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authorMary <me@thog.eu>2021-04-14 12:28:43 +0200
committerGitHub <noreply@github.com>2021-04-14 12:28:43 +0200
commit6cb22c9d38622225f9f787f483bd73369774cf77 (patch)
tree715a40903ceab05546f7392e5b0f429de75bdd02 /Ryujinx.Input/HLE
parent978b69b706fc085d66b01e2dd27ef6d4acebf335 (diff)
Miria: The Death of OpenTK 3 (#2194)
* 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
Diffstat (limited to 'Ryujinx.Input/HLE')
-rw-r--r--Ryujinx.Input/HLE/InputManager.cs35
-rw-r--r--Ryujinx.Input/HLE/NpadController.cs496
-rw-r--r--Ryujinx.Input/HLE/NpadManager.cs222
3 files changed, 753 insertions, 0 deletions
diff --git a/Ryujinx.Input/HLE/InputManager.cs b/Ryujinx.Input/HLE/InputManager.cs
new file mode 100644
index 00000000..277e8ec2
--- /dev/null
+++ b/Ryujinx.Input/HLE/InputManager.cs
@@ -0,0 +1,35 @@
+using System;
+
+namespace Ryujinx.Input.HLE
+{
+ public class InputManager : IDisposable
+ {
+ public IGamepadDriver KeyboardDriver { get; private set; }
+ public IGamepadDriver GamepadDriver { get; private set; }
+
+ public InputManager(IGamepadDriver keyboardDriver, IGamepadDriver gamepadDriver)
+ {
+ KeyboardDriver = keyboardDriver;
+ GamepadDriver = gamepadDriver;
+ }
+
+ public NpadManager CreateNpadManager()
+ {
+ return new NpadManager(KeyboardDriver, GamepadDriver);
+ }
+
+ protected virtual void Dispose(bool disposing)
+ {
+ if (disposing)
+ {
+ KeyboardDriver?.Dispose();
+ GamepadDriver?.Dispose();
+ }
+ }
+
+ public void Dispose()
+ {
+ Dispose(true);
+ }
+ }
+}
diff --git a/Ryujinx.Input/HLE/NpadController.cs b/Ryujinx.Input/HLE/NpadController.cs
new file mode 100644
index 00000000..d3553d64
--- /dev/null
+++ b/Ryujinx.Input/HLE/NpadController.cs
@@ -0,0 +1,496 @@
+using Ryujinx.Common;
+using Ryujinx.Common.Configuration.Hid;
+using Ryujinx.Common.Configuration.Hid.Controller;
+using Ryujinx.Common.Configuration.Hid.Controller.Motion;
+using Ryujinx.HLE.HOS.Services.Hid;
+using System;
+using System.Numerics;
+using System.Runtime.CompilerServices;
+
+using CemuHookClient = Ryujinx.Input.Motion.CemuHook.Client;
+using ConfigControllerType = Ryujinx.Common.Configuration.Hid.ControllerType;
+
+namespace Ryujinx.Input.HLE
+{
+ public class NpadController : IDisposable
+ {
+ private class HLEButtonMappingEntry
+ {
+ public readonly GamepadButtonInputId DriverInputId;
+ public readonly ControllerKeys HLEInput;
+
+ public HLEButtonMappingEntry(GamepadButtonInputId driverInputId, ControllerKeys hleInput)
+ {
+ DriverInputId = driverInputId;
+ HLEInput = hleInput;
+ }
+ }
+
+ private static readonly HLEButtonMappingEntry[] _hleButtonMapping = new HLEButtonMappingEntry[]
+ {
+ new HLEButtonMappingEntry(GamepadButtonInputId.A, ControllerKeys.A),
+ new HLEButtonMappingEntry(GamepadButtonInputId.B, ControllerKeys.B),
+ new HLEButtonMappingEntry(GamepadButtonInputId.X, ControllerKeys.X),
+ new HLEButtonMappingEntry(GamepadButtonInputId.Y, ControllerKeys.Y),
+ new HLEButtonMappingEntry(GamepadButtonInputId.LeftStick, ControllerKeys.LStick),
