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Add a virtual controller to merge Joy-Cons.
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using Ryujinx.Common.Configuration.Hid; | ||
using Ryujinx.Common.Configuration.Hid.Controller; | ||
using System; | ||
using System.Collections.Generic; | ||
using System.Linq; | ||
using System.Numerics; | ||
using static SDL2.SDL; | ||
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namespace Ryujinx.Input.SDL2 | ||
{ | ||
internal class SDL2JoyConPair : IGamepad | ||
{ | ||
private IGamepad _left; | ||
private IGamepad _right; | ||
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private StandardControllerInputConfig _configuration; | ||
private readonly StickInputId[] _stickUserMapping = new StickInputId[(int)StickInputId.Count] | ||
{ | ||
StickInputId.Unbound, | ||
StickInputId.Left, | ||
StickInputId.Right, | ||
}; | ||
private readonly record struct ButtonMappingEntry(GamepadButtonInputId To, GamepadButtonInputId From) | ||
{ | ||
public bool IsValid => To is not GamepadButtonInputId.Unbound && From is not GamepadButtonInputId.Unbound; | ||
} | ||
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private readonly List<ButtonMappingEntry> _buttonsUserMapping; | ||
public SDL2JoyConPair() | ||
{ | ||
_buttonsUserMapping = new List<ButtonMappingEntry>(20); | ||
} | ||
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private readonly object _userMappingLock = new(); | ||
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public GamepadFeaturesFlag Features => (_left?.Features ?? GamepadFeaturesFlag.None) | (_right?.Features ?? GamepadFeaturesFlag.None); | ||
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public string Id => "JoyConPair"; | ||
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public string Name => "Nintendo Switch Joy-Con (L/R)"; | ||
private static readonly string leftName = "Nintendo Switch Joy-Con (L)"; | ||
private static readonly string rightName = "Nintendo Switch Joy-Con (R)"; | ||
public bool IsConnected => (_left != null && _left.IsConnected) && (_right != null && _right.IsConnected); | ||
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public void Dispose() | ||
{ | ||
_left?.Dispose(); | ||
_right?.Dispose(); | ||
} | ||
public GamepadStateSnapshot GetMappedStateSnapshot() | ||
{ | ||
GamepadStateSnapshot rawState = GetStateSnapshot(); | ||
GamepadStateSnapshot result = default; | ||
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lock (_userMappingLock) | ||
{ | ||
if (_buttonsUserMapping.Count == 0) | ||
return rawState; | ||
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// ReSharper disable once ForeachCanBePartlyConvertedToQueryUsingAnotherGetEnumerator | ||
foreach (ButtonMappingEntry entry in _buttonsUserMapping) | ||
{ | ||
if (!entry.IsValid) | ||
continue; | ||
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// Do not touch state of button already pressed | ||
if (!result.IsPressed(entry.To)) | ||
{ | ||
result.SetPressed(entry.To, rawState.IsPressed(entry.From)); | ||
} | ||
} | ||
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(float leftStickX, float leftStickY) = rawState.GetStick(_stickUserMapping[(int)StickInputId.Left]); | ||
(float rightStickX, float rightStickY) = rawState.GetStick(_stickUserMapping[(int)StickInputId.Right]); | ||
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result.SetStick(StickInputId.Left, leftStickX, leftStickY); | ||
result.SetStick(StickInputId.Right, rightStickX, rightStickY); | ||
} | ||
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return result; | ||
} | ||
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public Vector3 GetMotionData(MotionInputId inputId) | ||
{ | ||
return inputId switch | ||
{ | ||
MotionInputId.SecondAccelerometer => _right.GetMotionData(MotionInputId.Accelerometer), | ||
MotionInputId.SecondGyroscope => _right.GetMotionData(MotionInputId.Gyroscope), | ||
_ => _left.GetMotionData(inputId) | ||
}; | ||
} | ||
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public GamepadStateSnapshot GetStateSnapshot() | ||
{ | ||
return IGamepad.GetStateSnapshot(this); | ||
} | ||
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public (float, float) GetStick(StickInputId inputId) | ||
{ | ||
if (inputId == StickInputId.Left) | ||
{ | ||
(float x, float y) = _left.GetStick(StickInputId.Left); | ||
return (y, -x); | ||
} | ||
else if (inputId == StickInputId.Right) | ||
{ | ||
(float x, float y) = _right.GetStick(StickInputId.Left); | ||
return (-y, x); | ||
} | ||
return (0, 0); | ||
} | ||
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public bool IsPressed(GamepadButtonInputId inputId) | ||
{ | ||
return inputId switch | ||
{ | ||
GamepadButtonInputId.LeftStick => _left.IsPressed(GamepadButtonInputId.LeftStick), | ||
GamepadButtonInputId.DpadUp => _left.IsPressed(GamepadButtonInputId.Y), | ||
GamepadButtonInputId.DpadDown => _left.IsPressed(GamepadButtonInputId.A), | ||
GamepadButtonInputId.DpadLeft => _left.IsPressed(GamepadButtonInputId.B), | ||
GamepadButtonInputId.DpadRight => _left.IsPressed(GamepadButtonInputId.X), | ||
GamepadButtonInputId.Minus => _left.IsPressed(GamepadButtonInputId.Start), | ||
GamepadButtonInputId.LeftShoulder => _left.IsPressed(GamepadButtonInputId.Paddle2), | ||
GamepadButtonInputId.LeftTrigger => _left.IsPressed(GamepadButtonInputId.Paddle4), | ||
GamepadButtonInputId.SingleRightTrigger0 => _left.IsPressed(GamepadButtonInputId.LeftShoulder), | ||
GamepadButtonInputId.SingleLeftTrigger0 => _left.IsPressed(GamepadButtonInputId.RightShoulder), | ||
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GamepadButtonInputId.RightStick => _right.IsPressed(GamepadButtonInputId.LeftStick), | ||
GamepadButtonInputId.A => _right.IsPressed(GamepadButtonInputId.B), | ||
GamepadButtonInputId.B => _right.IsPressed(GamepadButtonInputId.Y), | ||
GamepadButtonInputId.X => _right.IsPressed(GamepadButtonInputId.A), | ||
GamepadButtonInputId.Y => _right.IsPressed(GamepadButtonInputId.X), | ||
GamepadButtonInputId.Plus => _right.IsPressed(GamepadButtonInputId.Start), | ||
GamepadButtonInputId.RightShoulder => _right.IsPressed(GamepadButtonInputId.Paddle1), | ||
GamepadButtonInputId.RightTrigger => _right.IsPressed(GamepadButtonInputId.Paddle3), | ||
GamepadButtonInputId.SingleRightTrigger1 => _right.IsPressed(GamepadButtonInputId.LeftShoulder), | ||
GamepadButtonInputId.SingleLeftTrigger1 => _right.IsPressed(GamepadButtonInputId.RightShoulder), | ||
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_ => false | ||
}; | ||
} | ||
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public void Rumble(float lowFrequency, float highFrequency, uint durationMs) | ||
{ | ||
if (lowFrequency != 0) | ||
{ | ||
_right.Rumble(lowFrequency, lowFrequency, durationMs); | ||
} | ||
if (highFrequency != 0) | ||
{ | ||
_left.Rumble(highFrequency, highFrequency, durationMs); | ||
} | ||
if (lowFrequency == 0 && highFrequency == 0) | ||
{ | ||
_left.Rumble(lowFrequency, highFrequency, durationMs); | ||
_right.Rumble(lowFrequency, highFrequency, durationMs); | ||
} | ||
} | ||
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public void SetConfiguration(InputConfig configuration) | ||
{ | ||
lock (_userMappingLock) | ||
{ | ||
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_configuration = (StandardControllerInputConfig)configuration; | ||
_left.SetConfiguration(configuration); | ||
_right.SetConfiguration(configuration); | ||
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_buttonsUserMapping.Clear(); | ||
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// First update sticks | ||
_stickUserMapping[(int)StickInputId.Left] = (StickInputId)_configuration.LeftJoyconStick.Joystick; | ||
_stickUserMapping[(int)StickInputId.Right] = (StickInputId)_configuration.RightJoyconStick.Joystick; | ||
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// 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)); | ||
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// 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)); | ||
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SetTriggerThreshold(_configuration.TriggerThreshold); | ||
} | ||
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} | ||
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public void SetTriggerThreshold(float triggerThreshold) | ||
{ | ||
_left.SetTriggerThreshold(triggerThreshold); | ||
_right.SetTriggerThreshold(triggerThreshold); | ||
} | ||
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public SDL2JoyConPair GetJoyConPair(List<string> _gamepadsIds) | ||
{ | ||
this.Dispose(); | ||
var gamepadNames = _gamepadsIds.Where(gamepadId => gamepadId != Id).Select((gamepadId, index) => SDL_GameControllerNameForIndex(index)).ToList(); | ||
int leftIndex = gamepadNames.IndexOf(leftName); | ||
int rightIndex = gamepadNames.IndexOf(rightName); | ||
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if (leftIndex != -1 && rightIndex != -1) | ||
{ | ||
nint leftGamepadHandle = SDL_GameControllerOpen(leftIndex); | ||
nint rightGamepadHandle = SDL_GameControllerOpen(rightIndex); | ||
_left = new SDL2Gamepad(leftGamepadHandle, _gamepadsIds[leftIndex]); | ||
_right = new SDL2Gamepad(rightGamepadHandle, _gamepadsIds[leftIndex]); | ||
return this; | ||
} | ||
return null; | ||
} | ||
} | ||
} |
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