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using Ryujinx.Common.Utilities;
using System;
using System.Text.Json;
using System.Text.Json.Serialization;
namespace Ryujinx.Common.Configuration.Hid.Controller.Motion
{
class JsonMotionConfigControllerConverter : JsonConverter<MotionConfigController>
{
private static readonly MotionConfigJsonSerializerContext SerializerContext = new(JsonHelper.GetDefaultSerializerOptions());
private static MotionInputBackendType GetMotionInputBackendType(ref Utf8JsonReader reader)
{
// Temporary reader to get the backend type
Utf8JsonReader tempReader = reader;
MotionInputBackendType result = MotionInputBackendType.Invalid;
while (tempReader.Read())
{
// NOTE: We scan all properties ignoring the depth entirely on purpose.
// 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.
// As such, this code will try to parse very field named "motion_backend" to the correct enum.
if (tempReader.TokenType == JsonTokenType.PropertyName)
{
string propertyName = tempReader.GetString();
if (propertyName.Equals("motion_backend"))
{
tempReader.Read();
if (tempReader.TokenType == JsonTokenType.String)
{
string backendTypeRaw = tempReader.GetString();
if (!Enum.TryParse(backendTypeRaw, out result))
{
result = MotionInputBackendType.Invalid;
}
else
{
break;
}
}
}
}
}
return result;
}
public override MotionConfigController Read(ref Utf8JsonReader reader, Type typeToConvert, JsonSerializerOptions options)
{
MotionInputBackendType motionBackendType = GetMotionInputBackendType(ref reader);
return motionBackendType switch
{
MotionInputBackendType.GamepadDriver => JsonSerializer.Deserialize(ref reader, SerializerContext.StandardMotionConfigController),
MotionInputBackendType.CemuHook => JsonSerializer.Deserialize(ref reader, SerializerContext.CemuHookMotionConfigController),
_ => throw new InvalidOperationException($"Unknown backend type {motionBackendType}"),
};
}
public override void Write(Utf8JsonWriter writer, MotionConfigController value, JsonSerializerOptions options)
{
switch (value.MotionBackend)
{
case MotionInputBackendType.GamepadDriver:
JsonSerializer.Serialize(writer, value as StandardMotionConfigController, SerializerContext.StandardMotionConfigController);
break;
case MotionInputBackendType.CemuHook:
JsonSerializer.Serialize(writer, value as CemuHookMotionConfigController, SerializerContext.CemuHookMotionConfigController);
break;
default:
throw new ArgumentException($"Unknown motion backend type {value.MotionBackend}");
}
}
}
}
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