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
367 lines
16 KiB
C#
367 lines
16 KiB
C#
using Ryujinx.Common.Configuration.Hid;
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using Ryujinx.Common.Configuration.Hid.Controller;
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using System;
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using System.Collections.Generic;
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using System.Numerics;
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using static SDL2.SDL;
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namespace Ryujinx.Input.SDL2
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{
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class SDL2Gamepad : IGamepad
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{
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private bool HasConfiguration => _configuration != null;
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private class ButtonMappingEntry
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{
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public readonly GamepadButtonInputId To;
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public readonly GamepadButtonInputId From;
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public ButtonMappingEntry(GamepadButtonInputId to, GamepadButtonInputId from)
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{
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To = to;
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From = from;
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}
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}
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private StandardControllerInputConfig _configuration;
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private static readonly SDL_GameControllerButton[] _buttonsDriverMapping = new SDL_GameControllerButton[(int)GamepadButtonInputId.Count]
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{
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// Unbound, ignored.
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SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_INVALID,
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SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_A,
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SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_B,
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SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_X,
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SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_Y,
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SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_LEFTSTICK,
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SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_RIGHTSTICK,
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SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_LEFTSHOULDER,
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SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_RIGHTSHOULDER,
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// NOTE: The left and right trigger are axis, we handle those differently
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SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_INVALID,
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SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_INVALID,
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SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_DPAD_UP,
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SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_DPAD_DOWN,
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SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_DPAD_LEFT,
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SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_DPAD_RIGHT,
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SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_BACK,
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SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_START,
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SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_GUIDE,
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SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_MISC1,
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SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_PADDLE1,
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SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_PADDLE2,
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SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_PADDLE3,
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SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_PADDLE4,
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SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_TOUCHPAD,
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// Virtual buttons are invalid, ignored.
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SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_INVALID,
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SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_INVALID,
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SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_INVALID,
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SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_INVALID,
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};
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private object _userMappingLock = new object();
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private List<ButtonMappingEntry> _buttonsUserMapping;
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private StickInputId[] _stickUserMapping = new StickInputId[(int)StickInputId.Count]
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{
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StickInputId.Unbound,
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StickInputId.Left,
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StickInputId.Right
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};
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public GamepadFeaturesFlag Features { get; }
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private IntPtr _gamepadHandle;
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private float _triggerThreshold;
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public SDL2Gamepad(IntPtr gamepadHandle, string driverId)
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{
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_gamepadHandle = gamepadHandle;
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_buttonsUserMapping = new List<ButtonMappingEntry>();
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Name = SDL_GameControllerName(_gamepadHandle);
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Id = driverId;
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Features = GetFeaturesFlag();
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_triggerThreshold = 0.0f;
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// Enable motion tracking
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if (Features.HasFlag(GamepadFeaturesFlag.Motion))
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{
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SDL_GameControllerSetSensorEnabled(_gamepadHandle, SDL_SensorType.SDL_SENSOR_ACCEL, SDL_bool.SDL_TRUE);
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SDL_GameControllerSetSensorEnabled(_gamepadHandle, SDL_SensorType.SDL_SENSOR_GYRO, SDL_bool.SDL_TRUE);
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}
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}
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private GamepadFeaturesFlag GetFeaturesFlag()
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{
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GamepadFeaturesFlag result = GamepadFeaturesFlag.None;
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if (SDL_GameControllerHasSensor(_gamepadHandle, SDL_SensorType.SDL_SENSOR_ACCEL) == SDL_bool.SDL_TRUE &&
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SDL_GameControllerHasSensor(_gamepadHandle, SDL_SensorType.SDL_SENSOR_GYRO) == SDL_bool.SDL_TRUE)
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{
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result |= GamepadFeaturesFlag.Motion;
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}
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int error = SDL_GameControllerRumble(_gamepadHandle, 0, 0, 100);
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if (error == 0)
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{
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result |= GamepadFeaturesFlag.Rumble;
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}
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return result;
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}
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public string Id { get; }
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public string Name { get; }
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public bool IsConnected => SDL_GameControllerGetAttached(_gamepadHandle) == SDL_bool.SDL_TRUE;
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protected virtual void Dispose(bool disposing)
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{
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if (disposing && _gamepadHandle != IntPtr.Zero)
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{
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SDL_GameControllerClose(_gamepadHandle);
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_gamepadHandle = IntPtr.Zero;
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}
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}
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public void Dispose()
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{
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Dispose(true);
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}
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public void SetTriggerThreshold(float triggerThreshold)
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{
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_triggerThreshold = triggerThreshold;
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}
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public void Rumble(float lowFrequency, float highFrequency, uint durationMs)
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{
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if (Features.HasFlag(GamepadFeaturesFlag.Rumble))
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{
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ushort lowFrequencyRaw = (ushort)(lowFrequency * ushort.MaxValue);
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ushort highFrequencyRaw = (ushort)(highFrequency * ushort.MaxValue);
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SDL_GameControllerRumble(_gamepadHandle, lowFrequencyRaw, highFrequencyRaw, durationMs);
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}
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}
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public Vector3 GetMotionData(MotionInputId inputId)
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{
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SDL_SensorType sensorType = SDL_SensorType.SDL_SENSOR_INVALID;
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if (inputId == MotionInputId.Accelerometer)
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{
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sensorType = SDL_SensorType.SDL_SENSOR_ACCEL;
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}
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else if (inputId == MotionInputId.Gyroscope)
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{
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sensorType = SDL_SensorType.SDL_SENSOR_GYRO;
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}
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if (Features.HasFlag(GamepadFeaturesFlag.Motion) && sensorType != SDL_SensorType.SDL_SENSOR_INVALID)
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{
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const int ElementCount = 3;
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unsafe
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{
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float* values = stackalloc float[ElementCount];
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int result = SDL_GameControllerGetSensorData(_gamepadHandle, sensorType, (IntPtr)values, ElementCount);
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if (result == 0)
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{
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Vector3 value = new Vector3(values[0], values[1], values[2]);
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if (inputId == MotionInputId.Gyroscope)
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{
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return RadToDegree(value);
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}
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else if (inputId == MotionInputId.Accelerometer)
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{
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return GsToMs2(value);
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}
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return value;
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}
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}
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}
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return Vector3.Zero;
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}
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private static Vector3 RadToDegree(Vector3 rad)
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{
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return rad * (180 / MathF.PI);
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}
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private static Vector3 GsToMs2(Vector3 gs)
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{
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return gs / SDL_STANDARD_GRAVITY;
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}
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public void SetConfiguration(InputConfig configuration)
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{
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lock (_userMappingLock)
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{
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_configuration = (StandardControllerInputConfig)configuration;
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_buttonsUserMapping.Clear();
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// First update sticks
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_stickUserMapping[(int)StickInputId.Left] = (StickInputId)_configuration.LeftJoyconStick.Joystick;
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_stickUserMapping[(int)StickInputId.Right] = (StickInputId)_configuration.RightJoyconStick.Joystick;
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// Then left joycon
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_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.LeftStick, (GamepadButtonInputId)_configuration.LeftJoyconStick.StickButton));
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_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.DpadUp, (GamepadButtonInputId)_configuration.LeftJoycon.DpadUp));
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_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.DpadDown, (GamepadButtonInputId)_configuration.LeftJoycon.DpadDown));
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_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.DpadLeft, (GamepadButtonInputId)_configuration.LeftJoycon.DpadLeft));
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_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.DpadRight, (GamepadButtonInputId)_configuration.LeftJoycon.DpadRight));
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_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.Minus, (GamepadButtonInputId)_configuration.LeftJoycon.ButtonMinus));
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_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.LeftShoulder, (GamepadButtonInputId)_configuration.LeftJoycon.ButtonL));
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_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.LeftTrigger, (GamepadButtonInputId)_configuration.LeftJoycon.ButtonZl));
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_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.SingleRightTrigger0, (GamepadButtonInputId)_configuration.LeftJoycon.ButtonSr));
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_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.SingleLeftTrigger0, (GamepadButtonInputId)_configuration.LeftJoycon.ButtonSl));
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// Finally right joycon
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_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.RightStick, (GamepadButtonInputId)_configuration.RightJoyconStick.StickButton));
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_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.A, (GamepadButtonInputId)_configuration.RightJoycon.ButtonA));
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_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.B, (GamepadButtonInputId)_configuration.RightJoycon.ButtonB));
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_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.X, (GamepadButtonInputId)_configuration.RightJoycon.ButtonX));
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_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.Y, (GamepadButtonInputId)_configuration.RightJoycon.ButtonY));
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_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.Plus, (GamepadButtonInputId)_configuration.RightJoycon.ButtonPlus));