+ new HLEButtonMappingEntry(GamepadButtonInputId.RightStick, ControllerKeys.RStick),
+ new HLEButtonMappingEntry(GamepadButtonInputId.LeftShoulder, ControllerKeys.L),
+ new HLEButtonMappingEntry(GamepadButtonInputId.RightShoulder, ControllerKeys.R),
+ new HLEButtonMappingEntry(GamepadButtonInputId.LeftTrigger, ControllerKeys.Zl),
+ new HLEButtonMappingEntry(GamepadButtonInputId.RightTrigger, ControllerKeys.Zr),
+ new HLEButtonMappingEntry(GamepadButtonInputId.DpadUp, ControllerKeys.DpadUp),
+ new HLEButtonMappingEntry(GamepadButtonInputId.DpadDown, ControllerKeys.DpadDown),
+ new HLEButtonMappingEntry(GamepadButtonInputId.DpadLeft, ControllerKeys.DpadLeft),
+ new HLEButtonMappingEntry(GamepadButtonInputId.DpadRight, ControllerKeys.DpadRight),
+ new HLEButtonMappingEntry(GamepadButtonInputId.Minus, ControllerKeys.Minus),
+ new HLEButtonMappingEntry(GamepadButtonInputId.Plus, ControllerKeys.Plus),
+
+ new HLEButtonMappingEntry(GamepadButtonInputId.SingleLeftTrigger0, ControllerKeys.SlLeft),
+ new HLEButtonMappingEntry(GamepadButtonInputId.SingleRightTrigger0, ControllerKeys.SrLeft),
+ new HLEButtonMappingEntry(GamepadButtonInputId.SingleLeftTrigger1, ControllerKeys.SlRight),
+ new HLEButtonMappingEntry(GamepadButtonInputId.SingleRightTrigger1, ControllerKeys.SrRight),
+ };
+
+ private class HLEKeyboardMappingEntry
+ {
+ public readonly Key TargetKey;
+ public readonly byte Target;
+
+ public HLEKeyboardMappingEntry(Key targetKey, byte target)
+ {
+ TargetKey = targetKey;
+ Target = target;
+ }
+ }
+
+ private static readonly HLEKeyboardMappingEntry[] KeyMapping = new HLEKeyboardMappingEntry[]
+ {
+ new HLEKeyboardMappingEntry(Key.A, 0x4),
+ new HLEKeyboardMappingEntry(Key.B, 0x5),
+ new HLEKeyboardMappingEntry(Key.C, 0x6),
+ new HLEKeyboardMappingEntry(Key.D, 0x7),
+ new HLEKeyboardMappingEntry(Key.E, 0x8),
+ new HLEKeyboardMappingEntry(Key.F, 0x9),
+ new HLEKeyboardMappingEntry(Key.G, 0xA),
+ new HLEKeyboardMappingEntry(Key.H, 0xB),
+ new HLEKeyboardMappingEntry(Key.I, 0xC),
+ new HLEKeyboardMappingEntry(Key.J, 0xD),
+ new HLEKeyboardMappingEntry(Key.K, 0xE),
+ new HLEKeyboardMappingEntry(Key.L, 0xF),
+ new HLEKeyboardMappingEntry(Key.M, 0x10),
+ new HLEKeyboardMappingEntry(Key.N, 0x11),
+ new HLEKeyboardMappingEntry(Key.O, 0x12),
+ new HLEKeyboardMappingEntry(Key.P, 0x13),
+ new HLEKeyboardMappingEntry(Key.Q, 0x14),
+ new HLEKeyboardMappingEntry(Key.R, 0x15),
+ new HLEKeyboardMappingEntry(Key.S, 0x16),
+ new HLEKeyboardMappingEntry(Key.T, 0x17),
+ new HLEKeyboardMappingEntry(Key.U, 0x18),
+ new HLEKeyboardMappingEntry(Key.V, 0x19),
+ new HLEKeyboardMappingEntry(Key.W, 0x1A),
+ new HLEKeyboardMappingEntry(Key.X, 0x1B),
+ new HLEKeyboardMappingEntry(Key.Y, 0x1C),
+ new HLEKeyboardMappingEntry(Key.Z, 0x1D),
+
+ new HLEKeyboardMappingEntry(Key.Number1, 0x1E),
+ new HLEKeyboardMappingEntry(Key.Number2, 0x1F),
+ new HLEKeyboardMappingEntry(Key.Number3, 0x20),
+ new HLEKeyboardMappingEntry(Key.Number4, 0x21),
+ new HLEKeyboardMappingEntry(Key.Number5, 0x22),
+ new HLEKeyboardMappingEntry(Key.Number6, 0x23),
+ new HLEKeyboardMappingEntry(Key.Number7, 0x24),
