mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-12-11 07:34:08 +00:00
246 lines
7.0 KiB
C++
246 lines
7.0 KiB
C++
#define _USE_MATH_DEFINES
|
|
|
|
#include <algorithm>
|
|
#include <cmath>
|
|
|
|
#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
|