mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-10-01 12:30:00 +02:00
deb99d2cae
* avalonia part 1 * remove vulkan ui backend * move ui common files to ui common project * get name for oading screen from device * rebase. * review 1 * review 1.1 * review * cleanup * addressed review * use cancellation token * review * review * rebased * cancel library loading when closing window * remove star image, use fonticon instead * delete render control frame buffer when game ends. change position of fav star * addressed @Thog review * ensure the right ui is downloaded in updates * fix crash when showing not supported dialog during controller request * add prefix to artifact names * Auto-format Avalonia project * Fix input * Fix build, simplify app disposal * remove nv stutter thread * addressed review * add missing change * maintain window size if new size is zero length * add game, handheld, docked to local * reverse scale main window * Update de_DE.json * Update de_DE.json * Update de_DE.json * Update italian json * Update it_IT.json * let render timer poll with no wait * remove unused code * more unused code * enabled tiered compilation and trimming * check if window event is not closed before signaling * fix atmospher case * locale fix * locale fix * remove explicit tiered compilation declarations * Remove ) it_IT.json * Remove ) de_DE.json * Update it_IT.json * Update pt_BR locale with latest strings * Remove ')' * add more strings to locale * update locale * remove extra slash * remove extra slash * set firmware version to 0 if key's not found * fix * revert timer changes * lock on object instead * Update it_IT.json * remove unused method * add load screen text to locale * drop swap event * Update de_DE.json * Update de_DE.json * do null check when stopping emulator * Update de_DE.json * Create tr_TR.json * Add tr_TR * Add tr_TR + Turkish * Update it_IT.json * Update Ryujinx.Ava/Input/AvaloniaMappingHelper.cs Co-authored-by: Ac_K <Acoustik666@gmail.com> * Apply suggestions from code review Co-authored-by: Ac_K <Acoustik666@gmail.com> * Apply suggestions from code review Co-authored-by: Ac_K <Acoustik666@gmail.com> * addressed review * Update Ryujinx.Ava/Ui/Backend/OpenGl/OpenGlRenderTarget.cs Co-authored-by: gdkchan <gab.dark.100@gmail.com> * use avalonia's inbuilt renderer on linux * removed whitespace * workaround for queue render crash with vsync off * drop custom backend * format files * fix not closing issue * remove warnings * rebase * update avalonia library * Reposition the Text and Button on About Page * Assign build version * Remove appveyor text Co-authored-by: gdk <gab.dark.100@gmail.com> Co-authored-by: Niwu34 <67392333+Niwu34@users.noreply.github.com> Co-authored-by: Antonio Brugnolo <36473846+AntoSkate@users.noreply.github.com> Co-authored-by: aegiff <99728970+aegiff@users.noreply.github.com> Co-authored-by: Ac_K <Acoustik666@gmail.com> Co-authored-by: MostlyWhat <78652091+MostlyWhat@users.noreply.github.com>
419 lines
No EOL
15 KiB
C#
419 lines
No EOL
15 KiB
C#
using Ryujinx.Common.Configuration.Hid;
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using Ryujinx.Common.Configuration.Hid.Keyboard;
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using System;
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using System.Collections.Generic;
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using System.Numerics;
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using System.Runtime.CompilerServices;
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using static SDL2.SDL;
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using ConfigKey = Ryujinx.Common.Configuration.Hid.Key;
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namespace Ryujinx.Input.SDL2
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{
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class SDL2Keyboard : IKeyboard
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{
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private class ButtonMappingEntry
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{
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public readonly GamepadButtonInputId To;
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public readonly Key From;
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public ButtonMappingEntry(GamepadButtonInputId to, Key from)
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{
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To = to;
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From = from;
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}
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}
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private object _userMappingLock = new object();
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private readonly SDL2KeyboardDriver _driver;
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private StandardKeyboardInputConfig _configuration;
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private List<ButtonMappingEntry> _buttonsUserMapping;
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private static readonly SDL_Keycode[] _keysDriverMapping = new SDL_Keycode[(int)Key.Count]
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{
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// INVALID
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SDL_Keycode.SDLK_0,
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// Presented as modifiers, so invalid here.
