Ryujinx/Ryujinx.Input.SDL2/SDL2Gamepad.cs

379 lines
16 KiB
C#
Raw Normal View History

Miria: The Death of OpenTK 3 (#2194) * openal: Update to OpenTK 4 * Ryujinx.Graphics.OpenGL: Update to OpenTK 4 * Entirely removed OpenTK 3, still wip * Use SPB for context creation and handling Still need to test on GLX and readd input support * Start implementing a new input system So far only gamepad are supported, no configuration possible via UI but detected via hotplug/removal Button mapping backend is implemented TODO: front end, configuration handling and configuration migration TODO: keyboard support * Enforce RGB only framebuffer on the GLWidget Fix possible transparent window * Implement UI gamepad frontend Also fix bad mapping of minus button and ensure gamepad config is updated in real time * Handle controller being disconnected and reconnected again * Revert "Enforce RGB only framebuffer on the GLWidget" This reverts commit 0949715d1a03ec793e35e37f7b610cbff2d63965. * Fix first color clear * Filter SDL2 events a bit * Start working on the keyboard detail - Rework configuration classes a bit to be more clean. - Integrate fully the keyboard configuration to the front end (TODO: assigner) - Start skeleton for the GTK3 keyboard driver * Add KeyboardStateSnapshot and its integration * Implement keyboard assigner and GTK3 key mapping TODO: controller configuration mapping and IGamepad implementation for keyboard * Add missing SR and SL definitions * Fix copy pasta mistake on config for previous commit * Implement IGamepad interface for GTK3 keyboard * Fix some implementation still being commented in the controller ui for keyboard * Port screen handle code * Remove all configuration management code and move HidNew to Hid * Rename InputConfigNew to InputConfig * Add a version field to the input config * Prepare serialization and deserialization of new input config and migrate profile loading and saving * Support input configuration saving to config and bump config version to 23. * Clean up in ConfigurationState * Reference SPB via a nuget package * Move new input system to Ryujinx.Input project and SDL2 detail to Ryujinx.Input.SDL2 * move GTK3 input to the right directory * Fix triggers on SDL2 * Update to SDL2 2.0.14 via our own fork * Update buttons definition for SDL2 2.0.14 and report gamepad features * Implement motion support again with SDL2 TODO: cemu hooks integration * Switch to latest of nightly SDL2 * SDL2: Fix bugs in gamepad id matching allowing different gamepad to match on the same device index * Ensure values are set in UI when the gamepad get hot plugged * Avoid trying to add controllers in the Update method and don't open SDL2 gamepad instance before checking ids This fixes permanent rumble of pro controller in some hotplug scenario * Fix more UI bugs * Move legcay motion code around before reintegration * gamecontroller UI tweaks here and there * Hide Motion on non motion configurations * Update the TODO grave Some TODO were fixed long time ago or are quite oudated... * Integrate cemu hooks motion configuration * Integrate cemu hooks configuration options to the UI again * cemuhooks => cemuhooks * Add cemu hook support again * Fix regression on normal motion and fix some very nasty bugs around * Fix for XCB multithreads issue on Linux * Enable motion by default * Block inputs in the main view when in the controller configuration window * Some fixes for the controller ui again * Add joycon support and fixes other hints * Bug fixes and clean up - Invert default mapping if not a Nintendo controller - Keep alive the controller being selected on the controller window (allow to avoid big delay for controller needing time to init when doing button assignment) - Clean up hints in use - Remove debug logs around - Fixes potential double free with SDL2Gamepad * Move the button assigner and motion logic to the Ryujinx.Input project * Reimplement raw keyboard hle input Also move out the logic of the hotkeys * Move all remaining Input manager stuffs to the Ryujinx.Input project * Increment configuration version yet again because of master changes * Ensure input config isn't null when not present * Fixes for VS not being nice * Fix broken gamepad caching logic causing crashes on ui * Ensure the background context is destroyed * Update dependencies * Readd retrocompat with old format of the config to avoid parsing and crashes on those versions Also updated the debug Config.json * Document new input APIs * Isolate SDL2Driver to the project and remove external export of it * Add support for external gamepad db mappings on SDL2 * Last clean up before PR * Addresses first part of comments * Address gdkchan's comments * Do not use JsonException * Last comment fixes
2021-04-14 04:28:43 -06:00
using Ryujinx.Common.Configuration.Hid;
using Ryujinx.Common.Configuration.Hid.Controller;
using Ryujinx.Common.Logging;
