Use the Joystick interface for game controller input. (#737)

* switch gamepad input to joystick

* fix style nits

* modify config.md to reflect new changes
This commit is contained in:
emmauss 2019-08-05 21:58:27 +03:00 committed by Ac_K
parent 54b79dffa8
commit 1ba58e9942
6 changed files with 239 additions and 219 deletions

View file

@ -7,43 +7,64 @@ namespace Ryujinx.UI.Input
{
public enum ControllerInputId
{
Invalid,
LStick,
RStick,
LShoulder,
RShoulder,
LTrigger,
RTrigger,
LJoystick,
RJoystick,
DPadUp,
DPadDown,
DPadLeft,
DPadRight,
Start,
Back,
A,
B,
X,
Y
Button0,
Button1,
Button2,
Button3,
Button4,
Button5,
Button6,
Button7,
Button8,
Button9,
Button10,
Button11,
Button12,
Button13,
Button14,
Button15,
Button16,
Button17,
Button18,
Button19,
Button20,
Axis0,
Axis1,
Axis2,
Axis3,
Axis4,
Axis5,
Hat0Up,
Hat0Down,
Hat0Left,
Hat0Right,
Hat1Up,
Hat1Down,
Hat1Left,
Hat1Right,
Hat2Up,
Hat2Down,
Hat2Left,
Hat2Right,
}
public struct NpadControllerLeft
{
public ControllerInputId Stick;
public ControllerInputId StickButton;
public ControllerInputId ButtonMinus;
public ControllerInputId ButtonL;
public ControllerInputId ButtonZl;
public ControllerInputId DPadUp;
public ControllerInputId DPadDown;
public ControllerInputId DPadLeft;
public ControllerInputId DPadRight;
public ControllerInputId ButtonMinus;
public ControllerInputId ButtonL;
public ControllerInputId ButtonZl;
}
public struct NpadControllerRight
{
public ControllerInputId Stick;
public ControllerInputId StickY;
public ControllerInputId StickButton;
public ControllerInputId ButtonA;
public ControllerInputId ButtonB;
@ -114,31 +135,60 @@ namespace Ryujinx.UI.Input
return 0;
}
GamePadState gpState = GamePad.GetState(Index);
JoystickState joystickState = Joystick.GetState(Index);
ControllerButtons buttons = 0;
if (IsPressed(gpState, LeftJoycon.DPadUp)) buttons |= ControllerButtons.DpadUp;
if (IsPressed(gpState, LeftJoycon.DPadDown)) buttons |= ControllerButtons.DpadDown;
if (IsPressed(gpState, LeftJoycon.DPadLeft)) buttons |= ControllerButtons.DpadLeft;
if (IsPressed(gpState, LeftJoycon.DPadRight)) buttons |= ControllerButtons.DPadRight;
if (IsPressed(gpState, LeftJoycon.StickButton)) buttons |= ControllerButtons.StickLeft;
if (IsPressed(gpState, LeftJoycon.ButtonMinus)) buttons |= ControllerButtons.Minus;
if (IsPressed(gpState, LeftJoycon.ButtonL)) buttons |= ControllerButtons.L;
if (IsPressed(gpState, LeftJoycon.ButtonZl)) buttons |= ControllerButtons.Zl;
if (IsActivated(joystickState, LeftJoycon.DPadUp)) buttons |= ControllerButtons.DpadUp;
if (IsActivated(joystickState, LeftJoycon.DPadDown)) buttons |= ControllerButtons.DpadDown;
if (IsActivated(joystickState, LeftJoycon.DPadLeft)) buttons |= ControllerButtons.DpadLeft;
if (IsActivated(joystickState, LeftJoycon.DPadRight)) buttons |= ControllerButtons.DPadRight;
if (IsActivated(joystickState, LeftJoycon.StickButton)) buttons |= ControllerButtons.StickLeft;
if (IsActivated(joystickState, LeftJoycon.ButtonMinus)) buttons |= ControllerButtons.Minus;
if (IsActivated(joystickState, LeftJoycon.ButtonL)) buttons |= ControllerButtons.L;
if (IsActivated(joystickState, LeftJoycon.ButtonZl)) buttons |= ControllerButtons.Zl;
if (IsPressed(gpState, RightJoycon.ButtonA)) buttons |= ControllerButtons.A;
if (IsPressed(gpState, RightJoycon.ButtonB)) buttons |= ControllerButtons.B;
if (IsPressed(gpState, RightJoycon.ButtonX)) buttons |= ControllerButtons.X;
if (IsPressed(gpState, RightJoycon.ButtonY)) buttons |= ControllerButtons.Y;
if (IsPressed(gpState, RightJoycon.StickButton)) buttons |= ControllerButtons.StickRight;
if (IsPressed(gpState, RightJoycon.ButtonPlus)) buttons |= ControllerButtons.Plus;
if (IsPressed(gpState, RightJoycon.ButtonR)) buttons |= ControllerButtons.R;
if (IsPressed(gpState, RightJoycon.ButtonZr)) buttons |= ControllerButtons.Zr;
if (IsActivated(joystickState, RightJoycon.ButtonA)) buttons |= ControllerButtons.A;
if (IsActivated(joystickState, RightJoycon.ButtonB)) buttons |= ControllerButtons.B;
if (IsActivated(joystickState, RightJoycon.ButtonX)) buttons |= ControllerButtons.X;
if (IsActivated(joystickState, RightJoycon.ButtonY)) buttons |= ControllerButtons.Y;
