possible refactor. to be tested
This commit is contained in:
parent
e238ea85c9
commit
b8cb70ef32
@ -17,33 +17,23 @@ namespace Ryujinx.Ava.Input
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{
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public class AutoAssignController
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{
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private readonly uint[] _playerColors =
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[
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0xFFFF0000, // Player 1 - Red
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0xFF0000FF, // Player 2 - Blue
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0xFF00FF00, // Player 3 - Green
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0xFFFFFF00, // Player 4 - Yellow
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0xFFFF00FF, // Player 5 - Magenta
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0xFFFFA500, // Player 6 - Orange
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0xFF00FFFF, // Player 7 - Cyan
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0xFF800080 // Player 8 - Purple
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];
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private const int MaxControllers = 9;
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private readonly InputManager _inputManager;
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private readonly MainWindowViewModel _viewModel;
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private readonly ConfigurationState _configurationState;
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private readonly ControllerConfigurator _controllerConfigurator;
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public event Action ConfigurationUpdated;
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public AutoAssignController(InputManager inputManager, MainWindowViewModel mainWindowViewModel)
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{
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_inputManager = inputManager;
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_viewModel = mainWindowViewModel;
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_configurationState = ConfigurationState.Instance;
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_controllerConfigurator = new ControllerConfigurator();
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_inputManager.GamepadDriver.OnGamepadConnected += HandleOnGamepadConnected;
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_inputManager.GamepadDriver.OnGamepadDisconnected += HandleOnGamepadDisconnected;
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RefreshControllers();
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}
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@ -52,7 +42,7 @@ namespace Ryujinx.Ava.Input
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Logger.Warning?.Print(LogClass.Application, $"Gamepad connected: {id}");
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RefreshControllers();
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}
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private void HandleOnGamepadDisconnected(string id)
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{
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Logger.Warning?.Print(LogClass.Application, $"Gamepad disconnected: {id}");
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@ -66,8 +56,9 @@ namespace Ryujinx.Ava.Input
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List<IGamepad> controllers = _inputManager.GamepadDriver.GetGamepads().ToList();
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List<InputConfig> oldConfig = _configurationState.Hid.InputConfig.Value.Where(x => x != null).ToList();
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(List<InputConfig> newConfig, bool hasNewControllersConnected) = GetOrderedConfig(controllers, oldConfig);
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List<InputConfig> newConfig = _controllerConfigurator.GetConfiguredControllers(
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controllers, oldConfig, new HashSet<int>(), out bool hasNewControllersConnected);
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_viewModel.AppHost?.NpadManager.ReloadConfiguration(newConfig, _configurationState.Hid.EnableKeyboard, _configurationState.Hid.EnableMouse);
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if (!hasNewControllersConnected)
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@ -75,7 +66,7 @@ namespace Ryujinx.Ava.Input
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// there is no *new* controller, we must switch the order of the controllers in
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// oldConfig to match the new order since probably a controller was disconnected
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// or an old controller was reconnected
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newConfig = ReorderControllers(newConfig, oldConfig);
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newConfig = _controllerConfigurator.ReorderControllers(newConfig, oldConfig);
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}
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_configurationState.Hid.InputConfig.Value = newConfig;
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@ -87,245 +78,5 @@ namespace Ryujinx.Ava.Input
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}
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ConfigurationUpdated?.Invoke();
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}
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/// <summary>
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/// Ensures that the order of controllers remains the same unless a new controller is connected.
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/// </summary>
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private List<InputConfig> ReorderControllers(List<InputConfig> newConfig, List<InputConfig> oldConfig)
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{
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List<InputConfig> reorderedConfig = oldConfig.Select(config => new GamepadInputConfig(config).GetConfig()).ToList();
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foreach (var config in newConfig)
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{
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InputConfig substitute = reorderedConfig.FirstOrDefault(x => x.Id == config.Id);
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InputConfig toBeReplaced = reorderedConfig.FirstOrDefault(x => x.PlayerIndex == config.PlayerIndex);
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if (substitute == null || toBeReplaced == null || substitute.PlayerIndex == toBeReplaced.PlayerIndex) continue;
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(substitute.PlayerIndex, toBeReplaced.PlayerIndex) = (toBeReplaced.PlayerIndex, substitute.PlayerIndex);
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}
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return reorderedConfig;
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}
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/// <summary>
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/// Orders controllers, preserving existing mappings while assigning new controllers to available slots.
