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ryujinx/src/Ryujinx/Systems/Configuration/ConfigurationFileFormat.cs
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Babib3landsh0inx 54e9b40cd7 Feat : Input : Dynamic Input Swap, Device Profile Linking and Player Device Assignement (#125)
Heyy everyone!
Continuing my work on the input system overhaul, this PR is mainly focused around three new features :
- Dynamic Input Swap
- Device Profile Linking
- Player Device Assignement

What are these new features and why are they bundled in the same PR you might ask?

- **Dynamic Input Swap**
Is a new feature that, when enabled, allows the user to switch between multiple input devices, without having to return to the settings menu. This feature can be enabled at the bottom of the Input Settings menu, next to the "global input" checkbox. A nifty new tooltip has been added for clarity.
- **Device Profile linking** :
While working on Dynamic Input Swap, one issue arose, which was that Ryujinx would use that device’s Default profile, without the user being able to specify a specific profile to use on that specific device. This feature fixes that, by allowing the user to link a profile as the device’s Default. This means that this profile will be auto loaded when selecting that same device, both when connecting it to the emulator, and when using Dynamic Input Swap. This feature can be found next to the Device Profiles dropdown, and includes a nifty new tooltip. By default, the "default" profile is linked to any device. There also is a small icon to the right of the profile name’s Right to visualise which profile is linked.
- **Player Device Assignement** :
Another issue that arose while working on Dynamic Input Swap was that enabling the feature would render multi player configurations unusable. This new feature addresses this issue by adding a new menu, which allows the user to assign different Input Devices to different players. Inside this new menu, you also get the device’s linked profile and the list of which players are already assigned to which input device, below and to the right of the input device name, respectively. You also get an option to allow mapping the same input device to different players.

### Nerd Zone

This PR adds a new player-level input routing layer on top of the existing `InputConfig` system.

Previously, each player effectively had one active input config, tied to one device. Given Dynamic Input Swap needs more state than that, this PR introduces a persisted `PlayerInputAssignment` model, which stores the player index, whether Dynamic Input Swap is enabled or not, the list of assigned input devices and an optional profile name bound to each assigned device.

The new assignment data lives coexists with the existing input configs instead of replacing them, which should keep the old single-device behavior intact when Dynamic Input Swap is disabled, while allowing dynamic players to own multiple devices.

New configl types include:

- `AssignedInputDevice`
- `AssignedInputDeviceType`
- `PlayerInputAssignment`
- `PlayerInputAssignmentHelper`
- `PlayerInputDeviceAssignmentItem`

`PlayerInputAssignmentHelper` normalizes assignments, deduplicates device entries, preserves a primary device, and compares assignments for dirty-checking.

On the runtime side, `NpadManager` now passes both the normal `InputConfig` and the player assignment to `NpadController`. When Dynamic Input Swap is disabled, Ryujinx switches to the old behavior : one player config opens one device. However, when it's enabled, `NpadController` opens every assigned keyboard/controller device it can resolve, tracks their state snapshots, and promotes the active source based on recent input.

Dynamic swap currently follows a “last meaningful input wins” model (annotated in the code) :

So if the keyboard produces new input, it becomes active; if an assigned controller produces new input, that controller becomes active; if the active device stops producing input and another assigned device is held/active, the active source can fall back; and if no device has produced input yet, the initial active source is chosen from the selected config and available assigned devices.

Per-device profile binding is handled by storing the profile name on the assigned device entry. When a device is selected or resolved through Dynamic Input Swap, Ryujinx tries to load that bound profile for the matching device type. If the profile is missing, invalid, or explicitly `Default`, it falls back to the generated default config for that device type.

The new restore-to-defaults behavior deliberately bypasses linked profiles. This means pressing the reset button loads the real generated Default profile for the currently selected device, not the profile linked to that device.

The input settings UI now dirty-checks both the currently edited input config and the player input assignment state, meaning that assigning/unassigning devices, changing Dynamic Input Swap, or changing profile bindings correctly marks the page as modified -> in continuation of my previous efforts in #13 to clean up its behaviour.

