Dalamud/Dalamud/Game/ClientState/GamepadState.cs
2021-07-11 16:32:32 -04:00

266 lines
12 KiB
C#

using System;
using Dalamud.Game.ClientState.Structs;
using Dalamud.Hooking;
using ImGuiNET;
using Serilog;
namespace Dalamud.Game.ClientState
{
/// <summary>
/// Exposes the game gamepad state to dalamud.
///
/// Will block game's gamepad input if <see cref="ImGuiConfigFlags.NavEnableGamepad"/> is set.
/// </summary>
public unsafe class GamepadState : IDisposable
{
private readonly Hook<ControllerPoll> gamepadPoll;
private bool isDisposed;
private int leftStickX;
private int leftStickY;
private int rightStickX;
private int rightStickY;
/// <summary>
/// Initializes a new instance of the <see cref="GamepadState" /> class.
/// </summary>
/// <param name="resolver">Resolver knowing the pointer to the GamepadPoll function.</param>
public GamepadState(ClientStateAddressResolver resolver)
{
Log.Verbose($"GamepadPoll address 0x{resolver.GamepadPoll.ToInt64():X}");
this.gamepadPoll = new Hook<ControllerPoll>(resolver.GamepadPoll, this.GamepadPollDetour);
}
/// <summary>
/// Finalizes an instance of the <see cref="GamepadState" /> class.
/// </summary>
~GamepadState()
{
this.Dispose(false);
}
private delegate int ControllerPoll(IntPtr controllerInput);
#if DEBUG
/// <summary>
/// Gets the pointer to the current instance of the GamepadInput struct.
/// </summary>
public IntPtr GamepadInput { get; private set; }
#endif
/// <summary>
/// Gets the state of the left analogue stick in the left direction between 0 (not tilted) and 1 (max tilt).
/// </summary>
public float LeftStickLeft => this.leftStickX < 0 ? -this.leftStickX / 100f : 0;
/// <summary>
/// Gets the state of the left analogue stick in the right direction between 0 (not tilted) and 1 (max tilt).
/// </summary>
public float LeftStickRight => this.leftStickX > 0 ? this.leftStickX / 100f : 0;
/// <summary>
/// Gets the state of the left analogue stick in the up direction between 0 (not tilted) and 1 (max tilt).
/// </summary>
public float LeftStickUp => this.leftStickY > 0 ? this.leftStickY / 100f : 0;
/// <summary>
/// Gets the state of the left analogue stick in the down direction between 0 (not tilted) and 1 (max tilt).
/// </summary>
public float LeftStickDown => this.leftStickY < 0 ? -this.leftStickY / 100f : 0;
/// <summary>
/// Gets the state of the right analogue stick in the left direction between 0 (not tilted) and 1 (max tilt).
/// </summary>
public float RightStickLeft => this.rightStickX < 0 ? -this.rightStickX / 100f : 0;
/// <summary>
/// Gets the state of the right analogue stick in the right direction between 0 (not tilted) and 1 (max tilt).
/// </summary>
public float RightStickRight => this.rightStickX > 0 ? this.rightStickX / 100f : 0;
/// <summary>
/// Gets the state of the right analogue stick in the up direction between 0 (not tilted) and 1 (max tilt).
/// </summary>
public float RightStickUp => this.rightStickY > 0 ? this.rightStickY / 100f : 0;
/// <summary>
/// Gets the state of the right analogue stick in the down direction between 0 (not tilted) and 1 (max tilt).
/// </summary>
public float RightStickDown => this.rightStickY < 0 ? -this.rightStickY / 100f : 0;
/// <summary>
/// Gets buttons pressed bitmask, set once when the button is pressed. See <see cref="GamepadButtons"/> for the mapping.
///
/// Exposed internally for Debug Data window.
/// </summary>
internal ushort ButtonsPressed { get; private set; }
/// <summary>
/// Gets raw button bitmask, set the whole time while a button is held. See <see cref="GamepadButtons"/> for the mapping.
///
/// Exposed internally for Debug Data window.
/// </summary>
internal ushort ButtonsRaw { get; private set; }
/// <summary>
/// Gets button released bitmask, set once right after the button is not hold anymore. See <see cref="GamepadButtons"/> for the mapping.
///
/// Exposed internally for Debug Data window.
/// </summary>
internal ushort ButtonsReleased { get; private set; }
/// <summary>
/// Gets button repeat bitmask, emits the held button input in fixed intervals. See <see cref="GamepadButtons"/> for the mapping.
///
/// Exposed internally for Debug Data window.
/// </summary>
internal ushort ButtonsRepeat { get; private set; }
/// <summary>
/// Gets or sets a value indicating whether detour should block gamepad input for game.
///
/// Ideally, we would use
/// (ImGui.GetIO().ConfigFlags &amp; ImGuiConfigFlags.NavEnableGamepad) > 0
/// but this has a race condition during load with the detour which sets up ImGui
/// and throws if our detour gets called before the other.
/// </summary>
internal bool NavEnableGamepad { get; set; }
/// <summary>
/// Gets whether <paramref name="button"/> has been pressed.
