Add raw screenshot gamepad button
This triggers the same raw screenshot as the keyboard hotkey, i.e. the game is not informed of the intent to screenshot, so it cannot add watermarks etc. The button can be configured using both the regular UI and GTK. Includes English and German translations. An alternate approach is proposed in draft PR #4503: Allow triggering all hotkeys using the gamepad. Re: #5952
This commit is contained in:
parent
ca59c3f499
commit
30d7253e26
18 changed files with 197 additions and 2 deletions
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@ -3,6 +3,7 @@ namespace Ryujinx.Common.Configuration.Hid
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public class LeftJoyconCommonConfig<TButton>
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{
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public TButton ButtonMinus { get; set; }
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public TButton ButtonScreenshot { get; set; }
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public TButton ButtonL { get; set; }
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public TButton ButtonZl { get; set; }
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public TButton ButtonSl { get; set; }
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@ -166,6 +166,7 @@ namespace Ryujinx.Input.GTK3
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_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.DpadLeft, (Key)_configuration.LeftJoycon.DpadLeft));
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_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.DpadRight, (Key)_configuration.LeftJoycon.DpadRight));
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_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.Minus, (Key)_configuration.LeftJoycon.ButtonMinus));
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_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.Misc1, (Key)_configuration.LeftJoycon.ButtonScreenshot));
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_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.LeftShoulder, (Key)_configuration.LeftJoycon.ButtonL));
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_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.LeftTrigger, (Key)_configuration.LeftJoycon.ButtonZl));
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_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.SingleRightTrigger0, (Key)_configuration.LeftJoycon.ButtonSr));
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@ -15,6 +15,7 @@ using Ryujinx.UI.Common.Helper;
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using Ryujinx.UI.Widgets;
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using SkiaSharp;
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.IO;
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using System.Runtime.InteropServices;
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@ -73,11 +74,14 @@ namespace Ryujinx.UI
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private HideCursorMode _hideCursorMode;
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private readonly InputManager _inputManager;
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private readonly IKeyboard _keyboardInterface;
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private readonly List<IGamepad> _gamepadInterfaces;
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private readonly GraphicsDebugLevel _glLogLevel;
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private string _gpuBackendName;
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private string _gpuDriverName;
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private bool _isMouseInClient;
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private int _gamepadsChanged; // use atomically via Interlocked
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public RendererWidgetBase(InputManager inputManager, GraphicsDebugLevel glLogLevel)
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{
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var mouseDriver = new GTK3MouseDriver(this);
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@ -88,6 +92,13 @@ namespace Ryujinx.UI
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TouchScreenManager = _inputManager.CreateTouchScreenManager();
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_keyboardInterface = (IKeyboard)_inputManager.KeyboardDriver.GetGamepad("0");
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_gamepadInterfaces = new List<IGamepad>();
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_inputManager.GamepadDriver.OnGamepadConnected += GamepadConnected;
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_inputManager.GamepadDriver.OnGamepadDisconnected += GamepadDisconnected;
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RefreshGamepads();
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WaitEvent = new ManualResetEvent(false);
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_glLogLevel = glLogLevel;
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@ -649,6 +660,11 @@ namespace Ryujinx.UI
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});
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}
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if (Interlocked.Exchange(ref _gamepadsChanged, 0) == 1)
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{
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RefreshGamepads();
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}
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NpadManager.Update(ConfigurationState.Instance.Graphics.AspectRatio.Value.ToFloat());
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if ((Toplevel as MainWindow).IsFocused)
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@ -767,7 +783,8 @@ namespace Ryujinx.UI
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state |= KeyboardHotkeyState.ToggleVSync;
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}
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if (_keyboardInterface.IsPressed((Key)ConfigurationState.Instance.Hid.Hotkeys.Value.Screenshot))
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if (_keyboardInterface.IsPressed((Key)ConfigurationState.Instance.Hid.Hotkeys.Value.Screenshot) ||
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ButtonPressedOnAnyGamepad(GamepadButtonInputId.Misc1))
