Ryujinx/Ryujinx.Input/HLE/NpadManager.cs

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Miria: The Death of OpenTK 3 (#2194) * openal: Update to OpenTK 4 * Ryujinx.Graphics.OpenGL: Update to OpenTK 4 * Entirely removed OpenTK 3, still wip * Use SPB for context creation and handling Still need to test on GLX and readd input support * Start implementing a new input system So far only gamepad are supported, no configuration possible via UI but detected via hotplug/removal Button mapping backend is implemented TODO: front end, configuration handling and configuration migration TODO: keyboard support * Enforce RGB only framebuffer on the GLWidget Fix possible transparent window * Implement UI gamepad frontend Also fix bad mapping of minus button and ensure gamepad config is updated in real time * Handle controller being disconnected and reconnected again * Revert "Enforce RGB only framebuffer on the GLWidget" This reverts commit 0949715d1a03ec793e35e37f7b610cbff2d63965. * Fix first color clear * Filter SDL2 events a bit * Start working on the keyboard detail - Rework configuration classes a bit to be more clean. - Integrate fully the keyboard configuration to the front end (TODO: assigner) - Start skeleton for the GTK3 keyboard driver * Add KeyboardStateSnapshot and its integration * Implement keyboard assigner and GTK3 key mapping TODO: controller configuration mapping and IGamepad implementation for keyboard * Add missing SR and SL definitions * Fix copy pasta mistake on config for previous commit * Implement IGamepad interface for GTK3 keyboard * Fix some implementation still being commented in the controller ui for keyboard * Port screen handle code * Remove all configuration management code and move HidNew to Hid * Rename InputConfigNew to InputConfig * Add a version field to the input config * Prepare serialization and deserialization of new input config and migrate profile loading and saving * Support input configuration saving to config and bump config version to 23. * Clean up in ConfigurationState * Reference SPB via a nuget package * Move new input system to Ryujinx.Input project and SDL2 detail to Ryujinx.Input.SDL2 * move GTK3 input to the right directory * Fix triggers on SDL2 * Update to SDL2 2.0.14 via our own fork * Update buttons definition for SDL2 2.0.14 and report gamepad features * Implement motion support again with SDL2 TODO: cemu hooks integration * Switch to latest of nightly SDL2 * SDL2: Fix bugs in gamepad id matching allowing different gamepad to match on the same device index * Ensure values are set in UI when the gamepad get hot plugged * Avoid trying to add controllers in the Update method and don't open SDL2 gamepad instance before checking ids This fixes permanent rumble of pro controller in some hotplug scenario * Fix more UI bugs * Move legcay motion code around before reintegration * gamecontroller UI tweaks here and there * Hide Motion on non motion configurations * Update the TODO grave Some TODO were fixed long time ago or are quite oudated... * Integrate cemu hooks motion configuration * Integrate cemu hooks configuration options to the UI again * cemuhooks => cemuhooks * Add cemu hook support again * Fix regression on normal motion and fix some very nasty bugs around * Fix for XCB multithreads issue on Linux * Enable motion by default * Block inputs in the main view when in the controller configuration window * Some fixes for the controller ui again * Add joycon support and fixes other hints * Bug fixes and clean up - Invert default mapping if not a Nintendo controller - Keep alive the controller being selected on the controller window (allow to avoid big delay for controller needing time to init when doing button assignment) - Clean up hints in use - Remove debug logs around - Fixes potential double free with SDL2Gamepad * Move the button assigner and motion logic to the Ryujinx.Input project * Reimplement raw keyboard hle input Also move out the logic of the hotkeys * Move all remaining Input manager stuffs to the Ryujinx.Input project * Increment configuration version yet again because of master changes * Ensure input config isn't null when not present * Fixes for VS not being nice * Fix broken gamepad caching logic causing crashes on ui * Ensure the background context is destroyed * Update dependencies * Readd retrocompat with old format of the config to avoid parsing and crashes on those versions Also updated the debug Config.json * Document new input APIs * Isolate SDL2Driver to the project and remove external export of it * Add support for external gamepad db mappings on SDL2 * Last clean up before PR * Addresses first part of comments * Address gdkchan's comments * Do not use JsonException * Last comment fixes
2021-04-14 10:28:43 +00:00
using Ryujinx.Common.Configuration.Hid;
using Ryujinx.Common.Configuration.Hid.Controller;
