NpadManager.cs 7.3 KB

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  1. using Ryujinx.Common.Configuration.Hid;
  2. using Ryujinx.Common.Configuration.Hid.Controller;
  3. using Ryujinx.Common.Configuration.Hid.Keyboard;
  4. using Ryujinx.Configuration;
  5. using Ryujinx.HLE.HOS;
  6. using Ryujinx.HLE.HOS.Services.Hid;
  7. using System;
  8. using System.Collections.Generic;
  9. using System.Diagnostics;
  10. using System.Runtime.CompilerServices;
  11. using CemuHookClient = Ryujinx.Input.Motion.CemuHook.Client;
  12. namespace Ryujinx.Input.HLE
  13. {
  14. public class NpadManager : IDisposable
  15. {
  16. private CemuHookClient _cemuHookClient;
  17. private object _lock = new object();
  18. private bool _blockInputUpdates;
  19. private const int MaxControllers = 9;
  20. private NpadController[] _controllers;
  21. private readonly IGamepadDriver _keyboardDriver;
  22. private readonly IGamepadDriver _gamepadDriver;
  23. private bool _isDisposed;
  24. private List<InputConfig> _inputConfig;
  25. public NpadManager(IGamepadDriver keyboardDriver, IGamepadDriver gamepadDriver)
  26. {
  27. _controllers = new NpadController[MaxControllers];
  28. _cemuHookClient = new CemuHookClient();
  29. _keyboardDriver = keyboardDriver;
  30. _gamepadDriver = gamepadDriver;
  31. _inputConfig = ConfigurationState.Instance.Hid.InputConfig.Value;
  32. _gamepadDriver.OnGamepadConnected += HandleOnGamepadConnected;
  33. _gamepadDriver.OnGamepadDisconnected += HandleOnGamepadDisconnected;
  34. }
  35. private void HandleOnGamepadDisconnected(string obj)
  36. {
  37. // Force input reload
  38. ReloadConfiguration(ConfigurationState.Instance.Hid.InputConfig.Value);
  39. }
  40. private void HandleOnGamepadConnected(string id)
  41. {
  42. // Force input reload
  43. ReloadConfiguration(ConfigurationState.Instance.Hid.InputConfig.Value);
  44. }
  45. [MethodImpl(MethodImplOptions.AggressiveInlining)]
  46. private bool DriverConfigurationUpdate(ref NpadController controller, InputConfig config)
  47. {
  48. IGamepadDriver targetDriver = _gamepadDriver;
  49. if (config is StandardControllerInputConfig)
  50. {
  51. targetDriver = _gamepadDriver;
  52. }
  53. else if (config is StandardKeyboardInputConfig)
  54. {
  55. targetDriver = _keyboardDriver;
  56. }
  57. Debug.Assert(targetDriver != null, "Unknown input configuration!");
  58. if (controller.GamepadDriver != targetDriver || controller.Id != config.Id)
  59. {
  60. return controller.UpdateDriverConfiguration(targetDriver, config);
  61. }
  62. else
  63. {
  64. return controller.GamepadDriver != null;
  65. }
  66. }
  67. public void ReloadConfiguration(List<InputConfig> inputConfig)
  68. {
  69. lock (_lock)
  70. {
  71. for (int i = 0; i < _controllers.Length; i++)
  72. {
  73. _controllers[i]?.Dispose();
  74. _controllers[i] = null;
  75. }
  76. foreach (InputConfig inputConfigEntry in inputConfig)
  77. {
  78. NpadController controller = new NpadController(_cemuHookClient);
  79. bool isValid = DriverConfigurationUpdate(ref controller, inputConfigEntry);
  80. if (!isValid)
  81. {
  82. controller.Dispose();
  83. }
  84. else
  85. {
  86. _controllers[(int)inputConfigEntry.PlayerIndex] = controller;
  87. }
  88. }
  89. _inputConfig = inputConfig;
  90. // Enforce an update of the property that will be updated by HLE.
  91. // TODO: Move that in the input manager maybe?
  92. ConfigurationState.Instance.Hid.InputConfig.Value = inputConfig;
  93. }
  94. }
  95. public void UnblockInputUpdates()
  96. {
  97. lock (_lock)
  98. {
  99. _blockInputUpdates = false;
  100. }
  101. }
  102. public void BlockInputUpdates()
  103. {
  104. lock (_lock)
  105. {
  106. _blockInputUpdates = true;
  107. }
  108. }
  109. public void Update(Hid hleHid, TamperMachine tamperMachine)
  110. {
  111. lock (_lock)
  112. {
  113. List<GamepadInput> hleInputStates = new List<GamepadInput>();
  114. List<SixAxisInput> hleMotionStates = new List<SixAxisInput>(NpadDevices.MaxControllers);
  115. foreach (InputConfig inputConfig in _inputConfig)
  116. {
  117. GamepadInput inputState = default;
  118. SixAxisInput motionState = default;
  119. NpadController controller = _controllers[(int)inputConfig.PlayerIndex];
  120. // Do we allow input updates and is a controller connected?
  121. if (!_blockInputUpdates && controller != null)
  122. {
  123. DriverConfigurationUpdate(ref controller, inputConfig);
  124. controller.UpdateUserConfiguration(inputConfig);
  125. controller.Update();
  126. inputState = controller.GetHLEInputState();
  127. inputState.Buttons |= hleHid.UpdateStickButtons(inputState.LStick, inputState.RStick);
  128. motionState = controller.GetHLEMotionState();
  129. }
  130. else
  131. {
  132. // Ensure that orientation isn't null
  133. motionState.Orientation = new float[9];
  134. }
  135. inputState.PlayerId = (Ryujinx.HLE.HOS.Services.Hid.PlayerIndex)inputConfig.PlayerIndex;
  136. motionState.PlayerId = (Ryujinx.HLE.HOS.Services.Hid.PlayerIndex)inputConfig.PlayerIndex;
  137. hleInputStates.Add(inputState);
  138. hleMotionStates.Add(motionState);
  139. if (ConfigurationState.Instance.Hid.EnableKeyboard)
  140. {
  141. KeyboardInput? hleKeyboardInput = controller.GetHLEKeyboardInput();
  142. if (hleKeyboardInput.HasValue)
  143. {
  144. hleHid.Keyboard.Update(hleKeyboardInput.Value);
  145. }
  146. }
  147. }
  148. hleHid.Npads.Update(hleInputStates);
  149. hleHid.Npads.UpdateSixAxis(hleMotionStates);
  150. tamperMachine.UpdateInput(hleInputStates);
  151. }
  152. }
  153. protected virtual void Dispose(bool disposing)
  154. {
  155. if (disposing)
  156. {
  157. lock (_lock)
  158. {
  159. if (!_isDisposed)
  160. {
  161. _cemuHookClient.Dispose();
  162. _gamepadDriver.OnGamepadConnected -= HandleOnGamepadConnected;
  163. _gamepadDriver.OnGamepadDisconnected -= HandleOnGamepadDisconnected;
  164. for (int i = 0; i < _controllers.Length; i++)
  165. {
  166. _controllers[i]?.Dispose();
  167. }
  168. _isDisposed = true;
  169. }
  170. }
  171. }
  172. }
  173. public void Dispose()
  174. {
  175. Dispose(true);
  176. }
  177. }
  178. }