/* * This file is part of Moonlight Embedded. * * Copyright (C) 2015 Iwan Timmer * * Moonlight is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 3 of the License, or * (at your option) any later version. * * Moonlight 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 General Public License for more details. * * You should have received a copy of the GNU General Public License * along with Moonlight; if not, see . */ #include "../loop.h" #include "../global.h" #include "keyboard.h" #include "mapping.h" #include "libevdev/libevdev.h" #include #include #include #include #include #include #include #include #include #include #include #include #include struct input_abs_parms { int min, max; int flat; int avg; int range, diff; }; struct input_device { struct libevdev *dev; struct mapping map; int fd; char modifiers; __s32 mouseDeltaX, mouseDeltaY, mouseScroll; short controllerId; int buttonFlags; char leftTrigger, rightTrigger; short leftStickX, leftStickY; short rightStickX, rightStickY; bool gamepadModified; struct input_abs_parms xParms, yParms, rxParms, ryParms, zParms, rzParms; struct input_abs_parms dpadxParms, dpadyParms; }; static struct input_device* devices = NULL; static int numDevices = 0; static int assignedControllerIds = 0; static short* currentKey; static short* currentAbs; static bool* currentReverse; static bool grabbingDevices; #define QUIT_MODIFIERS (MODIFIER_SHIFT|MODIFIER_ALT|MODIFIER_CTRL) #define QUIT_KEY KEY_Q static bool (*handler) (struct input_event*, struct input_device*); static void evdev_init_parms(struct input_device *dev, struct input_abs_parms *parms, int code) { parms->flat = libevdev_get_abs_flat(dev->dev, code); parms->min = libevdev_get_abs_minimum(dev->dev, code); parms->max = libevdev_get_abs_maximum(dev->dev, code); parms->avg = (parms->min+parms->max)/2; parms->range = parms->max - parms->avg; parms->diff = parms->max - parms->min; } static void evdev_remove(int devindex) { numDevices--; if (devices[devindex].controllerId >= 0) assignedControllerIds &= ~(1 << devices[devindex].controllerId); if (devindex != numDevices && numDevices > 0) memcpy(&devices[devindex], &devices[numDevices], sizeof(struct input_device)); fprintf(stderr, "Removed input device\n"); } static short evdev_convert_value(struct input_event *ev, struct input_device *dev, struct input_abs_parms *parms, bool reverse) { if (abs(ev->value - parms->avg) < parms->flat) return 0; else if (ev->value > parms->max) return reverse?SHRT_MIN:SHRT_MAX; else if (ev->value < parms->min) return reverse?SHRT_MAX:SHRT_MIN; else if (reverse) return (long long)(parms->max - (ev->valueavg?parms->flat*2:0) - ev->value) * (SHRT_MAX-SHRT_MIN) / (parms->max-parms->min-parms->flat*2) + SHRT_MIN; else return (long long)(ev->value - (ev->value>parms->avg?parms->flat*2:0) - parms->min) * (SHRT_MAX-SHRT_MIN) / (parms->max-parms->min-parms->flat*2) + SHRT_MIN; } static char evdev_convert_value_byte(struct input_event *ev, struct input_device *dev, struct input_abs_parms *parms) { if (abs(ev->value-parms->min)flat) return 0; else if (ev->value>parms->max) return UCHAR_MAX; else return (ev->value - parms->flat - parms->min) * UCHAR_MAX / (parms->diff - parms->flat); } static int evdev_convert_value_direction(struct input_event *ev, struct input_device *dev, struct input_abs_parms *parms, bool reverse) { if (ev->value > (parms->avg+parms->range/4)) return reverse?