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{
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state |= KeyboardHotkeyState.Screenshot;
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}
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@ -809,5 +826,37 @@ namespace Ryujinx.UI
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return state;
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}
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private void GamepadConnected(string id)
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{
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Interlocked.Exchange(ref _gamepadsChanged, 1);
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}
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private void GamepadDisconnected(string id)
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{
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Interlocked.Exchange(ref _gamepadsChanged, 1);
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}
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private void RefreshGamepads()
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{
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_gamepadInterfaces.Clear();
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foreach (string id in _inputManager.GamepadDriver.GamepadsIds)
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{
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_gamepadInterfaces.Add(_inputManager.GamepadDriver.GetGamepad(id));
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}
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}
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private bool ButtonPressedOnAnyGamepad(GamepadButtonInputId button)
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{
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foreach (IGamepad gamepad in _gamepadInterfaces)
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{
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if (gamepad.IsPressed(button))
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{
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return true;
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}
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}
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return false;
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}
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}
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}
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@ -84,6 +84,7 @@ namespace Ryujinx.UI.Windows
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[GUI] ToggleButton _dpadLeft;
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[GUI] ToggleButton _dpadRight;
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[GUI] ToggleButton _minus;
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[GUI] ToggleButton _screenshot;
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[GUI] ToggleButton _l;
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[GUI] ToggleButton _zL;
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[GUI] ToggleButton _rStick;
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@ -165,6 +166,7 @@ namespace Ryujinx.UI.Windows
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_dpadLeft.Clicked += Button_Pressed;
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_dpadRight.Clicked += Button_Pressed;
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_minus.Clicked += Button_Pressed;
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_screenshot.Clicked += Button_Pressed;
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_l.Clicked += Button_Pressed;
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_zL.Clicked += Button_Pressed;
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_lSl.Clicked += Button_Pressed;
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@ -400,6 +402,7 @@ namespace Ryujinx.UI.Windows
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_dpadLeft.Label = "Unbound";
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_dpadRight.Label = "Unbound";
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_minus.Label = "Unbound";
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_screenshot.Label = "Unbound";
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_l.Label = "Unbound";
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_zL.Label = "Unbound";
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_lSl.Label = "Unbound";
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@ -460,6 +463,7 @@ namespace Ryujinx.UI.Windows
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_dpadLeft.Label = keyboardConfig.LeftJoycon.DpadLeft.ToString();
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_dpadRight.Label = keyboardConfig.LeftJoycon.DpadRight.ToString();
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_minus.Label = keyboardConfig.LeftJoycon.ButtonMinus.ToString();
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_screenshot.Label = keyboardConfig.LeftJoycon.ButtonScreenshot.ToString();
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_l.Label = keyboardConfig.LeftJoycon.ButtonL.ToString();
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_zL.Label = keyboardConfig.LeftJoycon.ButtonZl.ToString();
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_lSl.Label = keyboardConfig.LeftJoycon.ButtonSl.ToString();
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@ -498,6 +502,7 @@ namespace Ryujinx.UI.Windows
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_dpadLeft.Label = controllerConfig.LeftJoycon.DpadLeft.ToString();
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_dpadRight.Label = controllerConfig.LeftJoycon.DpadRight.ToString();
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_minus.Label = controllerConfig.LeftJoycon.ButtonMinus.ToString();
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_screenshot.Label = controllerConfig.LeftJoycon.ButtonScreenshot.ToString();
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_l.Label = controllerConfig.LeftJoycon.ButtonL.ToString();
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_zL.Label = controllerConfig.LeftJoycon.ButtonZl.ToString();
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_lSl.Label = controllerConfig.LeftJoycon.ButtonSl.ToString();
