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Ryujinx/Ryujinx.Input/Assigner/GamepadButtonAssigner.cs

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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 11:28:43 +01:00
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}";
}
}
}
}