Sdl backend (#670)

* [audio] added sdl audio backend and in-tree atrac9 decoder

* [input] replaced per-platform pad readers with sdl gamepad input

* [video] added sdl window and host display plumbing

* [gui] added host display options and per-game render settings

* [bink] synced host movie playback to the guest audio clock

* [cpu] hooked windows write faults into guest image tracking

* [perf] added guest and render profiling, reserved host cpu lanes

* [kernel] fixed stale pthread mutex handle alias

* [host] wired the sdl session, save-data paths and project references

* [audio] hoisted ajm trace stackalloc out of its loop

* [video] Add guest image sync setting

* [build] Strip native symbols

* reuse
This commit is contained in:
Berk
2026-07-28 03:33:26 +03:00
committed by GitHub
parent b4cc5f88ca
commit 2b6bd5a532
111 changed files with 9846 additions and 4479 deletions
+152 -214
View File
@@ -2,138 +2,135 @@
// SPDX-License-Identifier: GPL-2.0-or-later
using SharpEmu.HLE.Host;
using SharpEmu.HLE.Host.Posix;
using Silk.NET.Input;
namespace SharpEmu.Libs.Pad;
/// <summary>
/// Keyboard and gamepad state sampled from the presenter's window, feeding
/// the POSIX host input seam (macOS/Linux have no user32/XInput/raw-HID
/// readers). The presenter attaches the window's input context once the
/// window exists; input events arrive on the window thread and pad reads
/// happen on guest threads, so all state is guarded.
/// </summary>
/// <summary>Cross-platform input state supplied by the SDL game window.</summary>
public static class HostWindowInput
{
private static readonly object Gate = new();
private static readonly HashSet<Key> Pressed = new();
private static volatile bool _connected;
// Latest window-gamepad snapshot in the host seam's conventions.
private static readonly HashSet<int> PressedKeys = new();
private static bool _focused;
private static bool _gamepadConnected;
private static string? _gamepadName;
private static HostGamepadButtons _gamepadButtons;
private static byte _gamepadLeftX = 128;
private static byte _gamepadLeftY = 128;
private static byte _gamepadRightX = 128;
private static byte _gamepadRightY = 128;
private static byte _gamepadL2;
private static byte _gamepadR2;
private static HostGamepadState _gamepadState;
private static IHostGamepadOutput? _gamepadOutput;
private static readonly WindowInputSource Source = new();
/// <summary>True once a window keyboard is delivering events.</summary>
public static bool IsConnected => _connected;
public static void Attach(IInputContext input)
{
foreach (var keyboard in input.Keyboards)
{
keyboard.KeyDown += (_, key, _) =>
{
if (key == Key.F1)
{
VideoOut.PerfOverlay.Toggle();
}
lock (Gate)
{
Pressed.Add(key);
}
};
keyboard.KeyUp += (_, key, _) =>
{
lock (Gate)
{
Pressed.Remove(key);
}
};
}
if (input.Keyboards.Count > 0)
{
_connected = true;
}
foreach (var gamepad in input.Gamepads)
{
AttachGamepad(gamepad);
}
input.ConnectionChanged += (device, connected) =>
{
if (device is not IGamepad gamepad)
{
return;
}
if (connected)
{
AttachGamepad(gamepad);
return;
}
lock (Gate)
{
_gamepadConnected = false;
_gamepadName = null;
_gamepadButtons = HostGamepadButtons.None;
_gamepadLeftX = 128;
_gamepadLeftY = 128;
_gamepadRightX = 128;
_gamepadRightY = 128;
_gamepadL2 = 0;
_gamepadR2 = 0;
}
};
PosixHostInput.SetSource(new WindowInputSource());
}
public static bool IsKeyDown(Key key)
public static void Connect(IHostGamepadOutput? gamepadOutput = null)
{
lock (Gate)
{
return Pressed.Contains(key);
_focused = true;
_gamepadOutput = gamepadOutput;
PressedKeys.Clear();
}
HostWindowInputSource.Set(Source);
}
public static void Disconnect()
{
lock (Gate)
{
_focused = false;
