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

This commit is contained in:
ParantezTech
2026-07-28 01:05:42 +03:00
parent 8987fc396e
commit 5181df82c8
18 changed files with 929 additions and 1564 deletions
+90 -1
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@@ -28,8 +28,44 @@ public enum HostGamepadButtons : uint
R3 = 1 << 13, R3 = 1 << 13,
Options = 1 << 14, Options = 1 << 14,
TouchPad = 1 << 15, TouchPad = 1 << 15,
Create = 1 << 16,
Ps = 1 << 17,
Mic = 1 << 18,
} }
public enum HostGamepadType : byte
{
Generic,
DualShock4,
DualSense,
}
public enum HostGamepadConnection : byte
{
Unknown,
Wired,
Wireless,
}
public readonly record struct HostMotionState(
bool Available,
float AccelerationX,
float AccelerationY,
float AccelerationZ,
float AngularVelocityX,
float AngularVelocityY,
float AngularVelocityZ);
public readonly record struct HostTouchPoint(
bool Active,
byte Id,
float X,
float Y);
public readonly record struct HostTouchState(
HostTouchPoint First,
HostTouchPoint Second);
/// <summary> /// <summary>
/// Snapshot of one host gamepad: sticks are 0..255 with 128 centered and Y growing /// Snapshot of one host gamepad: sticks are 0..255 with 128 centered and Y growing
/// downward; triggers 0..255. Unmanaged on purpose so per-frame polls can stackalloc /// downward; triggers 0..255. Unmanaged on purpose so per-frame polls can stackalloc
@@ -43,4 +79,57 @@ public readonly record struct HostGamepadState(
byte RightX, byte RightX,
byte RightY, byte RightY,
byte LeftTrigger, byte LeftTrigger,
byte RightTrigger); byte RightTrigger,
HostGamepadType Type = HostGamepadType.Generic,
HostGamepadConnection Connection = HostGamepadConnection.Unknown,
HostMotionState Motion = default,
HostTouchState Touch = default,
byte BatteryPercent = 0);
/// <summary>A complete 11-byte DualSense adaptive-trigger command.</summary>
public readonly record struct HostAdaptiveTriggerEffect(
byte B0,
byte B1,
byte B2,
byte B3,
byte B4,
byte B5,
byte B6,
byte B7,
byte B8,
byte B9,
byte B10,
byte FallbackStrength = 0)
{
public static HostAdaptiveTriggerEffect FromBytes(ReadOnlySpan<byte> source, byte fallbackStrength = 0)
{
if (source.Length < 11)
{
throw new ArgumentException("Adaptive-trigger source is too small.", nameof(source));
}
return new HostAdaptiveTriggerEffect(
source[0], source[1], source[2], source[3], source[4], source[5],
source[6], source[7], source[8], source[9], source[10], fallbackStrength);
}
public void CopyTo(Span<byte> destination)
{
if (destination.Length < 11)
{
throw new ArgumentException("Adaptive-trigger destination is too small.", nameof(destination));
}
destination[0] = B0;
destination[1] = B1;
destination[2] = B2;
destination[3] = B3;
destination[4] = B4;
destination[5] = B5;
destination[6] = B6;
destination[7] = B7;
destination[8] = B8;
destination[9] = B9;
destination[10] = B10;
}
}
+5
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@@ -32,6 +32,11 @@ public interface IHostInput
/// </summary> /// </summary>
void SetTriggerRumble(byte? leftTrigger, byte? rightTrigger); void SetTriggerRumble(byte? leftTrigger, byte? rightTrigger);
/// <summary>Applies native DualSense trigger effects when supported.</summary>
void SetAdaptiveTriggerEffect(
HostAdaptiveTriggerEffect? leftTrigger,
HostAdaptiveTriggerEffect? rightTrigger);
void SetLightbar(byte red, byte green, byte blue); void SetLightbar(byte red, byte green, byte blue);
void ResetLightbar(); void ResetLightbar();
@@ -0,0 +1,42 @@
// Copyright (C) 2026 SharpEmu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
namespace SharpEmu.HLE.Host;
/// <summary>Input snapshots produced by the active host window.</summary>
public interface IHostWindowInputSource
{
bool HasKeyboardFocus { get; }
bool IsKeyDown(int virtualKey);
int GetGamepadStates(Span<HostGamepadState> destination);
string? DescribeConnectedGamepad();
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();
}
/// <summary>Process-wide bridge between the window layer and host input.</summary>
public static class HostWindowInputSource
{
private static IHostWindowInputSource? _current;
public static IHostWindowInputSource? Current => Volatile.Read(ref _current);
public static void Set(IHostWindowInputSource source) =>
Volatile.Write(ref _current, source);
public static void Clear(IHostWindowInputSource source) =>
Interlocked.CompareExchange(ref _current, null, source);
}
@@ -1,186 +0,0 @@
// Copyright (C) 2026 SharpEmu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
namespace SharpEmu.HLE.Host.Posix;
/// <summary>
/// Bridges a window-provided input source into the host input seam. POSIX
/// hosts have no user32/XInput/raw-HID readers; keyboard and gamepad state
/// come from the presenter's GLFW window instead, which registers itself via
/// <see cref="SetSource"/> once the window exists. Until then (and with no
/// window at all, e.g. headless runs) every query reports neutral input.
/// Rumble and lightbar are unsupported by the GLFW input layer and no-op.
/// </summary>
public interface IPosixWindowInputSource
{
/// <summary>True while the window's keyboard is delivering events.</summary>
bool HasKeyboardFocus { get; }
/// <summary>Windows virtual-key semantics; the source translates.</summary>
bool IsKeyDown(int virtualKey);
/// <summary>Same contract as <see cref="IHostInput.GetGamepadStates"/>.</summary>
int GetGamepadStates(Span<HostGamepadState> destination);
string? DescribeConnectedGamepad();
}
// Public so the presenter's window layer (SharpEmu.Libs) can register its
// input source; the platform still constructs the singleton itself.
public sealed class PosixHostInput : IHostInput
{
private static volatile IPosixWindowInputSource? _source;
/// <summary>Called by the presenter's window layer when input is ready.</summary>
public static void SetSource(IPosixWindowInputSource source)
{
_source = source;
}
public void EnsureStarted()
{
// Device readers are event-driven off the window thread; nothing to start.
}
public int GetGamepadStates(Span<HostGamepadState> destination)
{
return _source?.GetGamepadStates(destination) ?? 0;
}
public string? DescribeConnectedGamepad() => _source?.DescribeConnectedGamepad();
public void SetRumble(byte largeMotor, byte smallMotor)
{
}
public void SetTriggerRumble(byte? leftTrigger, byte? rightTrigger)
{
}
public void SetLightbar(byte red, byte green, byte blue)
{
}
public void ResetLightbar()
{
}
public bool IsHostWindowFocused()
{
// GLFW only delivers key events to the focused window, so a
// delivering keyboard implies focus.
