_devices.size(); ++index) { if (!motion_devices[index]) { continue; } motion_devices[index]->SetCallback({ .on_change = [this, index](const Common::Input::CallbackStatus& callback) { SetMotion(callback, index); }, }); motion_devices[index]->ForceUpdate(); } if (camera_devices) { camera_devices->SetCallback({ .on_change = [this](const Common::Input::CallbackStatus& callback) { SetCamera(callback); }, }); camera_devices->ForceUpdate(); } if (nfc_devices) { if (npad_id_type == NpadIdType::Handheld || npad_id_type == NpadIdType::Player1) { nfc_devices->SetCallback({ .on_change = [this](const Common::Input::CallbackStatus& callback) { SetNfc(callback); }, }); nfc_devices->ForceUpdate(); } } // Use a common UUID for TAS static constexpr Common::UUID TAS_UUID = Common::UUID{ {0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x7, 0xA5, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0}}; // Register TAS devices. No need to force update for (std::size_t index = 0; index < tas_button_devices.size(); ++index) { if (!tas_button_devices[index]) { continue; } tas_button_devices[index]->SetCallback({ .on_change = [this, index](const Common::Input::CallbackStatus& callback) { SetButton(callback, index, TAS_UUID); }, }); } for (std::size_t index = 0; index < tas_stick_devices.size(); ++index) { if (!tas_stick_devices[index]) { continue; } tas_stick_devices[index]->SetCallback({ .on_change = [this, index](const Common::Input::CallbackStatus& callback) { SetStick(callback, index, TAS_UUID); }, }); } } void EmulatedController::UnloadInput() { for (auto& button : button_devices) { button.reset(); } for (auto& stick : stick_devices) { stick.reset(); } for (auto& motion : motion_devices) { motion.reset(); } for (auto& trigger : trigger_devices) { trigger.reset(); } for (auto& battery : battery_devices) { battery.reset(); } for (auto& output : output_devices) { output.reset(); } for (auto& button : tas_button_devices) { button.reset(); } for (auto& stick : tas_stick_devices) { stick.reset(); } camera_devices.reset(); nfc_devices.reset(); } void EmulatedController::EnableConfiguration() { is_configuring = true; tmp_is_connected = is_connected; tmp_npad_type = npad_type; } void EmulatedController::DisableConfiguration() { is_configuring = false; // Apply temporary npad type to the real controller if (tmp_npad_type != npad_type) { if (is_connected) { Disconnect(); } SetNpadStyleIndex(tmp_npad_type); original_npad_type = tmp_npad_type; } // Apply temporary connected status to the real controller if (tmp_is_connected != is_connected) { if (tmp_is_connected) { Connect(); return; } Disconnect(); } } void EmulatedController::EnableSystemButtons() { std::scoped_lock lock{mutex}; system_buttons_enabled = true; } void EmulatedController::DisableSystemButtons() { std::scoped_lock lock{mutex}; system_buttons_enabled = false; } void EmulatedController::ResetSystemButtons() { std::scoped_lock lock{mutex}; controller.home_button_state.home.Assign(false); controller.capture_button_state.capture.Assign(false); } bool EmulatedController::IsConfiguring() const { return is_configuring; } void EmulatedController::SaveCurrentConfig() { const auto player_index = NpadIdTypeToIndex(npad_id_type); auto& player = Settings::values.players.GetValue()[player_index]; player.connected = is_connected; player.controller_type = MapNPadToSettingsType(npad_type); for (std::size_t index = 0; index < player.buttons.size(); ++index) { player.buttons[index] = button_params[index].Serialize(); } for (std::size_t index = 0; index < player.analogs.size(); ++index) { player.analogs[index] = stick_params[index].Serialize(); } for (std::size_t index = 0; index < player.motions.size(); ++index) { player.motions[index] = motion_params[index].Serialize(); } } void EmulatedController::RestoreConfig() { if (!is_configuring) { return; } ReloadFromSettings(); } std::vector EmulatedController::GetMappedDevices( EmulatedDeviceIndex device_index) const { std::vector devices; for (const auto& param : button_params) { if (!param.Has("engine")) { continue; } const auto devices_it = std::find_if( devices.begin(), devices.end(), [param](const Common::ParamPackage param_) { return param.Get("engine", "") == param_.Get("engine", "") && param.Get("guid", "") == param_.Get("guid", "") && param.Get("port", 0) == param_.Get("port", 0) && param.Get("pad", 0) == param_.Get("pad", 0); }); if (devices_it != devices.end()) { continue; } Common::ParamPackage device{}; device.Set("engine", param.Get("engine", "")); device.Set("guid", param.Get("guid", "")); device.Set("port", param.Get("port", 0)); device.Set("pad", param.Get("pad", 0)); devices.push_back(device); } for (const auto& param : stick_params) { if (!param.Has("engine")) { continue; } if (param.Get("engine", "") == "analog_from_button") { continue; } const auto devices_it = std::find_if( devices.begin(), devices.end(), [param](const Common::ParamPackage param_) { return param.Get("engine", "") == param_.Get("engine", "") && param.Get("guid", "") == param_.Get("guid", "") && param.Get("port", 0) == param_.Get("port", 0) && param.Get("pad", 0) == param_.Get("pad", 0); }); if (devices_it != devices.end()) { continue; } Common::ParamPackage device{}; device.Set("engine", param.Get("engine", "")); device.Set("guid", param.Get("guid", "")); device.Set("port", param.Get("port", 0)); device.Set("pad", param.Get("pad", 0)); devices.push_back(device); } return devices; } Common::ParamPackage EmulatedController::GetButtonParam(std::size_t index) const { if (index >= button_params.size()) { return {}; } return button_params[index]; } Common::ParamPackage EmulatedController::GetStickParam(std::size_t index) const { if (index >= stick_params.size()) { return {}; } return stick_params[index]; } Common::ParamPackage EmulatedController::GetMotionParam(std::size_t index) const { if (index >= motion_params.size()) { return {}; } return motion_params[index]; } void EmulatedController::SetButtonParam(std::size_t index, Common::ParamPackage param) { if (index >= button_params.size()) { return; } button_params[index] = std::move(param); ReloadInput(); } void EmulatedController::SetStickParam(std::size_t index, Common::ParamPackage param) { if (index >= stick_params.size()) { return; } stick_params[index] = std::move(param); ReloadInput(); } void EmulatedController::SetMotionParam(std::size_t index, Common::ParamPackage param) { if (index >= motion_params.size()) { return; } motion_params[index] = std::move(param); ReloadInput(); } void EmulatedController::SetButton(const Common::Input::CallbackStatus& callback, std::size_t index, Common::UUID uuid) { if (index >= controller.button_values.size()) { return; } std::unique_lock lock{mutex}; bool value_changed = false; const auto new_status = TransformToButton(callback); auto& current_status = controller.button_values[index]; // Only read button values that have the same uuid or are pressed once if (current_status.uuid != uuid) { if (!new_status.value) { return; } } current_status.toggle = new_status.toggle; current_status.uuid = uuid; // Update button status with current if (!current_status.toggle) { current_status.locked = false; if (current_status.value != new_status.value) { current_status.value = new_status.value; value_changed = true; } } else { // Toggle button and lock status if (new_status.value && !current_status.locked) { current_status.locked = true; current_status.value = !current_status.value; value_changed = true; } // Unlock button ready for next press if (!new_status.value && current_status.locked) { current_status.locked = false; } } if (!value_changed) { return; } if (is_configuring) { controller.npad_button_state.raw = NpadButton::None; controller.debug_pad_button_state.raw = 0; lock.unlock(); TriggerOnChange(ControllerTriggerType::Button, false); return; } // GC controllers have triggers not buttons if (npad_type == NpadStyleIndex::GameCube) { if (index == Settings::NativeButton::ZR) { return; } if (index == Settings::NativeButton::ZL) { return; } } switch (index) { case Settings::NativeButton::A: controller.npad_button_state.a.Assign(current_status.value); controller.debug_pad_button_state.a.Assign(current_status.value); break; case