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@ -566,6 +571,7 @@ namespace Ryujinx.UI.Windows
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Enum.TryParse(_dpadLeft.Label, out Key lDPadLeft);
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Enum.TryParse(_dpadRight.Label, out Key lDPadRight);
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Enum.TryParse(_minus.Label, out Key lButtonMinus);
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Enum.TryParse(_screenshot.Label, out Key lButtonScreenshot);
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Enum.TryParse(_l.Label, out Key lButtonL);
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Enum.TryParse(_zL.Label, out Key lButtonZl);
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Enum.TryParse(_lSl.Label, out Key lButtonSl);
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@ -597,6 +603,7 @@ namespace Ryujinx.UI.Windows
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LeftJoycon = new LeftJoyconCommonConfig<Key>
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{
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ButtonMinus = lButtonMinus,
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ButtonScreenshot = lButtonScreenshot,
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ButtonL = lButtonL,
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ButtonZl = lButtonZl,
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ButtonSl = lButtonSl,
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@ -643,6 +650,7 @@ namespace Ryujinx.UI.Windows
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Enum.TryParse(_lStick.Label, out ConfigStickInputId lStick);
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Enum.TryParse(_lStickButton.Label, out ConfigGamepadInputId lStickButton);
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Enum.TryParse(_minus.Label, out ConfigGamepadInputId lButtonMinus);
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Enum.TryParse(_screenshot.Label, out ConfigGamepadInputId lButtonScreenshot);
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Enum.TryParse(_l.Label, out ConfigGamepadInputId lButtonL);
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Enum.TryParse(_zL.Label, out ConfigGamepadInputId lButtonZl);
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Enum.TryParse(_lSl.Label, out ConfigGamepadInputId lButtonSl);
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@ -710,6 +718,7 @@ namespace Ryujinx.UI.Windows
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LeftJoycon = new LeftJoyconCommonConfig<ConfigGamepadInputId>
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{
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ButtonMinus = lButtonMinus,
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ButtonScreenshot = lButtonScreenshot,
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ButtonL = lButtonL,
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ButtonZl = lButtonZl,
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ButtonSl = lButtonSl,
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@ -997,6 +1006,7 @@ namespace Ryujinx.UI.Windows
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DpadLeft = Key.Left,
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DpadRight = Key.Right,
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ButtonMinus = Key.Minus,
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ButtonScreenshot = Key.Unbound, // keyboard already has a default screenshot configured via ConfigurationState.Hid.Hotkeys.Screenshot, so no gamepad mapping needed
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ButtonL = Key.E,
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ButtonZl = Key.Q,
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ButtonSl = Key.Unbound,
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@ -1057,6 +1067,7 @@ namespace Ryujinx.UI.Windows
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DpadLeft = ConfigGamepadInputId.DpadLeft,
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DpadRight = ConfigGamepadInputId.DpadRight,
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ButtonMinus = ConfigGamepadInputId.Minus,
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ButtonScreenshot = ConfigGamepadInputId.Misc1,
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ButtonL = ConfigGamepadInputId.LeftShoulder,
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ButtonZl = ConfigGamepadInputId.LeftTrigger,
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ButtonSl = ConfigGamepadInputId.Unbound,
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@ -475,6 +475,31 @@
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<property name="top_attach">4</property>
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</packing>
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</child>
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<child>
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<object class="GtkLabel">
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<property name="width_request">80</property>
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<property name="visible">True</property>
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<property name="can_focus">False</property>
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<property name="label" translatable="yes">Screenshot</property>
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</object>
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<packing>
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<property name="left_attach">0</property>
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<property name="top_attach">6</property>
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</packing>
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</child>
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<child>
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<object class="GtkToggleButton" id="_screenshot">
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<property name="label" translatable="yes"> </property>
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<property name="width_request">70</property>
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<property name="visible">True</property>
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<property name="can_focus">True</property>
