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// SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include <algorithm>
#include "common/polyfill_ranges.h"
#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.right = {
.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;
}
Disconnect();
if (player.connected) {
Connect();
}
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();
LoadVirtualGamepadParams();
std::ranges::transform(button_params, button_devices.begin(), Common::Input::CreateInputDevice);
std::ranges::transform(stick_params, stick_devices.begin(), Common::Input::CreateInputDevice);
std::ranges::transform(motion_params, motion_devices.begin(), Common::Input::CreateInputDevice);
std::ranges::transform(trigger_params, trigger_devices.begin(),
Common::Input::CreateInputDevice);
std::ranges::transform(battery_params, battery_devices.begin(),
Common::Input::CreateInputDevice);
camera_devices = Common::Input::CreateInputDevice(camera_params);
nfc_devices = Common::Input::CreateInputDevice(nfc_params);
std::ranges::transform(output_params, output_devices.begin(),
Common::Input::CreateOutputDevice);
// Initialize TAS devices
std::ranges::transform(tas_button_params, tas_button_devices.begin(),
Common::Input::CreateInputDevice);
std::ranges::transform(tas_stick_params, tas_stick_devices.begin(),
Common::Input::CreateInputDevice);
// Initialize virtual gamepad devices
std::ranges::transform(virtual_button_params, virtual_button_devices.begin(),
Common::Input::CreateInputDevice);
std::ranges::transform(virtual_stick_params, virtual_stick_devices.begin(),
Common::Input::CreateInputDevice);
}
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<int>(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);
// set to optimal stick to avoid sanitizing the stick and tweaking the coordinates
// making sure they play back in the game as originally written down in the script file
tas_stick_params[Settings::NativeAnalog::LStick].Set("deadzone", 0.0f);
tas_stick_params[Settings::NativeAnalog::LStick].Set("range", 1.0f);
tas_stick_params[Settings::NativeAnalog::RStick].Set("deadzone", 0.0f);
tas_stick_params[Settings::NativeAnalog::RStick].Set("range", 1.0f);
}
void EmulatedController::LoadVirtualGamepadParams() {
const auto player_index = NpadIdTypeToIndex(npad_id_type);
Common::ParamPackage common_params{};
common_params.Set("engine", "virtual_gamepad");
common_params.Set("port", static_cast<int>(player_index));
for (auto& param : virtual_button_params) {
param = common_params;
}
for (auto& param : virtual_stick_params) {
param = common_params;
}
// TODO(german77): Replace this with an input profile or something better
virtual_button_params[Settings::NativeButton::A].Set("button", 0);
virtual_button_params[Settings::NativeButton::B].Set("button", 1);
virtual_button_params[Settings::NativeButton::X].Set("button", 2);
virtual_button_params[Settings::NativeButton::Y].Set("button", 3);
virtual_button_params[Settings::NativeButton::LStick].Set("button", 4);
virtual_button_params[Settings::NativeButton::RStick].Set("button", 5);
virtual_button_params[Settings::NativeButton::L].Set("button", 6);
virtual_button_params[Settings::NativeButton::R].Set("button", 7);
virtual_button_params[Settings::NativeButton::ZL].Set("button", 8);
virtual_button_params[Settings::NativeButton::ZR].Set("button", 9);
virtual_button_params[Settings::NativeButton::Plus].Set("button", 10);
virtual_button_params[Settings::NativeButton::Minus].Set("button", 11);
virtual_button_params[Settings::NativeButton::DLeft].Set("button", 12);
virtual_button_params[Settings::NativeButton::DUp].Set("button", 13);
virtual_button_params[Settings::NativeButton::DRight].Set("button", 14);
virtual_button_params[Settings::NativeButton::DDown].Set("button", 15);
virtual_button_params[Settings::NativeButton::SL].Set("button", 16);
virtual_button_params[Settings::NativeButton::SR].Set("button", 17);
virtual_button_params[Settings::NativeButton::Home].Set("button", 18);
virtual_button_params[Settings::NativeButton::Screenshot].Set("button", 19);
virtual_stick_params[Settings::NativeAnalog::LStick].Set("axis_x", 0);
virtual_stick_params[Settings::NativeAnalog::LStick].Set("axis_y", 1);
virtual_stick_params[Settings::NativeAnalog::RStick].Set("axis_x", 2);
virtual_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);
},
});
}
// Use a common UUID for Virtual Gamepad
static constexpr Common::UUID VIRTUAL_UUID = Common::UUID{
{0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x7, 0xFF, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0}};