_gamepadConnected = false;
_gamepadName = null;
_gamepadState = default;
_gamepadOutput = null;
PressedKeys.Clear();
}
HostWindowInputSource.Clear(Source);
}
public static void SetFocused(bool focused)
{
lock (Gate)
{
_focused = focused;
if (!focused)
{
PressedKeys.Clear();
}
}
}
private sealed class WindowInputSource : IPosixWindowInputSource
public static void SetKey(int virtualKey, bool down)
{
public bool HasKeyboardFocus => _connected;
lock (Gate)
{
if (down)
{
PressedKeys.Add(virtualKey);
}
else
{
PressedKeys.Remove(virtualKey);
}
}
}
public static void SetGamepad(string? name, HostGamepadState state)
{
lock (Gate)
{
_gamepadConnected = state.Connected;
_gamepadName = name;
_gamepadState = state;
}
}
public static void ClearGamepad()
{
lock (Gate)
{
_gamepadConnected = false;
_gamepadName = null;
_gamepadState = default;
}
}
internal static byte ToStickByte(short value)
{
var normalized = value + 32768;
return (byte)Math.Clamp((normalized * 255 + 32767) / 65535, 0, 255);
}
internal static byte ToTriggerByte(short value) =>
(byte)Math.Clamp(value * 255 / 32767, 0, 255);
private sealed class WindowInputSource : IHostWindowInputSource
{
public bool HasKeyboardFocus
{
get
{
lock (Gate)
{
return _focused;
}
}
}
public bool IsKeyDown(int virtualKey)
{
return TryMapVirtualKey(virtualKey, out var key) && HostWindowInput.IsKeyDown(key);
lock (Gate)
{
return PressedKeys.Contains(virtualKey);
}
}
public int GetGamepadStates(Span<HostGamepadState> destination)
{
lock (Gate)
{
if (!_gamepadConnected || destination.Length == 0)
if (!_gamepadConnected || destination.IsEmpty)
{
return 0;
}
destination[0] = new HostGamepadState(
Connected: true,
Buttons: _gamepadButtons,
LeftX: _gamepadLeftX,
LeftY: _gamepadLeftY,
RightX: _gamepadRightX,
RightY: _gamepadRightY,
LeftTrigger: _gamepadL2,
RightTrigger: _gamepadR2);
destination[0] = _gamepadState;
return 1;
}
}
@@ -142,139 +139,80 @@ public static class HostWindowInput
{
lock (Gate)
{
return _gamepadConnected ? _gamepadName ?? "GLFW gamepad" : null;
return _gamepadConnected ? _gamepadName ?? "SDL gamepad" : null;
}
}
}
private static bool TryMapVirtualKey(int vk, out Key key)
{
key = vk switch
public void SetRumble(byte largeMotor, byte smallMotor)
{
0x08 => Key.Backspace,
0x09 => Key.Tab,
0x0D => Key.Enter,
0x1B => Key.Escape,
0x25 => Key.Left,
0x26 => Key.Up,
0x27 => Key.Right,
0x28 => Key.Down,
>= 0x41 and <= 0x5A => Key.A + (vk - 0x41),
_ => Key.Unknown,
};
return key != Key.Unknown;
}
IHostGamepadOutput? output;
lock (Gate)
{
output = _gamepadOutput;
}
private static void AttachGamepad(IGamepad gamepad)
{
lock (Gate)
{
_gamepadConnected = true;
_gamepadName = gamepad.Name;
output?.SetRumble(largeMotor, smallMotor);
}
gamepad.ButtonDown += (_, button) =>
public void SetTriggerRumble(byte? leftTrigger, byte? rightTrigger)
{
var bit = MapButton(button.Name);
if (bit == HostGamepadButtons.None)
IHostGamepadOutput? output;
lock (Gate)
{
return;
output = _gamepadOutput;
}
output?.SetTriggerRumble(leftTrigger, rightTrigger);
}
public void SetAdaptiveTriggerEffect(
HostAdaptiveTriggerEffect? leftTrigger,
HostAdaptiveTriggerEffect? rightTrigger)
{
IHostGamepadOutput? output;
lock (Gate)
{
_gamepadButtons |= bit;
}
};
gamepad.ButtonUp += (_, button) =>
{
var bit = MapButton(button.Name);
if (bit == HostGamepadButtons.None)
{
return;
output = _gamepadOutput;
}
lock (Gate)
{
_gamepadButtons &= ~bit;
}
};
gamepad.ThumbstickMoved += (_, thumbstick) =>
output?.SetAdaptiveTriggerEffect(leftTrigger, rightTrigger);
}
public void SetLightbar(byte red, byte green, byte blue)
{
// Silk's GLFW backend reports sticks -1..1 with +Y pointing down,
// matching the seam's 0..255 down-growing convention after biasing.
