mirror of
https://git.ryujinx.app/ryubing/ryujinx.git
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425 lines
19 KiB
C#
425 lines
19 KiB
C#
using Ryujinx.Common.Configuration.Hid;
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using Ryujinx.Common.Configuration.Hid.Controller;
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using Ryujinx.Common.Logging;
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using Ryujinx.Common.Utilities;
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using System;
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using System.Collections.Generic;
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using System.Numerics;
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using System.Threading;
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using SDL;
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using static SDL.SDL3;
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namespace Ryujinx.Input.SDL3
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{
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public unsafe class SDL3Gamepad : IGamepad
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{
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private bool HasConfiguration => _configuration != null;
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private readonly record struct ButtonMappingEntry(GamepadButtonInputId To, GamepadButtonInputId From)
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{
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public bool IsValid => To is not GamepadButtonInputId.Unbound && From is not GamepadButtonInputId.Unbound;
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}
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private StandardControllerInputConfig _configuration;
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private readonly SDL_GamepadButton[] _buttonsDriverMapping =
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[
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// Unbound, ignored.
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SDL_GamepadButton.SDL_GAMEPAD_BUTTON_INVALID,
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SDL_GamepadButton.SDL_GAMEPAD_BUTTON_EAST,
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SDL_GamepadButton.SDL_GAMEPAD_BUTTON_SOUTH,
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SDL_GamepadButton.SDL_GAMEPAD_BUTTON_NORTH,
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SDL_GamepadButton.SDL_GAMEPAD_BUTTON_WEST,
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SDL_GamepadButton.SDL_GAMEPAD_BUTTON_LEFT_STICK,
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SDL_GamepadButton.SDL_GAMEPAD_BUTTON_RIGHT_STICK,
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SDL_GamepadButton.SDL_GAMEPAD_BUTTON_LEFT_SHOULDER,
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SDL_GamepadButton.SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER,
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// NOTE: The left and right trigger are axis, we handle those differently
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SDL_GamepadButton.SDL_GAMEPAD_BUTTON_INVALID,
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SDL_GamepadButton.SDL_GAMEPAD_BUTTON_INVALID,
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SDL_GamepadButton.SDL_GAMEPAD_BUTTON_DPAD_UP,
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SDL_GamepadButton.SDL_GAMEPAD_BUTTON_DPAD_DOWN,
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SDL_GamepadButton.SDL_GAMEPAD_BUTTON_DPAD_LEFT,
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SDL_GamepadButton.SDL_GAMEPAD_BUTTON_DPAD_RIGHT,
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SDL_GamepadButton.SDL_GAMEPAD_BUTTON_BACK,
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SDL_GamepadButton.SDL_GAMEPAD_BUTTON_START,
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SDL_GamepadButton.SDL_GAMEPAD_BUTTON_GUIDE,
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SDL_GamepadButton.SDL_GAMEPAD_BUTTON_MISC1,
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SDL_GamepadButton.SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1,
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SDL_GamepadButton.SDL_GAMEPAD_BUTTON_LEFT_PADDLE1,
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SDL_GamepadButton.SDL_GAMEPAD_BUTTON_RIGHT_PADDLE2,
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SDL_GamepadButton.SDL_GAMEPAD_BUTTON_LEFT_PADDLE2,
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SDL_GamepadButton.SDL_GAMEPAD_BUTTON_TOUCHPAD,
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// Virtual buttons are invalid, ignored.
