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Ryujinx/Ryujinx.Input.SDL2/SDL2Keyboard.cs
Emmanuel Hansen deb99d2cae
Avalonia UI - Part 1 (#3270)
* avalonia part 1

* remove vulkan ui backend

* move ui common files to ui common project

* get name for oading screen from device

* rebase.

* review 1

* review 1.1

* review

* cleanup

* addressed review

* use cancellation token

* review

* review

* rebased

* cancel library loading when closing window

* remove star  image, use fonticon instead

* delete render control frame buffer when game ends. change position of fav star

* addressed @Thog review

* ensure the right ui is downloaded in updates

* fix crash when showing not supported dialog during controller request

* add prefix to artifact names

* Auto-format Avalonia project

* Fix input

* Fix build, simplify app disposal

* remove nv stutter thread

* addressed review

* add missing change

* maintain window size if new size is zero length

* add game, handheld, docked to local

* reverse scale main window

* Update de_DE.json

* Update de_DE.json

* Update de_DE.json

* Update italian json

* Update it_IT.json

* let render timer poll with no wait

* remove unused code

* more unused code

* enabled tiered compilation and trimming

* check if window event is not closed before signaling

* fix atmospher case

* locale fix

* locale fix

* remove explicit tiered compilation declarations

* Remove ) it_IT.json

* Remove ) de_DE.json

* Update it_IT.json

* Update pt_BR locale with latest strings

* Remove ')'

* add more strings to locale

* update locale

* remove extra slash

* remove extra slash

* set firmware version to 0 if key's not found

* fix

* revert timer changes

* lock  on object instead

* Update it_IT.json

* remove unused method

* add load screen text to locale

* drop swap event

* Update de_DE.json

* Update de_DE.json

* do null check when stopping emulator

* Update de_DE.json

* Create tr_TR.json

* Add tr_TR

* Add tr_TR + Turkish

* Update it_IT.json

* Update Ryujinx.Ava/Input/AvaloniaMappingHelper.cs

Co-authored-by: Ac_K <Acoustik666@gmail.com>

* Apply suggestions from code review

Co-authored-by: Ac_K <Acoustik666@gmail.com>

* Apply suggestions from code review

Co-authored-by: Ac_K <Acoustik666@gmail.com>

* addressed review

* Update Ryujinx.Ava/Ui/Backend/OpenGl/OpenGlRenderTarget.cs

Co-authored-by: gdkchan <gab.dark.100@gmail.com>

* use avalonia's inbuilt renderer on linux

* removed whitespace

* workaround for queue render crash with vsync off

* drop custom backend

* format files

* fix not closing issue

* remove warnings

* rebase

* update avalonia library

* Reposition the Text and Button on About Page

* Assign build version

* Remove appveyor text

Co-authored-by: gdk <gab.dark.100@gmail.com>
Co-authored-by: Niwu34 <67392333+Niwu34@users.noreply.github.com>
Co-authored-by: Antonio Brugnolo <36473846+AntoSkate@users.noreply.github.com>
Co-authored-by: aegiff <99728970+aegiff@users.noreply.github.com>
Co-authored-by: Ac_K <Acoustik666@gmail.com>
Co-authored-by: MostlyWhat <78652091+MostlyWhat@users.noreply.github.com>
2022-05-15 13:30:15 +02:00

