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ryujinx-fork/Ryujinx/Ui/NpadController.cs
emmauss dc02ac08ca Support other switch controller types (#487)
* Make controllers modular, support changing controller type

* return readable events

* signal hid events

* fix style
2018-11-20 01:01:36 +01:00

216 lines
7.9 KiB
C#

using OpenTK;
using OpenTK.Input;
using Ryujinx.HLE.Input;
using System;
namespace Ryujinx.UI.Input
{
public enum ControllerInputId
{
Invalid,
LStick,
DPadUp,
DPadDown,
DPadLeft,
DPadRight,
Back,
LShoulder,
RStick,
A,
B,
X,
Y,
Start,
RShoulder,
LTrigger,
RTrigger,
LJoystick,
RJoystick
}
public struct NpadControllerLeft
{
public ControllerInputId Stick;
public ControllerInputId StickButton;
public ControllerInputId DPadUp;
public ControllerInputId DPadDown;
public ControllerInputId DPadLeft;
public ControllerInputId DPadRight;
public ControllerInputId ButtonMinus;
public ControllerInputId ButtonL;
public ControllerInputId ButtonZl;
}
public struct NpadControllerRight
{
public ControllerInputId Stick;
public ControllerInputId StickButton;
public ControllerInputId ButtonA;
public ControllerInputId ButtonB;
public ControllerInputId ButtonX;
public ControllerInputId ButtonY;
public ControllerInputId ButtonPlus;
public ControllerInputId ButtonR;
public ControllerInputId ButtonZr;
}
public class NpadController
{
public bool Enabled { private set; get; }
public int Index { private set; get; }
public float Deadzone { private set; get; }
public float TriggerThreshold { private set; get; }
public NpadControllerLeft Left { private set; get; }
public NpadControllerRight Right { private set; get; }
public NpadController(
bool enabled,
int index,
float deadzone,
float triggerThreshold,
NpadControllerLeft left,
NpadControllerRight right)
{
Enabled = enabled;
Index = index;
Deadzone = deadzone;
TriggerThreshold = triggerThreshold;
Left = left;
Right = right;
//Unmapped controllers are problematic, skip them
if (GamePad.GetName(index) == "Unmapped Controller")
{
Enabled = false;
}
}
public HidControllerButtons GetButtons()
{
if (!Enabled)
{
return 0;
}
GamePadState gpState = GamePad.GetState(Index);
HidControllerButtons buttons = 0;
if (IsPressed(gpState, Left.DPadUp)) buttons |= HidControllerButtons.DpadUp;
if (IsPressed(gpState, Left.DPadDown)) buttons |= HidControllerButtons.DpadDown;
if (IsPressed(gpState, Left.DPadLeft)) buttons |= HidControllerButtons.DpadLeft;
if (IsPressed(gpState, Left.DPadRight)) buttons |= HidControllerButtons.DPadRight;
if (IsPressed(gpState, Left.StickButton)) buttons |= HidControllerButtons.StickLeft;
if (IsPressed(gpState, Left.ButtonMinus)) buttons |= HidControllerButtons.Minus;
if (IsPressed(gpState, Left.ButtonL)) buttons |= HidControllerButtons.L;
if (IsPressed(gpState, Left.ButtonZl)) buttons |= HidControllerButtons.Zl;
if (IsPressed(gpState, Right.ButtonA)) buttons |= HidControllerButtons.A;
if (IsPressed(gpState, Right.ButtonB)) buttons |= HidControllerButtons.B;
if (IsPressed(gpState, Right.ButtonX)) buttons |= HidControllerButtons.X;
if (IsPressed(gpState, Right.ButtonY)) buttons |= HidControllerButtons.Y;
if (IsPressed(gpState, Right.StickButton)) buttons |= HidControllerButtons.StickRight;
if (IsPressed(gpState, Right.ButtonPlus)) buttons |= HidControllerButtons.Plus;
if (IsPressed(gpState, Right.ButtonR)) buttons |= HidControllerButtons.R;
if (IsPressed(gpState, Right.ButtonZr)) buttons |= HidControllerButtons.Zr;
return buttons;
}
public (short, short) GetLeftStick()
{
if (!Enabled)
{
return (0, 0);
}
return GetStick(Left.Stick);
}
public (short, short) GetRightStick()
{
if (!Enabled)
{
return (0, 0);
}
return GetStick(Right.Stick);
}
private (short, short) GetStick(ControllerInputId joystick)
{
GamePadState gpState = GamePad.GetState(Index);
switch (joystick)
{
case ControllerInputId.LJoystick:
return ApplyDeadzone(gpState.ThumbSticks.Left);
case ControllerInputId.RJoystick:
return ApplyDeadzone(gpState.ThumbSticks.Right);
default:
return (0, 0);
}
}
private (short, short) ApplyDeadzone(Vector2 axis)
{
return (ClampAxis(MathF.Abs(axis.X) > Deadzone ? axis.X : 0f),
ClampAxis(MathF.Abs(axis.Y) > Deadzone ? axis.Y : 0f));
}
private static short ClampAxis(float value)
{
if (value <= -short.MaxValue)
{
return -short.MaxValue;
}
else
{
return (short)(value * short.MaxValue);
}
}
private bool IsPressed(GamePadState gpState, ControllerInputId button)
{
switch (button)
{
case ControllerInputId.A: return gpState.Buttons.A == ButtonState.Pressed;
case ControllerInputId.B: return gpState.Buttons.B == ButtonState.Pressed;
case ControllerInputId.X: return gpState.Buttons.X == ButtonState.Pressed;
case ControllerInputId.Y: return gpState.Buttons.Y == ButtonState.Pressed;
case ControllerInputId.LStick: return gpState.Buttons.LeftStick == ButtonState.Pressed;
case ControllerInputId.RStick: return gpState.Buttons.RightStick == ButtonState.Pressed;
case ControllerInputId.LShoulder: return gpState.Buttons.LeftShoulder == ButtonState.Pressed;
case ControllerInputId.RShoulder: return gpState.Buttons.RightShoulder == ButtonState.Pressed;
case ControllerInputId.DPadUp: return gpState.DPad.Up == ButtonState.Pressed;
case ControllerInputId.DPadDown: return gpState.DPad.Down == ButtonState.Pressed;
case ControllerInputId.DPadLeft: return gpState.DPad.Left == ButtonState.Pressed;
case ControllerInputId.DPadRight: return gpState.DPad.Right == ButtonState.Pressed;
case ControllerInputId.Start: return gpState.Buttons.Start == ButtonState.Pressed;
case ControllerInputId.Back: return gpState.Buttons.Back == ButtonState.Pressed;
case ControllerInputId.LTrigger: return gpState.Triggers.Left >= TriggerThreshold;
case ControllerInputId.RTrigger: return gpState.Triggers.Right >= TriggerThreshold;
//Using thumbsticks as buttons is not common, but it would be nice not to ignore them
case ControllerInputId.LJoystick:
return gpState.ThumbSticks.Left.X >= Deadzone ||
gpState.ThumbSticks.Left.Y >= Deadzone;
case ControllerInputId.RJoystick:
return gpState.ThumbSticks.Right.X >= Deadzone ||
gpState.ThumbSticks.Right.Y >= Deadzone;
default:
return false;
}
}
}
}