Miria: The Death of OpenTK 3 (#2194) * openal: Update to OpenTK 4 * Ryujinx.Graphics.OpenGL: Update to OpenTK 4 * Entirely removed OpenTK 3, still wip * Use SPB for context creation and handling Still need to test on GLX and readd input support * Start implementing a new input system So far only gamepad are supported, no configuration possible via UI but detected via hotplug/removal Button mapping backend is implemented TODO: front end, configuration handling and configuration migration TODO: keyboard support * Enforce RGB only framebuffer on the GLWidget Fix possible transparent window * Implement UI gamepad frontend Also fix bad mapping of minus button and ensure gamepad config is updated in real time * Handle controller being disconnected and reconnected again * Revert "Enforce RGB only framebuffer on the GLWidget" This reverts commit 0949715d1a03ec793e35e37f7b610cbff2d63965. * Fix first color clear * Filter SDL2 events a bit * Start working on the keyboard detail - Rework configuration classes a bit to be more clean. - Integrate fully the keyboard configuration to the front end (TODO: assigner) - Start skeleton for the GTK3 keyboard driver * Add KeyboardStateSnapshot and its integration * Implement keyboard assigner and GTK3 key mapping TODO: controller configuration mapping and IGamepad implementation for keyboard * Add missing SR and SL definitions * Fix copy pasta mistake on config for previous commit * Implement IGamepad interface for GTK3 keyboard * Fix some implementation still being commented in the controller ui for keyboard * Port screen handle code * Remove all configuration management code and move HidNew to Hid * Rename InputConfigNew to InputConfig * Add a version field to the input config * Prepare serialization and deserialization of new input config and migrate profile loading and saving * Support input configuration saving to config and bump config version to 23. * Clean up in ConfigurationState * Reference SPB via a nuget package * Move new input system to Ryujinx.Input project and SDL2 detail to Ryujinx.Input.SDL2 * move GTK3 input to the right directory * Fix triggers on SDL2 * Update to SDL2 2.0.14 via our own fork * Update buttons definition for SDL2 2.0.14 and report gamepad features * Implement motion support again with SDL2 TODO: cemu hooks integration * Switch to latest of nightly SDL2 * SDL2: Fix bugs in gamepad id matching allowing different gamepad to match on the same device index * Ensure values are set in UI when the gamepad get hot plugged * Avoid trying to add controllers in the Update method and don't open SDL2 gamepad instance before checking ids This fixes permanent rumble of pro controller in some hotplug scenario * Fix more UI bugs * Move legcay motion code around before reintegration * gamecontroller UI tweaks here and there * Hide Motion on non motion configurations * Update the TODO grave Some TODO were fixed long time ago or are quite oudated... * Integrate cemu hooks motion configuration * Integrate cemu hooks configuration options to the UI again * cemuhooks => cemuhooks * Add cemu hook support again * Fix regression on normal motion and fix some very nasty bugs around * Fix for XCB multithreads issue on Linux * Enable motion by default * Block inputs in the main view when in the controller configuration window * Some fixes for the controller ui again * Add joycon support and fixes other hints * Bug fixes and clean up - Invert default mapping if not a Nintendo controller - Keep alive the controller being selected on the controller window (allow to avoid big delay for controller needing time to init when doing button assignment) - Clean up hints in use - Remove debug logs around - Fixes potential double free with SDL2Gamepad * Move the button assigner and motion logic to the Ryujinx.Input project * Reimplement raw keyboard hle input Also move out the logic of the hotkeys * Move all remaining Input manager stuffs to the Ryujinx.Input project * Increment configuration version yet again because of master changes * Ensure input config isn't null when not present * Fixes for VS not being nice * Fix broken gamepad caching logic causing crashes on ui * Ensure the background context is destroyed * Update dependencies * Readd retrocompat with old format of the config to avoid parsing and crashes on those versions Also updated the debug Config.json * Document new input APIs * Isolate SDL2Driver to the project and remove external export of it * Add support for external gamepad db mappings on SDL2 * Last clean up before PR * Addresses first part of comments * Address gdkchan's comments * Do not use JsonException * Last comment fixes
2021-04-14 04:28:43 -06:00
using System;
using System.Collections.Generic;
using System.Numerics;
using static SDL2.SDL;
namespace Ryujinx.Input.SDL2
{
class SDL2Gamepad : IGamepad
{
private bool HasConfiguration => _configuration != null;
private class ButtonMappingEntry
{
public readonly GamepadButtonInputId To;
public readonly GamepadButtonInputId From;
public ButtonMappingEntry(GamepadButtonInputId to, GamepadButtonInputId from)
{
To = to;
From = from;
}
}
private StandardControllerInputConfig _configuration;
private static readonly SDL_GameControllerButton[] _buttonsDriverMapping = new SDL_GameControllerButton[(int)GamepadButtonInputId.Count]
{
// Unbound, ignored.
SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_INVALID,
SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_A,
SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_B,
SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_X,
SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_Y,
SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_LEFTSTICK,
SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_RIGHTSTICK,
SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_LEFTSHOULDER,
SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_RIGHTSHOULDER,
// NOTE: The left and right trigger are axis, we handle those differently
SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_INVALID,
SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_INVALID,
SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_DPAD_UP,
SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_DPAD_DOWN,
SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_DPAD_LEFT,
SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_DPAD_RIGHT,
SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_BACK,
SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_START,
SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_GUIDE,
SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_MISC1,
SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_PADDLE1,
SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_PADDLE2,
SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_PADDLE3,
SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_PADDLE4,
SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_TOUCHPAD,
// Virtual buttons are invalid, ignored.
SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_INVALID,
SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_INVALID,
SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_INVALID,
SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_INVALID,
};
private object _userMappingLock = new object();
private List<ButtonMappingEntry> _buttonsUserMapping;
private StickInputId[] _stickUserMapping = new StickInputId[(int)StickInputId.Count]
{
StickInputId.Unbound,
StickInputId.Left,
StickInputId.Right
};
public GamepadFeaturesFlag Features { get; }
private IntPtr _gamepadHandle;
private float _triggerThreshold;
public SDL2Gamepad(IntPtr gamepadHandle, string driverId)
{
_gamepadHandle = gamepadHandle;
_buttonsUserMapping = new List<ButtonMappingEntry>();
Name = SDL_GameControllerName(_gamepadHandle);
Id = driverId;
Features = GetFeaturesFlag();
_triggerThreshold = 0.0f;
// Enable motion tracking
if (Features.HasFlag(GamepadFeaturesFlag.Motion))
{
SDL_GameControllerSetSensorEnabled(_gamepadHandle, SDL_SensorType.SDL_SENSOR_ACCEL, SDL_bool.SDL_TRUE);
SDL_GameControllerSetSensorEnabled(_gamepadHandle, SDL_SensorType.SDL_SENSOR_GYRO, SDL_bool.SDL_TRUE);
}
}
private GamepadFeaturesFlag GetFeaturesFlag()
{
GamepadFeaturesFlag result = GamepadFeaturesFlag.None;
if (SDL_GameControllerHasSensor(_gamepadHandle, SDL_SensorType.SDL_SENSOR_ACCEL) == SDL_bool.SDL_TRUE &&
SDL_GameControllerHasSensor(_gamepadHandle, SDL_SensorType.SDL_SENSOR_GYRO) == SDL_bool.SDL_TRUE)
{
result |= GamepadFeaturesFlag.Motion;
}
int error = SDL_GameControllerRumble(_gamepadHandle, 0, 0, 100);
if (error == 0)
{
result |= GamepadFeaturesFlag.Rumble;
}
return result;
}
public string Id { get; }
public string Name { get; }
public bool IsConnected => SDL_GameControllerGetAttached(_gamepadHandle) == SDL_bool.SDL_TRUE;
protected virtual void Dispose(bool disposing)
{
if (disposing && _gamepadHandle != IntPtr.Zero)
{
SDL_GameControllerClose(_gamepadHandle);
_gamepadHandle = IntPtr.Zero;
}
}
public void Dispose()
{
Dispose(true);
}
public void SetTriggerThreshold(float triggerThreshold)
{
_triggerThreshold = triggerThreshold;
}
public void Rumble(float lowFrequency, float highFrequency, uint durationMs)
{
if (Features.HasFlag(GamepadFeaturesFlag.Rumble))
{
ushort lowFrequencyRaw = (ushort)(lowFrequency * ushort.MaxValue);
ushort highFrequencyRaw = (ushort)(highFrequency * ushort.MaxValue);
if (durationMs == uint.MaxValue)
