mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-12-24 09:21:21 -08:00
70f79e689b
* First working vibration implementation * Fix Infinite Rumble in SDL2Mouse * Stop ignoring one vibValues every 2 * Remove RumbleInfinity as suggested * Reworked all the vibration handle / calculation * Revert HidVibrationDevicePosition changes * Add UI to enable and tune rumble * Remove some stub logs * Add PlayerIndex in rumble debug log * Fix all requested changes * Implements hid::GetVibrationDeviceInfo * Better implements HidVibrationValue.Equals/GetHashCode * Added requested changes from code review * Last fixes from review * Update configuration file version for rebase
123 lines
4.6 KiB
C#
123 lines
4.6 KiB
C#
using Ryujinx.Common.Configuration.Hid;
|
|
using Ryujinx.Common.Memory;
|
|
using System;
|
|
using System.Numerics;
|
|
using System.Runtime.CompilerServices;
|
|
|
|
namespace Ryujinx.Input
|
|
{
|
|
/// <summary>
|
|
/// Represent an emulated gamepad.
|
|
/// </summary>
|
|
public interface IGamepad : IDisposable
|
|
{
|
|
/// <summary>
|
|
/// Features supported by the gamepad.
|
|
/// </summary>
|
|
GamepadFeaturesFlag Features { get; }
|
|
|
|
/// <summary>
|
|
/// Unique Id of the gamepad.
|
|
/// </summary>
|
|
string Id { get; }
|
|
|
|
/// <summary>
|
|
/// The name of the gamepad.
|
|
/// </summary>
|
|
string Name { get; }
|
|
|
|
/// <summary>
|
|
/// True if the gamepad is connected.
|
|
/// </summary>
|
|
bool IsConnected { get; }
|
|
|
|
/// <summary>
|
|
/// Check if a given input button is pressed on the gamepad.
|
|
/// </summary>
|
|
/// <param name="inputId">The button id</param>
|
|
/// <returns>True if the given button is pressed on the gamepad</returns>
|
|
bool IsPressed(GamepadButtonInputId inputId);
|
|
|
|
/// <summary>
|
|
/// Get the values of a given input joystick on the gamepad.
|
|
/// </summary>
|
|
/// <param name="inputId">The stick id</param>
|
|
/// <returns>The values of the given input joystick on the gamepad</returns>
|
|
(float, float) GetStick(StickInputId inputId);
|
|
|
|
/// <summary>
|
|
/// Get the values of a given motion sensors on the gamepad.
|
|
/// </summary>
|
|
/// <param name="inputId">The motion id</param>
|
|
/// <returns> The values of the given motion sensors on the gamepad.</returns>
|
|
Vector3 GetMotionData(MotionInputId inputId);
|
|
|
|
/// <summary>
|
|
/// Configure the threshold of the triggers on the gamepad.
|
|
/// </summary>
|
|
/// <param name="triggerThreshold">The threshold value for the triggers on the gamepad</param>
|
|
void SetTriggerThreshold(float triggerThreshold);
|
|
|
|
/// <summary>
|
|
/// Set the configuration of the gamepad.
|
|
/// </summary>
|
|
/// <remarks>This expect config to be in the format expected by the driver</remarks>
|
|
/// <param name="configuration">The configuration of the gamepad</param>
|
|
void SetConfiguration(InputConfig configuration);
|
|
|
|
/// <summary>
|
|
/// Starts a rumble effect on the gamepad.
|
|
/// </summary>
|
|
/// <param name="lowFrequency">The intensity of the low frequency from 0.0f to 1.0f</param>
|
|
/// <param name="highFrequency">The intensity of the high frequency from 0.0f to 1.0f</param>
|
|
/// <param name="durationMs">The duration of the rumble effect in milliseconds.</param>
|
|
void Rumble(float lowFrequency, float highFrequency, uint durationMs);
|
|
|
|
/// <summary>
|
|
/// Get a snaphost of the state of the gamepad that is remapped with the informations from the <see cref="InputConfig"/> set via <see cref="SetConfiguration(InputConfig)"/>.
|
|
/// </summary>
|
|
/// <returns>A remapped snaphost of the state of the gamepad.</returns>
|
|
GamepadStateSnapshot GetMappedStateSnapshot();
|
|
|
|
/// <summary>
|
|
/// Get a snaphost of the state of the gamepad.
|
|
/// </summary>
|
|
/// <returns>A snaphost of the state of the gamepad.</returns>
|
|
GamepadStateSnapshot GetStateSnapshot();
|
|
|
|
/// <summary>
|
|
/// Get a snaphost of the state of a gamepad.
|
|
/// </summary>
|
|
/// <param name="gamepad">The gamepad to do a snapshot of</param>
|
|
/// <returns>A snaphost of the state of the gamepad.</returns>
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
static GamepadStateSnapshot GetStateSnapshot(IGamepad gamepad)
|
|
{
|
|
// NOTE: Update Array size if JoystickInputId is changed.
|
|
Array3<Array2<float>> joysticksState = default;
|
|
|
|
for (StickInputId inputId = StickInputId.Left; inputId < StickInputId.Count; inputId++)
|
|
{
|
|
(float state0, float state1) = gamepad.GetStick(inputId);
|
|
|
|
Array2<float> state = default;
|
|
|
|
state[0] = state0;
|
|
state[1] = state1;
|
|
|
|
joysticksState[(int)inputId] = state;
|
|
}
|
|
|
|
// NOTE: Update Array size if GamepadInputId is changed.
|
|
Array28<bool> buttonsState = default;
|
|
|
|
for (GamepadButtonInputId inputId = GamepadButtonInputId.A; inputId < GamepadButtonInputId.Count; inputId++)
|
|
{
|
|
buttonsState[(int)inputId] = gamepad.IsPressed(inputId);
|
|
}
|
|
|
|
return new GamepadStateSnapshot(joysticksState, buttonsState);
|
|
}
|
|
}
|
|
}
|