Ava UI: Input Menu Refactor (#5826)
* Refactor * Apply suggestions from code review Co-authored-by: Ac_K <Acoustik666@gmail.com> * Update src/Ryujinx/UI/Views/Settings/SettingsHotkeysView.axaml.cs Co-authored-by: Ac_K <Acoustik666@gmail.com> * Update src/Ryujinx.Input/ButtonValueType.cs Co-authored-by: Ac_K <Acoustik666@gmail.com> * Add empty line * Requested renames * Update src/Ryujinx/UI/Views/Settings/SettingsHotkeysView.axaml.cs Co-authored-by: gdkchan <gab.dark.100@gmail.com> * Make parent models private readonly * Fix ControllerInputView * Make line shorter * Mac keys in locale * Double line break * Fix build * Get rid of _isValid * Fix potential race condition * Rename HasAnyButtonPressed to IsAnyButtonPressed * Use switches * Simplify enumeration --------- Co-authored-by: Ac_K <Acoustik666@gmail.com> Co-authored-by: gdkchan <gab.dark.100@gmail.com> Co-authored-by: TSR Berry <20988865+TSRBerry@users.noreply.github.com>
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@@ -49,9 +49,9 @@ namespace Ryujinx.Input.Assigner
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CollectButtonStats();
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}
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public bool HasAnyButtonPressed()
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public bool IsAnyButtonPressed()
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{
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return _detector.HasAnyButtonPressed();
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return _detector.IsAnyButtonPressed();
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}
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public bool ShouldCancel()
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@@ -59,16 +59,11 @@ namespace Ryujinx.Input.Assigner
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return _gamepad == null || !_gamepad.IsConnected;
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}
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public string GetPressedButton()
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public Button? GetPressedButton()
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{
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IEnumerable<GamepadButtonInputId> pressedButtons = _detector.GetPressedButtons();
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if (pressedButtons.Any())
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{
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return !_forStick ? pressedButtons.First().ToString() : ((StickInputId)pressedButtons.First()).ToString();
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}
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return "";
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return !_forStick ? new(pressedButtons.FirstOrDefault()) : new((StickInputId)pressedButtons.FirstOrDefault());
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}
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private void CollectButtonStats()
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@@ -123,7 +118,7 @@ namespace Ryujinx.Input.Assigner
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_stats = new Dictionary<GamepadButtonInputId, InputSummary>();
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}
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public bool HasAnyButtonPressed()
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public bool IsAnyButtonPressed()
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{
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return _stats.Values.Any(CheckButtonPressed);
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}
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@@ -19,7 +19,7 @@ namespace Ryujinx.Input.Assigner
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/// Check if a button was pressed.
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/// </summary>
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/// <returns>True if a button was pressed</returns>
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bool HasAnyButtonPressed();
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bool IsAnyButtonPressed();
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/// <summary>
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/// Indicate if the user of this API should cancel operations. This is triggered for example when a gamepad get disconnected or when a user cancel assignation operations.
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@@ -31,6 +31,6 @@ namespace Ryujinx.Input.Assigner
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/// Get the pressed button that was read in <see cref="ReadInput"/> by the button assigner.
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/// </summary>
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/// <returns>The pressed button that was read</returns>
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string GetPressedButton();
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Button? GetPressedButton();
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}
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}
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@@ -21,9 +21,9 @@ namespace Ryujinx.Input.Assigner
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_keyboardState = _keyboard.GetKeyboardStateSnapshot();
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}
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public bool HasAnyButtonPressed()
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public bool IsAnyButtonPressed()
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{
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return GetPressedButton().Length != 0;
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return GetPressedButton() is not null;
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}
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public bool ShouldCancel()
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@@ -31,20 +31,20 @@ namespace Ryujinx.Input.Assigner
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return _keyboardState.IsPressed(Key.Escape);
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}
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public string GetPressedButton()
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public Button? GetPressedButton()
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{
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string keyPressed = "";
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Button? keyPressed = null;
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for (Key key = Key.Unknown; key < Key.Count; key++)
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{
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if (_keyboardState.IsPressed(key))
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{
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keyPressed = key.ToString();
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keyPressed = new(key);
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break;
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}
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}
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return !ShouldCancel() ? keyPressed : "";
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return !ShouldCancel() ? keyPressed : null;
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}
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}
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}
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