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authorAndrew Meadows <leviathan@lindenlab.com>2024-10-04 11:07:47 -0700
committerGitHub <noreply@github.com>2024-10-04 11:07:47 -0700
commitf89abf259dddfe9086de9d96e0b6d65a427f2971 (patch)
treed90b74f4ec320a3bc53a889eb5ba41d18b00ab52 /indra/llwindow/llgamecontrol.cpp
parent4339ad9a528c82946ce40ec2bd240b41d104f338 (diff)
parent2f07279ccaf5aecc45ed9a78d337e73ab58d89a7 (diff)
Merge pull request #1934 from secondlife/leviathan/game-control
Add GameControl behind feature-flag
Diffstat (limited to 'indra/llwindow/llgamecontrol.cpp')
-rw-r--r--indra/llwindow/llgamecontrol.cpp2122
1 files changed, 2122 insertions, 0 deletions
diff --git a/indra/llwindow/llgamecontrol.cpp b/indra/llwindow/llgamecontrol.cpp
new file mode 100644
index 0000000000..9d3c854ca2
--- /dev/null
+++ b/indra/llwindow/llgamecontrol.cpp
@@ -0,0 +1,2122 @@
+/**
+ * @file llgamecontrol.h
+ * @brief GameController detection and management
+ *
+ * $LicenseInfo:firstyear=2023&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2023, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+#include "llgamecontrol.h"
+
+#include <algorithm>
+#include <chrono>
+#include <unordered_map>
+
+#include "SDL2/SDL.h"
+#include "SDL2/SDL_gamecontroller.h"
+#include "SDL2/SDL_joystick.h"
+
+#include "indra_constants.h"
+#include "llfile.h"
+#include "llgamecontroltranslator.h"
+#include "llsd.h"
+
+namespace std
+{
+ string to_string(const SDL_JoystickGUID& guid)
+ {
+ char buffer[33] = { 0 };
+ SDL_JoystickGetGUIDString(guid, buffer, sizeof(guid));
+ return buffer;
+ }
+
+ string to_string(SDL_JoystickType type)
+ {
+ switch (type)
+ {
+ case SDL_JOYSTICK_TYPE_GAMECONTROLLER:
+ return "GAMECONTROLLER";
+ case SDL_JOYSTICK_TYPE_WHEEL:
+ return "WHEEL";
+ case SDL_JOYSTICK_TYPE_ARCADE_STICK:
+ return "ARCADE_STICK";
+ case SDL_JOYSTICK_TYPE_FLIGHT_STICK:
+ return "FLIGHT_STICK";
+ case SDL_JOYSTICK_TYPE_DANCE_PAD:
+ return "DANCE_PAD";
+ case SDL_JOYSTICK_TYPE_GUITAR:
+ return "GUITAR";
+ case SDL_JOYSTICK_TYPE_DRUM_KIT:
+ return "DRUM_KIT";
+ case SDL_JOYSTICK_TYPE_ARCADE_PAD:
+ return "ARCADE_PAD";
+ case SDL_JOYSTICK_TYPE_THROTTLE:
+ return "THROTTLE";
+ default:;
+ }
+ return "UNKNOWN";
+ }
+
+ string to_string(SDL_GameControllerType type)
+ {
+ switch (type)
+ {
+ case SDL_CONTROLLER_TYPE_XBOX360:
+ return "XBOX360";
+ case SDL_CONTROLLER_TYPE_XBOXONE:
+ return "XBOXONE";
+ case SDL_CONTROLLER_TYPE_PS3:
+ return "PS3";
+ case SDL_CONTROLLER_TYPE_PS4:
+ return "PS4";
+ case SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO:
+ return "NINTENDO_SWITCH_PRO";
+ case SDL_CONTROLLER_TYPE_VIRTUAL:
+ return "VIRTUAL";
+ case SDL_CONTROLLER_TYPE_PS5:
+ return "PS5";
+ case SDL_CONTROLLER_TYPE_AMAZON_LUNA:
+ return "AMAZON_LUNA";
+ case SDL_CONTROLLER_TYPE_GOOGLE_STADIA:
+ return "GOOGLE_STADIA";
+ case SDL_CONTROLLER_TYPE_NVIDIA_SHIELD:
+ return "NVIDIA_SHIELD";
+ case SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_LEFT:
+ return "NINTENDO_SWITCH_JOYCON_LEFT";
+ case SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT:
+ return "NINTENDO_SWITCH_JOYCON_RIGHT";
+ case SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_PAIR:
+ return "NINTENDO_SWITCH_JOYCON_PAIR";
+ default:;
+ }
+ return "UNKNOWN";
+ }
+}
+
+// Util for dumping SDL_JoystickGUID info
+std::ostream& operator<<(std::ostream& out, SDL_JoystickGUID& guid)
+{
+ return out << std::to_string(guid);
+}
+
+// Util for dumping SDL_JoystickType type name
+std::ostream& operator<<(std::ostream& out, SDL_JoystickType type)
+{
+ return out << std::to_string(type);
+}
+
+// Util for dumping SDL_GameControllerType type name
+std::ostream& operator<<(std::ostream& out, SDL_GameControllerType type)
+{
+ return out << std::to_string(type);
+}
+
+namespace std
+{
+ string to_string(SDL_Joystick* joystick)
+ {
+ if (!joystick)
+ {
+ return "nullptr";
+ }
+
+ std::stringstream ss;
+
+ ss << "{id:" << SDL_JoystickInstanceID(joystick);
+ SDL_JoystickGUID guid = SDL_JoystickGetGUID(joystick);
+ ss << ",guid:'" << guid << "'";
+ ss << ",type:'" << SDL_JoystickGetType(joystick) << "'";
+ ss << ",name:'" << ll_safe_string(SDL_JoystickName(joystick)) << "'";
+ ss << ",vendor:" << SDL_JoystickGetVendor(joystick);
+ ss << ",product:" << SDL_JoystickGetProduct(joystick);
+ if (U16 version = SDL_JoystickGetProductVersion(joystick))
+ {
+ ss << ",version:" << version;
+ }
+ if (const char* serial = SDL_JoystickGetSerial(joystick))
+ {
+ ss << ",serial:'" << serial << "'";
+ }
+ ss << ",num_axes:" << SDL_JoystickNumAxes(joystick);
+ ss << ",num_balls:" << SDL_JoystickNumBalls(joystick);
+ ss << ",num_hats:" << SDL_JoystickNumHats(joystick);
+ ss << ",num_buttons:" << SDL_JoystickNumHats(joystick);
+ ss << "}";
+
+ return ss.str();
+ }
+
+ string to_string(SDL_GameController* controller)
+ {
+ if (!controller)
+ {
+ return "nullptr";
+ }
+
+ stringstream ss;
+
+ ss << "{type:'" << SDL_GameControllerGetType(controller) << "'";
+ ss << ",name:'" << ll_safe_string(SDL_GameControllerName(controller)) << "'";
+ ss << ",vendor:" << SDL_GameControllerGetVendor(controller);
+ ss << ",product:" << SDL_GameControllerGetProduct(controller);
+ if (U16 version = SDL_GameControllerGetProductVersion(controller))
+ {
+ ss << ",version:" << version;
+ }
+ if (const char* serial = SDL_GameControllerGetSerial(controller))
+ {
+ ss << ",serial:'" << serial << "'";
+ }
+ ss << "}";
+
+ return ss.str();
+ }
+}
+
+// Util for dumping SDL_Joystick info
+std::ostream& operator<<(std::ostream& out, SDL_Joystick* joystick)
+{
+ return out << std::to_string(joystick);
+}
+
+// Util for dumping SDL_GameController info
+std::ostream& operator<<(std::ostream& out, SDL_GameController* controller)
+{
+ return out << std::to_string(controller);
+}
+
+std::string LLGameControl::InputChannel::getLocalName() const
+{
+ // HACK: we hard-code English channel names, but
+ // they should be loaded from localized XML config files.
+
+ if ((mType == LLGameControl::InputChannel::TYPE_AXIS) && (mIndex < NUM_AXES))
+ {
+ return "AXIS_" + std::to_string((U32)mIndex) +
+ (mSign < 0 ? "-" : mSign > 0 ? "+" : "");
+ }
+
+ if ((mType == LLGameControl::InputChannel::TYPE_BUTTON) && (mIndex < NUM_BUTTONS))
+ {
+ return "BUTTON_" + std::to_string((U32)mIndex);
+ }
+
+ return "NONE";
+}
+
+std::string LLGameControl::InputChannel::getRemoteName() const
+{
+ // HACK: we hard-code English channel names, but
+ // they should be loaded from localized XML config files.