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SDL_Keycode.SDLK_0,
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SDL_Keycode.SDLK_0,
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SDL_Keycode.SDLK_0,
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SDL_Keycode.SDLK_0,
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SDL_Keycode.SDLK_0,
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SDL_Keycode.SDLK_0,
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SDL_Keycode.SDLK_0,
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SDL_Keycode.SDLK_0,
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SDL_Keycode.SDLK_0,
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SDL_Keycode.SDLK_F1,
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SDL_Keycode.SDLK_F2,
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SDL_Keycode.SDLK_F3,
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SDL_Keycode.SDLK_F4,
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SDL_Keycode.SDLK_F5,
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SDL_Keycode.SDLK_F6,
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SDL_Keycode.SDLK_F7,
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SDL_Keycode.SDLK_F8,
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SDL_Keycode.SDLK_F9,
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SDL_Keycode.SDLK_F10,
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SDL_Keycode.SDLK_F11,
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SDL_Keycode.SDLK_F12,
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SDL_Keycode.SDLK_F13,
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SDL_Keycode.SDLK_F14,
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SDL_Keycode.SDLK_F15,
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SDL_Keycode.SDLK_F16,
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SDL_Keycode.SDLK_F17,
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SDL_Keycode.SDLK_F18,
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SDL_Keycode.SDLK_F19,
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SDL_Keycode.SDLK_F20,
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SDL_Keycode.SDLK_F21,
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SDL_Keycode.SDLK_F22,
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SDL_Keycode.SDLK_F23,
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SDL_Keycode.SDLK_F24,
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SDL_Keycode.SDLK_0,
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SDL_Keycode.SDLK_0,
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SDL_Keycode.SDLK_0,
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SDL_Keycode.SDLK_0,
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SDL_Keycode.SDLK_0,
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SDL_Keycode.SDLK_0,
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SDL_Keycode.SDLK_0,
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SDL_Keycode.SDLK_0,
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SDL_Keycode.SDLK_0,
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SDL_Keycode.SDLK_0,
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SDL_Keycode.SDLK_0,
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SDL_Keycode.SDLK_UP,
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SDL_Keycode.SDLK_DOWN,
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SDL_Keycode.SDLK_LEFT,
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SDL_Keycode.SDLK_RIGHT,
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SDL_Keycode.SDLK_RETURN,
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SDL_Keycode.SDLK_ESCAPE,
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SDL_Keycode.SDLK_SPACE,
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SDL_Keycode.SDLK_TAB,
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SDL_Keycode.SDLK_BACKSPACE,
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SDL_Keycode.SDLK_INSERT,
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SDL_Keycode.SDLK_DELETE,
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SDL_Keycode.SDLK_PAGEUP,
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SDL_Keycode.SDLK_PAGEDOWN,
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SDL_Keycode.SDLK_HOME,
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SDL_Keycode.SDLK_END,
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SDL_Keycode.SDLK_CAPSLOCK,
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SDL_Keycode.SDLK_SCROLLLOCK,
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SDL_Keycode.SDLK_PRINTSCREEN,
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SDL_Keycode.SDLK_PAUSE,
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SDL_Keycode.SDLK_NUMLOCKCLEAR,
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SDL_Keycode.SDLK_CLEAR,
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SDL_Keycode.SDLK_KP_0,
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SDL_Keycode.SDLK_KP_1,
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SDL_Keycode.SDLK_KP_2,
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SDL_Keycode.SDLK_KP_3,
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SDL_Keycode.SDLK_KP_4,
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SDL_Keycode.SDLK_KP_5,
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SDL_Keycode.SDLK_KP_6,
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SDL_Keycode.SDLK_KP_7,
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SDL_Keycode.SDLK_KP_8,
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SDL_Keycode.SDLK_KP_9,
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SDL_Keycode.SDLK_KP_DIVIDE,
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SDL_Keycode.SDLK_KP_MULTIPLY,
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SDL_Keycode.SDLK_KP_MINUS,
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SDL_Keycode.SDLK_KP_PLUS,
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SDL_Keycode.SDLK_KP_DECIMAL,
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SDL_Keycode.SDLK_KP_ENTER,
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SDL_Keycode.SDLK_a,
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SDL_Keycode.SDLK_b,
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SDL_Keycode.SDLK_c,
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SDL_Keycode.SDLK_d,
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SDL_Keycode.SDLK_e,
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SDL_Keycode.SDLK_f,
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SDL_Keycode.SDLK_g,
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SDL_Keycode.SDLK_h,
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SDL_Keycode.SDLK_i,
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SDL_Keycode.SDLK_j,
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SDL_Keycode.SDLK_k,
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SDL_Keycode.SDLK_l,
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SDL_Keycode.SDLK_m,
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SDL_Keycode.SDLK_n,
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SDL_Keycode.SDLK_o,
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SDL_Keycode.SDLK_p,
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SDL_Keycode.SDLK_q,
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SDL_Keycode.SDLK_r,
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SDL_Keycode.SDLK_s,
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SDL_Keycode.SDLK_t,
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SDL_Keycode.SDLK_u,
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SDL_Keycode.SDLK_v,
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SDL_Keycode.SDLK_w,
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SDL_Keycode.SDLK_x,
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SDL_Keycode.SDLK_y,
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SDL_Keycode.SDLK_z,
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SDL_Keycode.SDLK_0,
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SDL_Keycode.SDLK_1,
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SDL_Keycode.SDLK_2,
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SDL_Keycode.SDLK_3,
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SDL_Keycode.SDLK_4,
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SDL_Keycode.SDLK_5,
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SDL_Keycode.SDLK_6,
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SDL_Keycode.SDLK_7,
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SDL_Keycode.SDLK_8,
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SDL_Keycode.SDLK_9,
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SDL_Keycode.SDLK_BACKQUOTE,
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SDL_Keycode.SDLK_BACKQUOTE,
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SDL_Keycode.SDLK_MINUS,
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SDL_Keycode.SDLK_PLUS,
