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|
/**
* @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 "llgamecontroltranslator.h"
constexpr size_t NUM_AXES = 6;
std::string LLGameControl::InputChannel::getLocalName() const
{
// HACK: we hard-code English channel names, but
// they should be loaded from localized XML config files.
std::string name = " ";
if (mType == LLGameControl::InputChannel::TYPE_AXIS)
{
if (mIndex < (U8)(NUM_AXES))
{
name = "AXIS_";
name.append(std::to_string((S32)(mIndex)));
if (mSign < 0)
{
name.append("-");
}
else if (mSign > 0)
{
name.append("+");
}
}
}
else if (mType == LLGameControl::InputChannel::TYPE_BUTTON)
{
constexpr U8 NUM_BUTTONS = 32;
if (mIndex < NUM_BUTTONS)
{
name = "BUTTON_";
name.append(std::to_string((S32)(mIndex)));
}
}
return name;
}
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();
void addController(SDL_JoystickID id, SDL_GameController* controller);
void removeController(SDL_JoystickID id);
void onAxis(SDL_JoystickID id, U8 axis, S16 value);
void onButton(SDL_JoystickID id, U8 button, bool pressed);
void clearAllState();
size_t getControllerIndex(SDL_JoystickID id) const;
void accumulateInternalState();
void computeFinalState(LLGameControl::State& state);
LLGameControl::InputChannel getChannelByName(const std::string& name) const;
LLGameControl::InputChannel getChannelByActionName(const std::string& action_name) const;
bool updateActionMap(const std::string& name, LLGameControl::InputChannel channel);
U32 computeInternalActionFlags();
void getCameraInputs(std::vector<F32>& inputs_out);
void setExternalActionFlags(U32 action_flags);
void clear();
private:
std::vector<SDL_JoystickID> mControllerIDs;
std::vector<SDL_GameController*> mControllers;
std::vector<LLGameControl::State> mStates; // one state per device
LLGameControl::State mExternalState;
LLGameControlTranslator mActionTranslator;
ActionToChannelMap mCameraChannelMap;
std::vector<S32> mAxesAccumulator;
U32 mButtonAccumulator { 0 };
U32 mLastActionFlags { 0 };
U32 mLastCameraActionFlags { 0 };
};
// 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 th ambient resend bandwidth low we
// expand the resend period at a geometric rate.
//
constexpr U64 MSEC_PER_NSEC = 1e6;
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_sendToServer = false;
bool g_controlAgent = false;
bool g_translateAgentActions = false;
LLGameControl::AgentControlMode g_agentControlMode = LLGameControl::CONTROL_MODE_AVATAR;
constexpr U8 MAX_AXIS = 5;
constexpr U8 MAX_BUTTON = 31;
}
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 <= MAX_BUTTON)
{
if (pressed)
{
mButtons |= (0x01 << button);
}
else
{
mButtons &= ~(0x01 << button);
}
}
bool changed = (old_buttons != mButtons);
return changed;
}
LLGameControllerManager::LLGameControllerManager()
{
mAxesAccumulator.resize(NUM_AXES, 0);
// Here we build an invarient 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 actions;
actions["push+"] = AGENT_CONTROL_AT_POS | AGENT_CONTROL_FAST_AT;
actions["push-"] = AGENT_CONTROL_AT_NEG | AGENT_CONTROL_FAST_AT;
actions["slide+"] = AGENT_CONTROL_LEFT_POS | AGENT_CONTROL_FAST_LEFT;
actions["slide-"] = AGENT_CONTROL_LEFT_NEG | AGENT_CONTROL_FAST_LEFT;
actions["jump+"] = AGENT_CONTROL_UP_POS | AGENT_CONTROL_FAST_UP;
actions["jump-"] = AGENT_CONTROL_UP_NEG | AGENT_CONTROL_FAST_UP;
actions["turn+"] = AGENT_CONTROL_YAW_POS;
actions["turn-"] = AGENT_CONTROL_YAW_NEG;
actions["look+"] = AGENT_CONTROL_PITCH_POS;
actions["look-"] = AGENT_CONTROL_PITCH_NEG;
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.