The Assigned Devices dialog is backed by the currently available keyboard/controller device list. It also checks other players’ persisted assignments so the UI can show which players already use a device. If duplicate assignment is disabled, devices already assigned to another dynamic-swap player are disabled for the current player.
If no explicit player assignments exist yet, Ryujinx synthesizes a default assignment from the existing input config. Dynamic swap is disabled by default until the user enables it.

⚠️⚠️⚠️⚠️⚠️Caution : this PR is still a WIP; and while all features described above have been fully implemented, various issues still remain, notably inside the Player assignement menu, that are getting worked on. Additionally, little bug testing has been done across the emulator, so it is not guaranteed that this build will be bug free.

Signed by : 🦫
With the very generous help and support from @neo 🤗

Reviewed-on: https://git.ryujinx.app/projects/Ryubing/pulls/125
2026-06-27 01:42:20 +00:00

582 lines
19 KiB
C#

using Ryujinx.Ava.Systems.Configuration.System;
using Ryujinx.Ava.Systems.Configuration.UI;
using Ryujinx.Common.Configuration;
using Ryujinx.Common.Configuration.Hid;
using Ryujinx.Common.Configuration.Multiplayer;
using Ryujinx.Common.Logging;
using Ryujinx.Common.Utilities;
using Ryujinx.HLE;
using System;
using System.Collections.Generic;
using System.IO;
namespace Ryujinx.Ava.Systems.Configuration
{
public class ConfigurationFileFormat
{
/// <summary>
/// The current version of the file format
/// </summary>
public const int CurrentVersion = 73;
/// <summary>
/// Version of the configuration file format
/// </summary>
public int Version { get; set; }
/// <summary>
/// Enables or disables logging to a file on disk
/// </summary>
public bool EnableFileLog { get; set; }
/// <summary>
/// Whether or not backend threading is enabled. The "Auto" setting will determine whether threading should be enabled at runtime.
/// </summary>
public BackendThreading BackendThreading { get; set; }
/// <summary>
/// Resolution Scale. An integer scale applied to applicable render targets. Values 1-4, or -1 to use a custom floating point scale instead.
/// </summary>
public int ResScale { get; set; }
/// <summary>
/// Custom Resolution Scale. A custom floating point scale applied to applicable render targets. Only active when Resolution Scale is -1.
/// </summary>
public float ResScaleCustom { get; set; }
/// <summary>
/// Max Anisotropy. Values range from 0 - 16. Set to -1 to let the game decide.
/// </summary>
public float MaxAnisotropy { get; set; }
/// <summary>
/// Aspect Ratio applied to the renderer window.
/// </summary>
public AspectRatio AspectRatio { get; set; }
/// <summary>
/// Applies anti-aliasing to the renderer.
/// </summary>
public AntiAliasing AntiAliasing { get; set; }
/// <summary>
/// Sets the framebuffer upscaling type.
/// </summary>
public ScalingFilter ScalingFilter { get; set; }
/// <summary>
/// Sets the framebuffer upscaling level.
/// </summary>
public int ScalingFilterLevel { get; set; }
/// <summary>
/// Dumps shaders in this local directory
/// </summary>
public string GraphicsShadersDumpPath { get; set; }
/// <summary>
/// Enables printing debug log messages
/// </summary>
public bool LoggingEnableDebug { get; set; }
/// <summary>
/// Enables printing stub log messages
/// </summary>
public bool LoggingEnableStub { get; set; }
/// <summary>
/// Enables printing info log messages
/// </summary>
public bool LoggingEnableInfo { get; set; }
/// <summary>
/// Enables printing warning log messages
/// </summary>
public bool LoggingEnableWarn { get; set; }
/// <summary>
/// Enables printing error log messages
/// </summary>
public bool LoggingEnableError { get; set; }
/// <summary>
/// Enables printing trace log messages
/// </summary>
public bool LoggingEnableTrace { get; set; }
/// <summary>
/// Enables printing guest log messages
/// </summary>
public bool LoggingEnableGuest { get; set; }
/// <summary>
/// Enables printing FS access log messages