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/// </summary>
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private (List<InputConfig>, bool) GetOrderedConfig(List<IGamepad> controllers, List<InputConfig> oldConfig)
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{
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Dictionary<string, InputConfig> oldConfigMap = oldConfig.Where(c => c?.Id != null)
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.ToDictionary(x => x.Id);
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Dictionary<int, InputConfig> playerIndexMap = new();
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HashSet<int> usedIndices = new();
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int recognizedControllersCount = 0;
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List<IGamepad> remainingControllers = controllers.Where(c => c?.Id != null).ToList();
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// Assign controllers that have an existing configuration
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AddExistingControllers(remainingControllers, oldConfigMap, playerIndexMap, usedIndices, ref recognizedControllersCount);
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// Assign new controllers
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AddNewControllers(remainingControllers, playerIndexMap, usedIndices);
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List<InputConfig> orderedConfigs = playerIndexMap.OrderBy(x => x.Key).Select(x => x.Value).ToList();
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// Sequentially update PlayerIndex and LED colors
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UpdatePlayerIndicesAndLEDs(orderedConfigs);
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bool hasNewControllersConnected = controllers.Count > recognizedControllersCount;
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return (orderedConfigs, hasNewControllersConnected);
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}
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/// <summary>
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/// Adds controllers with existing configurations while keeping their PlayerIndex if available.
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/// </summary>
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private void AddExistingControllers(
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List<IGamepad> controllers,
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Dictionary<string, InputConfig> oldConfigMap,
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Dictionary<int, InputConfig> playerIndexMap,
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HashSet<int> usedIndices,
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ref int recognizedControllersCount)
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{
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foreach (var controller in controllers.ToList())
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{
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if (oldConfigMap.TryGetValue(controller.Id, out InputConfig existingConfig))
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{
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int desiredIndex = (int)existingConfig.PlayerIndex;
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// Ensure the index is valid and available
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if (desiredIndex < 0 || desiredIndex >= MaxControllers || usedIndices.Contains(desiredIndex))
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{
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desiredIndex = GetFirstAvailableIndex(usedIndices);
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}
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InputConfig config = new GamepadInputConfig(existingConfig).GetConfig();
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config.PlayerIndex = (PlayerIndex)desiredIndex;
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usedIndices.Add(desiredIndex);
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playerIndexMap[desiredIndex] = config;
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recognizedControllersCount++;
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controllers.Remove(controller);
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}
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}
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}
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/// <summary>
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/// Adds new controllers to the first available PlayerIndex.
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/// </summary>
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private void AddNewControllers(
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List<IGamepad> controllers,
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Dictionary<int, InputConfig> playerIndexMap,
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HashSet<int> usedIndices)
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{
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foreach (var controller in controllers)
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{
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InputConfig config = CreateConfigFromController(controller);
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int freeIndex = GetFirstAvailableIndex(usedIndices);
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config.PlayerIndex = (PlayerIndex)freeIndex;
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usedIndices.Add(freeIndex);
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playerIndexMap[freeIndex] = config;
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}
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}
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/// <summary>
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/// Finds the first available PlayerIndex that isn't in use.
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/// </summary>
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private int GetFirstAvailableIndex(HashSet<int> usedIndices)
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{
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for (int i = 0; i < MaxControllers; i++)
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{
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if (!usedIndices.Contains(i)) return i;
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}
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return -1; // Should not happen unless MaxControllers is exceeded
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}
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/// <summary>
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/// Updates PlayerIndex and LED configurations sequentially.
