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Ryujinx/Ryujinx.Input/HLE/NpadManager.cs
Mary 6cb22c9d38
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 12:28:43 +02:00

222 lines
7.3 KiB
C#

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);
}
}
}