Adjust naming conventions for Ryujinx and ChocolArm64 projects (#484)
* Change naming convention for Ryujinx project * Change naming convention for ChocolArm64 project * Fix NaN * Remove unneeded this. from Ryujinx project * Adjust naming from new PRs * Name changes based on feedback * How did this get removed? * Rebasing fix * Change FP enum case * Remove prefix from ChocolArm64 classes - Part 1 * Remove prefix from ChocolArm64 classes - Part 2 * Fix alignment from last commit's renaming * Rename namespaces * Rename stragglers * Fix alignment * Rename OpCode class * Missed a few * Adjust alignment
This commit is contained in:
parent
5a87e58183
commit
9cb57fb4bb
314 changed files with 19456 additions and 19456 deletions
|
@ -5,7 +5,7 @@ using System;
|
|||
|
||||
namespace Ryujinx.UI.Input
|
||||
{
|
||||
public enum ControllerInputID
|
||||
public enum ControllerInputId
|
||||
{
|
||||
Invalid,
|
||||
|
||||
|
@ -34,28 +34,28 @@ namespace Ryujinx.UI.Input
|
|||
|
||||
public struct JoyConControllerLeft
|
||||
{
|
||||
public ControllerInputID Stick;
|
||||
public ControllerInputID StickButton;
|
||||
public ControllerInputID DPadUp;
|
||||
public ControllerInputID DPadDown;
|
||||
public ControllerInputID DPadLeft;
|
||||
public ControllerInputID DPadRight;
|
||||
public ControllerInputID ButtonMinus;
|
||||
public ControllerInputID ButtonL;
|
||||
public ControllerInputID ButtonZL;
|
||||
public ControllerInputId Stick;
|
||||
public ControllerInputId StickButton;
|
||||
public ControllerInputId DPadUp;
|
||||
public ControllerInputId DPadDown;
|
||||
public ControllerInputId DPadLeft;
|
||||
public ControllerInputId DPadRight;
|
||||
public ControllerInputId ButtonMinus;
|
||||
public ControllerInputId ButtonL;
|
||||
public ControllerInputId ButtonZl;
|
||||
}
|
||||
|
||||
public struct JoyConControllerRight
|
||||
{
|
||||
public ControllerInputID Stick;
|
||||
public ControllerInputID StickButton;
|
||||
public ControllerInputID ButtonA;
|
||||
public ControllerInputID ButtonB;
|
||||
public ControllerInputID ButtonX;
|
||||
public ControllerInputID ButtonY;
|
||||
public ControllerInputID ButtonPlus;
|
||||
public ControllerInputID ButtonR;
|
||||
public ControllerInputID ButtonZR;
|
||||
public ControllerInputId Stick;
|
||||
public ControllerInputId StickButton;
|
||||
public ControllerInputId ButtonA;
|
||||
public ControllerInputId ButtonB;
|
||||
public ControllerInputId ButtonX;
|
||||
public ControllerInputId ButtonY;
|
||||
public ControllerInputId ButtonPlus;
|
||||
public ControllerInputId ButtonR;
|
||||
public ControllerInputId ButtonZr;
|
||||
}
|
||||
|
||||
public class JoyConController
|
||||
|
@ -69,24 +69,24 @@ namespace Ryujinx.UI.Input
|
|||
public JoyConControllerRight Right { private set; get; }
|
||||
|
||||
public JoyConController(
|
||||
bool Enabled,
|
||||
int Index,
|
||||
float Deadzone,
|
||||
float TriggerThreshold,
|
||||
JoyConControllerLeft Left,
|
||||
JoyConControllerRight Right)
|
||||
bool enabled,
|
||||
int index,
|
||||
float deadzone,
|
||||
float triggerThreshold,
|
||||
JoyConControllerLeft left,
|
||||
