For the JoyCon controller, wrap SDL2Gamepad as SDL2JoyCon to use a suitable layout and correct the motion sensing and joystick orientation.
This commit is contained in:
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@ -152,7 +152,8 @@ namespace Ryujinx.Input.SDL2
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private void HandleJoyBatteryUpdated(int joystickDeviceId, SDL_JoystickPowerLevel powerLevel)
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private void HandleJoyBatteryUpdated(int joystickDeviceId, SDL_JoystickPowerLevel powerLevel)
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{
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{
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Logger.Info?.Print(LogClass.Hid, $"{SDL_GameControllerNameForIndex(joystickDeviceId) } power level: {powerLevel}");
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Logger.Info?.Print(LogClass.Hid,
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$"{SDL_GameControllerNameForIndex(joystickDeviceId)} power level: {powerLevel}");
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}
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}
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protected virtual void Dispose(bool disposing)
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protected virtual void Dispose(bool disposing)
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@ -201,8 +202,17 @@ namespace Ryujinx.Input.SDL2
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}
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}
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nint gamepadHandle = SDL_GameControllerOpen(joystickIndex);
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nint gamepadHandle = SDL_GameControllerOpen(joystickIndex);
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if (gamepadHandle == nint.Zero)
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{
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return null;
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}
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return gamepadHandle == nint.Zero ? null : new SDL2Gamepad(gamepadHandle, id);
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if (SDL_GameControllerName(gamepadHandle).StartsWith(SDL2JoyCon.Prefix))
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{
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return new SDL2JoyCon(gamepadHandle, id);
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}
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return new SDL2Gamepad(gamepadHandle, id);
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}
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}
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}
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}
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}
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}
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134
src/Ryujinx.Input.SDL2/SDL2JoyCon.cs
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134
src/Ryujinx.Input.SDL2/SDL2JoyCon.cs
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@ -0,0 +1,134 @@
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using Ryujinx.Common.Configuration.Hid;
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using System.Numerics;
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namespace Ryujinx.Input.SDL2
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{
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internal class SDL2JoyCon : IGamepad
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{
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readonly IGamepad _gamepad;
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private enum JoyConType
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{
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Left , Right
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}
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public const string Prefix = "Nintendo Switch Joy-Con";
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public const string LeftName = "Nintendo Switch Joy-Con (L)";
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public const string RightName = "Nintendo Switch Joy-Con (R)";
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private readonly JoyConType _joyConType;
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public SDL2JoyCon(nint gamepadHandle, string driverId)
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{
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_gamepad = new SDL2Gamepad(gamepadHandle, driverId);
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_joyConType = Name switch
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{
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LeftName => JoyConType.Left,
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RightName => JoyConType.Right,
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_ => JoyConType.Left
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};
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}
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public Vector3 GetMotionData(MotionInputId inputId)
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{
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var motionData = _gamepad.GetMotionData(inputId);
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return _joyConType switch
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{
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JoyConType.Left => new Vector3(-motionData.Z, motionData.Y, motionData.X),
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JoyConType.Right => new Vector3(motionData.Z, motionData.Y, -motionData.X),
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_ => Vector3.Zero
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};
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}
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public void SetTriggerThreshold(float triggerThreshold)
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{
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_gamepad.SetTriggerThreshold(triggerThreshold);
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}
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public void SetConfiguration(InputConfig configuration)
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{
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_gamepad.SetConfiguration(configuration);
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}
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public void Rumble(float lowFrequency, float highFrequency, uint durationMs)
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{
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_gamepad.Rumble(lowFrequency, highFrequency, durationMs);
