RyuKen/Ryujinx.SDL2.Common/SDL2Driver.cs
RMED24 cbaa845f5d
Include a start.sh file with correct launch options (#4013)
* Include reference to start.sh to be bundled

* Add start.sh

* Fix silly mistake I made on windows-x64

* ... I cannot read properly

* Make same changes for avalonia csproj

* Remove notice from start.sh

Co-authored-by: Mary-nyan <thog@protonmail.com>

* Update Ryujinx/Ryujinx.csproj

Co-authored-by: Mary-nyan <thog@protonmail.com>

* Update Ryujinx.Ava/Ryujinx.Ava.csproj

Co-authored-by: Mary-nyan <thog@protonmail.com>

* Update distribution/linux/start.sh

Co-authored-by: TSRBerry <20988865+TSRBerry@users.noreply.github.com>

* Update distribution/linux/start.sh

Co-authored-by: TSRBerry <20988865+TSRBerry@users.noreply.github.com>

* Update Ryujinx.Ava/Ryujinx.Ava.csproj

Co-authored-by: TSRBerry <20988865+TSRBerry@users.noreply.github.com>

* Update Ryujinx.csproj

* Update Ryujinx.Ava.csproj

* Rename start.sh to Ryujinx.sh

* Update Ryujinx.csproj

* Update Ryujinx.Ava.csproj

* Update Ryujinx.Ava.csproj

* Update Ryujinx.Ava/Ryujinx.Ava.csproj

Co-authored-by: TSRBerry <20988865+TSRBerry@users.noreply.github.com>

* Add `GDK_BACKEND` variable

* Update Ryujinx.Ava.csproj

* Update Program.cs

* Update Program.cs

* Update Ryujinx.sh

* Update Program.cs

* linux: Register mime types on launch

* Add DOTNET_EnableAlternateStackCheck=1 to desktop file

* linux: Add exclusion for RegisterMimeTypes for flathub builds

* Update logo path

* Cleanup Ryujinx.sh

* Fix typo in ReleaseInformation

* gha: Fix permissions for linux release binaries

* ava: Rename output assembly to Ryujinx

* Update mime database after installing new types

Wait until logging is available before registering mime types

* Copy mime types to output directory

Co-authored-by: Mary-nyan <thog@protonmail.com>
Co-authored-by: TSRBerry <20988865+TSRBerry@users.noreply.github.com>
2023-01-07 09:06:13 +01:00

