SDL2GamepadDriver.cs 4.3 KB

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  1. using Ryujinx.SDL2.Common;
  2. using System;
  3. using System.Collections.Generic;
  4. using static SDL2.SDL;
  5. namespace Ryujinx.Input.SDL2
  6. {
  7. public class SDL2GamepadDriver : IGamepadDriver
  8. {
  9. private Dictionary<int, string> _gamepadsInstanceIdsMapping;
  10. private List<string> _gamepadsIds;
  11. public ReadOnlySpan<string> GamepadsIds => _gamepadsIds.ToArray();
  12. public string DriverName => "SDL2";
  13. public event Action<string> OnGamepadConnected;
  14. public event Action<string> OnGamepadDisconnected;
  15. public SDL2GamepadDriver()
  16. {
  17. _gamepadsInstanceIdsMapping = new Dictionary<int, string>();
  18. _gamepadsIds = new List<string>();
  19. SDL2Driver.Instance.Initialize();
  20. SDL2Driver.Instance.OnJoyStickConnected += HandleJoyStickConnected;
  21. SDL2Driver.Instance.OnJoystickDisconnected += HandleJoyStickDisconnected;
  22. // Add already connected gamepads
  23. int numJoysticks = SDL_NumJoysticks();
  24. for (int joystickIndex = 0; joystickIndex < numJoysticks; joystickIndex++)
  25. {
  26. HandleJoyStickConnected(joystickIndex, SDL_JoystickGetDeviceInstanceID(joystickIndex));
  27. }
  28. }
  29. private string GenerateGamepadId(int joystickIndex)
  30. {
  31. Guid guid = SDL_JoystickGetDeviceGUID(joystickIndex);
  32. if (guid == Guid.Empty)
  33. {
  34. return null;
  35. }
  36. return joystickIndex + "-" + guid.ToString();
  37. }
  38. private int GetJoystickIndexByGamepadId(string id)
  39. {
  40. string[] data = id.Split("-");
  41. if (data.Length != 6 || !int.TryParse(data[0], out int joystickIndex))
  42. {
  43. return -1;
  44. }
  45. return joystickIndex;
  46. }
  47. private void HandleJoyStickDisconnected(int joystickInstanceId)
  48. {
  49. if (_gamepadsInstanceIdsMapping.TryGetValue(joystickInstanceId, out string id))
  50. {
  51. _gamepadsInstanceIdsMapping.Remove(joystickInstanceId);
  52. _gamepadsIds.Remove(id);
  53. OnGamepadDisconnected?.Invoke(id);
  54. }
  55. }
  56. private void HandleJoyStickConnected(int joystickDeviceId, int joystickInstanceId)
  57. {
  58. if (SDL_IsGameController(joystickDeviceId) == SDL_bool.SDL_TRUE)
  59. {
  60. string id = GenerateGamepadId(joystickDeviceId);
  61. if (id == null)
  62. {
  63. return;
  64. }
  65. // Sometimes a JoyStick connected event fires after the app starts even though it was connected before
  66. // so it is rejected to avoid doubling the entries.
  67. if (_gamepadsIds.Contains(id))
  68. {
  69. return;
  70. }
  71. if (_gamepadsInstanceIdsMapping.TryAdd(joystickInstanceId, id))
  72. {
  73. _gamepadsIds.Add(id);
  74. OnGamepadConnected?.Invoke(id);
  75. }
  76. }
  77. }
  78. protected virtual void Dispose(bool disposing)
  79. {
  80. if (disposing)
  81. {
  82. SDL2Driver.Instance.OnJoyStickConnected -= HandleJoyStickConnected;
  83. SDL2Driver.Instance.OnJoystickDisconnected -= HandleJoyStickDisconnected;
  84. // Simulate a full disconnect when disposing
  85. foreach (string id in _gamepadsIds)
  86. {
  87. OnGamepadDisconnected?.Invoke(id);
  88. }
  89. _gamepadsIds.Clear();
  90. SDL2Driver.Instance.Dispose();
  91. }
  92. }
  93. public void Dispose()
  94. {
  95. Dispose(true);
  96. }
  97. public IGamepad GetGamepad(string id)
  98. {
  99. int joystickIndex = GetJoystickIndexByGamepadId(id);
  100. if (joystickIndex == -1)
  101. {
  102. return null;
  103. }
  104. if (id != GenerateGamepadId(joystickIndex))
  105. {
  106. return null;
  107. }
  108. IntPtr gamepadHandle = SDL_GameControllerOpen(joystickIndex);
  109. if (gamepadHandle == IntPtr.Zero)
  110. {
  111. return null;
  112. }
  113. return new SDL2Gamepad(gamepadHandle, id);
  114. }
  115. }
  116. }