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<property name="receives_default">True</property>
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</object>
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<packing>
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<property name="left_attach">1</property>
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<property name="top_attach">6</property>
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</packing>
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</child>
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</object>
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<packing>
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<property name="expand">False</property>
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@ -161,6 +161,7 @@ namespace Ryujinx.Headless.SDL2
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DpadLeft = Key.Left,
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DpadRight = Key.Right,
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ButtonMinus = Key.Minus,
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ButtonScreenshot = Key.Unbound, // keyboard already has a default screenshot configured via ConfigurationState.Hid.Hotkeys.Screenshot, so no gamepad mapping needed
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ButtonL = Key.E,
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ButtonZl = Key.Q,
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ButtonSl = Key.Unbound,
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@ -221,6 +222,7 @@ namespace Ryujinx.Headless.SDL2
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DpadLeft = ConfigGamepadInputId.DpadLeft,
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DpadRight = ConfigGamepadInputId.DpadRight,
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ButtonMinus = ConfigGamepadInputId.Minus,
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ButtonScreenshot = ConfigGamepadInputId.Misc1,
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ButtonL = ConfigGamepadInputId.LeftShoulder,
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ButtonZl = ConfigGamepadInputId.LeftTrigger,
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ButtonSl = ConfigGamepadInputId.Unbound,
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@ -244,6 +244,7 @@ namespace Ryujinx.Input.SDL2
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_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.DpadLeft, (GamepadButtonInputId)_configuration.LeftJoycon.DpadLeft));
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_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.DpadRight, (GamepadButtonInputId)_configuration.LeftJoycon.DpadRight));
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_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.Minus, (GamepadButtonInputId)_configuration.LeftJoycon.ButtonMinus));
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_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.Misc1, (GamepadButtonInputId)_configuration.LeftJoycon.ButtonScreenshot));
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_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.LeftShoulder, (GamepadButtonInputId)_configuration.LeftJoycon.ButtonL));
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_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.LeftTrigger, (GamepadButtonInputId)_configuration.LeftJoycon.ButtonZl));
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_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.SingleRightTrigger0, (GamepadButtonInputId)_configuration.LeftJoycon.ButtonSr));
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@ -372,6 +372,7 @@ namespace Ryujinx.Input.SDL2
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_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.DpadLeft, (Key)_configuration.LeftJoycon.DpadLeft));
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_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.DpadRight, (Key)_configuration.LeftJoycon.DpadRight));
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_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.Minus, (Key)_configuration.LeftJoycon.ButtonMinus));
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_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.Misc1, (Key)_configuration.LeftJoycon.ButtonScreenshot));
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_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.LeftShoulder, (Key)_configuration.LeftJoycon.ButtonL));
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_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.LeftTrigger, (Key)_configuration.LeftJoycon.ButtonZl));
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_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.SingleRightTrigger0, (Key)_configuration.LeftJoycon.ButtonSr));
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@ -888,6 +888,7 @@ namespace Ryujinx.UI.Common.Configuration
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DpadLeft = Key.Left,
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DpadRight = Key.Right,
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ButtonMinus = Key.Minus,
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ButtonScreenshot = Key.Unbound, // keyboard already has a default screenshot configured via ConfigurationState.Hid.Hotkeys.Screenshot, so no gamepad mapping needed
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ButtonL = Key.E,
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ButtonZl = Key.Q,
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ButtonSl = Key.Unbound,
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@ -1117,6 +1118,7 @@ namespace Ryujinx.UI.Common.Configuration
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DpadLeft = Key.Left,
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DpadRight = Key.Right,
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ButtonMinus = Key.Minus,
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ButtonScreenshot = Key.Unbound, // keyboard already has a default screenshot configured via ConfigurationState.Hid.Hotkeys.Screenshot, so no gamepad mapping needed
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ButtonL = Key.E,
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ButtonZl = Key.Q,
