diff options
Diffstat (limited to 'Ryujinx.Input/Assigner')
-rw-r--r-- | Ryujinx.Input/Assigner/GamepadButtonAssigner.cs | 198 | ||||
-rw-r--r-- | Ryujinx.Input/Assigner/IButtonAssigner.cs | 36 | ||||
-rw-r--r-- | Ryujinx.Input/Assigner/KeyboardKeyAssigner.cs | 50 |
3 files changed, 284 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}"; + } + } + } +} diff --git a/Ryujinx.Input/Assigner/IButtonAssigner.cs b/Ryujinx.Input/Assigner/IButtonAssigner.cs new file mode 100644 index 00000000..021736df --- /dev/null +++ b/Ryujinx.Input/Assigner/IButtonAssigner.cs @@ -0,0 +1,36 @@ +namespace Ryujinx.Input.Assigner +{ + /// <summary> + /// An interface that allows to gather the driver input info to assign to a button on the UI. + /// </summary> + public interface IButtonAssigner + { + /// <summary> + /// Initialize the button assigner. + /// </summary> + void Initialize(); + + /// <summary> + /// Read input. + /// </summary> + void ReadInput(); + + /// <summary> + /// Check if a button was pressed. + /// </summary> + /// <returns>True if a button was pressed</returns> + bool HasAnyButtonPressed(); + + /// <summary> + /// Indicate if the user of this API should cancel operations. This is triggered for example when a gamepad get disconnected or when a user cancel assignation operations. + /// </summary> + /// <returns>True if the user of this API should cancel operations</returns> + bool ShouldCancel(); + + /// <summary> + /// Get the pressed button that was read in <see cref="ReadInput"/> by the button assigner. + /// </summary> + /// <returns>The pressed button that was read</returns> + string GetPressedButton(); + } +}
\ No newline at end of file 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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