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		6cb22c9d38
		
			
		
	
	
	
	
		
			
			* openal: Update to OpenTK 4 * Ryujinx.Graphics.OpenGL: Update to OpenTK 4 * Entirely removed OpenTK 3, still wip * Use SPB for context creation and handling Still need to test on GLX and readd input support * Start implementing a new input system So far only gamepad are supported, no configuration possible via UI but detected via hotplug/removal Button mapping backend is implemented TODO: front end, configuration handling and configuration migration TODO: keyboard support * Enforce RGB only framebuffer on the GLWidget Fix possible transparent window * Implement UI gamepad frontend Also fix bad mapping of minus button and ensure gamepad config is updated in real time * Handle controller being disconnected and reconnected again * Revert "Enforce RGB only framebuffer on the GLWidget" This reverts commit 0949715d1a03ec793e35e37f7b610cbff2d63965. * Fix first color clear * Filter SDL2 events a bit * Start working on the keyboard detail - Rework configuration classes a bit to be more clean. - Integrate fully the keyboard configuration to the front end (TODO: assigner) - Start skeleton for the GTK3 keyboard driver * Add KeyboardStateSnapshot and its integration * Implement keyboard assigner and GTK3 key mapping TODO: controller configuration mapping and IGamepad implementation for keyboard * Add missing SR and SL definitions * Fix copy pasta mistake on config for previous commit * Implement IGamepad interface for GTK3 keyboard * Fix some implementation still being commented in the controller ui for keyboard * Port screen handle code * Remove all configuration management code and move HidNew to Hid * Rename InputConfigNew to InputConfig * Add a version field to the input config * Prepare serialization and deserialization of new input config and migrate profile loading and saving * Support input configuration saving to config and bump config version to 23. * Clean up in ConfigurationState * Reference SPB via a nuget package * Move new input system to Ryujinx.Input project and SDL2 detail to Ryujinx.Input.SDL2 * move GTK3 input to the right directory * Fix triggers on SDL2 * Update to SDL2 2.0.14 via our own fork * Update buttons definition for SDL2 2.0.14 and report gamepad features * Implement motion support again with SDL2 TODO: cemu hooks integration * Switch to latest of nightly SDL2 * SDL2: Fix bugs in gamepad id matching allowing different gamepad to match on the same device index * Ensure values are set in UI when the gamepad get hot plugged * Avoid trying to add controllers in the Update method and don't open SDL2 gamepad instance before checking ids This fixes permanent rumble of pro controller in some hotplug scenario * Fix more UI bugs * Move legcay motion code around before reintegration * gamecontroller UI tweaks here and there * Hide Motion on non motion configurations * Update the TODO grave Some TODO were fixed long time ago or are quite oudated... * Integrate cemu hooks motion configuration * Integrate cemu hooks configuration options to the UI again * cemuhooks => cemuhooks * Add cemu hook support again * Fix regression on normal motion and fix some very nasty bugs around * Fix for XCB multithreads issue on Linux * Enable motion by default * Block inputs in the main view when in the controller configuration window * Some fixes for the controller ui again * Add joycon support and fixes other hints * Bug fixes and clean up - Invert default mapping if not a Nintendo controller - Keep alive the controller being selected on the controller window (allow to avoid big delay for controller needing time to init when doing button assignment) - Clean up hints in use - Remove debug logs around - Fixes potential double free with SDL2Gamepad * Move the button assigner and motion logic to the Ryujinx.Input project * Reimplement raw keyboard hle input Also move out the logic of the hotkeys * Move all remaining Input manager stuffs to the Ryujinx.Input project * Increment configuration version yet again because of master changes * Ensure input config isn't null when not present * Fixes for VS not being nice * Fix broken gamepad caching logic causing crashes on ui * Ensure the background context is destroyed * Update dependencies * Readd retrocompat with old format of the config to avoid parsing and crashes on those versions Also updated the debug Config.json * Document new input APIs * Isolate SDL2Driver to the project and remove external export of it * Add support for external gamepad db mappings on SDL2 * Last clean up before PR * Addresses first part of comments * Address gdkchan's comments * Do not use JsonException * Last comment fixes
		
			
				
	
	
		
			86 lines
		
	
	
		
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			2.3 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			86 lines
		
	
	
		
			No EOL
		
	
	
		
			2.3 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
| using Ryujinx.Input.Motion;
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| using System;
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| using System.Numerics;
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| 
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| namespace Ryujinx.Input
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| {
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|     public class MotionInput
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|     {
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|         public ulong   TimeStamp     { get; set; }
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|         public Vector3 Accelerometer { get; set; }
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|         public Vector3 Gyroscrope    { get; set; }
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|         public Vector3 Rotation      { get; set; }
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| 
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|         private readonly MotionSensorFilter _filter;
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|         private int _calibrationFrame = 0;
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| 
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|         public MotionInput()
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|         {
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|             TimeStamp     = 0;
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|             Accelerometer = new Vector3();
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|             Gyroscrope    = new Vector3();
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|             Rotation      = new Vector3();
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| 
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|             // TODO: RE the correct filter.
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|             _filter = new MotionSensorFilter(0f);
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|         }
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| 
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|         public void Update(Vector3 accel, Vector3 gyro, ulong timestamp, int sensitivity, float deadzone)
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|         {
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|             if (TimeStamp != 0)
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|             {
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|                 if (gyro.Length() <= 1f && accel.Length() >= 0.8f && accel.Z >= 0.8f)
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|                 {
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|                     _calibrationFrame++;
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| 
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|                     if (_calibrationFrame >= 90)
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|                     {
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|                         gyro = Vector3.Zero;
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| 
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|                         Rotation = Vector3.Zero;
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| 
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|                         _filter.Reset();
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| 
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|                         _calibrationFrame = 0;
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|                     }
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|                 }
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|                 else
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|                 {
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|                     _calibrationFrame = 0;
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|                 }
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| 
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|                 Accelerometer = -accel;
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| 
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|                 if (gyro.Length() < deadzone)
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|                 {
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|                     gyro = Vector3.Zero;
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|                 }
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| 
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|                 gyro *= (sensitivity / 100f);
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| 
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|                 Gyroscrope = gyro;
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| 
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|                 float deltaTime = MathF.Abs((long)(timestamp - TimeStamp) / 1000000f);
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| 
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|                 Vector3 deltaGyro = gyro * deltaTime;
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| 
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|                 Rotation += deltaGyro;
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| 
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|                 _filter.SamplePeriod = deltaTime;
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|                 _filter.Update(accel, DegreeToRad(gyro));
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|             }
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| 
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|             TimeStamp = timestamp;
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|         }
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| 
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|         public Matrix4x4 GetOrientation()
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|         {
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|             return Matrix4x4.CreateFromQuaternion(_filter.Quaternion);
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|         }
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| 
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|         private static Vector3 DegreeToRad(Vector3 degree)
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|         {
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|             return degree * (MathF.PI / 180);
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|         }
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|     }
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| } |