mirror of
https://git.naxdy.org/Mirror/Ryujinx.git
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6cb22c9d38
* 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
223 lines
7.3 KiB
C#
223 lines
7.3 KiB
C#
using Ryujinx.Common.Configuration.Hid;
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using Ryujinx.Common.Configuration.Hid.Controller;
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using Ryujinx.Common.Configuration.Hid.Keyboard;
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using Ryujinx.Configuration;
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using Ryujinx.HLE.HOS;
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using Ryujinx.HLE.HOS.Services.Hid;
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Runtime.CompilerServices;
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using CemuHookClient = Ryujinx.Input.Motion.CemuHook.Client;
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namespace Ryujinx.Input.HLE
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{
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public class NpadManager : IDisposable
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{
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private CemuHookClient _cemuHookClient;
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private object _lock = new object();
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private bool _blockInputUpdates;
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private const int MaxControllers = 9;
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private NpadController[] _controllers;
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private readonly IGamepadDriver _keyboardDriver;
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private readonly IGamepadDriver _gamepadDriver;
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private bool _isDisposed;
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private List<InputConfig> _inputConfig;
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public NpadManager(IGamepadDriver keyboardDriver, IGamepadDriver gamepadDriver)
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{
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_controllers = new NpadController[MaxControllers];
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_cemuHookClient = new CemuHookClient();
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_keyboardDriver = keyboardDriver;
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_gamepadDriver = gamepadDriver;
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_inputConfig = ConfigurationState.Instance.Hid.InputConfig.Value;
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_gamepadDriver.OnGamepadConnected += HandleOnGamepadConnected;
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_gamepadDriver.OnGamepadDisconnected += HandleOnGamepadDisconnected;
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}
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private void HandleOnGamepadDisconnected(string obj)
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{
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// Force input reload
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ReloadConfiguration(ConfigurationState.Instance.Hid.InputConfig.Value);
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}
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private void HandleOnGamepadConnected(string id)
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{
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// Force input reload
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ReloadConfiguration(ConfigurationState.Instance.Hid.InputConfig.Value);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private bool DriverConfigurationUpdate(ref NpadController controller, InputConfig config)
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{
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IGamepadDriver targetDriver = _gamepadDriver;
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if (config is StandardControllerInputConfig)
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{
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targetDriver = _gamepadDriver;
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}
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else if (config is StandardKeyboardInputConfig)
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{
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targetDriver = _keyboardDriver;
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}
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Debug.Assert(targetDriver != null, "Unknown input configuration!");
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if (controller.GamepadDriver != targetDriver || controller.Id != config.Id)
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{
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return controller.UpdateDriverConfiguration(targetDriver, config);
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}
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else
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{
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return controller.GamepadDriver != null;
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}
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}
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public void ReloadConfiguration(List<InputConfig> inputConfig)
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{
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lock (_lock)
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{
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for (int i = 0; i < _controllers.Length; i++)
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{
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_controllers[i]?.Dispose();
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_controllers[i] = null;
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}
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foreach (InputConfig inputConfigEntry in inputConfig)
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{
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NpadController controller = new NpadController(_cemuHookClient);
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bool isValid = DriverConfigurationUpdate(ref controller, inputConfigEntry);
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if (!isValid)
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{
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controller.Dispose();
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}
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else
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{
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_controllers[(int)inputConfigEntry.PlayerIndex] = controller;
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}
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}
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_inputConfig = inputConfig;
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// Enforce an update of the property that will be updated by HLE.
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// TODO: Move that in the input manager maybe?
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ConfigurationState.Instance.Hid.InputConfig.Value = inputConfig;
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}
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}
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public void UnblockInputUpdates()
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{
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lock (_lock)
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{
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_blockInputUpdates = false;
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}
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}
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public void BlockInputUpdates()
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{
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lock (_lock)
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{
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_blockInputUpdates = true;
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}
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}
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public void Update(Hid hleHid, TamperMachine tamperMachine)
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{
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lock (_lock)
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{
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List<GamepadInput> hleInputStates = new List<GamepadInput>();
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List<SixAxisInput> hleMotionStates = new List<SixAxisInput>(NpadDevices.MaxControllers);
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foreach (InputConfig inputConfig in _inputConfig)
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{
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GamepadInput inputState = default;
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SixAxisInput motionState = default;
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NpadController controller = _controllers[(int)inputConfig.PlayerIndex];
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// Do we allow input updates and is a controller connected?
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if (!_blockInputUpdates && controller != null)
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{
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DriverConfigurationUpdate(ref controller, inputConfig);
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controller.UpdateUserConfiguration(inputConfig);
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controller.Update();
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inputState = controller.GetHLEInputState();
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inputState.Buttons |= hleHid.UpdateStickButtons(inputState.LStick, inputState.RStick);
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motionState = controller.GetHLEMotionState();
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}
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else
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{
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// Ensure that orientation isn't null
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motionState.Orientation = new float[9];
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}
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inputState.PlayerId = (Ryujinx.HLE.HOS.Services.Hid.PlayerIndex)inputConfig.PlayerIndex;
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motionState.PlayerId = (Ryujinx.HLE.HOS.Services.Hid.PlayerIndex)inputConfig.PlayerIndex;
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hleInputStates.Add(inputState);
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hleMotionStates.Add(motionState);
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if (ConfigurationState.Instance.Hid.EnableKeyboard)
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{
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KeyboardInput? hleKeyboardInput = controller.GetHLEKeyboardInput();
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if (hleKeyboardInput.HasValue)
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{
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hleHid.Keyboard.Update(hleKeyboardInput.Value);
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}
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}
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}
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hleHid.Npads.Update(hleInputStates);
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hleHid.Npads.UpdateSixAxis(hleMotionStates);
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tamperMachine.UpdateInput(hleInputStates);
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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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lock (_lock)
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{
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if (!_isDisposed)
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{
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_cemuHookClient.Dispose();
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_gamepadDriver.OnGamepadConnected -= HandleOnGamepadConnected;
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_gamepadDriver.OnGamepadDisconnected -= HandleOnGamepadDisconnected;
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for (int i = 0; i < _controllers.Length; i++)
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{
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_controllers[i]?.Dispose();
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}
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_isDisposed = true;
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}
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}
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}
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}
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public void Dispose()
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{
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Dispose(true);
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}
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}
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}
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