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https://github.com/ryujinx-mirror/ryujinx.git
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6cb22c9d38
* 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
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 gampead.
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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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