70f79e689b
* First working vibration implementation * Fix Infinite Rumble in SDL2Mouse * Stop ignoring one vibValues every 2 * Remove RumbleInfinity as suggested * Reworked all the vibration handle / calculation * Revert HidVibrationDevicePosition changes * Add UI to enable and tune rumble * Remove some stub logs * Add PlayerIndex in rumble debug log * Fix all requested changes * Implements hid::GetVibrationDeviceInfo * Better implements HidVibrationValue.Equals/GetHashCode * Added requested changes from code review * Last fixes from review * Update configuration file version for rebase
122 lines
4.6 KiB
C#
122 lines
4.6 KiB
C#
using Ryujinx.Common.Configuration.Hid;
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using Ryujinx.Common.Memory;
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using System;
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using System.Numerics;
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using System.Runtime.CompilerServices;
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namespace Ryujinx.Input
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{
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/// <summary>
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/// Represent an emulated gamepad.
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/// </summary>
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public interface IGamepad : IDisposable
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{
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/// <summary>
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/// Features supported by the gamepad.
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/// </summary>
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GamepadFeaturesFlag Features { get; }
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/// <summary>
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/// Unique Id of the gamepad.
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/// </summary>
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string Id { get; }
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/// <summary>
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/// The name of the gamepad.
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/// </summary>
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string Name { get; }
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/// <summary>
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/// True if the gamepad is connected.
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/// </summary>
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bool IsConnected { get; }
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/// <summary>
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/// Check if a given input button is pressed on the gamepad.
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/// </summary>
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/// <param name="inputId">The button id</param>
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/// <returns>True if the given button is pressed on the gamepad</returns>
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bool IsPressed(GamepadButtonInputId inputId);
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/// <summary>
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/// Get the values of a given input joystick on the gamepad.
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/// </summary>
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/// <param name="inputId">The stick id</param>
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/// <returns>The values of the given input joystick on the gamepad</returns>
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(float, float) GetStick(StickInputId inputId);
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/// <summary>
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/// Get the values of a given motion sensors on the gamepad.
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/// </summary>
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/// <param name="inputId">The motion id</param>
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/// <returns> The values of the given motion sensors on the gamepad.</returns>
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Vector3 GetMotionData(MotionInputId inputId);
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/// <summary>
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/// Configure the threshold of the triggers on the gamepad.
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/// </summary>
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/// <param name="triggerThreshold">The threshold value for the triggers on the gamepad</param>
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void SetTriggerThreshold(float triggerThreshold);
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/// <summary>
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/// Set the configuration of the gamepad.
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/// </summary>
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/// <remarks>This expect config to be in the format expected by the driver</remarks>
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/// <param name="configuration">The configuration of the gamepad</param>
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void SetConfiguration(InputConfig configuration);
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/// <summary>
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/// Starts a rumble effect on the gamepad.
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/// </summary>
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/// <param name="lowFrequency">The intensity of the low frequency from 0.0f to 1.0f</param>
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/// <param name="highFrequency">The intensity of the high frequency from 0.0f to 1.0f</param>
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/// <param name="durationMs">The duration of the rumble effect in milliseconds.</param>
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void Rumble(float lowFrequency, float highFrequency, uint durationMs);
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/// <summary>
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/// Get a snaphost of the state of the gamepad that is remapped with the informations from the <see cref="InputConfig"/> set via <see cref="SetConfiguration(InputConfig)"/>.
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/// </summary>
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/// <returns>A remapped snaphost of the state of the gamepad.</returns>
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GamepadStateSnapshot GetMappedStateSnapshot();
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/// <summary>
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/// Get a snaphost of the state of the gamepad.
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/// </summary>
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/// <returns>A snaphost of the state of the gamepad.</returns>
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GamepadStateSnapshot GetStateSnapshot();
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/// <summary>
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/// Get a snaphost of the state of a gamepad.
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/// </summary>
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/// <param name="gamepad">The gamepad to do a snapshot of</param>
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/// <returns>A snaphost of the state of the gamepad.</returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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static GamepadStateSnapshot GetStateSnapshot(IGamepad gamepad)
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{
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// NOTE: Update Array size if JoystickInputId is changed.
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Array3<Array2<float>> joysticksState = default;
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for (StickInputId inputId = StickInputId.Left; inputId < StickInputId.Count; inputId++)
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{
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(float state0, float state1) = gamepad.GetStick(inputId);
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Array2<float> state = default;
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state[0] = state0;
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state[1] = state1;
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joysticksState[(int)inputId] = state;
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}
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// NOTE: Update Array size if GamepadInputId is changed.
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Array28<bool> buttonsState = default;
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for (GamepadButtonInputId inputId = GamepadButtonInputId.A; inputId < GamepadButtonInputId.Count; inputId++)
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{
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buttonsState[(int)inputId] = gamepad.IsPressed(inputId);
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}
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return new GamepadStateSnapshot(joysticksState, buttonsState);
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}
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}
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}
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