Files
UnleashedRecomp-hedge-dev/UnleashedRecomp/hid/driver/sdl_hid.cpp
Skyth (Asilkan) c0897dd507 Options menu, achievements, and installer wizard. (#19)
* Implemented guest-to-host function pointers (WIP)

Co-Authored-By: Skyth (Asilkan) <19259897+blueskythlikesclouds@users.noreply.github.com>

* function: support more types for function pointers

* Initial options menu implementation.

* Improve options menu visuals.

* Draw fade on borders, center tabs better.

* Adjust line sizes, fix tab text centering.

* Adjust padding & text sizes.

* Fix bar dark gradient effect.

* api: ported BlueBlur headers and misc. research

* Fix config name padding not getting scaled at different resolutions.

* config: use string_view, added method to get value pointer

* config: use std::map for reverse enum template

* Draw config options manually instead of looping through them.

* config: implemented name and enum localisation

* config_detail: move implementation to cpp, relocate sources

* Implemented accessing options menu via pause and title screen

* config: replace MSAA with AntiAliasing enum

* options_menu: implemented info panel and text marquee (see TODOs)

* Draw selection triangles.

* Supersample fonts to 2K.

* Implement options menu navigation.

* Fix duplicate triangles when selecting options.

* Draw scroll bar.

* Adjust scroll bar padding.

* Further scroll bar padding adjustments.

* Draw outer container as an outline.

* Improve marquee text scrolling.

* CTitleMenu: fix options menu re-entering on A press whilst visible

* Make procedural grid pattern more accurate.

* Add enum & bool editing.

* Update English localisation

* Fix input state mapping.

* options_menu: hide menu on Y hold

* CHudPause: fix crash when opening options menu from village/lab

* Implement float slider.

* options_menu: round res scale description resolution

* options_menu: use config callbacks after setting items

* api: fix GameObject layout

* camera_patches: implemented camera X/Y invert

* options_menu: fix buffered A press selecting first option upon entry

* config_locale: update description for Battle Music

* config: added Allow Background Input option

* options_menu: move ATOC option below Anti-Aliasing

* options_menu: only draw header/footer fade in stages

* Handle real-time modifications of some video config values.

* Converge increments only when holding the left/right button.

* Add sound effects to options menu.

* Change some sounds used in options menu.

* Give the final decide sound to bool toggling.

* Add option select animation.

* options_menu: only play slider sound between min/max range

* Apply category select animation.

* config: rename Controls category to Input

* Implement intro transition animation for options menu.

* audio_patches: implemented music volume

* Implement FPS slider.

* Prevent ImGui from displaying OS cursor.

* Fade container brackets during intro transition.

* player_patches: added penalty to Unleash Cancel

* config_locale: update English localisation

* player_patches: ensure Unleash gauge penalty doesn't dip into negatives

* options_menu: fix being unable to press A at least once after opening the menu

* CTitleMenu: added open/close sounds to the options menu

* audio_patches: implemented Music and SE volume

* api: update research

* Implemented music volume attenuation for Windows 10+

* api: fix score offset

* Add an interval between consecutive playbacks of the slider sound effect in fastIncrement mode

* config: implemented enum descriptions

* options_menu: fit thumbnail rect to grid, remove menu hide input

* options_menu: fix description wrap width

* camera_patches: fix FOV at narrow aspect ratios

mobile gaming is back on the menu

* options_menu: implemented greyed out options and localisation

* options_menu: allow providing reasons for greyed out options

* audio_patches: check if Windows version is supported

* Update PowerRecomp submodule

* api: more research

* options_menu: forget selected item upon opening

* options_menu: restrict XButtonHoming to title and world map

* window: always hide mouse cursor

The options menu doesn't accept mouse input, so there's not really any point to showing the cursor at all.

* Animate category tab background  from the center.

* Fix clip rect in info panel not getting popped at all times.

* Expose texture loader in "video.h".

* config: use final names and descriptions, label options to be moved to exports

* options_menu: implemented Voice Language (and some misc. clean-up)

* Move Voice Language patch to resident_patches

* config: added Aspect Ratio option (to be implemented)

* options_menu: implemented Subtitles

* Remove triple buffering from options menu, turn it to an enum.