return _source?.HasKeyboardFocus ?? IsEmbeddedX11WindowFocused();
}
public bool IsKeyDown(int virtualKey)
{
var source = _source;
if (source is not null)
{
return source.IsKeyDown(virtualKey);
}
return IsEmbeddedX11WindowFocused() && IsEmbeddedX11KeyDown(virtualKey);
}
private static bool IsEmbeddedX11WindowFocused()
{
if (!OperatingSystem.IsLinux())
{
return false;
}
var display = HostSessionControl.EmbeddedHostDisplay;
var window = HostSessionControl.EmbeddedHostWindow;
if (display == 0 || window == 0 || XGetInputFocus(display, out var focusedWindow, out _) == 0 || focusedWindow == 0)
{
return false;
}
return GetTopLevelWindow(display, focusedWindow) == GetTopLevelWindow(display, window);
}
private static bool IsEmbeddedX11KeyDown(int virtualKey)
{
var display = HostSessionControl.EmbeddedHostDisplay;
var keysym = ToX11Keysym(virtualKey);
if (display == 0 || keysym == 0)
{
return false;
}
var keycode = XKeysymToKeycode(display, keysym);
if (keycode == 0)
{
return false;
}
var keymap = new byte[32];
XQueryKeymap(display, keymap);
return (keymap[keycode >> 3] & (1 << (keycode & 7))) != 0;
}
private static nint GetTopLevelWindow(nint display, nint window)
{
var current = window;
for (var depth = 0; depth < 16; depth++)
{
if (XQueryTree(display, current, out var root, out var parent, out var children, out _) == 0)
{
return 0;
}
if (children != 0)
{
XFree(children);
}
if (parent == 0 || parent == root)
{
return current;
}
current = parent;
}
return 0;
}
private static nuint ToX11Keysym(int virtualKey)
{
return virtualKey switch
{
0x08 => 0xFF08, // Backspace
0x09 => 0xFF09, // Tab
0x0D => 0xFF0D, // Return
0x1B => 0xFF1B, // Escape
0x25 => 0xFF51, // Left
0x26 => 0xFF52, // Up
0x27 => 0xFF53, // Right
0x28 => 0xFF54, // Down
>= 0x41 and <= 0x5A => (nuint)virtualKey,
_ => 0,
};
}
[System.Runtime.InteropServices.DllImport("libX11.so.6")]
private static extern int XGetInputFocus(nint display, out nint focus, out int revertTo);
[System.Runtime.InteropServices.DllImport("libX11.so.6")]
private static extern int XQueryKeymap(nint display, [System.Runtime.InteropServices.Out] byte[] keysReturn);
[System.Runtime.InteropServices.DllImport("libX11.so.6")]
private static extern byte XKeysymToKeycode(nint display, nuint keysym);
[System.Runtime.InteropServices.DllImport("libX11.so.6")]
private static extern int XQueryTree(
nint display,
nint window,
out nint root,
out nint parent,
out nint children,
out uint childCount);
[System.Runtime.InteropServices.DllImport("libX11.so.6")]
private static extern int XFree(nint data);
}
@@ -1,6 +1,8 @@
// Copyright (C) 2026 SharpEmu Emulator Project // Copyright (C) 2026 SharpEmu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later // SPDX-License-Identifier: GPL-2.0-or-later
using SharpEmu.HLE.Host.Sdl;
namespace SharpEmu.HLE.Host.Posix; namespace SharpEmu.HLE.Host.Posix;
internal sealed class PosixHostPlatform : IHostPlatform internal sealed class PosixHostPlatform : IHostPlatform
@@ -11,7 +13,7 @@ internal sealed class PosixHostPlatform : IHostPlatform
public IHostSymbolResolver Symbols { get; } = new PosixHostSymbolResolver(); public IHostSymbolResolver Symbols { get; } = new PosixHostSymbolResolver();
public IHostAudioOutput Audio { get; } = new PosixHostAudio(); public IHostAudioOutput Audio { get; } = new SdlHostAudio();
public IHostInput Input { get; } = new PosixHostInput(); public IHostInput Input { get; } = new WindowHostInput();
} }
+43
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@@ -0,0 +1,43 @@
// Copyright (C) 2026 SharpEmu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
namespace SharpEmu.HLE.Host;
/// <summary>
/// Routes emulated input through the active cross-platform host window.
/// </summary>
internal sealed class WindowHostInput : IHostInput
{
public void EnsureStarted()
{
// SDL owns device discovery and pumps it on the window thread.
}
public int GetGamepadStates(Span<HostGamepadState> destination) =>
HostWindowInputSource.Current?.GetGamepadStates(destination) ?? 0;
public string? DescribeConnectedGamepad() =>
HostWindowInputSource.Current?.DescribeConnectedGamepad();
public void SetRumble(byte largeMotor, byte smallMotor) =>
HostWindowInputSource.Current?.SetRumble(largeMotor, smallMotor);
public void SetTriggerRumble(byte? leftTrigger, byte? rightTrigger) =>
HostWindowInputSource.Current?.SetTriggerRumble(leftTrigger, rightTrigger);
public void SetAdaptiveTriggerEffect(
HostAdaptiveTriggerEffect? leftTrigger,
HostAdaptiveTriggerEffect? rightTrigger) =>
HostWindowInputSource.Current?.SetAdaptiveTriggerEffect(leftTrigger, rightTrigger);
public void SetLightbar(byte red, byte green, byte blue) =>
HostWindowInputSource.Current?.SetLightbar(red, green, blue);
public void ResetLightbar() => HostWindowInputSource.Current?.ResetLightbar();
public bool IsHostWindowFocused() =>
HostWindowInputSource.Current?.HasKeyboardFocus ?? false;
public bool IsKeyDown(int virtualKey) =>
HostWindowInputSource.Current?.IsKeyDown(virtualKey) ?? false;
}
@@ -1,439 +0,0 @@
// Copyright (C) 2026 SharpEmu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
using Microsoft.Win32.SafeHandles;
namespace SharpEmu.HLE.Host.Windows;
/// <summary>
/// Reads a DualSense controller over raw HID on a background thread.
/// Supports USB (input report 0x01) and Bluetooth (extended report 0x31,
/// activated by requesting feature report 0x05), with hot-plug retry.
/// </summary>
public static class WindowsDualSenseReader
{
private const ushort SonyVendorId = 0x054C;
private const ushort DualSenseProductId = 0x0CE6;
private const ushort DualSenseEdgeProductId = 0x0DF2;
private static readonly object Gate = new();
private static HostGamepadState _state;
private static bool _started;
// Output (rumble/lightbar) state, all guarded by Gate.
private static string? _devicePath;
private static bool _bluetooth;
private static bool _outputReady;
private static bool _lightbarSetupPending;
private static byte _outputSequence;
private static FileStream? _outputStream;
private static byte _motorLeft;
private static byte _motorRight;
private static byte _lightbarRed;
private static byte _lightbarGreen;
private static byte _lightbarBlue = 64; // PS-style blue default
private static byte _playerLeds = 0x04; // center LED = player 1
/// <summary>Starts the background reader once; safe to call repeatedly.</summary>
public static void EnsureStarted()
{
// The GUI source-links this reader and calls it directly, without the
// host-platform resolution that otherwise guarantees Windows.
if (!OperatingSystem.IsWindows())
{
return;
}
lock (Gate)
{
if (_started)
{
return;
}
_started = true;
var thread = new Thread(ReadLoop)
{
IsBackground = true,
Name = "DualSenseReader",
};
thread.Start();
}
}
public static bool TryGetState(out HostGamepadState state)
{
lock (Gate)
{
state = _state;
}
return state.Connected;
}
private static void SetState(in HostGamepadState state)
{
lock (Gate)
{
_state = state;
}
}
/// <summary>Sets rumble; large = left/strong motor, small = right/weak.</summary>
internal static void SetRumble(byte largeMotor, byte smallMotor)
{
lock (Gate)
{
if (_motorLeft == largeMotor && _motorRight == smallMotor)
{
return;
}
_motorLeft = largeMotor;
_motorRight = smallMotor;
SendOutputLocked();
}
}
internal static void SetLightbar(byte red, byte green, byte blue)
{
lock (Gate)
{
if (_lightbarRed == red && _lightbarGreen == green && _lightbarBlue == blue)
{
return;
}
_lightbarRed = red;
_lightbarGreen = green;
_lightbarBlue = blue;
SendOutputLocked();
}
}
internal static void ResetLightbar() => SetLightbar(0, 0, 64);
private static void OnDeviceIdentified(string path, bool bluetooth)
{
lock (Gate)
{
_devicePath = path;
_bluetooth = bluetooth;
_outputReady = true;
_lightbarSetupPending = true;
// Announce ourselves on the hardware: default lightbar + player 1 LED.
SendOutputLocked();
}
}
private static void OnDeviceLost()
{
lock (Gate)
{
_devicePath = null;
_outputReady = false;
_motorLeft = 0;
_motorRight = 0;
_outputStream?.Dispose();
_outputStream = null;
}
}
private static void SendOutputLocked()
{
if (!_outputReady || _devicePath is null)
{
return; // flushed by OnDeviceIdentified once connected
}
try
{
if (_outputStream is null)
{
var handle = WindowsHidNative.CreateFile(
_devicePath,
WindowsHidNative.GenericRead | WindowsHidNative.GenericWrite,
WindowsHidNative.FileShareRead | WindowsHidNative.FileShareWrite,
0, WindowsHidNative.OpenExisting, 0, 0);
if (handle.IsInvalid)
{
handle.Dispose();
return; // read-only device access: outputs unavailable
}
_outputStream = new FileStream(handle, FileAccess.Write, bufferSize: 1);
}
var report = BuildOutputReportLocked();
_outputStream.Write(report, 0, report.Length);
_outputStream.Flush();
}
catch (Exception)
{
_outputStream?.Dispose();
_outputStream = null;
}
}
private static byte[] BuildOutputReportLocked()
{
// Common 47-byte output payload (offsets per the DualSense output
// report layout, same as Linux hid-playstation).
