using System; using System.Collections.Generic; using System.Diagnostics; using OpenTK.Input; using OpenTKGamePad = OpenTK.Input.GamePad; namespace BizHawk.Client.EmuHawk { /// /// Modified OpenTK Gamepad Handler
/// The jump from OpenTK 1.x to 3.x broke the original OpenTK.Input.Joystick implementation, but we gain OpenTK.Input.GamePad support on Unix. However, the gamepad auto-mapping is a little suspect, so we use both methods.
/// As a side-effect, it should make it easier to implement virtual→host haptics in the future. ///
public class OTK_GamePad { #region Static Members /// They don't have a way to query this for some reason. 4 is the minimum promised. private const int MAX_GAMEPADS = 4; private static readonly object _syncObj = new object(); private static readonly List Devices = new List(); /// Initialization is only called once when MainForm loads public static void Initialize() { CloseAll(); var playerCount = 0; for (var i = 0; i < MAX_GAMEPADS; i++) { if (OpenTKGamePad.GetState(i).IsConnected || Joystick.GetState(i).IsConnected) { Console.WriteLine($"OTK GamePad/Joystick index: {i}"); Devices.Add(new OTK_GamePad(i, ++playerCount)); } } } public static IEnumerable EnumerateDevices() { lock (_syncObj) { foreach (var device in Devices) yield return device; } } public static void UpdateAll() { lock (_syncObj) { foreach (var device in Devices) device.Update(); } } public static void CloseAll() { lock (_syncObj) { Devices.Clear(); } } /// The things that use (analog controls) appear to require values -10000.0..10000.0 rather than the -1.0..1.0 that OpenTK returns (although even then the results may be slightly outside of these bounds) private static float ConstrainFloatInput(float num) { if (num > 1) return 10000.0f; if (num < -1) return -10000.0f; return num * 10000.0f; } #endregion #region Instance Members /// The GUID as detected by OpenTK.Input.Joystick (or if that failed, a random one generated on construction) public readonly Guid Guid; /// Signals whether OpenTK returned a GUID for this device private readonly bool _guidObtained; /// The OpenTK device index private readonly int _deviceIndex; /// The index to lookup into Devices private readonly int _playerIndex; /// The name (if any) that OpenTK GamePad has resolved via its internal mapping database private readonly string _name; /// The object returned by private readonly GamePadCapabilities? _gamePadCapabilities; /// The object returned by private readonly JoystickCapabilities? _joystickCapabilities; /// For use in keybind boxes public readonly string InputNamePrefix; /// Public check on whether mapped gamepad config is being used public bool MappedGamePad => _gamePadCapabilities?.IsMapped == true; /// Gamepad Device state information - updated constantly private GamePadState state; /// Joystick Device state information - updated constantly private JoystickState jState; private OTK_GamePad(int index, int playerIndex) { _deviceIndex = index; _playerIndex = playerIndex; if (Joystick.GetState(_deviceIndex).IsConnected) { Guid = Joystick.GetGuid(_deviceIndex); _guidObtained = true; _joystickCapabilities = Joystick.GetCapabilities(_deviceIndex); } else { Guid = Guid.NewGuid(); _guidObtained = false; } if (OpenTKGamePad.GetState(_deviceIndex).IsConnected) { _name = OpenTKGamePad.GetName(_deviceIndex); _gamePadCapabilities = OpenTKGamePad.GetCapabilities(_deviceIndex); } else { _name = "OTK GamePad Undetermined Name"; } InputNamePrefix = $"{(MappedGamePad ? "X" : "J")}{_playerIndex} "; Update(); Console.WriteLine($"Initialising OpenTK GamePad: {Guid}"); Console.WriteLine($"OpenTK Mapping: {_name}"); InitializeMappings(); } public void Update() { // update both here just in case var tmpState = OpenTKGamePad.GetState(_deviceIndex); DebugState(tmpState); state = tmpState; var tmpJstate = Joystick.GetState(_deviceIndex); DebugState(tmpJstate); jState = tmpJstate; } [Conditional("DEBUG")] private