-1:1; else if (ev->value < (parms->avg-parms->range/4)) return reverse?1:-1; else return 0; } static bool evdev_handle_event(struct input_event *ev, struct input_device *dev) { bool gamepadModified = false; switch (ev->type) { case EV_SYN: if (dev->mouseDeltaX != 0 || dev->mouseDeltaY != 0) { LiSendMouseMoveEvent(dev->mouseDeltaX, dev->mouseDeltaY); dev->mouseDeltaX = 0; dev->mouseDeltaY = 0; } if (dev->mouseScroll != 0) { LiSendScrollEvent(dev->mouseScroll); dev->mouseScroll = 0; } if (dev->gamepadModified) { if (dev->controllerId < 0) { for (int i = 0; i < 4; i++) { if ((assignedControllerIds & (1 << i)) == 0) { assignedControllerIds |= (1 << i); dev->controllerId = i; break; } } //Use id 0 when too many gamepads are connected if (dev->controllerId < 0) dev->controllerId = 0; } LiSendMultiControllerEvent(dev->controllerId, dev->buttonFlags, dev->leftTrigger, dev->rightTrigger, dev->leftStickX, dev->leftStickY, dev->rightStickX, dev->rightStickY); dev->gamepadModified = false; } break; case EV_KEY: if (ev->code < sizeof(keyCodes)/sizeof(keyCodes[0])) { char modifier = 0; switch (ev->code) { case KEY_LEFTSHIFT: case KEY_RIGHTSHIFT: modifier = MODIFIER_SHIFT; break; case KEY_LEFTALT: case KEY_RIGHTALT: modifier = MODIFIER_ALT; break; case KEY_LEFTCTRL: case KEY_RIGHTCTRL: modifier = MODIFIER_CTRL; break; } if (modifier != 0) { if (ev->value) dev->modifiers |= modifier; else dev->modifiers &= ~modifier; } // Quit the stream if all the required quit keys are down if ((dev->modifiers & QUIT_MODIFIERS) == QUIT_MODIFIERS && ev->code == QUIT_KEY && ev->value != 0) { return false; } short code = 0x80 << 8 | keyCodes[ev->code]; LiSendKeyboardEvent(code, ev->value?KEY_ACTION_DOWN:KEY_ACTION_UP, dev->modifiers); } else { int mouseCode = 0; short gamepadCode = 0; switch (ev->code) { case BTN_LEFT: mouseCode = BUTTON_LEFT; break; case BTN_MIDDLE: mouseCode = BUTTON_MIDDLE; break; case BTN_RIGHT: mouseCode = BUTTON_RIGHT; break; default: if (ev->code == dev->map.btn_south) gamepadCode = A_FLAG; else if (ev->code == dev->map.btn_west) gamepadCode = X_FLAG; else if (ev->code == dev->map.btn_north) gamepadCode = Y_FLAG; else if (ev->code == dev->map.btn_east) gamepadCode = B_FLAG; else if (ev->code == dev->map.btn_dpad_up) gamepadCode = UP_FLAG; else if (ev->code == dev->map.btn_dpad_down) gamepadCode = DOWN_FLAG; else if (ev->code == dev->map.btn_dpad_right) gamepadCode = RIGHT_FLAG; else if (ev->code == dev->map.btn_dpad_left) gamepadCode = LEFT_FLAG; else if (ev->code == dev->map.btn_thumbl) gamepadCode = LS_CLK_FLAG; else if (ev->code == dev->map.btn_thumbr) gamepadCode = RS_CLK_FLAG; else if (ev->code == dev->map.btn_tl) gamepadCode = LB_FLAG; else if (ev->code == dev->map.btn_tr) gamepadCode = RB_FLAG; else if (ev->code == dev->map.btn_start) gamepadCode = PLAY_FLAG; else if (ev->code == dev->map.btn_select) gamepadCode = BACK_FLAG; else if (ev->code == dev->map.btn_mode) gamepadCode = SPECIAL_FLAG; } if (mouseCode != 0) { LiSendMouseButtonEvent(ev->value?BUTTON_ACTION_PRESS:BUTTON_ACTION_RELEASE, mouseCode); } else { gamepadModified = true; if (gamepadCode != 0) { if (ev->value) dev->buttonFlags |= gamepadCode; else dev->buttonFlags &= ~gamepadCode; } else if (ev->code == dev->map.btn_tl2) dev->leftTrigger = ev->value?UCHAR_MAX:0; else if (ev->code == dev->map.btn_tr2) dev->rightTrigger = ev->value?UCHAR_MAX:0; else { fprintf(stderr, "Unmapped button: %d\n", ev->code); gamepadModified = false; } } } break; case EV_REL: switch (ev->code) { case REL_X: dev->mouseDeltaX = ev->value; break; case REL_Y: dev->mouseDeltaY = ev->value; break; case REL_WHEEL: dev->mouseScroll = ev->value; break; } break; case EV_ABS: gamepadModified = true; if (ev->code == dev->map.abs_x) dev->leftStickX = evdev_convert_value(ev, dev, &dev->xParms, dev->map.reverse_x); else if (ev->code == dev->map.abs_y) dev->leftStickY = evdev_convert_value(ev, dev, &dev->yParms, dev->map.reverse_y); else if (ev->code == dev->map.abs_rx) dev->rightStickX = evdev_convert_value(ev, dev, &dev->rxParms, dev->map.reverse_rx); else if (ev->code == dev->map.abs_ry) dev->rightStickY = evdev_convert_value(ev, dev, &dev->ryParms, dev->map.reverse_ry); else if (ev->code == dev->map.abs_z) dev->leftTrigger = evdev_convert_value_byte(ev, dev, &dev->zParms); else if (ev->code == dev->map.abs_rz) dev->rightTrigger = evdev_convert_value_byte(ev, dev, &dev->rzParms); else if (ev->code == dev->map.abs_dpad_x) { int dir = evdev_convert_value_direction(ev, dev, &dev->dpadxParms, dev->map.reverse_dpad_x); if (dir == 1) { dev->buttonFlags |= RIGHT_FLAG; dev->buttonFlags &= ~LEFT_FLAG; } else if (dir == 0) { dev->buttonFlags &= ~RIGHT_FLAG; dev->buttonFlags &= ~LEFT_FLAG; } else { dev->buttonFlags &= ~RIGHT_FLAG; dev->buttonFlags |= LEFT_FLAG; } } else if (ev->code == dev->map.abs_dpad_y) { int dir = evdev_convert_value_direction(ev, dev, &dev->dpadyParms, dev->map.reverse_dpad_y); if (dir == 1) { dev->buttonFlags |= DOWN_FLAG; dev->buttonFlags &= ~UP_FLAG; } else if (dir == 0) { dev->buttonFlags &= ~DOWN_FLAG; dev->buttonFlags &= ~UP_FLAG; } else { dev->buttonFlags &= ~DOWN_FLAG; dev->buttonFlags |= UP_FLAG; } } else gamepadModified = false; break; } dev->gamepadModified |= gamepadModified; return true; } static bool evdev_handle_mapping_event(struct input_event *ev, struct input_device *dev) { switch (ev->type) { case EV_KEY: if (currentKey != NULL) { if (ev->value) *currentKey = ev->code; else if (ev->code == *currentKey) return false; } break; case EV_ABS: if (currentAbs != NULL) { struct input_abs_parms parms; evdev_init_parms(dev, &parms, ev->code); if (ev->value > parms.avg + parms.range/2) { *currentAbs = ev->code; *currentReverse = false; } else if (ev->value < parms.avg - parms.range/2) { *currentAbs = ev->code; *currentReverse = true; } else if (ev->code == *currentAbs) return false; } break; } return true; } static void evdev_drain(void) { for (int i = 0; i < numDevices; i++) { struct input_event ev; while (libevdev_next_event(devices[i].dev, LIBEVDEV_READ_FLAG_NORMAL, &ev) >= 0); } } static int evdev_handle(int fd) { for (int i=0;i= 0) { if (rc == LIBEVDEV_READ_STATUS_SYNC) fprintf(stderr, "Error: cannot keep up\n"); else if (rc == LIBEVDEV_READ_STATUS_SUCCESS) { if (!handler(&ev, &devices[i])) return LOOP_RETURN; } } if (rc == -ENODEV) { evdev_remove(i); } else if (rc != -EAGAIN && rc < 0) { fprintf(stderr, "Error: %s\n", strerror(-rc)); exit(EXIT_FAILURE); } } } return LOOP_OK; } void evdev_create(const char* device, char* mapFile) { int fd = open(device, O_RDONLY|O_NONBLOCK); if (fd <= 0) { fprintf(stderr, "Failed to open device %s\n", device); fflush(stderr); return; } int dev = numDevices; numDevices++; if (devices == NULL) { devices = malloc(sizeof(struct input_device)); } else { devices = realloc(devices, sizeof(struct input_device)*numDevices); } if (devices == NULL) { fprintf(stderr, "Not enough memory\n"); exit(EXIT_FAILURE); } memset(&devices[dev], 0, sizeof(devices[0])); devices[dev].fd = fd; devices[dev].dev = libevdev_new(); libevdev_set_fd(devices[dev].dev, devices[dev].fd); if (mapFile != NULL) mapping_load(mapFile, &(devices[dev].map)); devices[dev].controllerId = -1; evdev_init_parms(&devices[dev], &(devices[dev].xParms), devices[dev].map.abs_x); evdev_init_parms(&devices[dev], &(devices[dev].yParms), devices[dev].map.abs_y); evdev_init_parms(&devices[dev], &(devices[dev].zParms), devices[dev].map.abs_z); evdev_init_parms(&devices[dev], &(devices[dev].rxParms), devices[dev].map.abs_rx); evdev_init_parms(&devices[dev], &(devices[dev].ryParms), devices[dev].map.abs_ry); evdev_init_parms(&devices[dev], &(devices[dev].rzParms), devices[dev].map.abs_rz); evdev_init_parms(&devices[dev], &(devices[dev].dpadxParms), devices[dev].map.abs_dpad_x); evdev_init_parms(&devices[dev], &(devices[dev].dpadyParms), devices[dev].map.abs_dpad_y); if (grabbingDevices) { if (ioctl(fd, EVIOCGRAB, 1) < 0) { fprintf(stderr, "EVIOCGRAB failed with error %d\n", errno); } } loop_add_fd(devices[dev].fd, &evdev_handle, POLLIN); } static void evdev_map_key(char* keyName, short* key) { printf("Press %s\n", keyName); currentKey = key; currentAbs = NULL; *key = -1; loop_main(); usleep(250000); evdev_drain(); } static void evdev_map_abs(char* keyName, short* abs, bool* reverse) { printf("Move %s\n", keyName); currentKey = NULL; currentAbs = abs; currentReverse = reverse; *abs = -1; loop_main(); usleep(250000); evdev_drain(); } static void evdev_map_abskey(char* keyName, short* key, short* abs, bool* reverse) { printf("Press %s\n", keyName); currentKey = key; currentAbs = abs; currentReverse = reverse; *key = -1; *abs = -1; *currentReverse = false; loop_main(); usleep(250000); evdev_drain(); } void evdev_map(char* fileName) { struct mapping map; handler = evdev_handle_mapping_event; evdev_map_abs("Left Stick Right", &(map.abs_x), &(map.reverse_x)); evdev_map_abs("Left Stick Up", &(map.abs_y), &(map.reverse_y)); evdev_map_key("Left Stick Button", &(map.btn_thumbl)); evdev_map_abs("Right Stick Right", &(map.abs_rx), &(map.reverse_rx)); evdev_map_abs("Right Stick Up", &(map.abs_ry), &(map.reverse_ry)); evdev_map_key("Right Stick Button", &(map.btn_thumbr)); evdev_map_abskey("D-Pad Right", &(map.btn_dpad_right), &(map.abs_dpad_x), &(map.reverse_dpad_x)); if (map.btn_dpad_right >= 0) evdev_map_key("D-Pad Left", &(map.btn_dpad_left)); else map.btn_dpad_left = -1; evdev_map_abskey("D-Pad Down", &(map.btn_dpad_down), &(map.abs_dpad_y), &(map.reverse_dpad_y)); if (map.btn_dpad_down >= 0) evdev_map_key("D-Pad Up", &(map.btn_dpad_up)); else map.btn_dpad_up = -1; evdev_map_key("Button X (1)", &(map.btn_west)); evdev_map_key("Button A (2)", &(map.btn_south)); evdev_map_key("Button B (3)", &(map.btn_east)); evdev_map_key("Button Y (4)", &(map.btn_north)); evdev_map_key("Back Button", &(map.btn_select)); evdev_map_key("Start Button", &(map.btn_start)); evdev_map_key("Special Button", &(map.btn_mode)); bool ignored; evdev_map_abskey("Left Trigger", &(map.btn_tl2), &(map.abs_z), &ignored); evdev_map_abskey("Right Trigger", &(map.btn_tr2), &(map.abs_rz), &ignored); evdev_map_key("Left Bumper", &(map.btn_tl)); evdev_map_key("Right Bumper", &(map.btn_tr)); mapping_save(fileName, &map); } void evdev_start() { // After grabbing, the only way to quit via the keyboard // is via the special key combo that the input handling // code looks for. For this reason, we wait to grab until // we're ready to take input events. Ctrl+C works up until // this point. for (int i = 0; i < numDevices; i++) { if (ioctl(devices[i].fd, EVIOCGRAB, 1) < 0) { fprintf(stderr, "EVIOCGRAB failed with error %d\n", errno); } } // Any new input devices detected after this point will be grabbed immediately grabbingDevices = true; // Handle input events until the quit combo is pressed } void evdev_stop() { evdev_drain(); } void evdev_init() { handler = evdev_handle_event; }