Span<byte> common = stackalloc byte[47];
common[0] = 0x03; // valid_flag0: compatible vibration + haptics select
common[1] = 0x04 | 0x10; // valid_flag1: lightbar + player indicator
common[2] = _motorRight; // right (weak) motor
common[3] = _motorLeft; // left (strong) motor
if (_lightbarSetupPending)
{
common[38] |= 0x02; // valid_flag2: lightbar setup control enable
common[41] = 0x01; // lightbar_setup: light on
_lightbarSetupPending = false;
}
common[43] = _playerLeds;
common[44] = _lightbarRed;
common[45] = _lightbarGreen;
common[46] = _lightbarBlue;
if (!_bluetooth)
{
var usbReport = new byte[48];
usbReport[0] = 0x02;
common.CopyTo(usbReport.AsSpan(1));
return usbReport;
}
// Bluetooth: 0x31 wrapper with sequence tag and CRC32 over a 0xA2
// seed byte plus the first 74 report bytes.
var btReport = new byte[78];
btReport[0] = 0x31;
btReport[1] = (byte)((_outputSequence & 0x0F) << 4);
_outputSequence = (byte)((_outputSequence + 1) & 0x0F);
btReport[2] = 0x10;
common.CopyTo(btReport.AsSpan(3));
var crc = Crc32(0xA2, btReport.AsSpan(0, 74));
btReport[74] = (byte)crc;
btReport[75] = (byte)(crc >> 8);
btReport[76] = (byte)(crc >> 16);
btReport[77] = (byte)(crc >> 24);
return btReport;
}
private static uint Crc32(byte seed, ReadOnlySpan<byte> data)
{
var crc = Crc32Update(0xFFFFFFFFu, seed);
foreach (var value in data)
{
crc = Crc32Update(crc, value);
}
return ~crc;
}
private static uint Crc32Update(uint crc, byte value)
{
crc ^= value;
for (var bit = 0; bit < 8; bit++)
{
crc = (crc >> 1) ^ (0xEDB88320u & (uint)-(int)(crc & 1));
}
return crc;
}
private static void ReadLoop()
{
var announcedConnect = false;
while (true)
{
SafeFileHandle? handle = null;
try
{
handle = OpenDualSense(out var devicePath);
if (handle is null || devicePath is null)
{
SetState(default);
announcedConnect = false;
Thread.Sleep(1000);
continue;
}
// Bluetooth quirk: the DualSense sends a simplified report
// until feature report 0x05 is requested, which switches it
// to the full 0x31 input report. Harmless over USB.
var feature = new byte[41];
feature[0] = 0x05;
_ = WindowsHidNative.HidD_GetFeature(handle, feature, feature.Length);
if (!announcedConnect)
{
Console.Error.WriteLine("[LOADER][INFO] DualSense controller connected.");
announcedConnect = true;
}
using var stream = new FileStream(handle, FileAccess.Read, bufferSize: 1);
handle = null; // stream owns it now
var buffer = new byte[256];
var transportKnown = false;
while (true)
{
var read = stream.Read(buffer, 0, buffer.Length);
if (read <= 0)
{
break;
}
if (TryParseReport(buffer.AsSpan(0, read), out var state))
{
if (!transportKnown)
{
// The first parsed report tells us the transport,
// which the output (rumble/lightbar) path needs.
transportKnown = true;
OnDeviceIdentified(devicePath, bluetooth: buffer[0] == 0x31);
}
SetState(state);
}
}
}
catch (Exception)
{
// Unplugged or read error: fall through and retry.
}
finally
{
handle?.Dispose();
}
if (announcedConnect)
{
Console.Error.WriteLine("[LOADER][INFO] DualSense controller disconnected.");
announcedConnect = false;
}
OnDeviceLost();
SetState(default);
Thread.Sleep(1000);
}
}
private static SafeFileHandle? OpenDualSense(out string? devicePath)
{
devicePath = null;
foreach (var path in WindowsHidNative.EnumerateHidDevicePaths())
{
// Open without access rights just to query VID/PID.
using var probe = WindowsHidNative.CreateFile(
path, 0, WindowsHidNative.FileShareRead | WindowsHidNative.FileShareWrite, 0, WindowsHidNative.OpenExisting, 0, 0);
if (probe.IsInvalid)
{
continue;
}
var attributes = new WindowsHidNative.HiddAttributes { Size = 12 };
if (!WindowsHidNative.HidD_GetAttributes(probe, ref attributes) ||
attributes.VendorId != SonyVendorId ||
(attributes.ProductId != DualSenseProductId && attributes.ProductId != DualSenseEdgeProductId))
{
continue;
}
// Read+write so feature reports work; fall back to read-only.
var handle = WindowsHidNative.CreateFile(
path,
WindowsHidNative.GenericRead | WindowsHidNative.GenericWrite,
WindowsHidNative.FileShareRead | WindowsHidNative.FileShareWrite,
0, WindowsHidNative.OpenExisting, 0, 0);
if (handle.IsInvalid)
{
handle.Dispose();
handle = WindowsHidNative.CreateFile(
path,
WindowsHidNative.GenericRead,
WindowsHidNative.FileShareRead | WindowsHidNative.FileShareWrite,
0, WindowsHidNative.OpenExisting, 0, 0);
}
if (!handle.IsInvalid)
{
devicePath = path;
return handle;
}
handle.Dispose();
}
return null;
}
private static bool TryParseReport(ReadOnlySpan<byte> report, out HostGamepadState state)
{
// USB: report id 0x01, payload starts at [1].
// Bluetooth extended: report id 0x31, sequence byte at [1], payload at [2].
int offset;
if (report.Length >= 11 && report[0] == 0x01)
{
offset = 1;
}
else if (report.Length >= 12 && report[0] == 0x31)
{
offset = 2;
}
else
{
state = default;
return false;
}
var leftX = report[offset + 0];
var leftY = report[offset + 1];
var rightX = report[offset + 2];
var rightY = report[offset + 3];
var l2 = report[offset + 4];
var r2 = report[offset + 5];
var buttons0 = report[offset + 7];
var buttons1 = report[offset + 8];
var buttons2 = report[offset + 9];
var buttons = HostGamepadButtons.None;
buttons |= (buttons0 & 0x10) != 0 ? HostGamepadButtons.Square : 0;
buttons |= (buttons0 & 0x20) != 0 ? HostGamepadButtons.Cross : 0;
buttons |= (buttons0 & 0x40) != 0 ? HostGamepadButtons.Circle : 0;
buttons |= (buttons0 & 0x80) != 0 ? HostGamepadButtons.Triangle : 0;
buttons |= HatToButtons(buttons0 & 0x0F);
buttons |= (buttons1 & 0x01) != 0 ? HostGamepadButtons.L1 : 0;
buttons |= (buttons1 & 0x02) != 0 ? HostGamepadButtons.R1 : 0;
buttons |= (buttons1 & 0x04) != 0 ? HostGamepadButtons.L2 : 0;
buttons |= (buttons1 & 0x08) != 0 ? HostGamepadButtons.R2 : 0;
buttons |= (buttons1 & 0x20) != 0 ? HostGamepadButtons.Options : 0;
buttons |= (buttons1 & 0x40) != 0 ? HostGamepadButtons.L3 : 0;
buttons |= (buttons1 & 0x80) != 0 ? HostGamepadButtons.R3 : 0;
buttons |= (buttons2 & 0x02) != 0 ? HostGamepadButtons.TouchPad : 0;
state = new HostGamepadState(
Connected: true,
Buttons: buttons,
LeftX: leftX,
LeftY: leftY,
RightX: rightX,
RightY: rightY,
LeftTrigger: l2,
RightTrigger: r2);
return true;
}
private static HostGamepadButtons HatToButtons(int hat) => hat switch
{
0 => HostGamepadButtons.Up,
1 => HostGamepadButtons.Up | HostGamepadButtons.Right,
2 => HostGamepadButtons.Right,
3 => HostGamepadButtons.Right | HostGamepadButtons.Down,
4 => HostGamepadButtons.Down,
5 => HostGamepadButtons.Down | HostGamepadButtons.Left,
6 => HostGamepadButtons.Left,
7 => HostGamepadButtons.Left | HostGamepadButtons.Up,
_ => 0,
};
}
@@ -1,141 +0,0 @@
// Copyright (C) 2026 SharpEmu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
using System.Runtime.InteropServices;
using Microsoft.Win32.SafeHandles;
namespace SharpEmu.HLE.Host.Windows;
/// <summary>
/// Minimal Win32 HID interop used to talk to a DualSense controller
/// directly, without any external input library.
