mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-11-10 20:06:40 +00:00
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
170 lines
5.3 KiB
C#
170 lines
5.3 KiB
C#
using Ryujinx.Common.Logging;
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using System;
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using System.IO;
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using System.Threading;
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using static SDL2.SDL;
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namespace Ryujinx.Input.SDL2
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{
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class SDL2Driver : IDisposable
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{
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private static SDL2Driver _instance;
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public static bool IsInitialized => _instance != null;
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public static SDL2Driver Instance
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{
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get
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{
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if (_instance == null)
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{
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_instance = new SDL2Driver();
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}
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return _instance;
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}
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}
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private const uint SdlInitFlags = SDL_INIT_EVENTS | SDL_INIT_GAMECONTROLLER | SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC | SDL_INIT_SENSOR;
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private bool _isRunning;
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private uint _refereceCount;
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private Thread _worker;
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public event Action<int, int> OnJoyStickConnected;
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public event Action<int> OnJoystickDisconnected;
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private object _lock = new object();
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private SDL2Driver() {}
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public void Initialize()
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{
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lock (_lock)
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{
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_refereceCount++;
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if (_isRunning)
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{
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return;
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}
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SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE, "1");
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SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE, "1");
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SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "1");
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// TODO: Add this in nuget package once SDL2 2.0.15 hit stable release.
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SDL_SetHint("SDL_JOYSTICK_HIDAPI_SWITCH_HOME_LED", "0");
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SDL_SetHint("SDL_JOYSTICK_HIDAPI_JOY_CONS", "1");
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if (SDL_Init(SdlInitFlags) != 0)
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{
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string errorMessage = $"SDL2 initlaization failed with error \"{SDL_GetError()}\"";
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Logger.Error?.Print(LogClass.Application, errorMessage);
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throw new Exception(errorMessage);
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}
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// First ensure that we only enable joystick events (for connected/disconnected).
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SDL_GameControllerEventState(SDL_DISABLE);
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SDL_JoystickEventState(SDL_ENABLE);
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// Disable all joysticks information, we don't need them no need to flood the event queue for that.
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SDL_EventState(SDL_EventType.SDL_JOYAXISMOTION, SDL_DISABLE);
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SDL_EventState(SDL_EventType.SDL_JOYBALLMOTION, SDL_DISABLE);
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SDL_EventState(SDL_EventType.SDL_JOYHATMOTION, SDL_DISABLE);
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SDL_EventState(SDL_EventType.SDL_JOYBUTTONDOWN, SDL_DISABLE);
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SDL_EventState(SDL_EventType.SDL_JOYBUTTONUP, SDL_DISABLE);
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SDL_EventState(SDL_EventType.SDL_CONTROLLERSENSORUPDATE, SDL_DISABLE);
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string gamepadDbPath = Path.Combine(AppDomain.CurrentDomain.BaseDirectory, "SDL_GameControllerDB.txt");
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if (File.Exists(gamepadDbPath))
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{
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SDL_GameControllerAddMappingsFromFile(gamepadDbPath);
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}
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_worker = new Thread(EventWorker);
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_isRunning = true;
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_worker.Start();
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}
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}
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private void HandleSDLEvent(ref SDL_Event evnt)
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{
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if (evnt.type == SDL_EventType.SDL_JOYDEVICEADDED)
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{
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int deviceId = evnt.cbutton.which;
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// SDL2 loves to be inconsistent here by providing the device id instead of the instance id (like on removed event), as such we just grab it and send it inside our system.
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int instanceId = SDL_JoystickGetDeviceInstanceID(deviceId);
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if (instanceId == -1)
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{
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return;
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}
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Logger.Debug?.Print(LogClass.Application, $"Added joystick instance id {instanceId}");
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OnJoyStickConnected?.Invoke(deviceId, instanceId);
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}
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else if (evnt.type == SDL_EventType.SDL_JOYDEVICEREMOVED)
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{
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Logger.Debug?.Print(LogClass.Application, $"Removed joystick instance id {evnt.cbutton.which}");
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OnJoystickDisconnected?.Invoke(evnt.cbutton.which);
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}
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}
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private void EventWorker()
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{
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const int WaitTimeMs = 10;
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using ManualResetEventSlim waitHandle = new ManualResetEventSlim(false);
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while (_isRunning)
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{
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while (SDL_PollEvent(out SDL_Event evnt) != 0)
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{
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HandleSDLEvent(ref evnt);
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}
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waitHandle.Wait(WaitTimeMs);
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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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return;
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}
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lock (_lock)
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{
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if (_isRunning)
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{
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_refereceCount--;
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if (_refereceCount == 0)
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{
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_isRunning = false;
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_worker?.Join();
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SDL_Quit();
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OnJoyStickConnected = null;
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OnJoystickDisconnected = null;
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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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