From 6cb22c9d38622225f9f787f483bd73369774cf77 Mon Sep 17 00:00:00 2001 From: Mary <me@thog.eu> Date: Wed, 14 Apr 2021 12:28:43 +0200 Subject: 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 --- Ryujinx.Input/Assigner/GamepadButtonAssigner.cs | 198 ++++++++++++++++++++++++ 1 file changed, 198 insertions(+) create mode 100644 Ryujinx.Input/Assigner/GamepadButtonAssigner.cs (limited to 'Ryujinx.Input/Assigner/GamepadButtonAssigner.cs') 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}"; + } + } + } +} -- cgit v1.2.3-70-g09d2