Controllers other than DualShock 4 and DualSense lack a dedicated touchpad button. Maps the SDL Back button (View on Xbox) to PadButton::TouchPad for non-PlayStation controllers.
Co-Authored-By: saulo benigno <saulobenigno@gmail.com>
The bundled SDL was configured with SDL_HIDAPI OFF, so a DualSense went
through the generic joystick driver of the platform: no touchpad, no
light bar and no DualSense effect reports, which left the light bar,
trigger effect and (on Linux) rumble requests that PadInput already
sends through SDL without effect on the controller. With HIDAPI, SDL's
PS5 driver handles the pad: touchpad, light bar, rumble, trigger effects
and the motion sensors.
A USB pad always uses the driver's enhanced reports.
SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE enables them for a Bluetooth pad as
well, which otherwise stays on the simple report without effects.
pad_sdl checks that the bundled SDL is built with the HIDAPI joystick
driver.
Bring the pad-gamepad-haptics diff in line with docs/dev/CONVENTIONS.md:
strip explanatory/rationale comments (struct layouts, algorithm notes,
rewired-NID rationale) down to code only, and rename the anonymous-
namespace helpers in PadState.cpp (Normalize/Fuse/EncodeZones/MaxOf/
ScaleStrength) to camelCase to match upstream's free-function style.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Reconcile our SDL gamepad motion/haptics work with upstream's
configurable keyboard/mouse binding feature (PadInput now built around
Pad::LoadInputMapping() and a std::vector<Pad::InputBinding>). Upstream's
openFirstAvailableController()/openController(deviceIndex) flow and
HandleEvent/Update/publish logic for keyboard, mouse, and wheel
bindings are kept as-is (including APS5_NO_PAD_INPUT handling); the
sensor-enabling and host-haptics steps are grafted on as additional
work done once a controller is open:
- openController(deviceIndex) now also calls enableSensors() and
marks a re-apply of the current guest output request pending.
- New sampleController()/applyOutput()/enableSensors() bring in real
gamepad sampling, motion sensor reads, DualSense touchpad finger
tracking, and pushing rumble/light bar/adaptive trigger state out via
SDL_GameControllerRumble/SetLED/SendEffect. sampleController()'s
button list and trigger/stick scaling are an exact copy of the
button/trigger/stick reading that used to be inlined in publish()
under the SDL_GameControllerGetAttached check (no deadzone added,
no extra button remapped) -- only the motion, touchpad, and
device-kind sampling on top of it are new.
- Update() now also samples the controller and applies pending output
every tick, in addition to upstream's SDL_GameControllerUpdate() call
and its keyboard/mouse/wheel timing logic.
- publish() seeds PadInputState from the sampled gamepad state first
(buttons/sticks/analog triggers/motion/touch/device kind), then
layers upstream's keyboard/mouse binding loop on top exactly as
upstream had it, so a bound key still overrides the gamepad the same
way it did before this merge. Upstream's L2/R2 button-flag derivation
is preserved, just computed once at the end from whichever value
(gamepad or a keyboard/mouse override) ends up in analogButtonsL2/R2.
- The background-events SDL hint is now set unconditionally (previously
only inside the "not yet initialized" branch), since upstream's own
VideoOutDriver already brings up SDL_INIT_GAMECONTROLLER before
PadInput is constructed, which meant the hint would never run.
No changes were needed in VideoOutDriver.cpp: PadInput lazily
initializes SDL_INIT_GAMECONTROLLER itself in
openFirstAvailableController() (already a no-op if the subsystem is up),
and the class's public interface (default-constructible, HandleEvent/
Update) is unchanged, so upstream's existing `PadInput padInput;` /
HandleEvent / Update call sites keep working without modification.
VideoOutDriver.cpp's own independent flip-queue/vblank-telemetry rework
was left untouched as out of scope.
Confidence: high for the keyboard/mouse binding path (untouched) and
for the gamepad button/stick/trigger path (byte-for-byte copy of the
pre-existing mapping); the new motion/haptics/touchpad code is novel
and builds/links cleanly but has not been run against real hardware.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
libkernel: a TimedWait service for condition variables, semaphores, event flags, rwlocks and
equeues with the scheduler tick; mutex/cond/sem corner cases the title hits; job worker
affinity is opt-in (APS5_JOB_AFFINITY). libc: calloc/realloc heap slot swap, a default
terminate handler with a backtrace, CPU topology helper. libSceRtc export fixes with tests.
libSceVideoOut: APS5_NO_PAD_INPUT ignores host input for unattended measurements,
APS5_FLIP_QUEUE_WAIT keeps a stalled process alive for a debugger. ApplicationHeap and
GuestRtc tests wired into the test build.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0177gthrWEBBfBu5xJDXgBfo