diff options
author | Andrew Meadows <leviathan@lindenlab.com> | 2024-10-04 11:07:47 -0700 |
---|---|---|
committer | GitHub <noreply@github.com> | 2024-10-04 11:07:47 -0700 |
commit | f89abf259dddfe9086de9d96e0b6d65a427f2971 (patch) | |
tree | d90b74f4ec320a3bc53a889eb5ba41d18b00ab52 /indra/llwindow/llgamecontrol.cpp | |
parent | 4339ad9a528c82946ce40ec2bd240b41d104f338 (diff) | |
parent | 2f07279ccaf5aecc45ed9a78d337e73ab58d89a7 (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.cpp | 2122 |
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); +} |