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* dotnet format style --severity info Some changes were manually reverted. * dotnet format analyzers --serverity info Some changes have been minimally adapted. * Restore a few unused methods and variables * Silence dotnet format IDE0060 warnings * Silence dotnet format IDE0059 warnings * Address or silence dotnet format IDE1006 warnings * Address dotnet format CA1816 warnings * Address or silence dotnet format CA2211 warnings * Silence CA1806 and CA1834 issues * Fix formatting for switch expressions * Address most dotnet format whitespace warnings * Apply dotnet format whitespace formatting A few of them have been manually reverted and the corresponding warning was silenced * Revert formatting changes for while and for-loops * Format if-blocks correctly * Run dotnet format whitespace after rebase * Run dotnet format style after rebase * Run dotnet format analyzers after rebase * Run dotnet format after rebase and remove unused usings - analyzers - style - whitespace * Add comments to disabled warnings * Remove a few unused parameters * Replace MmeShadowScratch with Array256<uint> * Simplify properties and array initialization, Use const when possible, Remove trailing commas * Run dotnet format after rebase * Address IDE0251 warnings * Revert "Simplify properties and array initialization, Use const when possible, Remove trailing commas" This reverts commit 9462e4136c0a2100dc28b20cf9542e06790aa67e. * dotnet format whitespace after rebase * First dotnet format pass * Second dotnet format pass * Fix build issues * Fix StructArrayHelpers.cs * Apply suggestions from code review Co-authored-by: Ac_K <Acoustik666@gmail.com> * Fix return statements * Fix naming rule violations * Update src/Ryujinx.Common/Utilities/StreamUtils.cs Co-authored-by: Ac_K <Acoustik666@gmail.com> * Add trailing commas * Address review feedback * Address review feedback * Rename remaining type parameters to TKey and TValue * Fix manual formatting for logging levels * Fix spacing before comments --------- Co-authored-by: Ac_K <Acoustik666@gmail.com>
82 lines
3.4 KiB
C#
82 lines
3.4 KiB
C#
using Ryujinx.Common.Configuration.Hid.Controller;
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using Ryujinx.Common.Configuration.Hid.Keyboard;
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using Ryujinx.Common.Utilities;
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using System;
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using System.Text.Json;
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using System.Text.Json.Serialization;
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namespace Ryujinx.Common.Configuration.Hid
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{
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public class JsonInputConfigConverter : JsonConverter<InputConfig>
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{
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private static readonly InputConfigJsonSerializerContext _serializerContext = new(JsonHelper.GetDefaultSerializerOptions());
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private static InputBackendType GetInputBackendType(ref Utf8JsonReader reader)
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{
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// Temporary reader to get the backend type
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Utf8JsonReader tempReader = reader;
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InputBackendType result = InputBackendType.Invalid;
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while (tempReader.Read())
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{
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// NOTE: We scan all properties ignoring the depth entirely on purpose.
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// The reason behind this is that we cannot track in a reliable way the depth of the object because Utf8JsonReader never emit the first TokenType == StartObject if the json start with an object.
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// As such, this code will try to parse very field named "backend" to the correct enum.
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if (tempReader.TokenType == JsonTokenType.PropertyName)
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{
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string propertyName = tempReader.GetString();
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if (propertyName.Equals("backend"))
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{
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tempReader.Read();
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if (tempReader.TokenType == JsonTokenType.String)
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{
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string backendTypeRaw = tempReader.GetString();
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if (!Enum.TryParse(backendTypeRaw, out result))
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{
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result = InputBackendType.Invalid;
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}
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else
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{
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break;
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}
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}
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}
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}
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}
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return result;
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}
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public override InputConfig Read(ref Utf8JsonReader reader, Type typeToConvert, JsonSerializerOptions options)
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{
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InputBackendType backendType = GetInputBackendType(ref reader);
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return backendType switch
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{
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InputBackendType.WindowKeyboard => JsonSerializer.Deserialize(ref reader, _serializerContext.StandardKeyboardInputConfig),
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InputBackendType.GamepadSDL2 => JsonSerializer.Deserialize(ref reader, _serializerContext.StandardControllerInputConfig),
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_ => throw new InvalidOperationException($"Unknown backend type {backendType}"),
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};
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}
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public override void Write(Utf8JsonWriter writer, InputConfig value, JsonSerializerOptions options)
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{
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switch (value.Backend)
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{
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case InputBackendType.WindowKeyboard:
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JsonSerializer.Serialize(writer, value as StandardKeyboardInputConfig, _serializerContext.StandardKeyboardInputConfig);
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break;
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case InputBackendType.GamepadSDL2:
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JsonSerializer.Serialize(writer, value as StandardControllerInputConfig, _serializerContext.StandardControllerInputConfig);
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break;
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default:
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throw new ArgumentException($"Unknown backend type {value.Backend}");
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}
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}
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}
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}
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