0
0
Fork 0
mirror of https://github.com/GreemDev/Ryujinx.git synced 2024-12-27 06:35:47 +00:00
Ryujinx/Ryujinx.HLE/HOS/Services/Hid/HidDevices/NpadDevices.cs
2022-08-11 18:07:37 -03:00

635 lines
No EOL
26 KiB
C#

using Ryujinx.Common;
using Ryujinx.Common.Logging;
using Ryujinx.HLE.HOS.Kernel.Threading;
using Ryujinx.HLE.HOS.Services.Hid.Types;
using Ryujinx.HLE.HOS.Services.Hid.Types.SharedMemory.Common;
using Ryujinx.HLE.HOS.Services.Hid.Types.SharedMemory.Npad;
using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
namespace Ryujinx.HLE.HOS.Services.Hid
{
public class NpadDevices : BaseDevice
{
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;
private static VibrationValue _neutralVibrationValue = new VibrationValue
{
AmplitudeLow = 0f,
FrequencyLow = 160f,
AmplitudeHigh = 0f,
FrequencyHigh = 320f
};
internal NpadJoyHoldType JoyHold { get; set; }
internal bool SixAxisActive = false; // TODO: link to hidserver when implemented
internal ControllerType SupportedStyleSets { get; set; }
public Dictionary<PlayerIndex, ConcurrentQueue<(VibrationValue, VibrationValue)>> RumbleQueues = new Dictionary<PlayerIndex, ConcurrentQueue<(VibrationValue, VibrationValue)>>();
public Dictionary<PlayerIndex, (VibrationValue, VibrationValue)> LastVibrationValues = new Dictionary<PlayerIndex, (VibrationValue, VibrationValue)>();
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 = (ControllerType)_device.Hid.SharedMemory.Npads[i].InternalState.StyleSet;
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();
Span<bool> updated = stackalloc bool[10];
// Update configured inputs
for (int i = 0; i < states.Count; ++i)
{
GamepadInput state = states[i];
updated[(int)state.PlayerId] = true;
UpdateInput(state);
}
for (int i = 0; i < updated.Length; i++)
{
if (!updated[i])
{
UpdateDisconnectedInput((PlayerIndex)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 NpadInternalState controller = ref _device.Hid.SharedMemory.Npads[(int)player].InternalState;
ControllerType oldType = (ControllerType)controller.StyleSet;
if (oldType == type)
{
return; // Already configured
}
controller = NpadInternalState.Create(); // Reset 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
controller.JoyAssignmentMode = NpadJoyAssignmentMode.Dual;
controller.FullKeyColor.FullKeyBody = (uint)NpadColor.BodyGray;
controller.FullKeyColor.FullKeyButtons = (uint)NpadColor.ButtonGray;
controller.JoyColor.LeftBody = (uint)NpadColor.BodyNeonBlue;
controller.JoyColor.LeftButtons = (uint)NpadColor.ButtonGray;
controller.JoyColor.RightBody = (uint)NpadColor.BodyNeonRed;
controller.JoyColor.RightButtons = (uint)NpadColor.ButtonGray;
controller.SystemProperties = NpadSystemProperties.IsPoweredJoyDual |
NpadSystemProperties.IsPoweredJoyLeft |
NpadSystemProperties.IsPoweredJoyRight;
controller.BatteryLevelJoyDual = NpadBatteryLevel.Percent100;
controller.BatteryLevelJoyLeft = NpadBatteryLevel.Percent100;
controller.BatteryLevelJoyRight = NpadBatteryLevel.Percent100;
switch (type)
{
case ControllerType.ProController:
controller.StyleSet = NpadStyleTag.FullKey;
controller.DeviceType = DeviceType.FullKey;
controller.SystemProperties |= NpadSystemProperties.IsAbxyButtonOriented |
NpadSystemProperties.IsPlusAvailable |
NpadSystemProperties.IsMinusAvailable;
controller.AppletFooterUiType = AppletFooterUiType.SwitchProController;
break;
case ControllerType.Handheld:
controller.StyleSet = NpadStyleTag.Handheld;
controller.DeviceType = DeviceType.HandheldLeft |
DeviceType.HandheldRight;
controller.SystemProperties |= NpadSystemProperties.IsAbxyButtonOriented |