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}
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public GamepadStateSnapshot GetMappedStateSnapshot()
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{
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return GetStateSnapshot();
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}
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public GamepadStateSnapshot GetStateSnapshot()
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{
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return IGamepad.GetStateSnapshot(this);
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}
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public (float, float) GetStick(StickInputId inputId)
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{
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if (inputId == StickInputId.Left)
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{
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switch (_joyConType)
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{
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case JoyConType.Left:
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{
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(float x, float y) = _gamepad.GetStick(inputId);
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return (y, -x);
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}
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case JoyConType.Right:
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{
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(float x, float y) = _gamepad.GetStick(inputId);
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return (-y, x);
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}
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}
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}
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return (0, 0);
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}
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public GamepadFeaturesFlag Features => _gamepad.Features;
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public string Id => _gamepad.Id;
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public string Name => _gamepad.Name;
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public bool IsConnected => _gamepad.IsConnected;
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public bool IsPressed(GamepadButtonInputId inputId)
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{
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return _joyConType switch
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{
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JoyConType.Left => inputId switch
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{
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GamepadButtonInputId.LeftStick => _gamepad.IsPressed(GamepadButtonInputId.LeftStick),
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GamepadButtonInputId.DpadUp => _gamepad.IsPressed(GamepadButtonInputId.Y),
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GamepadButtonInputId.DpadDown => _gamepad.IsPressed(GamepadButtonInputId.A),
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GamepadButtonInputId.DpadLeft => _gamepad.IsPressed(GamepadButtonInputId.B),
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GamepadButtonInputId.DpadRight => _gamepad.IsPressed(GamepadButtonInputId.X),
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GamepadButtonInputId.Minus => _gamepad.IsPressed(GamepadButtonInputId.Start),
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GamepadButtonInputId.LeftShoulder => _gamepad.IsPressed(GamepadButtonInputId.Paddle2),
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GamepadButtonInputId.LeftTrigger => _gamepad.IsPressed(GamepadButtonInputId.Paddle4),
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GamepadButtonInputId.SingleRightTrigger0 => _gamepad.IsPressed(GamepadButtonInputId.RightShoulder),
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GamepadButtonInputId.SingleLeftTrigger0 => _gamepad.IsPressed(GamepadButtonInputId.LeftShoulder),
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_ => false
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},
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JoyConType.Right => inputId switch
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{
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GamepadButtonInputId.RightStick => _gamepad.IsPressed(GamepadButtonInputId.LeftStick),
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GamepadButtonInputId.A => _gamepad.IsPressed(GamepadButtonInputId.B),
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GamepadButtonInputId.B => _gamepad.IsPressed(GamepadButtonInputId.Y),
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GamepadButtonInputId.X => _gamepad.IsPressed(GamepadButtonInputId.A),
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GamepadButtonInputId.Y => _gamepad.IsPressed(GamepadButtonInputId.X),
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GamepadButtonInputId.Plus => _gamepad.IsPressed(GamepadButtonInputId.Start),
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GamepadButtonInputId.RightShoulder => _gamepad.IsPressed(GamepadButtonInputId.Paddle1),
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GamepadButtonInputId.RightTrigger => _gamepad.IsPressed(GamepadButtonInputId.Paddle3),
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GamepadButtonInputId.SingleRightTrigger1 => _gamepad.IsPressed(GamepadButtonInputId.RightShoulder),
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GamepadButtonInputId.SingleLeftTrigger1 => _gamepad.IsPressed(GamepadButtonInputId.LeftShoulder),
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_ => false
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}
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};
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}
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public void Dispose()
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{
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_gamepad.Dispose();
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}
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}
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}
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@ -4,7 +4,6 @@ using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Linq;
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using System.Linq;
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using System.Numerics;
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using System.Numerics;
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using System.Threading;
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using static SDL2.SDL;
