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ryujinx-final/Ryujinx.HLE/Ui/Input/NpadReader.cs
Caian Benedicto 380b95bc59
Inline software keyboard without input pop up dialog (#2180)
* Initial implementation

* Refactor dynamic text input keys out to facilitate configuration via UI

* Fix code styling

* Add per applet indirect layer handles

* Remove static functions from SoftwareKeyboardRenderer

* Remove inline keyboard reset delay

* Remove inline keyboard V2 responses

* Add inline keyboard soft-lock recovering

* Add comments

* Forward accept and cancel key names to the keyboard and add soft-lock prevention line

* Add dummy window to handle paste events

* Rework inline keyboard state machine and graphics

* Implement IHostUiHandler interfaces on headless WindowBase class

* Add inline keyboard assets

* Fix coding style

* Fix coding style

* Change mode cycling shortcut to F6

* Fix invalid calc size error in games using extended calc

* Remove unnecessary namespaces
2021-10-12 21:54:21 +02:00

137 lines
4.3 KiB
C#

using Ryujinx.HLE.HOS.Services.Hid.Types.SharedMemory.Common;
using Ryujinx.HLE.HOS.Services.Hid.Types.SharedMemory.Npad;
using System;
namespace Ryujinx.HLE.Ui.Input
{
/// <summary>
/// Class that converts Hid entries for the Npad into pressed / released events.
/// </summary>
class NpadReader
{
private readonly Switch _device;
private NpadCommonState[] _lastStates;
public event NpadButtonHandler NpadButtonUpEvent;
public event NpadButtonHandler NpadButtonDownEvent;
public NpadReader(Switch device)
{
_device = device;
_lastStates = new NpadCommonState[_device.Hid.SharedMemory.Npads.Length];
}
public NpadButton GetCurrentButtonsOfNpad(int npadIndex)
{
return _lastStates[npadIndex].Buttons;
}
public NpadButton GetCurrentButtonsOfAllNpads()
{
NpadButton buttons = 0;
foreach (var state in _lastStates)
{
buttons |= state.Buttons;
}
return buttons;
}
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;
}
}
public void Update(bool supressEvents=false)
{
ref var npads = ref _device.Hid.SharedMemory.Npads;
// Process each input individually.
for (int npadIndex = 0; npadIndex < npads.Length; npadIndex++)
{
UpdateNpad(npadIndex, supressEvents);
}
}
private void UpdateNpad(int npadIndex, bool supressEvents)
{
const int MaxEntries = 1024;
ref var npadState = ref _device.Hid.SharedMemory.Npads[npadIndex];
ref var lastEntry = ref _lastStates[npadIndex];
var fullKeyEntries = GetCommonStateLifo(ref npadState.InternalState).ReadEntries(MaxEntries);
int firstEntryNum;
// Scan the LIFO for the first entry that is newer that what's already processed.
for (firstEntryNum = fullKeyEntries.Length - 1; firstEntryNum >= 0 && fullKeyEntries[firstEntryNum].Object.SamplingNumber <= lastEntry.SamplingNumber; firstEntryNum--) ;
if (firstEntryNum == -1)
{
return;
}
for (; firstEntryNum >= 0; firstEntryNum--)
{
var entry = fullKeyEntries[firstEntryNum];
// The interval of valid entries should be contiguous.
if (entry.SamplingNumber < lastEntry.SamplingNumber)
{
break;
}
if (!supressEvents)
{
ProcessNpadButtons(npadIndex, entry.Object.Buttons);
}
lastEntry = entry.Object;
}
}
private void ProcessNpadButtons(int npadIndex, NpadButton buttons)
{
NpadButton lastButtons = _lastStates[npadIndex].Buttons;
for (ulong buttonMask = 1; buttonMask != 0; buttonMask <<= 1)
{
NpadButton currentButton = (NpadButton)buttonMask & buttons;
NpadButton lastButton = (NpadButton)buttonMask & lastButtons;
if (lastButton != 0)
{
if (currentButton == 0)
{
NpadButtonUpEvent?.Invoke(npadIndex, lastButton);
}
}
else
{
if (currentButton != 0)
{
NpadButtonDownEvent?.Invoke(npadIndex, currentButton);
}
}
}
}
}
}