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/// </summary>
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private void UpdatePlayerIndicesAndLEDs(List<InputConfig> orderedConfigs)
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{
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for (int index = 0; index < orderedConfigs.Count; index++)
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{
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orderedConfigs[index].PlayerIndex = (PlayerIndex)index;
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if (orderedConfigs[index] is StandardControllerInputConfig standardConfig)
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{
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Logger.Warning?.Print(LogClass.Application, $"Setting color for Player{index + 1}");
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standardConfig.Led = new LedConfigController
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{
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EnableLed = true,
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LedColor = _playerColors[index]
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};
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}
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}
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}
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private static InputConfig CreateConfigFromController(IGamepad controller)
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{
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if (controller == null) return null;
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Logger.Warning?.Print(LogClass.Application, $"Creating config for controller: {controller.Id}");
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string id = controller.Id.Split(" ")[0];
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bool isNintendoStyle = controller.Name.Contains("Nintendo");
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ControllerType controllerType;
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if (isNintendoStyle && !controller.Name.Contains("(L/R)"))
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{
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if (controller.Name.Contains("(L)"))
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{
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controllerType = ControllerType.JoyconLeft;
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}
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else if (controller.Name.Contains("(R)"))
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{
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controllerType = ControllerType.JoyconRight;
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}
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else
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{
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controllerType = ControllerType.ProController;
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}
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}
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else
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{
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// if it's not a nintendo controller, we assume it's a pro controller or a joy-con pair
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controllerType = ControllerType.ProController;
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}
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InputConfig config = new StandardControllerInputConfig
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{
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Version = InputConfig.CurrentVersion,
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Backend = InputBackendType.GamepadSDL2,
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Id = id,
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ControllerType = controllerType,
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DeadzoneLeft = 0.1f,
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DeadzoneRight = 0.1f,
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RangeLeft = 1.0f,
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RangeRight = 1.0f,
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TriggerThreshold = 0.5f,
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LeftJoycon = new LeftJoyconCommonConfig<ConfigGamepadInputId>
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{
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DpadUp = (controllerType == ControllerType.JoyconLeft) ? ConfigGamepadInputId.Y : ConfigGamepadInputId.DpadUp,
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DpadDown = (controllerType == ControllerType.JoyconLeft) ? ConfigGamepadInputId.A : ConfigGamepadInputId.DpadDown,
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DpadLeft = (controllerType == ControllerType.JoyconLeft) ? ConfigGamepadInputId.B : ConfigGamepadInputId.DpadLeft,
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DpadRight = (controllerType == ControllerType.JoyconLeft) ? ConfigGamepadInputId.X : ConfigGamepadInputId.DpadRight,
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ButtonMinus = (controllerType == ControllerType.JoyconLeft) ? ConfigGamepadInputId.Plus : ConfigGamepadInputId.Minus,
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ButtonL = ConfigGamepadInputId.LeftShoulder,
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ButtonZl = ConfigGamepadInputId.LeftTrigger,
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ButtonSl = (controllerType == ControllerType.JoyconLeft) ? ConfigGamepadInputId.LeftShoulder : ConfigGamepadInputId.Unbound,
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ButtonSr = (controllerType == ControllerType.JoyconLeft) ? ConfigGamepadInputId.RightShoulder : ConfigGamepadInputId.Unbound,
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},
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LeftJoyconStick = new JoyconConfigControllerStick<ConfigGamepadInputId, ConfigStickInputId>
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{
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Joystick = ConfigStickInputId.Left,
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StickButton = ConfigGamepadInputId.LeftStick,
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InvertStickX = false,
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InvertStickY = false,