NpadSystemProperties.IsPlusAvailable |
NpadSystemProperties.IsMinusAvailable;
controller.AppletFooterUiType = AppletFooterUiType.HandheldJoyConLeftJoyConRight;
break;
case ControllerType.JoyconPair:
controller.StyleSet = NpadStyleTag.JoyDual;
controller.DeviceType = DeviceType.JoyLeft |
DeviceType.JoyRight;
controller.SystemProperties |= NpadSystemProperties.IsAbxyButtonOriented |
NpadSystemProperties.IsPlusAvailable |
NpadSystemProperties.IsMinusAvailable;
controller.AppletFooterUiType = _device.System.State.DockedMode ? AppletFooterUiType.JoyDual : AppletFooterUiType.HandheldJoyConLeftJoyConRight;
break;
case ControllerType.JoyconLeft:
controller.StyleSet = NpadStyleTag.JoyLeft;
controller.JoyAssignmentMode = NpadJoyAssignmentMode.Single;
controller.DeviceType = DeviceType.JoyLeft;
controller.SystemProperties |= NpadSystemProperties.IsSlSrButtonOriented |
NpadSystemProperties.IsMinusAvailable;
controller.AppletFooterUiType = _device.System.State.DockedMode ? AppletFooterUiType.JoyDualLeftOnly : AppletFooterUiType.HandheldJoyConLeftOnly;
break;
case ControllerType.JoyconRight:
controller.StyleSet = NpadStyleTag.JoyRight;
controller.JoyAssignmentMode = NpadJoyAssignmentMode.Single;
controller.DeviceType = DeviceType.JoyRight;
controller.SystemProperties |= NpadSystemProperties.IsSlSrButtonOriented |
NpadSystemProperties.IsPlusAvailable;
controller.AppletFooterUiType = _device.System.State.DockedMode ? AppletFooterUiType.JoyDualRightOnly : AppletFooterUiType.HandheldJoyConRightOnly;
break;
case ControllerType.Pokeball:
controller.StyleSet = NpadStyleTag.Palma;
controller.DeviceType = DeviceType.Palma;
controller.AppletFooterUiType = AppletFooterUiType.None;
break;
}
_styleSetUpdateEvents[(int)player].ReadableEvent.Signal();
_activeCount++;
Logger.Info?.Print(LogClass.Hid, $"Connected Controller {type} to {player}");
}
private ref RingLifo<NpadCommonState> GetCommonStateLifo(ref NpadInternalState npad)
{
switch (npad.StyleSet)
{
case NpadStyleTag.FullKey:
return ref npad.FullKey;
case NpadStyleTag.Handheld:
return ref npad.Handheld;
case NpadStyleTag.JoyDual:
return ref npad.JoyDual;
case NpadStyleTag.JoyLeft:
return ref npad.JoyLeft;
case NpadStyleTag.JoyRight:
return ref npad.JoyRight;
case NpadStyleTag.Palma:
return ref npad.Palma;
default:
return ref npad.SystemExt;
}
}
private void UpdateUnusedInputIfNotEqual(ref RingLifo<NpadCommonState> currentlyUsed, ref RingLifo<NpadCommonState> possiblyUnused)
{
if (!Unsafe.AreSame(ref currentlyUsed, ref possiblyUnused))
{
NpadCommonState newState = new NpadCommonState();
WriteNewInputEntry(ref possiblyUnused, ref newState);
}
}
private void WriteNewInputEntry(ref RingLifo<NpadCommonState> lifo, ref NpadCommonState state)
{
ref NpadCommonState previousEntry = ref lifo.GetCurrentEntryRef();
state.SamplingNumber = previousEntry.SamplingNumber + 1;
lifo.Write(ref state);
}
private void UpdateUnusedSixInputIfNotEqual(ref RingLifo<SixAxisSensorState> currentlyUsed, ref RingLifo<SixAxisSensorState> possiblyUnused)
{
if (!Unsafe.AreSame(ref currentlyUsed, ref possiblyUnused))
{
SixAxisSensorState newState = new SixAxisSensorState();
WriteNewSixInputEntry(ref possiblyUnused, ref newState);
}
}
private void WriteNewSixInputEntry(ref RingLifo<SixAxisSensorState> lifo, ref SixAxisSensorState state)
{
ref SixAxisSensorState previousEntry = ref lifo.GetCurrentEntryRef();
state.SamplingNumber = previousEntry.SamplingNumber + 1;
lifo.Write(ref state);
}
private void UpdateInput(GamepadInput state)
{
if (state.PlayerId == PlayerIndex.Unknown)
{
return;
}
