forked from Mirror/Ryujinx
6cb22c9d38
* 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
154 lines
3.7 KiB
C#
154 lines
3.7 KiB
C#
using System.Runtime.CompilerServices;
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using GtkKey = Gdk.Key;
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namespace Ryujinx.Input.GTK3
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{
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public static class GTK3MappingHelper
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{
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private static readonly GtkKey[] _keyMapping = new GtkKey[(int)Key.Count]
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{
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// NOTE: invalid
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GtkKey.blank,
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GtkKey.Shift_L,
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GtkKey.Shift_R,
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GtkKey.Control_L,
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GtkKey.Control_R,
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GtkKey.Alt_L,
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GtkKey.Alt_R,
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GtkKey.Super_L,
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GtkKey.Super_R,
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GtkKey.Menu,
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GtkKey.F1,
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GtkKey.F2,
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GtkKey.F3,
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GtkKey.F4,
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GtkKey.F5,
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GtkKey.F6,
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GtkKey.F7,
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GtkKey.F8,
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GtkKey.F9,
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GtkKey.F10,
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GtkKey.F11,
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GtkKey.F12,
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GtkKey.F13,
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GtkKey.F14,
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GtkKey.F15,
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GtkKey.F16,
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GtkKey.F17,
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GtkKey.F18,
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GtkKey.F19,
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GtkKey.F20,
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GtkKey.F21,
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GtkKey.F22,
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GtkKey.F23,
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GtkKey.F24,
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GtkKey.F25,
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GtkKey.F26,
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GtkKey.F27,
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GtkKey.F28,
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GtkKey.F29,
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GtkKey.F29,
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GtkKey.F31,
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GtkKey.F32,
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GtkKey.F33,
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GtkKey.F34,
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GtkKey.F35,
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GtkKey.Up,
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GtkKey.Down,
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GtkKey.Left,
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GtkKey.Right,
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GtkKey.Return,
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GtkKey.Escape,
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GtkKey.space,
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GtkKey.Tab,
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GtkKey.BackSpace,
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GtkKey.Insert,
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GtkKey.Delete,
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GtkKey.Page_Up,
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GtkKey.Page_Down,
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GtkKey.Home,
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GtkKey.End,
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GtkKey.Caps_Lock,
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GtkKey.Scroll_Lock,
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GtkKey.Print,
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GtkKey.Pause,
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GtkKey.Num_Lock,
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GtkKey.Clear,
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GtkKey.KP_0,
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GtkKey.KP_1,
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GtkKey.KP_2,
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GtkKey.KP_3,
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GtkKey.KP_4,
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GtkKey.KP_5,
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GtkKey.KP_6,
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GtkKey.KP_7,
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GtkKey.KP_8,
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GtkKey.KP_9,
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GtkKey.KP_Divide,
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GtkKey.KP_Multiply,
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GtkKey.KP_Subtract,
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GtkKey.KP_Add,
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GtkKey.KP_Decimal,
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GtkKey.KP_Enter,
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GtkKey.a,
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GtkKey.b,
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GtkKey.c,
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GtkKey.d,
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GtkKey.e,
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GtkKey.f,
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GtkKey.g,
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GtkKey.h,
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GtkKey.i,
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GtkKey.j,
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GtkKey.k,
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GtkKey.l,
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GtkKey.m,
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GtkKey.n,
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GtkKey.o,
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GtkKey.p,
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GtkKey.q,
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GtkKey.r,
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GtkKey.s,
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GtkKey.t,
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GtkKey.u,
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GtkKey.v,
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GtkKey.w,
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GtkKey.x,
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GtkKey.y,
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GtkKey.z,
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GtkKey.Key_0,
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GtkKey.Key_1,
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GtkKey.Key_2,
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GtkKey.Key_3,
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GtkKey.Key_4,
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GtkKey.Key_5,
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GtkKey.Key_6,
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GtkKey.Key_7,
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GtkKey.Key_8,
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GtkKey.Key_9,
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GtkKey.grave,
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GtkKey.minus,
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GtkKey.plus,
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GtkKey.bracketleft,
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GtkKey.bracketright,
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GtkKey.semicolon,
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GtkKey.quotedbl,
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GtkKey.comma,
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GtkKey.period,
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GtkKey.slash,
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GtkKey.backslash,
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GtkKey.backslash,
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// NOTE: invalid
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GtkKey.blank,
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};
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static GtkKey ToGtkKey(Key key)
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{
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return _keyMapping[(int)key];
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}
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}
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}
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