Files
ryujinx/src/Ryujinx.HLE/HOS/Services/Hid/HidDevices/NpadDevices.cs
Max 5566e752a4 [HID] Restructure HD Rumble class for future controller support (#109)
- Attempted fixing the strength: so far it hasn't been successful.
- Rumble should skip vibrations if they're not in-line with poll-rate: would like to come back to this. Queuing just does exactly what the hid buffer does, but our timer (poll rate) is not in sync with the rate the controller is reading at, which causes excess drops.
- Refactored the class so that implementing support for HD rumble for other controllers (DS5, Steam Controller) is much easier in the future.

Reviewed-on: https://git.ryujinx.app/projects/Ryubing/pulls/109
2026-06-26 05:11:19 +00:00

670 lines
26 KiB
C#

using Ryujinx.Common;
using Ryujinx.Common.Logging;
using Ryujinx.HLE.HOS.Kernel.Threading;
using Ryujinx.HLE.HOS.Services.Hid.Types;
using Ryujinx.HLE.HOS.Services.Hid.Types.SharedMemory.Common;
using Ryujinx.HLE.HOS.Services.Hid.Types.SharedMemory.Npad;
using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
namespace Ryujinx.HLE.HOS.Services.Hid
{
public class NpadDevices : BaseDevice
{
private const int NoMatchNotifyFrequencyMs = 2000;
private int _activeCount;
private long _lastNotifyTimestamp;
public const int MaxControllers = 9; // Players 1-8 and Handheld
private ControllerType[] _configuredTypes;
private readonly KEvent[] _styleSetUpdateEvents;
private readonly bool[] _supportedPlayers;
private VibrationValue _neutralVibrationValue = new()
{
AmplitudeLow = 0.01f,
FrequencyLow = 160f,
AmplitudeHigh = 0f,
FrequencyHigh = 320f,
};
internal NpadJoyHoldType JoyHold { get; set; }
internal bool SixAxisActive = false; // TODO: link to hidserver when implemented
internal ControllerType SupportedStyleSets { get; set; }
public Dictionary<PlayerIndex, ConcurrentQueue<(VibrationValue, VibrationValue)>> RumbleQueues = new();
public Dictionary<PlayerIndex, (VibrationValue, VibrationValue)> LastVibrationValues = new();
public NpadDevices(Switch device, bool active = true) : base(device, active)
{
_configuredTypes = new ControllerType[MaxControllers];
SupportedStyleSets = ControllerType.Handheld | ControllerType.JoyconPair |
ControllerType.JoyconLeft | ControllerType.JoyconRight |
ControllerType.ProController;
_supportedPlayers = new bool[MaxControllers];
_supportedPlayers.AsSpan().Fill(true);
_styleSetUpdateEvents = new KEvent[MaxControllers];
for (int i = 0; i < _styleSetUpdateEvents.Length; ++i)
{
_styleSetUpdateEvents[i] = new KEvent(_device.System.KernelContext);
}
_activeCount = 0;
JoyHold = NpadJoyHoldType.Vertical;
SixAxisActive = false;
}
internal ref KEvent GetStyleSetUpdateEvent(PlayerIndex player)
{
return ref _styleSetUpdateEvents[(int)player];
}
internal void ClearSupportedPlayers()
{
_supportedPlayers.AsSpan().Clear();
}
internal void SetSupportedPlayer(PlayerIndex player, bool supported = true)
{
if ((uint)player >= _supportedPlayers.Length)
{
return;
}
_supportedPlayers[(int)player] = supported;
}
internal IEnumerable<PlayerIndex> GetSupportedPlayers()
{
for (int i = 0; i < _supportedPlayers.Length; ++i)
{
if (_supportedPlayers[i])
{
yield return (PlayerIndex)i;
}
}
}
public bool Validate(int playerMin, int playerMax, ControllerType acceptedTypes, out int configuredCount, out PlayerIndex primaryIndex)
{
primaryIndex = PlayerIndex.Unknown;
configuredCount = 0;