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SDL_Keycode.SDLK_LEFTBRACKET,
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SDL_Keycode.SDLK_RIGHTBRACKET,
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SDL_Keycode.SDLK_SEMICOLON,
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SDL_Keycode.SDLK_QUOTE,
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SDL_Keycode.SDLK_COMMA,
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SDL_Keycode.SDLK_PERIOD,
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SDL_Keycode.SDLK_SLASH,
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SDL_Keycode.SDLK_BACKSLASH,
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// Invalids
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SDL_Keycode.SDLK_0,
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};
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public SDL2Keyboard(SDL2KeyboardDriver driver, string id, string name)
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{
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_driver = driver;
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Id = id;
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Name = name;
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_buttonsUserMapping = new List<ButtonMappingEntry>();
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}
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private bool HasConfiguration => _configuration != null;
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public string Id { get; }
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public string Name { get; }
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public bool IsConnected => true;
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public GamepadFeaturesFlag Features => GamepadFeaturesFlag.None;
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public void Dispose()
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{
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// No operations
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private static int ToSDL2Scancode(Key key)
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{
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if (key >= Key.Unknown && key <= Key.Menu)
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{
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return -1;
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}
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return (int)SDL_GetScancodeFromKey(_keysDriverMapping[(int)key]);
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}
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private static SDL_Keymod GetKeyboardModifierMask(Key key)
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{
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switch (key)
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{
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case Key.ShiftLeft:
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return SDL_Keymod.KMOD_LSHIFT;
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case Key.ShiftRight:
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return SDL_Keymod.KMOD_RSHIFT;
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case Key.ControlLeft:
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return SDL_Keymod.KMOD_LCTRL;
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case Key.ControlRight:
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return SDL_Keymod.KMOD_RCTRL;
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case Key.AltLeft:
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return SDL_Keymod.KMOD_LALT;
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case Key.AltRight:
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return SDL_Keymod.KMOD_RALT;
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case Key.WinLeft:
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return SDL_Keymod.KMOD_LGUI;
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case Key.WinRight:
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return SDL_Keymod.KMOD_RGUI;
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// NOTE: Menu key isn't supported by SDL2.
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case Key.Menu:
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default:
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return SDL_Keymod.KMOD_NONE;
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}
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}
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public KeyboardStateSnapshot GetKeyboardStateSnapshot()
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{
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ReadOnlySpan<byte> rawKeyboardState;
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SDL_Keymod rawKeyboardModifierState = SDL_GetModState();
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unsafe
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{
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IntPtr statePtr = SDL_GetKeyboardState(out int numKeys);
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rawKeyboardState = new ReadOnlySpan<byte>((byte*)statePtr, numKeys);
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}
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bool[] keysState = new bool[(int)Key.Count];
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for (Key key = 0; key < Key.Count; key++)
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{
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int index = ToSDL2Scancode(key);
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if (index == -1)
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{
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SDL_Keymod modifierMask = GetKeyboardModifierMask(key);
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if (modifierMask == SDL_Keymod.KMOD_NONE)
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{
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continue;
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}
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keysState[(int)key] = (rawKeyboardModifierState & modifierMask) == modifierMask;
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}
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else
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{
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keysState[(int)key] = rawKeyboardState[index] == 1;
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}
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}
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return new KeyboardStateSnapshot(keysState);
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}
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private static float ConvertRawStickValue(short value)
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{
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const float ConvertRate = 1.0f / (short.MaxValue + 0.5f);
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return value * ConvertRate;
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}
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private static (short, short) GetStickValues(ref KeyboardStateSnapshot snapshot, JoyconConfigKeyboardStick<ConfigKey> stickConfig)
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{
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short stickX = 0;
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short stickY = 0;
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if (snapshot.IsPressed((Key)stickConfig.StickUp))
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{
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stickY += 1;
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}
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if (snapshot.IsPressed((Key)stickConfig.StickDown))
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{
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stickY -= 1;
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}
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if (snapshot.IsPressed((Key)stickConfig.StickRight))
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{
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stickX += 1;
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}
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if (snapshot.IsPressed((Key)stickConfig.StickLeft))
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{
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stickX -= 1;
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}
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Vector2 stick = Vector2.Normalize(new Vector2(stickX, stickY));
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return ((short)(stick.X * short.MaxValue), (short)(stick.Y * short.MaxValue));