{
SDL_GameControllerRumble(_gamepadHandle, lowFrequencyRaw, highFrequencyRaw, SDL_HAPTIC_INFINITY);
}
else if (durationMs > SDL_HAPTIC_INFINITY)
{
Logger.Error?.Print(LogClass.Hid, $"Unsupported rumble duration {durationMs}");
}
else
{
SDL_GameControllerRumble(_gamepadHandle, lowFrequencyRaw, highFrequencyRaw, durationMs);
}
Miria: The Death of OpenTK 3 (#2194) * openal: Update to OpenTK 4 * Ryujinx.Graphics.OpenGL: Update to OpenTK 4 * Entirely removed OpenTK 3, still wip * Use SPB for context creation and handling Still need to test on GLX and readd input support * Start implementing a new input system So far only gamepad are supported, no configuration possible via UI but detected via hotplug/removal Button mapping backend is implemented TODO: front end, configuration handling and configuration migration TODO: keyboard support * Enforce RGB only framebuffer on the GLWidget Fix possible transparent window * Implement UI gamepad frontend Also fix bad mapping of minus button and ensure gamepad config is updated in real time * Handle controller being disconnected and reconnected again * Revert "Enforce RGB only framebuffer on the GLWidget" This reverts commit 0949715d1a03ec793e35e37f7b610cbff2d63965. * Fix first color clear * Filter SDL2 events a bit * Start working on the keyboard detail - Rework configuration classes a bit to be more clean. - Integrate fully the keyboard configuration to the front end (TODO: assigner) - Start skeleton for the GTK3 keyboard driver * Add KeyboardStateSnapshot and its integration * Implement keyboard assigner and GTK3 key mapping TODO: controller configuration mapping and IGamepad implementation for keyboard * Add missing SR and SL definitions * Fix copy pasta mistake on config for previous commit * Implement IGamepad interface for GTK3 keyboard * Fix some implementation still being commented in the controller ui for keyboard * Port screen handle code * Remove all configuration management code and move HidNew to Hid * Rename InputConfigNew to InputConfig * Add a version field to the input config * Prepare serialization and deserialization of new input config and migrate profile loading and saving * Support input configuration saving to config and bump config version to 23. * Clean up in ConfigurationState * Reference SPB via a nuget package * Move new input system to Ryujinx.Input project and SDL2 detail to Ryujinx.Input.SDL2 * move GTK3 input to the right directory * Fix triggers on SDL2 * Update to SDL2 2.0.14 via our own fork * Update buttons definition for SDL2 2.0.14 and report gamepad features * Implement motion support again with SDL2 TODO: cemu hooks integration * Switch to latest of nightly SDL2 * SDL2: Fix bugs in gamepad id matching allowing different gamepad to match on the same device index * Ensure values are set in UI when the gamepad get hot plugged * Avoid trying to add controllers in the Update method and don't open SDL2 gamepad instance before checking ids This fixes permanent rumble of pro controller in some hotplug scenario * Fix more UI bugs * Move legcay motion code around before reintegration * gamecontroller UI tweaks here and there * Hide Motion on non motion configurations * Update the TODO grave Some TODO were fixed long time ago or are quite oudated... * Integrate cemu hooks motion configuration * Integrate cemu hooks configuration options to the UI again * cemuhooks => cemuhooks * Add cemu hook support again * Fix regression on normal motion and fix some very nasty bugs around * Fix for XCB multithreads issue on Linux * Enable motion by default * Block inputs in the main view when in the controller configuration window * Some fixes for the controller ui again * Add joycon support and fixes other hints * Bug fixes and clean up - Invert default mapping if not a Nintendo controller - Keep alive the controller being selected on the controller window (allow to avoid big delay for controller needing time to init when doing button assignment) - Clean up hints in use - Remove debug logs around - Fixes potential double