ref NpadInternalState currentNpad = ref _device.Hid.SharedMemory.Npads[(int)state.PlayerId].InternalState;
if (currentNpad.StyleSet == NpadStyleTag.None)
{
return;
}
ref RingLifo<NpadCommonState> lifo = ref GetCommonStateLifo(ref currentNpad);
NpadCommonState newState = new NpadCommonState
{
Buttons = (NpadButton)state.Buttons,
AnalogStickL = new AnalogStickState
{
X = state.LStick.Dx,
Y = state.LStick.Dy,
},
AnalogStickR = new AnalogStickState
{
X = state.RStick.Dx,
Y = state.RStick.Dy,
}
};
newState.Attributes = NpadAttribute.IsConnected;
switch (currentNpad.StyleSet)
{
case NpadStyleTag.Handheld:
case NpadStyleTag.FullKey:
newState.Attributes |= NpadAttribute.IsWired;
break;
case NpadStyleTag.JoyDual:
newState.Attributes |= NpadAttribute.IsLeftConnected |
NpadAttribute.IsRightConnected;
break;
case NpadStyleTag.JoyLeft:
newState.Attributes |= NpadAttribute.IsLeftConnected;
break;
case NpadStyleTag.JoyRight:
newState.Attributes |= NpadAttribute.IsRightConnected;
break;
}
WriteNewInputEntry(ref lifo, ref newState);
// Mirror data to Default layout just in case
if (!currentNpad.StyleSet.HasFlag(NpadStyleTag.SystemExt))
{
WriteNewInputEntry(ref currentNpad.SystemExt, ref newState);
}
UpdateUnusedInputIfNotEqual(ref lifo, ref currentNpad.FullKey);
UpdateUnusedInputIfNotEqual(ref lifo, ref currentNpad.Handheld);
UpdateUnusedInputIfNotEqual(ref lifo, ref currentNpad.JoyDual);
UpdateUnusedInputIfNotEqual(ref lifo, ref currentNpad.JoyLeft);
UpdateUnusedInputIfNotEqual(ref lifo, ref currentNpad.JoyRight);
UpdateUnusedInputIfNotEqual(ref lifo, ref currentNpad.Palma);
}
private void UpdateDisconnectedInput(PlayerIndex index)
{
ref NpadInternalState currentNpad = ref _device.Hid.SharedMemory.Npads[(int)index].InternalState;
NpadCommonState newState = new NpadCommonState();
WriteNewInputEntry(ref currentNpad.FullKey, ref newState);
WriteNewInputEntry(ref currentNpad.Handheld, ref newState);
WriteNewInputEntry(ref currentNpad.JoyDual, ref newState);
WriteNewInputEntry(ref currentNpad.JoyLeft, ref newState);
WriteNewInputEntry(ref currentNpad.JoyRight, ref newState);
WriteNewInputEntry(ref currentNpad.Palma, ref newState);
}
public void UpdateSixAxis(IList<SixAxisInput> states)
{
Span<bool> updated = stackalloc bool[10];
for (int i = 0; i < states.Count; ++i)
{
updated[(int)states[i].PlayerId] = true;
if (SetSixAxisState(states[i]))
{
i++;
if (i >= states.Count)
{
return;
}
SetSixAxisState(states[i], true);
}
}
for (int i = 0; i < updated.Length; i++)
{
if (!updated[i])
{
UpdateDisconnectedInputSixAxis((PlayerIndex)i);
}
}
}
private ref RingLifo<SixAxisSensorState> GetSixAxisSensorLifo(ref NpadInternalState npad, bool isRightPair)
{
switch (npad.StyleSet)
{
case NpadStyleTag.FullKey:
return ref npad.FullKeySixAxisSensor;
case NpadStyleTag.Handheld:
return ref npad.HandheldSixAxisSensor;
case NpadStyleTag.JoyDual:
if (isRightPair)
{
return ref npad.JoyDualRightSixAxisSensor;
}
else
{
return ref npad.JoyDualSixAxisSensor;
}
case NpadStyleTag.JoyLeft:
return ref npad.JoyLeftSixAxisSensor;
case NpadStyleTag.JoyRight:
return ref npad.JoyRightSixAxisSensor;
default:
throw new NotImplementedException($"{npad.StyleSet}");
}
}
private bool SetSixAxisState(SixAxisInput state, bool isRightPair = false)
{
if (state.PlayerId == PlayerIndex.Unknown)
{
return false;
}
ref NpadInternalState currentNpad = ref _device.Hid.SharedMemory.Npads[(int)state.PlayerId].InternalState;
if (currentNpad.StyleSet == NpadStyleTag.None)
{
return false;
}
HidVector accel = new HidVector()
{
X = state.Accelerometer.X,
Y = state.Accelerometer.Y,
Z = state.Accelerometer.Z
};
