mirror of
https://github.com/GreemDev/Ryujinx.git
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9cb57fb4bb
* Change naming convention for Ryujinx project * Change naming convention for ChocolArm64 project * Fix NaN * Remove unneeded this. from Ryujinx project * Adjust naming from new PRs * Name changes based on feedback * How did this get removed? * Rebasing fix * Change FP enum case * Remove prefix from ChocolArm64 classes - Part 1 * Remove prefix from ChocolArm64 classes - Part 2 * Fix alignment from last commit's renaming * Rename namespaces * Rename stragglers * Fix alignment * Rename OpCode class * Missed a few * Adjust alignment
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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Enabled = enabled;
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Index = index;
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Deadzone = deadzone;
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TriggerThreshold = triggerThreshold;
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Left = left;
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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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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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