Simplify gameplay keyboard physical-key paths

This commit is contained in:
Babib3l
2026-03-19 20:45:48 +01:00
parent 327f90b420
commit 3cbe372b18
9 changed files with 120 additions and 136 deletions

View File

@@ -8,23 +8,19 @@ using System.Runtime.CompilerServices;
using System.Threading;
using SDL;
using static SDL.SDL3;
using ConfigPhysicalKey = Ryujinx.Common.Configuration.Hid.PhysicalKey;
namespace Ryujinx.Input.SDL3
{
class SDL3Keyboard : IKeyboard
{
private readonly record struct ButtonMappingEntry(GamepadButtonInputId To, Key From)
{
public bool IsValid => To is not GamepadButtonInputId.Unbound && From is not Key.Unbound;
}
private readonly Lock _userMappingLock = new();
#pragma warning disable IDE0052 // Remove unread private member
private readonly SDL3KeyboardDriver _driver;
#pragma warning restore IDE0052
private StandardKeyboardInputConfig _configuration;
private readonly List<ButtonMappingEntry> _buttonsUserMapping;
private readonly List<KeyboardInputMappingHelper.KeyboardButtonMapping> _buttonsUserMapping;
private static readonly SDL_Keycode[] _keysDriverMapping =
@@ -193,9 +189,9 @@ namespace Ryujinx.Input.SDL3
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private unsafe static int ToSDL3Scancode(Key key)
private unsafe static int ToSDL3Scancode(ConfigPhysicalKey key)
{
if (key is >= Key.Unknown and <= Key.Menu)
if (key is >= ConfigPhysicalKey.Unknown and <= ConfigPhysicalKey.Menu)
{
return -1;
}
@@ -203,18 +199,18 @@ namespace Ryujinx.Input.SDL3
return (int)SDL_GetScancodeFromKey(_keysDriverMapping[(int)key], null);
}
private static SDL_Keymod GetKeyboardModifierMask(Key key)
private static SDL_Keymod GetKeyboardModifierMask(ConfigPhysicalKey key)
{
return key switch
{
Key.ShiftLeft => SDL_Keymod.SDL_KMOD_LSHIFT,
Key.ShiftRight => SDL_Keymod.SDL_KMOD_RSHIFT,
Key.ControlLeft => SDL_Keymod.SDL_KMOD_LCTRL,
Key.ControlRight => SDL_Keymod.SDL_KMOD_RCTRL,
Key.AltLeft => SDL_Keymod.SDL_KMOD_LALT,
Key.AltRight => SDL_Keymod.SDL_KMOD_RALT,
Key.WinLeft => SDL_Keymod.SDL_KMOD_LGUI,
Key.WinRight => SDL_Keymod.SDL_KMOD_RGUI,
ConfigPhysicalKey.ShiftLeft => SDL_Keymod.SDL_KMOD_LSHIFT,
ConfigPhysicalKey.ShiftRight => SDL_Keymod.SDL_KMOD_RSHIFT,
ConfigPhysicalKey.ControlLeft => SDL_Keymod.SDL_KMOD_LCTRL,
ConfigPhysicalKey.ControlRight => SDL_Keymod.SDL_KMOD_RCTRL,
ConfigPhysicalKey.AltLeft => SDL_Keymod.SDL_KMOD_LALT,
ConfigPhysicalKey.AltRight => SDL_Keymod.SDL_KMOD_RALT,
ConfigPhysicalKey.WinLeft => SDL_Keymod.SDL_KMOD_LGUI,
ConfigPhysicalKey.WinRight => SDL_Keymod.SDL_KMOD_RGUI,
// NOTE: Menu key isn't supported by SDL3.
_ => SDL_Keymod.SDL_KMOD_NONE
};
@@ -230,9 +226,9 @@ namespace Ryujinx.Input.SDL3
rawKeyboardState = SDL_GetKeyboardState(null);
}
bool[] keysState = new bool[(int)Key.Count];
bool[] keysState = new bool[(int)ConfigPhysicalKey.Count];
for (Key key = 0; key < Key.Count; key++)
for (ConfigPhysicalKey key = 0; key < ConfigPhysicalKey.Count; key++)
{
int index = ToSDL3Scancode(key);
if (index == -1)
@@ -274,9 +270,9 @@ namespace Ryujinx.Input.SDL3
return result;
}
foreach (ButtonMappingEntry entry in _buttonsUserMapping)
foreach (KeyboardInputMappingHelper.KeyboardButtonMapping entry in _buttonsUserMapping)
{
if (entry.From == Key.Unknown || entry.From == Key.Unbound || entry.To == GamepadButtonInputId.Unbound)
if (!entry.IsValid)
{
continue;
}
@@ -327,10 +323,7 @@ namespace Ryujinx.Input.SDL3
_buttonsUserMapping.Clear();
foreach (KeyboardInputMappingHelper.KeyboardButtonMapping mapping in KeyboardInputMappingHelper.BuildButtonMappings(_configuration))
{
_buttonsUserMapping.Add(new ButtonMappingEntry(mapping.To, mapping.From));
}
_buttonsUserMapping.AddRange(KeyboardInputMappingHelper.BuildButtonMappings(_configuration));
}
}