#define _USE_MATH_DEFINES #include #include #include "Common/Math/math_util.h" #include "Common/Math/lin/vec3.h" #include "Common/Math/lin/matrix4x4.h" #include "Common/Log.h" #include "Core/Config.h" #include "Core/ConfigValues.h" #include "Core/HLE/sceCtrl.h" #include "Core/TiltEventProcessor.h" namespace TiltEventProcessor { static u32 tiltButtonsDown = 0; float rawTiltAnalogX; float rawTiltAnalogY; // These functions generate tilt events given the current Tilt amount, // and the deadzone radius. void GenerateAnalogStickEvent(float analogX, float analogY); void GenerateDPadEvent(int digitalX, int digitalY); void GenerateActionButtonEvent(int digitalX, int digitalY); void GenerateTriggerButtonEvent(int digitalX, int digitalY); // deadzone is normalized - 0 to 1 // sensitivity controls how fast the deadzone reaches max value inline float ApplyDeadzone(float x, float deadzone) { const float factor = 1.0f / (1.0f - deadzone); if (x > deadzone) { return (x - deadzone) * factor + deadzone; } else if (x < -deadzone) { return (x + deadzone) * factor - deadzone; } else { return 0.0f; } } // Also clamps to -1.0..1.0. // This applies a (circular if desired) inverse deadzone. inline void ApplyInverseDeadzone(float x, float y, float *outX, float *outY, float inverseDeadzone, bool circular) { if (inverseDeadzone == 0.0f) { *outX = Clamp(x, -1.0f, 1.0f); *outY = Clamp(y, -1.0f, 1.0f); } if (circular) { float magnitude = sqrtf(x * x + y * y); magnitude = (magnitude + inverseDeadzone) / magnitude; *outX = Clamp(x * magnitude, -1.0f, 1.0f); *outY = Clamp(y * magnitude, -1.0f, 1.0f); } else { *outX = Clamp(x + copysignf(inverseDeadzone, x), -1.0f, 1.0f); *outY = Clamp(y + copysignf(inverseDeadzone, y), -1.0f, 1.0f); } } void ProcessTilt(bool landscape, float calibrationAngle, float x, float y, float z, bool invertX, bool invertY, float xSensitivity, float ySensitivity) { if (g_Config.iTiltInputType == TILT_NULL) { // Turned off - nothing to do. return; } if (landscape) { std::swap(x, y); } else { x *= -1.0f; } Lin::Vec3 down = Lin::Vec3(x, y, z).normalized(); float angleAroundX = atan2(down.z, down.y); float yAngle = angleAroundX - calibrationAngle; float xAngle = asinf(down.x); float tiltX = xAngle; float tiltY = yAngle; // invert x and y axes if requested. Can probably remove this. if (invertX) { tiltX = -tiltX; } if (invertY) { tiltY = -tiltY; } // It's not obvious what the factor for converting from tilt angle to value should be, // but there's nothing that says that 1 would make sense. The important thing is that // the sensitivity sliders get a range of values that makes sense. const float tiltFactor = 3.0f; tiltX *= xSensitivity * tiltFactor; tiltY *= ySensitivity * tiltFactor; if (g_Config.iTiltInputType == TILT_ANALOG) { // Only analog mappings use the deadzone. float adjustedTiltX = ApplyDeadzone(tiltX, g_Config.fTiltAnalogDeadzoneRadius); float adjustedTiltY = ApplyDeadzone(tiltY, g_Config.fTiltAnalogDeadzoneRadius); // Unlike regular deadzone, where per-axis is okay, inverse deadzone (to compensate for game deadzones) really needs to be // applied on the two axes together. // TODO: Share this code with the joystick code. For now though, we keep it separate. ApplyInverseDeadzone(adjustedTiltX, adjustedTiltY, &adjustedTiltX, &adjustedTiltY, g_Config.fTiltInverseDeadzone, g_Config.bTiltCircularInverseDeadzone); rawTiltAnalogX = adjustedTiltX; rawTiltAnalogY = adjustedTiltY; GenerateAnalogStickEvent(adjustedTiltX, adjustedTiltY); return; } // Remaining are digital now so do the digital check here. // We use a fixed 0.3 threshold instead of a deadzone since you can simply use sensitivity to set it - // these parameters were never independent. It should feel similar to analog that way. int digitalX = 0; int digitalY = 0; const float threshold = 0.5f; if (tiltX < -threshold) { digitalX = -1; } else if (tiltX > threshold) { digitalX = 1; } if (tiltY < -threshold) { digitalY = -1; } else if (tiltY > threshold) { digitalY = 1; } switch (g_Config.iTiltInputType) { case TILT_DPAD: GenerateDPadEvent(digitalX, digitalY); break; case TILT_ACTION_BUTTON: GenerateActionButtonEvent(digitalX, digitalY); break; case TILT_TRIGGER_BUTTONS: GenerateTriggerButtonEvent(digitalX, digitalY); break; default: break; } } inline float clamp(float f) { if (f > 1.0f) return 1.0f; if (f < -1.0f) return -1.0f; return f; } // TODO: Instead of __Ctrl, route data into the ControlMapper. void GenerateAnalogStickEvent(float tiltX, float tiltY) { __CtrlSetAnalogXY(CTRL_STICK_LEFT, clamp(tiltX), clamp(tiltY)); } void GenerateDPadEvent(int digitalX, int digitalY) { static const int dir[4] = { CTRL_RIGHT, CTRL_DOWN, CTRL_LEFT, CTRL_UP }; if (digitalX == 0) { __CtrlUpdateButtons(0, tiltButtonsDown & (CTRL_RIGHT | CTRL_LEFT)); tiltButtonsDown &= ~(CTRL_LEFT | CTRL_RIGHT); } if (digitalY == 0) { __CtrlUpdateButtons(0, tiltButtonsDown & (CTRL_UP | CTRL_DOWN)); tiltButtonsDown &= ~(CTRL_UP | CTRL_DOWN); } if (digitalX == 0 && digitalY == 0) { return; } int ctrlMask = 0; if (digitalX == -1) ctrlMask |= CTRL_LEFT; if (digitalX == 1) ctrlMask |= CTRL_RIGHT; if (digitalY == -1) ctrlMask |= CTRL_DOWN; if (digitalY == 1) ctrlMask |= CTRL_UP; ctrlMask &= ~__CtrlPeekButtons(); __CtrlUpdateButtons(ctrlMask, 0); tiltButtonsDown |= ctrlMask; } void GenerateActionButtonEvent(int digitalX, int digitalY) { static const int buttons[4] = { CTRL_CIRCLE, CTRL_CROSS, CTRL_SQUARE, CTRL_TRIANGLE }; if (digitalX == 0) { __CtrlUpdateButtons(0, tiltButtonsDown & (CTRL_SQUARE | CTRL_CIRCLE)); tiltButtonsDown &= ~(CTRL_SQUARE | CTRL_CIRCLE); } if (digitalY == 0) { __CtrlUpdateButtons(0, tiltButtonsDown & (CTRL_TRIANGLE | CTRL_CROSS)); tiltButtonsDown &= ~(CTRL_TRIANGLE | CTRL_CROSS); } if (digitalX == 0 && digitalY == 0) { return; } int ctrlMask = 0; if (digitalX == -1) ctrlMask |= CTRL_SQUARE; if (digitalX == 1) ctrlMask |= CTRL_CIRCLE; if (digitalY == -1) ctrlMask |= CTRL_CROSS; if (digitalY == 1) ctrlMask |= CTRL_TRIANGLE; ctrlMask &= ~__CtrlPeekButtons(); __CtrlUpdateButtons(ctrlMask, 0); tiltButtonsDown |= ctrlMask; } void GenerateTriggerButtonEvent(int digitalX, int digitalY) { u32 upButtons = 0; u32 downButtons = 0; // Y axis up for both if (digitalY == 1) { downButtons = CTRL_LTRIGGER | CTRL_RTRIGGER; } else if (digitalX == 0) { upButtons = CTRL_LTRIGGER | CTRL_RTRIGGER; } else if (digitalX == -1) { downButtons = CTRL_LTRIGGER; upButtons = CTRL_RTRIGGER; } else if (digitalX == 1) { downButtons = CTRL_RTRIGGER; upButtons = CTRL_LTRIGGER; } downButtons &= ~__CtrlPeekButtons(); __CtrlUpdateButtons(downButtons, tiltButtonsDown & upButtons); tiltButtonsDown = (tiltButtonsDown & ~upButtons) | downButtons; } void ResetTiltEvents() { // Reset the buttons we have marked pressed. __CtrlUpdateButtons(0, tiltButtonsDown); tiltButtonsDown = 0; __CtrlSetAnalogXY(CTRL_STICK_LEFT, 0.0f, 0.0f); } } // namespace TiltEventProcessor