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- using Ryujinx.SDL2.Common;
- using System;
- using System.Collections.Generic;
- using static SDL2.SDL;
- namespace Ryujinx.Input.SDL2
- {
- public class SDL2GamepadDriver : IGamepadDriver
- {
- private Dictionary<int, string> _gamepadsInstanceIdsMapping;
- private List<string> _gamepadsIds;
- public ReadOnlySpan<string> GamepadsIds => _gamepadsIds.ToArray();
- public string DriverName => "SDL2";
- public event Action<string> OnGamepadConnected;
- public event Action<string> OnGamepadDisconnected;
- public SDL2GamepadDriver()
- {
- _gamepadsInstanceIdsMapping = new Dictionary<int, string>();
- _gamepadsIds = new List<string>();
- SDL2Driver.Instance.Initialize();
- SDL2Driver.Instance.OnJoyStickConnected += HandleJoyStickConnected;
- SDL2Driver.Instance.OnJoystickDisconnected += HandleJoyStickDisconnected;
- // Add already connected gamepads
- for (int joystickIndex = 0; joystickIndex < SDL_NumJoysticks(); joystickIndex++)
- {
- HandleJoyStickConnected(joystickIndex, SDL_JoystickGetDeviceInstanceID(joystickIndex));
- }
- }
- private string GenerateGamepadId(int joystickIndex)
- {
- Guid guid = SDL_JoystickGetDeviceGUID(joystickIndex);
- if (guid == Guid.Empty)
- {
- return null;
- }
- return joystickIndex + "-" + guid.ToString();
- }
- private int GetJoystickIndexByGamepadId(string id)
- {
- string[] data = id.Split("-");
- if (data.Length != 6 || !int.TryParse(data[0], out int joystickIndex))
- {
- return -1;
- }
- return joystickIndex;
- }
- private void HandleJoyStickDisconnected(int joystickInstanceId)
- {
- if (_gamepadsInstanceIdsMapping.TryGetValue(joystickInstanceId, out string id))
- {
- _gamepadsInstanceIdsMapping.Remove(joystickInstanceId);
- _gamepadsIds.Remove(id);
- OnGamepadDisconnected?.Invoke(id);
- }
- }
- private void HandleJoyStickConnected(int joystickDeviceId, int joystickInstanceId)
- {
- if (SDL_IsGameController(joystickDeviceId) == SDL_bool.SDL_TRUE)
- {
- string id = GenerateGamepadId(joystickDeviceId);
- if (id == null)
- {
- return;
- }
- // Sometimes a JoyStick connected event fires after the app starts even though it was connected before
- // so it is rejected to avoid doubling the entries.
- if (_gamepadsIds.Contains(id))
- {
- return;
- }
- if (_gamepadsInstanceIdsMapping.TryAdd(joystickInstanceId, id))
- {
- _gamepadsIds.Add(id);
- OnGamepadConnected?.Invoke(id);
- }
- }
- }
- protected virtual void Dispose(bool disposing)
- {
- if (disposing)
- {
- SDL2Driver.Instance.OnJoyStickConnected -= HandleJoyStickConnected;
- SDL2Driver.Instance.OnJoystickDisconnected -= HandleJoyStickDisconnected;
- // Simulate a full disconnect when disposing
- foreach (string id in _gamepadsIds)
- {
- OnGamepadDisconnected?.Invoke(id);
- }
- _gamepadsIds.Clear();
- SDL2Driver.Instance.Dispose();
- }
- }
- public void Dispose()
- {
- Dispose(true);
- }
- public IGamepad GetGamepad(string id)
- {
- int joystickIndex = GetJoystickIndexByGamepadId(id);
- if (joystickIndex == -1)
- {
- return null;
- }
- if (id != GenerateGamepadId(joystickIndex))
- {
- return null;
- }
- IntPtr gamepadHandle = SDL_GameControllerOpen(joystickIndex);
- if (gamepadHandle == IntPtr.Zero)
- {
- return null;
- }
- return new SDL2Gamepad(gamepadHandle, id);
- }
- }
- }
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