actions["toggle_run"] = AGENT_CONTROL_NUDGE_AT_POS; // HACK
actions["toggle_fly"] = AGENT_CONTROL_FLY; // HACK
actions["toggle_sit"] = AGENT_CONTROL_SIT_ON_GROUND; // HACK
actions["toggle_flycam"] = AGENT_CONTROL_NUDGE_AT_NEG; // HACK
mActionTranslator.setAvailableActions(actions);
// 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 mActionTranator
// automatially expands action names as necessary.
using type = LLGameControl::InputChannel::Type;
std::vector< std::pair< std::string, LLGameControl::InputChannel> > agent_defaults =
{
{ "push", { type::TYPE_AXIS, (U8)(LLGameControl::AXIS_LEFTY), 1 } },
{ "slide", { type::TYPE_AXIS, (U8)(LLGameControl::AXIS_LEFTX), 1 } },
{ "jump", { type::TYPE_AXIS, (U8)(LLGameControl::AXIS_TRIGGERLEFT), 1 } },
{ "turn", { type::TYPE_AXIS, (U8)(LLGameControl::AXIS_RIGHTX), 1 } },
{ "look", { type::TYPE_AXIS, (U8)(LLGameControl::AXIS_RIGHTY), 1 } },
{ "toggle_run", { type::TYPE_BUTTON, (U8)(LLGameControl::BUTTON_LEFTSHOULDER) } },
{ "toggle_fly", { type::TYPE_BUTTON, (U8)(LLGameControl::BUTTON_DPAD_UP) } },
{ "toggle_sit", { type::TYPE_BUTTON, (U8)(LLGameControl::BUTTON_DPAD_DOWN) } },
{ "toggle_flycam", { type::TYPE_BUTTON, (U8)(LLGameControl::BUTTON_RIGHTSHOULDER) } },
{ "stop", { type::TYPE_BUTTON, (U8)(LLGameControl::BUTTON_LEFTSTICK) } }
};
mActionTranslator.setMappings(agent_defaults);
// Camera actions don't need bitwise translation, so we maintain the map in
// here directly rather than using an LLGameControlTranslator.
// Note: there must NOT be duplicate names between avatar and camera actions
mCameraChannelMap =
{
{ "move", { type::TYPE_AXIS, (U8)(LLGameControl::AXIS_LEFTY), -1 } },
{ "pan", { type::TYPE_AXIS, (U8)(LLGameControl::AXIS_LEFTX), -1 } },
{ "rise", { type::TYPE_AXIS, (U8)(LLGameControl::AXIS_TRIGGERRIGHT), -1 } },
{ "pitch", { type::TYPE_AXIS, (U8)(LLGameControl::AXIS_RIGHTY), -1 } },
{ "yaw", { type::TYPE_AXIS, (U8)(LLGameControl::AXIS_RIGHTX), -1 } },
{ "zoom", { type::TYPE_NONE, 0 } },
// TODO?: allow flycam to roll
//{ "roll_ccw", { type::TYPE_AXIS, (U8)(LLGameControl::AXIS_TRIGGERRIGHT) } },
//{ "roll_cw", { type::TYPE_AXIS, (U8)(LLGameControl::AXIS_TRIGGERLEFT) } }
};
}
void LLGameControllerManager::addController(SDL_JoystickID id, SDL_GameController* controller)
{
if (controller)
{
size_t i = 0;
for (; i < mControllerIDs.size(); ++i)
{
if (id == mControllerIDs[i])
{
break;
}
}
if (i == mControllerIDs.size())
{
mControllerIDs.push_back(id);
mControllers.push_back(controller);
mStates.push_back(LLGameControl::State());
LL_DEBUGS("SDL2") << "joystick=0x" << std::hex << id << std::dec
<< " controller=" << controller
<< LL_ENDL;
}
}
}
void LLGameControllerManager::removeController(SDL_JoystickID id)
{
size_t i = 0;
size_t num_controllers = mControllerIDs.size();
for (; i < num_controllers; ++i)
{
if (id == mControllerIDs[i])