+ std::string name = " ";
+ // GAME_CONTROL_AXIS_LEFTX, GAME_CONTROL_BUTTON_A, etc
+ if (mType == LLGameControl::InputChannel::TYPE_AXIS)
+ {
+ switch (mIndex)
+ {
+ case 0:
+ name = "GAME_CONTROL_AXIS_LEFTX";
+ break;
+ case 1:
+ name = "GAME_CONTROL_AXIS_LEFTY";
+ break;
+ case 2:
+ name = "GAME_CONTROL_AXIS_RIGHTX";
+ break;
+ case 3:
+ name = "GAME_CONTROL_AXIS_RIGHTY";
+ break;
+ case 4:
+ name = "GAME_CONTROL_AXIS_PADDLELEFT";
+ break;
+ case 5:
+ name = "GAME_CONTROL_AXIS_PADDLERIGHT";
+ break;
+ default:
+ break;
+ }
+ }
+ else if (mType == LLGameControl::InputChannel::TYPE_BUTTON)
+ {
+ switch(mIndex)
+ {
+ case 0:
+ name = "GAME_CONTROL_BUTTON_A";
+ break;
+ case 1:
+ name = "GAME_CONTROL_BUTTON_B";
+ break;
+ case 2:
+ name = "GAME_CONTROL_BUTTON_X";
+ break;
+ case 3:
+ name = "GAME_CONTROL_BUTTON_Y";
+ break;
+ case 4:
+ name = "GAME_CONTROL_BUTTON_BACK";
+ break;
+ case 5:
+ name = "GAME_CONTROL_BUTTON_GUIDE";
+ break;
+ case 6:
+ name = "GAME_CONTROL_BUTTON_START";
+ break;
+ case 7:
+ name = "GAME_CONTROL_BUTTON_LEFTSTICK";
+ break;
+ case 8:
+ name = "GAME_CONTROL_BUTTON_RIGHTSTICK";
+ break;
+ case 9:
+ name = "GAME_CONTROL_BUTTON_LEFTSHOULDER";
+ break;
+ case 10:
+ name = "GAME_CONTROL_BUTTON_RIGHTSHOULDER";
+ break;
+ case 11:
+ name = "GAME_CONTROL_BUTTON_DPAD_UP";
+ break;
+ case 12:
+ name = "GAME_CONTROL_BUTTON_DPAD_DOWN";
+ break;
+ case 13:
+ name = "GAME_CONTROL_BUTTON_DPAD_LEFT";
+ break;
+ case 14:
+ name = "GAME_CONTROL_BUTTON_DPAD_RIGHT";
+ break;
+ case 15:
+ name = "GAME_CONTROL_BUTTON_MISC1";
+ break;
+ case 16:
+ name = "GAME_CONTROL_BUTTON_PADDLE1";
+ break;
+ case 17:
+ name = "GAME_CONTROL_BUTTON_PADDLE2";
+ break;
+ case 18:
+ name = "GAME_CONTROL_BUTTON_PADDLE3";
+ break;
+ case 19:
+ name = "GAME_CONTROL_BUTTON_PADDLE4";
+ break;
+ case 20:
+ name = "GAME_CONTROL_BUTTON_TOUCHPAD";
+ break;
+ default:
+ break;
+ }
+ }
+ return name;
+}
+
+
+// internal class for managing list of controllers and per-controller state
+class LLGameControllerManager
+{
+public:
+ using ActionToChannelMap = std::map< std::string, LLGameControl::InputChannel >;
+ LLGameControllerManager();
+
+ static void getDefaultMappings(std::vector<std::pair<std::string, LLGameControl::InputChannel>>& agent_channels,
+ std::vector<LLGameControl::InputChannel>& flycam_channels);
+ void getDefaultMappings(std::vector<std::pair<std::string, LLGameControl::InputChannel>>& mappings);
+ void initializeMappingsByDefault();
+ void resetDeviceOptionsToDefaults();
+ void loadDeviceOptionsFromSettings();
+ void saveDeviceOptionsToSettings() const;
+ void setDeviceOptions(const std::string& guid, const LLGameControl::Options& options);
+
+ void addController(SDL_JoystickID id, const std::string& guid, const std::string& name);
+ void removeController(SDL_JoystickID id);
+
+ void onAxis(SDL_JoystickID id, U8 axis, S16 value);
+ void onButton(SDL_JoystickID id, U8 button, bool pressed);
+
+ void clearAllStates();
+
+ void accumulateInternalState();
+ void computeFinalState();
+
+ LLGameControl::ActionNameType getActionNameType(const std::string& action) const;
+ LLGameControl::InputChannel getChannelByAction(const std::string& action) const;
+ LLGameControl::InputChannel getFlycamChannelByAction(const std::string& action) const;
+
+ bool updateActionMap(const std::string& name, LLGameControl::InputChannel channel);
+ U32 computeInternalActionFlags();
+ void getFlycamInputs(std::vector<F32>& inputs_out);
+ void setExternalInput(U32 action_flags, U32 buttons);
+
+ U32 getMappedFlags() const { return mActionTranslator.getMappedFlags(); }
+
+ void clear();
+
+ std::string getAnalogMappings() const;
+ std::string getBinaryMappings() const;
+ std::string getFlycamMappings() const;
+
+ void setAnalogMappings(const std::string& mappings);
+ void setBinaryMappings(const std::string& mappings);
+ void setFlycamMappings(const std::string& mappings);
+
+private:
+ void updateFlycamMap(const std::string& action, LLGameControl::InputChannel channel);
+
+ std::list<LLGameControl::Device> mDevices; // all connected devices
+ using device_it = std::list<LLGameControl::Device>::iterator;
+ device_it findDevice(SDL_JoystickID id)
+ {
+ return std::find_if(mDevices.begin(), mDevices.end(),
+ [id](LLGameControl::Device& device)
+ {
+ return device.getJoystickID() == id;
+ });
+ }
+
+ LLGameControl::State mExternalState;
+ LLGameControlTranslator mActionTranslator;
+ std::map<std::string, LLGameControl::ActionNameType> mActions;
+ std::vector <std::string> mAnalogActions;
+ std::vector <std::string> mBinaryActions;
+ std::vector <std::string> mFlycamActions;
+ std::vector<LLGameControl::InputChannel> mFlycamChannels;
+ std::vector<S32> mAxesAccumulator;
+ U32 mButtonAccumulator { 0 };
+ U32 mLastActiveFlags { 0 };
+ U32 mLastFlycamActionFlags { 0 };
+
+ friend class LLGameControl;
+};
+
+// local globals
+namespace
+{
+ LLGameControl* g_gameControl = nullptr;
+ LLGameControllerManager g_manager;
+
+ // The GameControlInput message is sent via UDP which is lossy.
+ // Since we send the only the list of pressed buttons the receiving
+ // side can compute the difference between subsequent states to
+ // find button-down/button-up events.
+ //
+ // To reduce the likelihood of buttons being stuck "pressed" forever
+ // on the receiving side (for lost final packet) we resend the last
+ // data state. However, to keep the ambient resend bandwidth low we
+ // expand the resend period at a geometric rate.
+ //
+ constexpr U64 MSEC_PER_NSEC = 1000000;
+ constexpr U64 FIRST_RESEND_PERIOD = 100 * MSEC_PER_NSEC;
+ constexpr U64 RESEND_EXPANSION_RATE = 10;
+ LLGameControl::State g_outerState; // from controller devices
+ LLGameControl::State g_innerState; // state from gAgent
+ LLGameControl::State g_finalState; // sum of inner and outer
+ U64 g_lastSend = 0;
+ U64 g_nextResendPeriod = FIRST_RESEND_PERIOD;
+
+ bool g_enabled = false;
+ bool g_sendToServer = false;
+ bool g_controlAgent = false;
+ bool g_translateAgentActions = false;
+ LLGameControl::AgentControlMode g_agentControlMode = LLGameControl::CONTROL_MODE_AVATAR;
+
+ std::map<std::string, std::string> g_deviceOptions;
+
+ std::function<bool(const std::string&)> s_loadBoolean;
+ std::function<void(const std::string&, bool)> s_saveBoolean;
+ std::function<std::string(const std::string&)> s_loadString;
+ std::function<void(const std::string&, const std::string&)> s_saveString;
+ std::function<LLSD(const std::string&)> s_loadObject;
+ std::function<void(const std::string&, LLSD&)> s_saveObject;
+ std::function<void()> s_updateUI;
+
+ std::string SETTING_ENABLE("EnableGameControl");
+ std::string SETTING_SENDTOSERVER("GameControlToServer");
+ std::string SETTING_CONTROLAGENT("GameControlToAgent");
+ std::string SETTING_TRANSLATEACTIONS("AgentToGameControl");
+ std::string SETTING_AGENTCONTROLMODE("AgentControlMode");
+ std::string SETTING_ANALOGMAPPINGS("AnalogChannelMappings");
+ std::string SETTING_BINARYMAPPINGS("BinaryChannelMappings");
+ std::string SETTING_FLYCAMMAPPINGS("FlycamChannelMappings");
+ std::string SETTING_KNOWNCONTROLLERS("KnownGameControllers");
+
+ std::string ENUM_AGENTCONTROLMODE_FLYCAM("flycam");
+ std::string ENUM_AGENTCONTROLMODE_NONE("none");
+
+ LLGameControl::AgentControlMode convertStringToAgentControlMode(const std::string& mode)
+ {
+ if (mode == ENUM_AGENTCONTROLMODE_NONE)
+ return LLGameControl::CONTROL_MODE_NONE;
+ if (mode == ENUM_AGENTCONTROLMODE_FLYCAM)
+ return LLGameControl::CONTROL_MODE_FLYCAM;
+ // All values except NONE and FLYCAM are treated as default (AVATAR)
+ return LLGameControl::CONTROL_MODE_AVATAR;
+ }
+
+ const std::string& convertAgentControlModeToString(LLGameControl::AgentControlMode mode)
+ {
+ if (mode == LLGameControl::CONTROL_MODE_NONE)
+ return ENUM_AGENTCONTROLMODE_NONE;
+ if (mode == LLGameControl::CONTROL_MODE_FLYCAM)
+ return ENUM_AGENTCONTROLMODE_FLYCAM;
+ // All values except NONE and FLYCAM are treated as default (AVATAR)
+ return LLStringUtil::null;
+ }
+
+ const std::string& getDeviceOptionsString(const std::string& guid)
+ {
+ const auto& it = g_deviceOptions.find(guid);
+ return it == g_deviceOptions.end() ? LLStringUtil::null : it->second;
+ }
+}
+
+LLGameControl::~LLGameControl()
+{
+ terminate();
+}
+
+LLGameControl::State::State()
+: mButtons(0)
+{
+ mAxes.resize(NUM_AXES, 0);
+ mPrevAxes.resize(NUM_AXES, 0);
+}
+
+void LLGameControl::State::clear()
+{
+ std::fill(mAxes.begin(), mAxes.end(), 0);
+
+ // DO NOT clear mPrevAxes because those are managed by external logic.