/// </summary>
public bool LoggingEnableFsAccessLog { get; set; }
/// <summary>
/// Enables printing network log messages
/// </summary>
public bool LoggingEnableNetLog { get; set; }
/// <summary>
/// Enables log messages from Avalonia
/// </summary>
public bool LoggingEnableAvalonia { get; set; }
/// <summary>
/// Controls which log messages are written to the log targets
/// </summary>
public LogClass[] LoggingFilteredClasses { get; set; }
/// <summary>
/// Change Graphics API debug log level
/// </summary>
public GraphicsDebugLevel LoggingGraphicsDebugLevel { get; set; }
/// <summary>
/// Change System Language
/// </summary>
public Language SystemLanguage { get; set; }
/// <summary>
/// Change System Region
/// </summary>
public Region SystemRegion { get; set; }
/// <summary>
/// Change System TimeZone
/// </summary>
public string SystemTimeZone { get; set; }
/// <summary>
/// Change System Time Offset in seconds
/// </summary>
public long SystemTimeOffset { get; set; }
/// <summary>
/// Instead of setting the time via configuration, use the values provided by the system.
/// </summary>
public bool MatchSystemTime { get; set; }
/// <summary>
/// Enable or disable use global input config (Independent from controllers binding)
/// </summary>
public bool UseInputGlobalConfig { get; set; }
/// <summary>
/// Enables or disables Docked Mode
/// </summary>
public bool DockedMode { get; set; }
/// <summary>
/// Enables or disables Discord Rich Presence
/// </summary>
public bool EnableDiscordIntegration { get; set; }
/// <summary>
/// DEPRECATED: Checks for updates when Ryujinx starts when enabled
/// </summary>
public bool CheckUpdatesOnStart { get; set; }
/// <summary>
/// Checks for updates when Ryujinx starts when enabled, either prompting when an update is found or just showing a notification.
/// </summary>
public UpdaterType UpdateCheckerType { get; set; }
/// <summary>
/// How the emulator should behave when you click off/on the window.
/// </summary>
public FocusLostType FocusLostActionType { get; set; }
/// <summary>
/// Show "Confirm Exit" Dialog
/// </summary>
public bool ShowConfirmExit { get; set; }
/// <summary>
/// Ignore Controller Applet dialog
/// </summary>
public bool IgnoreApplet { get; set; }
/// <summary>
/// Skip user profiles manager dialog during gameplay(the used profile in the configuration will be selected)
/// </summary>
public bool SkipUserProfiles { get; set; }
/// <summary>
/// Enables or disables save window size, position and state on close.
/// </summary>
public bool RememberWindowState { get; set; }
/// <summary>
/// Enables or disables the redesigned title bar
/// </summary>
public bool ShowTitleBar { get; set; }
/// <summary>
/// Enables hardware-accelerated rendering for Avalonia
/// </summary>
public bool EnableHardwareAcceleration { get; set; }
/// <summary>
/// Whether to hide cursor on idle, always or never
/// </summary>
public HideCursorMode HideCursor { get; set; }
/// <summary>
/// Enables or disables Vertical Sync
/// </summary>
/// <remarks>Kept for file format compatibility (to avoid possible failure when parsing configuration on old versions)</remarks>
/// TODO: Remove this when those older versions aren't in use anymore.
public bool EnableVsync { get; set; }
/// <summary>
/// Current VSync mode; 60 (Switch), unbounded ("Vsync off"), or custom
/// </summary>
public VSyncMode VSyncMode { get; set; }
/// <summary>
/// Enables or disables the custom present interval
/// </summary>
public bool EnableCustomVSyncInterval { get; set; }
/// <summary>
/// The custom present interval value
/// </summary>
public int CustomVSyncInterval { get; set; }
/// <summary>
/// Enables or disables Shader cache
/// </summary>
public bool EnableShaderCache { get; set; }
/// <summary>
/// Enables or disables texture recompression
/// </summary>
public bool EnableTextureRecompression { get; set; }
/// <summary>
/// Enables or disables Macro high-level emulation
/// </summary>
public bool EnableMacroHLE { get; set; }
/// <summary>
