1
0
Fork 0
mirror of https://github.com/Ryujinx/Ryujinx.git synced 2024-11-11 02:26:39 +00:00
Ryujinx/Ryujinx.Input/HLE/NpadManager.cs
Mary bec67dbef7
misc: Move configuration management to the Ryujinx project (#2269)
* Decouple configuration from Ryujinx.HLE and Ryujinx.Input

* Move Configuration to the Ryujinx project
2021-05-16 17:12:14 +02:00

250 lines
7.9 KiB
C#

using Ryujinx.Common.Configuration.Hid;
using Ryujinx.Common.Configuration.Hid.Controller;
using Ryujinx.Common.Configuration.Hid.Keyboard;
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;
using Switch = Ryujinx.HLE.Switch;
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;
private bool _enableKeyboard;
private Switch _device;
public NpadManager(IGamepadDriver keyboardDriver, IGamepadDriver gamepadDriver)
{
_controllers = new NpadController[MaxControllers];
_cemuHookClient = new CemuHookClient(this);
_keyboardDriver = keyboardDriver;
_gamepadDriver = gamepadDriver;
_inputConfig = new List<InputConfig>();
_enableKeyboard = false;
_gamepadDriver.OnGamepadConnected += HandleOnGamepadConnected;
_gamepadDriver.OnGamepadDisconnected += HandleOnGamepadDisconnected;
}
private void RefreshInputConfigForHLE()
{
lock (_lock)
{
_device.Hid.RefreshInputConfig(_inputConfig);
}
}
private void HandleOnGamepadDisconnected(string obj)
{
// Force input reload
ReloadConfiguration(_inputConfig, _enableKeyboard);
}
private void HandleOnGamepadConnected(string id)
{
// Force input reload
ReloadConfiguration(_inputConfig, _enableKeyboard);
}
[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, bool enableKeyboard)
{
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;
_enableKeyboard = enableKeyboard;
_device.Hid.RefreshInputConfig(inputConfig);
}
}
public void UnblockInputUpdates()
{
lock (_lock)
{
_blockInputUpdates = false;
}
}
public void BlockInputUpdates()
{
lock (_lock)
{
_blockInputUpdates = true;
}
}
public void Initialize(Switch device, List<InputConfig> inputConfig, bool enableKeyboard)
{
_device = device;
_device.Configuration.RefreshInputConfig = RefreshInputConfigForHLE;
ReloadConfiguration(inputConfig, enableKeyboard);
}
public void Update()
{
lock (_lock)
{
List<GamepadInput> hleInputStates = new List<GamepadInput>();
List<SixAxisInput> hleMotionStates = new List<SixAxisInput>(NpadDevices.MaxControllers);
KeyboardInput? hleKeyboardInput = null;
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 |= _device.Hid.UpdateStickButtons(inputState.LStick, inputState.RStick);
motionState = controller.GetHLEMotionState();
if (_enableKeyboard)
{
hleKeyboardInput = controller.GetHLEKeyboardInput();
}
}
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);
}
_device.Hid.Npads.Update(hleInputStates);
_device.Hid.Npads.UpdateSixAxis(hleMotionStates);
if (hleKeyboardInput.HasValue)
{
_device.Hid.Keyboard.Update(hleKeyboardInput.Value);
}
_device.TamperMachine.UpdateInput(hleInputStates);
}
}
internal InputConfig GetPlayerInputConfigByIndex(int index)
{
lock (_lock)
{
return _inputConfig.Find(x => x.PlayerIndex == (Ryujinx.Common.Configuration.Hid.PlayerIndex)index);
}
}
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);
}
}
}