using Ryujinx.Common.Configuration.Hid; using Ryujinx.Common.Memory; using System; using System.Numerics; using System.Runtime.CompilerServices; namespace Ryujinx.Input { /// <summary> /// Represent an emulated gamepad. /// </summary> public interface IGamepad : IDisposable { /// <summary> /// Features supported by the gamepad. /// </summary> GamepadFeaturesFlag Features { get; } /// <summary> /// Unique Id of the gamepad. /// </summary> string Id { get; } /// <summary> /// The name of the gamepad. /// </summary> string Name { get; } /// <summary> /// True if the gamepad is connected. /// </summary> bool IsConnected { get; } /// <summary> /// Check if a given input button is pressed on the gamepad. /// </summary> /// <param name="inputId">The button id</param> /// <returns>True if the given button is pressed on the gamepad</returns> bool IsPressed(GamepadButtonInputId inputId); /// <summary> /// Get the values of a given input joystick on the gamepad. /// </summary> /// <param name="inputId">The stick id</param> /// <returns>The values of the given input joystick on the gamepad</returns> (float, float) GetStick(StickInputId inputId); /// <summary> /// Get the values of a given motion sensors on the gamepad. /// </summary> /// <param name="inputId">The motion id</param> /// <returns> The values of the given motion sensors on the gamepad.</returns> Vector3 GetMotionData(MotionInputId inputId); /// <summary> /// Configure the threshold of the triggers on the gamepad. /// </summary> /// <param name="triggerThreshold">The threshold value for the triggers on the gamepad</param> void SetTriggerThreshold(float triggerThreshold); /// <summary> /// Set the configuration of the gamepad. /// </summary> /// <remarks>This expect config to be in the format expected by the driver</remarks> /// <param name="configuration">The configuration of the gamepad</param> void SetConfiguration(InputConfig configuration); /// <summary> /// Starts a rumble effect on the gamepad. /// </summary> /// <param name="lowFrequency">The intensity of the low frequency from 0.0f to 1.0f</param> /// <param name="highFrequency">The intensity of the high frequency from 0.0f to 1.0f</param> /// <param name="durationMs">The duration of the rumble effect in milliseconds.</param> void Rumble(float lowFrequency, float highFrequency, uint durationMs); /// <summary> /// 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)"/>. /// </summary> /// <returns>A remapped snaphost of the state of the gamepad.</returns> GamepadStateSnapshot GetMappedStateSnapshot(); /// <summary> /// Get a snaphost of the state of the gamepad. /// </summary> /// <returns>A snaphost of the state of the gamepad.</returns> GamepadStateSnapshot GetStateSnapshot(); /// <summary> /// Get a snaphost of the state of a gamepad. /// </summary> /// <param name="gamepad">The gamepad to do a snapshot of</param> /// <returns>A snaphost of the state of the gamepad.</returns> [MethodImpl(MethodImplOptions.AggressiveInlining)] static GamepadStateSnapshot GetStateSnapshot(IGamepad gamepad) { // NOTE: Update Array size if JoystickInputId is changed. Array3<Array2<float>> joysticksState = default; for (StickInputId inputId = StickInputId.Left; inputId < StickInputId.Count; inputId++) { (float state0, float state1) = gamepad.GetStick(inputId); Array2<float> state = default; state[0] = state0; state[1] = state1; joysticksState[(int)inputId] = state; } // NOTE: Update Array size if GamepadInputId is changed. Array28<bool> buttonsState = default; for (GamepadButtonInputId inputId = GamepadButtonInputId.A; inputId < GamepadButtonInputId.Count; inputId++) { buttonsState[(int)inputId] = gamepad.IsPressed(inputId); } return new GamepadStateSnapshot(joysticksState, buttonsState); } } }