var x = ToStickByte(thumbstick.X);
var y = ToStickByte(thumbstick.Y);
IHostGamepadOutput? output;
lock (Gate)
{
if (thumbstick.Index == 0)
{
_gamepadLeftX = x;
_gamepadLeftY = y;
}
else
{
_gamepadRightX = x;
_gamepadRightY = y;
}
output = _gamepadOutput;
}
};
gamepad.TriggerMoved += (_, trigger) =>
output?.SetLightbar(red, green, blue);
}
public void ResetLightbar()
{
// GLFW gamepad triggers rest at -1 and saturate at +1.
var value = (byte)Math.Clamp((int)((trigger.Position + 1.0f) * 0.5f * 255.0f), 0, 255);
IHostGamepadOutput? output;
lock (Gate)
{
if (trigger.Index == 0)
{
_gamepadL2 = value;
if (value > 64)
{
_gamepadButtons |= HostGamepadButtons.L2;
}
else
{
_gamepadButtons &= ~HostGamepadButtons.L2;
}
}
else
{
_gamepadR2 = value;
if (value > 64)
{
_gamepadButtons |= HostGamepadButtons.R2;
}
else
{
_gamepadButtons &= ~HostGamepadButtons.R2;
}
}
output = _gamepadOutput;
}
};
output?.ResetLightbar();
}
}
internal static byte ToStickByte(float value)
{
return (byte)Math.Clamp((int)MathF.Round((value + 1.0f) * 127.5f), 0, 255);
}
private static HostGamepadButtons MapButton(ButtonName name) => name switch
{
// GLFW reports the Xbox layout: A=Cross, B=Circle, X=Square, Y=Triangle.
ButtonName.A => HostGamepadButtons.Cross,
ButtonName.B => HostGamepadButtons.Circle,
ButtonName.X => HostGamepadButtons.Square,
ButtonName.Y => HostGamepadButtons.Triangle,
ButtonName.LeftBumper => HostGamepadButtons.L1,
ButtonName.RightBumper => HostGamepadButtons.R1,
ButtonName.Back => HostGamepadButtons.TouchPad,
ButtonName.Start => HostGamepadButtons.Options,
ButtonName.LeftStick => HostGamepadButtons.L3,
ButtonName.RightStick => HostGamepadButtons.R3,
ButtonName.DPadUp => HostGamepadButtons.Up,
ButtonName.DPadRight => HostGamepadButtons.Right,
ButtonName.DPadDown => HostGamepadButtons.Down,
ButtonName.DPadLeft => HostGamepadButtons.Left,
_ => HostGamepadButtons.None,
};
}
public interface IHostGamepadOutput
{
void SetRumble(byte largeMotor, byte smallMotor);
void SetTriggerRumble(byte? leftTrigger, byte? rightTrigger);
void SetAdaptiveTriggerEffect(
HostAdaptiveTriggerEffect? leftTrigger,
HostAdaptiveTriggerEffect? rightTrigger);
void SetLightbar(byte red, byte green, byte blue);
void ResetLightbar();
}
+220 -14
View File
@@ -37,6 +37,7 @@ public static class PadExports
private static PadState _cachedInputState;
private static bool _initialized;
private static int _motionSensorEnabled;
private static int _controlsAnnouncementLogged;
[SysAbiExport(
@@ -151,9 +152,13 @@ public static class PadExports
public static int PadSetMotionSensorState(CpuContext ctx)
{
var handle = unchecked((int)ctx[CpuRegister.Rdi]);
return IsPrimaryPadHandle(handle)
? ctx.SetReturn(0)
: ctx.SetReturn(OrbisPadErrorInvalidHandle);
if (!IsPrimaryPadHandle(handle))
{
return ctx.SetReturn(OrbisPadErrorInvalidHandle);
}
Volatile.Write(ref _motionSensorEnabled, ctx[CpuRegister.Rsi] != 0 ? 1 : 0);
return ctx.SetReturn(0);
}
[SysAbiExport(
@@ -362,24 +367,170 @@ public static class PadExports
}
