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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>
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/// Starts a rumble effect on the gamepad.
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/// </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 ) ;
}
}
}