HidVector gyro = new HidVector()
{
X = state.Gyroscope.X,
Y = state.Gyroscope.Y,
Z = state.Gyroscope.Z
};
HidVector rotation = new HidVector()
{
X = state.Rotation.X,
Y = state.Rotation.Y,
Z = state.Rotation.Z
};
SixAxisSensorState newState = new SixAxisSensorState
{
Acceleration = accel,
AngularVelocity = gyro,
Angle = rotation,
Attributes = SixAxisSensorAttribute.IsConnected
};
state.Orientation.AsSpan().CopyTo(newState.Direction.AsSpan());
ref RingLifo<SixAxisSensorState> lifo = ref GetSixAxisSensorLifo(ref currentNpad, isRightPair);
WriteNewSixInputEntry(ref lifo, ref newState);
bool needUpdateRight = currentNpad.StyleSet == NpadStyleTag.JoyDual && !isRightPair;
if (!isRightPair)
{
UpdateUnusedSixInputIfNotEqual(ref lifo, ref currentNpad.FullKeySixAxisSensor);
UpdateUnusedSixInputIfNotEqual(ref lifo, ref currentNpad.HandheldSixAxisSensor);
UpdateUnusedSixInputIfNotEqual(ref lifo, ref currentNpad.JoyDualSixAxisSensor);
UpdateUnusedSixInputIfNotEqual(ref lifo, ref currentNpad.JoyLeftSixAxisSensor);
UpdateUnusedSixInputIfNotEqual(ref lifo, ref currentNpad.JoyRightSixAxisSensor);
}
if (!needUpdateRight && !isRightPair)
{
SixAxisSensorState emptyState = new SixAxisSensorState();
emptyState.Attributes = SixAxisSensorAttribute.IsConnected;
WriteNewSixInputEntry(ref currentNpad.JoyDualRightSixAxisSensor, ref emptyState);
}
return needUpdateRight;
}
private void UpdateDisconnectedInputSixAxis(PlayerIndex index)
{
ref NpadInternalState currentNpad = ref _device.Hid.SharedMemory.Npads[(int)index].InternalState;
SixAxisSensorState newState = new SixAxisSensorState();
newState.Attributes = SixAxisSensorAttribute.IsConnected;
WriteNewSixInputEntry(ref currentNpad.FullKeySixAxisSensor, ref newState);
WriteNewSixInputEntry(ref currentNpad.HandheldSixAxisSensor, ref newState);
WriteNewSixInputEntry(ref currentNpad.JoyDualSixAxisSensor, ref newState);
WriteNewSixInputEntry(ref currentNpad.JoyDualRightSixAxisSensor, ref newState);
WriteNewSixInputEntry(ref currentNpad.JoyLeftSixAxisSensor, ref newState);
WriteNewSixInputEntry(ref currentNpad.JoyRightSixAxisSensor, ref newState);
}
public void UpdateRumbleQueue(PlayerIndex index, Dictionary<byte, VibrationValue> dualVibrationValues)
{
if (RumbleQueues.TryGetValue(index, out ConcurrentQueue<(VibrationValue, VibrationValue)> currentQueue))
{
if (!dualVibrationValues.TryGetValue(0, out VibrationValue leftVibrationValue))
{
leftVibrationValue = _neutralVibrationValue;
}
if (!dualVibrationValues.TryGetValue(1, out VibrationValue rightVibrationValue))
{
rightVibrationValue = _neutralVibrationValue;
}
if (!LastVibrationValues.TryGetValue(index, out (VibrationValue, VibrationValue) dualVibrationValue) || !leftVibrationValue.Equals(dualVibrationValue.Item1) || !rightVibrationValue.Equals(dualVibrationValue.Item2))
{
currentQueue.Enqueue((leftVibrationValue, rightVibrationValue));
LastVibrationValues[index] = (leftVibrationValue, rightVibrationValue);
}
}
}
public VibrationValue GetLastVibrationValue(PlayerIndex index, byte position)
{
if (!LastVibrationValues.TryGetValue(index, out (VibrationValue, VibrationValue) dualVibrationValue))
{
return _neutralVibrationValue;
}
return (position == 0) ? dualVibrationValue.Item1 : dualVibrationValue.Item2;
}
public ConcurrentQueue<(VibrationValue, VibrationValue)> GetRumbleQueue(PlayerIndex index)
{
if (!RumbleQueues.TryGetValue(index, out ConcurrentQueue<(VibrationValue, VibrationValue)> rumbleQueue))
{
rumbleQueue = new ConcurrentQueue<(VibrationValue, VibrationValue)>();
_device.Hid.Npads.RumbleQueues[index] = rumbleQueue;
}
return rumbleQueue;
}
}
}