Ryujinx/src/Ryujinx.Input/Assigner/GamepadButtonAssigner.cs
Isaac Marovitz 446f2854a5
Ava UI: Input Menu Refactor (#5826)
* Refactor

* Apply suggestions from code review

Co-authored-by: Ac_K <Acoustik666@gmail.com>

* Update src/Ryujinx/UI/Views/Settings/SettingsHotkeysView.axaml.cs

Co-authored-by: Ac_K <Acoustik666@gmail.com>

* Update src/Ryujinx.Input/ButtonValueType.cs

Co-authored-by: Ac_K <Acoustik666@gmail.com>

* Add empty line

* Requested renames

* Update src/Ryujinx/UI/Views/Settings/SettingsHotkeysView.axaml.cs

Co-authored-by: gdkchan <gab.dark.100@gmail.com>

* Make parent models private readonly

* Fix ControllerInputView

* Make line shorter

* Mac keys in locale

* Double line break

* Fix build

* Get rid of _isValid

* Fix potential race condition

* Rename HasAnyButtonPressed to IsAnyButtonPressed

* Use switches

* Simplify enumeration

---------

Co-authored-by: Ac_K <Acoustik666@gmail.com>
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
Co-authored-by: TSR Berry <20988865+TSRBerry@users.noreply.github.com>
2024-04-17 18:52:12 -03:00

193 lines
5.5 KiB
C#

using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
namespace Ryujinx.Input.Assigner
{
/// <summary>
/// <see cref="IButtonAssigner"/> implementation for regular <see cref="IGamepad"/>.
/// </summary>
public class GamepadButtonAssigner : IButtonAssigner
{
private readonly IGamepad _gamepad;
private GamepadStateSnapshot _currState;
private GamepadStateSnapshot _prevState;
private readonly JoystickButtonDetector _detector;
private readonly bool _forStick;
public GamepadButtonAssigner(IGamepad gamepad, float triggerThreshold, bool forStick)
{
_gamepad = gamepad;
_detector = new JoystickButtonDetector();
_forStick = forStick;
_gamepad?.SetTriggerThreshold(triggerThreshold);
}
public void Initialize()
{
if (_gamepad != null)
{
_currState = _gamepad.GetStateSnapshot();
_prevState = _currState;
}
}
public void ReadInput()
{
if (_gamepad != null)
{
_prevState = _currState;
_currState = _gamepad.GetStateSnapshot();
}
CollectButtonStats();
}
public bool IsAnyButtonPressed()
{
return _detector.IsAnyButtonPressed();
}
public bool ShouldCancel()
{
return _gamepad == null || !_gamepad.IsConnected;
}
public Button? GetPressedButton()
{
IEnumerable<GamepadButtonInputId> pressedButtons = _detector.GetPressedButtons();
return !_forStick ? new(pressedButtons.FirstOrDefault()) : new((StickInputId)pressedButtons.FirstOrDefault());
}
private void CollectButtonStats()
{
if (_forStick)
{
for (StickInputId inputId = StickInputId.Left; inputId < StickInputId.Count; inputId++)
{
(float x, float y) = _currState.GetStick(inputId);
float value;
if (x != 0.0f)
{
value = x;
}
else if (y != 0.0f)
{
value = y;
}
else
{
continue;
}
_detector.AddInput((GamepadButtonInputId)inputId, value);
}
}
else
{
for (GamepadButtonInputId inputId = GamepadButtonInputId.A; inputId < GamepadButtonInputId.Count; inputId++)
{
if (_currState.IsPressed(inputId) && !_prevState.IsPressed(inputId))
{
_detector.AddInput(inputId, 1);
}
if (!_currState.IsPressed(inputId) && _prevState.IsPressed(inputId))
{
_detector.AddInput(inputId, -1);
}
}
}
}
private class JoystickButtonDetector
{
private readonly Dictionary<GamepadButtonInputId, InputSummary> _stats;
public JoystickButtonDetector()
{
_stats = new Dictionary<GamepadButtonInputId, InputSummary>();
}
public bool IsAnyButtonPressed()
{
return _stats.Values.Any(CheckButtonPressed);
}
public IEnumerable<GamepadButtonInputId> GetPressedButtons()
{
return _stats.Where(kvp => CheckButtonPressed(kvp.Value)).Select(kvp => kvp.Key);
}
public void AddInput(GamepadButtonInputId button, float value)
{
if (!_stats.TryGetValue(button, out InputSummary inputSummary))
{
inputSummary = new InputSummary();
_stats.Add(button, inputSummary);
}
inputSummary.AddInput(value);
}
public override string ToString()
{
StringWriter writer = new();
foreach (var kvp in _stats)
{
writer.WriteLine($"Button {kvp.Key} -> {kvp.Value}");
}
return writer.ToString();
}
private bool CheckButtonPressed(InputSummary sequence)
{
float distance = Math.Abs(sequence.Min - sequence.Avg) + Math.Abs(sequence.Max - sequence.Avg);
return distance > 1.5; // distance range [0, 2]
}
}
private class InputSummary
{
public float Min, Max, Sum, Avg;
public int NumSamples;
public InputSummary()
{
Min = float.MaxValue;
Max = float.MinValue;
Sum = 0;
NumSamples = 0;
Avg = 0;
}
public void AddInput(float value)
{
Min = Math.Min(Min, value);
Max = Math.Max(Max, value);
Sum += value;
NumSamples += 1;
Avg = Sum / NumSamples;
}
public override string ToString()
{
return $"Avg: {Avg} Min: {Min} Max: {Max} Sum: {Sum} NumSamples: {NumSamples}";
}
}
}
}