JoyConControllerRight right)
|
||||
{
|
||||
this.Enabled = Enabled;
|
||||
this.Index = Index;
|
||||
this.Deadzone = Deadzone;
|
||||
this.TriggerThreshold = TriggerThreshold;
|
||||
this.Left = Left;
|
||||
this.Right = Right;
|
||||
Enabled = enabled;
|
||||
Index = index;
|
||||
Deadzone = deadzone;
|
||||
TriggerThreshold = triggerThreshold;
|
||||
Left = left;
|
||||
Right = right;
|
||||
|
||||
//Unmapped controllers are problematic, skip them
|
||||
if (GamePad.GetName(Index) == "Unmapped Controller")
|
||||
if (GamePad.GetName(index) == "Unmapped Controller")
|
||||
{
|
||||
this.Enabled = false;
|
||||
Enabled = false;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -97,29 +97,29 @@ namespace Ryujinx.UI.Input
|
|||
return 0;
|
||||
}
|
||||
|
||||
GamePadState GpState = GamePad.GetState(Index);
|
||||
GamePadState gpState = GamePad.GetState(Index);
|
||||
|
||||
HidControllerButtons Buttons = 0;
|
||||
HidControllerButtons buttons = 0;
|
||||
|
||||
if (IsPressed(GpState, Left.DPadUp)) Buttons |= HidControllerButtons.KEY_DUP;
|
||||
if (IsPressed(GpState, Left.DPadDown)) Buttons |= HidControllerButtons.KEY_DDOWN;
|
||||
if (IsPressed(GpState, Left.DPadLeft)) Buttons |= HidControllerButtons.KEY_DLEFT;
|
||||
if (IsPressed(GpState, Left.DPadRight)) Buttons |= HidControllerButtons.KEY_DRIGHT;
|
||||
if (IsPressed(GpState, Left.StickButton)) Buttons |= HidControllerButtons.KEY_LSTICK;
|
||||
if (IsPressed(GpState, Left.ButtonMinus)) Buttons |= HidControllerButtons.KEY_MINUS;
|
||||
if (IsPressed(GpState, Left.ButtonL)) Buttons |= HidControllerButtons.KEY_L;
|
||||
if (IsPressed(GpState, Left.ButtonZL)) Buttons |= HidControllerButtons.KEY_ZL;
|
||||
if (IsPressed(gpState, Left.DPadUp)) buttons |= HidControllerButtons.KEY_DUP;
|
||||
if (IsPressed(gpState, Left.DPadDown)) buttons |= HidControllerButtons.KEY_DDOWN;
|
||||
if (IsPressed(gpState, Left.DPadLeft)) buttons |= HidControllerButtons.KEY_DLEFT;
|
||||
if (IsPressed(gpState, Left.DPadRight)) buttons |= HidControllerButtons.KEY_DRIGHT;
|
||||
if (IsPressed(gpState, Left.StickButton)) buttons |= HidControllerButtons.KEY_LSTICK;
|
||||
if (IsPressed(gpState, Left.ButtonMinus)) buttons |= HidControllerButtons.KEY_MINUS;
|
||||
if (IsPressed(gpState, Left.ButtonL)) buttons |= HidControllerButtons.KEY_L;
|
||||
if (IsPressed(gpState, Left.ButtonZl)) buttons |= HidControllerButtons.KEY_ZL;
|
||||
|
||||
if (IsPressed(GpState, Right.ButtonA)) Buttons |= HidControllerButtons.KEY_A;
|
||||
if (IsPressed(GpState, Right.ButtonB)) Buttons |= HidControllerButtons.KEY_B;
|
||||
if (IsPressed(GpState, Right.ButtonX)) Buttons |= HidControllerButtons.KEY_X;
|
||||
if (IsPressed(GpState, Right.ButtonY)) Buttons |= HidControllerButtons.KEY_Y;
|
||||
if (IsPressed(GpState, Right.StickButton)) Buttons |= HidControllerButtons.KEY_RSTICK;
|
||||
if (IsPressed(GpState, Right.ButtonPlus)) Buttons |= HidControllerButtons.KEY_PLUS;
|
||||
if (IsPressed(GpState, Right.ButtonR)) Buttons |= HidControllerButtons.KEY_R;
|
||||
if (IsPressed(GpState, Right.ButtonZR)) Buttons |= HidControllerButtons.KEY_ZR;
|
||||