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15 KiB
C#

using Ryujinx.Common.Configuration.Hid;
using Ryujinx.Common.Configuration.Hid.Keyboard;
using System;
using System.Collections.Generic;
using System.Numerics;
using System.Runtime.CompilerServices;
using static SDL2.SDL;
using ConfigKey = Ryujinx.Common.Configuration.Hid.Key;
namespace Ryujinx.Input.SDL2
{
class SDL2Keyboard : IKeyboard
{
private class ButtonMappingEntry
{
public readonly GamepadButtonInputId To;
public readonly Key From;
public ButtonMappingEntry(GamepadButtonInputId to, Key from)
{
To = to;
From = from;
}
}
private object _userMappingLock = new object();
private readonly SDL2KeyboardDriver _driver;
private StandardKeyboardInputConfig _configuration;
private List<ButtonMappingEntry> _buttonsUserMapping;
private static readonly SDL_Keycode[] _keysDriverMapping = new SDL_Keycode[(int)Key.Count]
{
// INVALID
SDL_Keycode.SDLK_0,
// Presented as modifiers, so invalid here.
SDL_Keycode.SDLK_0,
SDL_Keycode.SDLK_0,
SDL_Keycode.SDLK_0,
SDL_Keycode.SDLK_0,
SDL_Keycode.SDLK_0,
SDL_Keycode.SDLK_0,
SDL_Keycode.SDLK_0,
SDL_Keycode.SDLK_0,
SDL_Keycode.SDLK_0,
SDL_Keycode.SDLK_F1,
SDL_Keycode.SDLK_F2,
SDL_Keycode.SDLK_F3,
SDL_Keycode.SDLK_F4,
SDL_Keycode.SDLK_F5,
SDL_Keycode.SDLK_F6,
SDL_Keycode.SDLK_F7,
SDL_Keycode.SDLK_F8,
SDL_Keycode.SDLK_F9,
SDL_Keycode.SDLK_F10,
SDL_Keycode.SDLK_F11,
SDL_Keycode.SDLK_F12,
SDL_Keycode.SDLK_F13,
SDL_Keycode.SDLK_F14,
SDL_Keycode.SDLK_F15,
SDL_Keycode.SDLK_F16,
SDL_Keycode.SDLK_F17,
SDL_Keycode.SDLK_F18,
SDL_Keycode.SDLK_F19,
SDL_Keycode.SDLK_F20,
SDL_Keycode.SDLK_F21,
SDL_Keycode.SDLK_F22,
SDL_Keycode.SDLK_F23,
SDL_Keycode.SDLK_F24,
SDL_Keycode.SDLK_0,
SDL_Keycode.SDLK_0,
SDL_Keycode.SDLK_0,
SDL_Keycode.SDLK_0,
SDL_Keycode.SDLK_0,
SDL_Keycode.SDLK_0,
SDL_Keycode.SDLK_0,
SDL_Keycode.SDLK_0,
SDL_Keycode.SDLK_0,
SDL_Keycode.SDLK_0,
SDL_Keycode.SDLK_0,
SDL_Keycode.SDLK_UP,
SDL_Keycode.SDLK_DOWN,
SDL_Keycode.SDLK_LEFT,
SDL_Keycode.SDLK_RIGHT,
SDL_Keycode.SDLK_RETURN,
SDL_Keycode.SDLK_ESCAPE,
SDL_Keycode.SDLK_SPACE,
SDL_Keycode.SDLK_TAB,
SDL_Keycode.SDLK_BACKSPACE,
SDL_Keycode.SDLK_INSERT,
SDL_Keycode.SDLK_DELETE,
SDL_Keycode.SDLK_PAGEUP,
SDL_Keycode.SDLK_PAGEDOWN,
SDL_Keycode.SDLK_HOME,
SDL_Keycode.SDLK_END,
SDL_Keycode.SDLK_CAPSLOCK,
SDL_Keycode.SDLK_SCROLLLOCK,
SDL_Keycode.SDLK_PRINTSCREEN,
SDL_Keycode.SDLK_PAUSE,
SDL_Keycode.SDLK_NUMLOCKCLEAR,
SDL_Keycode.SDLK_CLEAR,
SDL_Keycode.SDLK_KP_0,
SDL_Keycode.SDLK_KP_1,
SDL_Keycode.SDLK_KP_2,
SDL_Keycode.SDLK_KP_3,
SDL_Keycode.SDLK_KP_4,
SDL_Keycode.SDLK_KP_5,
SDL_Keycode.SDLK_KP_6,
SDL_Keycode.SDLK_KP_7,
SDL_Keycode.SDLK_KP_8,
SDL_Keycode.SDLK_KP_9,
SDL_Keycode.SDLK_KP_DIVIDE,
SDL_Keycode.SDLK_KP_MULTIPLY,
SDL_Keycode.SDLK_KP_MINUS,
SDL_Keycode.SDLK_KP_PLUS,
SDL_Keycode.SDLK_KP_DECIMAL,
SDL_Keycode.SDLK_KP_ENTER,
SDL_Keycode.SDLK_a,
SDL_Keycode.SDLK_b,
SDL_Keycode.SDLK_c,
SDL_Keycode.SDLK_d,
SDL_Keycode.SDLK_e,
SDL_Keycode.SDLK_f,
SDL_Keycode.SDLK_g,
SDL_Keycode.SDLK_h,
SDL_Keycode.SDLK_i,
SDL_Keycode.SDLK_j,
SDL_Keycode.SDLK_k,
SDL_Keycode.SDLK_l,
SDL_Keycode.SDLK_m,
SDL_Keycode.SDLK_n,
SDL_Keycode.SDLK_o,
SDL_Keycode.SDLK_p,
SDL_Keycode.SDLK_q,
SDL_Keycode.SDLK_r,
SDL_Keycode.SDLK_s,
SDL_Keycode.SDLK_t,
SDL_Keycode.SDLK_u,
SDL_Keycode.SDLK_v,
SDL_Keycode.SDLK_w,
SDL_Keycode.SDLK_x,
SDL_Keycode.SDLK_y,
SDL_Keycode.SDLK_z,
SDL_Keycode.SDLK_0,
SDL_Keycode.SDLK_1,
SDL_Keycode.SDLK_2,
SDL_Keycode.SDLK_3,
SDL_Keycode.SDLK_4,
SDL_Keycode.SDLK_5,
SDL_Keycode.SDLK_6,
SDL_Keycode.SDLK_7,
SDL_Keycode.SDLK_8,
SDL_Keycode.SDLK_9,
SDL_Keycode.SDLK_BACKQUOTE,
