/** ****************************************************************************** * Xenia : Xbox 360 Emulator Research Project * ****************************************************************************** * Copyright 2020 Ben Vanik. All rights reserved. * * Released under the BSD license - see LICENSE in the root for more details. * ****************************************************************************** * * @modified Tom Clay, 2026 - Adapted for ReXGlue runtime */ #pragma once #include #include #include #include #include #include #include #define HID_SDL_USER_COUNT 4 #define HID_SDL_THUMB_THRES 0x4E00 #define HID_SDL_TRIGG_THRES 0x1F #define HID_SDL_REPEAT_DELAY 400 #define HID_SDL_REPEAT_RATE 100 namespace rex::input::sdl { class SDLInputDriver final : public InputDriver, public rex::ui::WindowListener { public: explicit SDLInputDriver(rex::ui::Window* window, size_t window_z_order); ~SDLInputDriver() override; X_STATUS Setup() override; X_RESULT GetCapabilities(uint32_t user_index, uint32_t flags, X_INPUT_CAPABILITIES* out_caps) override; X_RESULT GetState(uint32_t user_index, X_INPUT_STATE* out_state) override; X_RESULT GetStateUi(uint32_t user_index, X_INPUT_STATE* out_state) override; X_RESULT SetState(uint32_t user_index, X_INPUT_VIBRATION* vibration) override; X_RESULT GetKeystroke(uint32_t user_index, uint32_t flags, X_INPUT_KEYSTROKE* out_keystroke) override; void OnWindowAvailable(rex::ui::Window* window) override; private: struct ControllerState { SDL_Gamepad* sdl; X_INPUT_CAPABILITIES caps; X_INPUT_STATE state; bool state_changed; bool is_active; }; enum class RepeatState { Idle, // no buttons pressed or repeating has ended Waiting, // a button is held and the delay is awaited Repeating, // actively repeating at a rate }; struct KeystrokeState { uint64_t buttons; RepeatState repeat_state; // the button number that was pressed last: uint8_t repeat_butt_idx; // the last time (ms) a down (and/or repeat) event for that button was send: uint32_t repeat_time; }; // WindowListener void OnClosing(rex::ui::UIEvent& e) override; void OnLostFocus(rex::ui::UISetupEvent& e) override; void OnGotFocus(rex::ui::UISetupEvent& e) override; void HandleEvent(const SDL_Event& event); std::unique_lock DrainAndLock(); void ProcessEventLocked(const SDL_Event& event); void StopRumbleLocked(ControllerState& state); void OnControllerDeviceAddedLocked(const SDL_Event& event); void OnControllerDeviceRemovedLocked(const SDL_Event& event); void OnControllerDeviceAxisMotionLocked(const SDL_Event& event); void OnControllerDeviceButtonChangedLocked(const SDL_Event& event); inline uint64_t AnalogToKeyfield(const X_INPUT_GAMEPAD& gamepad) const; std::optional GetControllerIndexFromInstanceID(SDL_JoystickID instance_id); ControllerState* GetControllerState(uint32_t user_index); bool TestSDLVersion() const; void UpdateXCapabilities(ControllerState& state); void QueueControllerUpdate(); rex::ui::Window* attached_window_ = nullptr; bool sdl_events_initialized_; bool SDL_Gamepad_initialized_; std::atomic sdl_events_unflushed_; std::atomic sdl_pumpevents_queued_; std::array controllers_; std::mutex controllers_mutex_; std::mutex event_queue_mutex_; std::vector pending_events_; std::array keystroke_states_; }; } // namespace rex::input::sdl