mirror of
https://github.com/GreemDev/Ryujinx.git
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7a308d9e73
* Use integer math for touch screen * Sleep polling thread * Rework host input * Add fullscreen with F11 or Alt+Enter * Address feedback
217 lines
8.0 KiB
C#
217 lines
8.0 KiB
C#
using OpenTK;
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using OpenTK.Input;
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using Ryujinx.HLE.Input;
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using System;
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namespace Ryujinx.UI.Input
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{
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public enum ControllerInputID
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{
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Invalid,
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LStick,
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DPadUp,
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DPadDown,
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DPadLeft,
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DPadRight,
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Back,
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LShoulder,
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RStick,
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A,
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B,
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X,
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Y,
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Start,
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RShoulder,
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LTrigger,
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RTrigger,
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LJoystick,
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RJoystick
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}
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public struct JoyConControllerLeft
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{
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public ControllerInputID Stick;
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public ControllerInputID StickButton;
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public ControllerInputID DPadUp;
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public ControllerInputID DPadDown;
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public ControllerInputID DPadLeft;
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public ControllerInputID DPadRight;
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public ControllerInputID ButtonMinus;
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public ControllerInputID ButtonL;
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public ControllerInputID ButtonZL;
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}
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public struct JoyConControllerRight
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{
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public ControllerInputID Stick;
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public ControllerInputID StickButton;
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public ControllerInputID ButtonA;
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public ControllerInputID ButtonB;
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public ControllerInputID ButtonX;
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public ControllerInputID ButtonY;
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public ControllerInputID ButtonPlus;
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public ControllerInputID ButtonR;
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public ControllerInputID ButtonZR;
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}
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public class JoyConController
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{
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public bool Enabled { private set; get; }
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public int Index { private set; get; }
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public float Deadzone { private set; get; }
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public float TriggerThreshold { private set; get; }
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public JoyConControllerLeft Left { private set; get; }
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public JoyConControllerRight Right { private set; get; }
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public JoyConController(
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bool Enabled,
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int Index,
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float Deadzone,
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float TriggerThreshold,
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JoyConControllerLeft Left,
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JoyConControllerRight Right)
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{
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this.Enabled = Enabled;
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this.Index = Index;
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this.Deadzone = Deadzone;
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this.TriggerThreshold = TriggerThreshold;
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this.Left = Left;
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this.Right = Right;
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//Unmapped controllers are problematic, skip them
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if (GamePad.GetName(Index) == "Unmapped Controller")
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{
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this.Enabled = false;
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}
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}
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public HidControllerButtons GetButtons()
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{
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if (!Enabled)
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{
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return 0;
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}
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GamePadState GpState = GamePad.GetState(Index);
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HidControllerButtons Buttons = 0;
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if (IsPressed(GpState, Left.DPadUp)) Buttons |= HidControllerButtons.KEY_DUP;
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if (IsPressed(GpState, Left.DPadDown)) Buttons |= HidControllerButtons.KEY_DDOWN;
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if (IsPressed(GpState, Left.DPadLeft)) Buttons |= HidControllerButtons.KEY_DLEFT;
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if (IsPressed(GpState, Left.DPadRight)) Buttons |= HidControllerButtons.KEY_DRIGHT;
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if (IsPressed(GpState, Left.StickButton)) Buttons |= HidControllerButtons.KEY_LSTICK;
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if (IsPressed(GpState, Left.ButtonMinus)) Buttons |= HidControllerButtons.KEY_MINUS;
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if (IsPressed(GpState, Left.ButtonL)) Buttons |= HidControllerButtons.KEY_L;
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if (IsPressed(GpState, Left.ButtonZL)) Buttons |= HidControllerButtons.KEY_ZL;
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if (IsPressed(GpState, Right.ButtonA)) Buttons |= HidControllerButtons.KEY_A;