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using static SDL2.SDL;
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namespace Ryujinx.Input.SDL2
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namespace Ryujinx.Input.SDL2
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@ -20,15 +19,6 @@ namespace Ryujinx.Input.SDL2
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StickInputId.Right
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StickInputId.Right
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];
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];
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private readonly record struct ButtonMappingEntry(GamepadButtonInputId To, GamepadButtonInputId From)
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{
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public bool IsValid => To is not GamepadButtonInputId.Unbound && From is not GamepadButtonInputId.Unbound;
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}
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private readonly List<ButtonMappingEntry> _buttonsUserMapping = new(20);
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private readonly Lock _userMappingLock = new();
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public GamepadFeaturesFlag Features => (left?.Features ?? GamepadFeaturesFlag.None) |
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public GamepadFeaturesFlag Features => (left?.Features ?? GamepadFeaturesFlag.None) |
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(right?.Features ?? GamepadFeaturesFlag.None);
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(right?.Features ?? GamepadFeaturesFlag.None);
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@ -36,8 +26,6 @@ namespace Ryujinx.Input.SDL2
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string IGamepad.Id => Id;
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string IGamepad.Id => Id;
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public string Name => "Nintendo Switch Joy-Con (L/R)";
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public string Name => "Nintendo Switch Joy-Con (L/R)";
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private const string LeftName = "Nintendo Switch Joy-Con (L)";
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private const string RightName = "Nintendo Switch Joy-Con (R)";
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public bool IsConnected => left is { IsConnected: true } && right is { IsConnected: true };
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public bool IsConnected => left is { IsConnected: true } && right is { IsConnected: true };
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public void Dispose()
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public void Dispose()
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@ -48,57 +36,19 @@ namespace Ryujinx.Input.SDL2
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public GamepadStateSnapshot GetMappedStateSnapshot()
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public GamepadStateSnapshot GetMappedStateSnapshot()
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{
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{
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GamepadStateSnapshot rawState = GetStateSnapshot();
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return GetStateSnapshot();
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GamepadStateSnapshot result = default;
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lock (_userMappingLock)
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{
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if (_buttonsUserMapping.Count == 0)
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return rawState;
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// ReSharper disable once ForeachCanBePartlyConvertedToQueryUsingAnotherGetEnumerator
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foreach (ButtonMappingEntry entry in _buttonsUserMapping)
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{
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if (!entry.IsValid)
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continue;
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// Do not touch state of button already pressed
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if (!result.IsPressed(entry.To))
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{
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result.SetPressed(entry.To, rawState.IsPressed(entry.From));
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}
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}
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(float leftStickX, float leftStickY) = rawState.GetStick(_stickUserMapping[(int)StickInputId.Left]);
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(float rightStickX, float rightStickY) = rawState.GetStick(_stickUserMapping[(int)StickInputId.Right]);
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result.SetStick(StickInputId.Left, leftStickX, leftStickY);
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result.SetStick(StickInputId.Right, rightStickX, rightStickY);
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}
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return result;
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}
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}
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public Vector3 GetMotionData(MotionInputId inputId)
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public Vector3 GetMotionData(MotionInputId inputId)
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{
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{
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Vector3 motionData;
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return inputId switch
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switch (inputId)
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{
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{
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case MotionInputId.Accelerometer:
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MotionInputId.Accelerometer or
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case MotionInputId.Gyroscope:
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MotionInputId.Gyroscope => left.GetMotionData(inputId),
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motionData = left.GetMotionData(inputId);
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MotionInputId.SecondAccelerometer => right.GetMotionData(MotionInputId.Accelerometer),
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return new Vector3(-motionData.Z, motionData.Y, motionData.X);
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MotionInputId.SecondGyroscope => right.GetMotionData(MotionInputId.Gyroscope),