* window: hide mouse cursor on controller input for windowed mode

* window: show window dimensions on title bar when resizing window

* api: update research

* Accept functions directly in GuestToHostFunction & add memory range asserts.

* Add guest_stack_var, improve shared_ptr implementation.

* Handle float/double arguments properly in GuestToHostFunction.

* CHudPause_patches: allocate options strings on stack

* api: update research

* guest_stack_var: allow creation without constructing underlying type

* memory: make assertions lenient towards nullptr

* api: include guest_stack_var in SWA.inl

* audio_patches: don't worry about it

* Implemented achievement overlay (WIP)

* Implemented achievements menu (WIP)

* Clean-up, improved animation and layouts

* options_menu: fix naming convention

* achievements_overlay: implemented queue and hermite interpolation

* achievements_menu: implemented animations and improved navigation

* achievements_menu: improve animation accuracy

* achievements_menu: added timestamps

* achievement_data: added checksum and format verification

* achievement_menu: improved outro animation

* achievement_menu: added total unlocked achievements

* achievement_menu: update sprite animation

* Update resources submodule

* Add installer wizard.

* Skip drawing scanlines when height is 0.

* Tweak install screen to better match the original

* Added arrow circle to installer's header

* Move icon header generation to resources submodule

* Added missing animations and tweaked other ones for installer

* Improve detection for DLC only mode. Add template for message prompts.

* Add language picker.

* window: update icon resources

* Added file_to_c

* Fixes to conversion.

* Implemented message window

* achievement_menu: use selection cursor texture

* Update embedded resources

* Implemented message window

* Merge branch 'bin2c' into options-menu

* Update embedded resources

* Framework for max width for buttons.

* Update embedded resources

* Use textures for pause menu containers

* audio_patches: check if Windows major version is >=10

Just in case.

* installer_wizard: use integer outline for button text

* Added arrow circle spinning animation during installation screen

* achievement_menu: fix timestamp and scroll bar padding

* achievement_overlay: fix achievement name padding

* installer_wizard: fix arrow circle spinning animation misaligning

* Add Scale and Origin to ImGui shaders. Change text to be squashed.

* message_window: implemented mouse input

* installer_wizard: implemented message windows

* achievement_menu: start marquee before timestamp margin

* Fix message box flow.

* message_window: use pause container texture

* Add extra condition for starting the installer.

* message_window: only accept mouse click if option is selected

* Implemented safer way to check if the game is loaded

* Add queued update when using files pickers.

* installer_wizard: implement localisation

* installer_wizard: use enum for localisation

* message_window: fix visibility persisting after window closes

* Fix arrow circle animation and added pulse animation

* Come back check space.

* Implement ZSTD compression in file_to_c.

* Add fade-in/out to installation icons and sleep after hitting 100%

* Implement ImGui font atlas caching.

* Controller navigation.

* Implemented button guide

* CTitleStateMenu: fix start button opening old options menu

* Update resources submodule

* imgui_snapshot: check if game is loaded before accessing XDBF

* message_window: added button guide

* options_menu: increase button guide side margins

* video: disable imgui.ini creation

* Use IM_DELETE for deleting the existing font atlas.

* Remove redundant FlushViewport call.

* Fix ImGui callbacks leaking memory.

* Replace unique_ptr reference arguments with raw pointers.

* Specialize description for resolution scale by reference.

---------

Co-authored-by: Hyper <34012267+hyperbx@users.noreply.github.com>
Co-authored-by: PTKay <jp_moura99@outlook.com>
Co-authored-by: Dario <dariosamo@gmail.com>
2024-12-06 18:52:06 +03:00