if (IsActivated(joystickState, RightJoycon.StickButton)) buttons |= ControllerButtons.StickRight;
if (IsActivated(joystickState, RightJoycon.ButtonPlus)) buttons |= ControllerButtons.Plus;
if (IsActivated(joystickState, RightJoycon.ButtonR)) buttons |= ControllerButtons.R;
if (IsActivated(joystickState, RightJoycon.ButtonZr)) buttons |= ControllerButtons.Zr;
return buttons;
}
private bool IsActivated(JoystickState joystickState,ControllerInputId controllerInputId)
{
if (controllerInputId <= ControllerInputId.Button20)
{
return joystickState.IsButtonDown((int)controllerInputId);
}
else if (controllerInputId <= ControllerInputId.Axis5)
{
int axis = controllerInputId - ControllerInputId.Axis0;
return Math.Abs(joystickState.GetAxis(axis)) > Deadzone;
}
else if (controllerInputId <= ControllerInputId.Hat2Right)
{
int hat = (controllerInputId - ControllerInputId.Hat0Up) / 4;
int baseHatId = (int)ControllerInputId.Hat0Up + (hat * 4);
JoystickHatState hatState = joystickState.GetHat((JoystickHat)hat);
if (hatState.IsUp && ((int)controllerInputId % baseHatId == 0)) return true;
if (hatState.IsDown && ((int)controllerInputId % baseHatId == 1)) return true;
if (hatState.IsLeft && ((int)controllerInputId % baseHatId == 2)) return true;
if (hatState.IsRight && ((int)controllerInputId % baseHatId == 3)) return true;
}
return false;
}
public (short, short) GetLeftStick()
{
if (!Enabled)
@ -159,21 +209,21 @@ namespace Ryujinx.UI.Input
return GetStick(RightJoycon.Stick);
}
private (short, short) GetStick(ControllerInputId joystick)
private (short, short) GetStick(ControllerInputId stickInputId)
{
GamePadState gpState = GamePad.GetState(Index);
switch (joystick)
if (stickInputId < ControllerInputId.Axis0 || stickInputId > ControllerInputId.Axis5)
{
case ControllerInputId.LJoystick:
return ApplyDeadzone(gpState.ThumbSticks.Left);
case ControllerInputId.RJoystick:
return ApplyDeadzone(gpState.ThumbSticks.Right);
default:
return (0, 0);
return (0, 0);
}
JoystickState jsState = Joystick.GetState(Index);
int xAxis = stickInputId - ControllerInputId.Axis0;
float xValue = jsState.GetAxis(xAxis);
float yValue = 0 - jsState.GetAxis(xAxis + 1); // Invert Y-axis
return ApplyDeadzone(new Vector2(xValue, yValue));
}
private (short, short) ApplyDeadzone(Vector2 axis)
@ -193,41 +243,5 @@ namespace Ryujinx.UI.Input
return (short)(value * short.MaxValue);
}
}
private bool IsPressed(GamePadState gpState, ControllerInputId button)
{
switch (button)
{
case ControllerInputId.A: return gpState.Buttons.A == ButtonState.Pressed;
case ControllerInputId.B: return gpState.Buttons.B == ButtonState.Pressed;
case ControllerInputId.X: return gpState.Buttons.X == ButtonState.Pressed;
case ControllerInputId.Y: return gpState.Buttons.Y == ButtonState.Pressed;
case ControllerInputId.LStick: return gpState.Buttons.LeftStick == ButtonState.Pressed;
case ControllerInputId.RStick: return gpState.Buttons.RightStick == ButtonState.Pressed;
case ControllerInputId.LShoulder: return gpState.Buttons.LeftShoulder == ButtonState.Pressed;
case ControllerInputId.RShoulder: return gpState.Buttons.RightShoulder == ButtonState.Pressed;
case ControllerInputId.DPadUp: return gpState.DPad.Up == ButtonState.Pressed;
case ControllerInputId.DPadDown: return gpState.DPad.Down == ButtonState.Pressed;
case ControllerInputId.DPadLeft: return gpState.DPad.Left == ButtonState.Pressed;
case ControllerInputId.DPadRight: return gpState.DPad.Right == ButtonState.Pressed;
case ControllerInputId.Start: return gpState.Buttons.Start == ButtonState.Pressed;
case ControllerInputId.Back: return gpState.Buttons.Back == ButtonState.Pressed;
case ControllerInputId.LTrigger: return gpState.Triggers.Left >= TriggerThreshold;
case ControllerInputId.RTrigger: return gpState.Triggers.Right >= TriggerThreshold;
// Using thumbsticks as buttons is not common, but it would be nice not to ignore them
case ControllerInputId.LJoystick:
return gpState.ThumbSticks.Left.X >= Deadzone ||
gpState.ThumbSticks.Left.Y >= Deadzone;
case ControllerInputId.RJoystick:
return gpState.ThumbSticks.Right.X >= Deadzone ||
gpState.ThumbSticks.Right.Y >= Deadzone;
default:
return false;
}
}
}
}