void DebugState(GamePadState tmpState) { if (!tmpState.Equals(state)) Debug.WriteLine($"GamePad State:\t{tmpState}"); } [Conditional("DEBUG")] private void DebugState(JoystickState tmpJstate) { if (!tmpJstate.Equals(jState)) Debug.WriteLine($"Joystick State:\t{tmpJstate}"); } public IEnumerable> GetFloats() { if (MappedGamePad) { // automapping identified - use OpenTKGamePad yield return new Tuple("LeftThumbX", ConstrainFloatInput(state.ThumbSticks.Left.X)); yield return new Tuple("LeftThumbY", ConstrainFloatInput(state.ThumbSticks.Left.Y)); yield return new Tuple("RightThumbX", ConstrainFloatInput(state.ThumbSticks.Right.X)); yield return new Tuple("RightThumbY", ConstrainFloatInput(state.ThumbSticks.Right.Y)); yield return new Tuple("LeftTrigger", ConstrainFloatInput(state.Triggers.Left)); yield return new Tuple("RightTrigger", ConstrainFloatInput(state.Triggers.Right)); yield break; } else { // use Joystick yield return new Tuple("X", ConstrainFloatInput(jState.GetAxis(0))); yield return new Tuple("Y", ConstrainFloatInput(jState.GetAxis(1))); yield return new Tuple("Z", ConstrainFloatInput(jState.GetAxis(2))); yield return new Tuple("W", ConstrainFloatInput(jState.GetAxis(3))); yield return new Tuple("V", ConstrainFloatInput(jState.GetAxis(4))); yield return new Tuple("S", ConstrainFloatInput(jState.GetAxis(5))); yield return new Tuple("Q", ConstrainFloatInput(jState.GetAxis(6))); yield return new Tuple("P", ConstrainFloatInput(jState.GetAxis(7))); yield return new Tuple("N", ConstrainFloatInput(jState.GetAxis(8))); for (var i = 9; i < 64; i++) { var j = i; yield return new Tuple($"Axis{j.ToString()}", ConstrainFloatInput(jState.GetAxis(j))); } yield break; } } public string Name => $"Joystick {_playerIndex} ({_name})"; /// Contains name and delegate function for all buttons, hats and axis public readonly List buttonObjects = new List(); private void AddItem(string name, Func pressed) => buttonObjects.Add(new ButtonObject { ButtonName = name, ButtonAction = pressed }); public struct ButtonObject { public string ButtonName; public Func ButtonAction; } /// /// Setup mappings prior to button initialization.
/// This is also here in case in the future we want users to be able to supply their own mappings for a device, perhaps via an input form. Possibly wishful thinking/overly complex. ///
private void InitializeMappings() { if (_guidObtained) { // placeholder for if/when we figure out how to supply OpenTK with custom GamePadConfigurationDatabase entries } // currently OpenTK has an internal database of mappings for the GamePad class: https://github.com/opentk/opentk/blob/master/src/OpenTK/Input/GamePadConfigurationDatabase.cs if (MappedGamePad) { // internal map detected - use OpenTKGamePad InitializeGamePadControls(); } else { // no internal map detected - use Joystick InitializeJoystickControls(); } } private void InitializeJoystickControls() { // OpenTK's GetAxis returns float values (as opposed to the shorts of SlimDX) const float ConversionFactor = 1.0f / short.MaxValue; const float dzp = (short)4000 * ConversionFactor; const float dzn = (short)-4000 * ConversionFactor; //const float dzt = 0.6f; // axis AddItem("X+", () => jState.GetAxis(0) >= dzp); AddItem("X-", () => jState.GetAxis(0) <= dzn); AddItem("Y+", () => jState.GetAxis(1) >= dzp); AddItem("Y-", () => jState.GetAxis(1) <= dzn); AddItem("Z+", () => jState.GetAxis(2) >= dzp); AddItem("Z-", () => jState.GetAxis(2) <= dzn); AddItem("W+", () => jState.GetAxis(3) >= dzp); AddItem("W-", () => jState.GetAxis(3) <= dzn); AddItem("V+", () => jState.GetAxis(4) >= dzp); AddItem("V-", () => jState.GetAxis(4) <= dzn); AddItem("S+", () => jState.GetAxis(5) >= dzp); AddItem("S-", () => jState.GetAxis(5) <= dzn); AddItem("Q+", () => jState.GetAxis(6) >= dzp); AddItem("Q-", () => jState.GetAxis(6) <= dzn); AddItem("P+", () => jState.GetAxis(7) >= dzp); AddItem("P-", () => jState.GetAxis(7) <= dzn); AddItem("N+", () => jState.GetAxis(8) >= dzp); AddItem("N-", () => jState.GetAxis(8) <= dzn); // should be enough axis, but just in case: for (var i = 9; i < 64; i++) { var j = i; AddItem($"Axis{j.ToString()}+", () => jState.GetAxis(j) >= dzp); AddItem($"Axis{j.ToString()}-", () => jState.GetAxis(j) <= dzn); } // buttons for (var i = 0; i < (_joystickCapabilities?.ButtonCount ?? 