mirror of
https://github.com/Ryujinx/Ryujinx.git
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* openal: Update to OpenTK 4 * Ryujinx.Graphics.OpenGL: Update to OpenTK 4 * Entirely removed OpenTK 3, still wip * Use SPB for context creation and handling Still need to test on GLX and readd input support * Start implementing a new input system So far only gamepad are supported, no configuration possible via UI but detected via hotplug/removal Button mapping backend is implemented TODO: front end, configuration handling and configuration migration TODO: keyboard support * Enforce RGB only framebuffer on the GLWidget Fix possible transparent window * Implement UI gamepad frontend Also fix bad mapping of minus button and ensure gamepad config is updated in real time * Handle controller being disconnected and reconnected again * Revert "Enforce RGB only framebuffer on the GLWidget" This reverts commit 0949715d1a03ec793e35e37f7b610cbff2d63965. * Fix first color clear * Filter SDL2 events a bit * Start working on the keyboard detail - Rework configuration classes a bit to be more clean. - Integrate fully the keyboard configuration to the front end (TODO: assigner) - Start skeleton for the GTK3 keyboard driver * Add KeyboardStateSnapshot and its integration * Implement keyboard assigner and GTK3 key mapping TODO: controller configuration mapping and IGamepad implementation for keyboard * Add missing SR and SL definitions * Fix copy pasta mistake on config for previous commit * Implement IGamepad interface for GTK3 keyboard * Fix some implementation still being commented in the controller ui for keyboard * Port screen handle code * Remove all configuration management code and move HidNew to Hid * Rename InputConfigNew to InputConfig * Add a version field to the input config * Prepare serialization and deserialization of new input config and migrate profile loading and saving * Support input configuration saving to config and bump config version to 23. * Clean up in ConfigurationState * Reference SPB via a nuget package * Move new input system to Ryujinx.Input project and SDL2 detail to Ryujinx.Input.SDL2 * move GTK3 input to the right directory * Fix triggers on SDL2 * Update to SDL2 2.0.14 via our own fork * Update buttons definition for SDL2 2.0.14 and report gamepad features * Implement motion support again with SDL2 TODO: cemu hooks integration * Switch to latest of nightly SDL2 * SDL2: Fix bugs in gamepad id matching allowing different gamepad to match on the same device index * Ensure values are set in UI when the gamepad get hot plugged * Avoid trying to add controllers in the Update method and don't open SDL2 gamepad instance before checking ids This fixes permanent rumble of pro controller in some hotplug scenario * Fix more UI bugs * Move legcay motion code around before reintegration * gamecontroller UI tweaks here and there * Hide Motion on non motion configurations * Update the TODO grave Some TODO were fixed long time ago or are quite oudated... * Integrate cemu hooks motion configuration * Integrate cemu hooks configuration options to the UI again * cemuhooks => cemuhooks * Add cemu hook support again * Fix regression on normal motion and fix some very nasty bugs around * Fix for XCB multithreads issue on Linux * Enable motion by default * Block inputs in the main view when in the controller configuration window * Some fixes for the controller ui again * Add joycon support and fixes other hints * Bug fixes and clean up - Invert default mapping if not a Nintendo controller - Keep alive the controller being selected on the controller window (allow to avoid big delay for controller needing time to init when doing button assignment) - Clean up hints in use - Remove debug logs around - Fixes potential double free with SDL2Gamepad * Move the button assigner and motion logic to the Ryujinx.Input project * Reimplement raw keyboard hle input Also move out the logic of the hotkeys * Move all remaining Input manager stuffs to the Ryujinx.Input project * Increment configuration version yet again because of master changes * Ensure input config isn't null when not present * Fixes for VS not being nice * Fix broken gamepad caching logic causing crashes on ui * Ensure the background context is destroyed * Update dependencies * Readd retrocompat with old format of the config to avoid parsing and crashes on those versions Also updated the debug Config.json * Document new input APIs * Isolate SDL2Driver to the project and remove external export of it * Add support for external gamepad db mappings on SDL2 * Last clean up before PR * Addresses first part of comments * Address gdkchan's comments * Do not use JsonException * Last comment fixes
199 lines
5.6 KiB
C#
199 lines
5.6 KiB
C#
using System.Collections.Generic;
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using System;
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using System.IO;
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using System.Linq;
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namespace Ryujinx.Input.Assigner
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{
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/// <summary>
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/// <see cref="IButtonAssigner"/> implementation for regular <see cref="IGamepad"/>.
