Implement gamepad input

This commit is contained in:
2024-11-18 22:49:56 -05:00
parent c84531e70e
commit f60b10ce1d
6 changed files with 435 additions and 140 deletions
+41 -19
View File
@@ -1,10 +1,7 @@
use std::{
collections::HashMap,
fmt::Debug,
sync::{Arc, RwLock},
};
use std::{collections::HashMap, fmt::Debug, thread};
use game::GameWindow;
use gilrs::{EventType, Gilrs};
use input::InputWindow;
use winit::{
application::ApplicationHandler,
@@ -14,9 +11,9 @@ use winit::{
};
use crate::{
controller::ControllerState,
emulator::{EmulatorClient, EmulatorCommand, SimId},
input::InputMapper,
controller::ControllerManager,
emulator::{EmulatorClient, SimId},
input::MappingProvider,
};
mod common;
@@ -26,21 +23,26 @@ mod input;
pub struct App {
windows: HashMap<WindowId, Box<dyn AppWindow>>,
client: EmulatorClient,
input_mapper: Arc<RwLock<InputMapper>>,
controller: ControllerState,
mappings: MappingProvider,
controllers: ControllerManager,
proxy: EventLoopProxy<UserEvent>,
player_2_window: Option<WindowId>,
}
impl App {
pub fn new(client: EmulatorClient, proxy: EventLoopProxy<UserEvent>) -> Self {
let input_mapper = Arc::new(RwLock::new(InputMapper::new()));
let controller = ControllerState::new(input_mapper.clone());
let mappings = MappingProvider::new();
let controllers = ControllerManager::new(client.clone(), &mappings);
{
let mappings = mappings.clone();
let proxy = proxy.clone();
thread::spawn(|| process_gamepad_input(mappings, proxy));
}
Self {
windows: HashMap::new(),
client,
input_mapper,
controller,
mappings,
controllers,
proxy,
player_2_window: None,
}
@@ -65,10 +67,7 @@ impl ApplicationHandler<UserEvent> for App {
event: WindowEvent,
) {
if let WindowEvent::KeyboardInput { event, .. } = &event {
if let Some((sim_id, pressed)) = self.controller.key_event(event) {
self.client
.send_command(EmulatorCommand::SetKeys(sim_id, pressed));
}
self.controllers.handle_key_event(event);
}
let Some(window) = self.windows.get_mut(&window_id) else {
return;
@@ -80,7 +79,7 @@ impl ApplicationHandler<UserEvent> for App {
match event {
UserEvent::OpenInputWindow => {
let window =
InputWindow::new(event_loop, self.input_mapper.clone(), self.proxy.clone());
InputWindow::new(event_loop, self.mappings.clone(), self.proxy.clone());
self.windows.insert(window.id(), Box::new(window));
}
UserEvent::OpenPlayer2Window => {
@@ -102,6 +101,9 @@ impl ApplicationHandler<UserEvent> for App {
}
self.windows.remove(&window_id);
}
UserEvent::GamepadEvent(event) => {
self.controllers.handle_gamepad_event(&event);
}
}
}
@@ -139,4 +141,24 @@ pub enum UserEvent {
OpenInputWindow,
OpenPlayer2Window,
Close(WindowId),
GamepadEvent(gilrs::Event),
}
fn process_gamepad_input(mappings: MappingProvider, proxy: EventLoopProxy<UserEvent>) {
let Ok(mut gilrs) = Gilrs::new() else {
eprintln!("could not connect gamepad listener");
return;
};
while let Some(event) = gilrs.next_event_blocking(None) {
if event.event == EventType::Connected {
let Some(gamepad) = gilrs.connected_gamepad(event.id) else {
continue;
};
mappings.map_gamepad(SimId::Player1, &gamepad);
}
if proxy.send_event(UserEvent::GamepadEvent(event)).is_err() {
// main thread has closed! we done
return;
}
}
}
+12 -14
View File
@@ -1,7 +1,4 @@
use std::{