+ new HLEKeyboardMappingEntry(Key.Number8, 0x25),
+ new HLEKeyboardMappingEntry(Key.Number9, 0x26),
+ new HLEKeyboardMappingEntry(Key.Number0, 0x27),
+
+ new HLEKeyboardMappingEntry(Key.Enter, 0x28),
+ new HLEKeyboardMappingEntry(Key.Escape, 0x29),
+ new HLEKeyboardMappingEntry(Key.BackSpace, 0x2A),
+ new HLEKeyboardMappingEntry(Key.Tab, 0x2B),
+ new HLEKeyboardMappingEntry(Key.Space, 0x2C),
+ new HLEKeyboardMappingEntry(Key.Minus, 0x2D),
+ new HLEKeyboardMappingEntry(Key.Plus, 0x2E),
+ new HLEKeyboardMappingEntry(Key.BracketLeft, 0x2F),
+ new HLEKeyboardMappingEntry(Key.BracketRight, 0x30),
+ new HLEKeyboardMappingEntry(Key.BackSlash, 0x31),
+ new HLEKeyboardMappingEntry(Key.Tilde, 0x32),
+ new HLEKeyboardMappingEntry(Key.Semicolon, 0x33),
+ new HLEKeyboardMappingEntry(Key.Quote, 0x34),
+ new HLEKeyboardMappingEntry(Key.Grave, 0x35),
+ new HLEKeyboardMappingEntry(Key.Comma, 0x36),
+ new HLEKeyboardMappingEntry(Key.Period, 0x37),
+ new HLEKeyboardMappingEntry(Key.Slash, 0x38),
+ new HLEKeyboardMappingEntry(Key.CapsLock, 0x39),
+
+ new HLEKeyboardMappingEntry(Key.F1, 0x3a),
+ new HLEKeyboardMappingEntry(Key.F2, 0x3b),
+ new HLEKeyboardMappingEntry(Key.F3, 0x3c),
+ new HLEKeyboardMappingEntry(Key.F4, 0x3d),
+ new HLEKeyboardMappingEntry(Key.F5, 0x3e),
+ new HLEKeyboardMappingEntry(Key.F6, 0x3f),
+ new HLEKeyboardMappingEntry(Key.F7, 0x40),
+ new HLEKeyboardMappingEntry(Key.F8, 0x41),
+ new HLEKeyboardMappingEntry(Key.F9, 0x42),
+ new HLEKeyboardMappingEntry(Key.F10, 0x43),
+ new HLEKeyboardMappingEntry(Key.F11, 0x44),
+ new HLEKeyboardMappingEntry(Key.F12, 0x45),
+
+ new HLEKeyboardMappingEntry(Key.PrintScreen, 0x46),
+ new HLEKeyboardMappingEntry(Key.ScrollLock, 0x47),
+ new HLEKeyboardMappingEntry(Key.Pause, 0x48),
+ new HLEKeyboardMappingEntry(Key.Insert, 0x49),
+ new HLEKeyboardMappingEntry(Key.Home, 0x4A),
+ new HLEKeyboardMappingEntry(Key.PageUp, 0x4B),
+ new HLEKeyboardMappingEntry(Key.Delete, 0x4C),
+ new HLEKeyboardMappingEntry(Key.End, 0x4D),
+ new HLEKeyboardMappingEntry(Key.PageDown, 0x4E),
+ new HLEKeyboardMappingEntry(Key.Right, 0x4F),
+ new HLEKeyboardMappingEntry(Key.Left, 0x50),
+ new HLEKeyboardMappingEntry(Key.Down, 0x51),
+ new HLEKeyboardMappingEntry(Key.Up, 0x52),
+
+ new HLEKeyboardMappingEntry(Key.NumLock, 0x53),
+ new HLEKeyboardMappingEntry(Key.KeypadDivide, 0x54),
+ new HLEKeyboardMappingEntry(Key.KeypadMultiply, 0x55),
+ new HLEKeyboardMappingEntry(Key.KeypadSubtract, 0x56),
+ new HLEKeyboardMappingEntry(Key.KeypadAdd, 0x57),
+ new HLEKeyboardMappingEntry(Key.KeypadEnter, 0x58),
+ new HLEKeyboardMappingEntry(Key.Keypad1, 0x59),
+ new HLEKeyboardMappingEntry(Key.Keypad2, 0x5A),
+ new HLEKeyboardMappingEntry(Key.Keypad3, 0x5B),
+ new HLEKeyboardMappingEntry(Key.Keypad4, 0x5C),
+ new HLEKeyboardMappingEntry(Key.Keypad5, 0x5D),
+ new HLEKeyboardMappingEntry(Key.Keypad6, 0x5E),
+ new HLEKeyboardMappingEntry(Key.Keypad7, 0x5F),
+ new HLEKeyboardMappingEntry(Key.Keypad8, 0x60),
+ new HLEKeyboardMappingEntry(Key.Keypad9, 0x61),
+ new HLEKeyboardMappingEntry(Key.Keypad0, 0x62),