+ //std::fill(mPrevAxes.begin(), mPrevAxes.end(), 0);
+
+ mButtons = 0;
+}
+
+bool LLGameControl::State::onButton(U8 button, bool pressed)
+{
+ U32 old_buttons = mButtons;
+ if (button < NUM_BUTTONS)
+ {
+ if (pressed)
+ {
+ mButtons |= (0x01 << button);
+ }
+ else
+ {
+ mButtons &= ~(0x01 << button);
+ }
+ }
+ return mButtons != old_buttons;
+}
+
+LLGameControl::Device::Device(int joystickID, const std::string& guid, const std::string& name)
+: mJoystickID(joystickID)
+, mGUID(guid)
+, mName(name)
+{
+}
+
+LLGameControl::Options::Options()
+{
+ mAxisOptions.resize(NUM_AXES);
+ mAxisMap.resize(NUM_AXES);
+ mButtonMap.resize(NUM_BUTTONS);
+ resetToDefaults();
+}
+
+void LLGameControl::Options::resetToDefaults()
+{
+ for (size_t i = 0; i < NUM_AXES; ++i)
+ {
+ mAxisOptions[i].resetToDefaults();
+ mAxisMap[i] = (U8)i;
+ }
+ for (size_t i = 0; i < NUM_BUTTONS; ++i)
+ {
+ mButtonMap[i] = (U8)i;
+ }
+}
+
+U8 LLGameControl::Options::mapAxis(U8 axis) const
+{
+ if (axis >= NUM_AXES)
+ {
+ LL_WARNS("SDL2") << "Invalid input axis: " << axis << LL_ENDL;
+ return axis;
+ }
+ return mAxisMap[axis];
+}
+
+U8 LLGameControl::Options::mapButton(U8 button) const
+{
+ if (button >= NUM_BUTTONS)
+ {
+ LL_WARNS("SDL2") << "Invalid input button: " << button << LL_ENDL;
+ return button;
+ }
+ return mButtonMap[button];
+}
+
+S16 LLGameControl::Options::fixAxisValue(U8 axis, S16 value) const
+{
+ if (axis >= NUM_AXES)
+ {
+ LL_WARNS("SDL2") << "Invalid input axis: " << axis << LL_ENDL;
+ }
+ else
+ {
+ value = mAxisOptions[axis].computeModifiedValue(value);
+ }
+ return value;
+}
+
+std::string LLGameControl::Options::AxisOptions::saveToString() const
+{
+ std::list<std::string> options;
+
+ if (mMultiplier == -1)
+ {
+ options.push_back("invert:1");
+ }
+ if (mDeadZone)
+ {
+ options.push_back(llformat("dead_zone:%u", mDeadZone));
+ }
+ if (mOffset)
+ {
+ options.push_back(llformat("offset:%d", mOffset));
+ }
+
+ std::string result = LLStringUtil::join(options);
+
+ return result.empty() ? result : "{" + result + "}";
+}
+
+// Parse string "{key:value,key:{key:value,key:value}}" and fill the map
+static bool parse(std::map<std::string, std::string>& result, std::string source)
+{
+ result.clear();
+
+ LLStringUtil::trim(source);
+ if (source.empty())
+ return true;
+
+ if (source.front() != '{' || source.back() != '}')
+ return false;
+
+ source = source.substr(1, source.size() - 2);
+
+ LLStringUtil::trim(source);
+ if (source.empty())
+ return true;
+
+ // Split the string "key:value" and add the pair to the map
+ auto split = [&](const std::string& pair) -> bool
+ {
+ size_t pos = pair.find(':');
+ if (!pos || pos == std::string::npos)
+ return false;
+ std::string key = pair.substr(0, pos);
+ std::string value = pair.substr(pos + 1);
+ LLStringUtil::trim(key);
+ LLStringUtil::trim(value);
+ if (key.empty() || value.empty())
+ return false;
+ result[key] = value;
+ return true;
+ };
+
+ U32 depth = 0;
+ size_t offset = 0;
+ while (true)
+ {
+ size_t pos = source.find_first_of(depth ? "{}" : ",{}", offset);
+ if (pos == std::string::npos)
+ {
+ return !depth && split(source);
+ }
+ if (source[pos] == ',')
+ {
+ if (!split(source.substr(0, pos)))
+ return false;
+ source = source.substr(pos + 1);
+ offset = 0;
+ }
+ else if (source[pos] == '{')
+ {
+ depth++;
+ offset = pos + 1;
+ }
+ else if (depth) // Assume '}' here
+ {
+ depth--;
+ offset = pos + 1;
+ }
+ else
+ {
+ return false; // Extra '}' found
+ }
+ }
+
+ return true;
+}
+
+void LLGameControl::Options::AxisOptions::loadFromString(std::string options)
+{
+ resetToDefaults();
+
+ if (options.empty())
+ return;
+
+ std::map<std::string, std::string> pairs;
+ if (!parse(pairs, options))
+ {
+ LL_WARNS("SDL2") << "Invalid axis options: '" << options << "'" << LL_ENDL;
+ }
+
+ mMultiplier = 1;
+ std::string invert = pairs["invert"];
+ if (!invert.empty())
+ {
+ if (invert == "1")
+ {
+ mMultiplier = -1;
+ }
+ else
+ {
+ LL_WARNS("SDL2") << "Invalid invert value: '" << invert << "'" << LL_ENDL;
+ }
+ }
+
+ std::string dead_zone = pairs["dead_zone"];
+ if (!dead_zone.empty())
+ {
+ size_t number = std::stoull(dead_zone);
+ if (number <= MAX_AXIS_DEAD_ZONE && std::to_string(number) == dead_zone)
+ {
+ mDeadZone = (U16)number;
+ }
+ else
+ {
+ LL_WARNS("SDL2") << "Invalid dead_zone value: '" << dead_zone << "'" << LL_ENDL;
+ }
+ }
+
+ std::string offset = pairs["offset"];
+ if (!offset.empty())
+ {
+ S32 number = std::stoi(offset);
+ if (abs(number) > MAX_AXIS_OFFSET || std::to_string(number) != offset)
+ {
+ LL_WARNS("SDL2") << "Invalid offset value: '" << offset << "'" << LL_ENDL;
+ }
+ else
+ {
+ mOffset = (S16)number;
+ }
+ }
+}
+
+std::string LLGameControl::Options::saveToString(const std::string& name, bool force_empty) const
+{
+ return stringifyDeviceOptions(name, mAxisOptions, mAxisMap, mButtonMap, force_empty);
+}
+
+bool LLGameControl::Options::loadFromString(std::string& name, std::string options)
+{
+ resetToDefaults();
+ return LLGameControl::parseDeviceOptions(options, name, mAxisOptions, mAxisMap, mButtonMap);
+}
+
+bool LLGameControl::Options::loadFromString(std::string options)
+{
+ resetToDefaults();
+ std::string dummy_name;
+ return LLGameControl::parseDeviceOptions(options, dummy_name, mAxisOptions, mAxisMap, mButtonMap);
+}
+
+LLGameControllerManager::LLGameControllerManager()
+{
+ mAxesAccumulator.resize(LLGameControl::NUM_AXES, 0);
+
+ mAnalogActions = { "push", "slide", "jump", "turn", "look" };
+ mBinaryActions = { "toggle_run", "toggle_fly", "toggle_flycam", "stop" };
+ mFlycamActions = { "advance", "pan", "rise", "pitch", "yaw", "zoom" };
+
+ // Collect all known action names with their types in one container
+ for (const std::string& name : mAnalogActions)
+ {
+ mActions[name] = LLGameControl::ACTION_NAME_ANALOG;
+ mActions[name + "+"] = LLGameControl::ACTION_NAME_ANALOG_POS;
+ mActions[name + "-"] = LLGameControl::ACTION_NAME_ANALOG_NEG;
+ }
+ for (const std::string& name : mBinaryActions)
+ {
+ mActions[name] = LLGameControl::ACTION_NAME_BINARY;
+ }
+ for (const std::string& name : mFlycamActions)
+ {
+ mActions[name] = LLGameControl::ACTION_NAME_FLYCAM;
+ }
+
+ // Here we build an invariant map between the named agent actions
+ // and control bit sent to the server. This map will be used,
+ // in combination with the action->InputChannel map below,
+ // to maintain an inverse map from control bit masks to GameControl data.
+ LLGameControlTranslator::ActionToMaskMap actionMasks =
+ {
+ // Analog actions (pairs)
+ { "push+", AGENT_CONTROL_AT_POS | AGENT_CONTROL_FAST_AT },
+ { "push-", AGENT_CONTROL_AT_NEG | AGENT_CONTROL_FAST_AT },
+ { "slide+", AGENT_CONTROL_LEFT_POS | AGENT_CONTROL_FAST_LEFT },
+ { "slide-", AGENT_CONTROL_LEFT_NEG | AGENT_CONTROL_FAST_LEFT },
+ { "jump+", AGENT_CONTROL_UP_POS | AGENT_CONTROL_FAST_UP },
+ { "jump-", AGENT_CONTROL_UP_NEG | AGENT_CONTROL_FAST_UP },
+ { "turn+", AGENT_CONTROL_YAW_POS },
+ { "turn-", AGENT_CONTROL_YAW_NEG },
+ { "look+", AGENT_CONTROL_PITCH_POS },
+ { "look-", AGENT_CONTROL_PITCH_NEG },
+ // Button actions
+ { "stop", AGENT_CONTROL_STOP },
+ // These are HACKs. We borrow some AGENT_CONTROL bits for "unrelated" features.
