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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 "llfile.h"
#include "llgamecontroltranslator.h"
#include "llsd.h"
namespace std
{
string to_string(const char* text)
{
return text ? string(text) : LLStringUtil::null;
}
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:'" << std::to_string(SDL_JoystickName(joystick)) << "'";
ss << ",vendor:" << SDL_JoystickGetVendor(joystick);
ss << ",product:" << SDL_JoystickGetProduct(joystick);
if (U16 version = SDL_JoystickGetProductVersion(joystick))
{
ss << ",version:" << version;
}
if (U16 firmware = SDL_JoystickGetFirmwareVersion(joystick))
{
ss << ",firmware:" << firmware;
}
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:'" << std::to_string(SDL_GameControllerName(controller)) << "'";
ss << ",vendor:" << SDL_GameControllerGetVendor(controller);
ss << ",product:" << SDL_GameControllerGetProduct(controller);
if (U16 version = SDL_GameControllerGetProductVersion(controller))
{
ss << ",version:" << version;
}
if (U16 firmware = SDL_GameControllerGetFirmwareVersion(controller))
{
ss << ",firmware:" << firmware;
}
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 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 = 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;
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::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
{
const AxisOptions& options = mAxisOptions[axis];
S32 new_value = (S32)value + (S32)options.mOffset;
value = (S16)std::clamp(new_value , -32768, 32767);
if ((value > 0 && value < (S16)options.mDeadZone) ||
(value < 0 && value > -(S16)options.mDeadZone))
{
value = 0;
}
else if (options.mInvert)
{
value = -value;
}
}
return value;
}
std::string LLGameControl::Options::AxisOptions::saveToString() const
{
std::list<std::string> options;
if (mInvert)
{
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;
}
std::string invert = pairs["invert"];
if (!invert.empty())
{
if (invert != "1")
{
LL_WARNS("SDL2") << "Invalid invert value: '" << invert << "'" << LL_ENDL;
}
else
{
mInvert = true;
}
}
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)
{
LL_WARNS("SDL2") << "Invalid dead_zone value: '" << dead_zone << "'" << LL_ENDL;
}
else
{
mDeadZone = (U16)number;
}
}
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)
{
return LLGameControl::parseDeviceOptions(options, name, mAxisOptions, mAxisMap, mButtonMap);
}
bool LLGameControl::Options::loadFromString(std::string options)
{
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::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(std::to_string(SDL_JoystickNameForIndex(event.cdevice.which)));
std::string path(std::to_string(SDL_JoystickPathForIndex(event.cdevice.which)));
LL_INFOS("SDL2") << "joystick {id:" << event.cdevice.which
<< ",guid:'" << guid << "'"
<< ",type:'" << type << "'"
<< ",name:'" << name << "'"
<< ",path:'" << path << "'"
<< "}" << 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(std::to_string(SDL_GameControllerNameForIndex(event.cdevice.which)));
std::string path(std::to_string(SDL_GameControllerPathForIndex(event.cdevice.which)));
LL_INFOS("SDL2") << "controller {id:" << event.cdevice.which
<< ",guid:'" << guid << "'"
<< ",type:'" << type << "'"
<< ",name:'" << name << "'"
<< ",path:'" << path << "'"
<< "}" << 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);
}
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);
}
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(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)
{
if (g_gameControl)
return;
llassert(loadBoolean);
llassert(saveBoolean);
llassert(loadString);
llassert(saveString);
llassert(loadObject);
llassert(saveObject);
int result = SDL_InitSubSystem(SDL_INIT_VIDEO | SDL_INIT_GAMECONTROLLER);
if (result < 0)
{
// This error is critical, we stop working with SDL and return
LL_WARNS("SDL2") << "Error initializing the subsystems : " << SDL_GetError() << LL_ENDL;
return;
}
SDL_LogSetOutputFunction(&sdl_logger, nullptr);
// 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;
loadFromSettings();
}
// static
void LLGameControl::terminate()
{
g_manager.clear();
SDL_Quit();
}
// 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_sendToServer && (g_lastSend + g_nextResendPeriod < get_now_nsec());
}
// static
void LLGameControl::clearAllStates()
{
g_manager.clearAllStates();
}
// 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.clearAllStates();
return;
}
while (g_gameControl && SDL_PollEvent(&event))
{
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:
onControllerButton(event);
break;
case SDL_CONTROLLERAXISMOTION:
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
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_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_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_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();
LLSD deviceOptions(g_deviceOptions, true);
s_saveObject(SETTING_KNOWNCONTROLLERS, deviceOptions);
}
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