{
LL_DEBUGS("SDL2") << "joystick=0x" << std::hex << id << std::dec
<< " controller=" << mControllers[i]
<< LL_ENDL;
mControllerIDs[i] = mControllerIDs[num_controllers - 1];
mControllers[i] = mControllers[num_controllers - 1];
mStates[i] = mStates[num_controllers - 1];
mControllerIDs.pop_back();
mControllers.pop_back();
mStates.pop_back();
break;
}
}
}
size_t LLGameControllerManager::getControllerIndex(SDL_JoystickID id) const
{
constexpr size_t UNREASONABLY_HIGH_INDEX = 1e6;
size_t index = UNREASONABLY_HIGH_INDEX;
for (size_t i = 0; i < mControllers.size(); ++i)
{
if (id == mControllerIDs[i])
{
index = i;
break;
}
}
return index;
}
void LLGameControllerManager::onAxis(SDL_JoystickID id, U8 axis, S16 value)
{
if (axis > MAX_AXIS)
{
return;
}
size_t index = getControllerIndex(id);
if (index < mControllers.size())
{
// Note: the RAW analog joystics 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;
mStates[index].mAxes[axis] = value;
}
}
void LLGameControllerManager::onButton(SDL_JoystickID id, U8 button, bool pressed)
{
size_t index = getControllerIndex(id);
if (index < mControllers.size())
{
if (mStates[index].onButton(button, pressed))
{
LL_DEBUGS("SDL2") << "joystick=0x" << std::hex << id << std::dec
<< " button i=" << (S32)(button)
<< " pressed=" << pressed << LL_ENDL;
}
}
}
void LLGameControllerManager::clearAllState()
{
for (auto& state : mStates)
{
state.clear();
}
mExternalState.clear();
mLastActionFlags = 0;
mLastCameraActionFlags = 0;
}
void LLGameControllerManager::accumulateInternalState()
{
// clear the old state
std::fill(mAxesAccumulator.begin(), mAxesAccumulator.end(), 0);
mButtonAccumulator = 0;
// accumulate the controllers
for (const auto& state : mStates)
{
mButtonAccumulator |= state.mButtons;
for (size_t i = 0; i < 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)(state.mAxes[i]);
}
}
}
void LLGameControllerManager::computeFinalState(LLGameControl::State& final_state)
{
// We assume accumulateInternalState() has already been called and we will
// finish by accumulating "external" state (if enabled)
U32 old_buttons = final_state.mButtons;
final_state.mButtons = mButtonAccumulator;
if (g_translateAgentActions)
{
// accumulate from mExternalState
final_state.mButtons |= mExternalState.mButtons;
for (size_t i = 0; i < NUM_AXES; ++i)
{
mAxesAccumulator[i] += (S32)(mExternalState.mAxes[i]);
}
}
if (old_buttons != final_state.mButtons)
{
g_nextResendPeriod = 0; // packet needs to go out ASAP
}
// clamp the accumulated axes
for (size_t i = 0; i < NUM_AXES; ++i)
{
S32 new_axis = (S16)(std::min(std::max(mAxesAccumulator[i], -32768), 32767));
// check for change
if (final_state.mAxes[i] != new_axis)
{
// When axis changes we explicitly update the corresponding prevAxis
// prior to storing new_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.
