mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-12-30 14:51:21 -08:00
2365ddfc36
* Delete old HLE.Input * Add new HLE Input. git shows Hid.cs as modified because of the same name. It is new. * Change HID Service * Change Ryujinx UI to reflect new Input * Add basic ControllerApplet * Add DebugPad Should fix Kirby Star Allies * Address Ac_K's comments * Moved all of HLE.Input to Services.Hid * Separated all structs and enums each to a file * Removed vars * Made some naming changes to align with switchbrew * Added official joycon colors As an aside, fixed a mistake in touchscreen headers and added checks to important SharedMem structs at init time. * Further address Ac_K's comments * Addressed gdkchan's and some more Ac_K's comments * Address AcK's review comments * Address AcK's second review comments * Replace missed Marshal.SizeOf and address gdkchan's comments
115 lines
4.3 KiB
C#
115 lines
4.3 KiB
C#
using System;
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using System.IO;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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using Ryujinx.Common.Logging;
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using Ryujinx.HLE.HOS.Services.Hid;
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using Ryujinx.HLE.HOS.Services.Am.AppletAE;
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using static Ryujinx.HLE.HOS.Services.Hid.HidServer.HidUtils;
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namespace Ryujinx.HLE.HOS.Applets
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{
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internal class ControllerApplet : IApplet
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{
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private Horizon _system;
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private AppletSession _normalSession;
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public event EventHandler AppletStateChanged;
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public ControllerApplet(Horizon system)
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{
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_system = system;
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}
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unsafe public ResultCode Start(AppletSession normalSession,
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AppletSession interactiveSession)
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{
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_normalSession = normalSession;
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byte[] launchParams = _normalSession.Pop();
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byte[] controllerSupportArgPrivate = _normalSession.Pop();
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ControllerSupportArgPrivate privateArg = IApplet.ReadStruct<ControllerSupportArgPrivate>(controllerSupportArgPrivate);
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Logger.PrintStub(LogClass.ServiceHid, $"ControllerApplet ArgPriv {privateArg.PrivateSize} {privateArg.ArgSize} {privateArg.Mode}" +
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$"HoldType:{(NpadJoyHoldType)privateArg.NpadJoyHoldType} StyleSets:{(ControllerType)privateArg.NpadStyleSet}");
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if (privateArg.Mode != ControllerSupportMode.ShowControllerSupport)
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{
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_normalSession.Push(BuildResponse()); // Dummy response for other modes
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AppletStateChanged?.Invoke(this, null);
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return ResultCode.Success;
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}
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byte[] controllerSupportArg = _normalSession.Pop();
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ControllerSupportArgHeader argHeader;
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if (privateArg.ArgSize == Marshal.SizeOf<ControllerSupportArg>())
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{
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ControllerSupportArg arg = IApplet.ReadStruct<ControllerSupportArg>(controllerSupportArg);
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argHeader = arg.Header;
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// Read enable text here?
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}
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else
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{
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Logger.PrintStub(LogClass.ServiceHid, $"Unknown revision of ControllerSupportArg.");
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argHeader = IApplet.ReadStruct<ControllerSupportArgHeader>(controllerSupportArg); // Read just the header
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}
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Logger.PrintStub(LogClass.ServiceHid, $"ControllerApplet Arg {argHeader.PlayerCountMin} {argHeader.PlayerCountMax} {argHeader.EnableTakeOverConnection} {argHeader.EnableSingleMode}");
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// Currently, the only purpose of this applet is to help
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// choose the primary input controller for the game
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// TODO: Ideally should hook back to HID.Controller. When applet is called, can choose appropriate controller and attach to appropriate id.
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if (argHeader.PlayerCountMin > 1)
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{
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Logger.PrintWarning(LogClass.ServiceHid, "More than one controller was requested.");
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}
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ControllerSupportResultInfo result = new ControllerSupportResultInfo
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{
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PlayerCount = 1,
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SelectedId = (uint)GetNpadIdTypeFromIndex(_system.Device.Hid.Npads.PrimaryController)
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};
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Logger.PrintStub(LogClass.ServiceHid, $"ControllerApplet ReturnResult {result.PlayerCount} {result.SelectedId}");
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_normalSession.Push(BuildResponse(result));
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AppletStateChanged?.Invoke(this, null);
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return ResultCode.Success;
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}
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public ResultCode GetResult()
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{
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return ResultCode.Success;
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}
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private byte[] BuildResponse(ControllerSupportResultInfo result)
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{
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using (MemoryStream stream = new MemoryStream())
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using (BinaryWriter writer = new BinaryWriter(stream))
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{
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writer.Write(MemoryMarshal.AsBytes(MemoryMarshal.CreateReadOnlySpan(ref result, Unsafe.SizeOf<ControllerSupportResultInfo>())));
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return stream.ToArray();
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}
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}
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private byte[] BuildResponse()
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{
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using (MemoryStream stream = new MemoryStream())
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using (BinaryWriter writer = new BinaryWriter(stream))
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{
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writer.Write((ulong)ResultCode.Success);
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return stream.ToArray();
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}
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}
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}
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}
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