var triggerMask = parameter[0];
HostPlatform.Current.Input.SetTriggerRumble(
(triggerMask & 0x01) != 0 ? DecodeTriggerVibration(parameter[8..64]) : null,
(triggerMask & 0x02) != 0 ? DecodeTriggerVibration(parameter[64..120]) : null);
HostPlatform.Current.Input.SetAdaptiveTriggerEffect(
(triggerMask & 0x01) != 0 ? DecodeTriggerEffect(parameter[8..64]) : null,
(triggerMask & 0x02) != 0 ? DecodeTriggerEffect(parameter[64..120]) : null);
return ctx.SetReturn((int)OrbisGen2Result.ORBIS_GEN2_OK);
}
private static byte DecodeTriggerVibration(ReadOnlySpan<byte> command)
private static HostAdaptiveTriggerEffect DecodeTriggerEffect(ReadOnlySpan<byte> command)
{
var mode = BinaryPrimitives.ReadUInt32LittleEndian(command);
var amplitude = mode switch
var parameters = command[8..];
Span<byte> native = stackalloc byte[11];
native.Clear();
byte fallbackStrength = 0;
switch (mode)
{
3 when command[10] != 0 => command[9],
6 when command[8] != 0 => command[9..19].ToArray().Max(),
_ => (byte)0,
};
return (byte)(Math.Min(amplitude, (byte)8) * 255 / 8);
case 1:
EncodeFeedback(native, parameters[0], parameters[1]);
fallbackStrength = ScaleTriggerStrength(parameters[1]);
break;
case 2:
EncodeWeapon(native, parameters[0], parameters[1], parameters[2]);
fallbackStrength = ScaleTriggerStrength(parameters[2]);
break;
case 3:
EncodeZonedEffect(native, 0x26, parameters[0], parameters[1], parameters[2]);
fallbackStrength = ScaleTriggerStrength(parameters[1]);
break;
case 4:
EncodeZonedStrengths(native, 0x21, parameters[..10], 0);
fallbackStrength = ScaleTriggerStrength(Max(parameters[..10]));
break;
case 5:
EncodeSlope(native, parameters[0], parameters[1], parameters[2], parameters[3]);
fallbackStrength = ScaleTriggerStrength(Math.Max(parameters[2], parameters[3]));
break;
case 6:
EncodeZonedStrengths(native, 0x26, parameters[1..11], parameters[0]);
fallbackStrength = parameters[0] == 0 ? (byte)0 : ScaleTriggerStrength(Max(parameters[1..11]));
break;
default:
native[0] = 0x05;
break;
}
return HostAdaptiveTriggerEffect.FromBytes(native, fallbackStrength);
}
private static void EncodeFeedback(Span<byte> destination, byte position, byte strength)
{
if (position > 9 || strength is 0 or > 8)
{
destination[0] = 0x05;
return;
}
Span<byte> strengths = stackalloc byte[10];
strengths[position..].Fill(strength);
EncodeZonedStrengths(destination, 0x21, strengths, 0);
}
private static void EncodeWeapon(Span<byte> destination, byte start, byte end, byte strength)
{
if (start is < 2 or > 7 || end <= start || end > 8 || strength is 0 or > 8)
{
destination[0] = 0x05;
return;
}
var zones = (ushort)((1 << start) | (1 << end));
destination[0] = 0x25;
BinaryPrimitives.WriteUInt16LittleEndian(destination[1..], zones);
destination[3] = (byte)(strength - 1);
}
private static void EncodeZonedEffect(
Span<byte> destination,
byte nativeMode,
byte position,
byte strength,
byte frequency)
{
if (position > 9 || strength is 0 or > 8 || frequency == 0)
{
destination[0] = 0x05;
return;
}
Span<byte> strengths = stackalloc byte[10];
