Ryujinx-uplift/Ryujinx.Common/Configuration/Hid/JsonInputConfigConverter.cs
Mary 6cb22c9d38
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
2021-04-14 12:28:43 +02:00

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}");
}
}
}
}