mirror of
https://github.com/GreemDev/Ryujinx.git
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6cb22c9d38
* 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
77 lines
3.3 KiB
C#
77 lines
3.3 KiB
C#
using System;
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using System.Text.Json;
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using System.Text.Json.Serialization;
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namespace Ryujinx.Common.Configuration.Hid.Controller.Motion
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{
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class JsonMotionConfigControllerConverter : JsonConverter<MotionConfigController>
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{
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private static MotionInputBackendType GetMotionInputBackendType(ref Utf8JsonReader reader)
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{
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// Temporary reader to get the backend type
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Utf8JsonReader tempReader = reader;
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MotionInputBackendType result = MotionInputBackendType.Invalid;
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while (tempReader.Read())
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{
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// NOTE: We scan all properties ignoring the depth entirely on purpose.
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// 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.
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// As such, this code will try to parse very field named "motion_backend" to the correct enum.
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if (tempReader.TokenType == JsonTokenType.PropertyName)
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{
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string propertyName = tempReader.GetString();
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if (propertyName.Equals("motion_backend"))
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{
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tempReader.Read();
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if (tempReader.TokenType == JsonTokenType.String)
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{
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string backendTypeRaw = tempReader.GetString();
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if (!Enum.TryParse(backendTypeRaw, out result))
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{
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result = MotionInputBackendType.Invalid;
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}
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else
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{
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break;
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}
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}
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}
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}
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}
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return result;
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}
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public override MotionConfigController Read(ref Utf8JsonReader reader, Type typeToConvert, JsonSerializerOptions options)
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{
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MotionInputBackendType motionBackendType = GetMotionInputBackendType(ref reader);
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return motionBackendType switch
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{
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MotionInputBackendType.GamepadDriver => (MotionConfigController)JsonSerializer.Deserialize(ref reader, typeof(StandardMotionConfigController), options),
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MotionInputBackendType.CemuHook => (MotionConfigController)JsonSerializer.Deserialize(ref reader, typeof(CemuHookMotionConfigController), options),
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_ => throw new InvalidOperationException($"Unknown backend type {motionBackendType}"),
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};
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}
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public override void Write(Utf8JsonWriter writer, MotionConfigController value, JsonSerializerOptions options)
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{
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switch (value.MotionBackend)
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{
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case MotionInputBackendType.GamepadDriver:
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JsonSerializer.Serialize(writer, value as StandardMotionConfigController, options);
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break;
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case MotionInputBackendType.CemuHook:
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JsonSerializer.Serialize(writer, value as CemuHookMotionConfigController, options);
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break;
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default:
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throw new ArgumentException($"Unknown motion backend type {value.MotionBackend}");
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}
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}
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}
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}
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