SDL2GamepadDriver.cs 4.2 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. for (int joystickIndex = 0; joystickIndex < SDL_NumJoysticks(); joystickIndex++)
  24. {
  25. HandleJoyStickConnected(joystickIndex, SDL_JoystickGetDeviceInstanceID(joystickIndex));
  26. }
  27. }
  28. private string GenerateGamepadId(int joystickIndex)
  29. {
  30. Guid guid = SDL_JoystickGetDeviceGUID(joystickIndex);
  31. if (guid == Guid.Empty)
  32. {
  33. return null;
  34. }
  35. return joystickIndex + "-" + guid.ToString();
  36. }
  37. private int GetJoystickIndexByGamepadId(string id)
  38. {
  39. string[] data = id.Split("-");
  40. if (data.Length != 6 || !int.TryParse(data[0], out int joystickIndex))
  41. {
  42. return -1;
  43. }
  44. return joystickIndex;
  45. }
  46. private void HandleJoyStickDisconnected(int joystickInstanceId)
  47. {
  48. if (_gamepadsInstanceIdsMapping.TryGetValue(joystickInstanceId, out string id))
  49. {
  50. _gamepadsInstanceIdsMapping.Remove(joystickInstanceId);
  51. _gamepadsIds.Remove(id);
  52. OnGamepadDisconnected?.Invoke(id);
  53. }
  54. }
  55. private void HandleJoyStickConnected(int joystickDeviceId, int joystickInstanceId)
  56. {
  57. if (SDL_IsGameController(joystickDeviceId) == SDL_bool.SDL_TRUE)
  58. {
  59. string id = GenerateGamepadId(joystickDeviceId);
  60. if (id == null)
  61. {
  62. return;
  63. }
  64. // Sometimes a JoyStick connected event fires after the app starts even though it was connected before
  65. // so it is rejected to avoid doubling the entries.
  66. if (_gamepadsIds.Contains(id))
  67. {
  68. return;
  69. }
  70. if (_gamepadsInstanceIdsMapping.TryAdd(joystickInstanceId, id))
  71. {
  72. _gamepadsIds.Add(id);
  73. OnGamepadConnected?.Invoke(id);
  74. }
  75. }
  76. }
  77. protected virtual void Dispose(bool disposing)
  78. {
  79. if (disposing)
  80. {
  81. SDL2Driver.Instance.OnJoyStickConnected -= HandleJoyStickConnected;
  82. SDL2Driver.Instance.OnJoystickDisconnected -= HandleJoyStickDisconnected;
  83. // Simulate a full disconnect when disposing
  84. foreach (string id in _gamepadsIds)
  85. {
  86. OnGamepadDisconnected?.Invoke(id);
  87. }
  88. _gamepadsIds.Clear();
  89. SDL2Driver.Instance.Dispose();
  90. }
  91. }
  92. public void Dispose()
  93. {
  94. Dispose(true);
  95. }
  96. public IGamepad GetGamepad(string id)
  97. {
  98. int joystickIndex = GetJoystickIndexByGamepadId(id);
  99. if (joystickIndex == -1)
  100. {
  101. return null;
  102. }
  103. if (id != GenerateGamepadId(joystickIndex))
  104. {
  105. return null;
  106. }
  107. IntPtr gamepadHandle = SDL_GameControllerOpen(joystickIndex);
  108. if (gamepadHandle == IntPtr.Zero)
  109. {
  110. return null;
  111. }
  112. return new SDL2Gamepad(gamepadHandle, id);
  113. }
  114. }
  115. }