+ new HLEKeyboardMappingEntry(Key.KeypadDecimal, 0x63),
+
+ new HLEKeyboardMappingEntry(Key.F13, 0x68),
+ new HLEKeyboardMappingEntry(Key.F14, 0x69),
+ new HLEKeyboardMappingEntry(Key.F15, 0x6A),
+ new HLEKeyboardMappingEntry(Key.F16, 0x6B),
+ new HLEKeyboardMappingEntry(Key.F17, 0x6C),
+ new HLEKeyboardMappingEntry(Key.F18, 0x6D),
+ new HLEKeyboardMappingEntry(Key.F19, 0x6E),
+ new HLEKeyboardMappingEntry(Key.F20, 0x6F),
+ new HLEKeyboardMappingEntry(Key.F21, 0x70),
+ new HLEKeyboardMappingEntry(Key.F22, 0x71),
+ new HLEKeyboardMappingEntry(Key.F23, 0x72),
+ new HLEKeyboardMappingEntry(Key.F24, 0x73),
+
+ new HLEKeyboardMappingEntry(Key.ControlLeft, 0xE0),
+ new HLEKeyboardMappingEntry(Key.ShiftLeft, 0xE1),
+ new HLEKeyboardMappingEntry(Key.AltLeft, 0xE2),
+ new HLEKeyboardMappingEntry(Key.WinLeft, 0xE3),
+ new HLEKeyboardMappingEntry(Key.ControlRight, 0xE4),
+ new HLEKeyboardMappingEntry(Key.ShiftRight, 0xE5),
+ new HLEKeyboardMappingEntry(Key.AltRight, 0xE6),
+ new HLEKeyboardMappingEntry(Key.WinRight, 0xE7),
+ };
+
+ private static readonly HLEKeyboardMappingEntry[] KeyModifierMapping = new HLEKeyboardMappingEntry[]
+ {
+ new HLEKeyboardMappingEntry(Key.ControlLeft, 0),
+ new HLEKeyboardMappingEntry(Key.ShiftLeft, 1),
+ new HLEKeyboardMappingEntry(Key.AltLeft, 2),
+ new HLEKeyboardMappingEntry(Key.WinLeft, 3),
+ new HLEKeyboardMappingEntry(Key.ControlRight, 4),
+ new HLEKeyboardMappingEntry(Key.ShiftRight, 5),
+ new HLEKeyboardMappingEntry(Key.AltRight, 6),
+ new HLEKeyboardMappingEntry(Key.WinRight, 7),
+ new HLEKeyboardMappingEntry(Key.CapsLock, 8),
+ new HLEKeyboardMappingEntry(Key.ScrollLock, 9),
+ new HLEKeyboardMappingEntry(Key.NumLock, 10),
+ };
+
+ private bool _isValid;
+ private string _id;
+
+ private MotionInput _motionInput;
+
+ private IGamepad _gamepad;
+ private InputConfig _config;
+
+ public IGamepadDriver GamepadDriver { get; private set; }
+ public GamepadStateSnapshot State { get; private set; }
+
+ public string Id => _id;
+
+ private CemuHookClient _cemuHookClient;
+
+ public NpadController(CemuHookClient cemuHookClient)
+ {
+ State = default;
+ _id = null;
+ _isValid = false;
+ _cemuHookClient = cemuHookClient;
+ }
+
+ public bool UpdateDriverConfiguration(IGamepadDriver gamepadDriver, InputConfig config)
+ {
+ GamepadDriver = gamepadDriver;
+
+ _gamepad?.Dispose();
+
+ _id = config.Id;
+ _gamepad = GamepadDriver.GetGamepad(_id);
+ _isValid = _gamepad != null;
+
+ UpdateUserConfiguration(config);
+
+ return _isValid;
+ }
+
+ public void UpdateUserConfiguration(InputConfig config)
+ {
+ if (config is StandardControllerInputConfig controllerConfig)
+ {
+ bool needsMotionInputUpdate = _config == null || (_config is StandardControllerInputConfig oldControllerConfig &&
+ (oldControllerConfig.Motion.EnableMotion != controllerConfig.Motion.EnableMotion) &&
+ (oldControllerConfig.Motion.MotionBackend != controllerConfig.Motion.MotionBackend));
+
+ if (needsMotionInputUpdate)
+ {
+ UpdateMotionInput(controllerConfig.Motion);
+ }
+ }
+ else
+ {
+ // Non-controller doesn't have motions.