/// </summary>
internal static partial class WindowsHidNative
{
internal const int DigcfPresent = 0x02;
internal const int DigcfDeviceInterface = 0x10;
internal const uint GenericRead = 0x80000000;
internal const uint GenericWrite = 0x40000000;
internal const uint FileShareRead = 0x1;
internal const uint FileShareWrite = 0x2;
internal const uint OpenExisting = 3;
[StructLayout(LayoutKind.Sequential)]
internal struct SpDeviceInterfaceData
{
public int CbSize;
public Guid InterfaceClassGuid;
public int Flags;
public nint Reserved;
}
[StructLayout(LayoutKind.Sequential)]
internal struct HiddAttributes
{
public int Size;
public ushort VendorId;
public ushort ProductId;
public ushort VersionNumber;
}
[LibraryImport("hid.dll")]
internal static partial void HidD_GetHidGuid(out Guid hidGuid);
[LibraryImport("hid.dll")]
[return: MarshalAs(UnmanagedType.Bool)]
internal static partial bool HidD_GetAttributes(SafeFileHandle hidDeviceObject, ref HiddAttributes attributes);
[LibraryImport("hid.dll")]
[return: MarshalAs(UnmanagedType.Bool)]
internal static partial bool HidD_GetFeature(SafeFileHandle hidDeviceObject, [In, Out] byte[] reportBuffer, int reportBufferLength);
[LibraryImport("setupapi.dll", EntryPoint = "SetupDiGetClassDevsW")]
internal static partial nint SetupDiGetClassDevs(ref Guid classGuid, nint enumerator, nint hwndParent, int flags);
[LibraryImport("setupapi.dll")]
[return: MarshalAs(UnmanagedType.Bool)]
internal static partial bool SetupDiEnumDeviceInterfaces(
nint deviceInfoSet,
nint deviceInfoData,
ref Guid interfaceClassGuid,
int memberIndex,
ref SpDeviceInterfaceData deviceInterfaceData);
[LibraryImport("setupapi.dll", EntryPoint = "SetupDiGetDeviceInterfaceDetailW")]
[return: MarshalAs(UnmanagedType.Bool)]
internal static partial bool SetupDiGetDeviceInterfaceDetail(
nint deviceInfoSet,
ref SpDeviceInterfaceData deviceInterfaceData,
nint deviceInterfaceDetailData,
int deviceInterfaceDetailDataSize,
out int requiredSize,
nint deviceInfoData);
[LibraryImport("setupapi.dll")]
[return: MarshalAs(UnmanagedType.Bool)]
internal static partial bool SetupDiDestroyDeviceInfoList(nint deviceInfoSet);
[LibraryImport("kernel32.dll", EntryPoint = "CreateFileW", SetLastError = true, StringMarshalling = StringMarshalling.Utf16)]
internal static partial SafeFileHandle CreateFile(
string fileName,
uint desiredAccess,
uint shareMode,
nint securityAttributes,
uint creationDisposition,
uint flagsAndAttributes,
nint templateFile);
/// <summary>
/// Enumerates the device paths of all present HID interfaces.
/// </summary>
internal static List<string> EnumerateHidDevicePaths()
{
var paths = new List<string>();
HidD_GetHidGuid(out var hidGuid);
var deviceInfoSet = SetupDiGetClassDevs(ref hidGuid, 0, 0, DigcfPresent | DigcfDeviceInterface);
if (deviceInfoSet == -1 || deviceInfoSet == 0)
{
return paths;
}
try
{
var interfaceData = new SpDeviceInterfaceData
{
CbSize = Marshal.SizeOf<SpDeviceInterfaceData>(),
};
for (var index = 0; SetupDiEnumDeviceInterfaces(deviceInfoSet, 0, ref hidGuid, index, ref interfaceData); index++)
{
SetupDiGetDeviceInterfaceDetail(deviceInfoSet, ref interfaceData, 0, 0, out var requiredSize, 0);
if (requiredSize <= 0)
{
continue;
}
var detailBuffer = Marshal.AllocHGlobal(requiredSize);
try
{
// SP_DEVICE_INTERFACE_DETAIL_DATA_W.cbSize is 8 on x64
// (DWORD + aligned WCHAR[1]); the path string follows it.
Marshal.WriteInt32(detailBuffer, 8);
if (SetupDiGetDeviceInterfaceDetail(deviceInfoSet, ref interfaceData, detailBuffer, requiredSize, out _, 0) &&
Marshal.PtrToStringUni(detailBuffer + 4) is { Length: > 0 } path)
{
paths.Add(path);
}
}
finally
{
Marshal.FreeHGlobal(detailBuffer);
}
}
}
finally
{
SetupDiDestroyDeviceInfoList(deviceInfoSet);
}
return paths;
}
}
@@ -1,101 +0,0 @@
// Copyright (C) 2026 SharpEmu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
using System.Runtime.InteropServices;
namespace SharpEmu.HLE.Host.Windows;
/// <summary>
/// Windows input backend: DualSense over raw HID plus XInput controllers for gamepads,
/// user32 for the keyboard-fallback queries. Rumble fans out to every reader; lightbar
/// only exists on the DualSense.
/// </summary>
internal sealed partial class WindowsHostInput : IHostInput
{
public void EnsureStarted()
{
WindowsDualSenseReader.EnsureStarted();
WindowsXInputReader.EnsureStarted();
}
public int GetGamepadStates(Span<HostGamepadState> destination)
{
var count = 0;
if (count < destination.Length && WindowsDualSenseReader.TryGetState(out var dualSense))
{
destination[count++] = dualSense;
}
if (count < destination.Length && WindowsXInputReader.TryGetState(out var xinput))
{
destination[count++] = xinput;
}
return count;
}
public string? DescribeConnectedGamepad()
{
if (WindowsDualSenseReader.TryGetState(out _))
{
return "DualSense";
}
return WindowsXInputReader.TryGetState(out _) ? "Xbox controller" : null;
}
public void SetRumble(byte largeMotor, byte smallMotor)
{
WindowsDualSenseReader.SetRumble(largeMotor, smallMotor);
WindowsXInputReader.SetRumble(largeMotor, smallMotor);
}
public void SetTriggerRumble(byte? leftTrigger, byte? rightTrigger) =>
WindowsXInputReader.SetTriggerRumble(leftTrigger, rightTrigger);
public void SetLightbar(byte red, byte green, byte blue) =>
WindowsDualSenseReader.SetLightbar(red, green, blue);
public void ResetLightbar() => WindowsDualSenseReader.ResetLightbar();
public bool IsHostWindowFocused()
{
var foregroundWindow = GetForegroundWindow();
if (foregroundWindow == 0)
{
return false;
}
GetWindowThreadProcessId(foregroundWindow, out var processId);
if (processId == (uint)Environment.ProcessId)
{
return true;
}
// The GUI runs the emulator in an isolated child process. Its native
// Vulkan surface is a child of the GUI window, so the foreground
// window belongs to the launcher process rather than this one.
var embeddedHostWindow = HostSessionControl.EmbeddedHostWindow;
var hostTopLevelWindow = embeddedHostWindow == 0
? 0
: GetAncestor(embeddedHostWindow, GetAncestorRoot);
return hostTopLevelWindow != 0 && foregroundWindow == hostTopLevelWindow;
}
public bool IsKeyDown(int virtualKey) =>
(GetAsyncKeyState(virtualKey) & 0x8000) != 0;
[LibraryImport("user32.dll")]
private static partial short GetAsyncKeyState(int vKey);
[LibraryImport("user32.dll")]
private static partial nint GetForegroundWindow();
[LibraryImport("user32.dll")]
private static partial uint GetWindowThreadProcessId(nint hWnd, out uint processId);
[LibraryImport("user32.dll")]
private static partial nint GetAncestor(nint hWnd, uint gaFlags);
private const uint GetAncestorRoot = 2;
}
@@ -1,6 +1,8 @@
// Copyright (C) 2026 SharpEmu Emulator Project // Copyright (C) 2026 SharpEmu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later // SPDX-License-Identifier: GPL-2.0-or-later
using SharpEmu.HLE.Host.Sdl;
namespace SharpEmu.HLE.Host.Windows; namespace SharpEmu.HLE.Host.Windows;
internal sealed class WindowsHostPlatform : IHostPlatform internal sealed class WindowsHostPlatform : IHostPlatform
@@ -11,7 +13,7 @@ internal sealed class WindowsHostPlatform : IHostPlatform
public IHostSymbolResolver Symbols { get; } = new WindowsHostSymbolResolver(); public IHostSymbolResolver Symbols { get; } = new WindowsHostSymbolResolver();
public IHostAudioOutput Audio { get; } = new WindowsWaveOutAudio(); public IHostAudioOutput Audio { get; } = new SdlHostAudio();
public IHostInput Input { get; } = new WindowsHostInput(); public IHostInput Input { get; } = new WindowHostInput();
} }
@@ -1,277 +0,0 @@
// Copyright (C) 2026 SharpEmu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
using System.Runtime.InteropServices;
namespace SharpEmu.HLE.Host.Windows;
/// <summary>
/// Reads Xbox 360 / Xbox One (and other XInput-compatible) controllers via
/// the Windows XInput API on a background thread, translated to
/// <see cref="HostGamepadState"/> conventions. Supports rumble and hot-plug
/// retry; the first connected slot (of four) is used.