+ // Not a problem because these bits are only used internally.
+ { "toggle_run", AGENT_CONTROL_NUDGE_AT_POS }, // HACK
+ { "toggle_fly", AGENT_CONTROL_FLY }, // HACK
+ { "toggle_flycam", AGENT_CONTROL_NUDGE_AT_NEG }, // HACK
+ };
+ mActionTranslator.setAvailableActionMasks(actionMasks);
+
+ initializeMappingsByDefault();
+}
+
+// static
+void LLGameControllerManager::getDefaultMappings(
+ std::vector<std::pair<std::string, LLGameControl::InputChannel>>& agent_channels,
+ std::vector<LLGameControl::InputChannel>& flycam_channels)
+{
+ // Here we build a list of pairs between named agent actions and
+ // GameControl channels. Note: we only supply the non-signed names
+ // (e.g. "push" instead of "push+" and "push-") because mActionTranslator
+ // automatially expands action names as necessary.
+ using type = LLGameControl::InputChannel::Type;
+ agent_channels =
+ {
+ // Analog actions (associated by common name - without '+' or '-')
+ { "push", { type::TYPE_AXIS, LLGameControl::AXIS_LEFTY, 1 } },
+ { "slide", { type::TYPE_AXIS, LLGameControl::AXIS_LEFTX, 1 } },
+ { "jump", { type::TYPE_AXIS, LLGameControl::AXIS_TRIGGERLEFT, 1 } },
+ { "turn", { type::TYPE_AXIS, LLGameControl::AXIS_RIGHTX, 1 } },
+ { "look", { type::TYPE_AXIS, LLGameControl::AXIS_RIGHTY, 1 } },
+ // Button actions (associated by name)
+ { "toggle_run", { type::TYPE_BUTTON, LLGameControl::BUTTON_LEFTSHOULDER } },
+ { "toggle_fly", { type::TYPE_BUTTON, LLGameControl::BUTTON_DPAD_UP } },
+ { "toggle_flycam", { type::TYPE_BUTTON, LLGameControl::BUTTON_RIGHTSHOULDER } },
+ { "stop", { type::TYPE_BUTTON, LLGameControl::BUTTON_LEFTSTICK } }
+ };
+
+ // Flycam actions don't need bitwise translation, so we maintain the map
+ // of channels here directly rather than using an LLGameControlTranslator.
+ flycam_channels =
+ {
+ // Flycam actions (associated just by an order index)
+ { type::TYPE_AXIS, LLGameControl::AXIS_LEFTY, 1 }, // advance
+ { type::TYPE_AXIS, LLGameControl::AXIS_LEFTX, 1 }, // pan
+ { type::TYPE_AXIS, LLGameControl::AXIS_TRIGGERRIGHT, 1 }, // rise
+ { type::TYPE_AXIS, LLGameControl::AXIS_RIGHTY, -1 }, // pitch
+ { type::TYPE_AXIS, LLGameControl::AXIS_RIGHTX, 1 }, // yaw
+ { type::TYPE_NONE, 0 } // zoom
+ };
+}
+
+void LLGameControllerManager::getDefaultMappings(std::vector<std::pair<std::string, LLGameControl::InputChannel>>& mappings)
+{
+ // Join two different data structures into the one
+ std::vector<LLGameControl::InputChannel> flycam_channels;
+ getDefaultMappings(mappings, flycam_channels);
+ for (size_t i = 0; i < flycam_channels.size(); ++i)
+ {
+ mappings.emplace_back(mFlycamActions[i], flycam_channels[i]);
+ }
+}
+
+void LLGameControllerManager::initializeMappingsByDefault()
+{
+ std::vector<std::pair<std::string, LLGameControl::InputChannel>> agent_channels;
+ getDefaultMappings(agent_channels, mFlycamChannels);
+ mActionTranslator.setMappings(agent_channels);
+}
+
+void LLGameControllerManager::resetDeviceOptionsToDefaults()
+{
+ for (LLGameControl::Device& device : mDevices)
+ {
+ device.resetOptionsToDefaults();
+ }
+}
+
+void LLGameControllerManager::loadDeviceOptionsFromSettings()
+{
+ for (LLGameControl::Device& device : mDevices)
+ {
+ device.loadOptionsFromString(getDeviceOptionsString(device.getGUID()));
+ }
+}
+
+void LLGameControllerManager::saveDeviceOptionsToSettings() const
+{
+ for (const LLGameControl::Device& device : mDevices)
+ {
+ std::string options = device.saveOptionsToString();
+ if (options.empty())
+ {
+ g_deviceOptions.erase(device.getGUID());
+ }
+ else
+ {
+ g_deviceOptions[device.getGUID()] = options;
+ }
+ }
+}
+
+void LLGameControllerManager::setDeviceOptions(const std::string& guid, const LLGameControl::Options& options)
+{
+ // find Device by name
+ for (LLGameControl::Device& device : mDevices)
+ {
+ if (device.getGUID() == guid)
+ {
+ device.mOptions = options;
+ return;
+ }
+ }
+}
+
+void LLGameControllerManager::addController(SDL_JoystickID id, const std::string& guid, const std::string& name)
+{
+ llassert(id >= 0);
+
+ for (const LLGameControl::Device& device : mDevices)
+ {
+ if (device.getJoystickID() == id)
+ {
+ LL_WARNS("SDL2") << "device with id=" << id << " was already added"
+ << ", guid: '" << device.getGUID() << "'"
+ << ", name: '" << device.getName() << "'"
+ << LL_ENDL;
+ return;
+ }
+ }
+
+ mDevices.emplace_back(id, guid, name).loadOptionsFromString(getDeviceOptionsString(guid));
+}
+
+void LLGameControllerManager::removeController(SDL_JoystickID id)
+{
+ LL_INFOS("SDL2") << "joystick id: " << id << LL_ENDL;
+
+ mDevices.remove_if([id](LLGameControl::Device& device)
+ {
+ return device.getJoystickID() == id;
+ });
+}
+
+void LLGameControllerManager::onAxis(SDL_JoystickID id, U8 axis, S16 value)
+{
+ device_it it = findDevice(id);
+ if (it == mDevices.end())
+ {
+ LL_WARNS("SDL2") << "Unknown device: joystick=0x" << std::hex << id << std::dec
+ << " axis=" << (S32)axis
+ << " value=" << (S32)value << LL_ENDL;
+ return;
+ }
+
+ // Map axis using device-specific settings
+ // or leave the value unchanged
+ U8 mapped_axis = it->mOptions.mapAxis(axis);
+ if (mapped_axis != axis)
+ {
+ LL_DEBUGS("SDL2") << "Axis mapped: joystick=0x" << std::hex << id << std::dec
+ << " input axis i=" << (S32)axis
+ << " mapped axis i=" << (S32)mapped_axis << LL_ENDL;
+ axis = mapped_axis;
+ }
+
+ if (axis >= LLGameControl::NUM_AXES)
+ {
+ LL_WARNS("SDL2") << "Unknown axis: joystick=0x" << std::hex << id << std::dec
+ << " axis=" << (S32)(axis)
+ << " value=" << (S32)(value) << LL_ENDL;
+ return;
+ }
+
+ // Fix value using device-specific settings
+ // or leave the value unchanged
+ S16 fixed_value = it->mOptions.fixAxisValue(axis, value);
+ if (fixed_value != value)
+ {
+ LL_DEBUGS("SDL2") << "Value fixed: joystick=0x" << std::hex << id << std::dec
+ << " axis i=" << (S32)axis
+ << " input value=" << (S32)value
+ << " fixed value=" << (S32)fixed_value << LL_ENDL;
+ value = fixed_value;
+ }
+
+ // Note: the RAW analog joysticks provide NEGATIVE X,Y values for LEFT,FORWARD
+ // whereas those directions are actually POSITIVE in SL's local right-handed
+ // reference frame. Therefore we implicitly negate those axes here where
+ // they are extracted from SDL, before being used anywhere.
+ if (axis < SDL_CONTROLLER_AXIS_TRIGGERLEFT)
+ {
+ // Note: S16 value is in range [-32768, 32767] which means
+ // the negative range has an extra possible value. We need
+ // to add (or subtract) one during negation.