final_state.mPrevAxes[i] = final_state.mAxes[i];
final_state.mAxes[i] = new_axis;
g_nextResendPeriod = 0; // packet needs to go out ASAP
}
}
}
LLGameControl::InputChannel LLGameControllerManager::getChannelByActionName(const std::string& name) const
{
LLGameControl::InputChannel channel = mActionTranslator.getChannelByAction(name);
if (channel.isNone())
{
//maybe we're looking for a camera action
ActionToChannelMap::const_iterator itr = mCameraChannelMap.find(name);
if (itr != mCameraChannelMap.end())
{
channel = itr->second;
}
}
return channel;
}
bool LLGameControllerManager::updateActionMap(const std::string& action, LLGameControl::InputChannel channel)
{
bool success = mActionTranslator.updateMap(action, channel);
if (success)
{
mLastActionFlags = 0;
}
else
{
// maybe we're looking for a camera action
ActionToChannelMap::iterator itr = mCameraChannelMap.find(action);
if (itr != mCameraChannelMap.end())
{
itr->second = channel;
success = true;
}
}
if (!success)
{
LL_WARNS("GameControl") << "unmappable action='" << action << "'" << LL_ENDL;
}
return success;
}
U32 LLGameControllerManager::computeInternalActionFlags()
{
// add up device inputs
accumulateInternalState();
if (g_controlAgent)
{
return mActionTranslator.computeFlagsFromState(mAxesAccumulator, mButtonAccumulator);
}
return 0;
}
void LLGameControllerManager::getCameraInputs(std::vector<F32>& inputs_out)
{
// TODO: fill inputs_out with real data
inputs_out.resize(6);
for (auto& value : inputs_out)
{
value = 0.0f;
}
}
// static
void LLGameControllerManager::setExternalActionFlags(U32 action_flags)
{
if (g_translateAgentActions)
{
U32 active_flags = action_flags & mActionTranslator.getMappedFlags();
if (active_flags != mLastActionFlags)
{
mLastActionFlags = active_flags;
mExternalState = mActionTranslator.computeStateFromFlags(action_flags);
}
}
}
void LLGameControllerManager::clear()
{
mControllerIDs.clear();
mControllers.clear();
mStates.clear();
}
U64 get_now_nsec()
{
std::chrono::time_point<std::chrono::steady_clock> t0;
return (std::chrono::steady_clock::now() - t0).count();
}
// util for dumping SDL_GameController info
std::ostream& operator<<(std::ostream& out, SDL_GameController* c)
{
if (! c)
{
return out << "nullptr";
}
out << "{";
out << " name='" << SDL_GameControllerName(c) << "'";
out << " type='" << SDL_GameControllerGetType(c) << "'";
out << " vendor='" << SDL_GameControllerGetVendor(c) << "'";
out << " product='" << SDL_GameControllerGetProduct(c) << "'";
out << " version='" << SDL_GameControllerGetProductVersion(c) << "'";
//CRASH! out << " serial='" << SDL_GameControllerGetSerial(c) << "'";
out << " }";
return out;
}
// util for dumping SDL_Joystick info
std::ostream& operator<<(std::ostream& out, SDL_Joystick* j)
{
if (! j)
{
return out << "nullptr";
}
out << "{";
out << " p=0x" << (void*)(j);
out << " name='" << SDL_JoystickName(j) << "'";
out << " type='" << SDL_JoystickGetType(j) << "'";
out << " instance='" << SDL_JoystickInstanceID(j) << "'";
out << " product='" << SDL_JoystickGetProduct(j) << "'";
out << " version='" << SDL_JoystickGetProductVersion(j) << "'";
out << " num_axes=" << SDL_JoystickNumAxes(j);
out << " num_balls=" << SDL_JoystickNumBalls(j);
out << " num_hats=" << SDL_JoystickNumHats(j);
out << " num_buttons=" << SDL_JoystickNumHats(j);
out << " }";
return out;
}
void onControllerDeviceAdded(const SDL_Event& event)
{
int device_index = event.cdevice.which;
SDL_JoystickID id = SDL_JoystickGetDeviceInstanceID(device_index);
SDL_GameController* controller = SDL_GameControllerOpen(device_index);
g_manager.addController(id, controller);
}
void onControllerDeviceRemoved(const SDL_Event& event)
{
SDL_JoystickID id = event.cdevice.which;
g_manager.removeController(id);
}
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::isInitialized()
{
return g_gameControl != nullptr;
}
void sdl_logger(void *userdata, int category, SDL_LogPriority priority, const char *message)
{
LL_DEBUGS("SDL2") << "log='" << message << "'" << LL_ENDL;
}
// static
void LLGameControl::init()
{
if (!g_gameControl)
{
g_gameControl = LLGameControl::getInstance();
SDL_InitSubSystem(SDL_INIT_VIDEO | SDL_INIT_GAMECONTROLLER);
SDL_LogSetOutputFunction(&sdl_logger, nullptr);
}
}
// static
void LLGameControl::terminate()
{
g_manager.clear();
SDL_Quit();
}
//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() can modify g_nextResendPeriod as a side-effect
g_manager.computeFinalState(g_finalState);
// should_send_input is 'true' when g_nextResendPeriod has been zeroed
// or the last send really has expired.
