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luttje / Key2Joy / 6602669847

22 Oct 2023 08:23AM UTC coverage: 44.094% (-8.4%) from 52.519%
6602669847

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Add XInput in preparation for gamepad triggers + add xmldoc (#50)

* Add XInput in preparation for gamepad triggers + add xmldoc

* add parent-child relation between mapped options

* add remove child mappings option + remove debug context menu

* x86 > AnyCPU (gives more sensible errors in WinForms Designer) - Fixed Designer failing on MappingForm

* Fix polling gamepad

* Add gamepad input trigger and config control + Fix mapping list not updating correctly

* remove broken and quite useless test

* update readme with warning regarding #46 + update readme special thanks

* add warning on same gamepad id trigger and action

* attempt to give github actions more time before timeout (tests sometimes fail)

* use current default mapping profile from app (so we dont have to copy it to tests everytime manually)

* Add gamepad button trigger

* Add multi-property edit mode

* Show physical gamepad connection warning

* give even more time for tests so they dont fail

* Block arming mappings if simulated gamepad index collides with physical gamepad

* Cleanup + add GamePad Trigger Trigger

* Fix combined trigger remove not working

* Separate stick action and allow custom scaling

* improve stick feeling

* fix parent picker

* update default mappings

* add trigger and try work out conflicts between physical and simulated devices (no luck yet)

* Fix simulated gamepad recognized as physical

* Show gamepad devices in UI

* fix mapping form + add more multi-edit type support

* make reverse mapping tool more useful

* easily setup/update reverse mappings while creating/updating a mapping

* update readme screenshots + prefer 'Arm' terminology for enabling profile

* support more nullable types in mapping profile

* simplify groups

* add configurable grouping

* prevent wonky sorting across groups

* Add easy switch group option

* Fix being able to create corrupt profile

* fail loading ... (continued)

762 of 2383 branches covered (0.0%)

Branch coverage included in aggregate %.

3060 of 3060 new or added lines in 106 files covered. (100.0%)

3897 of 8183 relevant lines covered (47.62%)

12635.93 hits per line

Source File
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19.35
/Core/Key2Joy.Core/LowLevelInput/SimulatedGamePad/SimulatedGamePad.cs
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using SimWinInput;
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namespace Key2Joy.LowLevelInput.SimulatedGamePad;
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/// <summary>
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/// Implementation based on https://github.com/DavidRieman/SimWinInput
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/// </summary>
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public class SimulatedGamePad : ISimulatedGamePad
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{
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    private const string GAMEPAD_NAME = "Simulated";
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    /// <inheritdoc />
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    public int Index { get; private set; }
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    private bool isPluggedIn = false;
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    private readonly IGamePadInfo gamePadInfo;
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    public SimulatedGamePad(int index)
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    {
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        this.Index = index;
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        this.gamePadInfo = new GamePadInfo(index, GAMEPAD_NAME);
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    }
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    public IGamePadInfo GetInfo()
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        => this.gamePadInfo;
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    /// <inheritdoc />
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    public void PlugIn()
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    {
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        SimGamePad.Instance.PlugIn(this.Index);
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        this.isPluggedIn = true;
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        // Ensure the state starts reset fixes problem where other (real) gamepad may get button stuck
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        this.ResetState();
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        this.Update();
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    }
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    /// <inheritdoc />
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    public bool GetIsPluggedIn()
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        => this.isPluggedIn;
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    /// <inheritdoc />
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    public void Unplug()
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    {
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        SimGamePad.Instance.Unplug(this.Index);
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        this.isPluggedIn = false;
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    }
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    /// <inheritdoc />
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    public void Use(GamePadControl control, int holdTimeMS = 50)
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    {
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        SimGamePad.Instance.Use(control, this.Index, holdTimeMS);
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        this.gamePadInfo.OnActivityOccurred();
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    }
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    /// <inheritdoc />
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    public void SetControl(GamePadControl control)
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    {
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        SimGamePad.Instance.SetControl(control, this.Index);
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        this.gamePadInfo.OnActivityOccurred();
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    }
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    /// <inheritdoc />
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    public void ReleaseControl(GamePadControl control)
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    {
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        SimGamePad.Instance.ReleaseControl(control, this.Index);
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        this.gamePadInfo.OnActivityOccurred();
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    }
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    /// <inheritdoc />
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    public SimulatedGamePadState GetState()
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        => SimGamePad.Instance.State[this.Index];
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    /// <inheritdoc />
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    public void ResetState()
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    {
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        SimGamePad.Instance.State[this.Index].Reset();
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        this.gamePadInfo.OnActivityOccurred();
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    }
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    /// <inheritdoc />
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    public void Update()
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    {
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        SimGamePad.Instance.Update(this.Index);
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        this.gamePadInfo.OnActivityOccurred();
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    }
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}
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