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Rotate90CW = (controllerType == ControllerType.JoyconLeft),
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},
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RightJoycon = new RightJoyconCommonConfig<ConfigGamepadInputId>
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{
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ButtonA = ConfigGamepadInputId.B,
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ButtonB = (controllerType == ControllerType.JoyconRight) ? ConfigGamepadInputId.Y : ConfigGamepadInputId.A,
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ButtonX = (controllerType == ControllerType.JoyconRight) ? ConfigGamepadInputId.A : ConfigGamepadInputId.Y,
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ButtonY = ConfigGamepadInputId.X,
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ButtonPlus = ConfigGamepadInputId.Plus,
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ButtonR = ConfigGamepadInputId.RightShoulder,
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ButtonZr = ConfigGamepadInputId.RightTrigger,
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ButtonSl = (controllerType == ControllerType.JoyconRight) ? ConfigGamepadInputId.LeftShoulder : ConfigGamepadInputId.Unbound,
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ButtonSr = (controllerType == ControllerType.JoyconRight) ? ConfigGamepadInputId.RightShoulder : ConfigGamepadInputId.Unbound,
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},
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RightJoyconStick = new JoyconConfigControllerStick<ConfigGamepadInputId, ConfigStickInputId>
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{
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Joystick = (controllerType == ControllerType.JoyconRight) ? ConfigStickInputId.Left : ConfigStickInputId.Right,
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StickButton = ConfigGamepadInputId.RightStick,
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InvertStickX = (controllerType == ControllerType.JoyconRight),
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InvertStickY = (controllerType == ControllerType.JoyconRight),
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Rotate90CW = (controllerType == ControllerType.JoyconRight),
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},
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Motion = new StandardMotionConfigController
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{
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MotionBackend = MotionInputBackendType.GamepadDriver,
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EnableMotion = true,
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Sensitivity = 100,
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GyroDeadzone = 1,
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},
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Rumble = new RumbleConfigController
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{
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StrongRumble = 1f,
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WeakRumble = 1f,
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EnableRumble = false,
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},
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Led = new LedConfigController
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{
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EnableLed = true,
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TurnOffLed = false,
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UseRainbow = false,
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LedColor = 0,
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},
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};
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return config;
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}
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}
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}
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259
src/Ryujinx/Input/ControllerAssignmentManager.cs
Normal file
259
src/Ryujinx/Input/ControllerAssignmentManager.cs
Normal file
@ -0,0 +1,259 @@
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using Ryujinx.Ava.UI.Models.Input;
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using Ryujinx.Common.Configuration.Hid;
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using Ryujinx.Common.Configuration.Hid.Controller;
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using Ryujinx.Common.Configuration.Hid.Controller.Motion;
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using Ryujinx.Common.Logging;
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using Ryujinx.Input;
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using System.Collections.Generic;
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using System.Linq;
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using StickInputId = Ryujinx.Common.Configuration.Hid.Controller.StickInputId;
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namespace Ryujinx.Ava.Input
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{
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public class ControllerConfigurator
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{
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private readonly uint[] _playerColors =
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[
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0xFFFF0000, // Player 1 - Red
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0xFF0000FF, // Player 2 - Blue
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0xFF00FF00, // Player 3 - Green
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0xFFFFFF00, // Player 4 - Yellow
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0xFFFF00FF, // Player 5 - Magenta
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0xFFFFA500, // Player 6 - Orange
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0xFF00FFFF, // Player 7 - Cyan
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0xFF800080 // Player 8 - Purple
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];
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private const int MaxControllers = 9;
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public List<InputConfig> ReorderControllers(List<InputConfig> newConfig, List<InputConfig> oldConfig)
