chore: make yuzu REUSE compliant
[REUSE] is a specification that aims at making file copyright
information consistent, so that it can be both human and machine
readable. It basically requires that all files have a header containing
copyright and licensing information. When this isn't possible, like
when dealing with binary assets, generated files or embedded third-party
dependencies, it is permitted to insert copyright information in the
`.reuse/dep5` file.
Oh, and it also requires that all the licenses used in the project are
present in the `LICENSES` folder, that's why the diff is so huge.
This can be done automatically with `reuse download --all`.
The `reuse` tool also contains a handy subcommand that analyzes the
project and tells whether or not the project is (still) compliant,
`reuse lint`.
Following REUSE has a few advantages over the current approach:
- Copyright information is easy to access for users / downstream
- Files like `dist/license.md` do not need to exist anymore, as
`.reuse/dep5` is used instead
- `reuse lint` makes it easy to ensure that copyright information of
files like binary assets / images is always accurate and up to date
To add copyright information of files that didn't have it I looked up
who committed what and when, for each file. As yuzu contributors do not
have to sign a CLA or similar I couldn't assume that copyright ownership
was of the "yuzu Emulator Project", so I used the name and/or email of
the commit author instead.
[REUSE]: https://reuse.software
Follow-up to 01cf05bc75b1e47beb08937439f3ed9339e7b254
2022-05-15 00:06:02 +00:00
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// SPDX-FileCopyrightText: 2018 Citra Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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2018-09-22 20:11:15 +00:00
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#pragma once
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2018-09-20 06:28:05 +00:00
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#include <atomic>
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2019-06-03 19:50:04 +00:00
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#include <mutex>
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2018-09-20 06:28:05 +00:00
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#include <thread>
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2019-06-03 19:50:04 +00:00
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#include <unordered_map>
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2021-05-16 03:48:37 +00:00
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#include <SDL.h>
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2019-06-03 19:50:04 +00:00
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#include "common/common_types.h"
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2022-05-23 16:33:34 +00:00
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#include "common/threadsafe_queue.h"
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2021-09-20 22:36:23 +00:00
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#include "input_common/input_engine.h"
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2018-09-22 20:11:15 +00:00
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union SDL_Event;
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using SDL_GameController = struct _SDL_GameController;
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2018-09-20 06:28:05 +00:00
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using SDL_Joystick = struct _SDL_Joystick;
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using SDL_JoystickID = s32;
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2018-09-22 20:11:15 +00:00
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2021-12-13 14:05:23 +00:00
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namespace InputCommon {
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class SDLJoystick;
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using ButtonBindings =
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std::array<std::pair<Settings::NativeButton::Values, SDL_GameControllerButton>, 18>;
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using ZButtonBindings =
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std::array<std::pair<Settings::NativeButton::Values, SDL_GameControllerAxis>, 2>;
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class SDLDriver : public InputEngine {
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public:
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/// Initializes and registers SDL device factories
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explicit SDLDriver(std::string input_engine_);
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2018-09-22 20:11:15 +00:00
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2019-03-18 15:26:13 +00:00
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/// Unregisters SDL device factories and shut them down.
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~SDLDriver() override;
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2018-09-22 20:11:15 +00:00
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2022-11-27 01:08:44 +00:00
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void PumpEvents() const;
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2018-09-20 06:28:05 +00:00
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/// Handle SDL_Events for joysticks from SDL_PollEvent
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void HandleGameControllerEvent(const SDL_Event& event);
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2018-09-22 20:11:15 +00:00
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2019-06-03 20:42:17 +00:00
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/// Get the nth joystick with the corresponding GUID
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2018-09-20 06:28:05 +00:00
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std::shared_ptr<SDLJoystick> GetSDLJoystickBySDLID(SDL_JoystickID sdl_id);
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2019-06-03 20:42:17 +00:00
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/**
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* Check how many identical joysticks (by guid) were connected before the one with sdl_id and so
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* tie it to a SDLJoystick with the same guid and that port
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*/
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2022-06-07 00:39:22 +00:00
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std::shared_ptr<SDLJoystick> GetSDLJoystickByGUID(const Common::UUID& guid, int port);
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std::shared_ptr<SDLJoystick> GetSDLJoystickByGUID(const std::string& guid, int port);
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2018-09-22 20:11:15 +00:00
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2021-09-20 22:36:23 +00:00
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std::vector<Common::ParamPackage> GetInputDevices() const override;
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2020-07-22 14:39:53 +00:00
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ButtonMapping GetButtonMappingForDevice(const Common::ParamPackage& params) override;
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AnalogMapping GetAnalogMappingForDevice(const Common::ParamPackage& params) override;
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2021-04-25 23:03:57 +00:00