strengths[position..].Fill(strength);
EncodeZonedStrengths(destination, nativeMode, strengths, frequency);
}
private static void EncodeSlope(
Span<byte> destination,
byte startPosition,
byte endPosition,
byte startStrength,
byte endStrength)
{
if (startPosition > 8 || endPosition <= startPosition || endPosition > 9 ||
startStrength is 0 or > 8 || endStrength is 0 or > 8)
{
destination[0] = 0x05;
return;
}
Span<byte> strengths = stackalloc byte[10];
var distance = endPosition - startPosition;
for (var index = startPosition; index < strengths.Length; index++)
{
strengths[index] = index <= endPosition
? (byte)Math.Round(startStrength + ((endStrength - startStrength) * (index - startPosition) / (double)distance))
: endStrength;
}
EncodeZonedStrengths(destination, 0x21, strengths, 0);
}
private static void EncodeZonedStrengths(
Span<byte> destination,
byte nativeMode,
ReadOnlySpan<byte> strengths,
byte frequency)
{
ushort activeZones = 0;
uint packedStrengths = 0;
for (var index = 0; index < Math.Min(strengths.Length, 10); index++)
{
var strength = strengths[index];
if (strength is 0 or > 8)
{
continue;
}
activeZones |= (ushort)(1 << index);
packedStrengths |= (uint)(strength - 1) << (index * 3);
}
if (activeZones == 0 || (nativeMode == 0x26 && frequency == 0))
{
destination[0] = 0x05;
return;
}
destination[0] = nativeMode;
BinaryPrimitives.WriteUInt16LittleEndian(destination[1..], activeZones);
BinaryPrimitives.WriteUInt32LittleEndian(destination[3..], packedStrengths);
destination[9] = frequency;
}
private static byte Max(ReadOnlySpan<byte> values)
{
byte result = 0;
foreach (var value in values)
{
result = Math.Max(result, value);
}
return result;
}
private static byte ScaleTriggerStrength(byte strength) =>
(byte)(Math.Min(strength, (byte)8) * 255 / 8);
[SysAbiExport(
Nid = "yFVnOdGxvZY",
ExportName = "scePadSetVibration",
@@ -478,6 +629,17 @@ public static class PadExports
data[0x08] = l2;
data[0x09] = r2;
BinaryPrimitives.WriteSingleLittleEndian(data[0x18..], 1.0f);
if (Volatile.Read(ref _motionSensorEnabled) != 0 && input.Motion.Available)
{
BinaryPrimitives.WriteSingleLittleEndian(data[0x1C..], input.Motion.AccelerationX);
BinaryPrimitives.WriteSingleLittleEndian(data[0x20..], input.Motion.AccelerationY);
BinaryPrimitives.WriteSingleLittleEndian(data[0x24..], input.Motion.AccelerationZ);
BinaryPrimitives.WriteSingleLittleEndian(data[0x28..], input.Motion.AngularVelocityX);
BinaryPrimitives.WriteSingleLittleEndian(data[0x2C..], input.Motion.AngularVelocityY);
BinaryPrimitives.WriteSingleLittleEndian(data[0x30..], input.Motion.AngularVelocityZ);
}
WriteTouchData(data, input.Touch);
data[0x4C] = 1;
var timestampTicks = Stopwatch.GetTimestamp();
var timestampMicroseconds =
@@ -508,6 +670,10 @@ public static class PadExports
var rightY = acceptsKeyboardInput ? ReadAnalogStick(input.IsKeyDown(0x49), input.IsKeyDown(0x4B)) : (byte)128;
var l2 = acceptsKeyboardInput && input.IsKeyDown(0x52) ? (byte)255 : (byte)0;
var r2 = acceptsKeyboardInput && input.IsKeyDown(0x46) ? (byte)255 : (byte)0;
var gamepadType = HostGamepadType.Generic;
var connection = HostGamepadConnection.Unknown;
var motion = default(HostMotionState);
var touch = default(HostTouchState);
Span<HostGamepadState> gamepads = stackalloc HostGamepadState[2];
var gamepadCount = input.GetGamepadStates(gamepads);
@@ -523,6 +689,13 @@ public static class PadExports
rightY = MergeAxis(pad.RightY, rightY);
l2 = Math.Max(l2, pad.LeftTrigger);
r2 = Math.Max(r2, pad.RightTrigger);
if (index == 0)
{
gamepadType = pad.Type;
connection = pad.Connection;
motion = pad.Motion;
touch = pad.Touch;
}
}
if (IsAutoCrossActive())
@@ -538,7 +711,11 @@ public static class PadExports
RightX: rightX,
RightY: rightY,
L2: l2,
R2: r2);
R2: r2,
Type: gamepadType,
Connection: connection,
Motion: motion,
Touch: touch);
_lastInputSampleTicks = now;
return _cachedInputState;
}
@@ -592,6 +769,7 @@ public static class PadExports
private static uint ToOrbisButtons(HostGamepadButtons buttons)
{
uint result = 0;
if ((buttons & HostGamepadButtons.Create) != 0) result |= OrbisPadButton.Share;
if ((buttons & HostGamepadButtons.Up) != 0) result |= OrbisPadButton.Up;
if ((buttons & HostGamepadButtons.Down) != 0) result |= OrbisPadButton.Down;
if ((buttons & HostGamepadButtons.Left) != 0) result |= OrbisPadButton.Left;
@@ -611,6 +789,34 @@ public static class PadExports
return result;
}
private static void WriteTouchData(Span<byte> data, HostTouchState touch)
{
Span<HostTouchPoint> active = stackalloc HostTouchPoint[2];
var count = 0;
if (touch.First.Active)
{
active[count++] = touch.First;
}
if (touch.Second.Active)
{
active[count++] = touch.Second;
}
data[0x34] = (byte)count;
for (var index = 0; index < count; index++)
{
var offset = 0x3C + (index * 8);
var point = active[index];
BinaryPrimitives.WriteUInt16LittleEndian(
data[offset..],
(ushort)Math.Round(Math.Clamp(point.X, 0, 1) * 1919));
BinaryPrimitives.WriteUInt16LittleEndian(
data[(offset + 2)..],
(ushort)Math.Round(Math.Clamp(point.Y, 0, 1) * 942));
data[offset + 4] = point.Id;
}
}
private static uint ReadKeyboardButtons(IHostInput input)
{
uint buttons = 0;
+8 -1
View File
@@ -1,6 +1,8 @@
// Copyright (C) 2026 SharpEmu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
using SharpEmu.HLE.Host;
namespace SharpEmu.Libs.Pad;
/// <summary>
@@ -16,11 +18,16 @@ internal readonly record struct PadState(
byte RightX,
byte RightY,
byte L2,
byte R2);
byte R2,
HostGamepadType Type = HostGamepadType.Generic,
HostGamepadConnection Connection = HostGamepadConnection.Unknown,
HostMotionState Motion = default,
HostTouchState Touch = default);
/// <summary>SCE_PAD_BUTTON bit values.</summary>
internal static class OrbisPadButton
{
internal const uint Share = 0x0001;
internal const uint L3 = 0x0002;
internal const uint R3 = 0x0004;
internal const uint Options = 0x0008;
@@ -0,0 +1,121 @@
// Copyright (C) 2026 SharpEmu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
using SharpEmu.HLE.Host;
using SDL;
using static SDL.SDL3;
namespace SharpEmu.Libs.Pad;