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case MotionInputId.SecondAccelerometer:
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_ => Vector3.Zero
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motionData = right.GetMotionData(MotionInputId.Accelerometer);
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};
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return new Vector3(motionData.Z, motionData.Y, -motionData.X);
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case MotionInputId.SecondGyroscope:
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motionData = right.GetMotionData(MotionInputId.Gyroscope);
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return new Vector3(motionData.Z, motionData.Y, -motionData.X);
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case MotionInputId.Invalid:
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default:
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return Vector3.Zero;
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}
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}
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}
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public GamepadStateSnapshot GetStateSnapshot()
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public GamepadStateSnapshot GetStateSnapshot()
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@ -108,53 +58,17 @@ namespace Ryujinx.Input.SDL2
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public (float, float) GetStick(StickInputId inputId)
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public (float, float) GetStick(StickInputId inputId)
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{
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{
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switch (inputId)
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return inputId switch
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{
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{
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case StickInputId.Left:
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StickInputId.Left => left.GetStick(StickInputId.Left),
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{
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StickInputId.Right => right.GetStick(StickInputId.Left),
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(float x, float y) = left.GetStick(StickInputId.Left);
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_ => (0, 0)
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return (y, -x);
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};
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}
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case StickInputId.Right:
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{
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(float x, float y) = right.GetStick(StickInputId.Left);
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return (-y, x);
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}
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case StickInputId.Unbound:
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case StickInputId.Count:
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default:
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return (0, 0);
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}
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}
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}
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public bool IsPressed(GamepadButtonInputId inputId)
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public bool IsPressed(GamepadButtonInputId inputId)
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{
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{
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return inputId switch
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return left.IsPressed(inputId) || right.IsPressed(inputId);
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{
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GamepadButtonInputId.LeftStick => left.IsPressed(GamepadButtonInputId.LeftStick),
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GamepadButtonInputId.DpadUp => left.IsPressed(GamepadButtonInputId.Y),
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GamepadButtonInputId.DpadDown => left.IsPressed(GamepadButtonInputId.A),
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GamepadButtonInputId.DpadLeft => left.IsPressed(GamepadButtonInputId.B),
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GamepadButtonInputId.DpadRight => left.IsPressed(GamepadButtonInputId.X),
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GamepadButtonInputId.Minus => left.IsPressed(GamepadButtonInputId.Start),
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GamepadButtonInputId.LeftShoulder => left.IsPressed(GamepadButtonInputId.Paddle2),
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GamepadButtonInputId.LeftTrigger => left.IsPressed(GamepadButtonInputId.Paddle4),
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GamepadButtonInputId.SingleRightTrigger0 => left.IsPressed(GamepadButtonInputId.LeftShoulder),
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GamepadButtonInputId.SingleLeftTrigger0 => left.IsPressed(GamepadButtonInputId.RightShoulder),
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GamepadButtonInputId.RightStick => right.IsPressed(GamepadButtonInputId.LeftStick),
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GamepadButtonInputId.A => right.IsPressed(GamepadButtonInputId.B),
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GamepadButtonInputId.B => right.IsPressed(GamepadButtonInputId.Y),
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GamepadButtonInputId.X => right.IsPressed(GamepadButtonInputId.A),
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GamepadButtonInputId.Y => right.IsPressed(GamepadButtonInputId.X),
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GamepadButtonInputId.Plus => right.IsPressed(GamepadButtonInputId.Start),
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GamepadButtonInputId.RightShoulder => right.IsPressed(GamepadButtonInputId.Paddle1),
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GamepadButtonInputId.RightTrigger => right.IsPressed(GamepadButtonInputId.Paddle3),
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GamepadButtonInputId.SingleRightTrigger1 => right.IsPressed(GamepadButtonInputId.LeftShoulder),
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GamepadButtonInputId.SingleLeftTrigger1 => right.IsPressed(GamepadButtonInputId.RightShoulder),
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_ => false
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};
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}