/// </summary>
public static partial class WindowsXInputReader
{
private const uint ErrorSuccess = 0;
private const int SlotCount = 4;
private const byte TriggerThreshold = 30; // XINPUT_GAMEPAD_TRIGGER_THRESHOLD
// XINPUT_GAMEPAD wButtons bit values.
private const ushort XinputDpadUp = 0x0001;
private const ushort XinputDpadDown = 0x0002;
private const ushort XinputDpadLeft = 0x0004;
private const ushort XinputDpadRight = 0x0008;
private const ushort XinputStart = 0x0010;
private const ushort XinputBack = 0x0020;
private const ushort XinputLeftThumb = 0x0040;
private const ushort XinputRightThumb = 0x0080;
private const ushort XinputLeftShoulder = 0x0100;
private const ushort XinputRightShoulder = 0x0200;
private const ushort XinputA = 0x1000;
private const ushort XinputB = 0x2000;
private const ushort XinputX = 0x4000;
private const ushort XinputY = 0x8000;
private static readonly object Gate = new();
private static HostGamepadState _state;
private static bool _started;
private static int _slot = -1; // connected XInput user index, -1 when none
private static byte _motorLeft;
private static byte _motorRight;
private static byte _triggerLeft;
private static byte _triggerRight;
/// <summary>Starts the background reader once; safe to call repeatedly.</summary>
public static void EnsureStarted()
{
// The GUI source-links this reader and calls it directly, without the
// host-platform resolution that otherwise guarantees Windows.
if (!OperatingSystem.IsWindows())
{
return;
}
lock (Gate)
{
if (_started)
{
return;
}
_started = true;
var thread = new Thread(ReadLoop)
{
IsBackground = true,
Name = "XInputReader",
};
thread.Start();
}
}
public static bool TryGetState(out HostGamepadState state)
{
lock (Gate)
{
state = _state;
}
return state.Connected;
}
private static void SetState(in HostGamepadState state)
{
lock (Gate)
{
_state = state;
}
}
/// <summary>Sets rumble; large = left/strong motor, small = right/weak.</summary>
internal static void SetRumble(byte largeMotor, byte smallMotor)
{
lock (Gate)
{
if (_motorLeft == largeMotor && _motorRight == smallMotor)
{
return;
}
_motorLeft = largeMotor;
_motorRight = smallMotor;
SendRumbleLocked();
}
}
/// <summary>Approximates per-trigger vibration on the two XInput body motors.</summary>
internal static void SetTriggerRumble(byte? leftTrigger, byte? rightTrigger)
{
lock (Gate)
{
var changed = false;
if (leftTrigger is { } left)
{
changed |= _triggerLeft != left;
_triggerLeft = left;
}
if (rightTrigger is { } right)
{
changed |= _triggerRight != right;
_triggerRight = right;
}
if (changed)
{
SendRumbleLocked();
}
}
}
private static void SendRumbleLocked()
{
if (_slot < 0)
{
return; // resent on connect
}
var vibration = new XInputVibration
{
LeftMotorSpeed = (ushort)(Math.Max(_motorLeft, _triggerLeft) * 257),
RightMotorSpeed = (ushort)(Math.Max(_motorRight, _triggerRight) * 257),
};
_ = XInputSetState((uint)_slot, ref vibration);
}
private static void ReadLoop()
{
try
{
while (true)
{
var slot = FindConnectedSlot();
if (slot < 0)
{
SetState(default);
Thread.Sleep(1000);
continue;
}
lock (Gate)
{
_slot = slot;
SendRumbleLocked();
}
Console.Error.WriteLine("[LOADER][INFO] XInput (Xbox) controller connected.");
while (XInputGetState((uint)slot, out var state) == ErrorSuccess)
{
SetState(Translate(state.Gamepad));
Thread.Sleep(8);
}
Console.Error.WriteLine("[LOADER][INFO] XInput (Xbox) controller disconnected.");
lock (Gate)
{
_slot = -1;
_motorLeft = 0;
_motorRight = 0;
_triggerLeft = 0;
_triggerRight = 0;
_state = default;
}
Thread.Sleep(1000);
}
}
catch (DllNotFoundException)
{
// XInput unavailable on this system; leave the reader disconnected.
}
catch (EntryPointNotFoundException)
{
}
}
private static int FindConnectedSlot()
{
for (var index = 0; index < SlotCount; index++)
{
if (XInputGetState((uint)index, out _) == ErrorSuccess)
{
return index;
}
}
return -1;
}
private static HostGamepadState Translate(in XInputGamepad pad)
{
var buttons = HostGamepadButtons.None;
buttons |= (pad.Buttons & XinputDpadUp) != 0 ? HostGamepadButtons.Up : 0;
buttons |= (pad.Buttons & XinputDpadDown) != 0 ? HostGamepadButtons.Down : 0;
buttons |= (pad.Buttons & XinputDpadLeft) != 0 ? HostGamepadButtons.Left : 0;
buttons |= (pad.Buttons & XinputDpadRight) != 0 ? HostGamepadButtons.Right : 0;
buttons |= (pad.Buttons & XinputStart) != 0 ? HostGamepadButtons.Options : 0;
buttons |= (pad.Buttons & XinputBack) != 0 ? HostGamepadButtons.TouchPad : 0;
buttons |= (pad.Buttons & XinputLeftThumb) != 0 ? HostGamepadButtons.L3 : 0;
buttons |= (pad.Buttons & XinputRightThumb) != 0 ? HostGamepadButtons.R3 : 0;
buttons |= (pad.Buttons & XinputLeftShoulder) != 0 ? HostGamepadButtons.L1 : 0;
buttons |= (pad.Buttons & XinputRightShoulder) != 0 ? HostGamepadButtons.R1 : 0;
buttons |= (pad.Buttons & XinputA) != 0 ? HostGamepadButtons.Cross : 0;
buttons |= (pad.Buttons & XinputB) != 0 ? HostGamepadButtons.Circle : 0;
buttons |= (pad.Buttons & XinputX) != 0 ? HostGamepadButtons.Square : 0;
buttons |= (pad.Buttons & XinputY) != 0 ? HostGamepadButtons.Triangle : 0;
buttons |= pad.LeftTrigger > TriggerThreshold ? HostGamepadButtons.L2 : 0;
buttons |= pad.RightTrigger > TriggerThreshold ? HostGamepadButtons.R2 : 0;
return new HostGamepadState(
Connected: true,
Buttons: buttons,
LeftX: AxisToByte(pad.ThumbLX),
LeftY: AxisToByteInverted(pad.ThumbLY),
RightX: AxisToByte(pad.ThumbRX),
RightY: AxisToByteInverted(pad.ThumbRY),
LeftTrigger: pad.LeftTrigger,
RightTrigger: pad.RightTrigger);
}
private static byte AxisToByte(short value) => (byte)((value + 32768) >> 8);
// XInput Y grows upward, host pad conventions report Y growing downward.
private static byte AxisToByteInverted(short value) => (byte)(255 - ((value + 32768) >> 8));
[StructLayout(LayoutKind.Sequential)]
private struct XInputGamepad
{
public ushort Buttons;
public byte LeftTrigger;
public byte RightTrigger;
public short ThumbLX;
public short ThumbLY;
public short ThumbRX;
public short ThumbRY;
}
[StructLayout(LayoutKind.Sequential)]
private struct XInputState
{
public uint PacketNumber;
public XInputGamepad Gamepad;
}
[StructLayout(LayoutKind.Sequential)]
private struct XInputVibration
{
public ushort LeftMotorSpeed;
public ushort RightMotorSpeed;
}
// xinput1_4.dll ships with Windows 8 and later.
