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https://github.com/GreemDev/Ryujinx
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2de78a2d55
* dotnet format style --severity info Some changes were manually reverted. * dotnet format analyzers --serverity info Some changes have been minimally adapted. * Restore a few unused methods and variables * Silence dotnet format IDE0052 warnings * Address dotnet format CA1816 warnings * Address or silence dotnet format CA1806 and a few CA1854 warnings * Address most dotnet format whitespace warnings * Add comments to disabled warnings * Simplify properties and array initialization, Use const when possible, Remove trailing commas * Revert "Simplify properties and array initialization, Use const when possible, Remove trailing commas" This reverts commit 9462e4136c0a2100dc28b20cf9542e06790aa67e. * dotnet format whitespace after rebase * Add trailing commas, log errors instead of throwing and remove redundant code
149 lines
4.3 KiB
C#
149 lines
4.3 KiB
C#
using Ryujinx.SDL2.Common;
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using System;
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using System.Collections.Generic;
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using static SDL2.SDL;
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namespace Ryujinx.Input.SDL2
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{
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public class SDL2GamepadDriver : IGamepadDriver
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{
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private readonly Dictionary<int, string> _gamepadsInstanceIdsMapping;
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private readonly List<string> _gamepadsIds;
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public ReadOnlySpan<string> GamepadsIds => _gamepadsIds.ToArray();
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public string DriverName => "SDL2";
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public event Action<string> OnGamepadConnected;
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public event Action<string> OnGamepadDisconnected;
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public SDL2GamepadDriver()
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{
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_gamepadsInstanceIdsMapping = new Dictionary<int, string>();
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_gamepadsIds = new List<string>();
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SDL2Driver.Instance.Initialize();
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SDL2Driver.Instance.OnJoyStickConnected += HandleJoyStickConnected;
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SDL2Driver.Instance.OnJoystickDisconnected += HandleJoyStickDisconnected;
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// Add already connected gamepads
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int numJoysticks = SDL_NumJoysticks();
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for (int joystickIndex = 0; joystickIndex < numJoysticks; joystickIndex++)
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{
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HandleJoyStickConnected(joystickIndex, SDL_JoystickGetDeviceInstanceID(joystickIndex));
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}
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}
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private static string GenerateGamepadId(int joystickIndex)
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{
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Guid guid = SDL_JoystickGetDeviceGUID(joystickIndex);
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if (guid == Guid.Empty)
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{
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return null;
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}
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return joystickIndex + "-" + guid;
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}
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private static int GetJoystickIndexByGamepadId(string id)
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{
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string[] data = id.Split("-");
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if (data.Length != 6 || !int.TryParse(data[0], out int joystickIndex))
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{
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return -1;
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}
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return joystickIndex;
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}
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private void HandleJoyStickDisconnected(int joystickInstanceId)
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{
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if (_gamepadsInstanceIdsMapping.TryGetValue(joystickInstanceId, out string id))
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{
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_gamepadsInstanceIdsMapping.Remove(joystickInstanceId);
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_gamepadsIds.Remove(id);
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OnGamepadDisconnected?.Invoke(id);
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}
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}
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private void HandleJoyStickConnected(int joystickDeviceId, int joystickInstanceId)
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{
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if (SDL_IsGameController(joystickDeviceId) == SDL_bool.SDL_TRUE)
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{
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string id = GenerateGamepadId(joystickDeviceId);
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if (id == null)
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{
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return;
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}
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// Sometimes a JoyStick connected event fires after the app starts even though it was connected before
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// so it is rejected to avoid doubling the entries.
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if (_gamepadsIds.Contains(id))
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{
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return;
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}
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if (_gamepadsInstanceIdsMapping.TryAdd(joystickInstanceId, id))
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{
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_gamepadsIds.Add(id);
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OnGamepadConnected?.Invoke(id);
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}
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}
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}
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protected virtual void Dispose(bool disposing)
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{
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if (disposing)
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{
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SDL2Driver.Instance.OnJoyStickConnected -= HandleJoyStickConnected;
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SDL2Driver.Instance.OnJoystickDisconnected -= HandleJoyStickDisconnected;
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// Simulate a full disconnect when disposing
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foreach (string id in _gamepadsIds)
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{
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OnGamepadDisconnected?.Invoke(id);
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}
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_gamepadsIds.Clear();
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SDL2Driver.Instance.Dispose();
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}
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}
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public void Dispose()
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{
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GC.SuppressFinalize(this);
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Dispose(true);
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}
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public IGamepad GetGamepad(string id)
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{
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int joystickIndex = GetJoystickIndexByGamepadId(id);
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if (joystickIndex == -1)
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{
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return null;
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}
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if (id != GenerateGamepadId(joystickIndex))
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{
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return null;
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}
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IntPtr gamepadHandle = SDL_GameControllerOpen(joystickIndex);
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if (gamepadHandle == IntPtr.Zero)
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{
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return null;
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}
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return new SDL2Gamepad(gamepadHandle, id);
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}
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}
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}
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