252 lines
7.0 KiB
C++

#include <stdafx.h>
#include <SDL.h>
#include <user/config.h>
#include <hid/hid_detail.h>
#include <ui/window.h>
#define TRANSLATE_INPUT(S, X) SDL_GameControllerGetButton(controller, S) << FirstBitLow(X)
#define VIBRATION_TIMEOUT_MS 5000
class Controller
{
public:
SDL_GameController* controller{};
SDL_Joystick* joystick{};
SDL_JoystickID id{ -1 };
XAMINPUT_GAMEPAD state{};
XAMINPUT_VIBRATION vibration{ 0, 0 };
Controller() = default;
explicit Controller(int index) : Controller(SDL_GameControllerOpen(index)) {}
Controller(SDL_GameController* controller) : controller(controller)
{
if (!controller)
return;
joystick = SDL_GameControllerGetJoystick(controller);
id = SDL_JoystickInstanceID(joystick);
}
void Close()
{
if (!controller)
return;
SDL_GameControllerClose(controller);
controller = nullptr;
joystick = nullptr;
id = -1;
}
bool CanPoll()
{
return controller && (Window::s_isFocused || Config::AllowBackgroundInput);
}
void PollAxis()
{
if (!CanPoll())
return;
auto& pad = state;
pad.sThumbLX = SDL_GameControllerGetAxis(controller, SDL_CONTROLLER_AXIS_LEFTX);
pad.sThumbLY = ~SDL_GameControllerGetAxis(controller, SDL_CONTROLLER_AXIS_LEFTY);
pad.sThumbRX = SDL_GameControllerGetAxis(controller, SDL_CONTROLLER_AXIS_RIGHTX);
pad.sThumbRY = ~SDL_GameControllerGetAxis(controller, SDL_CONTROLLER_AXIS_RIGHTY);
pad.bLeftTrigger = SDL_GameControllerGetAxis(controller, SDL_CONTROLLER_AXIS_TRIGGERLEFT) >> 7;
pad.bRightTrigger = SDL_GameControllerGetAxis(controller, SDL_CONTROLLER_AXIS_TRIGGERRIGHT) >> 7;
}
void Poll()
{
if (!CanPoll())
return;
auto& pad = state;
pad.wButtons = 0;
pad.wButtons |= TRANSLATE_INPUT(SDL_CONTROLLER_BUTTON_DPAD_UP, XAMINPUT_GAMEPAD_DPAD_UP);
pad.wButtons |= TRANSLATE_INPUT(SDL_CONTROLLER_BUTTON_DPAD_DOWN, XAMINPUT_GAMEPAD_DPAD_DOWN);
pad.wButtons |= TRANSLATE_INPUT(SDL_CONTROLLER_BUTTON_DPAD_LEFT, XAMINPUT_GAMEPAD_DPAD_LEFT);
pad.wButtons |= TRANSLATE_INPUT(SDL_CONTROLLER_BUTTON_DPAD_RIGHT, XAMINPUT_GAMEPAD_DPAD_RIGHT);
pad.wButtons |= TRANSLATE_INPUT(SDL_CONTROLLER_BUTTON_START, XAMINPUT_GAMEPAD_START);
pad.wButtons |= TRANSLATE_INPUT(SDL_CONTROLLER_BUTTON_BACK, XAMINPUT_GAMEPAD_BACK);
pad.wButtons |= TRANSLATE_INPUT(SDL_CONTROLLER_BUTTON_LEFTSTICK, XAMINPUT_GAMEPAD_LEFT_THUMB);
pad.wButtons |= TRANSLATE_INPUT(SDL_CONTROLLER_BUTTON_RIGHTSTICK, XAMINPUT_GAMEPAD_RIGHT_THUMB);
pad.wButtons |= TRANSLATE_INPUT(SDL_CONTROLLER_BUTTON_LEFTSHOULDER, XAMINPUT_GAMEPAD_LEFT_SHOULDER);
pad.wButtons |= TRANSLATE_INPUT(SDL_CONTROLLER_BUTTON_RIGHTSHOULDER, XAMINPUT_GAMEPAD_RIGHT_SHOULDER);
pad.wButtons |= TRANSLATE_INPUT(SDL_CONTROLLER_BUTTON_A, XAMINPUT_GAMEPAD_A);
pad.wButtons |= TRANSLATE_INPUT(SDL_CONTROLLER_BUTTON_B, XAMINPUT_GAMEPAD_B);
pad.wButtons |= TRANSLATE_INPUT(SDL_CONTROLLER_BUTTON_X, XAMINPUT_GAMEPAD_X);
pad.wButtons |= TRANSLATE_INPUT(SDL_CONTROLLER_BUTTON_Y, XAMINPUT_GAMEPAD_Y);
}
void SetVibration(const XAMINPUT_VIBRATION& vibration)
{
if (!CanPoll())
return;
this->vibration = vibration;
SDL_GameControllerRumble(controller, vibration.wLeftMotorSpeed * 256, vibration.wRightMotorSpeed * 256, VIBRATION_TIMEOUT_MS);