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/// </summary>
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public class GamepadButtonAssigner : IButtonAssigner
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{
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private IGamepad _gamepad;
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private GamepadStateSnapshot _currState;
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private GamepadStateSnapshot _prevState;
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private JoystickButtonDetector _detector;
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private bool _forStick;
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public GamepadButtonAssigner(IGamepad gamepad, float triggerThreshold, bool forStick)
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{
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_gamepad = gamepad;
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_detector = new JoystickButtonDetector();
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_forStick = forStick;
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_gamepad?.SetTriggerThreshold(triggerThreshold);
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}
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public void Initialize()
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{
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if (_gamepad != null)
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{
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_currState = _gamepad.GetStateSnapshot();
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_prevState = _currState;
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}
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}
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public void ReadInput()
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{
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if (_gamepad != null)
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{
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_prevState = _currState;
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_currState = _gamepad.GetStateSnapshot();
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}
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CollectButtonStats();
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}
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public bool HasAnyButtonPressed()
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{
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return _detector.HasAnyButtonPressed();
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}
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public bool ShouldCancel()
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{
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return _gamepad == null || !_gamepad.IsConnected;
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}
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public string GetPressedButton()
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{
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IEnumerable<GamepadButtonInputId> pressedButtons = _detector.GetPressedButtons();
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if (pressedButtons.Any())
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{
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return !_forStick ? pressedButtons.First().ToString() : ((StickInputId)pressedButtons.First()).ToString();
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}
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return "";
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}
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private void CollectButtonStats()
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{
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if (_forStick)
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{
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for (StickInputId inputId = StickInputId.Left; inputId < StickInputId.Count; inputId++)
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{
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(float x, float y) = _currState.GetStick(inputId);
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float value;
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if (x != 0.0f)
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{
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value = x;
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}
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else if (y != 0.0f)
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{
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value = y;
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}
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else
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{
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continue;
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}
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_detector.AddInput((GamepadButtonInputId)inputId, value);
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}
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}
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else
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{
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for (GamepadButtonInputId inputId = GamepadButtonInputId.A; inputId < GamepadButtonInputId.Count; inputId++)
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{
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if (_currState.IsPressed(inputId) && !_prevState.IsPressed(inputId))
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{
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_detector.AddInput(inputId, 1);
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}
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if (!_currState.IsPressed(inputId) && _prevState.IsPressed(inputId))
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{
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_detector.AddInput(inputId, -1);
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}
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}
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}
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}
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private class JoystickButtonDetector
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{
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private Dictionary<GamepadButtonInputId, InputSummary> _stats;
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public JoystickButtonDetector()
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{
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_stats = new Dictionary<GamepadButtonInputId, InputSummary>();
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}
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public bool HasAnyButtonPressed()
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{
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return _stats.Values.Any(CheckButtonPressed);
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}
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public IEnumerable<GamepadButtonInputId> GetPressedButtons()
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{
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return _stats.Where(kvp => CheckButtonPressed(kvp.Value)).Select(kvp => kvp.Key);
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}
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public void AddInput(GamepadButtonInputId button, float value)
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{
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InputSummary inputSummary;
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if (!_stats.TryGetValue(button, out inputSummary))
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{
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inputSummary = new InputSummary();
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_stats.Add(button, inputSummary);
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}
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inputSummary.AddInput(value);
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}
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public override string ToString()
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{
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StringWriter writer = new StringWriter();
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foreach (var kvp in _stats)
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{
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writer.WriteLine($"Button {kvp.Key} -> {kvp.Value}");
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}
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return writer.ToString();
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}
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private bool CheckButtonPressed(InputSummary sequence)
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{
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float distance = Math.Abs(sequence.Min - sequence.Avg) + Math.Abs(sequence.Max - sequence.Avg);
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return distance > 1.5; // distance range [0, 2]
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}
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}
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private class InputSummary
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{
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public float Min, Max, Sum, Avg;
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public int NumSamples;
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public InputSummary()
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{
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Min = float.MaxValue;
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Max = float.MinValue;
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Sum = 0;
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NumSamples = 0;
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Avg = 0;
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}
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public void AddInput(float value)
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{
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Min = Math.Min(Min, value);
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Max = Math.Max(Max, value);
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Sum += value;
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NumSamples += 1;
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Avg = Sum / NumSamples;
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}
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public override string ToString()
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{
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return $"Avg: {Avg} Min: {Min} Max: {Max} Sum: {Sum} NumSamples: {NumSamples}";
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}
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}
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}
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}
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