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SDL_GamepadButton.SDL_GAMEPAD_BUTTON_INVALID,
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SDL_GamepadButton.SDL_GAMEPAD_BUTTON_INVALID,
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SDL_GamepadButton.SDL_GAMEPAD_BUTTON_INVALID,
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SDL_GamepadButton.SDL_GAMEPAD_BUTTON_INVALID,
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];
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private readonly Lock _userMappingLock = new();
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private readonly List<ButtonMappingEntry> _buttonsUserMapping;
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private readonly StickInputId[] _stickUserMapping =
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[
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StickInputId.Unbound,
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StickInputId.Left,
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StickInputId.Right
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];
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public GamepadFeaturesFlag Features { get; }
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private SDL_Gamepad* _gamepadHandle;
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private float _triggerThreshold;
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public SDL3Gamepad(SDL_Gamepad* gamepadHandle, string driverId)
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{
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_gamepadHandle = gamepadHandle;
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_buttonsUserMapping = new List<ButtonMappingEntry>(20);
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Name = SDL_GetGamepadName(_gamepadHandle);
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Id = driverId;
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Features = GetFeaturesFlag();
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_triggerThreshold = 0.0f;
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// Face button mapping
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SDL_GamepadButton[] faceButtons = _buttonsDriverMapping[1..5];
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foreach (SDL_GamepadButton btn in faceButtons) {
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int mapId = SDL_GetGamepadButtonLabel(_gamepadHandle, btn) switch {
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SDL_GamepadButtonLabel.SDL_GAMEPAD_BUTTON_LABEL_A or SDL_GamepadButtonLabel.SDL_GAMEPAD_BUTTON_LABEL_CROSS => 1,
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SDL_GamepadButtonLabel.SDL_GAMEPAD_BUTTON_LABEL_B or SDL_GamepadButtonLabel.SDL_GAMEPAD_BUTTON_LABEL_CIRCLE => 2,
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SDL_GamepadButtonLabel.SDL_GAMEPAD_BUTTON_LABEL_X or SDL_GamepadButtonLabel.SDL_GAMEPAD_BUTTON_LABEL_SQUARE => 3,
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SDL_GamepadButtonLabel.SDL_GAMEPAD_BUTTON_LABEL_Y or SDL_GamepadButtonLabel.SDL_GAMEPAD_BUTTON_LABEL_TRIANGLE => 4,
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_ => -1
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};
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if (mapId == -1) { continue; }
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_buttonsDriverMapping[mapId] = btn;
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}
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// Enable motion tracking
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if ((Features & GamepadFeaturesFlag.Motion) != 0)
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{
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if (!SDL_SetGamepadSensorEnabled(_gamepadHandle, SDL_SensorType.SDL_SENSOR_ACCEL, true))
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{
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Logger.Error?.Print(LogClass.Hid, $"Could not enable data reporting for SensorType {SDL_SensorType.SDL_SENSOR_ACCEL}.");
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}
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if (!SDL_SetGamepadSensorEnabled(_gamepadHandle, SDL_SensorType.SDL_SENSOR_GYRO, true))
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{
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Logger.Error?.Print(LogClass.Hid, $"Could not enable data reporting for SensorType {SDL_SensorType.SDL_SENSOR_GYRO}.");
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}
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}
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}
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public void SetLed(uint packedRgb)
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{
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if ((Features & GamepadFeaturesFlag.Led) == 0)
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return;
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byte red = packedRgb > 0 ? (byte)(packedRgb >> 16) : (byte)0;
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byte green = packedRgb > 0 ? (byte)(packedRgb >> 8) : (byte)0;
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byte blue = packedRgb > 0 ? (byte)(packedRgb % 256) : (byte)0;
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if (!SDL_SetGamepadLED(_gamepadHandle, red, green, blue))
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Logger.Debug?.Print(LogClass.Hid, "LED setting failed; probably in the middle of disconnecting.");
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}
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private GamepadFeaturesFlag GetFeaturesFlag()
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{
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GamepadFeaturesFlag result = GamepadFeaturesFlag.None;
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if (SDL_GamepadHasSensor(_gamepadHandle, SDL_SensorType.SDL_SENSOR_ACCEL) &&
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SDL_GamepadHasSensor(_gamepadHandle, SDL_SensorType.SDL_SENSOR_GYRO))
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{
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result |= GamepadFeaturesFlag.Motion;
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}
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SDL_PropertiesID propID = SDL_GetGamepadProperties(_gamepadHandle);
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SDL_LockProperties(propID);
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if (SDL_GetBooleanProperty(propID, SDL_PROP_GAMEPAD_CAP_RUMBLE_BOOLEAN, false))
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{
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result |= GamepadFeaturesFlag.Rumble;
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}
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if (SDL_GetBooleanProperty(propID, SDL_PROP_GAMEPAD_CAP_MONO_LED_BOOLEAN, false))