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}
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public GamepadStateSnapshot GetMappedStateSnapshot()
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{
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KeyboardStateSnapshot rawState = GetKeyboardStateSnapshot();
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GamepadStateSnapshot result = default;
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lock (_userMappingLock)
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{
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if (!HasConfiguration)
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{
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return result;
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}
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foreach (ButtonMappingEntry entry in _buttonsUserMapping)
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{
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if (entry.From == Key.Unknown || entry.From == Key.Unbound || entry.To == GamepadButtonInputId.Unbound)
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{
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continue;
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}
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// Do not touch state of button already pressed
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if (!result.IsPressed(entry.To))
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{
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result.SetPressed(entry.To, rawState.IsPressed(entry.From));
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}
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}
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(short leftStickX, short leftStickY) = GetStickValues(ref rawState, _configuration.LeftJoyconStick);
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(short rightStickX, short rightStickY) = GetStickValues(ref rawState, _configuration.RightJoyconStick);
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result.SetStick(StickInputId.Left, ConvertRawStickValue(leftStickX), ConvertRawStickValue(leftStickY));
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result.SetStick(StickInputId.Right, ConvertRawStickValue(rightStickX), ConvertRawStickValue(rightStickY));
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}
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return result;
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}
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public GamepadStateSnapshot GetStateSnapshot()
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{
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throw new NotSupportedException();
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}
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public (float, float) GetStick(StickInputId inputId)
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{
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throw new NotSupportedException();
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}
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public bool IsPressed(GamepadButtonInputId inputId)
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{
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throw new NotSupportedException();
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}
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public bool IsPressed(Key key)
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{
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// We only implement GetKeyboardStateSnapshot.
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throw new NotSupportedException();
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}
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public void SetConfiguration(InputConfig configuration)
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{
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lock (_userMappingLock)
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{
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_configuration = (StandardKeyboardInputConfig)configuration;
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// First clear the buttons mapping
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_buttonsUserMapping.Clear();
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// Then configure left joycon
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_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.LeftStick, (Key)_configuration.LeftJoyconStick.StickButton));
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_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.DpadUp, (Key)_configuration.LeftJoycon.DpadUp));
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_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.DpadDown, (Key)_configuration.LeftJoycon.DpadDown));
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_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.DpadLeft, (Key)_configuration.LeftJoycon.DpadLeft));
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_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.DpadRight, (Key)_configuration.LeftJoycon.DpadRight));
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_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.Minus, (Key)_configuration.LeftJoycon.ButtonMinus));
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_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.LeftShoulder, (Key)_configuration.LeftJoycon.ButtonL));
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_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.LeftTrigger, (Key)_configuration.LeftJoycon.ButtonZl));
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_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.SingleRightTrigger0, (Key)_configuration.LeftJoycon.ButtonSr));
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_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.SingleLeftTrigger0, (Key)_configuration.LeftJoycon.ButtonSl));
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// Finally configure right joycon
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_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.RightStick, (Key)_configuration.RightJoyconStick.StickButton));
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_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.A, (Key)_configuration.RightJoycon.ButtonA));
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_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.B, (Key)_configuration.RightJoycon.ButtonB));
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_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.X, (Key)_configuration.RightJoycon.ButtonX));
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_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.Y, (Key)_configuration.RightJoycon.ButtonY));
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_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.Plus, (Key)_configuration.RightJoycon.ButtonPlus));
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_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.RightShoulder, (Key)_configuration.RightJoycon.ButtonR));
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_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.RightTrigger, (Key)_configuration.RightJoycon.ButtonZr));
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_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.SingleRightTrigger1, (Key)_configuration.RightJoycon.ButtonSr));
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_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.SingleLeftTrigger1, (Key)_configuration.RightJoycon.ButtonSl));
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}
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}
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public void SetTriggerThreshold(float triggerThreshold)
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{
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// No operations
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}
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public void Rumble(float lowFrequency, float highFrequency, uint durationMs)
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{
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// No operations
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}
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public Vector3 GetMotionData(MotionInputId inputId)
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{
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// No operations
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return Vector3.Zero;
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}
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}
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} |