free with SDL2Gamepad * Move the button assigner and motion logic to the Ryujinx.Input project * Reimplement raw keyboard hle input Also move out the logic of the hotkeys * Move all remaining Input manager stuffs to the Ryujinx.Input project * Increment configuration version yet again because of master changes * Ensure input config isn't null when not present * Fixes for VS not being nice * Fix broken gamepad caching logic causing crashes on ui * Ensure the background context is destroyed * Update dependencies * Readd retrocompat with old format of the config to avoid parsing and crashes on those versions Also updated the debug Config.json * Document new input APIs * Isolate SDL2Driver to the project and remove external export of it * Add support for external gamepad db mappings on SDL2 * Last clean up before PR * Addresses first part of comments * Address gdkchan's comments * Do not use JsonException * Last comment fixes
2021-04-14 04:28:43 -06:00
}
}
public Vector3 GetMotionData(MotionInputId inputId)
{
SDL_SensorType sensorType = SDL_SensorType.SDL_SENSOR_INVALID;
if (inputId == MotionInputId.Accelerometer)
{
sensorType = SDL_SensorType.SDL_SENSOR_ACCEL;
}
else if (inputId == MotionInputId.Gyroscope)
{
sensorType = SDL_SensorType.SDL_SENSOR_GYRO;
}
if (Features.HasFlag(GamepadFeaturesFlag.Motion) && sensorType != SDL_SensorType.SDL_SENSOR_INVALID)
{
const int ElementCount = 3;
unsafe
{
float* values = stackalloc float[ElementCount];
int result = SDL_GameControllerGetSensorData(_gamepadHandle, sensorType, (IntPtr)values, ElementCount);
if (result == 0)
{
Vector3 value = new Vector3(values[0], values[1], values[2]);
if (inputId == MotionInputId.Gyroscope)
{
return RadToDegree(value);
}
else if (inputId == MotionInputId.Accelerometer)
{
return GsToMs2(value);
}
return value;
}
}
}
return Vector3.Zero;
}
private static Vector3 RadToDegree(Vector3 rad)
{
return rad * (180 / MathF.PI);
}
private static Vector3 GsToMs2(Vector3 gs)
{
return gs / SDL_STANDARD_GRAVITY;
}
public void SetConfiguration(InputConfig configuration)
{
lock (_userMappingLock)
{
_configuration = (StandardControllerInputConfig)configuration;
_buttonsUserMapping.Clear();
// First update sticks
_stickUserMapping[(int)StickInputId.Left] = (StickInputId)_configuration.LeftJoyconStick.Joystick;
_stickUserMapping[(int)StickInputId.Right] = (StickInputId)_configuration.RightJoyconStick.Joystick;
// Then left joycon
_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.LeftStick, (GamepadButtonInputId)_configuration.LeftJoyconStick.StickButton));
_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.DpadUp, (GamepadButtonInputId)_configuration.LeftJoycon.DpadUp));
_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.DpadDown, (GamepadButtonInputId)_configuration.LeftJoycon.DpadDown));
_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.DpadLeft, (GamepadButtonInputId)_configuration.LeftJoycon.DpadLeft));
_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.DpadRight, (GamepadButtonInputId)_configuration.LeftJoycon.DpadRight));
_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.Minus, (GamepadButtonInputId)_configuration.LeftJoycon.ButtonMinus));
_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.LeftShoulder, (GamepadButtonInputId)_configuration.LeftJoycon.ButtonL));
_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.LeftTrigger, (GamepadButtonInputId)_configuration.LeftJoycon.ButtonZl));
_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.SingleRightTrigger0, (GamepadButtonInputId)_configuration.LeftJoycon.ButtonSr));
_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.SingleLeftTrigger0, (GamepadButtonInputId)_configuration.LeftJoycon.ButtonSl));
// Finally right joycon
_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.RightStick, (GamepadButtonInputId)_configuration.RightJoyconStick.StickButton));
_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.A, (GamepadButtonInputId)_configuration.RightJoycon.ButtonA));
_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.B, (GamepadButtonInputId)_configuration.RightJoycon.ButtonB));
