mirror of
https://github.com/GreemDev/Ryujinx.git
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ad7d22777f
* This should fix issue #1374 in Linux Changes: - Bind buttons by detecting the transition from down to up. - Bind axis by detecting movement from value higher than 50% to a value lower than 50%. Caveats: - I have tested only with DS3 in Linux (Fedora 32). - ZL and ZR detection works by accident. This code doesn't take negative axis into account. The reason it works is because axis are managed in absolute value. So when pressing ZL/ZR axis value goes from -1 to 1 (or 1 to 0 and back to 1) and this hits the axis detector. - Likely I have broken all the other controllers xD (testing needed). * Assign keyboardPressed * Make a more robust detection of pressed buttons when using a controller * Add interface to bind buttons from Joystick and Keyboard * Fix style issues after code review by @AcK77 (Thanks!) * Move new classes to Ryujinx.Ui.Input namespace * Use explicit types instead of var * Update Ryujinx/Ui/Input/JoystickButtonAssigner.cs Co-authored-by: Mary <thog@protonmail.com> * Update Ryujinx/Ui/Input/JoystickButtonAssigner.cs Co-authored-by: Mary <thog@protonmail.com> * Update Ryujinx/Ui/Input/JoystickButtonAssigner.cs Co-authored-by: Mary <thog@protonmail.com> * Update Ryujinx/Ui/Input/JoystickButtonAssigner.cs Co-authored-by: Ac_K <Acoustik666@gmail.com> * Add a new empty line before * Up Co-authored-by: Jose Padilla <jose@prensalink.com> Co-authored-by: Mary <thog@protonmail.com> Co-authored-by: Ac_K <Acoustik666@gmail.com>
51 lines
1.2 KiB
C#
51 lines
1.2 KiB
C#
using OpenTK.Input;
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using System;
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using Key = Ryujinx.Configuration.Hid.Key;
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namespace Ryujinx.Ui.Input
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{
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class KeyboardKeyAssigner : ButtonAssigner
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{
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private int _index;
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private KeyboardState _keyboardState;
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public KeyboardKeyAssigner(int index)
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{
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_index = index;
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}
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public void Init() { }
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public void ReadInput()
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{
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_keyboardState = KeyboardController.GetKeyboardState(_index);
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}
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public bool HasAnyButtonPressed()
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{
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return _keyboardState.IsAnyKeyDown;
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}
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public bool ShouldCancel()
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{
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return Mouse.GetState().IsAnyButtonDown || Keyboard.GetState().IsKeyDown(OpenTK.Input.Key.Escape);
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}
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public string GetPressedButton()
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{
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string keyPressed = "";
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foreach (Key key in Enum.GetValues(typeof(Key)))
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{
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if (_keyboardState.IsKeyDown((OpenTK.Input.Key)key))
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{
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keyPressed = key.ToString();
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break;
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}
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}
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return !ShouldCancel() ? keyPressed : "";
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}
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}
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} |