+ if (value < 0)
+ {
+ value = - (value + 1);
+ }
+ else if (value > 0)
+ {
+ value = (-value) - 1;
+ }
+ }
+
+ LL_DEBUGS("SDL2") << "joystick=0x" << std::hex << id << std::dec
+ << " axis=" << (S32)(axis)
+ << " value=" << (S32)(value) << LL_ENDL;
+ it->mState.mAxes[axis] = value;
+}
+
+void LLGameControllerManager::onButton(SDL_JoystickID id, U8 button, bool pressed)
+{
+ device_it it = findDevice(id);
+ if (it == mDevices.end())
+ {
+ LL_WARNS("SDL2") << "Unknown device: joystick=0x" << std::hex << id << std::dec
+ << " button i=" << (S32)button << LL_ENDL;
+ return;
+ }
+
+ // Map button using device-specific settings
+ // or leave the value unchanged
+ U8 mapped_button = it->mOptions.mapButton(button);
+ if (mapped_button != button)
+ {
+ LL_DEBUGS("SDL2") << "Button mapped: joystick=0x" << std::hex << id << std::dec
+ << " input button i=" << (S32)button
+ << " mapped button i=" << (S32)mapped_button << LL_ENDL;
+ button = mapped_button;
+ }
+
+ if (button >= LLGameControl::NUM_BUTTONS)
+ {
+ LL_WARNS("SDL2") << "Unknown button: joystick=0x" << std::hex << id << std::dec
+ << " button i=" << (S32)button << LL_ENDL;
+ return;
+ }
+
+ if (it->mState.onButton(button, pressed))
+ {
+ LL_DEBUGS("SDL2") << "joystick=0x" << std::hex << id << std::dec
+ << " button i=" << (S32)button
+ << " pressed=" << pressed << LL_ENDL;
+ }
+}
+
+void LLGameControllerManager::clearAllStates()
+{
+ for (auto& device : mDevices)
+ {
+ device.mState.clear();
+ }
+ mExternalState.clear();
+ mLastActiveFlags = 0;
+ mLastFlycamActionFlags = 0;
+}
+
+void LLGameControllerManager::accumulateInternalState()
+{
+ // clear the old state
+ std::fill(mAxesAccumulator.begin(), mAxesAccumulator.end(), 0);
+ mButtonAccumulator = 0;
+
+ // accumulate the controllers
+ for (const auto& device : mDevices)
+ {
+ mButtonAccumulator |= device.mState.mButtons;
+ for (size_t i = 0; i < LLGameControl::NUM_AXES; ++i)
+ {
+ // Note: we don't bother to clamp the axes yet
+ // because at this stage we haven't yet accumulated the "inner" state.
+ mAxesAccumulator[i] += (S32)device.mState.mAxes[i];
+ }
+ }
+}
+
+void LLGameControllerManager::computeFinalState()
+{
+ // We assume accumulateInternalState() has already been called and we will
+ // finish by accumulating "external" state (if enabled)
+ U32 old_buttons = g_finalState.mButtons;
+ g_finalState.mButtons = mButtonAccumulator;
+ if (g_translateAgentActions)
+ {
+ // accumulate from mExternalState
+ g_finalState.mButtons |= mExternalState.mButtons;
+ }
+ if (old_buttons != g_finalState.mButtons)
+ {
+ g_nextResendPeriod = 0; // packet needs to go out ASAP
+ }
+
+ // clamp the accumulated axes
+ for (size_t i = 0; i < LLGameControl::NUM_AXES; ++i)
+ {
+ S32 axis = mAxesAccumulator[i];
+ if (g_translateAgentActions)
+ {
+ // Note: we accumulate mExternalState onto local 'axis' variable
+ // rather than onto mAxisAccumulator[i] because the internal
+ // accumulated value is also used to drive the Flycam, and
+ // we don't want any external state leaking into that value.
+ axis += (S32)mExternalState.mAxes[i];
+ }
+ axis = (S16)std::min(std::max(axis, -32768), 32767);
+ // check for change
+ if (g_finalState.mAxes[i] != axis)
+ {
+ // When axis changes we explicitly update the corresponding prevAxis
+ // prior to storing axis. The only other place where prevAxis
+ // is updated in updateResendPeriod() which is explicitly called after
+ // a packet is sent. The result is: unchanged axes are included in
+ // first resend but not later ones.
+ g_finalState.mPrevAxes[i] = g_finalState.mAxes[i];
+ g_finalState.mAxes[i] = axis;
+ g_nextResendPeriod = 0; // packet needs to go out ASAP
+ }
+ }
+}
+
+LLGameControl::ActionNameType LLGameControllerManager::getActionNameType(const std::string& action) const
+{
+ auto it = mActions.find(action);
+ return it == mActions.end() ? LLGameControl::ACTION_NAME_UNKNOWN : it->second;
+}
+
+LLGameControl::InputChannel LLGameControllerManager::getChannelByAction(const std::string& action) const
+{
+ LLGameControl::InputChannel channel;
+ auto action_it = mActions.find(action);
+ if (action_it != mActions.end())
+ {
+ if (action_it->second == LLGameControl::ACTION_NAME_FLYCAM)
+ {
+ channel = getFlycamChannelByAction(action);
+ }
+ else
+ {
+ channel = mActionTranslator.getChannelByAction(action);
+ }
+ }
+ return channel;
+}
+
+LLGameControl::InputChannel LLGameControllerManager::getFlycamChannelByAction(const std::string& action) const
+{
+ auto flycam_it = std::find(mFlycamActions.begin(), mFlycamActions.end(), action);
+ llassert(flycam_it != mFlycamActions.end());
+ std::ptrdiff_t index = std::distance(mFlycamActions.begin(), flycam_it);
+ return mFlycamChannels[(std::size_t)index];
+}
+
+// Common implementation of getAnalogMappings(), getBinaryMappings() and getFlycamMappings()
+static std::string getMappings(const std::vector<std::string>& actions, LLGameControl::InputChannel::Type type,
+ std::function<LLGameControl::InputChannel(const std::string& action)> getChannel)
+{
+ std::list<std::string> mappings;
+
+ std::vector<std::pair<std::string, LLGameControl::InputChannel>> default_mappings;
+ LLGameControl::getDefaultMappings(default_mappings);
+
+ // Walk through the all known actions of the chosen type
+ for (const std::string& action : actions)
+ {
+ LLGameControl::InputChannel channel = getChannel(action);
+ // Only channels of the expected type should be stored
+ if (channel.mType == type)
+ {
+ bool mapping_differs = false;
+ for (const auto& pair : default_mappings)
+ {
+ if (pair.first == action)
+ {
+ mapping_differs = !channel.isEqual(pair.second);
+ break;
+ }
+ }
+ // Only mappings different from the default should be stored
+ if (mapping_differs)
+ {
+ mappings.push_back(action + ":" + channel.getLocalName());
+ }
+ }
+ }
+
+ std::string result = LLStringUtil::join(mappings);
+
+ return result;
+}
+
+std::string LLGameControllerManager::getAnalogMappings() const
+{
+ return getMappings(mAnalogActions, LLGameControl::InputChannel::TYPE_AXIS,
+ [&](const std::string& action) -> LLGameControl::InputChannel
+ {
+ return mActionTranslator.getChannelByAction(action + "+");
+ });
+}
+
+std::string LLGameControllerManager::getBinaryMappings() const
+{
+ return getMappings(mBinaryActions, LLGameControl::InputChannel::TYPE_BUTTON,
+ [&](const std::string& action) -> LLGameControl::InputChannel
+ {
+ return mActionTranslator.getChannelByAction(action);
+ });
+}
+
+std::string LLGameControllerManager::getFlycamMappings() const
+{
+ return getMappings(mFlycamActions, LLGameControl::InputChannel::TYPE_AXIS,
+ [&](const std::string& action) -> LLGameControl::InputChannel
+ {
+ return getFlycamChannelByAction(action);
+ });
+}
+
+// Common implementation of setAnalogMappings(), setBinaryMappings() and setFlycamMappings()
+static void setMappings(const std::string& mappings,
+ const std::vector<std::string>& actions, LLGameControl::InputChannel::Type type,
+ std::function<void(const std::string& action, LLGameControl::InputChannel channel)> updateMap)
+{
+ if (mappings.empty())
+ return;
+
+ std::map<std::string, std::string> pairs;
+ LLStringOps::splitString(mappings, ',', [&](const std::string& mapping)
+ {
+ std::size_t pos = mapping.find(':');
+ if (pos > 0 && pos != std::string::npos)
+ {
+ pairs[mapping.substr(0, pos)] = mapping.substr(pos + 1);
+ }
+ });
+
+ static const LLGameControl::InputChannel channelNone;
+
+ for (const std::string& action : actions)
+ {
+ auto it = pairs.find(action);
+ if (it != pairs.end())
+ {
+ LLGameControl::InputChannel channel = LLGameControl::getChannelByName(it->second);
+ if (channel.isNone() || channel.mType == type)
+ {
+ updateMap(action, channel);
+ continue;
+ }
+ }
+ updateMap(action, channelNone);
+ }
+}
+
+void LLGameControllerManager::setAnalogMappings(const std::string& mappings)
+{
+ setMappings(mappings, mAnalogActions, LLGameControl::InputChannel::TYPE_AXIS,
+ [&](const std::string& action, LLGameControl::InputChannel channel)
+ {
+ mActionTranslator.updateMap(action, channel);
+ });
+}
+
+void LLGameControllerManager::setBinaryMappings(const std::string& mappings)
+{
+ setMappings(mappings, mBinaryActions, LLGameControl::InputChannel::TYPE_BUTTON,
+ [&](const std::string& action, LLGameControl::InputChannel channel)
+ {
+ mActionTranslator.updateMap(action, channel);
+ });
+}
+
+void LLGameControllerManager::setFlycamMappings(const std::string& mappings)
+{
+ setMappings(mappings, mFlycamActions, LLGameControl::InputChannel::TYPE_AXIS,
+ [&](const std::string& action, LLGameControl::InputChannel channel)
+ {
+ updateFlycamMap(action, channel);
+ });
+}
+
+bool LLGameControllerManager::updateActionMap(const std::string& action, LLGameControl::InputChannel channel)
+{
+ auto action_it = mActions.find(action);
+ if (action_it == mActions.end())
+ {
+ LL_WARNS("SDL2") << "unmappable action='" << action << "'" << LL_ENDL;
+ return false;
+ }
+
+ if (action_it->second == LLGameControl::ACTION_NAME_FLYCAM)
+ {
+ updateFlycamMap(action, channel);
+ }
+ else
+ {
+ mActionTranslator.updateMap(action, channel);
+ }
+ return true;
+}
+
+void LLGameControllerManager::updateFlycamMap(const std::string& action, LLGameControl::InputChannel channel)
+{
+ auto flycam_it = std::find(mFlycamActions.begin(), mFlycamActions.end(), action);
+ llassert(flycam_it != mFlycamActions.end());
+ std::ptrdiff_t index = std::distance(mFlycamActions.begin(), flycam_it);
+ llassert(index >= 0 && (std::size_t)index < mFlycamChannels.size());
+ mFlycamChannels[(std::size_t)index] = channel;
+}
+
+U32 LLGameControllerManager::computeInternalActionFlags()
+{
+ // add up device inputs
+ accumulateInternalState();
+ if (g_controlAgent)
+ {
+ return mActionTranslator.computeFlagsFromState(mAxesAccumulator, mButtonAccumulator);
+ }
+ return 0;
+}
+
+void LLGameControllerManager::getFlycamInputs(std::vector<F32>& inputs)
+{
+ // The inputs are packed in the same order as they exist in mFlycamChannels:
+ //
+ // advance
+ // pan
+ // rise
+ // pitch
+ // yaw
+ // zoom
+ //
+ for (const auto& channel: mFlycamChannels)
+ {
+ S16 axis;
+ if (channel.mIndex == LLGameControl::AXIS_TRIGGERLEFT ||
+ channel.mIndex == LLGameControl::AXIS_TRIGGERRIGHT)
+ {
+ // TIED TRIGGER HACK: we assume the two triggers are paired together
+ S32 total_axis = mAxesAccumulator[LLGameControl::AXIS_TRIGGERLEFT]
+ - mAxesAccumulator[LLGameControl::AXIS_TRIGGERRIGHT];
+ if (channel.mIndex == LLGameControl::AXIS_TRIGGERRIGHT)
+ {
+ // negate previous math when TRIGGERRIGHT is positive channel
+ total_axis *= -1;
+ }
+ axis = S16(std::min(std::max(total_axis, -32768), 32767));
+ }
+ else
+ {
+ axis = S16(std::min(std::max(mAxesAccumulator[channel.mIndex], -32768), 32767));
+ }
+ // value arrives as S16 in range [-32768, 32767]
+ // so we scale positive and negative values by slightly different factors
+ // to try to map it to [-1, 1]
+ F32 input = F32(axis) / ((axis > 0.0f) ? 32767 : 32768) * channel.mSign;
+ inputs.push_back(input);
+ }
+}
+
+void LLGameControllerManager::setExternalInput(U32 action_flags, U32 buttons)
+{
+ if (g_translateAgentActions)
+ {
+ // HACK: these are the bits we can safely translate from control flags to GameControl
+ // Extracting LLGameControl::InputChannels that are mapped to other bits is a WIP.