sync::{Arc, RwLock},
time::Instant,
};
use std::time::Instant;
use winit::{
dpi::LogicalSize,
@@ -11,7 +8,7 @@ use winit::{
use crate::{
emulator::{SimId, VBKey},
input::InputMapper,
input::MappingProvider,
};
use super::{
@@ -22,7 +19,7 @@ use super::{
pub struct InputWindow {
window: WindowState,
imgui: ImguiState,
input_mapper: Arc<RwLock<InputMapper>>,
mappings: MappingProvider,
proxy: EventLoopProxy<UserEvent>,
now_binding: Option<(SimId, VBKey)>,
}
@@ -47,7 +44,7 @@ const KEY_NAMES: [(VBKey, &str); 14] = [
impl InputWindow {
pub fn new(
event_loop: &ActiveEventLoop,
input_mapper: Arc<RwLock<InputMapper>>,
mappings: MappingProvider,
proxy: EventLoopProxy<UserEvent>,
) -> Self {
let window = WindowStateBuilder::new(event_loop)
@@ -58,7 +55,7 @@ impl InputWindow {
Self {
window,
imgui,
input_mapper,
mappings,
now_binding: None,
proxy,
}
@@ -89,10 +86,11 @@ impl InputWindow {
let ui = context.new_frame();
let mut render_key_bindings = |sim_id: SimId| {
let mappings = self.mappings.for_sim(sim_id);
if let Some(table) = ui.begin_table("controls", 2) {
let binding_names = {
let mapper = self.input_mapper.read().unwrap();
mapper.binding_names(&sim_id)
let mapping = mappings.read().unwrap();
mapping.keyboard_mapping_names()
};
ui.table_next_row();
@@ -115,8 +113,8 @@ impl InputWindow {
});
ui.same_line();
if ui.button(format!("Clear##{name}")) {
let mut mapper = self.input_mapper.write().unwrap();
mapper.clear_binding(sim_id, key);
let mut mapping = mappings.write().unwrap();
mapping.clear_keyboard_mappings(key);
}
}
@@ -185,8 +183,8 @@ impl InputWindow {
let Some((sim_id, vb)) = self.now_binding.take() else {
return;
};
let mut mapper = self.input_mapper.write().unwrap();
mapper.bind_key(sim_id, vb, event.physical_key);
let mut mappings = self.mappings.for_sim(sim_id).write().unwrap();
mappings.add_keyboard_mapping(vb, event.physical_key);
}
}
+112 -32
View File
@@ -1,48 +1,128 @@
use std::sync::{Arc, RwLock};
use winit::event::{ElementState, KeyEvent};
use crate::{
emulator::{SimId, VBKey},
input::InputMapper,
use gilrs::{ev::Code, Event as GamepadEvent, EventType, GamepadId};
use winit::{
event::{ElementState, KeyEvent},
keyboard::PhysicalKey,
};
pub struct ControllerState {
input_mapper: Arc<RwLock<InputMapper>>,
pressed: Vec<VBKey>,
use crate::{
emulator::{EmulatorClient, EmulatorCommand, SimId, VBKey},
input::{InputMapping, MappingProvider},
};
pub struct Controller {
pub sim_id: SimId,
state: VBKey,
mapping: Arc<RwLock<InputMapping>>,
}
impl ControllerState {
pub fn new(input_mapper: Arc<RwLock<InputMapper>>) -> Self {
impl Controller {
pub fn new(sim_id: SimId, mappings: &MappingProvider) -> Self {
Self {
input_mapper,
pressed: vec![VBKey::SGN; 2],
sim_id,
state: VBKey::SGN,
mapping: mappings.for_sim(sim_id).clone(),
}
}
pub fn key_event(&mut self, event: &KeyEvent) -> Option<(SimId, VBKey)> {
let (sim_id, input) = self.key_event_to_input(event)?;
let pressed = &mut self.pressed[sim_id.to_index()];
pub fn key_event(&mut self, event: &KeyEvent) -> Option<VBKey> {
let keys = self.map_keys(&event.physical_key)?;
match event.state {
ElementState::Pressed => {
if pressed.contains(input) {
return None;
}
pressed.insert(input);
Some((sim_id, *pressed))
}
ElementState::Released => {