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MotionMapping GetMotionMappingForDevice(const Common::ParamPackage& params) override;
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2021-11-21 20:12:01 +00:00
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Common::Input::ButtonNames GetUIName(const Common::ParamPackage& params) const override;
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std::string GetHatButtonName(u8 direction_value) const override;
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u8 GetHatButtonId(const std::string& direction_name) const override;
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2021-09-20 22:36:23 +00:00
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2022-03-04 17:47:13 +00:00
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bool IsStickInverted(const Common::ParamPackage& params) override;
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2022-12-26 17:11:01 +00:00
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Common::Input::DriverResult SetVibration(
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2021-12-13 14:09:03 +00:00
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const PadIdentifier& identifier, const Common::Input::VibrationStatus& vibration) override;
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2020-07-22 14:39:53 +00:00
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2022-10-21 05:23:12 +00:00
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bool IsVibrationEnabled(const PadIdentifier& identifier) override;
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2018-09-20 06:28:05 +00:00
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private:
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struct VibrationRequest {
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PadIdentifier identifier;
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Common::Input::VibrationStatus vibration;
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};
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2018-09-20 06:28:05 +00:00
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void InitJoystick(int joystick_index);
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void CloseJoystick(SDL_Joystick* sdl_joystick);
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2018-09-22 20:11:15 +00:00
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2018-09-20 06:28:05 +00:00
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/// Needs to be called before SDL_QuitSubSystem.
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void CloseJoysticks();
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2022-05-23 16:33:34 +00:00
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/// Takes all vibrations from the queue and sends the command to the controller
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void SendVibrations();
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2022-06-07 00:39:22 +00:00
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Common::ParamPackage BuildAnalogParamPackageForButton(int port, const Common::UUID& guid,
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s32 axis, float value = 0.1f) const;
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Common::ParamPackage BuildButtonParamPackageForButton(int port, const Common::UUID& guid,
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s32 button) const;
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2022-06-07 00:39:22 +00:00
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Common::ParamPackage BuildHatParamPackageForButton(int port, const Common::UUID& guid, s32 hat,
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u8 value) const;
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Common::ParamPackage BuildMotionParam(int port, const Common::UUID& guid) const;
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Common::ParamPackage BuildParamPackageForBinding(
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int port, const Common::UUID& guid, const SDL_GameControllerButtonBind& binding) const;
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Common::ParamPackage BuildParamPackageForAnalog(PadIdentifier identifier, int axis_x,
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int axis_y, float offset_x,
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float offset_y) const;
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2021-05-16 03:48:37 +00:00
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/// Returns the default button bindings list for generic controllers
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ButtonBindings GetDefaultButtonBinding() const;
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/// Returns the default button bindings list for nintendo controllers
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ButtonBindings GetNintendoButtonBinding(const std::shared_ptr<SDLJoystick>& joystick) const;
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/// Returns the button mappings from a single controller
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ButtonMapping GetSingleControllerMapping(const std::shared_ptr<SDLJoystick>& joystick,
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const ButtonBindings& switch_to_sdl_button,
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const ZButtonBindings& switch_to_sdl_axis) const;
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/// Returns the button mappings from two different controllers
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ButtonMapping GetDualControllerMapping(const std::shared_ptr<SDLJoystick>& joystick,
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const std::shared_ptr<SDLJoystick>& joystick2,
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const ButtonBindings& switch_to_sdl_button,
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const ZButtonBindings& switch_to_sdl_axis) const;
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/// Returns true if the button is on the left joycon
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bool IsButtonOnLeftSide(Settings::NativeButton::Values button) const;
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2021-03-28 00:07:59 +00:00
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2022-05-23 16:33:34 +00:00
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/// Queue of vibration request to controllers
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Common::SPSCQueue<VibrationRequest> vibration_queue;
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2018-09-20 06:28:05 +00:00
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/// Map of GUID of a list of corresponding virtual Joysticks
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std::unordered_map<Common::UUID, std::vector<std::shared_ptr<SDLJoystick>>> joystick_map;
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2018-09-20 06:28:05 +00:00
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std::mutex joystick_map_mutex;
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bool start_thread = false;
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std::atomic<bool> initialized = false;
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2022-06-26 22:49:14 +00:00
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std::thread vibration_thread;
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2018-09-20 06:28:05 +00:00
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};
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} // namespace InputCommon
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