Span<NpadState> nPadsSpan = _device.Hid.SharedMemory.Npads.AsSpan();
for (int i = 0; i < MaxControllers; ++i)
{
ControllerType npad = _configuredTypes[i];
if (npad == ControllerType.Handheld && _device.System.State.DockedMode)
{
continue;
}
ControllerType currentType = (ControllerType)nPadsSpan[i].InternalState.StyleSet;
if (currentType != ControllerType.None && (npad & acceptedTypes) != 0 && _supportedPlayers[i])
{
configuredCount++;
if (primaryIndex == PlayerIndex.Unknown)
{
primaryIndex = (PlayerIndex)i;
}
}
}
if (configuredCount < playerMin || configuredCount > playerMax || primaryIndex == PlayerIndex.Unknown)
{
return false;
}
return true;
}
public void Configure(params ReadOnlySpan<ControllerConfig> configs)
{
_configuredTypes = new ControllerType[MaxControllers];
for (int i = 0; i < configs.Length; ++i)
{
PlayerIndex player = configs[i].Player;
ControllerType controllerType = configs[i].Type;
if (player > PlayerIndex.Handheld)
{
throw new InvalidOperationException("Player must be Player1-8 or Handheld");
}
if (controllerType == ControllerType.Handheld)
{
player = PlayerIndex.Handheld;
}
_configuredTypes[(int)player] = controllerType;
Logger.Info?.Print(LogClass.Hid, $"Configured Controller {controllerType} to {player}");
}
}
public void Update(IList<GamepadInput> states)
{
Remap();
Span<bool> updated = stackalloc bool[10];
// Update configured inputs
for (int i = 0; i < states.Count; ++i)
{
GamepadInput state = states[i];
updated[(int)state.PlayerId] = true;
UpdateInput(state);
}
for (int i = 0; i < updated.Length; i++)
{
if (!updated[i])
{
UpdateDisconnectedInput((PlayerIndex)i);
}
}
}
private void Remap()
{
// Remap/Init if necessary
for (int i = 0; i < MaxControllers; ++i)
{
ControllerType config = _configuredTypes[i];
// Remove Handheld config when Docked
if (config == ControllerType.Handheld && _device.System.State.DockedMode)
{
config = ControllerType.None;
}
// Auto-remap ProController and JoyconPair
if (config == ControllerType.JoyconPair && (SupportedStyleSets & ControllerType.JoyconPair) == 0 && (SupportedStyleSets & ControllerType.ProController) != 0)
{
config = ControllerType.ProController;
}
else if (config == ControllerType.ProController && (SupportedStyleSets & ControllerType.ProController) == 0 && (SupportedStyleSets & ControllerType.JoyconPair) != 0)
{
config = ControllerType.JoyconPair;
}
// Check StyleSet and PlayerSet
if ((config & SupportedStyleSets) == 0 || !_supportedPlayers[i])
{
config = ControllerType.None;
}
SetupNpad((PlayerIndex)i, config);
}
if (_activeCount == 0 && PerformanceCounter.ElapsedMilliseconds > _lastNotifyTimestamp + NoMatchNotifyFrequencyMs)
{
Logger.Warning?.Print(LogClass.Hid, $"No matching controllers found. Application requests '{SupportedStyleSets}' on '{string.Join(", ", GetSupportedPlayers())}'");
_lastNotifyTimestamp = PerformanceCounter.ElapsedMilliseconds;
}
}
private void SetupNpad(PlayerIndex player, ControllerType type)
{
ref NpadInternalState controller = ref _device.Hid.SharedMemory.Npads[(int)player].InternalState;
ControllerType oldType = (ControllerType)controller.StyleSet;
if (oldType == type)
{
return; // Already configured
}
controller = NpadInternalState.Create(); // Reset it
if (type == ControllerType.None)
{
_styleSetUpdateEvents[(int)player].ReadableEvent.Signal(); // Signal disconnect
_activeCount--;
Logger.Info?.Print(LogClass.Hid, $"Disconnected Controller {oldType} from {player}");