/// Enables or disables color space passthrough, if available.
/// </summary>
public bool EnableColorSpacePassthrough { get; set; }
/// <summary>
/// Enables or disables profiled translation cache persistency
/// </summary>
public bool EnablePtc { get; set; }
/// <summary>
/// Enables or disables low-power profiled translation cache persistency loading
/// </summary>
public bool EnableLowPowerPtc { get; set; }
/// <summary>
/// Clock tick scalar, in percent points (100 = 1.0).
/// </summary>
public long TickScalar { get; set; }
/// <summary>
/// Enables or disables guest Internet access
/// </summary>
public bool EnableInternetAccess { get; set; }
/// <summary>
/// Enables integrity checks on Game content files
/// </summary>
public bool EnableFsIntegrityChecks { get; set; }
/// <summary>
/// Enables FS access log output to the console. Possible modes are 0-3
/// </summary>
public int FsGlobalAccessLogMode { get; set; }
/// <summary>
/// The selected audio backend
/// </summary>
public AudioBackend AudioBackend { get; set; }
/// <summary>
/// The audio volume
/// </summary>
public float AudioVolume { get; set; }
/// <summary>
/// The selected memory manager mode
/// </summary>
public MemoryManagerMode MemoryManagerMode { get; set; }
/// <summary>
/// Expands the RAM amount on the emulated system
/// </summary>
public MemoryConfiguration DramSize { get; set; }
/// <summary>
/// Enable or disable ignoring missing services
/// </summary>
public bool IgnoreMissingServices { get; set; }
/// <summary>
/// Used to toggle columns in the GUI
/// </summary>
public GuiColumns GuiColumns { get; set; }
/// <summary>
/// Used to configure column sort settings in the GUI
/// </summary>
public ColumnSort ColumnSort { get; set; }
/// <summary>
/// A list of directories containing games to be used to load games into the games list
/// </summary>
public List<string> GameDirs { get; set; }
/// <summary>
/// A list of directories containing DLC/updates the user wants to autoload during library refreshes
/// </summary>
public List<string> AutoloadDirs { get; set; }
/// <summary>
/// A list of file types to be hidden in the games List
/// </summary>
public ShownFileTypes ShownFileTypes { get; set; }
/// <summary>
/// Main window start-up position, size and state
/// </summary>
public WindowStartup WindowStartup { get; set; }
/// <summary>
/// Language Code for the UI
/// </summary>
public string LanguageCode { get; set; }
/// <summary>
/// Chooses the base style // Not Used
/// </summary>
public string BaseStyle { get; set; }
/// <summary>
/// Chooses the view mode of the game list // Not Used
/// </summary>
public int GameListViewMode { get; set; }
/// <summary>
/// Show application name in Grid Mode // Not Used
/// </summary>
public bool ShowNames { get; set; }
/// <summary>
/// Sets App Icon Size // Not Used
/// </summary>
public int GridSize { get; set; }
/// <summary>
/// Sorts Apps in the game list // Not Used
/// </summary>
public int ApplicationSort { get; set; }
/// <summary>
/// Sets if Grid is ordered in Ascending Order // Not Used
/// </summary>
public bool IsAscendingOrder { get; set; }
/// <summary>
/// Start games in fullscreen mode
/// </summary>
public bool StartFullscreen { get; set; }
/// <summary>
/// Start games with UI hidden
/// </summary>
public bool StartNoUI { get; set; }
/// <summary>
/// Show console window
/// </summary>
public bool ShowConsole { get; set; }
/// <summary>
/// Enable or disable keyboard support (Independent from controllers binding)
/// </summary>
public bool EnableKeyboard { get; set; }
/// <summary>
/// Enable or disable mouse support (Independent from controllers binding)
/// </summary>
public bool EnableMouse { get; set; }
/// <summary>
/// Enable/disable the ability to control Ryujinx when it's not the currently focused window.
/// </summary>
public bool DisableInputWhenOutOfFocus { get; set; }
/// <summary>
/// Hotkey Keyboard Bindings
/// </summary>
public KeyboardHotkeys Hotkeys { get; set; }
/// <summary>
/// Input configurations
/// </summary>