if (IsPressed(gpState, Right.ButtonA)) buttons |= HidControllerButtons.KEY_A;
|
||||
if (IsPressed(gpState, Right.ButtonB)) buttons |= HidControllerButtons.KEY_B;
|
||||
if (IsPressed(gpState, Right.ButtonX)) buttons |= HidControllerButtons.KEY_X;
|
||||
if (IsPressed(gpState, Right.ButtonY)) buttons |= HidControllerButtons.KEY_Y;
|
||||
if (IsPressed(gpState, Right.StickButton)) buttons |= HidControllerButtons.KEY_RSTICK;
|
||||
if (IsPressed(gpState, Right.ButtonPlus)) buttons |= HidControllerButtons.KEY_PLUS;
|
||||
if (IsPressed(gpState, Right.ButtonR)) buttons |= HidControllerButtons.KEY_R;
|
||||
if (IsPressed(gpState, Right.ButtonZr)) buttons |= HidControllerButtons.KEY_ZR;
|
||||
|
||||
return Buttons;
|
||||
return buttons;
|
||||
}
|
||||
|
||||
public (short, short) GetLeftStick()
|
||||
|
@ -142,71 +142,71 @@ namespace Ryujinx.UI.Input
|
|||
return GetStick(Right.Stick);
|
||||
}
|
||||
|
||||
private (short, short) GetStick(ControllerInputID Joystick)
|
||||
private (short, short) GetStick(ControllerInputId joystick)
|
||||
{
|
||||
GamePadState GpState = GamePad.GetState(Index);
|
||||
GamePadState gpState = GamePad.GetState(Index);
|
||||
|
||||
switch (Joystick)
|
||||
switch (joystick)
|
||||
{
|
||||
case ControllerInputID.LJoystick:
|
||||
return ApplyDeadzone(GpState.ThumbSticks.Left);
|
||||
case ControllerInputId.LJoystick:
|
||||
return ApplyDeadzone(gpState.ThumbSticks.Left);
|
||||
|
||||
case ControllerInputID.RJoystick:
|
||||
return ApplyDeadzone(GpState.ThumbSticks.Right);
|
||||
case ControllerInputId.RJoystick:
|
||||
return ApplyDeadzone(gpState.ThumbSticks.Right);
|
||||
|
||||
default:
|
||||
return (0, 0);
|
||||
}
|
||||
}
|
||||
|
||||
private (short, short) ApplyDeadzone(Vector2 Axis)
|
||||
private (short, short) ApplyDeadzone(Vector2 axis)
|
||||
{
|
||||
return (ClampAxis(MathF.Abs(Axis.X) > Deadzone ? Axis.X : 0f),
|
||||
ClampAxis(MathF.Abs(Axis.Y) > Deadzone ? Axis.Y : 0f));
|
||||
return (ClampAxis(MathF.Abs(axis.X) > Deadzone ? axis.X : 0f),
|
||||
ClampAxis(MathF.Abs(axis.Y) > Deadzone ? axis.Y : 0f));
|
||||
}
|
||||
|
||||
private static short ClampAxis(float Value)
|
||||
private static short ClampAxis(float value)
|
||||
{
|
||||
if (Value <= -short.MaxValue)
|
||||
if (value <= -short.MaxValue)
|
||||
{
|
||||
return -short.MaxValue;
|
||||
}
|
||||
else
|
||||
{
|
||||
return (short)(Value * short.MaxValue);
|
||||
return (short)(value * short.MaxValue);
|
||||
}
|
||||
}
|
||||
|
||||
private bool IsPressed(GamePadState GpState, ControllerInputID Button)
|
||||
private bool IsPressed(GamePadState gpState, ControllerInputId button)
|
||||
{
|
||||
switch (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.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;
|
||||
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.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;
|
||||
case ControllerInputId.RJoystick:
|
||||
return gpState.ThumbSticks.Right.X >= Deadzone ||
|
||||
gpState.ThumbSticks.Right.Y >= Deadzone;
|
||||
|
||||
default:
|
||||
return false;
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue