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Ava UI: Input Menu Refactor (#5826)
* Refactor * Apply suggestions from code review Co-authored-by: Ac_K <Acoustik666@gmail.com> * Update src/Ryujinx/UI/Views/Settings/SettingsHotkeysView.axaml.cs Co-authored-by: Ac_K <Acoustik666@gmail.com> * Update src/Ryujinx.Input/ButtonValueType.cs Co-authored-by: Ac_K <Acoustik666@gmail.com> * Add empty line * Requested renames * Update src/Ryujinx/UI/Views/Settings/SettingsHotkeysView.axaml.cs Co-authored-by: gdkchan <gab.dark.100@gmail.com> * Make parent models private readonly * Fix ControllerInputView * Make line shorter * Mac keys in locale * Double line break * Fix build * Get rid of _isValid * Fix potential race condition * Rename HasAnyButtonPressed to IsAnyButtonPressed * Use switches * Simplify enumeration --------- Co-authored-by: Ac_K <Acoustik666@gmail.com> Co-authored-by: gdkchan <gab.dark.100@gmail.com> Co-authored-by: TSR Berry <20988865+TSRBerry@users.noreply.github.com>
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38 changed files with 3402 additions and 1275 deletions
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@ -203,8 +203,6 @@ namespace Ryujinx.Input.HLE
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new(Key.NumLock, 10),
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};
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private bool _isValid;
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private MotionInput _leftMotionInput;
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private MotionInput _rightMotionInput;
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@ -222,7 +220,6 @@ namespace Ryujinx.Input.HLE
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{
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State = default;
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Id = null;
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_isValid = false;
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_cemuHookClient = cemuHookClient;
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}
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@ -234,11 +231,10 @@ namespace Ryujinx.Input.HLE
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Id = config.Id;
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_gamepad = GamepadDriver.GetGamepad(Id);
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_isValid = _gamepad != null;
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UpdateUserConfiguration(config);
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return _isValid;
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return _gamepad != null;
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}
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public void UpdateUserConfiguration(InputConfig config)
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@ -262,10 +258,7 @@ namespace Ryujinx.Input.HLE
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_config = config;
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if (_isValid)
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{
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_gamepad.SetConfiguration(config);
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}
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_gamepad?.SetConfiguration(config);
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}
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private void UpdateMotionInput(MotionConfigController motionConfig)
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@ -282,18 +275,21 @@ namespace Ryujinx.Input.HLE
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public void Update()
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{
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if (_isValid && GamepadDriver != null)
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// _gamepad may be altered by other threads
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var gamepad = _gamepad;
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if (gamepad != null && GamepadDriver != null)
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{
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State = _gamepad.GetMappedStateSnapshot();
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State = gamepad.GetMappedStateSnapshot();
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if (_config is StandardControllerInputConfig controllerConfig && controllerConfig.Motion.EnableMotion)
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{
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if (controllerConfig.Motion.MotionBackend == MotionInputBackendType.GamepadDriver)
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{
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if (_gamepad.Features.HasFlag(GamepadFeaturesFlag.Motion))
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if (gamepad.Features.HasFlag(GamepadFeaturesFlag.Motion))
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{
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Vector3 accelerometer = _gamepad.GetMotionData(MotionInputId.Accelerometer);
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Vector3 gyroscope = _gamepad.GetMotionData(MotionInputId.Gyroscope);
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Vector3 accelerometer = gamepad.GetMotionData(MotionInputId.Accelerometer);
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Vector3 gyroscope = gamepad.GetMotionData(MotionInputId.Gyroscope);
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accelerometer = new Vector3(accelerometer.X, -accelerometer.Z, accelerometer.Y);
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gyroscope = new Vector3(gyroscope.X, -gyroscope.Z, gyroscope.Y);
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