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}
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public void Rumble(float lowFrequency, float highFrequency, uint durationMs)
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public void Rumble(float lowFrequency, float highFrequency, uint durationMs)
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@ -178,64 +92,8 @@ namespace Ryujinx.Input.SDL2
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public void SetConfiguration(InputConfig configuration)
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public void SetConfiguration(InputConfig configuration)
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{
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{
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lock (_userMappingLock)
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left.SetConfiguration(configuration);
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{
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right.SetConfiguration(configuration);
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_configuration = (StandardControllerInputConfig)configuration;
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left.SetConfiguration(configuration);
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right.SetConfiguration(configuration);
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_buttonsUserMapping.Clear();
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// First update sticks
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_stickUserMapping[(int)StickInputId.Left] = (StickInputId)_configuration.LeftJoyconStick.Joystick;
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_stickUserMapping[(int)StickInputId.Right] = (StickInputId)_configuration.RightJoyconStick.Joystick;
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// Then left joycon
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_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.LeftStick,
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(GamepadButtonInputId)_configuration.LeftJoyconStick.StickButton));
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_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.DpadUp,
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(GamepadButtonInputId)_configuration.LeftJoycon.DpadUp));
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_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.DpadDown,
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(GamepadButtonInputId)_configuration.LeftJoycon.DpadDown));
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_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.DpadLeft,
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(GamepadButtonInputId)_configuration.LeftJoycon.DpadLeft));
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_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.DpadRight,
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(GamepadButtonInputId)_configuration.LeftJoycon.DpadRight));
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_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.Minus,
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(GamepadButtonInputId)_configuration.LeftJoycon.ButtonMinus));
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|
||||||
_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.LeftShoulder,
|
|
||||||
(GamepadButtonInputId)_configuration.LeftJoycon.ButtonL));
|
|
||||||
_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.LeftTrigger,
|
|
||||||
(GamepadButtonInputId)_configuration.LeftJoycon.ButtonZl));
|
|
||||||
_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.SingleRightTrigger0,
|
|
||||||
(GamepadButtonInputId)_configuration.LeftJoycon.ButtonSr));
|
|
||||||
_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.SingleLeftTrigger0,
|
|
||||||
(GamepadButtonInputId)_configuration.LeftJoycon.ButtonSl));
|
|
||||||
|
|
||||||
// Finally right joycon
|
|
||||||
_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.RightStick,
|
|
||||||
(GamepadButtonInputId)_configuration.RightJoyconStick.StickButton));
|
|
||||||
_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.A,
|
|
||||||
(GamepadButtonInputId)_configuration.RightJoycon.ButtonA));
|
|
||||||
_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.B,
|
|
||||||
(GamepadButtonInputId)_configuration.RightJoycon.ButtonB));
|
|
||||||
_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.X,
|
|
||||||
(GamepadButtonInputId)_configuration.RightJoycon.ButtonX));
|
|
||||||
_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.Y,
|
|
||||||
(GamepadButtonInputId)_configuration.RightJoycon.ButtonY));
|
|
||||||
_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.Plus,
|
|
||||||
(GamepadButtonInputId)_configuration.RightJoycon.ButtonPlus));
|
|
||||||
_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.RightShoulder,
|
|
||||||
(GamepadButtonInputId)_configuration.RightJoycon.ButtonR));
|
|
||||||
_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.RightTrigger,
|
|
||||||
(GamepadButtonInputId)_configuration.RightJoycon.ButtonZr));
|
|
||||||
_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.SingleRightTrigger1,
|
|
||||||
(GamepadButtonInputId)_configuration.RightJoycon.ButtonSr));
|
|
||||||
_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.SingleLeftTrigger1,
|
|
||||||
(GamepadButtonInputId)_configuration.RightJoycon.ButtonSl));
|
|
||||||
|
|
||||||
SetTriggerThreshold(_configuration.TriggerThreshold);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public void SetTriggerThreshold(float triggerThreshold)
|
public void SetTriggerThreshold(float triggerThreshold)
|
||||||
@ -254,8 +112,8 @@ namespace Ryujinx.Input.SDL2
|
|||||||
{
|
{
|
||||||
var gamepadNames = gamepadsIds.Where(gamepadId => gamepadId != Id)
|
var gamepadNames = gamepadsIds.Where(gamepadId => gamepadId != Id)
|
||||||
.Select((_, index) => SDL_GameControllerNameForIndex(index)).ToList();
|
.Select((_, index) => SDL_GameControllerNameForIndex(index)).ToList();
|
||||||
int leftIndex = gamepadNames.IndexOf(LeftName);
|
int leftIndex = gamepadNames.IndexOf(SDL2JoyCon.LeftName);
|
||||||
int rightIndex = gamepadNames.IndexOf(RightName);
|
int rightIndex = gamepadNames.IndexOf(SDL2JoyCon.RightName);
|
||||||
|
|
||||||
return (leftIndex, rightIndex);
|
return (leftIndex, rightIndex);
|
||||||
}
|
}
|
||||||
@ -277,8 +135,8 @@ namespace Ryujinx.Input.SDL2
|
|||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
return new SDL2JoyConPair(new SDL2Gamepad(leftGamepadHandle, gamepadsIds[leftIndex]),
|
return new SDL2JoyConPair(new SDL2JoyCon(leftGamepadHandle, gamepadsIds[leftIndex]),
|
||||||
new SDL2Gamepad(rightGamepadHandle, gamepadsIds[rightIndex]));
|
new SDL2JoyCon(rightGamepadHandle, gamepadsIds[rightIndex]));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
Loading…
x
Reference in New Issue
Block a user