mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-11-08 13:18:40 +00:00
c881cd2d14
* Fix doubling of detected gamepads (sometimes the connected event is fired when the app starts even though the pad was connected for some time now). The fix rejects the gamepad if one with the same ID is already present. * Fixed review findings
147 lines
4.2 KiB
C#
147 lines
4.2 KiB
C#
using Ryujinx.SDL2.Common;
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using static SDL2.SDL;
|
|
|
|
namespace Ryujinx.Input.SDL2
|
|
{
|
|
public class SDL2GamepadDriver : IGamepadDriver
|
|
{
|
|
private Dictionary<int, string> _gamepadsInstanceIdsMapping;
|
|
private List<string> _gamepadsIds;
|
|
|
|
public ReadOnlySpan<string> GamepadsIds => _gamepadsIds.ToArray();
|
|
|
|
public string DriverName => "SDL2";
|
|
|
|
public event Action<string> OnGamepadConnected;
|
|
public event Action<string> OnGamepadDisconnected;
|
|
|
|
public SDL2GamepadDriver()
|
|
{
|
|
_gamepadsInstanceIdsMapping = new Dictionary<int, string>();
|
|
_gamepadsIds = new List<string>();
|
|
|
|
SDL2Driver.Instance.Initialize();
|
|
SDL2Driver.Instance.OnJoyStickConnected += HandleJoyStickConnected;
|
|
SDL2Driver.Instance.OnJoystickDisconnected += HandleJoyStickDisconnected;
|
|
|
|
// Add already connected gamepads
|
|
for (int joystickIndex = 0; joystickIndex < SDL_NumJoysticks(); joystickIndex++)
|
|
{
|
|
HandleJoyStickConnected(joystickIndex, SDL_JoystickGetDeviceInstanceID(joystickIndex));
|
|
}
|
|
}
|
|
|
|
private string GenerateGamepadId(int joystickIndex)
|
|
{
|
|
Guid guid = SDL_JoystickGetDeviceGUID(joystickIndex);
|
|
|
|
if (guid == Guid.Empty)
|
|
{
|
|
return null;
|
|
}
|
|
|
|
return joystickIndex + "-" + guid.ToString();
|
|
}
|
|
|
|
private int GetJoystickIndexByGamepadId(string id)
|
|
{
|
|
string[] data = id.Split("-");
|
|
|
|
if (data.Length != 6 || !int.TryParse(data[0], out int joystickIndex))
|
|
{
|
|
return -1;
|
|
}
|
|
|
|
return joystickIndex;
|
|
}
|
|
|
|
private void HandleJoyStickDisconnected(int joystickInstanceId)
|
|
{
|
|
if (_gamepadsInstanceIdsMapping.TryGetValue(joystickInstanceId, out string id))
|
|
{
|
|
_gamepadsInstanceIdsMapping.Remove(joystickInstanceId);
|
|
_gamepadsIds.Remove(id);
|
|
|
|
OnGamepadDisconnected?.Invoke(id);
|
|
}
|
|
}
|
|
|
|
private void HandleJoyStickConnected(int joystickDeviceId, int joystickInstanceId)
|
|
{
|
|
if (SDL_IsGameController(joystickDeviceId) == SDL_bool.SDL_TRUE)
|
|
{
|
|
string id = GenerateGamepadId(joystickDeviceId);
|
|
|
|
if (id == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Sometimes a JoyStick connected event fires after the app starts even though it was connected before
|
|
// so it is rejected to avoid doubling the entries.
|
|
if (_gamepadsIds.Contains(id))
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (_gamepadsInstanceIdsMapping.TryAdd(joystickInstanceId, id))
|
|
{
|
|
_gamepadsIds.Add(id);
|
|
|
|
OnGamepadConnected?.Invoke(id);
|
|
}
|
|
}
|
|
}
|
|
|
|
protected virtual void Dispose(bool disposing)
|
|
{
|
|
if (disposing)
|
|
{
|
|
SDL2Driver.Instance.OnJoyStickConnected -= HandleJoyStickConnected;
|
|
SDL2Driver.Instance.OnJoystickDisconnected -= HandleJoyStickDisconnected;
|
|
|
|
// Simulate a full disconnect when disposing
|
|
foreach (string id in _gamepadsIds)
|
|
{
|
|
OnGamepadDisconnected?.Invoke(id);
|
|
}
|
|
|
|
_gamepadsIds.Clear();
|
|
|
|
SDL2Driver.Instance.Dispose();
|
|
}
|
|
}
|
|
|
|
public void Dispose()
|
|
{
|
|
Dispose(true);
|
|
}
|
|
|
|
public IGamepad GetGamepad(string id)
|
|
{
|
|
int joystickIndex = GetJoystickIndexByGamepadId(id);
|
|
|
|
if (joystickIndex == -1)
|
|
{
|
|
return null;
|
|
}
|
|
|
|
if (id != GenerateGamepadId(joystickIndex))
|
|
{
|
|
return null;
|
|
}
|
|
|
|
IntPtr gamepadHandle = SDL_GameControllerOpen(joystickIndex);
|
|
|
|
if (gamepadHandle == IntPtr.Zero)
|
|
{
|
|
return null;
|
|
}
|
|
|
|
return new SDL2Gamepad(gamepadHandle, id);
|
|
}
|
|
}
|
|
}
|