+ _motionInput = null;
+ }
+
+ _config = config;
+
+ if (_isValid)
+ {
+ _gamepad.SetConfiguration(config);
+ }
+ }
+
+ private void UpdateMotionInput(MotionConfigController motionConfig)
+ {
+ if (motionConfig.MotionBackend != MotionInputBackendType.CemuHook)
+ {
+ _motionInput = new MotionInput();
+ }
+ else
+ {
+ _motionInput = null;
+ }
+ }
+
+ public void Update()
+ {
+ if (_isValid && GamepadDriver != null)
+ {
+ State = _gamepad.GetMappedStateSnapshot();
+
+ if (_config is StandardControllerInputConfig controllerConfig && controllerConfig.Motion.EnableMotion)
+ {
+ if (controllerConfig.Motion.MotionBackend == MotionInputBackendType.GamepadDriver)
+ {
+ if (_gamepad.Features.HasFlag(GamepadFeaturesFlag.Motion))
+ {
+ Vector3 accelerometer = _gamepad.GetMotionData(MotionInputId.Accelerometer);
+ Vector3 gyroscope = _gamepad.GetMotionData(MotionInputId.Gyroscope);
+
+ accelerometer = new Vector3(accelerometer.X, -accelerometer.Z, accelerometer.Y);
+ gyroscope = new Vector3(gyroscope.X, gyroscope.Z, gyroscope.Y);
+
+ _motionInput.Update(accelerometer, gyroscope, (ulong)PerformanceCounter.ElapsedNanoseconds / 1000, controllerConfig.Motion.Sensitivity, (float)controllerConfig.Motion.GyroDeadzone);
+ }
+ }
+ else if (controllerConfig.Motion.MotionBackend == MotionInputBackendType.CemuHook && controllerConfig.Motion is CemuHookMotionConfigController cemuControllerConfig)
+ {
+ int clientId = (int)controllerConfig.PlayerIndex;
+
+ // First of all ensure we are registered
+ _cemuHookClient.RegisterClient(clientId, cemuControllerConfig.DsuServerHost, cemuControllerConfig.DsuServerPort);
+
+ // Then request data
+ _cemuHookClient.RequestData(clientId, cemuControllerConfig.Slot);
+
+ if (controllerConfig.ControllerType == ConfigControllerType.JoyconPair && !cemuControllerConfig.MirrorInput)
+ {
+ _cemuHookClient.RequestData(clientId, cemuControllerConfig.AltSlot);
+ }
+
+ // Finally, get motion input data
+ _cemuHookClient.TryGetData(clientId, cemuControllerConfig.Slot, out _motionInput);
+ }
+ }
+ }
+ else
+ {
+ // Reset states
+ State = default;
+ _motionInput = null;
+ }
+ }
+
+ private static short ClampAxis(float value)
+ {
+ if (value <= -short.MaxValue)
+ {
+ return -short.MaxValue;
+ }
+ else
+ {
+ return (short)(value * short.MaxValue);
+ }
+ }
+
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
+ private static JoystickPosition ApplyDeadzone(float x, float y, float deadzone)
+ {
+ return new JoystickPosition
+ {
+ Dx = ClampAxis(MathF.Abs(x) > deadzone ? x : 0.0f),
+ Dy = ClampAxis(MathF.Abs(y) > deadzone ? y : 0.0f)
+ };
+ }
+
+ public GamepadInput GetHLEInputState()
+ {
+ GamepadInput state = new GamepadInput();
+
+ // First update all buttons
+ foreach (HLEButtonMappingEntry entry in _hleButtonMapping)
+ {
+ if (State.IsPressed(entry.DriverInputId))
+ {
+ state.Buttons |= entry.HLEInput;
+ }
+ }
+
+ if (_gamepad is IKeyboard)
+ {
+ (float leftAxisX, float leftAxisY) = State.GetStick(StickInputId.Left);
+ (float rightAxisX, float rightAxisY) = State.GetStick(StickInputId.Right);
+
+ state.LStick = new JoystickPosition
+ {
+ Dx = ClampAxis(leftAxisX),
+ Dy = ClampAxis(leftAxisY)
+ };
+
