da4e0856c9
* controller image changes depending on the selected controller type the new controller image assets are temporary until i get new ones * Game list scans subdirs for games * Key file existence check * Only shows Program NCAs in Application list * Change shown GUI columns without restarting * Sort by column if you click on the column header Columns are sorted as text so there are inaccuracies on some columns * Fix sort on Time Played, Last Played and File Size columns * Add ability to designate favourite games #1 TODO: - Make fav games persistent - Fix invisible check marks due to theme * Add ability to designate favourite games #2 Also removed default theme * Added a Windows specific build condition and a Linux bug fix * bugfix * Load metadata from JSONs * Temp bug fix for MacOS * lil clean up * requested changes * Misc fixes * edited schema and config * Show the TitleID of games on the title bar * gui column config option have names * Async loading of game list * bugfix and cleanup * thog's requested changes * requested changes and cleanup still need to fix the gtk seizure * Fix issue where an ExeFS as a NSP didn't show up in the application list * Minor fixes * catch glib unhandled exceptions * Make sure to do UI manipulation in the main thread * Print path of invalid files * Ac_k's requested changes * Return of the dark theme * move AboutInfo struct to another file * sort usings * changes - gdkchan's requested changes that have been marked resolved - made some structs internal as they aren't used outside of the GUI - renamed Ryujinx.UI to Ryujinx.Ui to fit naming convention and folder structure - fixed bug where controller type dropdown box is stretched
247 lines
7.8 KiB
C#
247 lines
7.8 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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Button0,
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Button1,
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Button2,
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Button3,
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Button4,
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Button5,
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Button6,
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Button7,
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Button8,
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Button9,
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Button10,
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Button11,
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Button12,
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Button13,
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Button14,
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Button15,
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Button16,
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Button17,
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Button18,
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Button19,
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Button20,
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Axis0,
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Axis1,
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Axis2,
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Axis3,
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Axis4,
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Axis5,
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Hat0Up,
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Hat0Down,
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Hat0Left,
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Hat0Right,
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Hat1Up,
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Hat1Down,
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Hat1Left,
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Hat1Right,
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Hat2Up,
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Hat2Down,
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Hat2Left,
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Hat2Right,
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}
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public struct NpadControllerLeft
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{
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public ControllerInputId Stick;
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public ControllerInputId StickButton;
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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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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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}
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public struct NpadControllerRight
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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 NpadController
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{
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/// <summary>
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/// Enables or disables controller support
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/// </summary>
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public bool Enabled { get; private set; }
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/// <summary>
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/// Controller Device Index
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/// </summary>
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public int Index { get; private set; }
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/// <summary>
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/// Controller Analog Stick Deadzone
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/// </summary>
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public float Deadzone { get; private set; }
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/// <summary>
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/// Controller Trigger Threshold
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/// </summary>
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public float TriggerThreshold { get; private set; }
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/// <summary>
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/// Left JoyCon Controller Bindings
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/// </summary>
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public NpadControllerLeft LeftJoycon { get; private set; }
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/// <summary>
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/// Right JoyCon Controller Bindings
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/// </summary>
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public NpadControllerRight RightJoycon { get; private set; }
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public NpadController(
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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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NpadControllerLeft leftJoycon,
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NpadControllerRight rightJoycon)
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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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LeftJoycon = leftJoycon;
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RightJoycon = rightJoycon;
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}
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public void SetEnabled(bool enabled)
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{
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Enabled = enabled;
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}
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public ControllerButtons 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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JoystickState joystickState = Joystick.GetState(Index);
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ControllerButtons buttons = 0;
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if (IsActivated(joystickState, LeftJoycon.DPadUp)) buttons |= ControllerButtons.DpadUp;
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if (IsActivated(joystickState, LeftJoycon.DPadDown)) buttons |= ControllerButtons.DpadDown;
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if (IsActivated(joystickState, LeftJoycon.DPadLeft)) buttons |= ControllerButtons.DpadLeft;
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if (IsActivated(joystickState, LeftJoycon.DPadRight)) buttons |= ControllerButtons.DPadRight;
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if (IsActivated(joystickState, LeftJoycon.StickButton)) buttons |= ControllerButtons.StickLeft;
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if (IsActivated(joystickState, LeftJoycon.ButtonMinus)) buttons |= ControllerButtons.Minus;
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if (IsActivated(joystickState, LeftJoycon.ButtonL)) buttons |= ControllerButtons.L;
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if (IsActivated(joystickState, LeftJoycon.ButtonZl)) buttons |= ControllerButtons.Zl;
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if (IsActivated(joystickState, RightJoycon.ButtonA)) buttons |= ControllerButtons.A;
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if (IsActivated(joystickState, RightJoycon.ButtonB)) buttons |= ControllerButtons.B;
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if (IsActivated(joystickState, RightJoycon.ButtonX)) buttons |= ControllerButtons.X;
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if (IsActivated(joystickState, RightJoycon.ButtonY)) buttons |= ControllerButtons.Y;
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if (IsActivated(joystickState, RightJoycon.StickButton)) buttons |= ControllerButtons.StickRight;
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if (IsActivated(joystickState, RightJoycon.ButtonPlus)) buttons |= ControllerButtons.Plus;
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if (IsActivated(joystickState, RightJoycon.ButtonR)) buttons |= ControllerButtons.R;
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if (IsActivated(joystickState, RightJoycon.ButtonZr)) buttons |= ControllerButtons.Zr;
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return buttons;
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}
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private bool IsActivated(JoystickState joystickState,ControllerInputId controllerInputId)
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{
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if (controllerInputId <= ControllerInputId.Button20)
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{
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return joystickState.IsButtonDown((int)controllerInputId);
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}
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else if (controllerInputId <= ControllerInputId.Axis5)
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{
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int axis = controllerInputId - ControllerInputId.Axis0;
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return joystickState.GetAxis(axis) > TriggerThreshold;
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}
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else if (controllerInputId <= ControllerInputId.Hat2Right)
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{
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int hat = (controllerInputId - ControllerInputId.Hat0Up) / 4;
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int baseHatId = (int)ControllerInputId.Hat0Up + (hat * 4);
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JoystickHatState hatState = joystickState.GetHat((JoystickHat)hat);
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if (hatState.IsUp && ((int)controllerInputId % baseHatId == 0)) return true;
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if (hatState.IsDown && ((int)controllerInputId % baseHatId == 1)) return true;
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if (hatState.IsLeft && ((int)controllerInputId % baseHatId == 2)) return true;
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if (hatState.IsRight && ((int)controllerInputId % baseHatId == 3)) return true;
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}
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return false;
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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(LeftJoycon.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(RightJoycon.Stick);
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}
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private (short, short) GetStick(ControllerInputId stickInputId)
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{
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if (stickInputId < ControllerInputId.Axis0 || stickInputId > ControllerInputId.Axis5)
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{
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return (0, 0);
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}
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JoystickState jsState = Joystick.GetState(Index);
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int xAxis = stickInputId - ControllerInputId.Axis0;
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float xValue = jsState.GetAxis(xAxis);
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float yValue = 0 - jsState.GetAxis(xAxis + 1); // Invert Y-axis
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return ApplyDeadzone(new Vector2(xValue, yValue));
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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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}
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}
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