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{
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List<InputConfig> reorderedConfig = oldConfig.Select(config => new GamepadInputConfig(config).GetConfig()).ToList();
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foreach (var config in newConfig)
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{
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InputConfig substitute = reorderedConfig.FirstOrDefault(x => x.Id == config.Id);
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InputConfig toBeReplaced = reorderedConfig.FirstOrDefault(x => x.PlayerIndex == config.PlayerIndex);
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if (substitute == null || toBeReplaced == null || substitute.PlayerIndex == toBeReplaced.PlayerIndex) continue;
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(substitute.PlayerIndex, toBeReplaced.PlayerIndex) = (toBeReplaced.PlayerIndex, substitute.PlayerIndex);
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}
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return reorderedConfig;
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}
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public List<InputConfig> GetConfiguredControllers(
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List<IGamepad> controllers,
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List<InputConfig> oldConfig,
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HashSet<int> usedIndices,
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out bool hasNewControllersConnected)
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{
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Dictionary<string, InputConfig> oldConfigMap = oldConfig
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.Where(c => c?.Id != null)
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.ToDictionary(x => x.Id);
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Dictionary<int, InputConfig> playerIndexMap = new();
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int recognizedControllersCount = 0;
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List<IGamepad> remainingControllers = controllers.Where(c => c?.Id != null).ToList();
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// Add controllers with existing configurations
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AddExistingControllers(remainingControllers, oldConfigMap, playerIndexMap, usedIndices, ref recognizedControllersCount);
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// Add new controllers
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AddNewControllers(remainingControllers, playerIndexMap, usedIndices);
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List<InputConfig> orderedConfigs = playerIndexMap
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.OrderBy(x => x.Key)
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.Select(x => x.Value)
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.ToList();
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// Update player indices and LED colors
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UpdatePlayerIndicesAndLEDs(orderedConfigs);
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hasNewControllersConnected = controllers.Count > recognizedControllersCount;
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return orderedConfigs;
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}
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private void AddExistingControllers(
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List<IGamepad> controllers,
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Dictionary<string, InputConfig> oldConfigMap,
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Dictionary<int, InputConfig> playerIndexMap,
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HashSet<int> usedIndices,
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ref int recognizedControllersCount)
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{
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foreach (var controller in controllers.ToList())
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{
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if (oldConfigMap.TryGetValue(controller.Id, out InputConfig existingConfig))
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{
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int desiredIndex = (int)existingConfig.PlayerIndex;
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// Ensure the index is valid and available
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if (desiredIndex < 0 || desiredIndex >= MaxControllers || usedIndices.Contains(desiredIndex))
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{
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desiredIndex = GetFirstAvailableIndex(usedIndices);
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}
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InputConfig config = new GamepadInputConfig(existingConfig).GetConfig();
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config.PlayerIndex = (PlayerIndex)desiredIndex;
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usedIndices.Add(desiredIndex);
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playerIndexMap[desiredIndex] = config;
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recognizedControllersCount++;
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controllers.Remove(controller);
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}
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}
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}
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private void AddNewControllers(
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List<IGamepad> controllers,
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Dictionary<int, InputConfig> playerIndexMap,
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HashSet<int> usedIndices)
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{
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foreach (var controller in controllers)
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{
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InputConfig config = CreateConfigFromController(controller);
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int freeIndex = GetFirstAvailableIndex(usedIndices);
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config.PlayerIndex = (PlayerIndex)freeIndex;