if !pressed.contains(input) {
return None;
}
pressed.remove(input);
Some((sim_id, *pressed))
}
ElementState::Pressed => self.update_state(keys, VBKey::empty()),
ElementState::Released => self.update_state(VBKey::empty(), keys),
}
}
fn key_event_to_input(&self, event: &KeyEvent) -> Option<(SimId, VBKey)> {
let mapper = self.input_mapper.read().unwrap();
mapper.key_event(event)
pub fn gamepad_event(&mut self, event: &GamepadEvent) -> Option<VBKey> {
let (pressed, released) = match event.event {
EventType::ButtonPressed(_, code) => {
let mappings = self.map_button(&event.id, &code)?;
(mappings, VBKey::empty())
}
EventType::ButtonReleased(_, code) => {
let mappings = self.map_button(&event.id, &code)?;
(VBKey::empty(), mappings)
}
EventType::AxisChanged(_, value, code) => {
let (neg, pos) = self.map_axis(&event.id, &code)?;
let mut pressed = VBKey::empty();
let mut released = VBKey::empty();
if value < -0.75 {
pressed = pressed.union(neg);
}
if value > 0.75 {
pressed = pressed.union(pos);
}
if value > -0.65 {
released = released.union(neg);
}
if value < 0.65 {
released = released.union(pos);
}
(pressed, released)
}
_ => {
return None;
}
};
self.update_state(pressed, released)
}
fn update_state(&mut self, pressed: VBKey, released: VBKey) -> Option<VBKey> {
let old_state = self.state;
self.state = self.state.union(pressed).difference(released);
if self.state != old_state {
Some(self.state)
} else {
None
}
}
fn map_keys(&self, key: &PhysicalKey) -> Option<VBKey> {
self.mapping.read().unwrap().map_keyboard(key)
}
fn map_button(&self, id: &GamepadId, code: &Code) -> Option<VBKey> {
self.mapping.read().unwrap().map_button(id, code)
}
fn map_axis(&self, id: &GamepadId, code: &Code) -> Option<(VBKey, VBKey)> {
self.mapping.read().unwrap().map_axis(id, code)
}
}
pub struct ControllerManager {
client: EmulatorClient,
controllers: [Controller; 2],
}
impl ControllerManager {
pub fn new(client: EmulatorClient, mappings: &MappingProvider) -> Self {
Self {
client,
controllers: [
Controller::new(SimId::Player1, mappings),
Controller::new(SimId::Player2, mappings),
],
}
}
pub fn handle_key_event(&mut self, event: &KeyEvent) {
for controller in &mut self.controllers {
if let Some(pressed) = controller.key_event(event) {
self.client
.send_command(EmulatorCommand::SetKeys(controller.sim_id, pressed));
}
}
}
pub fn handle_gamepad_event(&mut self, event: &GamepadEvent) {
for controller in &mut self.controllers {
if let Some(pressed) = controller.gamepad_event(event) {
self.client
.send_command(EmulatorCommand::SetKeys(controller.sim_id, pressed));
}
}
}
}
+148 -69
View File
@@ -1,88 +1,167 @@
use std::collections::HashMap;
use winit::{
event::KeyEvent,
keyboard::{KeyCode, PhysicalKey},
use std::{
collections::{hash_map::Entry, HashMap},
sync::{Arc, RwLock},
};
use gilrs::{ev::Code, Axis, Button, Gamepad, GamepadId};
use winit::keyboard::{KeyCode, PhysicalKey};
use crate::emulator::{SimId, VBKey};
pub struct InputMapper {
vb_bindings: HashMap<SimId, HashMap<VBKey, PhysicalKey>>,
key_bindings: HashMap<PhysicalKey, (SimId, VBKey)>,
#[derive(Clone, Copy, PartialEq, Eq, Hash)]
struct DeviceId(u16, u16);
pub struct GamepadMapping {
buttons: HashMap<Code, VBKey>,
axes: HashMap<Code, (VBKey, VBKey)>,