+ state.RStick = new JoystickPosition
+ {
+ Dx = ClampAxis(rightAxisX),
+ Dy = ClampAxis(rightAxisY)
+ };
+ }
+ else if (_config is StandardControllerInputConfig controllerConfig)
+ {
+ (float leftAxisX, float leftAxisY) = State.GetStick(StickInputId.Left);
+ (float rightAxisX, float rightAxisY) = State.GetStick(StickInputId.Right);
+
+ state.LStick = ApplyDeadzone(leftAxisX, leftAxisY, controllerConfig.DeadzoneLeft);
+ state.RStick = ApplyDeadzone(rightAxisX, rightAxisY, controllerConfig.DeadzoneRight);
+ }
+
+ return state;
+ }
+
+ public SixAxisInput GetHLEMotionState()
+ {
+ float[] orientationForHLE = new float[9];
+ Vector3 gyroscope;
+ Vector3 accelerometer;
+ Vector3 rotation;
+
+ if (_motionInput != null)
+ {
+ gyroscope = Truncate(_motionInput.Gyroscrope * 0.0027f, 3);
+ accelerometer = Truncate(_motionInput.Accelerometer, 3);
+ rotation = Truncate(_motionInput.Rotation * 0.0027f, 3);
+
+ Matrix4x4 orientation = _motionInput.GetOrientation();
+
+ orientationForHLE[0] = Math.Clamp(orientation.M11, -1f, 1f);
+ orientationForHLE[1] = Math.Clamp(orientation.M12, -1f, 1f);
+ orientationForHLE[2] = Math.Clamp(orientation.M13, -1f, 1f);
+ orientationForHLE[3] = Math.Clamp(orientation.M21, -1f, 1f);
+ orientationForHLE[4] = Math.Clamp(orientation.M22, -1f, 1f);
+ orientationForHLE[5] = Math.Clamp(orientation.M23, -1f, 1f);
+ orientationForHLE[6] = Math.Clamp(orientation.M31, -1f, 1f);
+ orientationForHLE[7] = Math.Clamp(orientation.M32, -1f, 1f);
+ orientationForHLE[8] = Math.Clamp(orientation.M33, -1f, 1f);
+ }
+ else
+ {
+ gyroscope = new Vector3();
+ accelerometer = new Vector3();
+ rotation = new Vector3();
+ }
+
+ return new SixAxisInput()
+ {
+ Accelerometer = accelerometer,
+ Gyroscope = gyroscope,
+ Rotation = rotation,
+ Orientation = orientationForHLE
+ };
+ }
+
+ private static Vector3 Truncate(Vector3 value, int decimals)
+ {
+ float power = MathF.Pow(10, decimals);
+
+ value.X = float.IsNegative(value.X) ? MathF.Ceiling(value.X * power) / power : MathF.Floor(value.X * power) / power;
+ value.Y = float.IsNegative(value.Y) ? MathF.Ceiling(value.Y * power) / power : MathF.Floor(value.Y * power) / power;
+ value.Z = float.IsNegative(value.Z) ? MathF.Ceiling(value.Z * power) / power : MathF.Floor(value.Z * power) / power;
+
+ return value;
+ }
+
+ public KeyboardInput? GetHLEKeyboardInput()
+ {
+ if (_gamepad is IKeyboard keyboard)
+ {
+ KeyboardStateSnapshot keyboardState = keyboard.GetKeyboardStateSnapshot();
+
+ KeyboardInput hidKeyboard = new KeyboardInput
+ {
+ Modifier = 0,
+ Keys = new int[0x8]
+ };
+
+ foreach (HLEKeyboardMappingEntry entry in KeyMapping)
+ {
+ int value = keyboardState.IsPressed(entry.TargetKey) ? 1 : 0;
+
+ hidKeyboard.Keys[entry.Target / 0x20] |= (value << (entry.Target % 0x20));
+ }
+
+ foreach (HLEKeyboardMappingEntry entry in KeyModifierMapping)
+ {
+ int value = keyboardState.IsPressed(entry.TargetKey) ? 1 : 0;
+
+ hidKeyboard.Modifier |= value << entry.Target;
+ }
+
+ return hidKeyboard;
+ }
+
+ return null;
+ }
+
+
+ protected virtual void Dispose(bool disposing)
+ {
+ if (disposing)
+ {
+ _gamepad?.Dispose();
+ }
+ }
+
+ public void Dispose()
+ {
+ Dispose(true);
+ }
+ }
+}
