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
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Ryujinx |
Ryujinx is an open-source Nintendo Switch emulator, originally created by gdkchan, written in C#.
This emulator aims at providing excellent accuracy and performance, a user-friendly interface and consistent builds.
It was written from scratch and development on the project began in September 2017.
Ryujinx is available on a self-managed modified Forgejo instance under the MIT license.
On October 1st 2024, Ryujinx was discontinued as the creator was forced to abandon the project.
This fork is intended to be a QoL uplift for existing Ryujinx users.
This is not a Ryujinx revival project. This is not a Phoenix project.
Guides and documentation can be found on the Wiki tab.
Usage
To run this emulator, your PC must be equipped with at least 8GiB of RAM; failing to meet this requirement may result in a poor gameplay experience or unexpected crashes.
Latest build
Stable builds are made every so often, based on the master branch, that then gets put into the releases you know and love.
These stable builds exist so that the end user can get a more enjoyable and stable experience.
They are released every month or so, to ensure consistent updates, while not being an annoying amount of individual updates to download over the course of that month.
You can find the stable releases here.
Canary builds are compiled automatically for each commit on the master branch.
While we strive to ensure optimal stability and performance prior to pushing an update, these builds may be unstable or completely broken.
These canary builds are only recommended for experienced users.
You can find the canary releases here.
Documentation
If you are planning to contribute or just want to learn more about this project please read through our documentation.
Features
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Audio
Audio output is entirely supported, audio input (microphone) isn't supported. We use C# wrappers for OpenAL, and SDL3 & libsoundio as fallbacks.
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CPU
The CPU emulator, ARMeilleure, emulates an ARMv8 CPU and currently has support for most 64-bit ARMv8 and some of the ARMv7 (and older) instructions, including partial 32-bit support. It translates the ARM code to a custom IR, performs a few optimizations, and turns that into x86 code. There are three memory manager options available depending on the user's preference, leveraging both software-based (slower) and host-mapped modes (much faster). The fastest option (host, unchecked) is set by default. Ryujinx also features an optional Profiled Persistent Translation Cache, which essentially caches translated functions so that they do not need to be translated every time the game loads. The net result is a significant reduction in load times (the amount of time between launching a game and arriving at the title screen) for nearly every game. NOTE: This feature is enabled by default in the Options menu > System tab. You must launch the game at least twice to the title screen or beyond before performance improvements are unlocked on the third launch! These improvements are permanent and do not require any extra launches going forward.
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GPU
The GPU emulator emulates the Switch's Maxwell GPU using either the OpenGL (version 4.5 minimum), Vulkan, or Metal (via MoltenVK) APIs through a custom build of OpenTK or Silk.NET respectively. There are currently six graphics enhancements available to the end user in Ryujinx: Disk Shader Caching, Resolution Scaling, Anti-Aliasing, Scaling Filters (including FSR), Anisotropic Filtering and Aspect Ratio Adjustment. These enhancements can be adjusted or toggled as desired in the GUI.
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Input
We currently have support for keyboard, mouse, touch input, Joy-Con input support, and nearly all controllers. Motion controls are natively supported in most cases; for dual-JoyCon motion support, DS4Windows or BetterJoy are currently required. In all scenarios, you can set up everything inside the input configuration menu.
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DLC & Modifications
Ryujinx is able to manage add-on content/downloadable content through the GUI. Mods (romfs, exefs, and runtime mods such as cheats) are also supported; the GUI contains a shortcut to open the respective mods folder for a particular game.
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Configuration
The emulator has settings for enabling or disabling some logging, remapping controllers, and more. You can configure all of them through the graphical interface or manually through the config file,
Config.json, found in the Ryujinx data folder which can be accessed by clickingOpen Ryujinx Folderunder the File menu in the GUI.
License
This software is licensed under the terms of the MIT license. This project makes use of code authored by the libvpx project, licensed under BSD and the ffmpeg project, licensed under LGPLv3. See LICENSE.txt and THIRDPARTY.md for more details.