0); i++) { var j = i; AddItem($"B{i + 1}", () => jState.GetButton(j) == ButtonState.Pressed); } // hats AddItem("POV1U", () => jState.GetHat(JoystickHat.Hat0).IsUp); AddItem("POV1D", () => jState.GetHat(JoystickHat.Hat0).IsDown); AddItem("POV1L", () => jState.GetHat(JoystickHat.Hat0).IsLeft); AddItem("POV1R", () => jState.GetHat(JoystickHat.Hat0).IsRight); AddItem("POV2U", () => jState.GetHat(JoystickHat.Hat1).IsUp); AddItem("POV2D", () => jState.GetHat(JoystickHat.Hat1).IsDown); AddItem("POV2L", () => jState.GetHat(JoystickHat.Hat1).IsLeft); AddItem("POV2R", () => jState.GetHat(JoystickHat.Hat1).IsRight); AddItem("POV3U", () => jState.GetHat(JoystickHat.Hat2).IsUp); AddItem("POV3D", () => jState.GetHat(JoystickHat.Hat2).IsDown); AddItem("POV3L", () => jState.GetHat(JoystickHat.Hat2).IsLeft); AddItem("POV3R", () => jState.GetHat(JoystickHat.Hat2).IsRight); AddItem("POV4U", () => jState.GetHat(JoystickHat.Hat3).IsUp); AddItem("POV4D", () => jState.GetHat(JoystickHat.Hat3).IsDown); AddItem("POV4L", () => jState.GetHat(JoystickHat.Hat3).IsLeft); AddItem("POV4R", () => jState.GetHat(JoystickHat.Hat3).IsRight); } private void InitializeGamePadControls() { // OpenTK's ThumbSticks contain float values (as opposed to the shorts of SlimDX) const float ConversionFactor = 1.0f / short.MaxValue; const float dzp = (short)4000 * ConversionFactor; const float dzn = (short)-4000 * ConversionFactor; const float dzt = 0.6f; // buttons AddItem("A", () => state.Buttons.A == ButtonState.Pressed); AddItem("B", () => state.Buttons.B == ButtonState.Pressed); AddItem("X", () => state.Buttons.X == ButtonState.Pressed); AddItem("Y", () => state.Buttons.Y == ButtonState.Pressed); AddItem("Guide", () => state.Buttons.BigButton == ButtonState.Pressed); AddItem("Start", () => state.Buttons.Start == ButtonState.Pressed); AddItem("Back", () => state.Buttons.Back == ButtonState.Pressed); AddItem("LeftThumb", () => state.Buttons.LeftStick == ButtonState.Pressed); AddItem("RightThumb", () => state.Buttons.RightStick == ButtonState.Pressed); AddItem("LeftShoulder", () => state.Buttons.LeftShoulder == ButtonState.Pressed); AddItem("RightShoulder", () => state.Buttons.RightShoulder == ButtonState.Pressed); // dpad AddItem("DpadUp", () => state.DPad.Up == ButtonState.Pressed); AddItem("DpadDown", () => state.DPad.Down == ButtonState.Pressed); AddItem("DpadLeft", () => state.DPad.Left == ButtonState.Pressed); AddItem("DpadRight", () => state.DPad.Right == ButtonState.Pressed); // sticks AddItem("LStickUp", () => state.ThumbSticks.Left.Y >= dzp); AddItem("LStickDown", () => state.ThumbSticks.Left.Y <= dzn); AddItem("LStickLeft", () => state.ThumbSticks.Left.X <= dzn); AddItem("LStickRight", () => state.ThumbSticks.Left.X >= dzp); AddItem("RStickUp", () => state.ThumbSticks.Right.Y >= dzp); AddItem("RStickDown", () => state.ThumbSticks.Right.Y <= dzn); AddItem("RStickLeft", () => state.ThumbSticks.Right.X <= dzn); AddItem("RStickRight", () => state.ThumbSticks.Right.X >= dzp); // triggers AddItem("LeftTrigger", () => state.Triggers.Left > dzt); AddItem("RightTrigger", () => state.Triggers.Right > dzt); } /// /// Sets the gamepad's left and right vibration /// We don't currently use this in Bizhawk - do we have any cores that support this? /// /// /// public void SetVibration(float left, float right) => OpenTKGamePad.SetVibration( _deviceIndex, _gamePadCapabilities?.HasLeftVibrationMotor == true ? left : 0, _gamePadCapabilities?.HasRightVibrationMotor == true ? right : 0 ); #endregion } }