public List<InputConfig> InputConfig { get; set; }
/// <summary>
/// Player-level input routing assignments
/// </summary>
public List<PlayerInputAssignment> PlayerInputAssignments { get; set; }
/// <summary>
/// Whether to allow mapping the same input device to multiple players.
/// </summary>
public bool AllowDuplicateDeviceAssignment { get; set; }
/// <summary>
/// The speed of spectrum cycling for the Rainbow LED feature.
/// </summary>
public float RainbowSpeed { get; set; }
/// <summary>
/// Graphics backend
/// </summary>
public GraphicsBackend GraphicsBackend { get; set; }
/// <summary>
/// Preferred GPU
/// </summary>
public string PreferredGpu { get; set; }
/// <summary>
/// Multiplayer Mode
/// </summary>
public MultiplayerMode MultiplayerMode { get; set; }
/// <summary>
/// GUID for the network interface used by LAN (or 0 for default)
/// </summary>
public string MultiplayerLanInterfaceId { get; set; }
/// <summary>
/// Disable P2p Toggle
/// </summary>
public bool MultiplayerDisableP2p { get; set; }
/// <summary>
/// Local network passphrase, for private networks.
/// </summary>
public string MultiplayerLdnPassphrase { get; set; }
/// <summary>
/// Custom LDN Server
/// </summary>
public string LdnServer { get; set; }
/// <summary>
/// Uses Hypervisor over JIT if available
/// </summary>
public bool UseHypervisor { get; set; }
/// <summary>
/// Enable or disable low-latency mode for garbage collection
/// </summary>
public bool GCLowLatency { get; set; }
/// <summary>
/// Enables or disables the GDB stub
/// </summary>
public bool EnableGdbStub { get; set; }
/// <summary>
/// Which TCP port should the GDB stub listen on
/// </summary>
public ushort GdbStubPort { get; set; }
/// <summary>
/// Suspend execution when starting an application
/// </summary>
public bool DebuggerSuspendOnStart { get; set; }
/// <summary>
/// Show toggles for dirty hacks in the UI.
/// </summary>
public bool ShowDirtyHacks { get; set; }
/// <summary>
/// The packed values of the enabled dirty hacks.
/// </summary>
public ulong[] DirtyHacks { get; set; }
/// <summary>
/// Loads a configuration file from disk
/// </summary>
/// <param name="path">The path to the JSON configuration file</param>
/// <param name="configurationFileFormat">Parsed configuration file</param>
public static bool TryLoad(string path, out ConfigurationFileFormat configurationFileFormat)
{
try
{
configurationFileFormat = JsonHelper.DeserializeFromFile(path, ConfigurationFileFormatSettings.SerializerContext.ConfigurationFileFormat);
return configurationFileFormat.Version != 0;
}
catch
{
configurationFileFormat = null;
return false;
}
}
/// <summary>
/// Renames the configuration file when it is deemed invalid
/// </summary>
/// <param name="path">The path to the invalid JSON configuration file</param>
/// <returns>The path of the renamed invalid JSON configuration file, or null if the rename failed</returns>
public static string RenameInvalidConfigFile(string path)
{
if (string.IsNullOrWhiteSpace(path) || !File.Exists(path))
{
return null;
}
try
{
string directory = Path.GetDirectoryName(path) ?? string.Empty;
string originalFileName = Path.GetFileName(path);
if (string.IsNullOrWhiteSpace(originalFileName))
{
return null;
}
string renamedFileName = $"{originalFileName}.{DateTime.Now:yyyy-MM-dd_HH-mm-ss}.invalid";
string renamedPath = string.IsNullOrEmpty(directory) ? renamedFileName : Path.Combine(directory, renamedFileName);
File.Move(path, renamedPath, overwrite: false);
Logger.Warning?.PrintMsg(LogClass.Application, $"Invalid configuration renamed to: {renamedPath}");
return renamedPath;
}
catch (Exception ex)
{
Logger.Error?.PrintMsg(LogClass.Application, $"Failed to rename invalid configuration file \"{path}\": {ex}");
return null;
}
}
/// <summary>
/// Save a configuration file to disk
/// </summary>
/// <param name="path">The path to the JSON configuration file</param>
public void SaveConfig(string path)
{
JsonHelper.SerializeToFile(path, this, ConfigurationFileFormatSettings.SerializerContext.ConfigurationFileFormat);
}
}
}