SDL_Keycode.SDLK_BACKQUOTE,
SDL_Keycode.SDLK_MINUS,
SDL_Keycode.SDLK_PLUS,
SDL_Keycode.SDLK_LEFTBRACKET,
SDL_Keycode.SDLK_RIGHTBRACKET,
SDL_Keycode.SDLK_SEMICOLON,
SDL_Keycode.SDLK_QUOTE,
SDL_Keycode.SDLK_COMMA,
SDL_Keycode.SDLK_PERIOD,
SDL_Keycode.SDLK_SLASH,
SDL_Keycode.SDLK_BACKSLASH,
// Invalids
SDL_Keycode.SDLK_0,
};
public SDL2Keyboard(SDL2KeyboardDriver driver, string id, string name)
{
_driver = driver;
Id = id;
Name = name;
_buttonsUserMapping = new List<ButtonMappingEntry>();
}
private bool HasConfiguration => _configuration != null;
public string Id { get; }
public string Name { get; }
public bool IsConnected => true;
public GamepadFeaturesFlag Features => GamepadFeaturesFlag.None;
public void Dispose()
{
// No operations
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private static int ToSDL2Scancode(Key key)
{
if (key >= Key.Unknown && key <= Key.Menu)
{
return -1;
}
return (int)SDL_GetScancodeFromKey(_keysDriverMapping[(int)key]);
}
private static SDL_Keymod GetKeyboardModifierMask(Key key)
{
switch (key)
{
case Key.ShiftLeft:
return SDL_Keymod.KMOD_LSHIFT;
case Key.ShiftRight:
return SDL_Keymod.KMOD_RSHIFT;
case Key.ControlLeft:
return SDL_Keymod.KMOD_LCTRL;
case Key.ControlRight:
return SDL_Keymod.KMOD_RCTRL;
case Key.AltLeft:
return SDL_Keymod.KMOD_LALT;
case Key.AltRight:
return SDL_Keymod.KMOD_RALT;
case Key.WinLeft:
return SDL_Keymod.KMOD_LGUI;
case Key.WinRight:
return SDL_Keymod.KMOD_RGUI;
// NOTE: Menu key isn't supported by SDL2.
case Key.Menu:
default:
return SDL_Keymod.KMOD_NONE;
}
}
public KeyboardStateSnapshot GetKeyboardStateSnapshot()
{
ReadOnlySpan<byte> rawKeyboardState;
SDL_Keymod rawKeyboardModifierState = SDL_GetModState();
unsafe
{
IntPtr statePtr = SDL_GetKeyboardState(out int numKeys);
rawKeyboardState = new ReadOnlySpan<byte>((byte*)statePtr, numKeys);
}
bool[] keysState = new bool[(int)Key.Count];
for (Key key = 0; key < Key.Count; key++)
{
int index = ToSDL2Scancode(key);
if (index == -1)
{
SDL_Keymod modifierMask = GetKeyboardModifierMask(key);
if (modifierMask == SDL_Keymod.KMOD_NONE)
{
continue;
}
keysState[(int)key] = (rawKeyboardModifierState & modifierMask) == modifierMask;
}
else
{
keysState[(int)key] = rawKeyboardState[index] == 1;
}
}
return new KeyboardStateSnapshot(keysState);
}
private static float ConvertRawStickValue(short value)
{
const float ConvertRate = 1.0f / (short.MaxValue + 0.5f);
return value * ConvertRate;
}
private static (short, short) GetStickValues(ref KeyboardStateSnapshot snapshot, JoyconConfigKeyboardStick<ConfigKey> stickConfig)
{
short stickX = 0;
short stickY = 0;
if (snapshot.IsPressed((Key)stickConfig.StickUp))
{
stickY += 1;
}
if (snapshot.IsPressed((Key)stickConfig.StickDown))
{
stickY -= 1;
}
if (snapshot.IsPressed((Key)stickConfig.StickRight))
{
stickX += 1;
}
if (snapshot.IsPressed((Key)stickConfig.StickLeft))
{
stickX -= 1;
}
Vector2 stick = Vector2.Normalize(new Vector2(stickX, stickY));
return ((short)(stick.X * short.MaxValue), (short)(stick.Y * short.MaxValue));
}
public GamepadStateSnapshot GetMappedStateSnapshot()
{
KeyboardStateSnapshot rawState = GetKeyboardStateSnapshot();
GamepadStateSnapshot result = default;
lock (_userMappingLock)
{
if (!HasConfiguration)
{
return result;
}
foreach (ButtonMappingEntry entry in _buttonsUserMapping)
{
if (entry.From == Key.Unknown || entry.From == Key.Unbound || entry.To == GamepadButtonInputId.Unbound)
{
continue;
}
// Do not touch state of button already pressed
if (!result.IsPressed(entry.To))
{
result.SetPressed(entry.To, rawState.IsPressed(entry.From));
}
}
