diff options
author | Mary <me@thog.eu> | 2021-04-14 12:28:43 +0200 |
---|---|---|
committer | GitHub <noreply@github.com> | 2021-04-14 12:28:43 +0200 |
commit | 6cb22c9d38622225f9f787f483bd73369774cf77 (patch) | |
tree | 715a40903ceab05546f7392e5b0f429de75bdd02 /Ryujinx.Input/Assigner/KeyboardKeyAssigner.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/KeyboardKeyAssigner.cs')
-rw-r--r-- | Ryujinx.Input/Assigner/KeyboardKeyAssigner.cs | 50 |
1 files changed, 50 insertions, 0 deletions
diff --git a/Ryujinx.Input/Assigner/KeyboardKeyAssigner.cs b/Ryujinx.Input/Assigner/KeyboardKeyAssigner.cs new file mode 100644 index 00000000..23ae3655 --- /dev/null +++ b/Ryujinx.Input/Assigner/KeyboardKeyAssigner.cs @@ -0,0 +1,50 @@ +namespace Ryujinx.Input.Assigner +{ + /// <summary> + /// <see cref="IButtonAssigner"/> implementation for <see cref="IKeyboard"/>. + /// </summary> + public class KeyboardKeyAssigner : IButtonAssigner + { + private IKeyboard _keyboard; + + private KeyboardStateSnapshot _keyboardState; + + public KeyboardKeyAssigner(IKeyboard keyboard) + { + _keyboard = keyboard; + } + + public void Initialize() { } + + public void ReadInput() + { + _keyboardState = _keyboard.GetKeyboardStateSnapshot(); + } + + public bool HasAnyButtonPressed() + { + return GetPressedButton().Length != 0; + } + + public bool ShouldCancel() + { + return _keyboardState.IsPressed(Key.Escape); + } + + public string GetPressedButton() + { + string keyPressed = ""; + + for (Key key = Key.Unknown; key < Key.Count; key++) + { + if (_keyboardState.IsPressed(key)) + { + keyPressed = key.ToString(); + break; + } + } + + return !ShouldCancel() ? keyPressed : ""; + } + } +}
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