_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.X, (GamepadButtonInputId)_configuration.RightJoycon.ButtonX));
_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.Y, (GamepadButtonInputId)_configuration.RightJoycon.ButtonY));
_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.Plus, (GamepadButtonInputId)_configuration.RightJoycon.ButtonPlus));
_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.RightShoulder, (GamepadButtonInputId)_configuration.RightJoycon.ButtonR));
_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.RightTrigger, (GamepadButtonInputId)_configuration.RightJoycon.ButtonZr));
_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.SingleRightTrigger1, (GamepadButtonInputId)_configuration.RightJoycon.ButtonSr));
_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.SingleLeftTrigger1, (GamepadButtonInputId)_configuration.RightJoycon.ButtonSl));
SetTriggerThreshold(_configuration.TriggerThreshold);
}
}
public GamepadStateSnapshot GetStateSnapshot()
{
return IGamepad.GetStateSnapshot(this);
}
public GamepadStateSnapshot GetMappedStateSnapshot()
{
GamepadStateSnapshot rawState = GetStateSnapshot();
GamepadStateSnapshot result = default;
lock (_userMappingLock)
{
if (_buttonsUserMapping.Count == 0)
{
return rawState;
}
foreach (ButtonMappingEntry entry in _buttonsUserMapping)
{
if (entry.From == GamepadButtonInputId.Unbound || entry.To == GamepadButtonInputId.Unbound)
{
continue;
}
// Do not touch state of button already pressed
if (!result.IsPressed(entry.To))
{
result.SetPressed(entry.To, rawState.IsPressed(entry.From));
}
}
(float leftStickX, float leftStickY) = rawState.GetStick(_stickUserMapping[(int)StickInputId.Left]);
(float rightStickX, float rightStickY) = rawState.GetStick(_stickUserMapping[(int)StickInputId.Right]);
result.SetStick(StickInputId.Left, leftStickX, leftStickY);
result.SetStick(StickInputId.Right, rightStickX, rightStickY);
}
return result;
}
private static float ConvertRawStickValue(short value)
{
const float ConvertRate = 1.0f / (short.MaxValue + 0.5f);
return value * ConvertRate;
}
public (float, float) GetStick(StickInputId inputId)
{
if (inputId == StickInputId.Unbound)
{
return (0.0f, 0.0f);
}
short stickX;
short stickY;
if (inputId == StickInputId.Left)
{
stickX = SDL_GameControllerGetAxis(_gamepadHandle, SDL_GameControllerAxis.SDL_CONTROLLER_AXIS_LEFTX);
stickY = SDL_GameControllerGetAxis(_gamepadHandle, SDL_GameControllerAxis.SDL_CONTROLLER_AXIS_LEFTY);
}
else if (inputId == StickInputId.Right)
{
stickX = SDL_GameControllerGetAxis(_gamepadHandle, SDL_GameControllerAxis.SDL_CONTROLLER_AXIS_RIGHTX);
stickY = SDL_GameControllerGetAxis(_gamepadHandle, SDL_GameControllerAxis.SDL_CONTROLLER_AXIS_RIGHTY);
}
else
{
throw new NotSupportedException($"Unsupported stick {inputId}");
}
float resultX = ConvertRawStickValue(stickX);
float resultY = -ConvertRawStickValue(stickY);
if (HasConfiguration)
{
if ((inputId == StickInputId.Left && _configuration.LeftJoyconStick.InvertStickX) ||
(inputId == StickInputId.Right && _configuration.RightJoyconStick.InvertStickX))
{
resultX = -resultX;
}
if ((inputId == StickInputId.Left && _configuration.LeftJoyconStick.InvertStickY) ||
(inputId == StickInputId.Right && _configuration.RightJoyconStick.InvertStickY))
{
resultY = -resultY;
}
}
return (resultX, resultY);
}
public bool IsPressed(GamepadButtonInputId inputId)
{
if (inputId == GamepadButtonInputId.LeftTrigger)
{
return ConvertRawStickValue(SDL_GameControllerGetAxis(_gamepadHandle, SDL_GameControllerAxis.SDL_CONTROLLER_AXIS_TRIGGERLEFT)) > _triggerThreshold;
}
else if (inputId == GamepadButtonInputId.RightTrigger)
{
return ConvertRawStickValue(SDL_GameControllerGetAxis(_gamepadHandle, SDL_GameControllerAxis.SDL_CONTROLLER_AXIS_TRIGGERRIGHT)) > _triggerThreshold;
}
else if (_buttonsDriverMapping[(int)inputId] == SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_INVALID)
{
return false;
}
else
{
return SDL_GameControllerGetButton(_gamepadHandle, _buttonsDriverMapping[(int)inputId]) == 1;
}
}
}
}