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{
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result |= GamepadFeaturesFlag.Led;
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}
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SDL_UnlockProperties(propID);
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SDL_DestroyProperties(propID);
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return result;
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}
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public string Id { get; }
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public string Name { get; }
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public bool IsConnected => SDL_GamepadConnected(_gamepadHandle);
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protected virtual void Dispose(bool disposing)
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{
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if (disposing && _gamepadHandle != null)
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{
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SDL_CloseGamepad(_gamepadHandle);
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_gamepadHandle = null;
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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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GC.SuppressFinalize(this);
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}
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public void SetTriggerThreshold(float triggerThreshold)
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{
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_triggerThreshold = triggerThreshold;
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}
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public void Rumble(float lowFrequency, float highFrequency, uint durationMs)
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{
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if ((Features & GamepadFeaturesFlag.Rumble) == 0)
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return;
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ushort lowFrequencyRaw = (ushort)(lowFrequency * ushort.MaxValue);
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ushort highFrequencyRaw = (ushort)(highFrequency * ushort.MaxValue);
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if (durationMs == uint.MaxValue)
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{
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if (!SDL_RumbleGamepad(_gamepadHandle, lowFrequencyRaw, highFrequencyRaw, SDL_HAPTIC_INFINITY))
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Logger.Error?.Print(LogClass.Hid, "Rumble is not supported on this game controller.");
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}
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else if (durationMs > SDL_HAPTIC_INFINITY)
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{
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Logger.Error?.Print(LogClass.Hid, $"Unsupported rumble duration {durationMs}");
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}
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else
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{
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if (!SDL_RumbleGamepad(_gamepadHandle, lowFrequencyRaw, highFrequencyRaw, durationMs))
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Logger.Error?.Print(LogClass.Hid, "Rumble is not supported on this game controller.");
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}
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}
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public Vector3 GetMotionData(MotionInputId inputId)
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{
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SDL_SensorType sensorType = inputId switch
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{
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MotionInputId.Accelerometer => SDL_SensorType.SDL_SENSOR_ACCEL,
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MotionInputId.Gyroscope => SDL_SensorType.SDL_SENSOR_GYRO,
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_ => SDL_SensorType.SDL_SENSOR_INVALID
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};
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if (!Features.HasFlag(GamepadFeaturesFlag.Motion) || sensorType is SDL_SensorType.SDL_SENSOR_INVALID)
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return Vector3.Zero;
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const int ElementCount = 3;
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float[] values = new float[3];
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fixed (float* pValues = &values[0]) {
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if (!SDL_GetGamepadSensorData(_gamepadHandle, sensorType, pValues, ElementCount))
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return Vector3.Zero;
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Vector3 value = new(values[0], values[1], values[2]);
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return inputId switch
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{
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MotionInputId.Gyroscope => RadToDegree(value),
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MotionInputId.Accelerometer => GsToMs2(value),
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_ => value
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};
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}
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}
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private static Vector3 RadToDegree(Vector3 rad) => rad * (180 / MathF.PI);
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private static Vector3 GsToMs2(Vector3 gs) => gs / SDL_STANDARD_GRAVITY;
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public void SetConfiguration(InputConfig configuration)
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{
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lock (_userMappingLock)
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{
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_configuration = (StandardControllerInputConfig)configuration;
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if ((Features & GamepadFeaturesFlag.Led) != 0 && _configuration.Led.EnableLed)
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{
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if (_configuration.Led.TurnOffLed)
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(this as IGamepad).ClearLed();
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else if (_configuration.Led.UseRainbow)
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SetLed((uint)Rainbow.Color.ToArgb());