(short leftStickX, short leftStickY) = GetStickValues(ref rawState, _configuration.LeftJoyconStick);
(short rightStickX, short rightStickY) = GetStickValues(ref rawState, _configuration.RightJoyconStick);
result.SetStick(StickInputId.Left, ConvertRawStickValue(leftStickX), ConvertRawStickValue(leftStickY));
result.SetStick(StickInputId.Right, ConvertRawStickValue(rightStickX), ConvertRawStickValue(rightStickY));
}
return result;
}
public GamepadStateSnapshot GetStateSnapshot()
{
throw new NotSupportedException();
}
public (float, float) GetStick(StickInputId inputId)
{
throw new NotSupportedException();
}
public bool IsPressed(GamepadButtonInputId inputId)
{
throw new NotSupportedException();
}
public bool IsPressed(Key key)
{
// We only implement GetKeyboardStateSnapshot.
throw new NotSupportedException();
}
public void SetConfiguration(InputConfig configuration)
{
lock (_userMappingLock)
{
_configuration = (StandardKeyboardInputConfig)configuration;
// First clear the buttons mapping
_buttonsUserMapping.Clear();
// Then configure left joycon
_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.LeftStick, (Key)_configuration.LeftJoyconStick.StickButton));
_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.DpadUp, (Key)_configuration.LeftJoycon.DpadUp));
_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.DpadDown, (Key)_configuration.LeftJoycon.DpadDown));
_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.DpadLeft, (Key)_configuration.LeftJoycon.DpadLeft));
_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.DpadRight, (Key)_configuration.LeftJoycon.DpadRight));
_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.Minus, (Key)_configuration.LeftJoycon.ButtonMinus));
_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.LeftShoulder, (Key)_configuration.LeftJoycon.ButtonL));
_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.LeftTrigger, (Key)_configuration.LeftJoycon.ButtonZl));
_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.SingleRightTrigger0, (Key)_configuration.LeftJoycon.ButtonSr));
_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.SingleLeftTrigger0, (Key)_configuration.LeftJoycon.ButtonSl));
// Finally configure right joycon
_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.RightStick, (Key)_configuration.RightJoyconStick.StickButton));
_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.A, (Key)_configuration.RightJoycon.ButtonA));
_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.B, (Key)_configuration.RightJoycon.ButtonB));
_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.X, (Key)_configuration.RightJoycon.ButtonX));
_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.Y, (Key)_configuration.RightJoycon.ButtonY));
_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.Plus, (Key)_configuration.RightJoycon.ButtonPlus));
_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.RightShoulder, (Key)_configuration.RightJoycon.ButtonR));
_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.RightTrigger, (Key)_configuration.RightJoycon.ButtonZr));
_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.SingleRightTrigger1, (Key)_configuration.RightJoycon.ButtonSr));
_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.SingleLeftTrigger1, (Key)_configuration.RightJoycon.ButtonSl));
}
}
public void SetTriggerThreshold(float triggerThreshold)
{
// No operations
}
public void Rumble(float lowFrequency, float highFrequency, uint durationMs)
{
// No operations
}
public Vector3 GetMotionData(MotionInputId inputId)
{
// No operations
return Vector3.Zero;
}
}
}