mirror of
https://github.com/hrydgard/ppsspp.git
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169 lines
4.7 KiB
C++
169 lines
4.7 KiB
C++
#define _USE_MATH_DEFINES
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#include <cmath>
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#include "TiltEventProcessor.h"
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#include "Core/HLE/sceCtrl.h"
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#include "math.h"
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#include "native/base/logging.h"
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using namespace TiltEventProcessor;
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//deadzone is normalized - 0 to 1
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//sensitivity controls how fast the deadzone reaches max value
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inline float tiltInputCurve (float x, float deadzone, float sensitivity) {
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const float factor = sensitivity * 1.0f / (1.0f - deadzone);
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if (x > deadzone) {
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return (x - deadzone) * factor * factor;
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} else if (x < -deadzone) {
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return (x + deadzone) * factor * factor;
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} else {
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return 0.0f;
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}
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}
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//dampen the tilt according to the given deadzone amount.
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inline Tilt dampTilt(const Tilt &tilt, float deadzone, float xSensitivity, float ySensitivity) {
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//multiply sensitivity by 2 so that "overshoot" is possible. I personally prefer a
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//sensitivity >1 for kingdom hearts and < 1 for Gods Eater. so yes, overshoot is nice
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//to have.
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return Tilt(tiltInputCurve(tilt.x_, deadzone, 2.0f * xSensitivity), tiltInputCurve(tilt.y_, deadzone, 2.0f * ySensitivity));
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}
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inline float clamp(float f) {
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if (f > 1.0f) return 1.0f;
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if (f < -1.0f) return -1.0f;
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return f;
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}
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Tilt TiltEventProcessor::NormalizeTilt(const Tilt &tilt){
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// Normalise the accelerometer manually per-platform, to 'g'
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#if defined(ANDROID) || defined(BLACKBERRY) || defined(__SYMBIAN32__)
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// Values are in metres per second. Divide by 9.8 to get 'g' value
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float maxX = 9.8f, maxY = 9.8f;
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#else
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float maxX = 1.0f, maxY = 1.0f;
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#endif
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return Tilt(tilt.x_ / maxX, tilt.y_ / maxY);
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};
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Tilt TiltEventProcessor::GenTilt(const Tilt &baseTilt, const Tilt ¤tTilt, bool invertX, bool invertY, float deadzone, float xSensitivity, float ySensitivity) {
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//first convert to the correct coordinate system
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Tilt transformedTilt(currentTilt.x_ - baseTilt.x_, currentTilt.y_ - baseTilt.y_);
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//invert x and y axes if needed
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if (invertX) {
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transformedTilt.x_ *= -1.0f;
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}
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if (invertY) {
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transformedTilt.y_ *= -1.0f;
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}
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//next, normalize the tilt values
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transformedTilt = NormalizeTilt(transformedTilt);
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//finally, dampen the tilt according to our curve.
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return dampTilt(transformedTilt, deadzone, xSensitivity, ySensitivity);
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};
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void TiltEventProcessor::GenerateAnalogStickEvent(const Tilt &tilt) {
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__CtrlSetAnalogX(clamp(tilt.x_), CTRL_STICK_LEFT);
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__CtrlSetAnalogY(clamp(tilt.y_), CTRL_STICK_LEFT);
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};
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void TiltEventProcessor::GenerateDPadEvent(const Tilt &tilt) {
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static const int dir[4] = {CTRL_RIGHT, CTRL_DOWN, CTRL_LEFT, CTRL_UP};
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if (tilt.x_ == 0) {
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__CtrlButtonUp(CTRL_RIGHT);
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__CtrlButtonUp(CTRL_LEFT);
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}
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if (tilt.y_ == 0) {
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__CtrlButtonUp(CTRL_UP);
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__CtrlButtonUp(CTRL_DOWN);
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}
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if (tilt.x_ == 0 && tilt.y_ == 0) {
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return;
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}
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int ctrlMask = 0;
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int direction = (int)(floorf((atan2f(tilt.y_, tilt.x_) / (2.0f * (float)M_PI) * 8.0f) + 0.5f)) & 7;
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switch (direction) {
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case 0: ctrlMask |= CTRL_RIGHT; break;
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case 1: ctrlMask |= CTRL_RIGHT | CTRL_DOWN; break;
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case 2: ctrlMask |= CTRL_DOWN; break;
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case 3: ctrlMask |= CTRL_DOWN | CTRL_LEFT; break;
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case 4: ctrlMask |= CTRL_LEFT; break;
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case 5: ctrlMask |= CTRL_UP | CTRL_LEFT; break;
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case 6: ctrlMask |= CTRL_UP; break;
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case 7: ctrlMask |= CTRL_UP | CTRL_RIGHT; break;
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}
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for (int i = 0; i < 4; i++) {
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if (ctrlMask & dir[i]) {
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__CtrlButtonDown(dir[i]);
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}
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}
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};
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void TiltEventProcessor::GenerateActionButtonEvent(const Tilt &tilt) {
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static const int buttons[4] = {CTRL_CIRCLE, CTRL_CROSS, CTRL_SQUARE, CTRL_TRIANGLE};
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if (tilt.x_ == 0) {
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__CtrlButtonUp(CTRL_SQUARE);
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__CtrlButtonUp(CTRL_CIRCLE);
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}
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if (tilt.y_ == 0) {
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__CtrlButtonUp(CTRL_TRIANGLE);
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__CtrlButtonUp(CTRL_CROSS);
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}
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if (tilt.x_ == 0 && tilt.y_ == 0) {
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return;
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}
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int direction = (int)(floorf((atan2f(tilt.y_, tilt.x_) / (2.0f * (float)M_PI) * 4.0f) + 0.5f)) & 3;
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__CtrlButtonDown(buttons[direction]);
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};
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void TiltEventProcessor::ResetTiltEvents() {
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//this is ugly, but it's needed since the entire tilt system is
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//stateless. So, when a tilt option is changed, we have to reset
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//the tilt.
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//this scenario will take place without this:
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//1) tilt is Analog based. the device is tilted. Analog controller is being moved
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//2) user changes mode to D-Pad and goes back to game
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//3) the event handling loop sends all events to D-Pad now.
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// The analog controller doesn't know that the type of tilt input has changed.
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// It keeps sending tilt events for the analog.
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//D-Pad
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__CtrlButtonUp(CTRL_RIGHT);
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__CtrlButtonUp(CTRL_LEFT);
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__CtrlButtonUp(CTRL_UP);
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__CtrlButtonUp(CTRL_DOWN);
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//action buttons
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__CtrlButtonUp(CTRL_SQUARE);
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__CtrlButtonUp(CTRL_CIRCLE);
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__CtrlButtonUp(CTRL_TRIANGLE);
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__CtrlButtonUp(CTRL_CROSS);
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//analog
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__CtrlSetAnalogX(0.0f, CTRL_STICK_LEFT);
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__CtrlSetAnalogY(0.0f, CTRL_STICK_LEFT);
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};
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