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https://git.naxdy.org/Mirror/Ryujinx.git
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90455a05e6
* Input: Improve controller identification Controllers were identified before by a combination of their _global_ index in the list of controllers and their GUID. The problem is, disconnecting and reconnecting a controller can change its global index; the controller can appear at the end. This would give it another ID, and the controller would need to be reconfigured. This happened to me a lot with a switch pro controller and a USB game controller, it was essentially random which appeared first. Now, it consistently detects them. This PR changes the controller identification to be a combination of an index of controllers with the same GUID (generally 0), and its GUID. It also reworks managing the list of controllers to properly consider instance IDs. This also changes the NpadManager to attempt to reuse old controllers when refreshing input configuration, which can prevent input from going dead for seconds whenever a controller connects or disconnects (and the switch pro controller just entirely dying). Testing with different controller types, OS and Avalonia is welcome. Remember that the target is connecting a ton of controllers, and pulling/reconnecting them. * Remove double empty line
175 lines
4.9 KiB
C#
175 lines
4.9 KiB
C#
using Ryujinx.SDL2.Common;
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using System;
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using System.Collections.Generic;
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using static SDL2.SDL;
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namespace Ryujinx.Input.SDL2
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{
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public class SDL2GamepadDriver : IGamepadDriver
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{
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private readonly Dictionary<int, string> _gamepadsInstanceIdsMapping;
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private readonly List<string> _gamepadsIds;
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private readonly object _lock = new object();
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public ReadOnlySpan<string> GamepadsIds
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{
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get
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{
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lock (_lock)
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{
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return _gamepadsIds.ToArray();
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}
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}
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}
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public string DriverName => "SDL2";
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public event Action<string> OnGamepadConnected;
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public event Action<string> OnGamepadDisconnected;
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public SDL2GamepadDriver()
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{
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_gamepadsInstanceIdsMapping = new Dictionary<int, string>();
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_gamepadsIds = new List<string>();
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SDL2Driver.Instance.Initialize();
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SDL2Driver.Instance.OnJoyStickConnected += HandleJoyStickConnected;
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SDL2Driver.Instance.OnJoystickDisconnected += HandleJoyStickDisconnected;
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// Add already connected gamepads
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int numJoysticks = SDL_NumJoysticks();
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for (int joystickIndex = 0; joystickIndex < numJoysticks; joystickIndex++)
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{
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HandleJoyStickConnected(joystickIndex, SDL_JoystickGetDeviceInstanceID(joystickIndex));
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}
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}
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private string GenerateGamepadId(int joystickIndex)
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{
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Guid guid = SDL_JoystickGetDeviceGUID(joystickIndex);
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// Add a unique identifier to the start of the GUID in case of duplicates.
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if (guid == Guid.Empty)
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{
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return null;
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}
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string id;
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lock (_lock)
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{
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int guidIndex = 0;
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id = guidIndex + "-" + guid;
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while (_gamepadsIds.Contains(id))
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{
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id = (++guidIndex) + "-" + guid;
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}
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}
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return id;
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}
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private int GetJoystickIndexByGamepadId(string id)
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{
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lock (_lock)
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{
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return _gamepadsIds.IndexOf(id);
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}
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}
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private void HandleJoyStickDisconnected(int joystickInstanceId)
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{
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if (_gamepadsInstanceIdsMapping.TryGetValue(joystickInstanceId, out string id))
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{
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_gamepadsInstanceIdsMapping.Remove(joystickInstanceId);
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lock (_lock)
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{
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_gamepadsIds.Remove(id);
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}
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OnGamepadDisconnected?.Invoke(id);
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}
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}
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private void HandleJoyStickConnected(int joystickDeviceId, int joystickInstanceId)
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{
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if (SDL_IsGameController(joystickDeviceId) == SDL_bool.SDL_TRUE)
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{
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if (_gamepadsInstanceIdsMapping.ContainsKey(joystickInstanceId))
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{
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// Sometimes a JoyStick connected event fires after the app starts even though it was connected before
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// so it is rejected to avoid doubling the entries.
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return;
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}
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string id = GenerateGamepadId(joystickDeviceId);
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if (id == null)
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{
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return;
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}
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if (_gamepadsInstanceIdsMapping.TryAdd(joystickInstanceId, id))
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{
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lock (_lock)
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{
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_gamepadsIds.Add(id);
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}
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OnGamepadConnected?.Invoke(id);
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}
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}
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}
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protected virtual void Dispose(bool disposing)
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{
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if (disposing)
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{
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SDL2Driver.Instance.OnJoyStickConnected -= HandleJoyStickConnected;
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SDL2Driver.Instance.OnJoystickDisconnected -= HandleJoyStickDisconnected;
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// Simulate a full disconnect when disposing
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foreach (string id in _gamepadsIds)
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{
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OnGamepadDisconnected?.Invoke(id);
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}
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lock (_lock)
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{
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_gamepadsIds.Clear();
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}
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SDL2Driver.Instance.Dispose();
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}
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}
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public void Dispose()
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{
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GC.SuppressFinalize(this);
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Dispose(true);
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}
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public IGamepad GetGamepad(string id)
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{
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int joystickIndex = GetJoystickIndexByGamepadId(id);
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if (joystickIndex == -1)
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{
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return null;
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}
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IntPtr gamepadHandle = SDL_GameControllerOpen(joystickIndex);
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if (gamepadHandle == IntPtr.Zero)
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{
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return null;
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}
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return new SDL2Gamepad(gamepadHandle, id);
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}
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}
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}
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