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usedIndices.Add(freeIndex);
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playerIndexMap[freeIndex] = config;
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}
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}
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private int GetFirstAvailableIndex(HashSet<int> usedIndices)
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{
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for (int i = 0; i < MaxControllers; i++)
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{
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if (!usedIndices.Contains(i)) return i;
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}
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return -1; // Should not happen unless MaxControllers is exceeded
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}
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private void UpdatePlayerIndicesAndLEDs(List<InputConfig> orderedConfigs)
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{
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for (int index = 0; index < orderedConfigs.Count; index++)
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{
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orderedConfigs[index].PlayerIndex = (PlayerIndex)index;
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if (orderedConfigs[index] is StandardControllerInputConfig standardConfig)
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{
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Logger.Warning?.Print(LogClass.Application, $"Setting color for Player{index + 1}");
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standardConfig.Led = new LedConfigController
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{
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EnableLed = true,
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LedColor = _playerColors[index]
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private static InputConfig CreateConfigFromController(IGamepad controller)
|
||||
{
|
||||
if (controller == null) return null;
|
||||
|
||||
Logger.Warning?.Print(LogClass.Application, $"Creating config for controller: {controller.Id}");
|
||||
|
||||
string id = controller.Id.Split(" ")[0];
|
||||
bool isNintendoStyle = controller.Name.Contains("Nintendo");
|
||||
ControllerType controllerType;
|
||||
|
||||
if (isNintendoStyle && !controller.Name.Contains("(L/R)"))
|
||||
{
|
||||
if (controller.Name.Contains("(L)"))
|
||||
{
|
||||
controllerType = ControllerType.JoyconLeft;
|
||||
}
|
||||
else if (controller.Name.Contains("(R)"))
|
||||
{
|
||||
controllerType = ControllerType.JoyconRight;
|
||||
}
|
||||
else
|
||||
{
|
||||
controllerType = ControllerType.ProController;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// if it's not a nintendo controller, we assume it's a pro controller or a joy-con pair
|
||||
controllerType = ControllerType.ProController;
|
||||
}
|
||||
|
||||
InputConfig config = new StandardControllerInputConfig
|
||||
{
|
||||
Version = InputConfig.CurrentVersion,
|
||||
Backend = InputBackendType.GamepadSDL2,
|
||||
Id = id,
|
||||
ControllerType = controllerType,
|
||||
DeadzoneLeft = 0.1f,
|
||||
DeadzoneRight = 0.1f,
|
||||
RangeLeft = 1.0f,
|
||||
RangeRight = 1.0f,
|
||||
TriggerThreshold = 0.5f,
|
||||
LeftJoycon = new LeftJoyconCommonConfig<GamepadInputId>
|
||||
{
|
||||
DpadUp = (controllerType == ControllerType.JoyconLeft) ? GamepadInputId.Y : GamepadInputId.DpadUp,
|
||||
DpadDown = (controllerType == ControllerType.JoyconLeft) ? GamepadInputId.A : GamepadInputId.DpadDown,
|
||||
DpadLeft = (controllerType == ControllerType.JoyconLeft) ? GamepadInputId.B : GamepadInputId.DpadLeft,
|
||||
DpadRight = (controllerType == ControllerType.JoyconLeft) ? GamepadInputId.X : GamepadInputId.DpadRight,
|
||||
ButtonMinus = (controllerType == ControllerType.JoyconLeft) ? GamepadInputId.Plus : GamepadInputId.Minus,
|
||||
ButtonL = GamepadInputId.LeftShoulder,
|
||||
ButtonZl = GamepadInputId.LeftTrigger,
|
||||
ButtonSl = (controllerType == ControllerType.JoyconLeft) ? GamepadInputId.LeftShoulder : GamepadInputId.Unbound,
|
||||
ButtonSr = (controllerType == ControllerType.JoyconLeft) ? GamepadInputId.RightShoulder : GamepadInputId.Unbound,
|
||||
},
|
||||
LeftJoyconStick = new JoyconConfigControllerStick<GamepadInputId, StickInputId>
|
||||
{
|
||||
Joystick = StickInputId.Left,
|
||||
StickButton = GamepadInputId.LeftStick,
|
||||
InvertStickX = false,
|
||||
InvertStickY = false,
|
||||
Rotate90CW = (controllerType == ControllerType.JoyconLeft),
|
||||
},
|
||||
RightJoycon = new RightJoyconCommonConfig<GamepadInputId>
|
||||
{
|
||||
ButtonA = GamepadInputId.B,
|
||||
ButtonB = (controllerType == ControllerType.JoyconRight) ? GamepadInputId.Y : GamepadInputId.A,
|
||||
ButtonX = (controllerType == ControllerType.JoyconRight) ? GamepadInputId.A : GamepadInputId.Y,
|
||||
ButtonY = GamepadInputId.X,
|
||||
ButtonPlus = GamepadInputId.Plus,
|
||||
ButtonR = GamepadInputId.RightShoulder,
|
||||
ButtonZr = GamepadInputId.RightTrigger,
|
||||
ButtonSl = (controllerType == ControllerType.JoyconRight) ? GamepadInputId.LeftShoulder : GamepadInputId.Unbound,
|
||||
ButtonSr = (controllerType == ControllerType.JoyconRight) ? GamepadInputId.RightShoulder : GamepadInputId.Unbound,
|
||||
},
|
||||
RightJoyconStick = new JoyconConfigControllerStick<GamepadInputId, StickInputId>
|
||||
{
|
||||
Joystick = (controllerType == ControllerType.JoyconRight) ? StickInputId.Left : StickInputId.Right,
|
||||
StickButton = GamepadInputId.RightStick,
|
||||
InvertStickX = (controllerType == ControllerType.JoyconRight),
|
||||
InvertStickY = (controllerType == ControllerType.JoyconRight),
|
||||
Rotate90CW = (controllerType == ControllerType.JoyconRight),
|
||||
},
|
||||
Motion = new StandardMotionConfigController
|
||||
{
|
||||
MotionBackend = MotionInputBackendType.GamepadDriver,
|
||||
EnableMotion = true,
|
||||
Sensitivity = 100,
|
||||
GyroDeadzone = 1,
|
||||
},
|
||||
Rumble = new RumbleConfigController
|
||||
{
|
||||
StrongRumble = 1f,
|
||||
WeakRumble = 1f,
|
||||
EnableRumble = false,
|
||||
},
|
||||
Led = new LedConfigController
|
||||
{
|
||||
EnableLed = true,
|
||||
TurnOffLed = false,
|
||||
UseRainbow = false,
|
||||
LedColor = 0,
|
||||
},
|
||||
};
|
||||
|
||||
return config;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
Loading…
x
Reference in New Issue
Block a user