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_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.RightShoulder, (GamepadButtonInputId)_configuration.RightJoycon.ButtonR));
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_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.RightTrigger, (GamepadButtonInputId)_configuration.RightJoycon.ButtonZr));
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_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.SingleRightTrigger1, (GamepadButtonInputId)_configuration.RightJoycon.ButtonSr));
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_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.SingleLeftTrigger1, (GamepadButtonInputId)_configuration.RightJoycon.ButtonSl));
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SetTriggerThreshold(_configuration.TriggerThreshold);
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}
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}
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public GamepadStateSnapshot GetStateSnapshot()
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{
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return IGamepad.GetStateSnapshot(this);
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}
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public GamepadStateSnapshot GetMappedStateSnapshot()
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{
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GamepadStateSnapshot rawState = GetStateSnapshot();
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GamepadStateSnapshot result = default;
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lock (_userMappingLock)
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{
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if (_buttonsUserMapping.Count == 0)
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{
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return rawState;
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}
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foreach (ButtonMappingEntry entry in _buttonsUserMapping)
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{
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if (entry.From == GamepadButtonInputId.Unbound || entry.To == GamepadButtonInputId.Unbound)
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{
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continue;
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}
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// Do not touch state of button already pressed
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if (!result.IsPressed(entry.To))
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{
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result.SetPressed(entry.To, rawState.IsPressed(entry.From));
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}
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}
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(float leftStickX, float leftStickY) = rawState.GetStick(_stickUserMapping[(int)StickInputId.Left]);
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(float rightStickX, float rightStickY) = rawState.GetStick(_stickUserMapping[(int)StickInputId.Right]);
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result.SetStick(StickInputId.Left, leftStickX, leftStickY);
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result.SetStick(StickInputId.Right, rightStickX, rightStickY);
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}
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return result;
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}
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private static float ConvertRawStickValue(short value)
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{
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const float ConvertRate = 1.0f / (short.MaxValue + 0.5f);
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return value * ConvertRate;
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}
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public (float, float) GetStick(StickInputId inputId)
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{
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if (inputId == StickInputId.Unbound)
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{
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return (0.0f, 0.0f);
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}
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short stickX;
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short stickY;
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if (inputId == StickInputId.Left)
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{
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stickX = SDL_GameControllerGetAxis(_gamepadHandle, SDL_GameControllerAxis.SDL_CONTROLLER_AXIS_LEFTX);
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stickY = SDL_GameControllerGetAxis(_gamepadHandle, SDL_GameControllerAxis.SDL_CONTROLLER_AXIS_LEFTY);
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}
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else if (inputId == StickInputId.Right)
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{
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stickX = SDL_GameControllerGetAxis(_gamepadHandle, SDL_GameControllerAxis.SDL_CONTROLLER_AXIS_RIGHTX);
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stickY = SDL_GameControllerGetAxis(_gamepadHandle, SDL_GameControllerAxis.SDL_CONTROLLER_AXIS_RIGHTY);
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}
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else
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{
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throw new NotSupportedException($"Unsupported stick {inputId}");
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}
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float resultX = ConvertRawStickValue(stickX);
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float resultY = -ConvertRawStickValue(stickY);
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if (HasConfiguration)
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{
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if ((inputId == StickInputId.Left && _configuration.LeftJoyconStick.InvertStickX) ||
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(inputId == StickInputId.Right && _configuration.RightJoyconStick.InvertStickX))
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{
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resultX = -resultX;
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}
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if ((inputId == StickInputId.Left && _configuration.LeftJoyconStick.InvertStickY) ||
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(inputId == StickInputId.Right && _configuration.RightJoyconStick.InvertStickY))
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{
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resultY = -resultY;
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}
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}
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return (resultX, resultY);
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}
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public bool IsPressed(GamepadButtonInputId inputId)
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{
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if (inputId == GamepadButtonInputId.LeftTrigger)
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{
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return ConvertRawStickValue(SDL_GameControllerGetAxis(_gamepadHandle, SDL_GameControllerAxis.SDL_CONTROLLER_AXIS_TRIGGERLEFT)) > _triggerThreshold;
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}
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else if (inputId == GamepadButtonInputId.RightTrigger)
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{
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return ConvertRawStickValue(SDL_GameControllerGetAxis(_gamepadHandle, SDL_GameControllerAxis.SDL_CONTROLLER_AXIS_TRIGGERRIGHT)) > _triggerThreshold;
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}
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else if (_buttonsDriverMapping[(int)inputId] == SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_INVALID)
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{
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return false;
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}
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else
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{
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return SDL_GameControllerGetButton(_gamepadHandle, _buttonsDriverMapping[(int)inputId]) == 1;
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}
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}
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}
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}
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