rjx-mirror/Ryujinx.HLE/HOS/Services/Hid/HidDevices/NpadDevices.cs

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C#
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using Ryujinx.Common;
using Ryujinx.Common.Logging;
using Ryujinx.Common.Memory;
using Ryujinx.HLE.HOS.Kernel.Threading;
using System;
using System.Collections.Generic;
namespace Ryujinx.HLE.HOS.Services.Hid
{
public class NpadDevices : BaseDevice
{
private const BatteryCharge DefaultBatteryCharge = BatteryCharge.Percent100;
private const int NoMatchNotifyFrequencyMs = 2000;
private int _activeCount;
private long _lastNotifyTimestamp;
public const int MaxControllers = 9; // Players 1-8 and Handheld
private ControllerType[] _configuredTypes;
private KEvent[] _styleSetUpdateEvents;
private bool[] _supportedPlayers;
internal NpadJoyHoldType JoyHold { get; set; }
internal bool SixAxisActive = false; // TODO: link to hidserver when implemented
internal ControllerType SupportedStyleSets { get; set; }
public NpadDevices(Switch device, bool active = true) : base(device, active)
{
_configuredTypes = new ControllerType[MaxControllers];
SupportedStyleSets = ControllerType.Handheld | ControllerType.JoyconPair |
ControllerType.JoyconLeft | ControllerType.JoyconRight |
ControllerType.ProController;
_supportedPlayers = new bool[MaxControllers];
_supportedPlayers.AsSpan().Fill(true);
_styleSetUpdateEvents = new KEvent[MaxControllers];
for (int i = 0; i < _styleSetUpdateEvents.Length; ++i)
{
_styleSetUpdateEvents[i] = new KEvent(_device.System.KernelContext);
}
_activeCount = 0;
JoyHold = NpadJoyHoldType.Vertical;
}
internal ref KEvent GetStyleSetUpdateEvent(PlayerIndex player)
{
return ref _styleSetUpdateEvents[(int)player];
}
internal void ClearSupportedPlayers()
{
_supportedPlayers.AsSpan().Clear();
}
internal void SetSupportedPlayer(PlayerIndex player, bool supported = true)
{
_supportedPlayers[(int)player] = supported;
}
internal IEnumerable<PlayerIndex> GetSupportedPlayers()
{
for (int i = 0; i < _supportedPlayers.Length; ++i)
{
if (_supportedPlayers[i])
{
yield return (PlayerIndex)i;
}
}
}
public bool Validate(int playerMin, int playerMax, ControllerType acceptedTypes, out int configuredCount, out PlayerIndex primaryIndex)
{
primaryIndex = PlayerIndex.Unknown;
configuredCount = 0;
for (int i = 0; i < MaxControllers; ++i)
{
ControllerType npad = _configuredTypes[i];
if (npad == ControllerType.Handheld && _device.System.State.DockedMode)
{
continue;
}
ControllerType currentType = _device.Hid.SharedMemory.Npads[i].Header.Type;
if (currentType != ControllerType.None && (npad & acceptedTypes) != 0 && _supportedPlayers[i])
{
configuredCount++;
if (primaryIndex == PlayerIndex.Unknown)
{
primaryIndex = (PlayerIndex)i;
}
}
}
if (configuredCount < playerMin || configuredCount > playerMax || primaryIndex == PlayerIndex.Unknown)
{
return false;
}
return true;
}
public void Configure(params ControllerConfig[] configs)
{
_configuredTypes = new ControllerType[MaxControllers];
for (int i = 0; i < configs.Length; ++i)
{
PlayerIndex player = configs[i].Player;
ControllerType controllerType = configs[i].Type;
if (player > PlayerIndex.Handheld)
{
throw new ArgumentOutOfRangeException("Player must be Player1-8 or Handheld");
}
if (controllerType == ControllerType.Handheld)
{
player = PlayerIndex.Handheld;
}
_configuredTypes[(int)player] = controllerType;
Logger.Info?.Print(LogClass.Hid, $"Configured Controller {controllerType} to {player}");
}
}
public void Update(IList<GamepadInput> states)
{
Remap();