using Ryujinx.Common.Configuration.Hid.Keyboard;
using Ryujinx.Configuration;
using Ryujinx.HLE.HOS;
using Ryujinx.HLE.HOS.Services.Hid;
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Runtime.CompilerServices;
using CemuHookClient = Ryujinx.Input.Motion.CemuHook.Client;
namespace Ryujinx.Input.HLE
{
public class NpadManager : IDisposable
{
private CemuHookClient _cemuHookClient;
private object _lock = new object();
private bool _blockInputUpdates;
private const int MaxControllers = 9;
private NpadController[] _controllers;
private readonly IGamepadDriver _keyboardDriver;
private readonly IGamepadDriver _gamepadDriver;
private bool _isDisposed;
private List<InputConfig> _inputConfig;
public NpadManager(IGamepadDriver keyboardDriver, IGamepadDriver gamepadDriver)
{
_controllers = new NpadController[MaxControllers];
_cemuHookClient = new CemuHookClient();
_keyboardDriver = keyboardDriver;
_gamepadDriver = gamepadDriver;
_inputConfig = ConfigurationState.Instance.Hid.InputConfig.Value;
_gamepadDriver.OnGamepadConnected += HandleOnGamepadConnected;
_gamepadDriver.OnGamepadDisconnected += HandleOnGamepadDisconnected;
}
private void HandleOnGamepadDisconnected(string obj)
{
// Force input reload
ReloadConfiguration(ConfigurationState.Instance.Hid.InputConfig.Value);
}
private void HandleOnGamepadConnected(string id)
{
// Force input reload
ReloadConfiguration(ConfigurationState.Instance.Hid.InputConfig.Value);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private bool DriverConfigurationUpdate(ref NpadController controller, InputConfig config)
{
IGamepadDriver targetDriver = _gamepadDriver;
if (config is StandardControllerInputConfig)
{
targetDriver = _gamepadDriver;
}
else if (config is StandardKeyboardInputConfig)
{
targetDriver = _keyboardDriver;
}
Debug.Assert(targetDriver != null, "Unknown input configuration!");
if (controller.GamepadDriver != targetDriver || controller.Id != config.Id)
{
return controller.UpdateDriverConfiguration(targetDriver, config);
}
else
{
return controller.GamepadDriver != null;
}
}
public void ReloadConfiguration(List<InputConfig> inputConfig)
{
lock (_lock)
{
for (int i = 0; i < _controllers.Length; i++)
{
_controllers[i]?.Dispose();
_controllers[i] = null;
}
foreach (InputConfig inputConfigEntry in inputConfig)
{
NpadController controller = new NpadController(_cemuHookClient);
bool isValid = DriverConfigurationUpdate(ref controller, inputConfigEntry);
if (!isValid)
{
controller.Dispose();
}
else
{
_controllers[(int)inputConfigEntry.PlayerIndex] = controller;
}
}
_inputConfig = inputConfig;
// Enforce an update of the property that will be updated by HLE.
// TODO: Move that in the input manager maybe?
ConfigurationState.Instance.Hid.InputConfig.Value = inputConfig;
}
}
public void UnblockInputUpdates()
{
lock (_lock)
{
_blockInputUpdates = false;
}
}
public void BlockInputUpdates()
{
lock (_lock)
{
_blockInputUpdates = true;
}
}
public void Update(Hid hleHid, TamperMachine tamperMachine)
{
lock (_lock)
{
List<GamepadInput> hleInputStates = new List<GamepadInput>();
List<SixAxisInput> hleMotionStates = new List<SixAxisInput>(NpadDevices.MaxControllers);
foreach (InputConfig inputConfig in _inputConfig)
{
GamepadInput inputState = default;
SixAxisInput motionState = default;
NpadController controller = _controllers[(int)inputConfig.PlayerIndex];
// Do we allow input updates and is a controller connected?
if (!_blockInputUpdates && controller != null)
{
DriverConfigurationUpdate(ref controller, inputConfig);
controller.UpdateUserConfiguration(inputConfig);
controller.Update();
inputState = controller.GetHLEInputState();
inputState.Buttons |= hleHid.UpdateStickButtons(inputState.LStick, inputState.RStick);
motionState = controller.GetHLEMotionState();
}
else
{
// Ensure that orientation isn't null
motionState.Orientation = new float[9];
}
inputState.PlayerId = (Ryujinx.HLE.HOS.Services.Hid.PlayerIndex)inputConfig.PlayerIndex;
motionState.PlayerId = (Ryujinx.HLE.HOS.Services.Hid.PlayerIndex)inputConfig.PlayerIndex;
hleInputStates.Add(inputState);
hleMotionStates.Add(motionState);
if (ConfigurationState.Instance.Hid.EnableKeyboard)
{
KeyboardInput? hleKeyboardInput = controller.GetHLEKeyboardInput();
if (hleKeyboardInput.HasValue)
{
hleHid.Keyboard.Update(hleKeyboardInput.Value);
}
}
}
hleHid.Npads.Update(hleInputStates);
hleHid.Npads.UpdateSixAxis(hleMotionStates);
tamperMachine.UpdateInput(hleInputStates);
}
}
protected virtual void Dispose(bool disposing)
{
if (disposing)
{
lock (_lock)
{
if (!_isDisposed)
{
_cemuHookClient.Dispose();
_gamepadDriver.OnGamepadConnected -= HandleOnGamepadConnected;
_gamepadDriver.OnGamepadDisconnected -= HandleOnGamepadDisconnected;
for (int i = 0; i < _controllers.Length; i++)
{
_controllers[i]?.Dispose();
}
_isDisposed = true;
}
}
}
}
public void Dispose()
{
Dispose(true);
}
}
}