Settings::NativeButton::B: controller.npad_button_state.b.Assign(current_status.value); controller.debug_pad_button_state.b.Assign(current_status.value); break; case Settings::NativeButton::X: controller.npad_button_state.x.Assign(current_status.value); controller.debug_pad_button_state.x.Assign(current_status.value); break; case Settings::NativeButton::Y: controller.npad_button_state.y.Assign(current_status.value); controller.debug_pad_button_state.y.Assign(current_status.value); break; case Settings::NativeButton::LStick: controller.npad_button_state.stick_l.Assign(current_status.value); break; case Settings::NativeButton::RStick: controller.npad_button_state.stick_r.Assign(current_status.value); break; case Settings::NativeButton::L: controller.npad_button_state.l.Assign(current_status.value); controller.debug_pad_button_state.l.Assign(current_status.value); break; case Settings::NativeButton::R: controller.npad_button_state.r.Assign(current_status.value); controller.debug_pad_button_state.r.Assign(current_status.value); break; case Settings::NativeButton::ZL: controller.npad_button_state.zl.Assign(current_status.value); controller.debug_pad_button_state.zl.Assign(current_status.value); break; case Settings::NativeButton::ZR: controller.npad_button_state.zr.Assign(current_status.value); controller.debug_pad_button_state.zr.Assign(current_status.value); break; case Settings::NativeButton::Plus: controller.npad_button_state.plus.Assign(current_status.value); controller.debug_pad_button_state.plus.Assign(current_status.value); break; case Settings::NativeButton::Minus: controller.npad_button_state.minus.Assign(current_status.value); controller.debug_pad_button_state.minus.Assign(current_status.value); break; case Settings::NativeButton::DLeft: controller.npad_button_state.left.Assign(current_status.value); controller.debug_pad_button_state.d_left.Assign(current_status.value); break; case Settings::NativeButton::DUp: controller.npad_button_state.up.Assign(current_status.value); controller.debug_pad_button_state.d_up.Assign(current_status.value); break; case Settings::NativeButton::DRight: controller.npad_button_state.right.Assign(current_status.value); controller.debug_pad_button_state.d_right.Assign(current_status.value); break; case Settings::NativeButton::DDown: controller.npad_button_state.down.Assign(current_status.value); controller.debug_pad_button_state.d_down.Assign(current_status.value); break; case Settings::NativeButton::SL: controller.npad_button_state.left_sl.Assign(current_status.value); controller.npad_button_state.right_sl.Assign(current_status.value); break; case Settings::NativeButton::SR: controller.npad_button_state.left_sr.Assign(current_status.value); controller.npad_button_state.right_sr.Assign(current_status.value); break; case Settings::NativeButton::Home: if (!system_buttons_enabled) { break; } controller.home_button_state.home.Assign(current_status.value); break; case Settings::NativeButton::Screenshot: if (!system_buttons_enabled) { break; } controller.capture_button_state.capture.Assign(current_status.value); break; } lock.unlock(); if (!is_connected) { if (npad_id_type == NpadIdType::Player1 && npad_type != NpadStyleIndex::Handheld) { Connect(); } if (npad_id_type == NpadIdType::Handheld && npad_type == NpadStyleIndex::Handheld) { Connect(); } } TriggerOnChange(ControllerTriggerType::Button, true); } void EmulatedController::SetStick(const Common::Input::CallbackStatus& callback, std::size_t index, Common::UUID uuid) { if (index >= controller.stick_values.size()) { return; } std::unique_lock lock{mutex}; const auto stick_value = TransformToStick(callback); // Only read stick values that have the same uuid or are over the threshold to avoid flapping if (controller.stick_values[index].uuid != uuid) { if (!stick_value.down && !stick_value.up && !stick_value.left && !stick_value.right) { return; } } controller.stick_values[index] = stick_value; controller.stick_values[index].uuid = uuid; if (is_configuring) { controller.analog_stick_state.left = {}; controller.analog_stick_state.right = {}; lock.unlock(); TriggerOnChange(ControllerTriggerType::Stick, false); return; } const AnalogStickState stick{ .x = static_cast(controller.stick_values[index].x.value * HID_JOYSTICK_MAX), .y = static_cast(controller.stick_values[index].y.value * HID_JOYSTICK_MAX), }; switch (index) { case Settings::NativeAnalog::LStick: controller.analog_stick_state.left = stick; controller.npad_button_state.stick_l_left.Assign(controller.stick_values[index].left); controller.npad_button_state.stick_l_up.Assign(controller.stick_values[index].up); controller.npad_button_state.stick_l_right.Assign(controller.stick_values[index].right); controller.npad_button_state.stick_l_down.Assign(controller.stick_values[index].down); break; case Settings::NativeAnalog::RStick: controller.analog_stick_state.right = stick; controller.npad_button_state.stick_r_left.Assign(controller.stick_values[index].left); controller.npad_button_state.stick_r_up.Assign(controller.stick_values[index].up); controller.npad_button_state.stick_r_right.Assign(controller.stick_values[index].right); controller.npad_button_state.stick_r_down.Assign(controller.stick_values[index].down); break; } lock.unlock(); TriggerOnChange(ControllerTriggerType::Stick, true); } void EmulatedController::SetTrigger(const Common::Input::CallbackStatus& callback, std::size_t index, Common::UUID uuid) { if (index >= controller.trigger_values.size()) { return; } std::unique_lock lock{mutex}; const auto trigger_value = TransformToTrigger(callback); // Only read trigger values that have the same uuid or are pressed once if (controller.trigger_values[index].uuid != uuid) { if (!trigger_value.pressed.value) { return; } } controller.trigger_values[index] = trigger_value; controller.trigger_values[index].uuid = uuid; if (is_configuring) { controller.gc_trigger_state.left = 0; controller.gc_trigger_state.right = 0; lock.unlock(); TriggerOnChange(ControllerTriggerType::Trigger, false); return; } // Only GC controllers have analog triggers if (npad_type != NpadStyleIndex::GameCube) { return; } const auto& trigger = controller.trigger_values[index]; switch (index) { case Settings::NativeTrigger::LTrigger: controller.gc_trigger_state.left = static_cast(trigger.analog.value * HID_TRIGGER_MAX); controller.npad_button_state.zl.Assign(trigger.pressed.value); break; case Settings::NativeTrigger::RTrigger: controller.gc_trigger_state.right = static_cast(trigger.analog.value * HID_TRIGGER_MAX); controller.npad_button_state.zr.Assign(trigger.pressed.value); break; } lock.unlock(); TriggerOnChange(ControllerTriggerType::Trigger, true); } void EmulatedController::SetMotion(const Common::Input::CallbackStatus& callback, std::size_t index) { if (index >= controller.motion_values.size()) { return; } std::unique_lock lock{mutex}; auto& raw_status = controller.motion_values[index].raw_status; auto& emulated = controller.motion_values[index].emulated; raw_status = TransformToMotion(callback); emulated.SetAcceleration(Common::Vec3f{ raw_status.accel.x.value, raw_status.accel.y.value, raw_status.accel.z.value, }); emulated.SetGyroscope(Common::Vec3f{ raw_status.gyro.x.value, raw_status.gyro.y.value, raw_status.gyro.z.value, }); emulated.SetGyroThreshold(raw_status.gyro.x.properties.threshold); emulated.UpdateRotation(raw_status.delta_timestamp); emulated.UpdateOrientation(raw_status.delta_timestamp); force_update_motion = raw_status.force_update; if (is_configuring) { lock.unlock(); TriggerOnChange(ControllerTriggerType::Motion, false); return; } auto& motion = controller.motion_state[index]; motion.accel = emulated.GetAcceleration(); motion.gyro = emulated.GetGyroscope(); motion.rotation = emulated.GetRotations(); motion.orientation = emulated.GetOrientation(); motion.is_at_rest = !emulated.IsMoving(motion_sensitivity); lock.unlock(); TriggerOnChange(ControllerTriggerType::Motion, true); } void EmulatedController::SetBattery(const Common::Input::CallbackStatus& callback, std::size_t index) { if (index >= controller.battery_values.size()) { return; } std::unique_lock lock{mutex}; controller.battery_values[index] = TransformToBattery(callback); if (is_configuring) { lock.unlock(); TriggerOnChange(ControllerTriggerType::Battery, false); return; } bool is_charging = false; bool is_powered = false; NpadBatteryLevel battery_level = 0; switch (controller.battery_values[index]) { case Common::Input::BatteryLevel::Charging: is_charging = true; is_powered = true; battery_level = 6; break; case Common::Input::BatteryLevel::Medium: battery_level = 6; break; case Common::Input::BatteryLevel::Low: battery_level = 4; break; case Common::Input::BatteryLevel::Critical: battery_level = 2; break; case Common::Input::BatteryLevel::Empty: battery_level = 0; break; case Common::Input::BatteryLevel::None: case Common::Input::BatteryLevel::Full: default: is_powered = true; battery_level = 8; break; } switch (index) { case LeftIndex: controller.battery_state.left = { .is_powered = is_powered, .is_charging = is_charging, .battery_level = battery_level, }; break; case RightIndex: controller.battery_state.right = { .is_powered = is_powered, .is_charging = is_charging, .battery_level = battery_level, }; break; case DualIndex: controller.battery_state.dual = { .is_powered = is_powered, .is_charging = is_charging, .battery_level = battery_level, }; break; } lock.unlock(); TriggerOnChange(ControllerTriggerType::Battery, true); } void EmulatedController::SetCamera(const Common::Input::CallbackStatus& callback) { std::unique_lock lock{mutex}; controller.camera_values = TransformToCamera(callback); if (is_configuring) { lock.unlock(); TriggerOnChange(ControllerTriggerType::IrSensor, false); return; } controller.camera_state.sample++; controller.camera_state.format = static_cast(controller.camera_values.format); controller.camera_state.data = controller.camera_values.data; lock.unlock(); TriggerOnChange(ControllerTriggerType::IrSensor, true); } void EmulatedController::SetNfc(const Common::Input::CallbackStatus& callback) { std::unique_lock lock{mutex}; controller.nfc_values = TransformToNfc(callback); if (is_configuring) { lock.unlock(); TriggerOnChange(ControllerTriggerType::Nfc, false); return; } controller.nfc_state = { controller.nfc_values.state, controller.nfc_values.data, }; lock.unlock(); TriggerOnChange(ControllerTriggerType::Nfc, true); } bool EmulatedController::SetVibration(std::size_t device_index, VibrationValue vibration) { if (device_index >= output_devices.size()) { return false; } if (!output_devices[device_index]) { return false; } const auto player_index = NpadIdTypeToIndex(npad_id_type); const auto& player = Settings::values.players.GetValue()[player_index]; const f32 strength = static_cast(player.vibration_strength) / 100.0f; if (!player.vibration_enabled) { return false; } // Exponential amplification is too strong at low amplitudes. Switch to a linear // amplification if strength is set below 0.7f const Common::Input::VibrationAmplificationType type = strength > 0.7f ? Common::Input::VibrationAmplificationType::Exponential : Common::Input::VibrationAmplificationType::Linear; const Common::Input::VibrationStatus status = { .low_amplitude = std::min(vibration.low_amplitude * strength, 1.0f), .low_frequency = vibration.low_frequency, .high_amplitude = std::min(vibration.high_amplitude * strength, 1.0f), .high_frequency = vibration.high_frequency, .type = type, }; return output_devices[device_index]->SetVibration(status) == Common::Input::VibrationError::None; } bool EmulatedController::TestVibration(std::size_t device_index) { if (device_index >= output_devices.size()) { return false; } if (!output_devices[device_index]) { return false; } const auto player_index = NpadIdTypeToIndex(npad_id_type); const auto& player = Settings::values.players.GetValue()[player_index]; if (!player.vibration_enabled) { return false; } const Common::Input::VibrationStatus test_vibration = { .low_amplitude = 0.001f, .low_frequency = DEFAULT_VIBRATION_VALUE.low_frequency, .high_amplitude = 0.001f, .high_frequency = DEFAULT_VIBRATION_VALUE.high_frequency, .type = Common::Input::VibrationAmplificationType::Test, }; const Common::Input::VibrationStatus zero_vibration = { .low_amplitude = DEFAULT_VIBRATION_VALUE.low_amplitude, .low_frequency = DEFAULT_VIBRATION_VALUE.low_frequency, .high_amplitude = DEFAULT_VIBRATION_VALUE.high_amplitude, .high_frequency = DEFAULT_VIBRATION_VALUE.high_frequency, .type = Common::Input::VibrationAmplificationType::Test, }; // Send a slight vibration to test for rumble support output_devices[device_index]->SetVibration(test_vibration); // Wait for about 15ms to ensure the controller is ready for the stop command std::this_thread::sleep_for(std::chrono::milliseconds(15)); // Stop any vibration and return the result return output_devices[device_index]->SetVibration(zero_vibration) == Common::Input::VibrationError::None; } bool EmulatedController::SetPollingMode(Common::Input::PollingMode polling_mode) { LOG_INFO(Service_HID, "Set polling mode {}", polling_mode); auto& output_device = output_devices[static_cast(DeviceIndex::Right)]; auto& nfc_output_device = output_devices[3]; nfc_output_device->SetPollingMode(polling_mode); return output_device->SetPollingMode(polling_mode) == Common::Input::PollingError::None; } bool EmulatedController::SetCameraFormat( Core::IrSensor::ImageTransferProcessorFormat camera_format) { LOG_INFO(Service_HID, "Set camera format {}", camera_format); auto& right_output_device = output_devices[static_cast(DeviceIndex::Right)]; auto& camera_output_device = output_devices[2]; if (right_output_device->SetCameraFormat(static_cast( camera_format)) == Common::Input::CameraError::None) { return true; } // Fallback to Qt camera if native device doesn't have support return camera_output_device->SetCameraFormat(static_cast( camera_format)) == Common::Input::CameraError::None; } bool EmulatedController::HasNfc() const { const auto& nfc_output_device = output_devices[3]; switch (npad_type) { case NpadStyleIndex::JoyconRight: case NpadStyleIndex::JoyconDual: case NpadStyleIndex::ProController: break; default: return false; } const bool has_virtual_nfc = npad_id_type == NpadIdType::Player1 || npad_id_type == NpadIdType::Handheld; const bool is_virtual_nfc_supported = nfc_output_device->SupportsNfc() != Common::Input::NfcState::NotSupported; return is_connected && (has_virtual_nfc && is_virtual_nfc_supported); } bool EmulatedController::WriteNfc(const std::vector& data) { auto& nfc_output_device = output_devices[3]; return nfc_output_device->WriteNfcData(data) == Common::Input::NfcState::Success; } void EmulatedController::SetLedPattern() { for (auto& device : output_devices) { if (!device) { continue; } const LedPattern pattern = GetLedPattern(); const Common::Input::LedStatus status = { .led_1 = pattern.position1 != 0, .led_2 = pattern.position2 != 0, .led_3 = pattern.position3 != 0, .led_4 = pattern.position4 != 0, }; device->SetLED(status); } } void EmulatedController::SetSupportedNpadStyleTag(NpadStyleTag supported_styles) { supported_style_tag = supported_styles; if (!is_connected) { return; } // Attempt to reconnect with the original type if (npad_type != original_npad_type) { Disconnect(); const auto current_npad_type = npad_type; SetNpadStyleIndex(original_npad_type); if (IsControllerSupported()) { Connect(); return; } SetNpadStyleIndex(current_npad_type); Connect(); } if (IsControllerSupported()) { return; } Disconnect(); // Fallback Fullkey controllers to Pro controllers if (IsControllerFullkey() && supported_style_tag.fullkey) { LOG_WARNING(Service_HID, "Reconnecting controller type {} as Pro controller", npad_type); SetNpadStyleIndex(NpadStyleIndex::ProController); Connect(); return; } // Fallback Dual joycon controllers to Pro controllers if (npad_type == NpadStyleIndex::JoyconDual && supported_style_tag.fullkey) { LOG_WARNING(Service_HID, "Reconnecting controller type {} as Pro controller", npad_type); SetNpadStyleIndex(NpadStyleIndex::ProController); Connect(); return; } // Fallback Pro controllers to Dual joycon if (npad_type == NpadStyleIndex::ProController && supported_style_tag.joycon_dual) { LOG_WARNING(Service_HID, "Reconnecting controller type {} as Dual Joycons", npad_type); SetNpadStyleIndex(NpadStyleIndex::JoyconDual); Connect(); return; } LOG_ERROR(Service_HID, "Controller