+ // TODO: translate other bits to GameControl, which might require measure of gAgent
+ // state changes (e.g. sitting <--> standing, flying <--> not-flying, etc)
+ const U32 BITS_OF_INTEREST =
+ AGENT_CONTROL_AT_POS | AGENT_CONTROL_AT_NEG
+ | AGENT_CONTROL_LEFT_POS | AGENT_CONTROL_LEFT_NEG
+ | AGENT_CONTROL_UP_POS | AGENT_CONTROL_UP_NEG
+ | AGENT_CONTROL_YAW_POS | AGENT_CONTROL_YAW_NEG
+ | AGENT_CONTROL_PITCH_POS | AGENT_CONTROL_PITCH_NEG
+ | AGENT_CONTROL_STOP
+ | AGENT_CONTROL_FAST_AT
+ | AGENT_CONTROL_FAST_LEFT
+ | AGENT_CONTROL_FAST_UP;
+ action_flags &= BITS_OF_INTEREST;
+
+ U32 active_flags = action_flags & mActionTranslator.getMappedFlags();
+ if (active_flags != mLastActiveFlags)
+ {
+ mLastActiveFlags = active_flags;
+ mExternalState = mActionTranslator.computeStateFromFlags(action_flags);
+ mExternalState.mButtons |= buttons;
+ }
+ else
+ {
+ mExternalState.mButtons = buttons;
+ }
+ }
+ else
+ {
+ mExternalState.mButtons = buttons;
+ }
+}
+
+void LLGameControllerManager::clear()
+{
+ mDevices.clear();
+}
+
+U64 get_now_nsec()
+{
+ std::chrono::time_point<std::chrono::steady_clock> t0;
+ return (std::chrono::steady_clock::now() - t0).count();
+}
+
+void onJoystickDeviceAdded(const SDL_Event& event)
+{
+ SDL_JoystickGUID guid(SDL_JoystickGetDeviceGUID(event.cdevice.which));
+ SDL_JoystickType type(SDL_JoystickGetDeviceType(event.cdevice.which));
+ std::string name(ll_safe_string(SDL_JoystickNameForIndex(event.cdevice.which)));
+
+ LL_INFOS("SDL2") << "joystick {id:" << event.cdevice.which
+ << ",guid:'" << guid << "'"
+ << ",type:'" << type << "'"
+ << ",name:'" << name << "'"
+ << "}" << LL_ENDL;
+
+ if (SDL_Joystick* joystick = SDL_JoystickOpen(event.cdevice.which))
+ {
+ LL_INFOS("SDL2") << "joystick " << joystick << LL_ENDL;
+ }
+ else
+ {
+ LL_WARNS("SDL2") << "Can't open joystick: " << SDL_GetError() << LL_ENDL;
+ }
+}
+
+void onJoystickDeviceRemoved(const SDL_Event& event)
+{
+ LL_INFOS("SDL2") << "joystick id: " << event.cdevice.which << LL_ENDL;
+}
+
+void onControllerDeviceAdded(const SDL_Event& event)
+{
+ std::string guid(std::to_string(SDL_JoystickGetDeviceGUID(event.cdevice.which)));
+ SDL_GameControllerType type(SDL_GameControllerTypeForIndex(event.cdevice.which));
+ std::string name(ll_safe_string(SDL_GameControllerNameForIndex(event.cdevice.which)));
+
+ LL_INFOS("SDL2") << "controller {id:" << event.cdevice.which
+ << ",guid:'" << guid << "'"
+ << ",type:'" << type << "'"
+ << ",name:'" << name << "'"
+ << "}" << LL_ENDL;
+
+ SDL_JoystickID id = SDL_JoystickGetDeviceInstanceID(event.cdevice.which);
+ if (id < 0)
+ {
+ LL_WARNS("SDL2") << "Can't get device instance ID: " << SDL_GetError() << LL_ENDL;
+ return;
+ }
+
+ SDL_GameController* controller = SDL_GameControllerOpen(event.cdevice.which);
+ if (!controller)
+ {
+ LL_WARNS("SDL2") << "Can't open game controller: " << SDL_GetError() << LL_ENDL;
+ return;
+ }
+
+ g_manager.addController(id, guid, name);
+
+ // this event could happen while the preferences UI is open
+ // in which case we need to force it to update
+ s_updateUI();
+}
+
+void onControllerDeviceRemoved(const SDL_Event& event)
+{
+ LL_INFOS("SDL2") << "joystick id=" << event.cdevice.which << LL_ENDL;
+
+ SDL_JoystickID id = event.cdevice.which;
+ g_manager.removeController(id);
+
+ // this event could happen while the preferences UI is open
+ // in which case we need to force it to update
+ s_updateUI();
+}
+
+void onControllerButton(const SDL_Event& event)
+{
+ g_manager.onButton(event.cbutton.which, event.cbutton.button, event.cbutton.state == SDL_PRESSED);
+}
+
+void onControllerAxis(const SDL_Event& event)
+{
+ LL_DEBUGS("SDL2") << "joystick=0x" << std::hex << event.caxis.which << std::dec
+ << " axis=" << (S32)(event.caxis.axis)
+ << " value=" << (S32)(event.caxis.value) << LL_ENDL;
+ g_manager.onAxis(event.caxis.which, event.caxis.axis, event.caxis.value);
+}
+
+// static
+bool LLGameControl::isEnabled()
+{
+ return g_enabled;
+}
+
+void LLGameControl::setEnabled(bool enable)
+{
+ if (enable != g_enabled)
+ {
+ g_enabled = enable;
+ s_saveBoolean(SETTING_ENABLE, g_enabled);
+ }
+}
+
+// static
+bool LLGameControl::isInitialized()
+{
+ return g_gameControl != nullptr;
+}
+
+// static
+// TODO: find a cleaner way to provide callbacks to LLGameControl
+void LLGameControl::init(const std::string& gamecontrollerdb_path,
+ std::function<bool(const std::string&)> loadBoolean,
+ std::function<void(const std::string&, bool)> saveBoolean,
+ std::function<std::string(const std::string&)> loadString,
+ std::function<void(const std::string&, const std::string&)> saveString,
+ std::function<LLSD(const std::string&)> loadObject,
+ std::function<void(const std::string&, const LLSD&)> saveObject,
+ std::function<void()> updateUI)
+{
+ if (g_gameControl)
+ return;
+
+ llassert(loadBoolean);
+ llassert(saveBoolean);
+ llassert(loadString);
+ llassert(saveString);
+ llassert(loadObject);
+ llassert(saveObject);
+ llassert(updateUI);
+
+ int result = SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER | SDL_INIT_SENSOR);
+ if (result < 0)
+ {
+ // This error is critical, we stop working with SDL and return
+ LL_WARNS("SDL2") << "Error initializing GameController subsystems : " << SDL_GetError() << LL_ENDL;
+ return;
+ }
+
+ // The inability to read this file is not critical, we can continue working
+ if (!LLFile::isfile(gamecontrollerdb_path.c_str()))
+ {
+ LL_WARNS("SDL2") << "Device mapping db file not found: " << gamecontrollerdb_path << LL_ENDL;
+ }
+ else
+ {
+ int count = SDL_GameControllerAddMappingsFromFile(gamecontrollerdb_path.c_str());
+ if (count < 0)
+ {
+ LL_WARNS("SDL2") << "Error adding mappings from " << gamecontrollerdb_path << " : " << SDL_GetError() << LL_ENDL;
+ }
+ else
+ {
+ LL_INFOS("SDL2") << "Total " << count << " mappings added from " << gamecontrollerdb_path << LL_ENDL;
+ }
+ }
+
+ g_gameControl = LLGameControl::getInstance();
+
+ s_loadBoolean = loadBoolean;
+ s_saveBoolean = saveBoolean;
+ s_loadString = loadString;
+ s_saveString = saveString;
+ s_loadObject = loadObject;
+ s_saveObject = saveObject;
+ s_updateUI = updateUI;
+
+ loadFromSettings();
+}
+
+// static
+void LLGameControl::terminate()
+{
+ g_manager.clear();
+}
+
+// static
+const std::list<LLGameControl::Device>& LLGameControl::getDevices()
+{
+ return g_manager.mDevices;
+}
+
+//static
+const std::map<std::string, std::string>& LLGameControl::getDeviceOptions()
+{
+ return g_deviceOptions;
+}
+
+//static
+// returns 'true' if GameControlInput message needs to go out,
+// which will be the case for new data or resend. Call this right
+// before deciding to put a GameControlInput packet on the wire
+// or not.