UpdateAllEntries();
// Update configured inputs
for (int i = 0; i < states.Count; ++i)
{
UpdateInput(states[i]);
}
}
private void Remap()
{
// Remap/Init if necessary
for (int i = 0; i < MaxControllers; ++i)
{
ControllerType config = _configuredTypes[i];
// Remove Handheld config when Docked
if (config == ControllerType.Handheld && _device.System.State.DockedMode)
{
config = ControllerType.None;
}
// Auto-remap ProController and JoyconPair
if (config == ControllerType.JoyconPair && (SupportedStyleSets & ControllerType.JoyconPair) == 0 && (SupportedStyleSets & ControllerType.ProController) != 0)
{
config = ControllerType.ProController;
}
else if (config == ControllerType.ProController && (SupportedStyleSets & ControllerType.ProController) == 0 && (SupportedStyleSets & ControllerType.JoyconPair) != 0)
{
config = ControllerType.JoyconPair;
}
// Check StyleSet and PlayerSet
if ((config & SupportedStyleSets) == 0 || !_supportedPlayers[i])
{
config = ControllerType.None;
}
SetupNpad((PlayerIndex)i, config);
}
if (_activeCount == 0 && PerformanceCounter.ElapsedMilliseconds > _lastNotifyTimestamp + NoMatchNotifyFrequencyMs)
{
Logger.Warning?.Print(LogClass.Hid, $"No matching controllers found. Application requests '{SupportedStyleSets}' on '{string.Join(", ", GetSupportedPlayers())}'");
_lastNotifyTimestamp = PerformanceCounter.ElapsedMilliseconds;
}
}
private void SetupNpad(PlayerIndex player, ControllerType type)
{
ref ShMemNpad controller = ref _device.Hid.SharedMemory.Npads[(int)player];
ControllerType oldType = controller.Header.Type;
if (oldType == type)
{
return; // Already configured
}
controller = new ShMemNpad(); // Zero it
if (type == ControllerType.None)
{
_styleSetUpdateEvents[(int)player].ReadableEvent.Signal(); // Signal disconnect
_activeCount--;
Logger.Info?.Print(LogClass.Hid, $"Disconnected Controller {oldType} from {player}");
return;
}
// TODO: Allow customizing colors at config
NpadStateHeader defaultHeader = new NpadStateHeader
{
IsHalf = false,
SingleColorBody = NpadColor.BodyGray,
SingleColorButtons = NpadColor.ButtonGray,
LeftColorBody = NpadColor.BodyNeonBlue,
LeftColorButtons = NpadColor.ButtonGray,
RightColorBody = NpadColor.BodyNeonRed,
RightColorButtons = NpadColor.ButtonGray
};
controller.SystemProperties = NpadSystemProperties.PowerInfo0Connected |
NpadSystemProperties.PowerInfo1Connected |
NpadSystemProperties.PowerInfo2Connected;
controller.BatteryState.ToSpan().Fill(DefaultBatteryCharge);
switch (type)
{
case ControllerType.ProController:
defaultHeader.Type = ControllerType.ProController;
controller.DeviceType = DeviceType.FullKey;
controller.SystemProperties |= NpadSystemProperties.AbxyButtonOriented |
NpadSystemProperties.PlusButtonCapability |
NpadSystemProperties.MinusButtonCapability;
break;
case ControllerType.Handheld:
defaultHeader.Type = ControllerType.Handheld;
controller.DeviceType = DeviceType.HandheldLeft |
DeviceType.HandheldRight;
controller.SystemProperties |= NpadSystemProperties.AbxyButtonOriented |
NpadSystemProperties.PlusButtonCapability |
NpadSystemProperties.MinusButtonCapability;
break;
case ControllerType.JoyconPair:
defaultHeader.Type = ControllerType.JoyconPair;
controller.DeviceType = DeviceType.JoyLeft |
DeviceType.JoyRight;
controller.SystemProperties |= NpadSystemProperties.AbxyButtonOriented |
NpadSystemProperties.PlusButtonCapability |
NpadSystemProperties.MinusButtonCapability;
break;
case ControllerType.JoyconLeft:
defaultHeader.Type = ControllerType.JoyconLeft;
defaultHeader.IsHalf = true;