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if (!_configuration.Led.TurnOffLed && !_configuration.Led.UseRainbow)
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SetLed(_configuration.Led.LedColor);
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}
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_buttonsUserMapping.Clear();
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// First update sticks
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_stickUserMapping[(int)StickInputId.Left] = (StickInputId)_configuration.LeftJoyconStick.Joystick;
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_stickUserMapping[(int)StickInputId.Right] = (StickInputId)_configuration.RightJoyconStick.Joystick;
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// Then left joycon
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_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.LeftStick, (GamepadButtonInputId)_configuration.LeftJoyconStick.StickButton));
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_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.DpadUp, (GamepadButtonInputId)_configuration.LeftJoycon.DpadUp));
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_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.DpadDown, (GamepadButtonInputId)_configuration.LeftJoycon.DpadDown));
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_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.DpadLeft, (GamepadButtonInputId)_configuration.LeftJoycon.DpadLeft));
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_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.DpadRight, (GamepadButtonInputId)_configuration.LeftJoycon.DpadRight));
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_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.Minus, (GamepadButtonInputId)_configuration.LeftJoycon.ButtonMinus));
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_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.LeftShoulder, (GamepadButtonInputId)_configuration.LeftJoycon.ButtonL));
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_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.LeftTrigger, (GamepadButtonInputId)_configuration.LeftJoycon.ButtonZl));
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_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.SingleRightTrigger0, (GamepadButtonInputId)_configuration.LeftJoycon.ButtonSr));
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_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.SingleLeftTrigger0, (GamepadButtonInputId)_configuration.LeftJoycon.ButtonSl));
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// Finally right joycon
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_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.RightStick, (GamepadButtonInputId)_configuration.RightJoyconStick.StickButton));
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_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.A, (GamepadButtonInputId)_configuration.RightJoycon.ButtonA));
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_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.B, (GamepadButtonInputId)_configuration.RightJoycon.ButtonB));
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_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.X, (GamepadButtonInputId)_configuration.RightJoycon.ButtonX));
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_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.Y, (GamepadButtonInputId)_configuration.RightJoycon.ButtonY));
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_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.Plus, (GamepadButtonInputId)_configuration.RightJoycon.ButtonPlus));
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_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.RightShoulder, (GamepadButtonInputId)_configuration.RightJoycon.ButtonR));
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_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.RightTrigger, (GamepadButtonInputId)_configuration.RightJoycon.ButtonZr));
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_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.SingleRightTrigger1, (GamepadButtonInputId)_configuration.RightJoycon.ButtonSr));
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_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.SingleLeftTrigger1, (GamepadButtonInputId)_configuration.RightJoycon.ButtonSl));
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SetTriggerThreshold(_configuration.TriggerThreshold);
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}
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}
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public GamepadStateSnapshot GetStateSnapshot()
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{
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return IGamepad.GetStateSnapshot(this);
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}
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public GamepadStateSnapshot GetMappedStateSnapshot()
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{
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GamepadStateSnapshot rawState = GetStateSnapshot();
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GamepadStateSnapshot result = default;
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lock (_userMappingLock)
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{
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if (_buttonsUserMapping.Count == 0)
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return rawState;
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// ReSharper disable once ForeachCanBePartlyConvertedToQueryUsingAnotherGetEnumerator
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foreach (ButtonMappingEntry entry in _buttonsUserMapping)
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{
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if (!entry.IsValid)
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continue;
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// Do not touch state of button already pressed
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if (!result.IsPressed(entry.To))
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{
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result.SetPressed(entry.To, rawState.IsPressed(entry.From));
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}
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}
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(float leftStickX, float leftStickY) = rawState.GetStick(_stickUserMapping[(int)StickInputId.Left]);
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(float rightStickX, float rightStickY) = rawState.GetStick(_stickUserMapping[(int)StickInputId.Right]);
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result.SetStick(StickInputId.Left, leftStickX, leftStickY);
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result.SetStick(StickInputId.Right, rightStickX, rightStickY);
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}
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return result;
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}
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private static float ConvertRawStickValue(short value)
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{
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const float ConvertRate = 1.0f / (short.MaxValue + 0.5f);
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return value * ConvertRate;
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}
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private JoyconConfigControllerStick<GamepadInputId, Common.Configuration.Hid.Controller.StickInputId> GetLogicalJoyStickConfig(StickInputId inputId)
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{
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switch (inputId)
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{
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case StickInputId.Left:
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if (_configuration.RightJoyconStick.Joystick == Common.Configuration.Hid.Controller.StickInputId.Left)
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return _configuration.RightJoyconStick;
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else
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return _configuration.LeftJoyconStick;
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case StickInputId.Right:
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if (_configuration.LeftJoyconStick.Joystick == Common.Configuration.Hid.Controller.StickInputId.Right)
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return _configuration.LeftJoyconStick;
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else
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return _configuration.RightJoyconStick;
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}
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return null;
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}
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public (float, float) GetStick(StickInputId inputId)
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{
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if (inputId == StickInputId.Unbound)
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return (0.0f, 0.0f);
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(short stickX, short stickY) = GetStickXY(inputId);
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float resultX = ConvertRawStickValue(stickX);
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float resultY = -ConvertRawStickValue(stickY);
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if (HasConfiguration)
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{
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JoyconConfigControllerStick<GamepadInputId, Common.Configuration.Hid.Controller.StickInputId> joyconStickConfig = GetLogicalJoyStickConfig(inputId);
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if (joyconStickConfig != null)
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{
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if (joyconStickConfig.InvertStickX)
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resultX = -resultX;
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if (joyconStickConfig.InvertStickY)
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resultY = -resultY;
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if (joyconStickConfig.Rotate90CW)
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{
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float temp = resultX;
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resultX = resultY;
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resultY = -temp;
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}
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}
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}
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return (resultX, resultY);
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}
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// ReSharper disable once InconsistentNaming
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private (short, short) GetStickXY(StickInputId inputId) =>
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inputId switch
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{
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StickInputId.Left => (
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SDL_GetGamepadAxis(_gamepadHandle, SDL_GamepadAxis.SDL_GAMEPAD_AXIS_LEFTX),
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SDL_GetGamepadAxis(_gamepadHandle, SDL_GamepadAxis.SDL_GAMEPAD_AXIS_LEFTY)),
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StickInputId.Right => (
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SDL_GetGamepadAxis(_gamepadHandle, SDL_GamepadAxis.SDL_GAMEPAD_AXIS_RIGHTX),
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SDL_GetGamepadAxis(_gamepadHandle, SDL_GamepadAxis.SDL_GAMEPAD_AXIS_RIGHTY)),
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_ => throw new NotSupportedException($"Unsupported stick {inputId}")
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};
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public bool IsPressed(GamepadButtonInputId inputId)
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{
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switch (inputId)
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{
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case GamepadButtonInputId.LeftTrigger:
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return ConvertRawStickValue(SDL_GetGamepadAxis(_gamepadHandle, SDL_GamepadAxis.SDL_GAMEPAD_AXIS_LEFT_TRIGGER)) > _triggerThreshold;
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case GamepadButtonInputId.RightTrigger:
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return ConvertRawStickValue(SDL_GetGamepadAxis(_gamepadHandle, SDL_GamepadAxis.SDL_GAMEPAD_AXIS_RIGHT_TRIGGER)) > _triggerThreshold;
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}
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if (_buttonsDriverMapping[(int)inputId] == SDL_GamepadButton.SDL_GAMEPAD_BUTTON_INVALID)
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{
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return false;
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}
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return SDL_GetGamepadButton(_gamepadHandle, _buttonsDriverMapping[(int)inputId]);
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}
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}
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}
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