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https://github.com/par274/sharpemu.git
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[input] replaced per-platform pad readers with sdl gamepad input
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@@ -1,182 +0,0 @@
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// Copyright (C) 2026 SharpEmu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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using SharpEmu.HLE.Host;
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using SharpEmu.HLE.Host.Posix;
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namespace SharpEmu.Libs.Gpu.Metal;
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/// <summary>
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/// Keyboard state sampled from the Metal presenter's window, feeding the POSIX
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/// host input seam so pad emulation works like the Vulkan presenter's
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/// HostWindowInput. Key events arrive on the AppKit main thread as macOS
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/// virtual key codes; pad reads happen on guest threads, so state is guarded.
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/// Window gamepads are not surfaced by AppKit — controller support would go
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/// through GameController.framework and is out of scope here.
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/// </summary>
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internal static class MetalHostInput
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{
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private static readonly object Gate = new();
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private static readonly HashSet<ushort> Pressed = new();
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private static volatile bool _connected;
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/// <summary>Registers this window's keyboard as the host input source.</summary>
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public static void Attach()
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{
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_connected = true;
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PosixHostInput.SetSource(new MetalWindowInputSource());
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Console.Error.WriteLine("[LOADER][INFO] Window keyboard input attached for pad emulation.");
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}
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// Debug automation: SHARPEMU_METAL_AUTOKEY="12:0x24,15:0x24" presses the
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// macOS key code at each elapsed-seconds mark for a few frames, letting
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// headless test runs navigate menus without a human at the keyboard.
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private static readonly List<(double At, ushort Key, bool[] State)> _autoKeys = ParseAutoKeys();
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private static readonly System.Diagnostics.Stopwatch _autoKeyClock =
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System.Diagnostics.Stopwatch.StartNew();
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private static List<(double, ushort, bool[])> ParseAutoKeys()
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{
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var keys = new List<(double, ushort, bool[])>();
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var spec = Environment.GetEnvironmentVariable("SHARPEMU_METAL_AUTOKEY");
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if (string.IsNullOrWhiteSpace(spec))
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{
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return keys;
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}
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foreach (var entry in spec.Split(',', StringSplitOptions.RemoveEmptyEntries))
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{
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var parts = entry.Split(':');
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if (parts.Length == 2 &&
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double.TryParse(parts[0], out var at) &&
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TryParseKeyCode(parts[1], out var key))
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{
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keys.Add((at, key, new bool[2]));
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}
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}
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return keys;
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}
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private static bool TryParseKeyCode(string text, out ushort key)
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{
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return text.StartsWith("0x", StringComparison.OrdinalIgnoreCase)
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? ushort.TryParse(text[2..], System.Globalization.NumberStyles.HexNumber, null, out key)
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: ushort.TryParse(text, out key);
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}
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/// <summary>Called once per render frame; fires and releases scripted keys.</summary>
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public static void PumpAutoKeys()
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{
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if (_autoKeys.Count == 0)
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{
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return;
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}
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var elapsed = _autoKeyClock.Elapsed.TotalSeconds;
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foreach (var (at, key, state) in _autoKeys)
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{
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if (!state[0] && elapsed >= at)
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{
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state[0] = true;
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KeyDown(key, isRepeat: false);
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Console.Error.WriteLine($"[LOADER][INFO] Metal autokey press 0x{key:X} at {elapsed:F1}s");
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}
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else if (state[0] && !state[1] && elapsed >= at + 0.2)
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{
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state[1] = true;
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KeyUp(key);
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}
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}
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}
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public static void KeyDown(ushort keyCode, bool isRepeat)
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{
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// kVK_F1: parity with the Vulkan window's perf-overlay toggle.
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if (keyCode == 0x7A && !isRepeat)
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{
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VideoOut.PerfOverlay.Toggle();
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}
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lock (Gate)
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{
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Pressed.Add(keyCode);
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}
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}
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public static void KeyUp(ushort keyCode)
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{
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lock (Gate)
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{
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Pressed.Remove(keyCode);
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}
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}
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private static bool IsKeyCodeDown(ushort keyCode)
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{
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lock (Gate)
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{
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return Pressed.Contains(keyCode);
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}
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}
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private sealed class MetalWindowInputSource : IPosixWindowInputSource
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{
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public bool HasKeyboardFocus => _connected;
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public bool IsKeyDown(int virtualKey) =>
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TryMapVirtualKey(virtualKey, out var keyCode) && IsKeyCodeDown(keyCode);
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public int GetGamepadStates(Span<HostGamepadState> destination) => 0;
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public string? DescribeConnectedGamepad() => null;
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}
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/// <summary>Windows virtual-key semantics (the seam's contract) to macOS
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/// kVK virtual key codes, covering the keys pad emulation polls.</summary>
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private static bool TryMapVirtualKey(int vk, out ushort keyCode)
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{
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keyCode = vk switch
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{
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0x08 => 0x33, // Backspace -> kVK_Delete
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0x09 => 0x30, // Tab
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0x0D => 0x24, // Enter -> kVK_Return
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0x1B => 0x35, // Escape
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0x20 => 0x31, // Space
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0x25 => 0x7B, // Left
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0x26 => 0x7E, // Up
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0x27 => 0x7C, // Right
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0x28 => 0x7D, // Down
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// Letters: macOS ANSI key codes are layout-position based and
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// non-contiguous, so map each polled letter explicitly.
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0x41 => 0x00, // A
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0x42 => 0x0B, // B
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0x43 => 0x08, // C
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0x44 => 0x02, // D
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0x45 => 0x0E, // E
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0x46 => 0x03, // F
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0x47 => 0x05, // G
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0x48 => 0x04, // H
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0x49 => 0x22, // I
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0x4A => 0x26, // J
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0x4B => 0x28, // K
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0x4C => 0x25, // L
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0x4D => 0x2E, // M
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0x4E => 0x2D, // N
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0x4F => 0x1F, // O
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0x50 => 0x23, // P
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0x51 => 0x0C, // Q
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0x52 => 0x0F, // R
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0x53 => 0x01, // S
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0x54 => 0x11, // T
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0x55 => 0x20, // U
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0x56 => 0x09, // V
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0x57 => 0x0D, // W
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0x58 => 0x07, // X
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0x59 => 0x10, // Y
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0x5A => 0x06, // Z
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_ => ushort.MaxValue,
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};
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return keyCode != ushort.MaxValue;
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}
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}
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