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jinx/Ryujinx/Ui/NpadController.cs
Thog 01a4c80ed5
Rewrite the configuration system (#831)
The configuration system was quite fragile and too dependent on everything, this fix #812 .

The changes:

    The file configuration is now entirely independent from the internal configuration state.
    The file configuration is versioned (current version is 1).
    Every configuration elements are now reactive properties that the emulator can register on to handle initialization and configuration changes.
    The configuration system is now in Ryujinx.Common to be accessible on every projects.
    Discord integration is now independent from the UI and can be reloaded.
    The primary controller is now configurable at runtime (NOTE: the UI currently doesn't have any options to configure real controller).
    The logger is entirely reloadable.
    You can now hotplug your controller when the emulator is running.
    The logger now takes name for every LogTarget to make them removable at runtime.
    The logger now always add the default "console" target to avoid loosing early init logs.
    The configuration system now generates a default file configuration if it's missing or too new.
    General system stability improvements to enhance the user's experience
2019-12-21 20:52:31 +01:00

143 lines
5.6 KiB
C#

using OpenTK;
using OpenTK.Input;
using Ryujinx.Common.Configuration.Hid;
using Ryujinx.HLE.Input;
using System;
using InnerNpadController = Ryujinx.Common.Configuration.Hid.NpadController;
namespace Ryujinx.Ui.Input
{
public class NpadController
{
private InnerNpadController _inner;
// NOTE: This should be initialized AFTER GTK for compat reasons with OpenTK SDL2 backend and GTK on Linux.
// BODY: Usage of Joystick.GetState must be defer to after GTK full initialization. Otherwise, GTK will segfault because SDL2 was already init *sighs*
public NpadController(InnerNpadController inner)
{
_inner = inner;
}
private bool IsEnabled()
{
return _inner.Enabled && Joystick.GetState(_inner.Index).IsConnected;
}
public ControllerButtons GetButtons()
{
if (!IsEnabled())
{
return 0;
}
JoystickState joystickState = Joystick.GetState(_inner.Index);
ControllerButtons buttons = 0;
if (IsActivated(joystickState, _inner.LeftJoycon.DPadUp)) buttons |= ControllerButtons.DpadUp;
if (IsActivated(joystickState, _inner.LeftJoycon.DPadDown)) buttons |= ControllerButtons.DpadDown;
if (IsActivated(joystickState, _inner.LeftJoycon.DPadLeft)) buttons |= ControllerButtons.DpadLeft;
if (IsActivated(joystickState, _inner.LeftJoycon.DPadRight)) buttons |= ControllerButtons.DPadRight;
if (IsActivated(joystickState, _inner.LeftJoycon.StickButton)) buttons |= ControllerButtons.StickLeft;
if (IsActivated(joystickState, _inner.LeftJoycon.ButtonMinus)) buttons |= ControllerButtons.Minus;
if (IsActivated(joystickState, _inner.LeftJoycon.ButtonL)) buttons |= ControllerButtons.L;
if (IsActivated(joystickState, _inner.LeftJoycon.ButtonZl)) buttons |= ControllerButtons.Zl;
if (IsActivated(joystickState, _inner.RightJoycon.ButtonA)) buttons |= ControllerButtons.A;
if (IsActivated(joystickState, _inner.RightJoycon.ButtonB)) buttons |= ControllerButtons.B;
if (IsActivated(joystickState, _inner.RightJoycon.ButtonX)) buttons |= ControllerButtons.X;
if (IsActivated(joystickState, _inner.RightJoycon.ButtonY)) buttons |= ControllerButtons.Y;
if (IsActivated(joystickState, _inner.RightJoycon.StickButton)) buttons |= ControllerButtons.StickRight;
if (IsActivated(joystickState, _inner.RightJoycon.ButtonPlus)) buttons |= ControllerButtons.Plus;
if (IsActivated(joystickState, _inner.RightJoycon.ButtonR)) buttons |= ControllerButtons.R;
if (IsActivated(joystickState, _inner.RightJoycon.ButtonZr)) buttons |= ControllerButtons.Zr;
return buttons;
}
private bool IsActivated(JoystickState joystickState,ControllerInputId controllerInputId)
{
if (controllerInputId <= ControllerInputId.Button20)
{
return joystickState.IsButtonDown((int)controllerInputId);
}
else if (controllerInputId <= ControllerInputId.Axis5)
{
int axis = controllerInputId - ControllerInputId.Axis0;
return joystickState.GetAxis(axis) > _inner.TriggerThreshold;
}
else if (controllerInputId <= ControllerInputId.Hat2Right)
{
int hat = (controllerInputId - ControllerInputId.Hat0Up) / 4;
int baseHatId = (int)ControllerInputId.Hat0Up + (hat * 4);
JoystickHatState hatState = joystickState.GetHat((JoystickHat)hat);
if (hatState.IsUp && ((int)controllerInputId % baseHatId == 0)) return true;
if (hatState.IsDown && ((int)controllerInputId % baseHatId == 1)) return true;
if (hatState.IsLeft && ((int)controllerInputId % baseHatId == 2)) return true;
if (hatState.IsRight && ((int)controllerInputId % baseHatId == 3)) return true;
}
return false;
}
public (short, short) GetLeftStick()
{
if (!IsEnabled())
{
return (0, 0);
}
return GetStick(_inner.LeftJoycon.Stick);
}
public (short, short) GetRightStick()
{
if (!IsEnabled())
{
return (0, 0);
}
return GetStick(_inner.RightJoycon.Stick);
}
private (short, short) GetStick(ControllerInputId stickInputId)
{
if (stickInputId < ControllerInputId.Axis0 || stickInputId > ControllerInputId.Axis5)
{
return (0, 0);
}
JoystickState jsState = Joystick.GetState(_inner.Index);
int xAxis = stickInputId - ControllerInputId.Axis0;
float xValue = jsState.GetAxis(xAxis);
float yValue = 0 - jsState.GetAxis(xAxis + 1); // Invert Y-axis
return ApplyDeadzone(new Vector2(xValue, yValue));
}
private (short, short) ApplyDeadzone(Vector2 axis)
{
return (ClampAxis(MathF.Abs(axis.X) > _inner.Deadzone ? axis.X : 0f),
ClampAxis(MathF.Abs(axis.Y) > _inner.Deadzone ? axis.Y : 0f));
}
private static short ClampAxis(float value)
{
if (value <= -short.MaxValue)
{
return -short.MaxValue;
}
else
{
return (short)(value * short.MaxValue);
}
}
}
}