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ButtonSl = Key.Unbound,
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@ -82,6 +82,7 @@ namespace Ryujinx.Ava
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private readonly MainWindowViewModel _viewModel;
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private readonly IKeyboard _keyboardInterface;
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private readonly List<IGamepad> _gamepadInterfaces;
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private readonly TopLevel _topLevel;
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public RendererHost RendererHost;
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@ -89,6 +90,8 @@ namespace Ryujinx.Ava
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private float _newVolume;
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private KeyboardHotkeyState _prevHotkeyState;
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private int _gamepadsChanged; // use atomically via Interlocked
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private long _lastCursorMoveTime;
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private bool _isCursorInRenderer = true;
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private bool _ignoreCursorState = false;
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@ -160,6 +163,13 @@ namespace Ryujinx.Ava
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_keyboardInterface = (IKeyboard)_inputManager.KeyboardDriver.GetGamepad("0");
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_gamepadInterfaces = new List<IGamepad>();
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_inputManager.GamepadDriver.OnGamepadConnected += GamepadConnected;
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_inputManager.GamepadDriver.OnGamepadDisconnected += GamepadDisconnected;
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RefreshGamepads();
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NpadManager = _inputManager.CreateNpadManager();
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TouchScreenManager = _inputManager.CreateTouchScreenManager();
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ApplicationPath = applicationPath;
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@ -1103,6 +1113,11 @@ namespace Ryujinx.Ava
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return false;
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}
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if (Interlocked.Exchange(ref _gamepadsChanged, 0) == 1)
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{
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RefreshGamepads();
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}
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NpadManager.Update(ConfigurationState.Instance.Graphics.AspectRatio.Value.ToFloat());
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if (_viewModel.IsActive)
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{
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state = KeyboardHotkeyState.ToggleVSync;
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}
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else if (_keyboardInterface.IsPressed((Key)ConfigurationState.Instance.Hid.Hotkeys.Value.Screenshot))
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else if (_keyboardInterface.IsPressed((Key)ConfigurationState.Instance.Hid.Hotkeys.Value.Screenshot) ||
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ButtonPressedOnAnyGamepad(GamepadButtonInputId.Misc1))
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{
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state = KeyboardHotkeyState.Screenshot;
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}
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@ -1276,5 +1292,37 @@ namespace Ryujinx.Ava
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return state;
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}
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private void GamepadConnected(string id)
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{
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Interlocked.Exchange(ref _gamepadsChanged, 1);
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}
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private void GamepadDisconnected(string id)
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{
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Interlocked.Exchange(ref _gamepadsChanged, 1);
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}
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private void RefreshGamepads()
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{
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_gamepadInterfaces.Clear();
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foreach (string id in _inputManager.GamepadDriver.GamepadsIds)
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{
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_gamepadInterfaces.Add(_inputManager.GamepadDriver.GetGamepad(id));
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}
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}
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private bool ButtonPressedOnAnyGamepad(GamepadButtonInputId button)
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{
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foreach (IGamepad gamepad in _gamepadInterfaces)
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{
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if (gamepad.IsPressed(button))
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{
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return true;
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}
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}
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return false;
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}
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}
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}
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@ -233,6 +233,8 @@
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"ControllerSettingsDPadDown": "Runter",
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"ControllerSettingsDPadLeft": "Links",
