mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-11-08 00:48:38 +00:00
6cb22c9d38
* openal: Update to OpenTK 4 * Ryujinx.Graphics.OpenGL: Update to OpenTK 4 * Entirely removed OpenTK 3, still wip * Use SPB for context creation and handling Still need to test on GLX and readd input support * Start implementing a new input system So far only gamepad are supported, no configuration possible via UI but detected via hotplug/removal Button mapping backend is implemented TODO: front end, configuration handling and configuration migration TODO: keyboard support * Enforce RGB only framebuffer on the GLWidget Fix possible transparent window * Implement UI gamepad frontend Also fix bad mapping of minus button and ensure gamepad config is updated in real time * Handle controller being disconnected and reconnected again * Revert "Enforce RGB only framebuffer on the GLWidget" This reverts commit 0949715d1a03ec793e35e37f7b610cbff2d63965. * Fix first color clear * Filter SDL2 events a bit * Start working on the keyboard detail - Rework configuration classes a bit to be more clean. - Integrate fully the keyboard configuration to the front end (TODO: assigner) - Start skeleton for the GTK3 keyboard driver * Add KeyboardStateSnapshot and its integration * Implement keyboard assigner and GTK3 key mapping TODO: controller configuration mapping and IGamepad implementation for keyboard * Add missing SR and SL definitions * Fix copy pasta mistake on config for previous commit * Implement IGamepad interface for GTK3 keyboard * Fix some implementation still being commented in the controller ui for keyboard * Port screen handle code * Remove all configuration management code and move HidNew to Hid * Rename InputConfigNew to InputConfig * Add a version field to the input config * Prepare serialization and deserialization of new input config and migrate profile loading and saving * Support input configuration saving to config and bump config version to 23. * Clean up in ConfigurationState * Reference SPB via a nuget package * Move new input system to Ryujinx.Input project and SDL2 detail to Ryujinx.Input.SDL2 * move GTK3 input to the right directory * Fix triggers on SDL2 * Update to SDL2 2.0.14 via our own fork * Update buttons definition for SDL2 2.0.14 and report gamepad features * Implement motion support again with SDL2 TODO: cemu hooks integration * Switch to latest of nightly SDL2 * SDL2: Fix bugs in gamepad id matching allowing different gamepad to match on the same device index * Ensure values are set in UI when the gamepad get hot plugged * Avoid trying to add controllers in the Update method and don't open SDL2 gamepad instance before checking ids This fixes permanent rumble of pro controller in some hotplug scenario * Fix more UI bugs * Move legcay motion code around before reintegration * gamecontroller UI tweaks here and there * Hide Motion on non motion configurations * Update the TODO grave Some TODO were fixed long time ago or are quite oudated... * Integrate cemu hooks motion configuration * Integrate cemu hooks configuration options to the UI again * cemuhooks => cemuhooks * Add cemu hook support again * Fix regression on normal motion and fix some very nasty bugs around * Fix for XCB multithreads issue on Linux * Enable motion by default * Block inputs in the main view when in the controller configuration window * Some fixes for the controller ui again * Add joycon support and fixes other hints * Bug fixes and clean up - Invert default mapping if not a Nintendo controller - Keep alive the controller being selected on the controller window (allow to avoid big delay for controller needing time to init when doing button assignment) - Clean up hints in use - Remove debug logs around - Fixes potential double free with SDL2Gamepad * Move the button assigner and motion logic to the Ryujinx.Input project * Reimplement raw keyboard hle input Also move out the logic of the hotkeys * Move all remaining Input manager stuffs to the Ryujinx.Input project * Increment configuration version yet again because of master changes * Ensure input config isn't null when not present * Fixes for VS not being nice * Fix broken gamepad caching logic causing crashes on ui * Ensure the background context is destroyed * Update dependencies * Readd retrocompat with old format of the config to avoid parsing and crashes on those versions Also updated the debug Config.json * Document new input APIs * Isolate SDL2Driver to the project and remove external export of it * Add support for external gamepad db mappings on SDL2 * Last clean up before PR * Addresses first part of comments * Address gdkchan's comments * Do not use JsonException * Last comment fixes
91 lines
2.1 KiB
C#
91 lines
2.1 KiB
C#
using Ryujinx.Common;
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using System;
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using System.Collections.Generic;
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using System.Threading;
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namespace Ryujinx.Graphics.OpenGL
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{
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unsafe class BackgroundContextWorker : IDisposable
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{
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[ThreadStatic]
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public static bool InBackground;
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private Thread _thread;
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private bool _running;
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private AutoResetEvent _signal;
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private Queue<Action> _work;
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private ObjectPool<ManualResetEventSlim> _invokePool;
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private readonly IOpenGLContext _backgroundContext;
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public BackgroundContextWorker(IOpenGLContext backgroundContext)
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{
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_running = true;
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_signal = new AutoResetEvent(false);
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_work = new Queue<Action>();
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_invokePool = new ObjectPool<ManualResetEventSlim>(() => new ManualResetEventSlim(), 10);
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_thread = new Thread(Run);
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_thread.Start();
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_backgroundContext = backgroundContext;
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}
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private void Run()
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{
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InBackground = true;
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_backgroundContext.MakeCurrent();
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while (_running)
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{
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Action action;
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lock (_work)
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{
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_work.TryDequeue(out action);
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}
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if (action != null)
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{
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action();
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}
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else
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{
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_signal.WaitOne();
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}
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}
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_backgroundContext.Dispose();
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}
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public void Invoke(Action action)
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{
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ManualResetEventSlim actionComplete = _invokePool.Allocate();
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lock (_work)
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{
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_work.Enqueue(() =>
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{
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action();
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actionComplete.Set();
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});
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}
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_signal.Set();
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actionComplete.Wait();
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actionComplete.Reset();
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_invokePool.Release(actionComplete);
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}
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public void Dispose()
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{
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_running = false;
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_signal.Set();
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_thread.Join();
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_signal.Dispose();
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}
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}
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} |