mirror of
https://github.com/ryujinx-mirror/ryujinx.git
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c1cbdd45dc
This fix a possible crash with raw keyboard input since Miria. I took the liberty to move the the keyboard update to avoid possible duplicate update if we end up having two keyboards in use.
225 lines
7.3 KiB
C#
225 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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KeyboardInput? hleKeyboardInput = null;
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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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if (ConfigurationState.Instance.Hid.EnableKeyboard)
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{
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hleKeyboardInput = controller.GetHLEKeyboardInput();
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}
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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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}
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hleHid.Npads.Update(hleInputStates);
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hleHid.Npads.UpdateSixAxis(hleMotionStates);
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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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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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