diff options
author | Mary <me@thog.eu> | 2021-04-14 12:28:43 +0200 |
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committer | GitHub <noreply@github.com> | 2021-04-14 12:28:43 +0200 |
commit | 6cb22c9d38622225f9f787f483bd73369774cf77 (patch) | |
tree | 715a40903ceab05546f7392e5b0f429de75bdd02 /Ryujinx.Input/Assigner/GamepadButtonAssigner.cs | |
parent | 978b69b706fc085d66b01e2dd27ef6d4acebf335 (diff) |
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
Diffstat (limited to 'Ryujinx.Input/Assigner/GamepadButtonAssigner.cs')
-rw-r--r-- | Ryujinx.Input/Assigner/GamepadButtonAssigner.cs | 198 |
1 files changed, 198 insertions, 0 deletions
diff --git a/Ryujinx.Input/Assigner/GamepadButtonAssigner.cs b/Ryujinx.Input/Assigner/GamepadButtonAssigner.cs new file mode 100644 index 00000000..e3aaf8b1 --- /dev/null +++ b/Ryujinx.Input/Assigner/GamepadButtonAssigner.cs @@ -0,0 +1,198 @@ +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}"; + } + } + } +} |