mirror of
https://github.com/GreemDev/Ryujinx.git
synced 2024-12-18 21:05:54 +01:00
79 lines
3.2 KiB
C#
79 lines
3.2 KiB
C#
|
using Ryujinx.Common.Configuration.Hid.Controller;
|
|||
|
using Ryujinx.Common.Configuration.Hid.Keyboard;
|
|||
|
using System;
|
|||
|
using System.Text.Json;
|
|||
|
using System.Text.Json.Serialization;
|
|||
|
|
|||
|
namespace Ryujinx.Common.Configuration.Hid
|
|||
|
{
|
|||
|
class JsonInputConfigConverter : JsonConverter<InputConfig>
|
|||
|
{
|
|||
|
private static InputBackendType GetInputBackendType(ref Utf8JsonReader reader)
|
|||
|
{
|
|||
|
// Temporary reader to get the backend type
|
|||
|
Utf8JsonReader tempReader = reader;
|
|||
|
|
|||
|
InputBackendType result = InputBackendType.Invalid;
|
|||
|
|
|||
|
while (tempReader.Read())
|
|||
|
{
|
|||
|
// NOTE: We scan all properties ignoring the depth entirely on purpose.
|
|||
|
// The reason behind this is that we cannot track in a reliable way the depth of the object because Utf8JsonReader never emit the first TokenType == StartObject if the json start with an object.
|
|||
|
// As such, this code will try to parse very field named "backend" to the correct enum.
|
|||
|
if (tempReader.TokenType == JsonTokenType.PropertyName)
|
|||
|
{
|
|||
|
string propertyName = tempReader.GetString();
|
|||
|
|
|||
|
if (propertyName.Equals("backend"))
|
|||
|
{
|
|||
|
tempReader.Read();
|
|||
|
|
|||
|
if (tempReader.TokenType == JsonTokenType.String)
|
|||
|
{
|
|||
|
string backendTypeRaw = tempReader.GetString();
|
|||
|
|
|||
|
if (!Enum.TryParse(backendTypeRaw, out result))
|
|||
|
{
|
|||
|
result = InputBackendType.Invalid;
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
break;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
return result;
|
|||
|
}
|
|||
|
|
|||
|
public override InputConfig Read(ref Utf8JsonReader reader, Type typeToConvert, JsonSerializerOptions options)
|
|||
|
{
|
|||
|
InputBackendType backendType = GetInputBackendType(ref reader);
|
|||
|
|
|||
|
return backendType switch
|
|||
|
{
|
|||
|
InputBackendType.WindowKeyboard => (InputConfig)JsonSerializer.Deserialize(ref reader, typeof(StandardKeyboardInputConfig), options),
|
|||
|
InputBackendType.GamepadSDL2 => (InputConfig)JsonSerializer.Deserialize(ref reader, typeof(StandardControllerInputConfig), options),
|
|||
|
_ => throw new InvalidOperationException($"Unknown backend type {backendType}"),
|
|||
|
};
|
|||
|
}
|
|||
|
|
|||
|
public override void Write(Utf8JsonWriter writer, InputConfig value, JsonSerializerOptions options)
|
|||
|
{
|
|||
|
switch (value.Backend)
|
|||
|
{
|
|||
|
case InputBackendType.WindowKeyboard:
|
|||
|
JsonSerializer.Serialize(writer, value as StandardKeyboardInputConfig, options);
|
|||
|
break;
|
|||
|
case InputBackendType.GamepadSDL2:
|
|||
|
JsonSerializer.Serialize(writer, value as StandardControllerInputConfig, options);
|
|||
|
break;
|
|||
|
default:
|
|||
|
throw new ArgumentException($"Unknown backend type {value.Backend}");
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
}
|