+bool LLGameControl::computeFinalStateAndCheckForChanges()
+{
+ // Note: LLGameControllerManager::computeFinalState() modifies g_nextResendPeriod as a side-effect
+ g_manager.computeFinalState();
+
+ // should send input when:
+ // sending is enabled and
+ // g_lastSend has "expired"
+ // either because g_nextResendPeriod has been zeroed
+ // or the last send really has expired.
+ return g_enabled && g_sendToServer && (g_lastSend + g_nextResendPeriod < get_now_nsec());
+}
+
+// static
+void LLGameControl::clearAllStates()
+{
+ g_manager.clearAllStates();
+}
+
+// static
+void LLGameControl::processEvents(bool app_has_focus)
+{
+ // This method used by non-linux platforms which only use SDL for GameController input
+ SDL_Event event;
+ if (!app_has_focus)
+ {
+ // when SL window lacks focus: pump SDL events but ignore them
+ while (g_gameControl && SDL_PollEvent(&event))
+ {
+ // do nothing: SDL_PollEvent() is the operator
+ }
+ g_manager.clearAllStates();
+ return;
+ }
+
+ while (g_gameControl && SDL_PollEvent(&event))
+ {
+ handleEvent(event, app_has_focus);
+ }
+}
+
+void LLGameControl::handleEvent(const SDL_Event& event, bool app_has_focus)
+{
+ switch (event.type)
+ {
+ case SDL_JOYDEVICEADDED:
+ onJoystickDeviceAdded(event);
+ break;
+ case SDL_JOYDEVICEREMOVED:
+ onJoystickDeviceRemoved(event);
+ break;
+ case SDL_CONTROLLERDEVICEADDED:
+ onControllerDeviceAdded(event);
+ break;
+ case SDL_CONTROLLERDEVICEREMOVED:
+ onControllerDeviceRemoved(event);
+ break;
+ case SDL_CONTROLLERBUTTONDOWN:
+ /* FALLTHROUGH */
+ case SDL_CONTROLLERBUTTONUP:
+ if (app_has_focus)
+ {
+ onControllerButton(event);
+ }
+ break;
+ case SDL_CONTROLLERAXISMOTION:
+ if (app_has_focus)
+ {
+ onControllerAxis(event);
+ }
+ break;
+ default:
+ break;
+ }
+}
+
+// static
+const LLGameControl::State& LLGameControl::getState()
+{
+ return g_finalState;
+}
+
+// static
+LLGameControl::InputChannel LLGameControl::getActiveInputChannel()
+{
+ InputChannel input;
+
+ State state = g_finalState;
+ if (state.mButtons > 0)
+ {
+ // check buttons
+ input.mType = LLGameControl::InputChannel::TYPE_BUTTON;
+ for (U8 i = 0; i < 32; ++i)
+ {
+ if ((0x1 << i) & state.mButtons)
+ {
+ input.mIndex = i;
+ break;
+ }
+ }
+ }
+ else
+ {
+ // scan axes
+ constexpr S16 threshold = std::numeric_limits<S16>::max() / 2;
+ for (U8 i = 0; i < 6; ++i)
+ {
+ if (abs(state.mAxes[i]) > threshold)
+ {
+ input.mType = LLGameControl::InputChannel::TYPE_AXIS;
+ // input.mIndex ultimately translates to a LLGameControl::KeyboardAxis
+ // which distinguishes between negative and positive directions
+ // so we must translate to axis index "i" according to the sign
+ // of the axis value.
+ input.mIndex = i;
+ input.mSign = state.mAxes[i] > 0 ? 1 : -1;
+ break;
+ }
+ }
+ }
+
+ return input;
+}
+
+// static
+void LLGameControl::getFlycamInputs(std::vector<F32>& inputs_out)
+{
+ return g_manager.getFlycamInputs(inputs_out);
+}
+
+// static
+void LLGameControl::setSendToServer(bool enable)
+{
+ g_sendToServer = enable;
+ s_saveBoolean(SETTING_SENDTOSERVER, g_sendToServer);
+}
+
+// static
+void LLGameControl::setControlAgent(bool enable)
+{
+ g_controlAgent = enable;
+ s_saveBoolean(SETTING_CONTROLAGENT, g_controlAgent);
+}
+
+// static
+void LLGameControl::setTranslateAgentActions(bool enable)
+{
+ g_translateAgentActions = enable;
+ s_saveBoolean(SETTING_TRANSLATEACTIONS, g_translateAgentActions);
+}
+
+// static
+void LLGameControl::setAgentControlMode(LLGameControl::AgentControlMode mode)
+{
+ g_agentControlMode = mode;
+ s_saveString(SETTING_AGENTCONTROLMODE, convertAgentControlModeToString(mode));
+}
+
+// static
+bool LLGameControl::getSendToServer()
+{
+ return g_sendToServer;
+}
+
+// static
+bool LLGameControl::getControlAgent()
+{
+ return g_controlAgent;
+}
+
+// static
+bool LLGameControl::getTranslateAgentActions()
+{
+ return g_translateAgentActions;
+}
+
+// static
+LLGameControl::AgentControlMode LLGameControl::getAgentControlMode()
+{
+ return g_agentControlMode;
+}
+
+// static
+LLGameControl::ActionNameType LLGameControl::getActionNameType(const std::string& action)
+{
+ return g_manager.getActionNameType(action);
+}
+
+// static
+bool LLGameControl::willControlAvatar()
+{
+ return g_enabled && g_controlAgent && g_agentControlMode == CONTROL_MODE_AVATAR;
+}
+
+// static
+//
+// Given a name like "AXIS_1-" or "BUTTON_5" returns the corresponding InputChannel
+// If the axis name lacks the +/- postfix it assumes '+' postfix.
+LLGameControl::InputChannel LLGameControl::getChannelByName(const std::string& name)
+{
+ LLGameControl::InputChannel channel;
+
+ // 'name' has two acceptable formats: AXIS_<index>[sign] or BUTTON_<index>
+ if (LLStringUtil::startsWith(name, "AXIS_"))
+ {
+ channel.mType = LLGameControl::InputChannel::Type::TYPE_AXIS;
+ // Decimal postfix is only one character
+ channel.mIndex = atoi(name.substr(5, 1).c_str());
+ // AXIS_n can have an optional +/- at index 6
+ // Assume positive axis when sign not provided
+ channel.mSign = name.back() == '-' ? -1 : 1;
+ }
+ else if (LLStringUtil::startsWith(name, "BUTTON_"))
+ {
+ channel.mType = LLGameControl::InputChannel::Type::TYPE_BUTTON;
+ // Decimal postfix is only one or two characters
+ channel.mIndex = atoi(name.substr(7).c_str());
+ }
+
+ return channel;
+}
+
+// static
+// Given an action_name like "push+", or "strafe-", returns the InputChannel
+// mapped to it if found, else channel.isNone() will be true.
+LLGameControl::InputChannel LLGameControl::getChannelByAction(const std::string& action)
+{
+ return g_manager.getChannelByAction(action);
+}
+
+// static
+bool LLGameControl::updateActionMap(const std::string& action, LLGameControl::InputChannel channel)
+{
+ return g_manager.updateActionMap(action, channel);
+}
+
+// static
+U32 LLGameControl::computeInternalActionFlags()
+{
+ return g_manager.computeInternalActionFlags();
+}
+
+// static
+void LLGameControl::setExternalInput(U32 action_flags, U32 buttons)
+{
+ g_manager.setExternalInput(action_flags, buttons);
+}
+
+//static
+void LLGameControl::updateResendPeriod()
+{
+ // we expect this method to be called right after data is sent
+ g_lastSend = get_now_nsec();
+ if (g_nextResendPeriod == 0)
+ {
+ g_nextResendPeriod = FIRST_RESEND_PERIOD;
+ }
+ else
+ {
+ // Reset mPrevAxes only on second resend or higher
+ // because when the joysticks are being used we expect a steady stream
+ // of recorrection data rather than sparse changes.
+ //
+ // (The above assumption is not necessarily true for "Actions" input
+ // (e.g. keyboard events). TODO: figure out what to do about this.)
+ //
+ // In other words: we want to include changed axes in the first resend
+ // so we only overwrite g_finalState.mPrevAxes on higher resends.