///
/// Only true on first frame of the press.
/// If ImGuiConfigFlags.NavEnableGamepad is set, this is unreliable.
/// </summary>
/// <param name="button">The button to check for.</param>
/// <returns>1 if pressed, 0 otherwise.</returns>
public float Pressed(GamepadButtons button) => (this.ButtonsPressed & (ushort)button) > 0 ? 1 : 0;
/// <summary>
/// Gets whether <paramref name="button"/> is being pressed.
///
/// True in intervals if button is held down.
/// If ImGuiConfigFlags.NavEnableGamepad is set, this is unreliable.
/// </summary>
/// <param name="button">The button to check for.</param>
/// <returns>1 if still pressed during interval, 0 otherwise or in between intervals.</returns>
public float Repeat(GamepadButtons button) => (this.ButtonsRepeat & (ushort)button) > 0 ? 1 : 0;
/// <summary>
/// Gets whether <paramref name="button"/> has been released.
///
/// Only true the frame after release.
/// If ImGuiConfigFlags.NavEnableGamepad is set, this is unreliable.
/// </summary>
/// <param name="button">The button to check for.</param>
/// <returns>1 if released, 0 otherwise.</returns>
public float Released(GamepadButtons button) => (this.ButtonsReleased & (ushort)button) > 0 ? 1 : 0;
/// <summary>
/// Gets the raw state of <paramref name="button"/>.
///
/// Is set the entire time a button is pressed down.
/// </summary>
/// <param name="button">The button to check for.</param>
/// <returns>1 the whole time button is pressed, 0 otherwise.</returns>
public float Raw(GamepadButtons button) => (this.ButtonsRaw & (ushort)button) > 0 ? 1 : 0;
/// <summary>
/// Enables the hook of the GamepadPoll function.
/// </summary>
public void Enable()
{
this.gamepadPoll.Enable();
}
/// <summary>
/// Disposes this instance, alongside its hooks.
/// </summary>
public void Dispose()
{
this.Dispose(true);
GC.SuppressFinalize(this);
}
private int GamepadPollDetour(IntPtr gamepadInput)
{
var original = this.gamepadPoll.Original(gamepadInput);
try
{
#if DEBUG
this.GamepadInput = gamepadInput;
#endif
var input = (GamepadInput*)gamepadInput;
this.leftStickX = input->LeftStickX;
this.leftStickY = input->LeftStickY;
this.rightStickX = input->RightStickX;
this.rightStickY = input->RightStickY;
this.ButtonsRaw = input->ButtonsRaw;
this.ButtonsPressed = input->ButtonsPressed;
this.ButtonsReleased = input->ButtonsReleased;
this.ButtonsRepeat = input->ButtonsRepeat;
if (this.NavEnableGamepad)
{
input->LeftStickX = 0;
input->LeftStickY = 0;
input->RightStickX = 0;
input->RightStickY = 0;
// NOTE (Chiv) Zeroing `ButtonsRaw` destroys `ButtonPressed`, `ButtonReleased`
// and `ButtonRepeat` as the game uses the RAW input to determine those (apparently).
// It does block, however, all input to the game.
// Leaving `ButtonsRaw` as it is and only zeroing the other leaves e.g. long-hold L2/R2
// and the digipad (in some situations, but thankfully not in menus) functional.
// We can either:
// (a) Explicitly only set L2/R2/Digipad to 0 (and destroy their `ButtonPressed` field) => Needs to be documented, or
// (b) ignore it as so far it seems only a 'visual' error
// (L2/R2 being held down activates CrossHotBar but activating an ability is impossible because of the others blocked input,
// Digipad is ignored in menus but without any menu's one still switches target or party members, but cannot interact with them
// because of the other blocked input)
// `ButtonPressed` is pretty useful but its hella confusing to the user, so we do (a) and advise plugins do not rely on
// `ButtonPressed` while ImGuiConfigFlags.NavEnableGamepad is set.
// This is debatable.
// ImGui itself does not care either way as it uses the Raw values and does its own state handling.
const ushort deletionMask = (ushort)(~GamepadButtons.L2
& ~GamepadButtons.R2
& ~GamepadButtons.DpadDown
& ~GamepadButtons.DpadLeft
& ~GamepadButtons.DpadUp
& ~GamepadButtons.DpadRight);
input->ButtonsRaw &= deletionMask;
input->ButtonsPressed = 0;
input->ButtonsReleased = 0;
input->ButtonsRepeat = 0;
return 0;
}
// NOTE (Chiv) Not so sure about the return value, does not seem to matter if we return the
// original, zero or do the work adjusting the bits.
return original;
}
catch (Exception e)
{
Log.Error(e, $"Gamepad Poll detour critical error! Gamepad navigation will not work!");
// NOTE (Chiv) Explicitly deactivate on error
ImGui.GetIO().ConfigFlags &= ~ImGuiConfigFlags.NavEnableGamepad;
return original;
}
}
private void Dispose(bool disposing)
{
if (this.isDisposed) return;
if (disposing)
{
this.gamepadPoll?.Disable();
this.gamepadPoll?.Dispose();
}
this.isDisposed = true;
}
}
}