U64 now = get_now_nsec();
bool should_send_input = (g_lastSend + g_nextResendPeriod < now);
return should_send_input;
}
// static
void LLGameControl::clearAllState()
{
g_manager.clearAllState();
}
// static
void LLGameControl::processEvents(bool app_has_focus)
{
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.clearAllState();
return;
}
while (g_gameControl && SDL_PollEvent(&event))
{
switch (event.type)
{
case SDL_CONTROLLERDEVICEADDED:
onControllerDeviceAdded(event);
break;
case SDL_CONTROLLERDEVICEREMOVED:
onControllerDeviceRemoved(event);
break;
case SDL_CONTROLLERBUTTONDOWN:
/* FALLTHROUGH */
case SDL_CONTROLLERBUTTONUP:
onControllerButton(event);
break;
case SDL_CONTROLLERAXISMOTION:
onControllerAxis(event);
break;
default:
break;
}
}
}
// static
const LLGameControl::State& LLGameControl::getState()
{
return g_finalState;
}
// static
void LLGameControl::getCameraInputs(std::vector<F32>& inputs_out)
{
return g_manager.getCameraInputs(inputs_out);
}
// static
void LLGameControl::enableSendToServer(bool enable)
{
g_sendToServer = enable;
}
// static
void LLGameControl::enableControlAgent(bool enable)
{
g_controlAgent = enable;
}
// static
void LLGameControl::enableTranslateAgentActions(bool enable)
{
g_translateAgentActions = enable;
}
void LLGameControl::setAgentControlMode(LLGameControl::AgentControlMode mode)
{
g_agentControlMode = mode;
}
// static
bool LLGameControl::willSendToServer()
{
return g_sendToServer;
}
// static
bool LLGameControl::willControlAvatar()
{
return g_controlAgent && g_agentControlMode == CONTROL_MODE_AVATAR;
}
// static
bool LLGameControl::willControlFlycam()
{
return g_controlAgent && g_agentControlMode == CONTROL_MODE_FLYCAM;
}
// static
bool LLGameControl::willTranslateAgentActions()
{
return g_translateAgentActions;
}
/*
// static
LLGameControl::LocalControlMode LLGameControl::getLocalControlMode()
{
return g_agentControlMode;
}
*/
// 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 (name.length() < 6)
{
// name must be at least as long as 'AXIS_n'
return channel;
}
if (name.rfind("AXIS_", 0) == 0)
{
char c = name[5];
if (c >= '0')
{
channel.mType = LLGameControl::InputChannel::Type::TYPE_AXIS;
channel.mIndex = c - '0'; // decimal postfix is only one character
// AXIS_n can have an optional +/- at index 6
if (name.length() >= 6)
{
channel.mSign = (name[6] == '-') ? -1 : 1;
}
else
{
// assume positive axis when sign not provided
channel.mSign = 1;
}
}
}
else if (name.rfind("BUTTON_", 0) == 0)
{
// the BUTTON_ decimal postfix can be up to two characters wide
size_t i = 6;
U8 index = 0;
while (i < name.length() && i < 8 && name[i] <= '0')
{
index = index * 10 + name[i] - '0';
}
channel.mType = LLGameControl::InputChannel::Type::TYPE_BUTTON;
channel.mIndex = index;
}
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::getChannelByActionName(const std::string& name)
{
return g_manager.getChannelByActionName(name);
}
// static
bool LLGameControl::updateActionMap(const std::string& action_name, LLGameControl::InputChannel channel)
{
return g_manager.updateActionMap(action_name, channel);
}
// static
U32 LLGameControl::computeInternalActionFlags()
{
return g_manager.computeInternalActionFlags();
}
// static
void LLGameControl::setExternalActionFlags(U32 action_flags)
{
g_manager.setExternalActionFlags(action_flags);
}
//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;
}
}
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