mirror of
https://github.com/ryujinx-mirror/ryujinx.git
synced 2024-11-26 20:13:01 +00:00
70f79e689b
* First working vibration implementation * Fix Infinite Rumble in SDL2Mouse * Stop ignoring one vibValues every 2 * Remove RumbleInfinity as suggested * Reworked all the vibration handle / calculation * Revert HidVibrationDevicePosition changes * Add UI to enable and tune rumble * Remove some stub logs * Add PlayerIndex in rumble debug log * Fix all requested changes * Implements hid::GetVibrationDeviceInfo * Better implements HidVibrationValue.Equals/GetHashCode * Added requested changes from code review * Last fixes from review * Update configuration file version for rebase
310 lines
10 KiB
C#
310 lines
10 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.Controller.Motion;
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using Ryujinx.Common.Configuration.Hid.Keyboard;
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using Ryujinx.HLE.HOS.Services.Hid;
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using System;
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using System.Collections.Concurrent;
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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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using Switch = Ryujinx.HLE.Switch;
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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 readonly IGamepadDriver _mouseDriver;
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private bool _isDisposed;
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private List<InputConfig> _inputConfig;
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private bool _enableKeyboard;
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private bool _enableMouse;
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private Switch _device;
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public NpadManager(IGamepadDriver keyboardDriver, IGamepadDriver gamepadDriver, IGamepadDriver mouseDriver)
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{
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_controllers = new NpadController[MaxControllers];
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_cemuHookClient = new CemuHookClient(this);
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_keyboardDriver = keyboardDriver;
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_gamepadDriver = gamepadDriver;
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_mouseDriver = mouseDriver;
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_inputConfig = new List<InputConfig>();
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_gamepadDriver.OnGamepadConnected += HandleOnGamepadConnected;
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_gamepadDriver.OnGamepadDisconnected += HandleOnGamepadDisconnected;
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}
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private void RefreshInputConfigForHLE()
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{
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lock (_lock)
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{
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_device.Hid.RefreshInputConfig(_inputConfig);
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}
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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(_inputConfig, _enableKeyboard, _enableMouse);
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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(_inputConfig, _enableKeyboard, _enableMouse);
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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, bool enableKeyboard, bool enableMouse)
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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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_enableKeyboard = enableKeyboard;
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_enableMouse = enableMouse;
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_device.Hid.RefreshInputConfig(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 Initialize(Switch device, List<InputConfig> inputConfig, bool enableKeyboard, bool enableMouse)
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{
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_device = device;
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_device.Configuration.RefreshInputConfig = RefreshInputConfigForHLE;
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ReloadConfiguration(inputConfig, enableKeyboard, enableMouse);
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}
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public void Update(float aspectRatio = 0)
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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, SixAxisInput) motionState = default;
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NpadController controller = _controllers[(int)inputConfig.PlayerIndex];
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Ryujinx.HLE.HOS.Services.Hid.PlayerIndex playerIndex = (Ryujinx.HLE.HOS.Services.Hid.PlayerIndex)inputConfig.PlayerIndex;
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bool isJoyconPair = false;
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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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controller.UpdateRumble(_device.Hid.Npads.GetRumbleQueue(playerIndex));
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inputState = controller.GetHLEInputState();
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inputState.Buttons |= _device.Hid.UpdateStickButtons(inputState.LStick, inputState.RStick);
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isJoyconPair = inputConfig.ControllerType == Common.Configuration.Hid.ControllerType.JoyconPair;
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var altMotionState = isJoyconPair ? controller.GetHLEMotionState(true) : default;
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motionState = (controller.GetHLEMotionState(), altMotionState);
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if (_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.Item1.Orientation = new float[9];
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}
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inputState.PlayerId = playerIndex;
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motionState.Item1.PlayerId = playerIndex;
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hleInputStates.Add(inputState);
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hleMotionStates.Add(motionState.Item1);
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if (isJoyconPair && !motionState.Item2.Equals(default))
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{
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motionState.Item2.PlayerId = playerIndex;
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hleMotionStates.Add(motionState.Item2);
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}
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}
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_device.Hid.Npads.Update(hleInputStates);
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_device.Hid.Npads.UpdateSixAxis(hleMotionStates);
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if (hleKeyboardInput.HasValue)
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{
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_device.Hid.Keyboard.Update(hleKeyboardInput.Value);
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}
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if (_enableMouse)
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{
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var mouse = _mouseDriver.GetGamepad("0") as IMouse;
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var mouseInput = IMouse.GetMouseStateSnapshot(mouse);
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uint buttons = 0;
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if (mouseInput.IsPressed(MouseButton.Button1))
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{
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buttons |= 1 << 0;
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}
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if (mouseInput.IsPressed(MouseButton.Button2))
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{
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buttons |= 1 << 1;
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}
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if (mouseInput.IsPressed(MouseButton.Button3))
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{
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buttons |= 1 << 2;
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}
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if (mouseInput.IsPressed(MouseButton.Button4))
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{
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buttons |= 1 << 3;
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}
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if (mouseInput.IsPressed(MouseButton.Button5))
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{
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buttons |= 1 << 4;
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}
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var position = IMouse.GetScreenPosition(mouseInput.Position, mouse.ClientSize, aspectRatio);
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_device.Hid.Mouse.Update((int)position.X, (int)position.Y, buttons, (int)mouseInput.Scroll.X, (int)mouseInput.Scroll.Y, true);
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}
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else
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{
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_device.Hid.Mouse.Update(0, 0);
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}
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_device.TamperMachine.UpdateInput(hleInputStates);
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}
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}
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internal InputConfig GetPlayerInputConfigByIndex(int index)
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{
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lock (_lock)
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{
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return _inputConfig.Find(x => x.PlayerIndex == (Ryujinx.Common.Configuration.Hid.PlayerIndex)index);
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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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