Commit Graph

20 Commits

Author SHA1 Message Date
Babib3l
fb7c1fde11 Input: Refactor Keyboard Handling To Use Physical Keys (#13)
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
2026-05-26 17:54:55 +00:00
Max
ce340e5d0b [HID] Fixed HD Rumble latency (#104)
Reviewed-on: https://git.ryujinx.app/projects/Ryubing/pulls/104
2026-05-20 13:00:09 +00:00
Maki
a8ace3d23c chore: SDL3 (ryubing/ryujinx!207)
See merge request ryubing/ryujinx!207
2025-11-07 14:43:48 -06:00
Mcost45
bb4f8d8749 Include SL/SR default bindings for single joycons (ryubing/ryujinx!149)
See merge request ryubing/ryujinx!149
2025-09-22 14:23:40 -05:00
Coxxs
d22756f1bd Add GDB Stub (ryubing/ryujinx!71)
See merge request ryubing/ryujinx!71
2025-08-04 20:45:15 -05:00
MrKev
361d0c5632 Fix ~3500 analyser issues
See merge request ryubing/ryujinx!44
2025-05-30 17:08:34 -05:00
GreemDev
8ad5c73f4c feature: Turbo Mode
Adds an elapsed tick multiplier feature which speeds up games which are built upon delta time.
More information: https://web.archive.org/web/20240713135029/https://github.com/Ryujinx/Ryujinx/pull/6456
2025-03-25 02:37:22 +00:00
Evan Husted
638c616ab7 misc: Move systems-like classes out of the base of the Ryujinx project and into Ryujinx.Ava.Systems 2025-03-05 22:27:37 -06:00
Evan Husted
109f0fc659 misc: chore: Cleanup unused using directives 2025-03-05 22:21:05 -06:00
Evan Husted
2317c06364 misc: small Avalonia project restructure
Moved AppLibrary, Configuration, and PlayReport namespaces to Ryujinx.Systems, add the compat list stuff in the base Ryujinx.Systems namespace.
Moved the compatibility UI stuff to the proper UI view/viewmodel folders.
2025-03-04 18:01:48 -06:00
Evan Husted
f7976753fd misc: chore: move ThreadedRenderer creation logic into IRenderer base (since ThreadedRenderer is a GAL construct anyways) 2025-03-04 00:14:56 -06:00
Evan Husted
b45a65fbdc misc: chore: rework HLEConfiguration 2025-03-04 00:08:01 -06:00
Evan Husted
fe1617ffea Revert the Metal Experiment (#701)
Metal sounded like a good idea to get in the emulator but frankly I
underestimated just how experimental and not ready it was.
From my write up in the Discord:
```
As is, Metal supports only a few games.
The games it does support freeze on first use of not playing them via Vulkan, because shader translation is broken.
So you need to use a dirty hack to not delete all your shaders.
Not to mention it breaks many games via MoltenVK because of changes to the shared GPU code.

Merging Metal seemed like a great idea, because of the few games it does support.
But I don't think it's worth it. Many of the games it breaks via MoltenVK *don't work via Metal*. 
Which effectively makes current Ryubing worse for Mac users than Ryujinx 1.1.1403.

I think what I'm gonna do is revert Metal, and reopen it as a PR. That way, you can still take advantage of the Metal backend as is, but without making other games worse with no solution.
```

For what it's worth, the shader translation part could at least be
"fixed" by always applying a 30ms delay for shader translation to Metal.
That being said, that solution sucks ass.
The MoltenVK regressions are even worse.



I hope this is not a let down to the Mac users. I hope you realize I'm
reverting this because you're actively getting a worse experience with
it in the emulator.
2025-02-22 21:26:46 -06:00
Evan Husted
e3f20abd23 UI: RPC: Maintain game started timestamp for the duration of the AppHost 2025-01-25 22:44:16 -06:00
Evan Husted
be3bd0bcb5 misc: chore: Use explicit types in the Avalonia project 2025-01-25 14:00:23 -06:00
Evan Husted
e6bad52945 Revert "Only selectively compile Metal & fix some compilation issues"
This reverts commit beda3206e0.
2025-01-18 10:56:58 -06:00
Evan Husted
beda3206e0 Only selectively compile Metal & fix some compilation issues 2025-01-18 10:52:32 -06:00
LotP1
918ec1bde3 cores rework (#505)
This PR changes the core count to be defined in the device instead of
being a const value.
This is mostly a change for future features I want to implement and
should not impact any functionality.
The console will now log the range of cores requested from the
application, and for now, if the requested range is not 0 to 2 (the 3
cores used for application emulation), it will give an error message
which tells the user to contact me on discord. I'm doing this because
I'm interested in finding applications/games that don't use 3 cores and
the error will be removed in the future once I've gotten enough data.
2025-01-09 21:43:18 -06:00
Evan Husted
f5ce539de9 misc: Move the rest of Ryujinx.UI.Common into other parts of the project. 2024-12-29 19:28:27 -06:00
Evan Husted
12b264af44 Headless in Avalonia v2 (#448)
Launch the Ryujinx.exe, first argument --no-gui or nogui, and the rest of the arguments should be your normal headless script. You can include the new option --use-main-config which will provide any arguments that you don't, filled in from your main config made by the UI.

Input config is not inherited at this time.
2024-12-28 03:49:06 -06:00