diff --git a/Ryujinx.Input/HLE/NpadManager.cs b/Ryujinx.Input/HLE/NpadManager.cs
new file mode 100644
index 00000000..fdb87f9b
--- /dev/null
+++ b/Ryujinx.Input/HLE/NpadManager.cs
@@ -0,0 +1,222 @@
+using Ryujinx.Common.Configuration.Hid;
+using Ryujinx.Common.Configuration.Hid.Controller;
+using Ryujinx.Common.Configuration.Hid.Keyboard;
+using Ryujinx.Configuration;
+using Ryujinx.HLE.HOS;
+using Ryujinx.HLE.HOS.Services.Hid;
+using System;
+using System.Collections.Generic;
+using System.Diagnostics;
+using System.Runtime.CompilerServices;
+
+using CemuHookClient = Ryujinx.Input.Motion.CemuHook.Client;
+
+namespace Ryujinx.Input.HLE
+{
+ public class NpadManager : IDisposable
+ {
+ private CemuHookClient _cemuHookClient;
+
+ private object _lock = new object();
+
+ private bool _blockInputUpdates;
+
+ private const int MaxControllers = 9;
+
+ private NpadController[] _controllers;
+
+ private readonly IGamepadDriver _keyboardDriver;
+ private readonly IGamepadDriver _gamepadDriver;
+
+ private bool _isDisposed;
+
+ private List<InputConfig> _inputConfig;
+
+ public NpadManager(IGamepadDriver keyboardDriver, IGamepadDriver gamepadDriver)
+ {
+ _controllers = new NpadController[MaxControllers];
+ _cemuHookClient = new CemuHookClient();
+
+ _keyboardDriver = keyboardDriver;
+ _gamepadDriver = gamepadDriver;
+ _inputConfig = ConfigurationState.Instance.Hid.InputConfig.Value;
+
+ _gamepadDriver.OnGamepadConnected += HandleOnGamepadConnected;
+ _gamepadDriver.OnGamepadDisconnected += HandleOnGamepadDisconnected;
+ }
+
+ private void HandleOnGamepadDisconnected(string obj)
+ {
+ // Force input reload
+ ReloadConfiguration(ConfigurationState.Instance.Hid.InputConfig.Value);
+ }
+
+ private void HandleOnGamepadConnected(string id)
+ {
+ // Force input reload
+ ReloadConfiguration(ConfigurationState.Instance.Hid.InputConfig.Value);
+ }
+
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
+ private bool DriverConfigurationUpdate(ref NpadController controller, InputConfig config)
+ {
+ IGamepadDriver targetDriver = _gamepadDriver;
+
+ if (config is StandardControllerInputConfig)
+ {
+ targetDriver = _gamepadDriver;
+ }
+ else if (config is StandardKeyboardInputConfig)
+ {
+ targetDriver = _keyboardDriver;
+ }
+
+ Debug.Assert(targetDriver != null, "Unknown input configuration!");
+
+ if (controller.GamepadDriver != targetDriver || controller.Id != config.Id)
+ {
+ return controller.UpdateDriverConfiguration(targetDriver, config);
+ }
+ else
+ {
+ return controller.GamepadDriver != null;
+ }
+ }
+
+ public void ReloadConfiguration(List<InputConfig> inputConfig)
+ {
+ lock (_lock)
+ {
+ for (int i = 0; i < _controllers.Length; i++)
+ {
+ _controllers[i]?.Dispose();
+ _controllers[i] = null;
+ }
+
+ foreach (InputConfig inputConfigEntry in inputConfig)
+ {
+ NpadController controller = new NpadController(_cemuHookClient);
+
+ bool isValid = DriverConfigurationUpdate(ref controller, inputConfigEntry);
+
+ if (!isValid)
+ {
+ controller.Dispose();
+ }
+ else
+ {
+ _controllers[(int)inputConfigEntry.PlayerIndex] = controller;
+ }
+ }
+
+ _inputConfig = inputConfig;
+
+ // Enforce an update of the property that will be updated by HLE.
