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}";
+            }
+        }
+    }
+}
-- 
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