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"ControllerSettingsDPadRight": "Rechts",
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"ControllerSettingsRawScreenshot": "Unbearbeiteter Screenshot",
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"ControllerSettingsRawScreenshotTooltip": "Macht ein Bildschirmfoto, ohne das Spiel zu informieren, sodass keine Wasserzeichen hinzugefügt werden.",
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"ControllerSettingsStickButton": "Button",
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"ControllerSettingsStickUp": "Hoch",
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"ControllerSettingsStickDown": "Runter",
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@ -234,6 +234,8 @@
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"ControllerSettingsDPadDown": "Down",
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"ControllerSettingsDPadLeft": "Left",
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"ControllerSettingsDPadRight": "Right",
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"ControllerSettingsRawScreenshot": "Raw Screenshot",
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"ControllerSettingsRawScreenshotTooltip": "Takes a screenshot without informing the game, so no watermarks will be added.",
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"ControllerSettingsStickButton": "Button",
|
||||
"ControllerSettingsStickUp": "Up",
|
||||
"ControllerSettingsStickDown": "Down",
|
||||
|
|
|
@ -128,6 +128,7 @@ namespace Ryujinx.Ava.Input
|
|||
_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.DpadLeft, (Key)_configuration.LeftJoycon.DpadLeft));
|
||||
_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.DpadRight, (Key)_configuration.LeftJoycon.DpadRight));
|
||||
_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.Minus, (Key)_configuration.LeftJoycon.ButtonMinus));
|
||||
_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.Misc1, (Key)_configuration.LeftJoycon.ButtonScreenshot));
|
||||
_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.LeftShoulder, (Key)_configuration.LeftJoycon.ButtonL));
|
||||
_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.LeftTrigger, (Key)_configuration.LeftJoycon.ButtonZl));
|
||||
_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.SingleRightTrigger0, (Key)_configuration.LeftJoycon.ButtonSr));
|
||||
|
|
|
@ -178,6 +178,17 @@ namespace Ryujinx.Ava.UI.Models.Input
|
|||
}
|
||||
}
|
||||
|
||||
private GamepadInputId _buttonScreenshot;
|
||||
public GamepadInputId ButtonScreenshot
|
||||
{
|
||||
get => _buttonScreenshot;
|
||||
set
|
||||
{
|
||||
_buttonScreenshot = value;
|
||||
OnPropertyChanged();
|
||||
}
|
||||
}
|
||||
|
||||
private GamepadInputId _buttonL;
|
||||
public GamepadInputId ButtonL
|
||||
{
|
||||
|
@ -440,6 +451,7 @@ namespace Ryujinx.Ava.UI.Models.Input
|
|||
DpadRight = controllerInput.LeftJoycon.DpadRight;
|
||||
ButtonL = controllerInput.LeftJoycon.ButtonL;
|
||||
ButtonMinus = controllerInput.LeftJoycon.ButtonMinus;
|
||||
ButtonScreenshot = controllerInput.LeftJoycon.ButtonScreenshot;
|
||||
LeftButtonSl = controllerInput.LeftJoycon.ButtonSl;
|
||||
LeftButtonSr = controllerInput.LeftJoycon.ButtonSr;
|
||||
ButtonZl = controllerInput.LeftJoycon.ButtonZl;
|
||||
|
@ -502,6 +514,7 @@ namespace Ryujinx.Ava.UI.Models.Input
|
|||
DpadRight = DpadRight,
|
||||
ButtonL = ButtonL,
|
||||
ButtonMinus = ButtonMinus,
|
||||
ButtonScreenshot = ButtonScreenshot,
|
||||
ButtonSl = LeftButtonSl,
|
||||
ButtonSr = LeftButtonSr,
|
||||
ButtonZl = ButtonZl,
|
||||
|
|
|
@ -381,6 +381,7 @@ namespace Ryujinx.Ava.UI.Models.Input
|
|||
DpadRight = DpadRight,
|
||||
ButtonL = ButtonL,
|
||||
ButtonMinus = ButtonMinus,
|
||||
ButtonScreenshot = Key.Unbound, // keyboard screenshot configured via ConfigurationState.Hid.Hotkeys.Screenshot, so no gamepad mapping needed
|
||||
ButtonZl = ButtonZl,
|
||||
ButtonSl = LeftButtonSl,
|
||||
ButtonSr = LeftButtonSr,
|
||||
|
|
|
@ -545,6 +545,7 @@ namespace Ryujinx.Ava.UI.ViewModels.Input
|
|||
DpadLeft = Key.Left,
|
||||
DpadRight = Key.Right,
|
||||
ButtonMinus = Key.Minus,
|
||||
ButtonScreenshot = Key.Unbound, // keyboard already has a default screenshot configured via ConfigurationState.Hid.Hotkeys.Screenshot, so no gamepad mapping needed
|
||||
ButtonL = Key.E,
|
||||
ButtonZl = Key.Q,
|
||||
ButtonSl = Key.Unbound,
|
||||
|
@ -605,6 +606,7 @@ namespace Ryujinx.Ava.UI.ViewModels.Input
|
|||
DpadLeft = ConfigGamepadInputId.DpadLeft,
|
||||
DpadRight = ConfigGamepadInputId.DpadRight,
|
||||
ButtonMinus = ConfigGamepadInputId.Minus,
|
||||
ButtonScreenshot = ConfigGamepadInputId.Misc1,
|
||||
ButtonL = ConfigGamepadInputId.LeftShoulder,
|
||||
ButtonZl = ConfigGamepadInputId.LeftTrigger,
|
||||
ButtonSl = ConfigGamepadInputId.Unbound,
|
||||
|
|
|
@ -311,6 +311,36 @@
|
|||
</StackPanel>
|
||||
</StackPanel>
|
||||
</Border>
|
||||
<!-- Screenshot -->
|
||||
<Border
|
||||
BorderBrush="{DynamicResource ThemeControlBorderColor}"
|
||||
BorderThickness="1"
|
||||
IsVisible="{Binding IsLeft}"
|
||||
Margin="0,5,0,0"
|
||||
CornerRadius="5">
|
||||
<StackPanel
|
||||
Margin="10"
|
||||
Orientation="Vertical">
|
||||
<!-- Raw Screenshot -->
|
||||
<StackPanel
|
||||
Margin="0,0,0,4"
|
||||
Orientation="Horizontal">
|
||||
<TextBlock
|
||||
Margin="0,0,10,0"
|
||||
Width="120"
|
||||
HorizontalAlignment="Center"
|
||||
VerticalAlignment="Center"
|
||||
Text="{locale:Locale ControllerSettingsRawScreenshot}"
|
||||
ToolTip.Tip="{locale:Locale ControllerSettingsRawScreenshotTooltip}"
|
||||
TextAlignment="Center" />
|
||||
<ToggleButton Name="ButtonScreenshot">
|
||||
<TextBlock
|
||||
Text="{Binding Config.ButtonScreenshot, Converter={StaticResource Key}}"
|
||||
TextAlignment="Center" />
|
||||
</ToggleButton>
|
||||
</StackPanel>
|
||||
</StackPanel>
|
||||
</Border>
|
||||
</StackPanel>
|
||||
<!-- Triggers & Side Buttons -->
|
||||
<StackPanel
|
||||
|
|
|
@ -84,6 +84,9 @@ namespace Ryujinx.Ava.UI.Views.Input
|
|||
case "ButtonMinus":
|
||||
viewModel.Config.ButtonMinus = buttonValue.AsHidType<GamepadInputId>();
|
||||
break;
|
||||
case "ButtonScreenshot":
|
||||
viewModel.Config.ButtonScreenshot = buttonValue.AsHidType<GamepadInputId>();
|
||||
break;
|
||||
case "LeftStickButton":
|
||||
viewModel.Config.LeftStickButton = buttonValue.AsHidType<GamepadInputId>();
|
||||
break;
|
||||
|
|
Loading…
Reference in a new issue