+ // TODO: Move that in the input manager maybe?
+ ConfigurationState.Instance.Hid.InputConfig.Value = inputConfig;
+ }
+ }
+
+ public void UnblockInputUpdates()
+ {
+ lock (_lock)
+ {
+ _blockInputUpdates = false;
+ }
+ }
+
+ public void BlockInputUpdates()
+ {
+ lock (_lock)
+ {
+ _blockInputUpdates = true;
+ }
+ }
+
+ public void Update(Hid hleHid, TamperMachine tamperMachine)
+ {
+ lock (_lock)
+ {
+ List<GamepadInput> hleInputStates = new List<GamepadInput>();
+ List<SixAxisInput> hleMotionStates = new List<SixAxisInput>(NpadDevices.MaxControllers);
+
+ foreach (InputConfig inputConfig in _inputConfig)
+ {
+ GamepadInput inputState = default;
+ SixAxisInput motionState = default;
+
+ NpadController controller = _controllers[(int)inputConfig.PlayerIndex];
+
+ // Do we allow input updates and is a controller connected?
+ if (!_blockInputUpdates && controller != null)
+ {
+ DriverConfigurationUpdate(ref controller, inputConfig);
+
+ controller.UpdateUserConfiguration(inputConfig);
+ controller.Update();
+
+ inputState = controller.GetHLEInputState();
+
+ inputState.Buttons |= hleHid.UpdateStickButtons(inputState.LStick, inputState.RStick);
+
+ motionState = controller.GetHLEMotionState();
+ }
+ else
+ {
+ // Ensure that orientation isn't null
+ motionState.Orientation = new float[9];
+ }
+
+ inputState.PlayerId = (Ryujinx.HLE.HOS.Services.Hid.PlayerIndex)inputConfig.PlayerIndex;
+ motionState.PlayerId = (Ryujinx.HLE.HOS.Services.Hid.PlayerIndex)inputConfig.PlayerIndex;
+
+ hleInputStates.Add(inputState);
+ hleMotionStates.Add(motionState);
+
+ if (ConfigurationState.Instance.Hid.EnableKeyboard)
+ {
+ KeyboardInput? hleKeyboardInput = controller.GetHLEKeyboardInput();
+
+ if (hleKeyboardInput.HasValue)
+ {
+ hleHid.Keyboard.Update(hleKeyboardInput.Value);
+ }
+ }
+ }
+
+ hleHid.Npads.Update(hleInputStates);
+ hleHid.Npads.UpdateSixAxis(hleMotionStates);
+ tamperMachine.UpdateInput(hleInputStates);
+ }
+ }
+
+ protected virtual void Dispose(bool disposing)
+ {
+ if (disposing)
+ {
+ lock (_lock)
+ {
+ if (!_isDisposed)
+ {
+ _cemuHookClient.Dispose();
+
+ _gamepadDriver.OnGamepadConnected -= HandleOnGamepadConnected;
+ _gamepadDriver.OnGamepadDisconnected -= HandleOnGamepadDisconnected;
+
+ for (int i = 0; i < _controllers.Length; i++)
+ {
+ _controllers[i]?.Dispose();
+ }
+
+ _isDisposed = true;
+ }
+ }
+ }
+ }
+
+ public void Dispose()
+ {
+ Dispose(true);
+ }
+ }
+}