internal static unsafe class SdlGamepadStateReader
{
public static void EnableSonyHidApi()
{
fixed (byte* enabled = "1"u8)
fixed (byte* ps4 = SDL_HINT_JOYSTICK_HIDAPI_PS4)
fixed (byte* ps5 = SDL_HINT_JOYSTICK_HIDAPI_PS5)
{
SDL_SetHint(ps4, enabled);
SDL_SetHint(ps5, enabled);
}
}
public static SDL_Gamepad* OpenPreferredGamepad()
{
using var gamepads = SDL_GetGamepads();
if (gamepads is null || gamepads.Count == 0)
{
return null;
}
var selected = gamepads[0];
for (var index = 0; index < gamepads.Count; index++)
{
var type = SDL_GetRealGamepadTypeForID(gamepads[index]);
if (type is SDL_GamepadType.SDL_GAMEPAD_TYPE_PS5 or SDL_GamepadType.SDL_GAMEPAD_TYPE_PS4)
{
selected = gamepads[index];
break;
}
}
return SDL_OpenGamepad(selected);
}
public static HostGamepadState Read(SDL_Gamepad* gamepad)
{
var buttons = HostGamepadButtons.None;
AddButton(gamepad, SDL_GamepadButton.SDL_GAMEPAD_BUTTON_SOUTH, HostGamepadButtons.Cross, ref buttons);
AddButton(gamepad, SDL_GamepadButton.SDL_GAMEPAD_BUTTON_EAST, HostGamepadButtons.Circle, ref buttons);
AddButton(gamepad, SDL_GamepadButton.SDL_GAMEPAD_BUTTON_WEST, HostGamepadButtons.Square, ref buttons);
AddButton(gamepad, SDL_GamepadButton.SDL_GAMEPAD_BUTTON_NORTH, HostGamepadButtons.Triangle, ref buttons);
AddButton(gamepad, SDL_GamepadButton.SDL_GAMEPAD_BUTTON_LEFT_SHOULDER, HostGamepadButtons.L1, ref buttons);
AddButton(gamepad, SDL_GamepadButton.SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER, HostGamepadButtons.R1, ref buttons);
AddButton(gamepad, SDL_GamepadButton.SDL_GAMEPAD_BUTTON_LEFT_STICK, HostGamepadButtons.L3, ref buttons);
AddButton(gamepad, SDL_GamepadButton.SDL_GAMEPAD_BUTTON_RIGHT_STICK, HostGamepadButtons.R3, ref buttons);
AddButton(gamepad, SDL_GamepadButton.SDL_GAMEPAD_BUTTON_BACK, HostGamepadButtons.Create, ref buttons);
AddButton(gamepad, SDL_GamepadButton.SDL_GAMEPAD_BUTTON_GUIDE, HostGamepadButtons.Ps, ref buttons);
AddButton(gamepad, SDL_GamepadButton.SDL_GAMEPAD_BUTTON_START, HostGamepadButtons.Options, ref buttons);
AddButton(gamepad, SDL_GamepadButton.SDL_GAMEPAD_BUTTON_MISC1, HostGamepadButtons.Mic, ref buttons);
AddButton(gamepad, SDL_GamepadButton.SDL_GAMEPAD_BUTTON_TOUCHPAD, HostGamepadButtons.TouchPad, ref buttons);
AddButton(gamepad, SDL_GamepadButton.SDL_GAMEPAD_BUTTON_DPAD_UP, HostGamepadButtons.Up, ref buttons);
AddButton(gamepad, SDL_GamepadButton.SDL_GAMEPAD_BUTTON_DPAD_RIGHT, HostGamepadButtons.Right, ref buttons);
AddButton(gamepad, SDL_GamepadButton.SDL_GAMEPAD_BUTTON_DPAD_DOWN, HostGamepadButtons.Down, ref buttons);
AddButton(gamepad, SDL_GamepadButton.SDL_GAMEPAD_BUTTON_DPAD_LEFT, HostGamepadButtons.Left, ref buttons);
var leftTrigger = HostWindowInput.ToTriggerByte(
SDL_GetGamepadAxis(gamepad, SDL_GamepadAxis.SDL_GAMEPAD_AXIS_LEFT_TRIGGER));
var rightTrigger = HostWindowInput.ToTriggerByte(
SDL_GetGamepadAxis(gamepad, SDL_GamepadAxis.SDL_GAMEPAD_AXIS_RIGHT_TRIGGER));
if (leftTrigger > 64)
{
buttons |= HostGamepadButtons.L2;
}
if (rightTrigger > 64)
{