return;
}
// TODO: Allow customizing colors at config
controller.JoyAssignmentMode = NpadJoyAssignmentMode.Dual;
controller.FullKeyColor.FullKeyBody = (uint)NpadColor.BodyGray;
controller.FullKeyColor.FullKeyButtons = (uint)NpadColor.ButtonGray;
controller.JoyColor.LeftBody = (uint)NpadColor.BodyNeonBlue;
controller.JoyColor.LeftButtons = (uint)NpadColor.ButtonGray;
controller.JoyColor.RightBody = (uint)NpadColor.BodyNeonRed;
controller.JoyColor.RightButtons = (uint)NpadColor.ButtonGray;
controller.SystemProperties = NpadSystemProperties.IsPoweredJoyDual |
NpadSystemProperties.IsPoweredJoyLeft |
NpadSystemProperties.IsPoweredJoyRight;
controller.BatteryLevelJoyDual = NpadBatteryLevel.Percent100;
controller.BatteryLevelJoyLeft = NpadBatteryLevel.Percent100;
controller.BatteryLevelJoyRight = NpadBatteryLevel.Percent100;
switch (type)
{
#pragma warning disable IDE0055 // Disable formatting
case ControllerType.ProController:
controller.StyleSet = NpadStyleTag.FullKey;
controller.DeviceType = DeviceType.FullKey;
controller.SystemProperties |= NpadSystemProperties.IsAbxyButtonOriented |
NpadSystemProperties.IsPlusAvailable |
NpadSystemProperties.IsMinusAvailable;
controller.AppletFooterUiType = AppletFooterUiType.SwitchProController;
break;
case ControllerType.Handheld:
controller.StyleSet = NpadStyleTag.Handheld;
controller.DeviceType = DeviceType.HandheldLeft |
DeviceType.HandheldRight;
controller.SystemProperties |= NpadSystemProperties.IsAbxyButtonOriented |
NpadSystemProperties.IsPlusAvailable |
NpadSystemProperties.IsMinusAvailable;
controller.AppletFooterUiType = AppletFooterUiType.HandheldJoyConLeftJoyConRight;
break;
case ControllerType.JoyconPair:
controller.StyleSet = NpadStyleTag.JoyDual;
controller.DeviceType = DeviceType.JoyLeft |
DeviceType.JoyRight;
controller.SystemProperties |= NpadSystemProperties.IsAbxyButtonOriented |
NpadSystemProperties.IsPlusAvailable |
NpadSystemProperties.IsMinusAvailable;
controller.AppletFooterUiType = _device.System.State.DockedMode ? AppletFooterUiType.JoyDual : AppletFooterUiType.HandheldJoyConLeftJoyConRight;
break;
case ControllerType.JoyconLeft:
controller.StyleSet = NpadStyleTag.JoyLeft;
controller.JoyAssignmentMode = NpadJoyAssignmentMode.Single;
controller.DeviceType = DeviceType.JoyLeft;
controller.SystemProperties |= NpadSystemProperties.IsSlSrButtonOriented |
NpadSystemProperties.IsMinusAvailable;
controller.AppletFooterUiType = _device.System.State.DockedMode ? AppletFooterUiType.JoyDualLeftOnly : AppletFooterUiType.HandheldJoyConLeftOnly;
break;
case ControllerType.JoyconRight:
controller.StyleSet = NpadStyleTag.JoyRight;
controller.JoyAssignmentMode = NpadJoyAssignmentMode.Single;
controller.DeviceType = DeviceType.JoyRight;
controller.SystemProperties |= NpadSystemProperties.IsSlSrButtonOriented |
NpadSystemProperties.IsPlusAvailable;
controller.AppletFooterUiType = _device.System.State.DockedMode ? AppletFooterUiType.JoyDualRightOnly : AppletFooterUiType.HandheldJoyConRightOnly;
break;
case ControllerType.Pokeball:
controller.StyleSet = NpadStyleTag.Palma;
controller.DeviceType = DeviceType.Palma;
controller.AppletFooterUiType = AppletFooterUiType.None;
break;
#pragma warning restore IDE0055
}
_styleSetUpdateEvents[(int)player].ReadableEvent.Signal();
_activeCount++;
Logger.Info?.Print(LogClass.Hid, $"Connected Controller {type} to {player}");
}