+ g_finalState.mPrevAxes = g_finalState.mAxes;
+ g_nextResendPeriod *= RESEND_EXPANSION_RATE;
+ }
+}
+
+// static
+std::string LLGameControl::stringifyAnalogMappings(getChannel_t getChannel)
+{
+ return getMappings(g_manager.mAnalogActions, InputChannel::TYPE_AXIS, getChannel);
+}
+
+// static
+std::string LLGameControl::stringifyBinaryMappings(getChannel_t getChannel)
+{
+ return getMappings(g_manager.mBinaryActions, InputChannel::TYPE_BUTTON, getChannel);
+}
+
+// static
+std::string LLGameControl::stringifyFlycamMappings(getChannel_t getChannel)
+{
+ return getMappings(g_manager.mFlycamActions, InputChannel::TYPE_AXIS, getChannel);
+}
+
+// static
+void LLGameControl::getDefaultMappings(std::vector<std::pair<std::string, LLGameControl::InputChannel>>& mappings)
+{
+ g_manager.getDefaultMappings(mappings);
+}
+
+// static
+bool LLGameControl::parseDeviceOptions(const std::string& options, std::string& name,
+ std::vector<LLGameControl::Options::AxisOptions>& axis_options,
+ std::vector<U8>& axis_map, std::vector<U8>& button_map)
+{
+ if (options.empty())
+ return false;
+
+ name.clear();
+ axis_options.resize(NUM_AXES);
+ axis_map.resize(NUM_AXES);
+ button_map.resize(NUM_BUTTONS);
+
+ for (size_t i = 0; i < NUM_AXES; ++i)
+ {
+ axis_options[i].resetToDefaults();
+ axis_map[i] = (U8)i;
+ }
+
+ for (size_t i = 0; i < NUM_BUTTONS; ++i)
+ {
+ button_map[i] = (U8)i;
+ }
+
+ std::map<std::string, std::string> pairs;
+ if (!parse(pairs, options))
+ {
+ LL_WARNS("SDL2") << "Invalid options: '" << options << "'" << LL_ENDL;
+ return false;
+ }
+
+ std::map<std::string, std::string> axis_string_options;
+ if (!parse(axis_string_options, pairs["axis_options"]))
+ {
+ LL_WARNS("SDL2") << "Invalid axis_options: '" << pairs["axis_options"] << "'" << LL_ENDL;
+ return false;
+ }
+
+ std::map<std::string, std::string> axis_string_map;
+ if (!parse(axis_string_map, pairs["axis_map"]))
+ {
+ LL_WARNS("SDL2") << "Invalid axis_map: '" << pairs["axis_map"] << "'" << LL_ENDL;
+ return false;
+ }
+
+ std::map<std::string, std::string> button_string_map;
+ if (!parse(button_string_map, pairs["button_map"]))
+ {
+ LL_WARNS("SDL2") << "Invalid button_map: '" << pairs["button_map"] << "'" << LL_ENDL;
+ return false;
+ }
+
+ name = pairs["name"];
+
+ for (size_t i = 0; i < NUM_AXES; ++i)
+ {
+ std::string key = std::to_string(i);
+
+ std::string one_axis_options = axis_string_options[key];
+ if (!one_axis_options.empty())
+ {
+ axis_options[i].loadFromString(one_axis_options);
+ }
+
+ std::string value = axis_string_map[key];
+ if (!value.empty())
+ {
+ size_t number = std::stoull(value);
+ if (number >= NUM_AXES || std::to_string(number) != value)
+ {
+ LL_WARNS("SDL2") << "Invalid axis mapping: " << i << "->" << value << LL_ENDL;
+ }
+ else
+ {
+ axis_map[i] = (U8)number;
+ }
+ }
+ }
+
+ for (size_t i = 0; i < NUM_BUTTONS; ++i)
+ {
+ std::string value = button_string_map[std::to_string(i)];
+ if (!value.empty())
+ {
+ size_t number = std::stoull(value);
+ if (number >= NUM_BUTTONS || std::to_string(number) != value)
+ {
+ LL_WARNS("SDL2") << "Invalid button mapping: " << i << "->" << value << LL_ENDL;
+ }
+ else
+ {
+ button_map[i] = (U8)number;
+ }
+ }
+ }
+
+ return true;
+}
+
+// static
+std::string LLGameControl::stringifyDeviceOptions(const std::string& name,
+ const std::vector<LLGameControl::Options::AxisOptions>& axis_options,
+ const std::vector<U8>& axis_map, const std::vector<U8>& button_map,
+ bool force_empty)
+{
+ std::list<std::string> options;
+
+ auto opts2str = [](size_t i, const Options::AxisOptions& options) -> std::string
+ {
+ std::string string = options.saveToString();
+ return string.empty() ? string : llformat("%u:%s", i, string.c_str());
+ };
+
+ std::string axis_options_string = LLStringUtil::join<std::vector<Options::AxisOptions>, Options::AxisOptions>(axis_options, opts2str);
+ if (!axis_options_string.empty())
+ {
+ options.push_back("axis_options:{" + axis_options_string + "}");
+ }
+
+ auto map2str = [](size_t index, const U8& value) -> std::string
+ {
+ return value == index ? LLStringUtil::null : llformat("%u:%u", index, value);
+ };
+
+ std::string axis_map_string = LLStringUtil::join<std::vector<U8>, U8>(axis_map, map2str);
+ if (!axis_map_string.empty())
+ {
+ options.push_back("axis_map:{" + axis_map_string + "}");
+ }
+
+ std::string button_map_string = LLStringUtil::join<std::vector<U8>, U8>(button_map, map2str);
+ if (!button_map_string.empty())
+ {
+ options.push_back("button_map:{" + button_map_string + "}");
+ }
+
+ if (!force_empty && options.empty())
+ return LLStringUtil::null;
+
+ // Remove control characters [',', '{', '}'] from name
+ std::string safe_name;
+ safe_name.reserve(name.size());
+ for (char c : name)
+ {
+ if (c != ',' && c != '{' && c != '}')
+ {
+ safe_name.push_back(c);
+ }
+ }
+ options.push_front(llformat("name:%s", safe_name.c_str()));
+
+ std::string result = LLStringUtil::join(options);
+
+ return "{" + result + "}";
+}
+
+// static
+void LLGameControl::initByDefault()
+{
+ g_sendToServer = false;
+ g_controlAgent = false;
+ g_translateAgentActions = false;
+ g_agentControlMode = CONTROL_MODE_AVATAR;
+ g_manager.initializeMappingsByDefault();
+ g_manager.resetDeviceOptionsToDefaults();
+ g_deviceOptions.clear();
+}
+
+// static
+void LLGameControl::loadFromSettings()
+{
+ // In case of absence of the required setting the default value is assigned
+ g_enabled = s_loadBoolean(SETTING_ENABLE);
+ g_sendToServer = s_loadBoolean(SETTING_SENDTOSERVER);
+ g_controlAgent = s_loadBoolean(SETTING_CONTROLAGENT);
+ g_translateAgentActions = s_loadBoolean(SETTING_TRANSLATEACTIONS);
+ g_agentControlMode = convertStringToAgentControlMode(s_loadString(SETTING_AGENTCONTROLMODE));
+
+ g_manager.initializeMappingsByDefault();
+
+ // Load action-to-channel mappings
+ std::string analogMappings = s_loadString(SETTING_ANALOGMAPPINGS);
+ std::string binaryMappings = s_loadString(SETTING_BINARYMAPPINGS);
+ std::string flycamMappings = s_loadString(SETTING_FLYCAMMAPPINGS);
+ g_manager.setAnalogMappings(analogMappings);
+ g_manager.setBinaryMappings(binaryMappings);
+ g_manager.setFlycamMappings(flycamMappings);
+
+ // Load device-specific settings
+ g_deviceOptions.clear();
+ LLSD options = s_loadObject(SETTING_KNOWNCONTROLLERS);
+ for (auto it = options.beginMap(); it != options.endMap(); ++it)
+ {
+ g_deviceOptions.emplace(it->first, it->second);
+ }
+ g_manager.loadDeviceOptionsFromSettings();
+}
+
+// static
+void LLGameControl::saveToSettings()
+{
+ s_saveBoolean(SETTING_ENABLE, g_enabled);
+ s_saveBoolean(SETTING_SENDTOSERVER, g_sendToServer);
+ s_saveBoolean(SETTING_CONTROLAGENT, g_controlAgent);
+ s_saveBoolean(SETTING_TRANSLATEACTIONS, g_translateAgentActions);
+ s_saveString(SETTING_AGENTCONTROLMODE, convertAgentControlModeToString(g_agentControlMode));
+ s_saveString(SETTING_ANALOGMAPPINGS, g_manager.getAnalogMappings());
+ s_saveString(SETTING_BINARYMAPPINGS, g_manager.getBinaryMappings());
+ s_saveString(SETTING_FLYCAMMAPPINGS, g_manager.getFlycamMappings());
+
+ g_manager.saveDeviceOptionsToSettings();
+
+ // construct LLSD version of g_deviceOptions but only include non-empty values
+ LLSD deviceOptions = LLSD::emptyMap();
+ for (const auto& data_pair : g_deviceOptions)
+ {
+ if (!data_pair.second.empty())
+ {
+ LLSD value(data_pair.second);
+ deviceOptions.insert(data_pair.first, value);
+ }
+ }
+
+ s_saveObject(SETTING_KNOWNCONTROLLERS, deviceOptions);
+}
+
+// static
+void LLGameControl::setDeviceOptions(const std::string& guid, const Options& options)
+{
+ g_manager.setDeviceOptions(guid, options);
+}