forked from Mirror/Ryujinx
666e05f5cb
* use ArrayPool, avoid 6000-7000 allocs/sec of runtime * use ArrayPool, avoid ~7k allocs/second during game execution * use ArrayPool, avoid ~3000 allocs/sec during game execution * use MemoryPool, reduce 0.5 MB/sec of new allocations during game execution * avoid over-allocation by setting List<> Capacity when known * remove LINQ in KTimeManager.UnscheduleFutureInvocation * KTimeManager - avoid spinning one more time when the time has arrived * KTimeManager - let SpinWait decide when to Thread.Yield(), and don't SpinOnce() immediately after Thread.Yield() * use MemoryPool, reduce ~175k bytes/sec allocation during game execution * IpcService - call commands via dynamic methods instead of reflection .Invoke(). Faster to call and with fewer allocations because parameters can be passed directly instead of as an array * Make ButtonMappingEntry a record struct to avoid allocations. Set the List<ButtonMappingEntry> capacity according to use. * add MemoryBuffer type for working with MemoryPool<byte> * update changes to use MemoryBuffer * make parameter ReadOnlySpan instead of Span * whitespace fix * Revert "IpcService - call commands via dynamic methods instead of reflection .Invoke(). Faster to call and with fewer allocations because parameters can be passed directly instead of as an array" This reverts commit f2c698bdf65f049e8481c9f2ec7138d9b9a8261d. * tweak KTimeManager spin behavior * replace MemoryBuffer with ByteMemoryPool modeled after System.Buffers.ArrayMemoryPool<T> * make ByteMemoryPoolBuffer responsible for renting memory
376 lines
16 KiB
C#
376 lines
16 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 System;
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using System.Collections.Generic;
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using System.Numerics;
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using static SDL2.SDL;
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namespace Ryujinx.Input.SDL2
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{
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class SDL2Gamepad : IGamepad
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{
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private bool HasConfiguration => _configuration != null;
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private record struct ButtonMappingEntry(GamepadButtonInputId To, GamepadButtonInputId From);
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private StandardControllerInputConfig _configuration;
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private static readonly SDL_GameControllerButton[] _buttonsDriverMapping = new SDL_GameControllerButton[(int)GamepadButtonInputId.Count]
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{
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// Unbound, ignored.
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SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_INVALID,
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SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_A,
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SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_B,
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SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_X,
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SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_Y,
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SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_LEFTSTICK,
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SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_RIGHTSTICK,
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SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_LEFTSHOULDER,
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SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_RIGHTSHOULDER,
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// NOTE: The left and right trigger are axis, we handle those differently
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SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_INVALID,
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SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_INVALID,
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SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_DPAD_UP,
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SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_DPAD_DOWN,
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SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_DPAD_LEFT,
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SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_DPAD_RIGHT,
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SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_BACK,
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SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_START,
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SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_GUIDE,
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SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_MISC1,
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SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_PADDLE1,
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SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_PADDLE2,
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SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_PADDLE3,
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SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_PADDLE4,
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SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_TOUCHPAD,
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// Virtual buttons are invalid, ignored.
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SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_INVALID,
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SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_INVALID,
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SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_INVALID,
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SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_INVALID,
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};
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private object _userMappingLock = new object();
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private List<ButtonMappingEntry> _buttonsUserMapping;
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private StickInputId[] _stickUserMapping = new StickInputId[(int)StickInputId.Count]
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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 IntPtr _gamepadHandle;
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private float _triggerThreshold;
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public SDL2Gamepad(IntPtr 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_GameControllerName(_gamepadHandle);
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Id = driverId;
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Features = GetFeaturesFlag();
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_triggerThreshold = 0.0f;
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// Enable motion tracking
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if (Features.HasFlag(GamepadFeaturesFlag.Motion))
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{
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SDL_GameControllerSetSensorEnabled(_gamepadHandle, SDL_SensorType.SDL_SENSOR_ACCEL, SDL_bool.SDL_TRUE);
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SDL_GameControllerSetSensorEnabled(_gamepadHandle, SDL_SensorType.SDL_SENSOR_GYRO, SDL_bool.SDL_TRUE);
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}
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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_GameControllerHasSensor(_gamepadHandle, SDL_SensorType.SDL_SENSOR_ACCEL) == SDL_bool.SDL_TRUE &&
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SDL_GameControllerHasSensor(_gamepadHandle, SDL_SensorType.SDL_SENSOR_GYRO) == SDL_bool.SDL_TRUE)
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{
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result |= GamepadFeaturesFlag.Motion;
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}
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int error = SDL_GameControllerRumble(_gamepadHandle, 0, 0, 100);
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if (error == 0)
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{
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result |= GamepadFeaturesFlag.Rumble;
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}
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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_GameControllerGetAttached(_gamepadHandle) == SDL_bool.SDL_TRUE;
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protected virtual void Dispose(bool disposing)
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{
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if (disposing && _gamepadHandle != IntPtr.Zero)
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{
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SDL_GameControllerClose(_gamepadHandle);
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_gamepadHandle = IntPtr.Zero;
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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 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.HasFlag(GamepadFeaturesFlag.Rumble))
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{
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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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SDL_GameControllerRumble(_gamepadHandle, lowFrequencyRaw, highFrequencyRaw, SDL_HAPTIC_INFINITY);
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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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SDL_GameControllerRumble(_gamepadHandle, lowFrequencyRaw, highFrequencyRaw, durationMs);
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}
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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 = SDL_SensorType.SDL_SENSOR_INVALID;
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if (inputId == MotionInputId.Accelerometer)
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{
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sensorType = SDL_SensorType.SDL_SENSOR_ACCEL;
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}
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else if (inputId == MotionInputId.Gyroscope)
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{
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sensorType = SDL_SensorType.SDL_SENSOR_GYRO;
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}
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if (Features.HasFlag(GamepadFeaturesFlag.Motion) && sensorType != SDL_SensorType.SDL_SENSOR_INVALID)
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{
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const int ElementCount = 3;
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unsafe
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{
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float* values = stackalloc float[ElementCount];
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int result = SDL_GameControllerGetSensorData(_gamepadHandle, sensorType, (IntPtr)values, ElementCount);
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if (result == 0)
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{
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Vector3 value = new Vector3(values[0], values[1], values[2]);
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if (inputId == MotionInputId.Gyroscope)
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{
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return RadToDegree(value);
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}
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else if (inputId == MotionInputId.Accelerometer)
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{
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return GsToMs2(value);
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}
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return value;
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}
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}
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}
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return Vector3.Zero;
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}
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private static Vector3 RadToDegree(Vector3 rad)
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{
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return rad * (180 / MathF.PI);
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}
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private static Vector3 GsToMs2(Vector3 gs)
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{
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return gs / SDL_STANDARD_GRAVITY;
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}
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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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_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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{
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return rawState;
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}
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foreach (ButtonMappingEntry entry in _buttonsUserMapping)
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{
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if (entry.From == GamepadButtonInputId.Unbound || entry.To == GamepadButtonInputId.Unbound)
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{
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continue;
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}
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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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public (float, float) GetStick(StickInputId inputId)
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{
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if (inputId == StickInputId.Unbound)
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{
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return (0.0f, 0.0f);
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}
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short stickX;
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short stickY;
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if (inputId == StickInputId.Left)
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{
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stickX = SDL_GameControllerGetAxis(_gamepadHandle, SDL_GameControllerAxis.SDL_CONTROLLER_AXIS_LEFTX);
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stickY = SDL_GameControllerGetAxis(_gamepadHandle, SDL_GameControllerAxis.SDL_CONTROLLER_AXIS_LEFTY);
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}
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else if (inputId == StickInputId.Right)
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{
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stickX = SDL_GameControllerGetAxis(_gamepadHandle, SDL_GameControllerAxis.SDL_CONTROLLER_AXIS_RIGHTX);
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stickY = SDL_GameControllerGetAxis(_gamepadHandle, SDL_GameControllerAxis.SDL_CONTROLLER_AXIS_RIGHTY);
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}
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else
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{
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throw new NotSupportedException($"Unsupported stick {inputId}");
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}
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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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if ((inputId == StickInputId.Left && _configuration.LeftJoyconStick.InvertStickX) ||
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(inputId == StickInputId.Right && _configuration.RightJoyconStick.InvertStickX))
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{
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resultX = -resultX;
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}
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if ((inputId == StickInputId.Left && _configuration.LeftJoyconStick.InvertStickY) ||
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(inputId == StickInputId.Right && _configuration.RightJoyconStick.InvertStickY))
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{
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resultY = -resultY;
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}
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if ((inputId == StickInputId.Left && _configuration.LeftJoyconStick.Rotate90CW) ||
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(inputId == StickInputId.Right && _configuration.RightJoyconStick.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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return (resultX, resultY);
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}
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public bool IsPressed(GamepadButtonInputId inputId)
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{
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if (inputId == GamepadButtonInputId.LeftTrigger)
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{
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return ConvertRawStickValue(SDL_GameControllerGetAxis(_gamepadHandle, SDL_GameControllerAxis.SDL_CONTROLLER_AXIS_TRIGGERLEFT)) > _triggerThreshold;
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}
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else if (inputId == GamepadButtonInputId.RightTrigger)
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{
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return ConvertRawStickValue(SDL_GameControllerGetAxis(_gamepadHandle, SDL_GameControllerAxis.SDL_CONTROLLER_AXIS_TRIGGERRIGHT)) > _triggerThreshold;
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}
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else if (_buttonsDriverMapping[(int)inputId] == SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_INVALID)
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{
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return false;
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}
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else
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{
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return SDL_GameControllerGetButton(_gamepadHandle, _buttonsDriverMapping[(int)inputId]) == 1;
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}
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}
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}
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}
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