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
This commit is contained in:
parent
978b69b706
commit
6cb22c9d38
91 changed files with 4516 additions and 2048 deletions
|
@ -1,39 +1,37 @@
|
|||
using ARMeilleure.Translation;
|
||||
using ARMeilleure.Translation.PTC;
|
||||
using Gdk;
|
||||
using OpenTK;
|
||||
using OpenTK.Graphics;
|
||||
using OpenTK.Graphics.OpenGL;
|
||||
using OpenTK.Input;
|
||||
using Ryujinx.Common;
|
||||
using Ryujinx.Common.Configuration;
|
||||
using Ryujinx.Common.Configuration.Hid;
|
||||
using Ryujinx.Common.Logging;
|
||||
using Ryujinx.Configuration;
|
||||
using Ryujinx.Graphics.OpenGL;
|
||||
using Ryujinx.HLE.HOS.Services.Hid;
|
||||
using Ryujinx.Modules.Motion;
|
||||
using Ryujinx.Input;
|
||||
using Ryujinx.Input.HLE;
|
||||
using Ryujinx.Ui.Widgets;
|
||||
using SPB.Graphics;
|
||||
using SPB.Graphics.OpenGL;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics;
|
||||
using System.Linq;
|
||||
using System.Threading;
|
||||
|
||||
using Key = Ryujinx.Input.Key;
|
||||
|
||||
namespace Ryujinx.Ui
|
||||
{
|
||||
using Switch = HLE.Switch;
|
||||
|
||||
public class GlRenderer : GLWidget
|
||||
{
|
||||
static GlRenderer()
|
||||
{
|
||||
OpenTK.Graphics.GraphicsContext.ShareContexts = true;
|
||||
}
|
||||
|
||||
private const int SwitchPanelWidth = 1280;
|
||||
private const int SwitchPanelHeight = 720;
|
||||
private const int TargetFps = 60;
|
||||
|
||||
public ManualResetEvent WaitEvent { get; set; }
|
||||
public NpadManager NpadManager { get; }
|
||||
|
||||
public static event EventHandler<StatusUpdatedEventArgs> StatusUpdatedEvent;
|
||||
|
||||
|
@ -58,9 +56,7 @@ namespace Ryujinx.Ui
|
|||
|
||||
private Renderer _renderer;
|
||||
|
||||
private HotkeyButtons _prevHotkeyButtons;
|
||||
|
||||
private Client _dsuClient;
|
||||
private KeyboardHotkeyState _prevHotkeyState;
|
||||
|
||||
private GraphicsDebugLevel _glLogLevel;
|
||||
|
||||
|
@ -71,14 +67,22 @@ namespace Ryujinx.Ui
|
|||
private static readonly Cursor _invisibleCursor = new Cursor(Display.Default, CursorType.BlankCursor);
|
||||
private long _lastCursorMoveTime;
|
||||
private bool _hideCursorOnIdle;
|
||||
private InputManager _inputManager;
|
||||
private IKeyboard _keyboardInterface;
|
||||
|
||||
public GlRenderer(Switch device, GraphicsDebugLevel glLogLevel)
|
||||
public GlRenderer(Switch device, InputManager inputManager, GraphicsDebugLevel glLogLevel)
|
||||
: base (GetGraphicsMode(),
|
||||
3, 3,
|
||||
glLogLevel == GraphicsDebugLevel.None
|
||||
? GraphicsContextFlags.ForwardCompatible
|
||||
: GraphicsContextFlags.ForwardCompatible | GraphicsContextFlags.Debug)
|
||||
? OpenGLContextFlags.Compat
|
||||
: OpenGLContextFlags.Compat | OpenGLContextFlags.Debug)
|
||||
{
|
||||
_inputManager = inputManager;
|
||||
NpadManager = _inputManager.CreateNpadManager();
|
||||
_keyboardInterface = (IKeyboard)_inputManager.KeyboardDriver.GetGamepad("0");
|
||||
|
||||
NpadManager.ReloadConfiguration(ConfigurationState.Instance.Hid.InputConfig.Value.ToList());
|
||||
|
||||
