This PR refactors keyboard handling to use physical key mappings for all gameplay input, ensuring controls remain consistent across different OS keyboard layouts.
I'd like to give out an ENORMOUS thank you to @Neo for his very generous help on getting MacOS caps lock behaviour working, but as well for taking the time for extensive testing, planning and discussions, and finally for writing this PR message :) Keep being awsome pal 👊
### New Features :
* **New**: Gameplay input now uses physical key positions instead of OS layouts, ensuring the same physical key triggers the same action across keyboard layouts.
* Key rebinding stores physical keys and config compatibility is preserved, with physical keys now the primary gameplay‑binding format.
* Physical‑key model is now consistent across platforms, including updated SDL/headless behavior.
* **Added**: New Input setting "Reset keybinds to default", with a new confirmation dialog appears when changes are being overwritten.
* **Fractured**: Keyboard‑related locales to the newly created `KeyboardLayout.json`.
* New input device settings/actions use clearer labels and tooltips.
* UI Key Labels (such as Left Shift and Right Shift) are more accurate and standardized, with clearer symbols, consistent naming, dynamic learning of printable labels from real key events, and persistence across restarts.
### Improvements :
* **Reduced**: Incorrect key labels by using observed host symbols instead of language assumptions.
* **Reduced**: Stuck/stale keys by using binary pressed‑key tracking, fixing rebinding/gameplay paths, better held‑key recovery after focus changes, and clearing keyboard state when Ryujinx/settings windows lose focus.
* **Improved**: Device handling → refreshing no longer clears the selector, disconnect fallback is consistent, reconnect restores controllers automatically, and the UI avoids invalid/empty device states.
* **Improved**: Async input‑assignment callbacks are now guarded when switching views/devices, preventing stale callbacks from hitting detached views.
* **Adjusted**: Input visualiser to be more robust when switching sources or handling controller disconnect/reconnect, without needing to reopen settings.
* **Improved**: Modification (changes to input controls) tracking
* Rebinding to the same value, reverting to original config, restoring defaults without differences, or reloading equivalent profiles no longer leaves Player marked as modified.
* **Reduced**: Keyboard LED noise in logs and added optional UI keyboard‑state/rebinding diagnostics.
### Fixes :
* **Special Keys**:
* AltGr and other special keys behave correctly, including proper Ctrl+Alt → AltRight handling and more consistent normalization of special/synthetic keys.
* Caps Lock is now reliably bindable on all platforms (Windows/Linux register every press; macOS every other).
* **Fixed**: Certain cases where keyboard input broke after pointer interactions
### Current Limitations
These are planned on being fixed/improved upon in future PRs:
* Hotkeys still use semantic (Key) mappings.
* Software keyboard / text input still uses the semantic path
* Printable key labels may fall back to defaults until observed from host input.
* Full semantic/physical split currently implemented only in the Avalonia driver.
Co-authored-by: _Neo_ <ursamajorjanus2819@gmail.com>
Reviewed-on: https://git.ryujinx.app/projects/Ryubing/pulls/13
Four SDL3 gamepad fixes, all affecting real users with Switch controllers.
**Crash on reconnect / broken motion** — `GetFeaturesFlag()` was calling `SDL_DestroyProperties()` on properties owned by SDL internally, causing a use-after-free. This breaks gyro after the first read and crashes on reconnect. Fix: just don't destroy them.
**Thread safety in `GetGamepads()`** — was locking the wrong objects and holding locks across `yield` boundaries, which is undefined behavior with `System.Threading.Lock`. Fix: snapshot IDs under `_lock`, iterate outside it.
**Rumble NPE on disconnect** — `UpdateRumble()` called `_gamepad.Rumble()` without a null check; throws if the controller disconnects mid-update. Fix: `_gamepad?.Rumble(...)`.
**Linux: HIDAPI conflicts with `hid_nintendo`** — when the `hid_nintendo` kernel module is loaded, it provides evdev nodes for both the gamepad and IMU that SDL3's evdev backend correctly combines. HIDAPI conflicts with it, breaking gyro and wireless hotplug. Fix: detect `/sys/module/hid_nintendo` at startup and disable HIDAPI for Switch controllers automatically. Overridable via `SDL_JOYSTICK_HIDAPI_SWITCH=1`.
Tested with an 8BitDo Ultimate Bluetooth Controller on Linux.
Co-authored-by: schuay <36006+schuay@users.noreply.github.com>
Reviewed-on: https://git.ryujinx.app/projects/Ryubing/pulls/19
This allows the user to change the controller LED while using Ryujinx.
Useful for PS4 and PS5 controllers as an example.
You can also use a spectrum-cycling Rainbow color option, or turn the LED off for DualSense controllers.