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if (IsPressed(GpState, Right.ButtonB)) Buttons |= HidControllerButtons.KEY_B;
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if (IsPressed(GpState, Right.ButtonX)) Buttons |= HidControllerButtons.KEY_X;
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if (IsPressed(GpState, Right.ButtonY)) Buttons |= HidControllerButtons.KEY_Y;
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if (IsPressed(GpState, Right.StickButton)) Buttons |= HidControllerButtons.KEY_RSTICK;
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if (IsPressed(GpState, Right.ButtonPlus)) Buttons |= HidControllerButtons.KEY_PLUS;
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if (IsPressed(GpState, Right.ButtonR)) Buttons |= HidControllerButtons.KEY_R;
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if (IsPressed(GpState, Right.ButtonZR)) Buttons |= HidControllerButtons.KEY_ZR;
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return Buttons;
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}
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public (short, short) GetLeftStick()
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{
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if (!Enabled)
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{
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return (0, 0);
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}
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return GetStick(Left.Stick);
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}
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public (short, short) GetRightStick()
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{
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if (!Enabled)
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{
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return (0, 0);
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}
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return GetStick(Right.Stick);
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}
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private (short, short) GetStick(ControllerInputID Joystick)
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{
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GamePadState GpState = GamePad.GetState(Index);
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switch (Joystick)
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{
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case ControllerInputID.LJoystick:
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return ApplyDeadzone(GpState.ThumbSticks.Left);
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case ControllerInputID.RJoystick:
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return ApplyDeadzone(GpState.ThumbSticks.Right);
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default:
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return (0, 0);
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}
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}
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private (short, short) ApplyDeadzone(Vector2 Axis)
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{
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return (ClampAxis(MathF.Abs(Axis.X) > Deadzone ? Axis.X : 0f),
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ClampAxis(MathF.Abs(Axis.Y) > Deadzone ? Axis.Y : 0f));
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}
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private static short ClampAxis(float Value)
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{
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if (Value <= -short.MaxValue)
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{
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return -short.MaxValue;
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}
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else
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{
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return (short)(Value * short.MaxValue);
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}
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}
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private bool IsPressed(GamePadState GpState, ControllerInputID Button)
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{
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switch (Button)
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{
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case ControllerInputID.A: return GpState.Buttons.A == ButtonState.Pressed;
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case ControllerInputID.B: return GpState.Buttons.B == ButtonState.Pressed;
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case ControllerInputID.X: return GpState.Buttons.X == ButtonState.Pressed;
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case ControllerInputID.Y: return GpState.Buttons.Y == ButtonState.Pressed;
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case ControllerInputID.LStick: return GpState.Buttons.LeftStick == ButtonState.Pressed;
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case ControllerInputID.RStick: return GpState.Buttons.RightStick == ButtonState.Pressed;
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case ControllerInputID.LShoulder: return GpState.Buttons.LeftShoulder == ButtonState.Pressed;
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case ControllerInputID.RShoulder: return GpState.Buttons.RightShoulder == ButtonState.Pressed;
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case ControllerInputID.DPadUp: return GpState.DPad.Up == ButtonState.Pressed;
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case ControllerInputID.DPadDown: return GpState.DPad.Down == ButtonState.Pressed;
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case ControllerInputID.DPadLeft: return GpState.DPad.Left == ButtonState.Pressed;
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case ControllerInputID.DPadRight: return GpState.DPad.Right == ButtonState.Pressed;
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case ControllerInputID.Start: return GpState.Buttons.Start == ButtonState.Pressed;
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case ControllerInputID.Back: return GpState.Buttons.Back == ButtonState.Pressed;
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case ControllerInputID.LTrigger: return GpState.Triggers.Left >= TriggerThreshold;
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case ControllerInputID.RTrigger: return GpState.Triggers.Right >= TriggerThreshold;
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//Using thumbsticks as buttons is not common, but it would be nice not to ignore them
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case ControllerInputID.LJoystick:
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return GpState.ThumbSticks.Left.X >= Deadzone ||
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GpState.ThumbSticks.Left.Y >= Deadzone;
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case ControllerInputID.RJoystick:
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return GpState.ThumbSticks.Right.X >= Deadzone ||
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GpState.ThumbSticks.Right.Y >= Deadzone;
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default:
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return false;
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}
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}
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}
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}
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