controller.DeviceType = DeviceType.JoyLeft;
controller.SystemProperties |= NpadSystemProperties.SlSrButtonOriented |
NpadSystemProperties.MinusButtonCapability;
break;
case ControllerType.JoyconRight:
defaultHeader.Type = ControllerType.JoyconRight;
defaultHeader.IsHalf = true;
controller.DeviceType = DeviceType.JoyRight;
controller.SystemProperties |= NpadSystemProperties.SlSrButtonOriented |
NpadSystemProperties.PlusButtonCapability;
break;
case ControllerType.Pokeball:
defaultHeader.Type = ControllerType.Pokeball;
controller.DeviceType = DeviceType.Palma;
break;
}
controller.Header = defaultHeader;
_styleSetUpdateEvents[(int)player].ReadableEvent.Signal();
_activeCount++;
Logger.Info?.Print(LogClass.Hid, $"Connected Controller {type} to {player}");
}
private static NpadLayoutsIndex ControllerTypeToNpadLayout(ControllerType controllerType)
=> controllerType switch
{
ControllerType.ProController => NpadLayoutsIndex.ProController,
ControllerType.Handheld => NpadLayoutsIndex.Handheld,
ControllerType.JoyconPair => NpadLayoutsIndex.JoyDual,
ControllerType.JoyconLeft => NpadLayoutsIndex.JoyLeft,
ControllerType.JoyconRight => NpadLayoutsIndex.JoyRight,
ControllerType.Pokeball => NpadLayoutsIndex.Pokeball,
_ => NpadLayoutsIndex.SystemExternal
};
private void UpdateInput(GamepadInput state)
{
if (state.PlayerId == PlayerIndex.Unknown)
{
return;
}
ref ShMemNpad currentNpad = ref _device.Hid.SharedMemory.Npads[(int)state.PlayerId];
if (currentNpad.Header.Type == ControllerType.None)
{
return;
}
ref NpadLayout currentLayout = ref currentNpad.Layouts[(int)ControllerTypeToNpadLayout(currentNpad.Header.Type)];
ref NpadState currentEntry = ref currentLayout.Entries[(int)currentLayout.Header.LatestEntry];
currentEntry.Buttons = state.Buttons;
currentEntry.LStickX = state.LStick.Dx;
currentEntry.LStickY = state.LStick.Dy;
currentEntry.RStickX = state.RStick.Dx;
currentEntry.RStickY = state.RStick.Dy;
// Mirror data to Default layout just in case
ref NpadLayout mainLayout = ref currentNpad.Layouts[(int)NpadLayoutsIndex.SystemExternal];
mainLayout.Entries[(int)mainLayout.Header.LatestEntry] = currentEntry;
}
private void UpdateAllEntries()
{
ref Array10<ShMemNpad> controllers = ref _device.Hid.SharedMemory.Npads;
for (int i = 0; i < controllers.Length; ++i)
{
ref Array7<NpadLayout> layouts = ref controllers[i].Layouts;
for (int l = 0; l < layouts.Length; ++l)
{
ref NpadLayout currentLayout = ref layouts[l];
int currentIndex = UpdateEntriesHeader(ref currentLayout.Header, out int previousIndex);
ref NpadState currentEntry = ref currentLayout.Entries[currentIndex];
NpadState previousEntry = currentLayout.Entries[previousIndex];
currentEntry.SampleTimestamp = previousEntry.SampleTimestamp + 1;
currentEntry.SampleTimestamp2 = previousEntry.SampleTimestamp2 + 1;
if (controllers[i].Header.Type == ControllerType.None)
{
continue;
}
currentEntry.ConnectionState = NpadConnectionState.ControllerStateConnected;
switch (controllers[i].Header.Type)
{
case ControllerType.Handheld:
case ControllerType.ProController:
currentEntry.ConnectionState |= NpadConnectionState.ControllerStateWired;
break;
case ControllerType.JoyconPair:
currentEntry.ConnectionState |= NpadConnectionState.JoyLeftConnected |
NpadConnectionState.JoyRightConnected;
break;
case ControllerType.JoyconLeft:
currentEntry.ConnectionState |= NpadConnectionState.JoyLeftConnected;
break;
case ControllerType.JoyconRight:
currentEntry.ConnectionState |= NpadConnectionState.JoyRightConnected;
break;
}
}
}
}
}
}