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>
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4 changed files with 344 additions and 116 deletions
227
Ryujinx/Ui/Input/JoystickButtonAssigner.cs
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Ryujinx/Ui/Input/JoystickButtonAssigner.cs
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using OpenTK.Input;
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using Ryujinx.Common.Configuration.Hid;
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using System.Collections.Generic;
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using System;
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using System.IO;
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namespace Ryujinx.Ui.Input
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{
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class JoystickButtonAssigner : ButtonAssigner
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{
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private int _index;
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private double _triggerThreshold;
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private JoystickState _currState;
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private JoystickState _prevState;
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private JoystickButtonDetector _detector;
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public JoystickButtonAssigner(int index, double triggerThreshold)
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{
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_index = index;
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_triggerThreshold = triggerThreshold;
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_detector = new JoystickButtonDetector();
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}
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public void Init()
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{
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_currState = Joystick.GetState(_index);
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_prevState = _currState;
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}
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public void ReadInput()
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{
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_prevState = _currState;
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_currState = Joystick.GetState(_index);
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CollectButtonStats();
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}
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public bool HasAnyButtonPressed()
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{
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return _detector.HasAnyButtonPressed();
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}
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public bool ShouldCancel()
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{
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return Mouse.GetState().IsAnyButtonDown || Keyboard.GetState().IsAnyKeyDown;
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}
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public string GetPressedButton()
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{
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List<ControllerInputId> pressedButtons = _detector.GetPressedButtons();
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// Reverse list so axis button take precedence when more than one button is recognized.
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pressedButtons.Reverse();
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return pressedButtons.Count > 0 ? pressedButtons[0].ToString() : "";
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}
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private void CollectButtonStats()
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{
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JoystickCapabilities capabilities = Joystick.GetCapabilities(_index);
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ControllerInputId pressedButton;
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// Buttons
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for (int i = 0; i != capabilities.ButtonCount; i++)
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{
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if (_currState.IsButtonDown(i) && _prevState.IsButtonUp(i))
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{
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Enum.TryParse($"Button{i}", out pressedButton);
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_detector.AddInput(pressedButton, 1);
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}
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if (_currState.IsButtonUp(i) && _prevState.IsButtonDown(i))
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{
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Enum.TryParse($"Button{i}", out pressedButton);
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_detector.AddInput(pressedButton, -1);
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}
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}
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// Axis
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for (int i = 0; i != capabilities.AxisCount; i++)
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{
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float axisValue = _currState.GetAxis(i);
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Enum.TryParse($"Axis{i}", out pressedButton);
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_detector.AddInput(pressedButton, axisValue);
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}
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// Hats
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for (int i = 0; i != capabilities.HatCount; i++)
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{
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string currPos = GetHatPosition(_currState.GetHat((JoystickHat)i));
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string prevPos = GetHatPosition(_prevState.GetHat((JoystickHat)i));
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if (currPos == prevPos)
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{
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continue;
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}
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if (currPos != "")
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{
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Enum.TryParse($"Hat{i}{currPos}", out pressedButton);
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_detector.AddInput(pressedButton, 1);
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}
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if (prevPos != "")
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{
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Enum.TryParse($"Hat{i}{prevPos}", out pressedButton);
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_detector.AddInput(pressedButton, -1);
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}
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}
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}
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private string GetHatPosition(JoystickHatState hatState)
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{
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if (hatState.IsUp) return "Up";
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if (hatState.IsDown) return "Down";
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if (hatState.IsLeft) return "Left";
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if (hatState.IsRight) return "Right";
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return "";
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}
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private class JoystickButtonDetector
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{
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private Dictionary<ControllerInputId, InputSummary> _stats;
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public JoystickButtonDetector()
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{
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_stats = new Dictionary<ControllerInputId, InputSummary>();
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}
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public bool HasAnyButtonPressed()
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{
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foreach (var inputSummary in _stats.Values)
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{
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if (checkButtonPressed(inputSummary))
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{
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return true;
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}
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}
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return false;
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}
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public List<ControllerInputId> GetPressedButtons()
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{
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List<ControllerInputId> pressedButtons = new List<ControllerInputId>();
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foreach (var kvp in _stats)
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{
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if (!checkButtonPressed(kvp.Value))
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{
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continue;
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}
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pressedButtons.Add(kvp.Key);
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}
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return pressedButtons;
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}
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public void AddInput(ControllerInputId button, float value)
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{
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InputSummary inputSummary;
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if (!_stats.TryGetValue(button, out inputSummary))
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{
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inputSummary = new InputSummary();
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_stats.Add(button, inputSummary);
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}
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inputSummary.AddInput(value);
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}
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public override string ToString()
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{
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TextWriter writer = new StringWriter();
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foreach (var kvp in _stats)
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{
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writer.WriteLine($"Button {kvp.Key} -> {kvp.Value}");
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}
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return writer.ToString();
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}
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private bool checkButtonPressed(InputSummary sequence)
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{
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float distance = Math.Abs(sequence.Min - sequence.Avg) + Math.Abs(sequence.Max - sequence.Avg);
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return distance > 1.5; // distance range [0, 2]
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}
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}
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private class InputSummary
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{
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public float Min, Max, Sum, Avg;
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public int NumSamples;
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public InputSummary()
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{
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Min = float.MaxValue;
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Max = float.MinValue;
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Sum = 0;
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NumSamples = 0;
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Avg = 0;
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}
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public void AddInput(float value)
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{
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Min = Math.Min(Min, value);
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Max = Math.Max(Max, value);
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Sum += value;
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NumSamples += 1;
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Avg = Sum / NumSamples;
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}
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public override string ToString()
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{
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return $"Avg: {Avg} Min: {Min} Max: {Max} Sum: {Sum} NumSamples: {NumSamples}";
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}
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}
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}
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}
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