[LibraryImport("xinput1_4.dll")]
private static partial uint XInputGetState(uint userIndex, out XInputState state);
[LibraryImport("xinput1_4.dll")]
private static partial uint XInputSetState(uint userIndex, ref XInputVibration vibration);
}
@@ -1,182 +0,0 @@
// Copyright (C) 2026 SharpEmu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
using SharpEmu.HLE.Host;
using SharpEmu.HLE.Host.Posix;
namespace SharpEmu.Libs.Gpu.Metal;
/// <summary>
/// Keyboard state sampled from the Metal presenter's window, feeding the POSIX
/// host input seam so pad emulation works like the Vulkan presenter's
/// HostWindowInput. Key events arrive on the AppKit main thread as macOS
/// virtual key codes; pad reads happen on guest threads, so state is guarded.
/// Window gamepads are not surfaced by AppKit — controller support would go
/// through GameController.framework and is out of scope here.
/// </summary>
internal static class MetalHostInput
{
private static readonly object Gate = new();
private static readonly HashSet<ushort> Pressed = new();
private static volatile bool _connected;
/// <summary>Registers this window's keyboard as the host input source.</summary>
public static void Attach()
{
_connected = true;
PosixHostInput.SetSource(new MetalWindowInputSource());
Console.Error.WriteLine("[LOADER][INFO] Window keyboard input attached for pad emulation.");
}
// Debug automation: SHARPEMU_METAL_AUTOKEY="12:0x24,15:0x24" presses the
// macOS key code at each elapsed-seconds mark for a few frames, letting
// headless test runs navigate menus without a human at the keyboard.
private static readonly List<(double At, ushort Key, bool[] State)> _autoKeys = ParseAutoKeys();
private static readonly System.Diagnostics.Stopwatch _autoKeyClock =
System.Diagnostics.Stopwatch.StartNew();
private static List<(double, ushort, bool[])> ParseAutoKeys()
{
var keys = new List<(double, ushort, bool[])>();
var spec = Environment.GetEnvironmentVariable("SHARPEMU_METAL_AUTOKEY");
if (string.IsNullOrWhiteSpace(spec))
{
return keys;
}
foreach (var entry in spec.Split(',', StringSplitOptions.RemoveEmptyEntries))
{
var parts = entry.Split(':');
if (parts.Length == 2 &&
double.TryParse(parts[0], out var at) &&
TryParseKeyCode(parts[1], out var key))
{
keys.Add((at, key, new bool[2]));
}
}
return keys;
}
private static bool TryParseKeyCode(string text, out ushort key)
{
return text.StartsWith("0x", StringComparison.OrdinalIgnoreCase)
? ushort.TryParse(text[2..], System.Globalization.NumberStyles.HexNumber, null, out key)
: ushort.TryParse(text, out key);
}
/// <summary>Called once per render frame; fires and releases scripted keys.</summary>
public static void PumpAutoKeys()
{
if (_autoKeys.Count == 0)
{
return;
}
var elapsed = _autoKeyClock.Elapsed.TotalSeconds;
foreach (var (at, key, state) in _autoKeys)
{
if (!state[0] && elapsed >= at)
{
state[0] = true;
KeyDown(key, isRepeat: false);
Console.Error.WriteLine($"[LOADER][INFO] Metal autokey press 0x{key:X} at {elapsed:F1}s");
}
else if (state[0] && !state[1] && elapsed >= at + 0.2)
{
state[1] = true;
KeyUp(key);
}
}
}
public static void KeyDown(ushort keyCode, bool isRepeat)
{
// kVK_F1: parity with the Vulkan window's perf-overlay toggle.
if (keyCode == 0x7A && !isRepeat)
{
VideoOut.PerfOverlay.Toggle();
}
lock (Gate)
{
Pressed.Add(keyCode);
}
}
public static void KeyUp(ushort keyCode)
{
lock (Gate)
{
Pressed.Remove(keyCode);
}
}
private static bool IsKeyCodeDown(ushort keyCode)
{
lock (Gate)
{
return Pressed.Contains(keyCode);
}
}
private sealed class MetalWindowInputSource : IPosixWindowInputSource
{
public bool HasKeyboardFocus => _connected;
public bool IsKeyDown(int virtualKey) =>
TryMapVirtualKey(virtualKey, out var keyCode) && IsKeyCodeDown(keyCode);
public int GetGamepadStates(Span<HostGamepadState> destination) => 0;
public string? DescribeConnectedGamepad() => null;
}
/// <summary>Windows virtual-key semantics (the seam's contract) to macOS
/// kVK virtual key codes, covering the keys pad emulation polls.</summary>
private static bool TryMapVirtualKey(int vk, out ushort keyCode)
{
keyCode = vk switch
{
0x08 => 0x33, // Backspace -> kVK_Delete
0x09 => 0x30, // Tab
0x0D => 0x24, // Enter -> kVK_Return
0x1B => 0x35, // Escape
0x20 => 0x31, // Space
0x25 => 0x7B, // Left
0x26 => 0x7E, // Up
0x27 => 0x7C, // Right
0x28 => 0x7D, // Down
// Letters: macOS ANSI key codes are layout-position based and
// non-contiguous, so map each polled letter explicitly.
0x41 => 0x00, // A
0x42 => 0x0B, // B
0x43 => 0x08, // C
0x44 => 0x02, // D
0x45 => 0x0E, // E
0x46 => 0x03, // F
0x47 => 0x05, // G
0x48 => 0x04, // H
0x49 => 0x22, // I
0x4A => 0x26, // J
0x4B => 0x28, // K
0x4C => 0x25, // L
0x4D => 0x2E, // M
0x4E => 0x2D, // N
0x4F => 0x1F, // O
0x50 => 0x23, // P
0x51 => 0x0C, // Q
0x52 => 0x0F, // R
0x53 => 0x01, // S
0x54 => 0x11, // T
0x55 => 0x20, // U
0x56 => 0x09, // V
0x57 => 0x0D, // W
0x58 => 0x07, // X
0x59 => 0x10, // Y
0x5A => 0x06, // Z
_ => ushort.MaxValue,
};
return keyCode != ushort.MaxValue;
}
}
+152 -214
View File
@@ -2,138 +2,135 @@
// SPDX-License-Identifier: GPL-2.0-or-later // SPDX-License-Identifier: GPL-2.0-or-later
using SharpEmu.HLE.Host; using SharpEmu.HLE.Host;
using SharpEmu.HLE.Host.Posix;
using Silk.NET.Input;
namespace SharpEmu.Libs.Pad; namespace SharpEmu.Libs.Pad;
/// <summary> /// <summary>Cross-platform input state supplied by the SDL game window.</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>
public static class HostWindowInput public static class HostWindowInput
{ {
private static readonly object Gate = new(); private static readonly object Gate = new();
private static readonly HashSet<Key> Pressed = new(); private static readonly HashSet<int> PressedKeys = new();
private static volatile bool _connected; private static bool _focused;
// Latest window-gamepad snapshot in the host seam's conventions.
private static bool _gamepadConnected; private static bool _gamepadConnected;
private static string? _gamepadName; private static string? _gamepadName;
private static HostGamepadButtons _gamepadButtons; private static HostGamepadState _gamepadState;
private static byte _gamepadLeftX = 128; private static IHostGamepadOutput? _gamepadOutput;
private static byte _gamepadLeftY = 128; private static readonly WindowInputSource Source = new();
private static byte _gamepadRightX = 128;
private static byte _gamepadRightY = 128;
private static byte _gamepadL2;
private static byte _gamepadR2;
/// <summary>True once a window keyboard is delivering events.</summary> public static void Connect(IHostGamepadOutput? gamepadOutput = null)
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)
{ {
lock (Gate) 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) 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) public int GetGamepadStates(Span<HostGamepadState> destination)
{ {
lock (Gate) lock (Gate)
{ {
if (!_gamepadConnected || destination.Length == 0) if (!_gamepadConnected || destination.IsEmpty)
{ {
return 0; return 0;
} }
destination[0] = new HostGamepadState( destination[0] = _gamepadState;
Connected: true,
Buttons: _gamepadButtons,
LeftX: _gamepadLeftX,
LeftY: _gamepadLeftY,
RightX: _gamepadRightX,
RightY: _gamepadRightY,
LeftTrigger: _gamepadL2,
RightTrigger: _gamepadR2);
return 1; return 1;
} }
} }
@@ -142,139 +139,80 @@ public static class HostWindowInput
{ {
lock (Gate) lock (Gate)
{ {
return _gamepadConnected ? _gamepadName ?? "GLFW gamepad" : null; return _gamepadConnected ? _gamepadName ?? "SDL gamepad" : null;
} }
} }
}
private static bool TryMapVirtualKey(int vk, out Key key) public void SetRumble(byte largeMotor, byte smallMotor)
{
key = vk switch
{ {
0x08 => Key.Backspace, IHostGamepadOutput? output;
0x09 => Key.Tab, lock (Gate)
0x0D => Key.Enter, {
0x1B => Key.Escape, output = _gamepadOutput;
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;
}
private static void AttachGamepad(IGamepad gamepad) output?.SetRumble(largeMotor, smallMotor);
{
lock (Gate)
{
_gamepadConnected = true;
_gamepadName = gamepad.Name;
} }
gamepad.ButtonDown += (_, button) => public void SetTriggerRumble(byte? leftTrigger, byte? rightTrigger)
{ {
var bit = MapButton(button.Name); IHostGamepadOutput? output;
if (bit == HostGamepadButtons.None) lock (Gate)
{ {
return; output = _gamepadOutput;
} }
output?.SetTriggerRumble(leftTrigger, rightTrigger);
}
public void SetAdaptiveTriggerEffect(
HostAdaptiveTriggerEffect? leftTrigger,
HostAdaptiveTriggerEffect? rightTrigger)
{
IHostGamepadOutput? output;
lock (Gate) lock (Gate)
{ {
_gamepadButtons |= bit; output = _gamepadOutput;
}
};
gamepad.ButtonUp += (_, button) =>
{
var bit = MapButton(button.Name);
if (bit == HostGamepadButtons.None)
{
return;
} }
lock (Gate) output?.SetAdaptiveTriggerEffect(leftTrigger, rightTrigger);
{ }
_gamepadButtons &= ~bit;
} public void SetLightbar(byte red, byte green, byte blue)
};
gamepad.ThumbstickMoved += (_, thumbstick) =>
{ {
// Silk's GLFW backend reports sticks -1..1 with +Y pointing down, IHostGamepadOutput? output;
// matching the seam's 0..255 down-growing convention after biasing.
var x = ToStickByte(thumbstick.X);
var y = ToStickByte(thumbstick.Y);
lock (Gate) lock (Gate)
{ {
if (thumbstick.Index == 0) output = _gamepadOutput;
{
_gamepadLeftX = x;
_gamepadLeftY = y;
}
else
{
_gamepadRightX = x;
_gamepadRightY = y;
}
} }
};
gamepad.TriggerMoved += (_, trigger) => output?.SetLightbar(red, green, blue);
}
public void ResetLightbar()
{ {
// GLFW gamepad triggers rest at -1 and saturate at +1. IHostGamepadOutput? output;
var value = (byte)Math.Clamp((int)((trigger.Position + 1.0f) * 0.5f * 255.0f), 0, 255);
lock (Gate) lock (Gate)
{ {
if (trigger.Index == 0) output = _gamepadOutput;
{
_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?.ResetLightbar();
}
} }
}
internal static byte ToStickByte(float value)
{ public interface IHostGamepadOutput
return (byte)Math.Clamp((int)MathF.Round((value + 1.0f) * 127.5f), 0, 255); {
} void SetRumble(byte largeMotor, byte smallMotor);
private static HostGamepadButtons MapButton(ButtonName name) => name switch void SetTriggerRumble(byte? leftTrigger, byte? rightTrigger);
{
// GLFW reports the Xbox layout: A=Cross, B=Circle, X=Square, Y=Triangle. void SetAdaptiveTriggerEffect(
ButtonName.A => HostGamepadButtons.Cross, HostAdaptiveTriggerEffect? leftTrigger,
ButtonName.B => HostGamepadButtons.Circle, HostAdaptiveTriggerEffect? rightTrigger);
ButtonName.X => HostGamepadButtons.Square,
ButtonName.Y => HostGamepadButtons.Triangle, void SetLightbar(byte red, byte green, byte blue);
ButtonName.LeftBumper => HostGamepadButtons.L1,
ButtonName.RightBumper => HostGamepadButtons.R1, void ResetLightbar();
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,
};
} }
+220 -14
View File
@@ -37,6 +37,7 @@ public static class PadExports
private static PadState _cachedInputState; private static PadState _cachedInputState;
private static bool _initialized; private static bool _initialized;
private static int _motionSensorEnabled;
private static int _controlsAnnouncementLogged; private static int _controlsAnnouncementLogged;
[SysAbiExport( [SysAbiExport(
@@ -151,9 +152,13 @@ public static class PadExports
public static int PadSetMotionSensorState(CpuContext ctx) public static int PadSetMotionSensorState(CpuContext ctx)
{ {
var handle = unchecked((int)ctx[CpuRegister.Rdi]); var handle = unchecked((int)ctx[CpuRegister.Rdi]);
return IsPrimaryPadHandle(handle) if (!IsPrimaryPadHandle(handle))
? ctx.SetReturn(0) {
: ctx.SetReturn(OrbisPadErrorInvalidHandle); return ctx.SetReturn(OrbisPadErrorInvalidHandle);
}
Volatile.Write(ref _motionSensorEnabled, ctx[CpuRegister.Rsi] != 0 ? 1 : 0);
return ctx.SetReturn(0);
} }
[SysAbiExport( [SysAbiExport(
@@ -362,24 +367,170 @@ public static class PadExports
} }
var triggerMask = parameter[0]; var triggerMask = parameter[0];
HostPlatform.Current.Input.SetTriggerRumble( HostPlatform.Current.Input.SetAdaptiveTriggerEffect(
(triggerMask & 0x01) != 0 ? DecodeTriggerVibration(parameter[8..64]) : null, (triggerMask & 0x01) != 0 ? DecodeTriggerEffect(parameter[8..64]) : null,
(triggerMask & 0x02) != 0 ? DecodeTriggerVibration(parameter[64..120]) : null); (triggerMask & 0x02) != 0 ? DecodeTriggerEffect(parameter[64..120]) : null);
return ctx.SetReturn((int)OrbisGen2Result.ORBIS_GEN2_OK); 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 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], case 1:
6 when command[8] != 0 => command[9..19].ToArray().Max(), EncodeFeedback(native, parameters[0], parameters[1]);
_ => (byte)0, fallbackStrength = ScaleTriggerStrength(parameters[1]);
}; break;
return (byte)(Math.Min(amplitude, (byte)8) * 255 / 8); 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( [SysAbiExport(
Nid = "yFVnOdGxvZY", Nid = "yFVnOdGxvZY",
ExportName = "scePadSetVibration", ExportName = "scePadSetVibration",
@@ -478,6 +629,17 @@ public static class PadExports
data[0x08] = l2; data[0x08] = l2;
data[0x09] = r2; data[0x09] = r2;
BinaryPrimitives.WriteSingleLittleEndian(data[0x18..], 1.0f); 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; data[0x4C] = 1;
var timestampTicks = Stopwatch.GetTimestamp(); var timestampTicks = Stopwatch.GetTimestamp();
var timestampMicroseconds = var timestampMicroseconds =
@@ -508,6 +670,10 @@ public static class PadExports
var rightY = acceptsKeyboardInput ? ReadAnalogStick(input.IsKeyDown(0x49), input.IsKeyDown(0x4B)) : (byte)128; var rightY = acceptsKeyboardInput ? ReadAnalogStick(input.IsKeyDown(0x49), input.IsKeyDown(0x4B)) : (byte)128;