WaitEvent = new ManualResetEvent(false);
|
||||
|
||||
_device = device;
|
||||
|
@ -101,8 +105,6 @@ namespace Ryujinx.Ui
|
|||
|
||||
Shown += Renderer_Shown;
|
||||
|
||||
_dsuClient = new Client();
|
||||
|
||||
_glLogLevel = glLogLevel;
|
||||
|
||||
_exitEvent = new ManualResetEvent(false);
|
||||
|
@ -130,15 +132,15 @@ namespace Ryujinx.Ui
|
|||
});
|
||||
}
|
||||
|
||||
private static GraphicsMode GetGraphicsMode()
|
||||
private static FramebufferFormat GetGraphicsMode()
|
||||
{
|
||||
return Environment.OSVersion.Platform == PlatformID.Unix ? new GraphicsMode(new ColorFormat(24)) : new GraphicsMode(new ColorFormat());
|
||||
return Environment.OSVersion.Platform == PlatformID.Unix ? new FramebufferFormat(new ColorFormat(8, 8, 8, 0), 16, 0, ColorFormat.Zero, 0, 2, false) : FramebufferFormat.Default;
|
||||
}
|
||||
|
||||
private void GLRenderer_ShuttingDown(object sender, EventArgs args)
|
||||
{
|
||||
_device.DisposeGpu();
|
||||
_dsuClient?.Dispose();
|
||||
NpadManager.Dispose();
|
||||
}
|
||||
|
||||
private void Parent_FocusOutEvent(object o, Gtk.FocusOutEventArgs args)
|
||||
|
@ -155,7 +157,7 @@ namespace Ryujinx.Ui
|
|||
{
|
||||
ConfigurationState.Instance.HideCursorOnIdle.Event -= HideCursorStateChanged;
|
||||
|
||||
_dsuClient?.Dispose();
|
||||
NpadManager.Dispose();
|
||||
Dispose();
|
||||
}
|
||||
|
||||
|
@ -164,13 +166,13 @@ namespace Ryujinx.Ui
|
|||
_isFocused = this.ParentWindow.State.HasFlag(Gdk.WindowState.Focused);
|
||||
}
|
||||
|
||||
public void HandleScreenState(KeyboardState keyboard)
|
||||
public void HandleScreenState(KeyboardStateSnapshot keyboard)
|
||||
{
|
||||
bool toggleFullscreen = keyboard.IsKeyDown(OpenTK.Input.Key.F11)
|
||||
|| ((keyboard.IsKeyDown(OpenTK.Input.Key.AltLeft)
|
||||
|| keyboard.IsKeyDown(OpenTK.Input.Key.AltRight))
|
||||
&& keyboard.IsKeyDown(OpenTK.Input.Key.Enter))
|
||||
|| keyboard.IsKeyDown(OpenTK.Input.Key.Escape);
|
||||
bool toggleFullscreen = keyboard.IsPressed(Key.F11)
|
||||
|| ((keyboard.IsPressed(Key.AltLeft)
|
||||
|| keyboard.IsPressed(Key.AltRight))
|
||||
&& keyboard.IsPressed(Key.Enter))
|
||||
|| keyboard.IsPressed(Key.Escape);
|
||||
|
||||
bool fullScreenToggled = ParentWindow.State.HasFlag(Gdk.WindowState.Fullscreen);
|
||||
|
||||
|
@ -185,7 +187,7 @@ namespace Ryujinx.Ui
|
|||
}
|
||||
else
|
||||
{
|
||||
if (keyboard.IsKeyDown(OpenTK.Input.Key.Escape))
|
||||
if (keyboard.IsPressed(Key.Escape))
|
||||
{
|
||||
if (!ConfigurationState.Instance.ShowConfirmExit || GtkDialog.CreateExitDialog())
|
||||
{
|
||||
|
@ -203,7 +205,7 @@ namespace Ryujinx.Ui
|
|||
|
||||
_toggleFullscreen = toggleFullscreen;
|
||||
|
||||
bool toggleDockedMode = keyboard.IsKeyDown(OpenTK.Input.Key.F9);
|
||||
bool toggleDockedMode = keyboard.IsPressed(Key.F9);
|
||||
|
||||
if (toggleDockedMode != _toggleDockedMode)
|
||||
{
|
||||
|
@ -225,8 +227,8 @@ namespace Ryujinx.Ui
|
|||
|
||||
private void GLRenderer_Initialized(object sender, EventArgs e)
|
||||
{
|
||||
// Release the GL exclusivity that OpenTK gave us as we aren't going to use it in GTK Thread.
