| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122 |
- 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);
- }
- }
- }
|