Ryujinx-git/Ryujinx/Ui/Input/JoystickButtonAssigner.cs
Jose Padilla ad7d22777f
Controller Input handling refactoring (#1751)
* This should fix issue #1374 in Linux

Changes:
- Bind buttons by detecting the transition from down to up.
- Bind axis by detecting movement from value higher than 50% to a value lower than 50%.

Caveats:
- I have tested only with DS3 in Linux (Fedora 32).
- ZL and ZR detection works by accident. This code doesn't take negative axis into account.
  The reason it works is because axis are managed in absolute value. So when pressing ZL/ZR
  axis value goes from -1 to 1 (or 1 to 0 and back to 1) and this hits the axis detector.
- Likely I have broken all the other controllers xD (testing needed).

* Assign keyboardPressed

* Make a more robust detection of pressed buttons when using a controller

* Add interface to bind buttons from Joystick and Keyboard

* Fix style issues after code review by @AcK77  (Thanks!)

* Move new classes to Ryujinx.Ui.Input namespace

* Use explicit types instead of var

* Update Ryujinx/Ui/Input/JoystickButtonAssigner.cs

Co-authored-by: Mary <thog@protonmail.com>

* Update Ryujinx/Ui/Input/JoystickButtonAssigner.cs

Co-authored-by: Mary <thog@protonmail.com>

* Update Ryujinx/Ui/Input/JoystickButtonAssigner.cs

Co-authored-by: Mary <thog@protonmail.com>

* Update Ryujinx/Ui/Input/JoystickButtonAssigner.cs

Co-authored-by: Ac_K <Acoustik666@gmail.com>

* Add a new empty line before

* Up

Co-authored-by: Jose Padilla <jose@prensalink.com>
Co-authored-by: Mary <thog@protonmail.com>
Co-authored-by: Ac_K <Acoustik666@gmail.com>
2021-02-21 00:22:55 +01:00

227 lines
6.5 KiB
C#

using OpenTK.Input;
using Ryujinx.Common.Configuration.Hid;
using System.Collections.Generic;
using System;
using System.IO;
namespace Ryujinx.Ui.Input
{
class JoystickButtonAssigner : ButtonAssigner
{
private int _index;
private double _triggerThreshold;
private JoystickState _currState;
private JoystickState _prevState;
private JoystickButtonDetector _detector;
public JoystickButtonAssigner(int index, double triggerThreshold)
{
_index = index;
_triggerThreshold = triggerThreshold;
_detector = new JoystickButtonDetector();
}
public void Init()
{
_currState = Joystick.GetState(_index);
_prevState = _currState;
}
public void ReadInput()
{
_prevState = _currState;
_currState = Joystick.GetState(_index);
CollectButtonStats();
}
public bool HasAnyButtonPressed()
{
return _detector.HasAnyButtonPressed();
}
public bool ShouldCancel()
{
return Mouse.GetState().IsAnyButtonDown || Keyboard.GetState().IsAnyKeyDown;
}
public string GetPressedButton()
{
List<ControllerInputId> pressedButtons = _detector.GetPressedButtons();
// Reverse list so axis button take precedence when more than one button is recognized.
pressedButtons.Reverse();
return pressedButtons.Count > 0 ? pressedButtons[0].ToString() : "";
}
private void CollectButtonStats()
{
JoystickCapabilities capabilities = Joystick.GetCapabilities(_index);
ControllerInputId pressedButton;
// Buttons
for (int i = 0; i != capabilities.ButtonCount; i++)
{
if (_currState.IsButtonDown(i) && _prevState.IsButtonUp(i))
{
Enum.TryParse($"Button{i}", out pressedButton);
_detector.AddInput(pressedButton, 1);
}
if (_currState.IsButtonUp(i) && _prevState.IsButtonDown(i))
{
Enum.TryParse($"Button{i}", out pressedButton);
_detector.AddInput(pressedButton, -1);
}
}
// Axis
for (int i = 0; i != capabilities.AxisCount; i++)
{
float axisValue = _currState.GetAxis(i);
Enum.TryParse($"Axis{i}", out pressedButton);
_detector.AddInput(pressedButton, axisValue);
}
// Hats
for (int i = 0; i != capabilities.HatCount; i++)
{
string currPos = GetHatPosition(_currState.GetHat((JoystickHat)i));
string prevPos = GetHatPosition(_prevState.GetHat((JoystickHat)i));
if (currPos == prevPos)
{
continue;
}
if (currPos != "")
{
Enum.TryParse($"Hat{i}{currPos}", out pressedButton);
_detector.AddInput(pressedButton, 1);
}
if (prevPos != "")
{
Enum.TryParse($"Hat{i}{prevPos}", out pressedButton);
_detector.AddInput(pressedButton, -1);
}
}
}
private string GetHatPosition(JoystickHatState hatState)
{
if (hatState.IsUp) return "Up";
if (hatState.IsDown) return "Down";
if (hatState.IsLeft) return "Left";
if (hatState.IsRight) return "Right";
return "";
}
private class JoystickButtonDetector
{
private Dictionary<ControllerInputId, InputSummary> _stats;
public JoystickButtonDetector()
{
_stats = new Dictionary<ControllerInputId, InputSummary>();
}
public bool HasAnyButtonPressed()
{
foreach (var inputSummary in _stats.Values)
{
if (checkButtonPressed(inputSummary))
{
return true;
}
}
return false;
}
public List<ControllerInputId> GetPressedButtons()
{
List<ControllerInputId> pressedButtons = new List<ControllerInputId>();
foreach (var kvp in _stats)
{
if (!checkButtonPressed(kvp.Value))
{
continue;
}
pressedButtons.Add(kvp.Key);
}
return pressedButtons;
}
public void AddInput(ControllerInputId button, float value)
{
InputSummary inputSummary;
if (!_stats.TryGetValue(button, out inputSummary))
{
inputSummary = new InputSummary();
_stats.Add(button, inputSummary);
}
inputSummary.AddInput(value);
}
public override string ToString()
{
TextWriter writer = new StringWriter();
foreach (var kvp in _stats)
{
writer.WriteLine($"Button {kvp.Key} -> {kvp.Value}");
}
return writer.ToString();
}
private bool checkButtonPressed(InputSummary sequence)
{
float distance = Math.Abs(sequence.Min - sequence.Avg) + Math.Abs(sequence.Max - sequence.Avg);
return distance > 1.5; // distance range [0, 2]
}
}
private class InputSummary
{
public float Min, Max, Sum, Avg;
public int NumSamples;
public InputSummary()
{
Min = float.MaxValue;
Max = float.MinValue;
Sum = 0;
NumSamples = 0;
Avg = 0;
}
public void AddInput(float value)
{
Min = Math.Min(Min, value);
Max = Math.Max(Max, value);
Sum += value;
NumSamples += 1;
Avg = Sum / NumSamples;
}
public override string ToString()
{
return $"Avg: {Avg} Min: {Min} Max: {Max} Sum: {Sum} NumSamples: {NumSamples}";
}
}
}
}