From 2c3dab69860e8a7b23cfaba603b3bb31b75a168b Mon Sep 17 00:00:00 2001 From: Mary Date: Fri, 21 May 2021 01:16:34 +0200 Subject: [PATCH] input: Implement a SDL2 keyboard backend (#2277) * input: Implement a SDL2 keyboard backend Add a new keyboard backend to the Ryujinx.Input.SDL2 project. This is currently unused. * Address Ac_k's comments * Address gdkchan's comments --- Ryujinx.Input.SDL2/SDL2Keyboard.cs | 420 ++++++++++++++++++++++++ Ryujinx.Input.SDL2/SDLKeyboardDriver.cs | 54 +++ 2 files changed, 474 insertions(+) create mode 100644 Ryujinx.Input.SDL2/SDL2Keyboard.cs create mode 100644 Ryujinx.Input.SDL2/SDLKeyboardDriver.cs diff --git a/Ryujinx.Input.SDL2/SDL2Keyboard.cs b/Ryujinx.Input.SDL2/SDL2Keyboard.cs new file mode 100644 index 0000000000..b8ad82811d --- /dev/null +++ b/Ryujinx.Input.SDL2/SDL2Keyboard.cs @@ -0,0 +1,420 @@ +using Ryujinx.Common.Configuration.Hid; +using Ryujinx.Common.Configuration.Hid.Keyboard; +using System; +using System.Collections.Generic; +using System.Numerics; +using System.Runtime.CompilerServices; +using static SDL2.SDL; + +using ConfigKey = Ryujinx.Common.Configuration.Hid.Key; + +namespace Ryujinx.Input.SDL2 +{ + class SDL2Keyboard : IKeyboard + { + private class ButtonMappingEntry + { + public readonly GamepadButtonInputId To; + public readonly Key From; + + public ButtonMappingEntry(GamepadButtonInputId to, Key from) + { + To = to; + From = from; + } + } + + private object _userMappingLock = new object(); + + private readonly SDL2KeyboardDriver _driver; + private StandardKeyboardInputConfig _configuration; + private List _buttonsUserMapping; + + private static readonly SDL_Keycode[] _keysDriverMapping = new SDL_Keycode[(int)Key.Count] + { + // INVALID + SDL_Keycode.SDLK_0, + // Presented as modifiers, so invalid here. + SDL_Keycode.SDLK_0, + SDL_Keycode.SDLK_0, + SDL_Keycode.SDLK_0, + SDL_Keycode.SDLK_0, + SDL_Keycode.SDLK_0, + SDL_Keycode.SDLK_0, + SDL_Keycode.SDLK_0, + SDL_Keycode.SDLK_0, + SDL_Keycode.SDLK_0, + + SDL_Keycode.SDLK_F1, + SDL_Keycode.SDLK_F2, + SDL_Keycode.SDLK_F3, + SDL_Keycode.SDLK_F4, + SDL_Keycode.SDLK_F5, + SDL_Keycode.SDLK_F6, + SDL_Keycode.SDLK_F7, + SDL_Keycode.SDLK_F8, + SDL_Keycode.SDLK_F9, + SDL_Keycode.SDLK_F10, + SDL_Keycode.SDLK_F11, + SDL_Keycode.SDLK_F12, + SDL_Keycode.SDLK_F13, + SDL_Keycode.SDLK_F14, + SDL_Keycode.SDLK_F15, + SDL_Keycode.SDLK_F16, + SDL_Keycode.SDLK_F17, + SDL_Keycode.SDLK_F18, + SDL_Keycode.SDLK_F19, + SDL_Keycode.SDLK_F20, + SDL_Keycode.SDLK_F21, + SDL_Keycode.SDLK_F22, + SDL_Keycode.SDLK_F23, + SDL_Keycode.SDLK_F24, + + // F25-F35 not exposed on SDL2 + SDL_Keycode.SDLK_0, + SDL_Keycode.SDLK_0, + SDL_Keycode.SDLK_0, + SDL_Keycode.SDLK_0, + SDL_Keycode.SDLK_0, + SDL_Keycode.SDLK_0, + SDL_Keycode.SDLK_0, + SDL_Keycode.SDLK_0, + SDL_Keycode.SDLK_0, + SDL_Keycode.SDLK_0, + SDL_Keycode.SDLK_0, + + SDL_Keycode.SDLK_UP, + SDL_Keycode.SDLK_DOWN, + SDL_Keycode.SDLK_LEFT, + SDL_Keycode.SDLK_RIGHT, + SDL_Keycode.SDLK_RETURN, + SDL_Keycode.SDLK_ESCAPE, + SDL_Keycode.SDLK_SPACE, + SDL_Keycode.SDLK_TAB, + SDL_Keycode.SDLK_BACKSPACE, + SDL_Keycode.SDLK_INSERT, + SDL_Keycode.SDLK_DELETE, + SDL_Keycode.SDLK_PAGEUP, + SDL_Keycode.SDLK_PAGEDOWN, + SDL_Keycode.SDLK_HOME, + SDL_Keycode.SDLK_END, + SDL_Keycode.SDLK_CAPSLOCK, + SDL_Keycode.SDLK_SCROLLLOCK, + SDL_Keycode.SDLK_PRINTSCREEN, + SDL_Keycode.SDLK_PAUSE, + SDL_Keycode.SDLK_NUMLOCKCLEAR, + SDL_Keycode.SDLK_CLEAR, + SDL_Keycode.SDLK_KP_0, + SDL_Keycode.SDLK_KP_1, + SDL_Keycode.SDLK_KP_2, + SDL_Keycode.SDLK_KP_3, + SDL_Keycode.SDLK_KP_4, + SDL_Keycode.SDLK_KP_5, + SDL_Keycode.SDLK_KP_6, + SDL_Keycode.SDLK_KP_7, + SDL_Keycode.SDLK_KP_8, + SDL_Keycode.SDLK_KP_9, + SDL_Keycode.SDLK_KP_DIVIDE, + SDL_Keycode.SDLK_KP_MULTIPLY, + SDL_Keycode.SDLK_KP_MINUS, + SDL_Keycode.SDLK_KP_PLUS, + SDL_Keycode.SDLK_KP_DECIMAL, + SDL_Keycode.SDLK_KP_ENTER, + SDL_Keycode.SDLK_a, + SDL_Keycode.SDLK_b, + SDL_Keycode.SDLK_c, + SDL_Keycode.SDLK_d, + SDL_Keycode.SDLK_e, + SDL_Keycode.SDLK_f, + SDL_Keycode.SDLK_g, + SDL_Keycode.SDLK_h, + SDL_Keycode.SDLK_i, + SDL_Keycode.SDLK_j, + SDL_Keycode.SDLK_k, + SDL_Keycode.SDLK_l, + SDL_Keycode.SDLK_m, + SDL_Keycode.SDLK_n, + SDL_Keycode.SDLK_o, + SDL_Keycode.SDLK_p, + SDL_Keycode.SDLK_q, + SDL_Keycode.SDLK_r, + SDL_Keycode.SDLK_s, + SDL_Keycode.SDLK_t, + SDL_Keycode.SDLK_u, + SDL_Keycode.SDLK_v, + SDL_Keycode.SDLK_w, + SDL_Keycode.SDLK_x, + SDL_Keycode.SDLK_y, + SDL_Keycode.SDLK_z, + SDL_Keycode.SDLK_0, + SDL_Keycode.SDLK_1, + SDL_Keycode.SDLK_2, + SDL_Keycode.SDLK_3, + SDL_Keycode.SDLK_4, + SDL_Keycode.SDLK_5, + SDL_Keycode.SDLK_6, + SDL_Keycode.SDLK_7, + SDL_Keycode.SDLK_8, + SDL_Keycode.SDLK_9, + SDL_Keycode.SDLK_BACKQUOTE, + SDL_Keycode.SDLK_BACKQUOTE, + SDL_Keycode.SDLK_MINUS, + SDL_Keycode.SDLK_PLUS, + SDL_Keycode.SDLK_LEFTBRACKET, + SDL_Keycode.SDLK_RIGHTBRACKET, + SDL_Keycode.SDLK_SEMICOLON, + SDL_Keycode.SDLK_QUOTE, + SDL_Keycode.SDLK_COMMA, + SDL_Keycode.SDLK_PERIOD, + SDL_Keycode.SDLK_SLASH, + SDL_Keycode.SDLK_BACKSLASH, + + // Invalids + SDL_Keycode.SDLK_0, + }; + + public SDL2Keyboard(SDL2KeyboardDriver driver, string id, string name) + { + _driver = driver; + Id = id; + Name = name; + _buttonsUserMapping = new List(); + } + + private bool HasConfiguration => _configuration != null; + + public string Id { get; } + + public string Name { get; } + + public bool IsConnected => true; + + public GamepadFeaturesFlag Features => GamepadFeaturesFlag.None; + + public void Dispose() + { + // No operations + } + + [MethodImpl(MethodImplOptions.AggressiveInlining)] + private static int ToSDL2Scancode(Key key) + { + if (key >= Key.Unknown && key <= Key.Menu) + { + return -1; + } + + return (int)SDL_GetScancodeFromKey(_keysDriverMapping[(int)key]); + } + + private static SDL_Keymod GetKeyboardModifierMask(Key key) + { + switch (key) + { + case Key.ShiftLeft: + return SDL_Keymod.KMOD_LSHIFT; + case Key.ShiftRight: + return SDL_Keymod.KMOD_RSHIFT; + case Key.ControlLeft: + return SDL_Keymod.KMOD_LCTRL; + case Key.ControlRight: + return SDL_Keymod.KMOD_RCTRL; + case Key.AltLeft: + return SDL_Keymod.KMOD_LALT; + case Key.AltRight: + return SDL_Keymod.KMOD_RALT; + case Key.WinLeft: + return SDL_Keymod.KMOD_LGUI; + case Key.WinRight: + return SDL_Keymod.KMOD_RGUI; + // NOTE: Menu key isn't supported by SDL2. + case Key.Menu: + default: + return SDL_Keymod.KMOD_NONE; + } + } + + public KeyboardStateSnapshot GetKeyboardStateSnapshot() + { + ReadOnlySpan rawKeyboardState; + SDL_Keymod rawKeyboardModifierState = SDL_GetModState(); + + unsafe + { + IntPtr statePtr = SDL_GetKeyboardState(out int numKeys); + + rawKeyboardState = new ReadOnlySpan((byte*)statePtr, numKeys); + } + + bool[] keysState = new bool[(int)Key.Count]; + + for (Key key = 0; key < Key.Count; key++) + { + int index = ToSDL2Scancode(key); + if (index == -1) + { + SDL_Keymod modifierMask = GetKeyboardModifierMask(key); + + if (modifierMask == SDL_Keymod.KMOD_NONE) + { + continue; + } + + keysState[(int)key] = (rawKeyboardModifierState & modifierMask) == modifierMask; + } + else + { + keysState[(int)key] = rawKeyboardState[index] == 1; + } + } + + return new KeyboardStateSnapshot(keysState); + } + + private static float ConvertRawStickValue(short value) + { + const float ConvertRate = 1.0f / (short.MaxValue + 0.5f); + + return value * ConvertRate; + } + + private static (short, short) GetStickValues(ref KeyboardStateSnapshot snapshot, JoyconConfigKeyboardStick stickConfig) + { + short stickX = 0; + short stickY = 0; + + if (snapshot.IsPressed((Key)stickConfig.StickUp)) + { + stickY += 1; + } + + if (snapshot.IsPressed((Key)stickConfig.StickDown)) + { + stickY -= 1; + } + + if (snapshot.IsPressed((Key)stickConfig.StickRight)) + { + stickX += 1; + } + + if (snapshot.IsPressed((Key)stickConfig.StickLeft)) + { + stickX -= 1; + } + + Vector2 stick = Vector2.Normalize(new Vector2(stickX, stickY)); + + return ((short)(stick.X * short.MaxValue), (short)(stick.Y * short.MaxValue)); + } + + public GamepadStateSnapshot GetMappedStateSnapshot() + { + KeyboardStateSnapshot rawState = GetKeyboardStateSnapshot(); + GamepadStateSnapshot result = default; + + lock (_userMappingLock) + { + if (!HasConfiguration) + { + return result; + } + + foreach (ButtonMappingEntry entry in _buttonsUserMapping) + { + if (entry.From == Key.Unknown || entry.From == Key.Unbound || entry.To == GamepadButtonInputId.Unbound) + { + continue; + } + + // Do not touch state of button already pressed + if (!result.IsPressed(entry.To)) + { + result.SetPressed(entry.To, rawState.IsPressed(entry.From)); + } + } + + (short leftStickX, short leftStickY) = GetStickValues(ref rawState, _configuration.LeftJoyconStick); + (short rightStickX, short rightStickY) = GetStickValues(ref rawState, _configuration.RightJoyconStick); + + result.SetStick(StickInputId.Left, ConvertRawStickValue(leftStickX), ConvertRawStickValue(leftStickY)); + result.SetStick(StickInputId.Right, ConvertRawStickValue(rightStickX), ConvertRawStickValue(rightStickY)); + } + + return result; + } + + public GamepadStateSnapshot GetStateSnapshot() + { + throw new NotSupportedException(); + } + + public (float, float) GetStick(StickInputId inputId) + { + throw new NotSupportedException(); + } + + public bool IsPressed(GamepadButtonInputId inputId) + { + throw new NotSupportedException(); + } + + public bool IsPressed(Key key) + { + // We only implement GetKeyboardStateSnapshot. + throw new NotSupportedException(); + } + + public void SetConfiguration(InputConfig configuration) + { + lock (_userMappingLock) + { + _configuration = (StandardKeyboardInputConfig)configuration; + + // First clear the buttons mapping + _buttonsUserMapping.Clear(); + + // Then configure left joycon + _buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.LeftStick, (Key)_configuration.LeftJoyconStick.StickButton)); + _buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.DpadUp, (Key)_configuration.LeftJoycon.DpadUp)); + _buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.DpadDown, (Key)_configuration.LeftJoycon.DpadDown)); + _buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.DpadLeft, (Key)_configuration.LeftJoycon.DpadLeft)); + _buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.DpadRight, (Key)_configuration.LeftJoycon.DpadRight)); + _buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.Minus, (Key)_configuration.LeftJoycon.ButtonMinus)); + _buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.LeftShoulder, (Key)_configuration.LeftJoycon.ButtonL)); + _buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.LeftTrigger, (Key)_configuration.LeftJoycon.ButtonZl)); + _buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.SingleRightTrigger0, (Key)_configuration.LeftJoycon.ButtonSr)); + _buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.SingleLeftTrigger0, (Key)_configuration.LeftJoycon.ButtonSl)); + + // Finally configure right joycon + _buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.RightStick, (Key)_configuration.RightJoyconStick.StickButton)); + _buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.A, (Key)_configuration.RightJoycon.ButtonA)); + _buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.B, (Key)_configuration.RightJoycon.ButtonB)); + _buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.X, (Key)_configuration.RightJoycon.ButtonX)); + _buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.Y, (Key)_configuration.RightJoycon.ButtonY)); + _buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.Plus, (Key)_configuration.RightJoycon.ButtonPlus)); + _buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.RightShoulder, (Key)_configuration.RightJoycon.ButtonR)); + _buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.RightTrigger, (Key)_configuration.RightJoycon.ButtonZr)); + _buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.SingleRightTrigger1, (Key)_configuration.RightJoycon.ButtonSr)); + _buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.SingleLeftTrigger1, (Key)_configuration.RightJoycon.ButtonSl)); + } + } + + public void SetTriggerThreshold(float triggerThreshold) + { + // No operations + } + + public void Rumble(float lowFrequency, float highFrequency, uint durationMs) + { + // No operations + } + + public Vector3 GetMotionData(MotionInputId inputId) + { + // No operations + + return Vector3.Zero; + } + } +} \ No newline at end of file diff --git a/Ryujinx.Input.SDL2/SDLKeyboardDriver.cs b/Ryujinx.Input.SDL2/SDLKeyboardDriver.cs new file mode 100644 index 0000000000..e9361c248a --- /dev/null +++ b/Ryujinx.Input.SDL2/SDLKeyboardDriver.cs @@ -0,0 +1,54 @@ +using Ryujinx.SDL2.Common; +using System; + +namespace Ryujinx.Input.SDL2 +{ + public class SDL2KeyboardDriver : IGamepadDriver + { + public SDL2KeyboardDriver() + { + SDL2Driver.Instance.Initialize(); + } + + public string DriverName => "SDL2"; + + private static readonly string[] _keyboardIdentifers = new string[1] { "0" }; + + public ReadOnlySpan GamepadsIds => _keyboardIdentifers; + + public event Action OnGamepadConnected + { + add { } + remove { } + } + + public event Action OnGamepadDisconnected + { + add { } + remove { } + } + + protected virtual void Dispose(bool disposing) + { + if (disposing) + { + SDL2Driver.Instance.Dispose(); + } + } + + public void Dispose() + { + Dispose(true); + } + + public IGamepad GetGamepad(string id) + { + if (!_keyboardIdentifers[0].Equals(id)) + { + return null; + } + + return new SDL2Keyboard(this, _keyboardIdentifers[0], "All keyboards"); + } + } +} \ No newline at end of file