}
impl InputMapper {
pub fn new() -> Self {
let mut mapper = Self {
vb_bindings: HashMap::new(),
key_bindings: HashMap::new(),
impl GamepadMapping {
fn for_gamepad(gamepad: &Gamepad) -> Self {
let mut buttons = HashMap::new();
let mut default_button = |btn: Button, key: VBKey| {
if let Some(code) = gamepad.button_code(btn) {
buttons.insert(code, key);
}
};
mapper.bind_key(SimId::Player1, VBKey::SEL, PhysicalKey::Code(KeyCode::KeyA));
mapper.bind_key(SimId::Player1, VBKey::STA, PhysicalKey::Code(KeyCode::KeyS));
mapper.bind_key(SimId::Player1, VBKey::B, PhysicalKey::Code(KeyCode::KeyD));
mapper.bind_key(SimId::Player1, VBKey::A, PhysicalKey::Code(KeyCode::KeyF));
mapper.bind_key(SimId::Player1, VBKey::LT, PhysicalKey::Code(KeyCode::KeyE));
mapper.bind_key(SimId::Player1, VBKey::RT, PhysicalKey::Code(KeyCode::KeyR));
mapper.bind_key(SimId::Player1, VBKey::RU, PhysicalKey::Code(KeyCode::KeyI));
mapper.bind_key(SimId::Player1, VBKey::RL, PhysicalKey::Code(KeyCode::KeyJ));
mapper.bind_key(SimId::Player1, VBKey::RD, PhysicalKey::Code(KeyCode::KeyK));
mapper.bind_key(SimId::Player1, VBKey::RR, PhysicalKey::Code(KeyCode::KeyL));
mapper.bind_key(
SimId::Player1,
VBKey::LU,
PhysicalKey::Code(KeyCode::ArrowUp),
);
mapper.bind_key(
SimId::Player1,
VBKey::LL,
PhysicalKey::Code(KeyCode::ArrowLeft),
);
mapper.bind_key(
SimId::Player1,
VBKey::LD,
PhysicalKey::Code(KeyCode::ArrowDown),
);
mapper.bind_key(
SimId::Player1,
VBKey::LR,
PhysicalKey::Code(KeyCode::ArrowRight),
);
mapper
default_button(Button::South, VBKey::A);
default_button(Button::West, VBKey::B);
default_button(Button::RightTrigger, VBKey::RT);
default_button(Button::LeftTrigger, VBKey::LT);
default_button(Button::Start, VBKey::STA);
default_button(Button::Select, VBKey::SEL);
let mut axes = HashMap::new();
let mut default_axis = |axis: Axis, neg: VBKey, pos: VBKey| {
if let Some(code) = gamepad.axis_code(axis) {
axes.insert(code, (neg, pos));
}
};
default_axis(Axis::LeftStickX, VBKey::LL, VBKey::LR);
default_axis(Axis::LeftStickY, VBKey::LD, VBKey::LU);
default_axis(Axis::RightStickX, VBKey::RL, VBKey::RR);
default_axis(Axis::RightStickY, VBKey::RD, VBKey::RU);
default_axis(Axis::DPadX, VBKey::LL, VBKey::LR);
default_axis(Axis::DPadY, VBKey::LD, VBKey::LU);
Self { buttons, axes }
}
}
#[derive(Default)]
pub struct InputMapping {
keys: HashMap<PhysicalKey, VBKey>,
gamepads: HashMap<GamepadId, Arc<RwLock<GamepadMapping>>>,
}
impl InputMapping {
pub fn map_keyboard(&self, key: &PhysicalKey) -> Option<VBKey> {
self.keys.get(key).copied()
}
pub fn binding_names(&self, sim_id: &SimId) -> HashMap<VBKey, String> {
let Some(bindings) = self.vb_bindings.get(sim_id) else {
return HashMap::new();
};
bindings
.iter()
.map(|(k, v)| {
let name = match v {
PhysicalKey::Code(code) => format!("{code:?}"),
k => format!("{:?}", k),
};
(*k, name)
pub fn map_button(&self, id: &GamepadId, code: &Code) -> Option<VBKey> {
let mappings = self.gamepads.get(id)?.read().unwrap();
mappings.buttons.get(code).copied()
}
pub fn map_axis(&self, id: &GamepadId, code: &Code) -> Option<(VBKey, VBKey)> {
let mappings = self.gamepads.get(id)?.read().unwrap();
mappings.axes.get(code).copied()
}
pub fn add_keyboard_mapping(&mut self, key: VBKey, keyboard_key: PhysicalKey) {
