/** * @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 #include #include #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>& agent_channels, std::vector& flycam_channels); void getDefaultMappings(std::vector>& 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& 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 mDevices; // all connected devices using device_it = std::list::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 mActions; std::vector mAnalogActions; std::vector mBinaryActions; std::vector mFlycamActions; std::vector mFlycamChannels; std::vector 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 g_deviceOptions; std::function s_loadBoolean; std::function s_saveBoolean; std::function s_loadString; std::function s_saveString; std::function s_loadObject; std::function s_saveObject; std::function 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 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& 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 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>& agent_channels, std::vector& 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>& mappings) { // Join two different data structures into the one std::vector 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> 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& actions, LLGameControl::InputChannel::Type type, std::function getChannel) { std::list mappings; std::vector> 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& actions, LLGameControl::InputChannel::Type type, std::function updateMap) { if (mappings.empty()) return; std::map 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& 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 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 loadBoolean, std::function saveBoolean, std::function loadString, std::function saveString, std::function loadObject, std::function saveObject, std::function 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::getDevices() { return g_manager.mDevices; } //static const std::map& 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::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& 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_[sign] or BUTTON_ 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>& mappings) { g_manager.getDefaultMappings(mappings); } // static bool LLGameControl::parseDeviceOptions(const std::string& options, std::string& name, std::vector& axis_options, std::vector& axis_map, std::vector& 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 pairs; if (!parse(pairs, options)) { LL_WARNS("SDL2") << "Invalid options: '" << options << "'" << LL_ENDL; return false; } std::map 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 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 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& axis_options, const std::vector& axis_map, const std::vector& button_map, bool force_empty) { std::list 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, 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, U8>(axis_map, map2str); if (!axis_map_string.empty()) { options.push_back("axis_map:{" + axis_map_string + "}"); } std::string button_map_string = LLStringUtil::join, 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); }