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ryujinx-fork/Ryujinx.Input/Assigner/GamepadButtonAssigner.cs
Mary 6cb22c9d38
Miria: The Death of OpenTK 3 (#2194)
* 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
2021-04-14 12:28:43 +02:00

198 lines
5.6 KiB
C#

using System.Collections.Generic;
using System;
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 IGamepad _gamepad;
private GamepadStateSnapshot _currState;
private GamepadStateSnapshot _prevState;
private JoystickButtonDetector _detector;
private 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 HasAnyButtonPressed()
{
return _detector.HasAnyButtonPressed();
}
public bool ShouldCancel()
{
return _gamepad == null || !_gamepad.IsConnected;
}
public string GetPressedButton()
{
IEnumerable<GamepadButtonInputId> pressedButtons = _detector.GetPressedButtons();
if (pressedButtons.Any())
{
return !_forStick ? pressedButtons.First().ToString() : ((StickInputId)pressedButtons.First()).ToString();
}
return "";
}
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 Dictionary<GamepadButtonInputId, InputSummary> _stats;
public JoystickButtonDetector()
{
_stats = new Dictionary<GamepadButtonInputId, InputSummary>();
}
public bool HasAnyButtonPressed()
{
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)
{
InputSummary inputSummary;
if (!_stats.TryGetValue(button, out inputSummary))
{
inputSummary = new InputSummary();
_stats.Add(button, inputSummary);
}
inputSummary.AddInput(value);
}
public override string ToString()
{
StringWriter writer = new StringWriter();
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}";
}
}
}
}