var l2 = acceptsKeyboardInput && input.IsKeyDown(0x52) ? (byte)255 : (byte)0; var l2 = acceptsKeyboardInput && input.IsKeyDown(0x52) ? (byte)255 : (byte)0;
var r2 = acceptsKeyboardInput && input.IsKeyDown(0x46) ? (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]; Span<HostGamepadState> gamepads = stackalloc HostGamepadState[2];
var gamepadCount = input.GetGamepadStates(gamepads); var gamepadCount = input.GetGamepadStates(gamepads);
@@ -523,6 +689,13 @@ public static class PadExports
rightY = MergeAxis(pad.RightY, rightY); rightY = MergeAxis(pad.RightY, rightY);
l2 = Math.Max(l2, pad.LeftTrigger); l2 = Math.Max(l2, pad.LeftTrigger);
r2 = Math.Max(r2, pad.RightTrigger); r2 = Math.Max(r2, pad.RightTrigger);
if (index == 0)
{
gamepadType = pad.Type;
connection = pad.Connection;
motion = pad.Motion;
touch = pad.Touch;
}
} }
if (IsAutoCrossActive()) if (IsAutoCrossActive())
@@ -538,7 +711,11 @@ public static class PadExports
RightX: rightX, RightX: rightX,
RightY: rightY, RightY: rightY,
L2: l2, L2: l2,
R2: r2); R2: r2,
Type: gamepadType,
Connection: connection,
Motion: motion,
Touch: touch);
_lastInputSampleTicks = now; _lastInputSampleTicks = now;
return _cachedInputState; return _cachedInputState;
} }
@@ -592,6 +769,7 @@ public static class PadExports
private static uint ToOrbisButtons(HostGamepadButtons buttons) private static uint ToOrbisButtons(HostGamepadButtons buttons)
{ {
uint result = 0; uint result = 0;
if ((buttons & HostGamepadButtons.Create) != 0) result |= OrbisPadButton.Share;
if ((buttons & HostGamepadButtons.Up) != 0) result |= OrbisPadButton.Up; if ((buttons & HostGamepadButtons.Up) != 0) result |= OrbisPadButton.Up;
if ((buttons & HostGamepadButtons.Down) != 0) result |= OrbisPadButton.Down; if ((buttons & HostGamepadButtons.Down) != 0) result |= OrbisPadButton.Down;
if ((buttons & HostGamepadButtons.Left) != 0) result |= OrbisPadButton.Left; if ((buttons & HostGamepadButtons.Left) != 0) result |= OrbisPadButton.Left;
@@ -611,6 +789,34 @@ public static class PadExports
return result; 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) private static uint ReadKeyboardButtons(IHostInput input)
{ {
uint buttons = 0; uint buttons = 0;
+8 -1
View File
@@ -1,6 +1,8 @@
// Copyright (C) 2026 SharpEmu Emulator Project // Copyright (C) 2026 SharpEmu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later // SPDX-License-Identifier: GPL-2.0-or-later
using SharpEmu.HLE.Host;
namespace SharpEmu.Libs.Pad; namespace SharpEmu.Libs.Pad;
/// <summary> /// <summary>
@@ -16,11 +18,16 @@ internal readonly record struct PadState(
byte RightX, byte RightX,
byte RightY, byte RightY,
byte L2, 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> /// <summary>SCE_PAD_BUTTON bit values.</summary>
internal static class OrbisPadButton internal static class OrbisPadButton
{ {
internal const uint Share = 0x0001;
internal const uint L3 = 0x0002; internal const uint L3 = 0x0002;
internal const uint R3 = 0x0004; internal const uint R3 = 0x0004;
internal const uint Options = 0x0008; 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();
}
}
@@ -2,6 +2,7 @@
// SPDX-License-Identifier: GPL-2.0-or-later // SPDX-License-Identifier: GPL-2.0-or-later
using SharpEmu.Libs.Pad; using SharpEmu.Libs.Pad;
using SharpEmu.HLE.Host;
using Xunit; using Xunit;
namespace SharpEmu.Libs.Tests.Pad; namespace SharpEmu.Libs.Tests.Pad;
@@ -9,11 +10,161 @@ namespace SharpEmu.Libs.Tests.Pad;
public sealed class HostWindowInputTests public sealed class HostWindowInputTests
{ {
[Theory] [Theory]
[InlineData(-1.0f, 0)] [InlineData(short.MinValue, 0)]
[InlineData(0.0f, 128)] [InlineData(0, 128)]
[InlineData(1.0f, 255)] [InlineData(short.MaxValue, 255)]
public void ToStickByteMapsFullSilkRange(float value, int expected) public void ToStickByteMapsFullSdlRange(short value, int expected)
{ {
Assert.Equal((byte)expected, HostWindowInput.ToStickByte(value)); Assert.Equal((byte)expected, HostWindowInput.ToStickByte(value));
} }
[Fact]
public void ConnectPublishesWindowKeyboardState()
{
HostWindowInput.Connect();
try
{
HostWindowInput.SetKey(0x57, true);
var source = Assert.IsAssignableFrom<IHostWindowInputSource>(HostWindowInputSource.Current);
Assert.True(source.HasKeyboardFocus);
Assert.True(source.IsKeyDown(0x57));
}
finally
{
HostWindowInput.Disconnect();
}
Assert.Null(HostWindowInputSource.Current);
}
[Fact]
public void ConnectedGamepadStateIsExposedByWindowSource()
{
var expected = new HostGamepadState(
true,
HostGamepadButtons.Cross | HostGamepadButtons.Options,
64,
128,
192,
128,
0,
255);
HostWindowInput.Connect();
try
{
HostWindowInput.SetGamepad("SDL test pad", expected);
Span<HostGamepadState> states = stackalloc HostGamepadState[1];
var source = Assert.IsAssignableFrom<IHostWindowInputSource>(HostWindowInputSource.Current);
Assert.Equal(1, source.GetGamepadStates(states));
Assert.Equal(expected, states[0]);
Assert.Equal("SDL test pad", source.DescribeConnectedGamepad());
}
finally
{
HostWindowInput.Disconnect();
}
}
[Fact]
public void ControllerOutputIsForwardedToSdlOwner()
{
var output = new RecordingGamepadOutput();
var effect = new HostAdaptiveTriggerEffect(
0x21, 0x04, 0, 0x07, 0, 0, 0, 0, 0, 0, 0, 255);
HostWindowInput.Connect(output);
try
{
var source = Assert.IsAssignableFrom<IHostWindowInputSource>(HostWindowInputSource.Current);
source.SetRumble(10, 20);
source.SetTriggerRumble(30, 40);
source.SetAdaptiveTriggerEffect(effect, null);
source.SetLightbar(50, 60, 70);
source.ResetLightbar();
Assert.Equal((10, 20), output.Rumble);
Assert.Equal(((byte?)30, (byte?)40), output.TriggerRumble);
Assert.Equal(effect, output.LeftTriggerEffect);
Assert.Null(output.RightTriggerEffect);
Assert.Equal((50, 60, 70), output.Lightbar);
Assert.True(output.LightbarReset);
}
finally
{
HostWindowInput.Disconnect();
}
}
[Fact]
public void CommonHostInputUsesPublishedWindowSource()
{
var output = new RecordingGamepadOutput();
var expected = new HostGamepadState(
true,
HostGamepadButtons.Cross,
32,
64,
96,
128,
160,
192);
var input = new WindowHostInput();
HostWindowInput.Connect(output);
try
{
HostWindowInput.SetKey(0x57, true);
HostWindowInput.SetGamepad("SDL test pad", expected);
Span<HostGamepadState> states = stackalloc HostGamepadState[1];
Assert.Equal(1, input.GetGamepadStates(states));
Assert.Equal(expected, states[0]);
Assert.Equal("SDL test pad", input.DescribeConnectedGamepad());
Assert.True(input.IsHostWindowFocused());
Assert.True(input.IsKeyDown(0x57));
input.SetRumble(10, 20);
input.SetLightbar(30, 40, 50);
Assert.Equal((10, 20), output.Rumble);
Assert.Equal((30, 40, 50), output.Lightbar);
}
finally
{
HostWindowInput.Disconnect();
}
}
private sealed class RecordingGamepadOutput : IHostGamepadOutput
{
public (byte Large, byte Small) Rumble { get; private set; }
public (byte? Left, byte? Right) TriggerRumble { get; private set; }
public HostAdaptiveTriggerEffect? LeftTriggerEffect { get; private set; }
public HostAdaptiveTriggerEffect? RightTriggerEffect { get; private set; }
public (byte Red, byte Green, byte Blue) Lightbar { get; private set; }
public bool LightbarReset { get; private set; }
public void SetRumble(byte largeMotor, byte smallMotor) =>
Rumble = (largeMotor, smallMotor);
public void SetTriggerRumble(byte? leftTrigger, byte? rightTrigger) =>
TriggerRumble = (leftTrigger, rightTrigger);
public void SetAdaptiveTriggerEffect(
HostAdaptiveTriggerEffect? leftTrigger,
HostAdaptiveTriggerEffect? rightTrigger)
{
LeftTriggerEffect = leftTrigger;
RightTriggerEffect = rightTrigger;
}
public void SetLightbar(byte red, byte green, byte blue) =>
Lightbar = (red, green, blue);
public void ResetLightbar() => LightbarReset = true;
}
} }