// Register virtual devices. No need to force update
for (std::size_t index = 0; index < virtual_button_devices.size(); ++index) {
if (!virtual_button_devices[index]) {
continue;
}
virtual_button_devices[index]->SetCallback({
.on_change =
[this, index](const Common::Input::CallbackStatus& callback) {
SetButton(callback, index, VIRTUAL_UUID);
},
});
}
for (std::size_t index = 0; index < virtual_stick_devices.size(); ++index) {
if (!virtual_stick_devices[index]) {
continue;
}
virtual_stick_devices[index]->SetCallback({
.on_change =
[this, index](const Common::Input::CallbackStatus& callback) {
SetStick(callback, index, VIRTUAL_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();
}
for (auto& button : virtual_button_devices) {
button.reset();
}
for (auto& stick : virtual_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<Common::ParamPackage> EmulatedController::GetMappedDevices() const {
std::vector<Common::ParamPackage> devices;
for (const auto& param : button_params) {
if (!param.Has("engine")) {
continue;
}
const auto devices_it = std::find_if(
devices.begin(), devices.end(), [¶m](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;
}
auto& device = devices.emplace_back();
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));
}
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(), [¶m](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;
}
auto& device = devices.emplace_back();
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));
}
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<s32>(controller.stick_values[index].x.value * HID_JOYSTICK_MAX),
.y = static_cast<s32>(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<s32>(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<s32>(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<Core::IrSensor::ImageTransferProcessorFormat>(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<f32>(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::IsVibrationEnabled(std::size_t device_index) {
const auto player_index = NpadIdTypeToIndex(npad_id_type);
const auto& player = Settings::values.players.GetValue()[player_index];
if (!player.vibration_enabled) {
return false;
}
if (device_index >= output_devices.size()) {
return false;
}
if (!output_devices[device_index]) {
return false;
}
return output_devices[device_index]->IsVibrationEnabled();
}
bool EmulatedController::SetPollingMode(Common::Input::PollingMode polling_mode) {
LOG_INFO(Service_HID, "Set polling mode {}", polling_mode);
auto& output_device = output_devices[static_cast<std::size_t>(DeviceIndex::Right)];
auto& nfc_output_device = output_devices[3];
const auto virtual_nfc_result = nfc_output_device->SetPollingMode(polling_mode);
const auto mapped_nfc_result = output_device->SetPollingMode(polling_mode);
return virtual_nfc_result == Common::Input::PollingError::None ||
mapped_nfc_result == 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<std::size_t>(DeviceIndex::Right)];
auto& camera_output_device = output_devices[2];
if (right_output_device->SetCameraFormat(static_cast<Common::Input::CameraFormat>(
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<Common::Input::CameraFormat>(
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:
case NpadStyleIndex::Handheld:
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<u8>& 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.As<bool>();
case NpadStyleIndex::Handheld:
return supported_style_tag.handheld.As<bool>();
case NpadStyleIndex::JoyconDual:
return supported_style_tag.joycon_dual.As<bool>();
case NpadStyleIndex::JoyconLeft:
return supported_style_tag.joycon_left.As<bool>();
case NpadStyleIndex::JoyconRight:
return supported_style_tag.joycon_right.As<bool>();
case NpadStyleIndex::GameCube:
return supported_style_tag.gamecube.As<bool>();
case NpadStyleIndex::Pokeball:
return supported_style_tag.palma.As<bool>();
case NpadStyleIndex::NES:
return supported_style_tag.lark.As<bool>();
case NpadStyleIndex::SNES:
return supported_style_tag.lucia.As<bool>();
case NpadStyleIndex::N64:
return supported_style_tag.lagoon.As<bool>();
case NpadStyleIndex::SegaGenesis:
return supported_style_tag.lager.As<bool>();
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;
}
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<u8>((color >> 16) & 0xFF),
.g = static_cast<u8>((color >> 8) & 0xFF),
.b = static_cast<u8>(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
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