mirror of
https://github.com/Ryujinx/Ryujinx.git
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eb056218a1
* audio: Implement a SDL2 backend This adds support to SDL2 as an audio backend. It has the same compatibility level as OpenAL without its issues. I also took the liberty of restructuring the SDL2 code to have one shared project between audio and input. The configuration version was also incremented. * Address gdkchan's comments * Fix update logic * Add an heuristic to pick the correct target sample count wanted by the game * Address gdkchan's comments * Address Ac_k's comments * Fix audren output * Address gdkchan's comments
139 lines
3.9 KiB
C#
139 lines
3.9 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 Dictionary<int, string> _gamepadsInstanceIdsMapping;
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private 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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for (int joystickIndex = 0; joystickIndex < SDL_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 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.ToString();
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}
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private 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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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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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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