buttons |= HostGamepadButtons.R2;
}
var battery = 0;
SDL_GetGamepadPowerInfo(gamepad, &battery);
return new HostGamepadState(
Connected: true,
Buttons: buttons,
LeftX: HostWindowInput.ToStickByte(SDL_GetGamepadAxis(gamepad, SDL_GamepadAxis.SDL_GAMEPAD_AXIS_LEFTX)),
LeftY: HostWindowInput.ToStickByte(SDL_GetGamepadAxis(gamepad, SDL_GamepadAxis.SDL_GAMEPAD_AXIS_LEFTY)),
RightX: HostWindowInput.ToStickByte(SDL_GetGamepadAxis(gamepad, SDL_GamepadAxis.SDL_GAMEPAD_AXIS_RIGHTX)),
RightY: HostWindowInput.ToStickByte(SDL_GetGamepadAxis(gamepad, SDL_GamepadAxis.SDL_GAMEPAD_AXIS_RIGHTY)),
LeftTrigger: leftTrigger,
RightTrigger: rightTrigger,
Type: MapGamepadType(SDL_GetRealGamepadType(gamepad)),
Connection: GetConnection(gamepad),
BatteryPercent: (byte)Math.Clamp(battery, 0, 100));
}
public static HostGamepadType MapGamepadType(SDL_GamepadType type) => type switch
{
SDL_GamepadType.SDL_GAMEPAD_TYPE_PS4 => HostGamepadType.DualShock4,
SDL_GamepadType.SDL_GAMEPAD_TYPE_PS5 => HostGamepadType.DualSense,
_ => HostGamepadType.Generic,
};
public static HostGamepadConnection GetConnection(SDL_Gamepad* gamepad) =>
SDL_GetGamepadConnectionState(gamepad) switch
{
SDL_JoystickConnectionState.SDL_JOYSTICK_CONNECTION_WIRED => HostGamepadConnection.Wired,
SDL_JoystickConnectionState.SDL_JOYSTICK_CONNECTION_WIRELESS => HostGamepadConnection.Wireless,
_ => HostGamepadConnection.Unknown,
};
private static void AddButton(
SDL_Gamepad* gamepad,
SDL_GamepadButton source,
HostGamepadButtons target,
ref HostGamepadButtons buttons)
{
if (SDL_GetGamepadButton(gamepad, source))
{
buttons |= target;
}
}
}
@@ -0,0 +1,85 @@
// Copyright (C) 2026 SharpEmu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
using SharpEmu.HLE.Host;
using SDL;
using static SDL.SDL3;
namespace SharpEmu.Libs.Pad;
/// <summary>Cross-platform SDL gamepad polling for launcher navigation.</summary>
public static unsafe class SdlLauncherGamepad
{
private const SDL_InitFlags InitFlags = SDL_InitFlags.SDL_INIT_GAMEPAD;
private static SDL_Gamepad* _gamepad;
private static bool _initialized;
public static void EnsureStarted()
{
if (_initialized)
{
return;
}
SdlGamepadStateReader.EnableSonyHidApi();
if (!SDL_InitSubSystem(InitFlags))
{
Console.Error.WriteLine("[GUI][WARN] SDL gamepad initialization failed.");
return;
}
_initialized = true;
OpenFirstGamepad();
}
public static bool TryGetState(out HostGamepadState state)
{
state = default;
if (!_initialized)
{
return false;
}
SDL_UpdateGamepads();
if (_gamepad is not null && !SDL_GamepadConnected(_gamepad))
{
SDL_CloseGamepad(_gamepad);
_gamepad = null;
}
if (_gamepad is null)
{
OpenFirstGamepad();
}
if (_gamepad is null)
{
return false;
}
state = SdlGamepadStateReader.Read(_gamepad);
return true;
}
public static void Shutdown()
{
if (!_initialized)
{
return;
}
if (_gamepad is not null)
{
SDL_CloseGamepad(_gamepad);
_gamepad = null;
}
SDL_QuitSubSystem(InitFlags);
_initialized = false;
}
private static void OpenFirstGamepad()
{
_gamepad = SdlGamepadStateReader.OpenPreferredGamepad();
}
}