GamepadButtonAssigner.cs 5.6 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using System.IO;
  4. using System.Linq;
  5. namespace Ryujinx.Input.Assigner
  6. {
  7. /// <summary>
  8. /// <see cref="IButtonAssigner"/> implementation for regular <see cref="IGamepad"/>.
  9. /// </summary>
  10. public class GamepadButtonAssigner : IButtonAssigner
  11. {
  12. private readonly IGamepad _gamepad;
  13. private GamepadStateSnapshot _currState;
  14. private GamepadStateSnapshot _prevState;
  15. private readonly JoystickButtonDetector _detector;
  16. private readonly bool _forStick;
  17. public GamepadButtonAssigner(IGamepad gamepad, float triggerThreshold, bool forStick)
  18. {
  19. _gamepad = gamepad;
  20. _detector = new JoystickButtonDetector();
  21. _forStick = forStick;
  22. _gamepad?.SetTriggerThreshold(triggerThreshold);
  23. }
  24. public void Initialize()
  25. {
  26. if (_gamepad != null)
  27. {
  28. _currState = _gamepad.GetStateSnapshot();
  29. _prevState = _currState;
  30. }
  31. }
  32. public void ReadInput()
  33. {
  34. if (_gamepad != null)
  35. {
  36. _prevState = _currState;
  37. _currState = _gamepad.GetStateSnapshot();
  38. }
  39. CollectButtonStats();
  40. }
  41. public bool HasAnyButtonPressed()
  42. {
  43. return _detector.HasAnyButtonPressed();
  44. }
  45. public bool ShouldCancel()
  46. {
  47. return _gamepad == null || !_gamepad.IsConnected;
  48. }
  49. public string GetPressedButton()
  50. {
  51. IEnumerable<GamepadButtonInputId> pressedButtons = _detector.GetPressedButtons();
  52. if (pressedButtons.Any())
  53. {
  54. return !_forStick ? pressedButtons.First().ToString() : ((StickInputId)pressedButtons.First()).ToString();
  55. }
  56. return "";
  57. }
  58. private void CollectButtonStats()
  59. {
  60. if (_forStick)
  61. {
  62. for (StickInputId inputId = StickInputId.Left; inputId < StickInputId.Count; inputId++)
  63. {
  64. (float x, float y) = _currState.GetStick(inputId);
  65. float value;
  66. if (x != 0.0f)
  67. {
  68. value = x;
  69. }
  70. else if (y != 0.0f)
  71. {
  72. value = y;
  73. }
  74. else
  75. {
  76. continue;
  77. }
  78. _detector.AddInput((GamepadButtonInputId)inputId, value);
  79. }
  80. }
  81. else
  82. {
  83. for (GamepadButtonInputId inputId = GamepadButtonInputId.A; inputId < GamepadButtonInputId.Count; inputId++)
  84. {
  85. if (_currState.IsPressed(inputId) && !_prevState.IsPressed(inputId))
  86. {
  87. _detector.AddInput(inputId, 1);
  88. }
  89. if (!_currState.IsPressed(inputId) && _prevState.IsPressed(inputId))
  90. {
  91. _detector.AddInput(inputId, -1);
  92. }
  93. }
  94. }
  95. }
  96. private class JoystickButtonDetector
  97. {
  98. private readonly Dictionary<GamepadButtonInputId, InputSummary> _stats;
  99. public JoystickButtonDetector()
  100. {
  101. _stats = new Dictionary<GamepadButtonInputId, InputSummary>();
  102. }
  103. public bool HasAnyButtonPressed()
  104. {
  105. return _stats.Values.Any(CheckButtonPressed);
  106. }
  107. public IEnumerable<GamepadButtonInputId> GetPressedButtons()
  108. {
  109. return _stats.Where(kvp => CheckButtonPressed(kvp.Value)).Select(kvp => kvp.Key);
  110. }
  111. public void AddInput(GamepadButtonInputId button, float value)
  112. {
  113. if (!_stats.TryGetValue(button, out InputSummary inputSummary))
  114. {
  115. inputSummary = new InputSummary();
  116. _stats.Add(button, inputSummary);
  117. }
  118. inputSummary.AddInput(value);
  119. }
  120. public override string ToString()
  121. {
  122. StringWriter writer = new();
  123. foreach (var kvp in _stats)
  124. {
  125. writer.WriteLine($"Button {kvp.Key} -> {kvp.Value}");
  126. }
  127. return writer.ToString();
  128. }
  129. private bool CheckButtonPressed(InputSummary sequence)
  130. {
  131. float distance = Math.Abs(sequence.Min - sequence.Avg) + Math.Abs(sequence.Max - sequence.Avg);
  132. return distance > 1.5; // distance range [0, 2]
  133. }
  134. }
  135. private class InputSummary
  136. {
  137. public float Min, Max, Sum, Avg;
  138. public int NumSamples;
  139. public InputSummary()
  140. {
  141. Min = float.MaxValue;
  142. Max = float.MinValue;
  143. Sum = 0;
  144. NumSamples = 0;
  145. Avg = 0;
  146. }
  147. public void AddInput(float value)
  148. {
  149. Min = Math.Min(Min, value);
  150. Max = Math.Max(Max, value);
  151. Sum += value;
  152. NumSamples += 1;
  153. Avg = Sum / NumSamples;
  154. }
  155. public override string ToString()
  156. {
  157. return $"Avg: {Avg} Min: {Min} Max: {Max} Sum: {Sum} NumSamples: {NumSamples}";
  158. }
  159. }
  160. }
  161. }