private ref RingLifo<NpadCommonState> GetCommonStateLifo(ref NpadInternalState npad)
{
switch (npad.StyleSet)
{
case NpadStyleTag.FullKey:
return ref npad.FullKey;
case NpadStyleTag.Handheld:
return ref npad.Handheld;
case NpadStyleTag.JoyDual:
return ref npad.JoyDual;
case NpadStyleTag.JoyLeft:
return ref npad.JoyLeft;
case NpadStyleTag.JoyRight:
return ref npad.JoyRight;
case NpadStyleTag.Palma:
return ref npad.Palma;
default:
return ref npad.SystemExt;
}
}
private void UpdateUnusedInputIfNotEqual(ref RingLifo<NpadCommonState> currentlyUsed, ref RingLifo<NpadCommonState> possiblyUnused)
{
if (!Unsafe.AreSame(ref currentlyUsed, ref possiblyUnused))
{
NpadCommonState newState = new();
WriteNewInputEntry(ref possiblyUnused, ref newState);
}
}
private void WriteNewInputEntry(ref RingLifo<NpadCommonState> lifo, ref NpadCommonState state)
{
ref NpadCommonState previousEntry = ref lifo.GetCurrentEntryRef();
state.SamplingNumber = previousEntry.SamplingNumber + 1;
lifo.Write(ref state);
}
private void UpdateUnusedSixInputIfNotEqual(ref RingLifo<SixAxisSensorState> currentlyUsed, ref RingLifo<SixAxisSensorState> possiblyUnused)
{
if (!Unsafe.AreSame(ref currentlyUsed, ref possiblyUnused))
{
SixAxisSensorState newState = new();
WriteNewSixInputEntry(ref possiblyUnused, ref newState);
}
}
private void WriteNewSixInputEntry(ref RingLifo<SixAxisSensorState> lifo, ref SixAxisSensorState state)
{
ref SixAxisSensorState previousEntry = ref lifo.GetCurrentEntryRef();
state.SamplingNumber = previousEntry.SamplingNumber + 1;
lifo.Write(ref state);
}
private void UpdateInput(GamepadInput state)
{
if (state.PlayerId == PlayerIndex.Unknown)
{
return;
}
ref NpadInternalState currentNpad = ref _device.Hid.SharedMemory.Npads[(int)state.PlayerId].InternalState;
if (currentNpad.StyleSet == NpadStyleTag.None)
{
return;
}
ref RingLifo<NpadCommonState> lifo = ref GetCommonStateLifo(ref currentNpad);
NpadCommonState newState = new()
{
Buttons = (NpadButton)state.Buttons,
AnalogStickL = new AnalogStickState
{
X = state.LStick.Dx,
Y = state.LStick.Dy,
},
AnalogStickR = new AnalogStickState
{
X = state.RStick.Dx,
Y = state.RStick.Dy,
},
Attributes = NpadAttribute.IsConnected,
};
switch (currentNpad.StyleSet)
{
case NpadStyleTag.Handheld:
case NpadStyleTag.FullKey:
newState.Attributes |= NpadAttribute.IsWired;
break;
case NpadStyleTag.JoyDual:
newState.Attributes |= NpadAttribute.IsLeftConnected |
NpadAttribute.IsRightConnected;
break;
case NpadStyleTag.JoyLeft:
newState.Attributes |= NpadAttribute.IsLeftConnected;
break;
case NpadStyleTag.JoyRight:
newState.Attributes |= NpadAttribute.IsRightConnected;
break;
}
WriteNewInputEntry(ref lifo, ref newState);
// Mirror data to Default layout just in case
if (!currentNpad.StyleSet.HasFlag(NpadStyleTag.SystemExt))
{
WriteNewInputEntry(ref currentNpad.SystemExt, ref newState);
}
UpdateUnusedInputIfNotEqual(ref lifo, ref currentNpad.FullKey);
UpdateUnusedInputIfNotEqual(ref lifo, ref currentNpad.Handheld);
UpdateUnusedInputIfNotEqual(ref lifo, ref currentNpad.JoyDual);
UpdateUnusedInputIfNotEqual(ref lifo, ref currentNpad.JoyLeft);
UpdateUnusedInputIfNotEqual(ref lifo, ref currentNpad.JoyRight);
UpdateUnusedInputIfNotEqual(ref lifo, ref currentNpad.Palma);
}
private void UpdateDisconnectedInput(PlayerIndex index)
{
ref NpadInternalState currentNpad = ref _device.Hid.SharedMemory.Npads[(int)index].InternalState;
NpadCommonState newState = new();
WriteNewInputEntry(ref currentNpad.FullKey, ref newState);
WriteNewInputEntry(ref currentNpad.Handheld, ref newState);
WriteNewInputEntry(ref currentNpad.JoyDual, ref newState);
WriteNewInputEntry(ref currentNpad.JoyLeft, ref newState);
WriteNewInputEntry(ref currentNpad.JoyRight, ref newState);
WriteNewInputEntry(ref currentNpad.Palma, ref newState);
}
public void UpdateSixAxis(IList<SixAxisInput> states)
{
Span<bool> updated = stackalloc bool[10];
for (int i = 0; i < states.Count; ++i)
{
updated[(int)states[i].PlayerId] = true;
if (SetSixAxisState(states[i]))
{
i++;
if (i >= states.Count)
{
return;
}
SetSixAxisState(states[i], true);
}
}
for (int i = 0; i < updated.Length; i++)
{
if (!updated[i])
{
UpdateDisconnectedInputSixAxis((PlayerIndex)i);
}
}
}
private ref RingLifo<SixAxisSensorState> GetSixAxisSensorLifo(ref NpadInternalState npad, bool isRightPair)
{
switch (npad.StyleSet)
{
case NpadStyleTag.FullKey:
return ref npad.FullKeySixAxisSensor;
case NpadStyleTag.Handheld:
return ref npad.HandheldSixAxisSensor;
case NpadStyleTag.JoyDual:
if (isRightPair)
{
return ref npad.JoyDualRightSixAxisSensor;
}
else
{
return ref npad.JoyDualSixAxisSensor;
}
case NpadStyleTag.JoyLeft:
return ref npad.JoyLeftSixAxisSensor;
case NpadStyleTag.JoyRight:
return ref npad.JoyRightSixAxisSensor;
default:
throw new NotImplementedException($"{npad.StyleSet}");
}
}
private bool SetSixAxisState(SixAxisInput state, bool isRightPair = false)
{
if (state.PlayerId == PlayerIndex.Unknown)
{
return false;
}
ref NpadInternalState currentNpad = ref _device.Hid.SharedMemory.Npads[(int)state.PlayerId].InternalState;
if (currentNpad.StyleSet == NpadStyleTag.None)
{
return false;
}
HidVector accel = new()
{
X = state.Accelerometer.X,
Y = state.Accelerometer.Y,
Z = state.Accelerometer.Z,
};
HidVector gyro = new()
{
X = state.Gyroscope.X,
Y = state.Gyroscope.Y,
Z = state.Gyroscope.Z,
};
HidVector rotation = new()
{
X = state.Rotation.X,
Y = state.Rotation.Y,
Z = state.Rotation.Z,
};
SixAxisSensorState newState = new()
{
Acceleration = accel,
AngularVelocity = gyro,
Angle = rotation,
Attributes = SixAxisSensorAttribute.IsConnected,
};
state.Orientation.AsSpan().CopyTo(newState.Direction.AsSpan());
ref RingLifo<SixAxisSensorState> lifo = ref GetSixAxisSensorLifo(ref currentNpad, isRightPair);
WriteNewSixInputEntry(ref lifo, ref newState);
bool needUpdateRight = currentNpad.StyleSet == NpadStyleTag.JoyDual && !isRightPair;
if (!isRightPair)
{
UpdateUnusedSixInputIfNotEqual(ref lifo, ref currentNpad.FullKeySixAxisSensor);
UpdateUnusedSixInputIfNotEqual(ref lifo, ref currentNpad.HandheldSixAxisSensor);
UpdateUnusedSixInputIfNotEqual(ref lifo, ref currentNpad.JoyDualSixAxisSensor);
UpdateUnusedSixInputIfNotEqual(ref lifo, ref currentNpad.JoyLeftSixAxisSensor);
UpdateUnusedSixInputIfNotEqual(ref lifo, ref currentNpad.JoyRightSixAxisSensor);
}
if (!needUpdateRight && !isRightPair)
{
SixAxisSensorState emptyState = new()
{
Attributes = SixAxisSensorAttribute.IsConnected,
};
WriteNewSixInputEntry(ref currentNpad.JoyDualRightSixAxisSensor, ref emptyState);
}
return needUpdateRight;
}
public bool isAtRest(int playerNumber)
{
ref NpadInternalState currentNpad = ref _device.Hid.SharedMemory.Npads[playerNumber].InternalState;
if (currentNpad.StyleSet == NpadStyleTag.None)
{
return true; // it will always be at rest because it cannot move.
}
ref SixAxisSensorState storage = ref GetSixAxisSensorLifo(ref currentNpad, false).GetCurrentEntryRef();
float acceleration = Math.Abs(storage.Acceleration.X)
+ Math.Abs(storage.Acceleration.Y)
+ Math.Abs(storage.Acceleration.Z);
float angularVelocity = Math.Abs(storage.AngularVelocity.X)
+ Math.Abs(storage.AngularVelocity.Y)
+ Math.Abs(storage.AngularVelocity.Z);
// TODO: check against config deadzone and add sensitivity setting
return ((acceleration <= 1.0F) && (angularVelocity <= 1.0F));
}
private void UpdateDisconnectedInputSixAxis(PlayerIndex index)
{
ref NpadInternalState currentNpad = ref _device.Hid.SharedMemory.Npads[(int)index].InternalState;
SixAxisSensorState newState = new()
{
Attributes = SixAxisSensorAttribute.IsConnected,
};
WriteNewSixInputEntry(ref currentNpad.FullKeySixAxisSensor, ref newState);
WriteNewSixInputEntry(ref currentNpad.HandheldSixAxisSensor, ref newState);
WriteNewSixInputEntry(ref currentNpad.JoyDualSixAxisSensor, ref newState);
WriteNewSixInputEntry(ref currentNpad.JoyDualRightSixAxisSensor, ref newState);
WriteNewSixInputEntry(ref currentNpad.JoyLeftSixAxisSensor, ref newState);
WriteNewSixInputEntry(ref currentNpad.JoyRightSixAxisSensor, ref newState);
}
public void UpdateRumbleQueue(PlayerIndex index, Dictionary<byte, VibrationValue> dualVibrationValues)
{
if (RumbleQueues.TryGetValue(index, out ConcurrentQueue<(VibrationValue, VibrationValue)> currentQueue))
{
if (!dualVibrationValues.TryGetValue(0, out VibrationValue leftVibrationValue))
{
leftVibrationValue = _neutralVibrationValue;
}
if (!dualVibrationValues.TryGetValue(1, out VibrationValue rightVibrationValue))
{
rightVibrationValue = _neutralVibrationValue;
}
if (!LastVibrationValues.TryGetValue(index, out (VibrationValue, VibrationValue) dualVibrationValue) || !leftVibrationValue.Equals(dualVibrationValue.Item1) || !rightVibrationValue.Equals(dualVibrationValue.Item2))
{
currentQueue.Enqueue((leftVibrationValue, rightVibrationValue));
LastVibrationValues[index] = (leftVibrationValue, rightVibrationValue);
}
}
}
public VibrationValue GetLastVibrationValue(PlayerIndex index, byte position)
{
if (!LastVibrationValues.TryGetValue(index, out (VibrationValue, VibrationValue) dualVibrationValue))
{
return _neutralVibrationValue;
}
return (position == 0) ? dualVibrationValue.Item1 : dualVibrationValue.Item2;
}
public ConcurrentQueue<(VibrationValue, VibrationValue)> GetRumbleQueue(PlayerIndex index)
{
if (!RumbleQueues.TryGetValue(index, out ConcurrentQueue<(VibrationValue, VibrationValue)> rumbleQueue))
{
rumbleQueue = new ConcurrentQueue<(VibrationValue, VibrationValue)>();
_device.Hid.Npads.RumbleQueues[index] = rumbleQueue;
}
return rumbleQueue;
}
}
}