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authorTSR Berry <20988865+TSRBerry@users.noreply.github.com>2023-04-08 01:22:00 +0200
committerMary <thog@protonmail.com>2023-04-27 23:51:14 +0200
commitcee712105850ac3385cd0091a923438167433f9f (patch)
tree4a5274b21d8b7f938c0d0ce18736d3f2993b11b1 /src/Ryujinx.Input/IGamepad.cs
parentcd124bda587ef09668a971fa1cac1c3f0cfc9f21 (diff)
Move solution and projects to src
Diffstat (limited to 'src/Ryujinx.Input/IGamepad.cs')
-rw-r--r--src/Ryujinx.Input/IGamepad.cs122
1 files changed, 122 insertions, 0 deletions
diff --git a/src/Ryujinx.Input/IGamepad.cs b/src/Ryujinx.Input/IGamepad.cs
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+++ b/src/Ryujinx.Input/IGamepad.cs
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+using Ryujinx.Common.Configuration.Hid;
+using Ryujinx.Common.Memory;
+using System;
+using System.Numerics;
+using System.Runtime.CompilerServices;
+
+namespace Ryujinx.Input
+{
+ /// <summary>
+ /// Represent an emulated gamepad.
+ /// </summary>
+ public interface IGamepad : IDisposable
+ {
+ /// <summary>
+ /// Features supported by the gamepad.
+ /// </summary>
+ GamepadFeaturesFlag Features { get; }
+
+ /// <summary>
+ /// Unique Id of the gamepad.
+ /// </summary>
+ string Id { get; }
+
+ /// <summary>
+ /// The name of the gamepad.
+ /// </summary>
+ string Name { get; }
+
+ /// <summary>
+ /// True if the gamepad is connected.
+ /// </summary>
+ bool IsConnected { get; }
+
+ /// <summary>
+ /// Check if a given input button is pressed on the gamepad.
+ /// </summary>
+ /// <param name="inputId">The button id</param>
+ /// <returns>True if the given button is pressed on the gamepad</returns>
+ bool IsPressed(GamepadButtonInputId inputId);
+
+ /// <summary>
+ /// Get the values of a given input joystick on the gamepad.
+ /// </summary>
+ /// <param name="inputId">The stick id</param>
+ /// <returns>The values of the given input joystick on the gamepad</returns>
+ (float, float) GetStick(StickInputId inputId);
+
+ /// <summary>
+ /// Get the values of a given motion sensors on the gamepad.
+ /// </summary>
+ /// <param name="inputId">The motion id</param>
+ /// <returns> The values of the given motion sensors on the gamepad.</returns>
+ Vector3 GetMotionData(MotionInputId inputId);
+
+ /// <summary>
+ /// Configure the threshold of the triggers on the gamepad.
+ /// </summary>
+ /// <param name="triggerThreshold">The threshold value for the triggers on the gamepad</param>
+ void SetTriggerThreshold(float triggerThreshold);
+
+ /// <summary>
+ /// Set the configuration of the gamepad.
+ /// </summary>
+ /// <remarks>This expect config to be in the format expected by the driver</remarks>
+ /// <param name="configuration">The configuration of the gamepad</param>
+ void SetConfiguration(InputConfig configuration);
+
+ /// <summary>
+ /// Starts a rumble effect on the gamepad.
+ /// </summary>
+ /// <param name="lowFrequency">The intensity of the low frequency from 0.0f to 1.0f</param>
+ /// <param name="highFrequency">The intensity of the high frequency from 0.0f to 1.0f</param>
+ /// <param name="durationMs">The duration of the rumble effect in milliseconds.</param>
+ void Rumble(float lowFrequency, float highFrequency, uint durationMs);
+
+ /// <summary>
+ /// Get a snaphost of the state of the gamepad that is remapped with the informations from the <see cref="InputConfig"/> set via <see cref="SetConfiguration(InputConfig)"/>.
+ /// </summary>
+ /// <returns>A remapped snaphost of the state of the gamepad.</returns>
+ GamepadStateSnapshot GetMappedStateSnapshot();
+
+ /// <summary>
+ /// Get a snaphost of the state of the gamepad.
+ /// </summary>
+ /// <returns>A snaphost of the state of the gamepad.</returns>
+ GamepadStateSnapshot GetStateSnapshot();
+
+ /// <summary>
+ /// Get a snaphost of the state of a gamepad.
+ /// </summary>
+ /// <param name="gamepad">The gamepad to do a snapshot of</param>
+ /// <returns>A snaphost of the state of the gamepad.</returns>
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
+ static GamepadStateSnapshot GetStateSnapshot(IGamepad gamepad)
+ {
+ // NOTE: Update Array size if JoystickInputId is changed.
+ Array3<Array2<float>> joysticksState = default;
+
+ for (StickInputId inputId = StickInputId.Left; inputId < StickInputId.Count; inputId++)
+ {
+ (float state0, float state1) = gamepad.GetStick(inputId);
+
+ Array2<float> state = default;
+
+ state[0] = state0;
+ state[1] = state1;
+
+ joysticksState[(int)inputId] = state;
+ }
+
+ // NOTE: Update Array size if GamepadInputId is changed.
+ Array28<bool> buttonsState = default;
+
+ for (GamepadButtonInputId inputId = GamepadButtonInputId.A; inputId < GamepadButtonInputId.Count; inputId++)
+ {
+ buttonsState[(int)inputId] = gamepad.IsPressed(inputId);
+ }
+
+ return new GamepadStateSnapshot(joysticksState, buttonsState);
+ }
+ }
+}