|
||||
GraphicsContext.MakeCurrent(null);
|
||||
// Release the GL exclusivity that SPB gave us as we aren't going to use it in GTK Thread.
|
||||
OpenGLContext.MakeCurrent(null);
|
||||
|
||||
WaitEvent.Set();
|
||||
}
|
||||
|
@ -244,8 +246,6 @@ namespace Ryujinx.Ui
|
|||
|
||||
public void Start()
|
||||
{
|
||||
IsRenderHandler = true;
|
||||
|
||||
_chrono.Restart();
|
||||
|
||||
_isActive = true;
|
||||
|
@ -389,7 +389,7 @@ namespace Ryujinx.Ui
|
|||
|
||||
public void Exit()
|
||||
{
|
||||
_dsuClient?.Dispose();
|
||||
NpadManager?.Dispose();
|
||||
|
||||
if (_isStopped)
|
||||
{
|
||||
|
@ -416,15 +416,17 @@ namespace Ryujinx.Ui
|
|||
public void Render()
|
||||
{
|
||||
// First take exclusivity on the OpenGL context.
|
||||
_renderer.InitializeBackgroundContext(GraphicsContext);
|
||||
_renderer.InitializeBackgroundContext(SPBOpenGLContext.CreateBackgroundContext(OpenGLContext));
|
||||
|
||||
Gtk.Window parent = Toplevel as Gtk.Window;
|
||||
parent.Present();
|
||||
GraphicsContext.MakeCurrent(WindowInfo);
|
||||
|
||||
OpenGLContext.MakeCurrent(NativeWindow);
|
||||
|
||||
_device.Gpu.Renderer.Initialize(_glLogLevel);
|
||||
|
||||
// Make sure the first frame is not transparent.
|
||||
GL.ClearColor(OpenTK.Color.Black);
|
||||
GL.ClearColor(0, 0, 0, 1.0f);
|
||||
GL.Clear(ClearBufferMask.ColorBufferBit);
|
||||
SwapBuffers();
|
||||
|
||||
|
@ -478,7 +480,7 @@ namespace Ryujinx.Ui
|
|||
|
||||
public void SwapBuffers()
|
||||
{
|
||||
OpenTK.Graphics.GraphicsContext.CurrentContext.SwapBuffers();
|
||||
NativeWindow.SwapBuffers();
|
||||
}
|
||||
|
||||
public void MainLoop()
|
||||
|
@ -510,13 +512,13 @@ namespace Ryujinx.Ui
|
|||
{
|
||||
Gtk.Application.Invoke(delegate
|
||||
{
|
||||
KeyboardState keyboard = OpenTK.Input.Keyboard.GetState();
|
||||
KeyboardStateSnapshot keyboard = _keyboardInterface.GetKeyboardStateSnapshot();
|
||||
|
||||
HandleScreenState(keyboard);
|
||||
|
||||
if (keyboard.IsKeyDown(OpenTK.Input.Key.Delete))
|
||||
if (keyboard.IsPressed(Key.Delete))
|
||||
{
|
||||
if (!ParentWindow.State.HasFlag(Gdk.WindowState.Fullscreen))
|
||||
if (!ParentWindow.State.HasFlag(WindowState.Fullscreen))
|
||||
{
|
||||
Ptc.Continue();
|
||||
}
|
||||
|
@ -524,154 +526,19 @@ namespace Ryujinx.Ui
|
|||
});
|
||||
}
|
||||
|
||||
List<GamepadInput> gamepadInputs = new List<GamepadInput>(NpadDevices.MaxControllers);
|
||||
List<SixAxisInput> motionInputs = new List<SixAxisInput>(NpadDevices.MaxControllers);
|
||||
|
||||
MotionDevice motionDevice = new MotionDevice(_dsuClient);
|
||||
|
||||
foreach (InputConfig inputConfig in ConfigurationState.Instance.Hid.InputConfig.Value)
|
||||
{
|
||||
ControllerKeys currentButton = 0;
|
||||