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Co-authored-by: Evan Husted <greem@greemdev.net>
* Block input updates while swkbd is open in foreground mode
* Flush internal driver state before unblocking input updates
* Rename Flush to Clear and remove unnecessary attribute
* Clear the driver state only if the GamepadDriver isn't null
* Block input updates while swkbd is open in foreground mode
* Flush internal driver state before unblocking input updates
* Rename Flush to Clear and remove unnecessary attribute
* Fix direct keyboard not working when connected with a controller
- Pass KeyboardDriver to NpadController.GetHLEKeyboardInput().
- Always fetch all keyboards if Direct Keyboard is turned on.
- Remove unnecessary return null.
* Get Keyboard Inputs outside of the controller loop.
- Moved GetHLEKeyboardInput outside of the controller loop.
- Made GetHLEKeyboardInput public static from public
* Removed extra newline
* Update src/Ryujinx.Input/HLE/NpadManager.cs
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
* Update src/Ryujinx.Input/HLE/NpadController.cs
Co-authored-by: TSRBerry <20988865+TSRBerry@users.noreply.github.com>
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Co-authored-by: gdkchan <gab.dark.100@gmail.com>
Co-authored-by: TSRBerry <20988865+TSRBerry@users.noreply.github.com>
* Input: Improve controller identification
Controllers were identified before by a combination of their _global_ index in the list of controllers and their GUID. The problem is, disconnecting and reconnecting a controller can change its global index; the controller can appear at the end. This would give it another ID, and the controller would need to be reconfigured.
This happened to me a lot with a switch pro controller and a USB game controller, it was essentially random which appeared first. Now, it consistently detects them.
This PR changes the controller identification to be a combination of an index of controllers with the same GUID (generally 0), and its GUID. It also reworks managing the list of controllers to properly consider instance IDs.
This also changes the NpadManager to attempt to reuse old controllers when refreshing input configuration, which can prevent input from going dead for seconds whenever a controller connects or disconnects (and the switch pro controller just entirely dying).
Testing with different controller types, OS and Avalonia is welcome. Remember that the target is connecting a ton of controllers, and pulling/reconnecting them.
* Remove double empty line
* Change TargetFramework to net8.0
* Disable info messages
* Fix warings
* Disable additional analyzer messages
* Fix typo
* Add whitespace
* Fix ref vs in warnings
* Use explicit [In] on array parameters
* No need to guard Remove with Contains
* Use 'ArgumentOutOfRangeException.ThrowIf...' instead of explicitly throwing a new exception instance
* Bump .NET SDK version
* Enable JsonSerializerIsReflectionEnabledByDefault
* Use 8.0.100 GA release
* Bump System package versions
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Co-authored-by: Zoltan Csizmadia <Zoltan.Csizmadia@vericast.com>
* So much boilerplate
* Slow and steady
* Restructure + Ack suggestions
* Restructure + Ack suggestions
* Restructure
* Clean
* Propogate those fields i forgot about
* It builds
* Progress
* Almost there
* Fix stupid mistake
* Fix more stupid mistakes
* Actually fix fuck ups
* Start localising
* r/therestofthefuckingowl
* Localise ButtonKeyAssigner
* Are you feeling it now mr krabs
* We’re done at last
* Crimes against code
* Try me in the Hague
* Please be quiet
* Crimes are here to stay
* Dispose stuff
* Cleanup a couple things
* Visual fixes and improvements
One weird bug
* Fix rebase errors
* Fixes
* Ack Suggestions
Remaining ack suggestions
Update src/Ryujinx.Ava/UI/Models/Input/ControllerInputConfig.cs
Co-authored-by: Ac_K <Acoustik666@gmail.com>
Update src/Ryujinx.Ava/UI/Models/Input/ControllerInputConfig.cs
Co-authored-by: Ac_K <Acoustik666@gmail.com>
* Formatting and error
More Ava 11-ness
Whoops
* Code style fixes
* Style fixes
* Analyzer fix
* Remove all ReflectionBindings
* Remove ambigious object
* Remove redundant property
* Old man yells at formatter
* r e a d o n l y
* Fix profiles
* Use new Sliders
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Co-authored-by: Ac_K <Acoustik666@gmail.com>
* dotnet format style --severity info
Some changes were manually reverted.
* dotnet format analyzers --serverity info
Some changes have been minimally adapted.
* Restore a few unused methods and variables
* Address dotnet format CA1816 warnings
* Address or silence dotnet format CA1806 and a few CA1854 warnings
* Address most dotnet format whitespace warnings
* Apply dotnet format whitespace formatting
A few of them have been manually reverted and the corresponding warning was silenced
* Add comments to disabled warnings
* Simplify properties and array initialization, Use const when possible, Remove trailing commas
* Revert "Simplify properties and array initialization, Use const when possible, Remove trailing commas"
This reverts commit 9462e4136c0a2100dc28b20cf9542e06790aa67e.
* dotnet format whitespace after rebase
* Remove redundant code, convert to auto-properties and fix naming rule violations
* Remove bogus change
* Address review feedback