}
};
std::array<Controller, 4> g_controllers;
inline Controller* EnsureController(DWORD dwUserIndex)
{
if (!g_controllers[dwUserIndex].controller)
return nullptr;
return &g_controllers[dwUserIndex];
}
inline size_t FindFreeController()
{
for (size_t i = 0; i < g_controllers.size(); i++)
{
if (!g_controllers[i].controller)
return i;
}
return -1;
}
inline Controller* FindController(int which)
{
for (auto& controller : g_controllers)
{
if (controller.id == which)
return &controller;
}
return nullptr;
}
int HID_OnSDLEvent(void*, SDL_Event* event)
{
if (event->type >= SDL_CONTROLLERAXISMOTION && event->type < SDL_FINGERDOWN)
{
if (event->type == SDL_CONTROLLERDEVICEADDED)
{
const auto freeIndex = FindFreeController();
if (freeIndex != -1)
g_controllers[freeIndex] = Controller(event->cdevice.which);
}
if (event->type == SDL_CONTROLLERDEVICEREMOVED)
{
auto* controller = FindController(event->cdevice.which);
if (controller)
controller->Close();
}
else if (event->type == SDL_CONTROLLERBUTTONDOWN || event->type == SDL_CONTROLLERBUTTONUP || event->type == SDL_CONTROLLERAXISMOTION)
{
auto* controller = FindController(event->cdevice.which);
if (controller)
{
if (event->type == SDL_CONTROLLERAXISMOTION)
{
controller->PollAxis();
}
else
{
controller->Poll();
}
}
}
}
return 0;
}
void hid::detail::Init()
{
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS3, "1");
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS4, "1");
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS5, "1");
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_WII, "1");
SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "1");
SDL_SetHint(SDL_HINT_XINPUT_ENABLED, "1");
SDL_InitSubSystem(SDL_INIT_EVENTS);
SDL_AddEventWatch(HID_OnSDLEvent, nullptr);
SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER);
}
uint32_t hid::detail::GetState(uint32_t dwUserIndex, XAMINPUT_STATE* pState)
{
static DWORD packet;
if (!pState)
return ERROR_BAD_ARGUMENTS;
memset(pState, 0, sizeof(*pState));
pState->dwPacketNumber = packet++;
SDL_JoystickUpdate();
if (!EnsureController(dwUserIndex))
return ERROR_DEVICE_NOT_CONNECTED;
pState->Gamepad = g_controllers[dwUserIndex].state;
return ERROR_SUCCESS;
}
uint32_t hid::detail::SetState(uint32_t dwUserIndex, XAMINPUT_VIBRATION* pVibration)
{
if (!pVibration)
return ERROR_BAD_ARGUMENTS;
SDL_JoystickUpdate();
auto* controller = EnsureController(dwUserIndex);
if (!controller)
return ERROR_DEVICE_NOT_CONNECTED;
controller->SetVibration(*pVibration);
return ERROR_SUCCESS;
}
uint32_t hid::detail::GetCapabilities(uint32_t dwUserIndex, XAMINPUT_CAPABILITIES* pCaps)
{
if (!pCaps)
return ERROR_BAD_ARGUMENTS;
SDL_JoystickUpdate();
auto* controller = EnsureController(dwUserIndex);
if (!controller)
return ERROR_DEVICE_NOT_CONNECTED;
memset(pCaps, 0, sizeof(*pCaps));
pCaps->Type = XAMINPUT_DEVTYPE_GAMEPAD;
pCaps->SubType = XAMINPUT_DEVSUBTYPE_GAMEPAD; // TODO: other types?
pCaps->Flags = 0;
pCaps->Gamepad = controller->state;
pCaps->Vibration = controller->vibration;
return ERROR_SUCCESS;
}