JoystickPosition leftJoystick = new JoystickPosition();
|
||||
JoystickPosition rightJoystick = new JoystickPosition();
|
||||
KeyboardInput? hidKeyboard = null;
|
||||
|
||||
int leftJoystickDx = 0;
|
||||
int leftJoystickDy = 0;
|
||||
int rightJoystickDx = 0;
|
||||
int rightJoystickDy = 0;
|
||||
|
||||
if (inputConfig.EnableMotion)
|
||||
{
|
||||
motionDevice.RegisterController(inputConfig.PlayerIndex);
|
||||
}
|
||||
|
||||
if (inputConfig is KeyboardConfig keyboardConfig)
|
||||
{
|
||||
if (_isFocused)
|
||||
{
|
||||
// Keyboard Input
|
||||
KeyboardController keyboardController = new KeyboardController(keyboardConfig);
|
||||
|
||||
currentButton = keyboardController.GetButtons();
|
||||
|
||||
(leftJoystickDx, leftJoystickDy) = keyboardController.GetLeftStick();
|
||||
(rightJoystickDx, rightJoystickDy) = keyboardController.GetRightStick();
|
||||
|
||||
leftJoystick = new JoystickPosition
|
||||
{
|
||||
Dx = leftJoystickDx,
|
||||
Dy = leftJoystickDy
|
||||
};
|
||||
|
||||
rightJoystick = new JoystickPosition
|
||||
{
|
||||
Dx = rightJoystickDx,
|
||||
Dy = rightJoystickDy
|
||||
};
|
||||
|
||||
if (ConfigurationState.Instance.Hid.EnableKeyboard)
|
||||
{
|
||||
hidKeyboard = keyboardController.GetKeysDown();
|
||||
}
|
||||
|
||||
if (!hidKeyboard.HasValue)
|
||||
{
|
||||
hidKeyboard = new KeyboardInput
|
||||
{
|
||||
Modifier = 0,
|
||||
Keys = new int[0x8]
|
||||
};
|
||||
}
|
||||
|
||||
if (ConfigurationState.Instance.Hid.EnableKeyboard)
|
||||
{
|
||||
_device.Hid.Keyboard.Update(hidKeyboard.Value);
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (inputConfig is Common.Configuration.Hid.ControllerConfig controllerConfig)
|
||||
{
|
||||
// Controller Input
|
||||
JoystickController joystickController = new JoystickController(controllerConfig);
|
||||
|
||||
currentButton |= joystickController.GetButtons();
|
||||
|
||||
(leftJoystickDx, leftJoystickDy) = joystickController.GetLeftStick();
|
||||
(rightJoystickDx, rightJoystickDy) = joystickController.GetRightStick();
|
||||
|
||||
leftJoystick = new JoystickPosition
|
||||
{
|
||||
Dx = controllerConfig.LeftJoycon.InvertStickX ? -leftJoystickDx : leftJoystickDx,
|
||||
Dy = controllerConfig.LeftJoycon.InvertStickY ? -leftJoystickDy : leftJoystickDy
|
||||
};
|
||||
|
||||
rightJoystick = new JoystickPosition
|
||||
{
|
||||
Dx = controllerConfig.RightJoycon.InvertStickX ? -rightJoystickDx : rightJoystickDx,
|
||||
Dy = controllerConfig.RightJoycon.InvertStickY ? -rightJoystickDy : rightJoystickDy
|
||||
};
|
||||
}
|
||||
|
||||
currentButton |= _device.Hid.UpdateStickButtons(leftJoystick, rightJoystick);
|
||||
|
||||
motionDevice.Poll(inputConfig, inputConfig.Slot);
|
||||
|
||||
SixAxisInput sixAxisInput = new SixAxisInput()