type {} is not supported. Disconnecting controller", npad_type); } bool EmulatedController::IsControllerFullkey(bool use_temporary_value) const { std::scoped_lock lock{mutex}; const auto type = is_configuring && use_temporary_value ? tmp_npad_type : npad_type; switch (type) { case NpadStyleIndex::ProController: case NpadStyleIndex::GameCube: case NpadStyleIndex::NES: case NpadStyleIndex::SNES: case NpadStyleIndex::N64: case NpadStyleIndex::SegaGenesis: return true; default: return false; } } bool EmulatedController::IsControllerSupported(bool use_temporary_value) const { std::scoped_lock lock{mutex}; const auto type = is_configuring && use_temporary_value ? tmp_npad_type : npad_type; switch (type) { case NpadStyleIndex::ProController: return supported_style_tag.fullkey; case NpadStyleIndex::Handheld: return supported_style_tag.handheld; case NpadStyleIndex::JoyconDual: return supported_style_tag.joycon_dual; case NpadStyleIndex::JoyconLeft: return supported_style_tag.joycon_left; case NpadStyleIndex::JoyconRight: return supported_style_tag.joycon_right; case NpadStyleIndex::GameCube: return supported_style_tag.gamecube; case NpadStyleIndex::Pokeball: return supported_style_tag.palma; case NpadStyleIndex::NES: return supported_style_tag.lark; case NpadStyleIndex::SNES: return supported_style_tag.lucia; case NpadStyleIndex::N64: return supported_style_tag.lagoon; case NpadStyleIndex::SegaGenesis: return supported_style_tag.lager; default: return false; } } void EmulatedController::Connect(bool use_temporary_value) { if (!IsControllerSupported(use_temporary_value)) { const auto type = is_configuring && use_temporary_value ? tmp_npad_type : npad_type; LOG_ERROR(Service_HID, "Controller type {} is not supported", type); return; } std::unique_lock lock{mutex}; if (is_configuring) { tmp_is_connected = true; lock.unlock(); TriggerOnChange(ControllerTriggerType::Connected, false); return; } if (is_connected) { return; } is_connected = true; lock.unlock(); TriggerOnChange(ControllerTriggerType::Connected, true); } void EmulatedController::Disconnect() { std::unique_lock lock{mutex}; if (is_configuring) { tmp_is_connected = false; lock.unlock(); TriggerOnChange(ControllerTriggerType::Disconnected, false); return; } if (!is_connected) { return; } is_connected = false; lock.unlock(); TriggerOnChange(ControllerTriggerType::Disconnected, true); } bool EmulatedController::IsConnected(bool get_temporary_value) const { std::scoped_lock lock{mutex}; if (get_temporary_value && is_configuring) { return tmp_is_connected; } return is_connected; } bool EmulatedController::IsVibrationEnabled() const { const auto player_index = NpadIdTypeToIndex(npad_id_type); const auto& player = Settings::values.players.GetValue()[player_index]; return player.vibration_enabled; } NpadIdType EmulatedController::GetNpadIdType() const { std::scoped_lock lock{mutex}; return npad_id_type; } NpadStyleIndex EmulatedController::GetNpadStyleIndex(bool get_temporary_value) const { std::scoped_lock lock{mutex}; if (get_temporary_value && is_configuring) { return tmp_npad_type; } return npad_type; } void EmulatedController::SetNpadStyleIndex(NpadStyleIndex npad_type_) { std::unique_lock lock{mutex}; if (is_configuring) { if (tmp_npad_type == npad_type_) { return; } tmp_npad_type = npad_type_; lock.unlock(); TriggerOnChange(ControllerTriggerType::Type, false); return; } if (npad_type == npad_type_) { return; } if (is_connected) { LOG_WARNING(Service_HID, "Controller {} type changed while it's connected", NpadIdTypeToIndex(npad_id_type)); } npad_type = npad_type_; lock.unlock(); TriggerOnChange(ControllerTriggerType::Type, true); } LedPattern EmulatedController::GetLedPattern() const { switch (npad_id_type) { case NpadIdType::Player1: return LedPattern{1, 0, 0, 0}; case NpadIdType::Player2: return LedPattern{1, 1, 0, 0}; case NpadIdType::Player3: return LedPattern{1, 1, 1, 0}; case NpadIdType::Player4: return LedPattern{1, 1, 1, 1}; case NpadIdType::Player5: return LedPattern{1, 0, 0, 1}; case NpadIdType::Player6: return LedPattern{1, 0, 1, 0}; case NpadIdType::Player7: return LedPattern{1, 0, 1, 1}; case NpadIdType::Player8: return LedPattern{0, 1, 1, 0}; default: return LedPattern{0, 0, 0, 0}; } } ButtonValues EmulatedController::GetButtonsValues() const { std::scoped_lock lock{mutex}; return controller.button_values; } SticksValues EmulatedController::GetSticksValues() const { std::scoped_lock lock{mutex}; return controller.stick_values; } TriggerValues EmulatedController::GetTriggersValues() const { std::scoped_lock lock{mutex}; return controller.trigger_values; } ControllerMotionValues EmulatedController::GetMotionValues() const { std::scoped_lock lock{mutex}; return controller.motion_values; } ColorValues EmulatedController::GetColorsValues() const { std::scoped_lock lock{mutex}; return controller.color_values; } BatteryValues EmulatedController::GetBatteryValues() const { std::scoped_lock lock{mutex}; return controller.battery_values; } CameraValues EmulatedController::GetCameraValues() const { std::scoped_lock lock{mutex}; return controller.camera_values; } HomeButtonState EmulatedController::GetHomeButtons() const { std::scoped_lock lock{mutex}; if (is_configuring) { return {}; } return controller.home_button_state; } CaptureButtonState EmulatedController::GetCaptureButtons() const { std::scoped_lock lock{mutex}; if (is_configuring) { return {}; } return controller.capture_button_state; } NpadButtonState EmulatedController::GetNpadButtons() const { std::scoped_lock lock{mutex}; if (is_configuring) { return {}; } return controller.npad_button_state; } DebugPadButton EmulatedController::GetDebugPadButtons() const { std::scoped_lock lock{mutex}; if (is_configuring) { return {}; } return controller.debug_pad_button_state; } AnalogSticks EmulatedController::GetSticks() const { std::unique_lock lock{mutex}; if (is_configuring) { return {}; } // Some drivers like stick from buttons need constant refreshing for (auto& device : stick_devices) { if (!device) { continue; } lock.unlock(); device->SoftUpdate(); lock.lock(); } return controller.analog_stick_state; } NpadGcTriggerState EmulatedController::GetTriggers() const { std::scoped_lock lock{mutex}; if (is_configuring) { return {}; } return controller.gc_trigger_state; } MotionState EmulatedController::GetMotions() const { std::unique_lock lock{mutex}; // Some drivers like mouse motion need constant refreshing if (force_update_motion) { for (auto& device : motion_devices) { if (!device) { continue; } lock.unlock(); device->ForceUpdate(); lock.lock(); } } return controller.motion_state; } ControllerColors EmulatedController::GetColors() const { std::scoped_lock lock{mutex}; return controller.colors_state; } BatteryLevelState EmulatedController::GetBattery() const { std::scoped_lock lock{mutex}; return controller.battery_state; } const CameraState& EmulatedController::GetCamera() const { std::scoped_lock lock{mutex}; return controller.camera_state; } const NfcState& EmulatedController::GetNfc() const { std::scoped_lock lock{mutex}; return controller.nfc_state; } NpadColor EmulatedController::GetNpadColor(u32 color) { return { .r = static_cast((color >> 16) & 0xFF), .g = static_cast((color >> 8) & 0xFF), .b = static_cast(color & 0xFF), .a = 0xff, }; } void EmulatedController::TriggerOnChange(ControllerTriggerType type, bool is_npad_service_update) { std::scoped_lock lock{callback_mutex}; for (const auto& poller_pair : callback_list) { const ControllerUpdateCallback& poller = poller_pair.second; if (!is_npad_service_update && poller.is_npad_service) { continue; } if (poller.on_change) { poller.on_change(type); } } } int EmulatedController::SetCallback(ControllerUpdateCallback update_callback) { std::scoped_lock lock{callback_mutex}; callback_list.insert_or_assign(last_callback_key, std::move(update_callback)); return last_callback_key++; } void EmulatedController::DeleteCallback(int key) { std::scoped_lock lock{callback_mutex}; const auto& iterator = callback_list.find(key); if (iterator == callback_list.end()) { LOG_ERROR(Input, "Tried to delete non-existent callback {}", key); return; } callback_list.erase(iterator); } } // namespace Core::HID