204 lines
6.7 KiB
C#

using Ryujinx.Common;
using Ryujinx.Common.Logging;
using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.IO;
using System.Threading;
using static SDL2.SDL;
namespace Ryujinx.SDL2.Common
{
public class SDL2Driver : IDisposable
{
private static SDL2Driver _instance;
public static bool IsInitialized => _instance != null;
public static SDL2Driver Instance
{
get
{
if (_instance == null)
{
_instance = new SDL2Driver();
}
return _instance;
}
}
public static Action<Action> MainThreadDispatcher { get; set; }
private const uint SdlInitFlags = SDL_INIT_EVENTS | SDL_INIT_GAMECONTROLLER | SDL_INIT_JOYSTICK | SDL_INIT_AUDIO | SDL_INIT_VIDEO;
private bool _isRunning;
private uint _refereceCount;
private Thread _worker;
public event Action<int, int> OnJoyStickConnected;
public event Action<int> OnJoystickDisconnected;
private ConcurrentDictionary<uint, Action<SDL_Event>> _registeredWindowHandlers;
private object _lock = new object();
private SDL2Driver() {}
private const string SDL_HINT_JOYSTICK_HIDAPI_COMBINE_JOY_CONS = "SDL_JOYSTICK_HIDAPI_COMBINE_JOY_CONS";
public void Initialize()
{
lock (_lock)
{
_refereceCount++;
if (_isRunning)
{
return;
}
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE, "1");
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE, "1");
SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "1");
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_SWITCH_HOME_LED, "0");
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS, "1");
// NOTE: As of SDL2 2.24.0, joycons are combined by default but the motion source only come from one of them.
// We disable this behavior for now.
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_COMBINE_JOY_CONS, "0");
if (SDL_Init(SdlInitFlags) != 0)
{
string errorMessage = $"SDL2 initialization failed with error \"{SDL_GetError()}\"";
Logger.Error?.Print(LogClass.Application, errorMessage);
throw new Exception(errorMessage);
}
// First ensure that we only enable joystick events (for connected/disconnected).
SDL_GameControllerEventState(SDL_DISABLE);
SDL_JoystickEventState(SDL_ENABLE);
// Disable all joysticks information, we don't need them no need to flood the event queue for that.
SDL_EventState(SDL_EventType.SDL_JOYAXISMOTION, SDL_DISABLE);
SDL_EventState(SDL_EventType.SDL_JOYBALLMOTION, SDL_DISABLE);
SDL_EventState(SDL_EventType.SDL_JOYHATMOTION, SDL_DISABLE);
SDL_EventState(SDL_EventType.SDL_JOYBUTTONDOWN, SDL_DISABLE);
SDL_EventState(SDL_EventType.SDL_JOYBUTTONUP, SDL_DISABLE);
SDL_EventState(SDL_EventType.SDL_CONTROLLERSENSORUPDATE, SDL_DISABLE);
string gamepadDbPath = Path.Combine(ReleaseInformation.GetBaseApplicationDirectory(), "SDL_GameControllerDB.txt");
if (File.Exists(gamepadDbPath))
{
SDL_GameControllerAddMappingsFromFile(gamepadDbPath);
}
_registeredWindowHandlers = new ConcurrentDictionary<uint, Action<SDL_Event>>();
_worker = new Thread(EventWorker);
_isRunning = true;
_worker.Start();
}
}
public bool RegisterWindow(uint windowId, Action<SDL_Event> windowEventHandler)
{
return _registeredWindowHandlers.TryAdd(windowId, windowEventHandler);
}
public void UnregisterWindow(uint windowId)
{
_registeredWindowHandlers.Remove(windowId, out _);
}
private void HandleSDLEvent(ref SDL_Event evnt)
{
if (evnt.type == SDL_EventType.SDL_JOYDEVICEADDED)
{
int deviceId = evnt.cbutton.which;
// SDL2 loves to be inconsistent here by providing the device id instead of the instance id (like on removed event), as such we just grab it and send it inside our system.
int instanceId = SDL_JoystickGetDeviceInstanceID(deviceId);
if (instanceId == -1)
{
return;
}
Logger.Debug?.Print(LogClass.Application, $"Added joystick instance id {instanceId}");
OnJoyStickConnected?.Invoke(deviceId, instanceId);
}
else if (evnt.type == SDL_EventType.SDL_JOYDEVICEREMOVED)
{
Logger.Debug?.Print(LogClass.Application, $"Removed joystick instance id {evnt.cbutton.which}");
OnJoystickDisconnected?.Invoke(evnt.cbutton.which);
}
else if (evnt.type == SDL_EventType.SDL_WINDOWEVENT || evnt.type == SDL_EventType.SDL_MOUSEBUTTONDOWN || evnt.type == SDL_EventType.SDL_MOUSEBUTTONUP)
{
if (_registeredWindowHandlers.TryGetValue(evnt.window.windowID, out Action<SDL_Event> handler))
{
handler(evnt);
}
}
}
private void EventWorker()
{
const int WaitTimeMs = 10;
using ManualResetEventSlim waitHandle = new ManualResetEventSlim(false);
while (_isRunning)
{
MainThreadDispatcher?.Invoke(() =>
{
while (SDL_PollEvent(out SDL_Event evnt) != 0)
{
HandleSDLEvent(ref evnt);
}
});
waitHandle.Wait(WaitTimeMs);
}
}
protected virtual void Dispose(bool disposing)
{
if (!disposing)
{
return;
}
lock (_lock)
{
if (_isRunning)
{
_refereceCount--;
if (_refereceCount == 0)
{
_isRunning = false;
_worker?.Join();
SDL_Quit();
OnJoyStickConnected = null;
OnJoystickDisconnected = null;
}
}
}
}
public void Dispose()
{
Dispose(true);
}
}
}