|
||||
{
|
||||
PlayerId = (HLE.HOS.Services.Hid.PlayerIndex)inputConfig.PlayerIndex,
|
||||
Accelerometer = motionDevice.Accelerometer,
|
||||
Gyroscope = motionDevice.Gyroscope,
|
||||
Rotation = motionDevice.Rotation,
|
||||
Orientation = motionDevice.Orientation
|
||||
};
|
||||
|
||||
motionInputs.Add(sixAxisInput);
|
||||
|
||||
gamepadInputs.Add(new GamepadInput
|
||||
{
|
||||
PlayerId = (HLE.HOS.Services.Hid.PlayerIndex)inputConfig.PlayerIndex,
|
||||
Buttons = currentButton,
|
||||
LStick = leftJoystick,
|
||||
RStick = rightJoystick
|
||||
});
|
||||
|
||||
if (inputConfig.ControllerType == Common.Configuration.Hid.ControllerType.JoyconPair)
|
||||
{
|
||||
if (!inputConfig.MirrorInput)
|
||||
{
|
||||
motionDevice.Poll(inputConfig, inputConfig.AltSlot);
|
||||
|
||||
sixAxisInput = new SixAxisInput()
|
||||
{
|
||||
PlayerId = (HLE.HOS.Services.Hid.PlayerIndex)inputConfig.PlayerIndex,
|
||||
Accelerometer = motionDevice.Accelerometer,
|
||||
Gyroscope = motionDevice.Gyroscope,
|
||||
Rotation = motionDevice.Rotation,
|
||||
Orientation = motionDevice.Orientation
|
||||
};
|
||||
}
|
||||
|
||||
motionInputs.Add(sixAxisInput);
|
||||
}
|
||||
}
|
||||
|
||||
_device.Hid.Npads.Update(gamepadInputs);
|
||||
_device.Hid.Npads.UpdateSixAxis(motionInputs);
|
||||
_device.TamperMachine.UpdateInput(gamepadInputs);
|
||||
NpadManager.Update(_device.Hid, _device.TamperMachine);
|
||||
|
||||
if(_isFocused)
|
||||
{
|
||||
// Hotkeys
|
||||
HotkeyButtons currentHotkeyButtons = KeyboardController.GetHotkeyButtons(OpenTK.Input.Keyboard.GetState());
|
||||
KeyboardHotkeyState currentHotkeyState = GetHotkeyState();
|
||||
|
||||
if (currentHotkeyButtons.HasFlag(HotkeyButtons.ToggleVSync) &&
|
||||
!_prevHotkeyButtons.HasFlag(HotkeyButtons.ToggleVSync))
|
||||
if (currentHotkeyState.HasFlag(KeyboardHotkeyState.ToggleVSync) &&
|
||||
!_prevHotkeyState.HasFlag(KeyboardHotkeyState.ToggleVSync))
|
||||
{
|
||||
_device.EnableDeviceVsync = !_device.EnableDeviceVsync;
|
||||
}
|
||||
|
||||
_prevHotkeyButtons = currentHotkeyButtons;
|
||||
_prevHotkeyState = currentHotkeyState;
|
||||
}
|
||||
|
||||
//Touchscreen
|
||||
|
@ -739,5 +606,24 @@ namespace Ryujinx.Ui
|
|||
|
||||
return true;
|
||||
}
|
||||
|
||||
[Flags]
|
||||
private enum KeyboardHotkeyState
|
||||
{
|
||||
None,
|
||||
ToggleVSync
|
||||
}
|
||||
|
||||
private KeyboardHotkeyState GetHotkeyState()
|
||||
{
|
||||
KeyboardHotkeyState state = KeyboardHotkeyState.None;
|
||||
|
||||
if (_keyboardInterface.IsPressed((Key)ConfigurationState.Instance.Hid.Hotkeys.Value.ToggleVsync))
|
||||
{
|
||||
state |= KeyboardHotkeyState.ToggleVSync;
|
||||
}
|
||||
|
||||
return state;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue