1
0
Fork 0
mirror of https://github.com/Ryujinx/Ryujinx.git synced 2024-11-14 10:36:41 +00:00
Ryujinx/Ryujinx.Input/GamepadStateSnapshot.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

70 lines
2.6 KiB
C#

using Ryujinx.Common.Memory;
using System.Runtime.CompilerServices;
namespace Ryujinx.Input
{
/// <summary>
/// A snapshot of a <see cref="IGamepad"/>.
/// </summary>
public struct GamepadStateSnapshot
{
// NOTE: Update Array size if JoystickInputId is changed.
private Array3<Array2<float>> _joysticksState;
// NOTE: Update Array size if GamepadInputId is changed.
private Array28<bool> _buttonsState;
/// <summary>
/// Create a new instance of <see cref="GamepadStateSnapshot"/>.
/// </summary>
/// <param name="joysticksState">The joysticks state</param>
/// <param name="buttonsState">The buttons state</param>
public GamepadStateSnapshot(Array3<Array2<float>> joysticksState, Array28<bool> buttonsState)
{
_joysticksState = joysticksState;
_buttonsState = buttonsState;
}
/// <summary>
/// Check if a given input button is pressed.
/// </summary>
/// <param name="inputId">The button id</param>
/// <returns>True if the given button is pressed</returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public bool IsPressed(GamepadButtonInputId inputId) => _buttonsState[(int)inputId];
/// <summary>
/// Set the state of a given button.
/// </summary>
/// <param name="inputId">The button id</param>
/// <param name="value">The state to assign for the given button.</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void SetPressed(GamepadButtonInputId inputId, bool value) => _buttonsState[(int)inputId] = value;
/// <summary>
/// Get the values of a given input joystick.
/// </summary>
/// <param name="inputId">The stick id</param>
/// <returns>The values of the given input joystick</returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public (float, float) GetStick(StickInputId inputId)
{
var result = _joysticksState[(int)inputId];
return (result[0], result[1]);
}
/// <summary>
/// Set the values of a given input joystick.
/// </summary>
/// <param name="inputId">The stick id</param>
/// <param name="x">The x axis value</param>
/// <param name="y">The y axis value</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void SetStick(StickInputId inputId, float x, float y)
{
_joysticksState[(int)inputId][0] = x;
_joysticksState[(int)inputId][1] = y;
}
}
}