let entry = self.keys.entry(keyboard_key).or_insert(VBKey::empty());
*entry = entry.union(key);
}
pub fn clear_keyboard_mappings(&mut self, key: VBKey) {
self.keys.retain(|_, keys| {
*keys = keys.difference(key);
*keys != VBKey::empty()
});
}
pub fn keyboard_mapping_names(&self) -> HashMap<VBKey, String> {
let mut results: HashMap<VBKey, Vec<String>> = HashMap::new();
for (keyboard_key, keys) in &self.keys {
let name = match keyboard_key {
PhysicalKey::Code(code) => format!("{code:?}"),
k => format!("{:?}", k),
};
for key in keys.iter() {
results.entry(key).or_default().push(name.clone());
}
}
results
.into_iter()
.map(|(k, mut v)| {
v.sort();
(k, v.join(", "))
})
.collect()
}
}
pub fn bind_key(&mut self, sim_id: SimId, vb: VBKey, key: PhysicalKey) {
let vb_bindings = self.vb_bindings.entry(sim_id).or_default();
if let Some(old) = vb_bindings.insert(vb, key) {
self.key_bindings.remove(&old);
}
self.key_bindings.insert(key, (sim_id, vb));
}
#[derive(Clone)]
pub struct MappingProvider {
device_mappings: Arc<RwLock<HashMap<DeviceId, Arc<RwLock<GamepadMapping>>>>>,
sim_mappings: HashMap<SimId, Arc<RwLock<InputMapping>>>,
}
pub fn clear_binding(&mut self, sim_id: SimId, vb: VBKey) {
let vb_bindings = self.vb_bindings.entry(sim_id).or_default();
if let Some(old) = vb_bindings.remove(&vb) {
self.key_bindings.remove(&old);
impl MappingProvider {
pub fn new() -> Self {
let mut mappings = HashMap::new();
let mut p1_mappings = InputMapping::default();
let p2_mappings = InputMapping::default();
let mut default_key = |code, key| {
p1_mappings.add_keyboard_mapping(key, PhysicalKey::Code(code));
};
default_key(KeyCode::KeyA, VBKey::SEL);
default_key(KeyCode::KeyS, VBKey::STA);
default_key(KeyCode::KeyD, VBKey::B);
default_key(KeyCode::KeyF, VBKey::A);
default_key(KeyCode::KeyE, VBKey::LT);
default_key(KeyCode::KeyR, VBKey::RT);
default_key(KeyCode::KeyI, VBKey::RU);
default_key(KeyCode::KeyJ, VBKey::RL);
default_key(KeyCode::KeyK, VBKey::RD);
default_key(KeyCode::KeyL, VBKey::RR);
default_key(KeyCode::ArrowUp, VBKey::LU);
default_key(KeyCode::ArrowLeft, VBKey::LL);
default_key(KeyCode::ArrowDown, VBKey::LD);
default_key(KeyCode::ArrowRight, VBKey::LR);
mappings.insert(SimId::Player1, Arc::new(RwLock::new(p1_mappings)));
mappings.insert(SimId::Player2, Arc::new(RwLock::new(p2_mappings)));
Self {
device_mappings: Arc::new(RwLock::new(HashMap::new())),
sim_mappings: mappings,
}
}
pub fn key_event(&self, event: &KeyEvent) -> Option<(SimId, VBKey)> {
self.key_bindings.get(&event.physical_key).copied()
pub fn for_sim(&self, sim_id: SimId) -> &Arc<RwLock<InputMapping>> {
self.sim_mappings.get(&sim_id).unwrap()
}
pub fn map_gamepad(&self, sim_id: SimId, gamepad: &Gamepad) {
let device_id = DeviceId(
gamepad.vendor_id().unwrap_or_default(),
gamepad.product_id().unwrap_or_default(),
);
let mut lock = self.device_mappings.write().unwrap();
let gamepad_mapping = match lock.entry(device_id) {
Entry::Occupied(entry) => entry.get().clone(),
Entry::Vacant(entry) => {
let mappings = GamepadMapping::for_gamepad(gamepad);
entry.insert(Arc::new(RwLock::new(mappings))).clone()
}
};
drop(lock);
self.for_sim(sim_id)
.write()
.unwrap()
.gamepads
.insert(gamepad.id(), gamepad_mapping);
}
}