mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-23 21:39:52 +00:00
70593d1004
ANDROID is only standard to the old Makefile buildsystem, not the platform.
191 lines
5.2 KiB
C++
191 lines
5.2 KiB
C++
#define _USE_MATH_DEFINES
|
|
#include <cmath>
|
|
#include "UI/TiltEventProcessor.h"
|
|
#include "Core/Config.h"
|
|
#include "Core/HLE/sceCtrl.h"
|
|
#include "math.h"
|
|
#include "base/logging.h"
|
|
|
|
|
|
using namespace TiltEventProcessor;
|
|
|
|
static u32 tiltButtonsDown = 0;
|
|
static bool tiltAnalogSet = false;
|
|
|
|
//deadzone is normalized - 0 to 1
|
|
//sensitivity controls how fast the deadzone reaches max value
|
|
inline float tiltInputCurve (float x, float deadzone, float sensitivity) {
|
|
const float factor = sensitivity * 1.0f / (1.0f - deadzone);
|
|
|
|
if (x > deadzone) {
|
|
return (x - deadzone) * factor * factor;
|
|
} else if (x < -deadzone) {
|
|
return (x + deadzone) * factor * factor;
|
|
} else {
|
|
return 0.0f;
|
|
}
|
|
}
|
|
|
|
//dampen the tilt according to the given deadzone amount.
|
|
inline Tilt dampTilt(const Tilt &tilt, float deadzone, float xSensitivity, float ySensitivity) {
|
|
//multiply sensitivity by 2 so that "overshoot" is possible. I personally prefer a
|
|
//sensitivity >1 for kingdom hearts and < 1 for Gods Eater. so yes, overshoot is nice
|
|
//to have.
|
|
return Tilt(tiltInputCurve(tilt.x_, deadzone, 2.0f * xSensitivity), tiltInputCurve(tilt.y_, deadzone, 2.0f * ySensitivity));
|
|
}
|
|
|
|
inline float clamp(float f) {
|
|
if (f > 1.0f) return 1.0f;
|
|
if (f < -1.0f) return -1.0f;
|
|
return f;
|
|
}
|
|
|
|
Tilt TiltEventProcessor::NormalizeTilt(const Tilt &tilt){
|
|
// Normalise the accelerometer manually per-platform, to 'g'
|
|
#if defined(__ANDROID__)
|
|
// Values are in metres per second. Divide by 9.8 to get 'g' value
|
|
float maxX = 9.8f, maxY = 9.8f;
|
|
#else
|
|
float maxX = 1.0f, maxY = 1.0f;
|
|
#endif
|
|
|
|
return Tilt(tilt.x_ / maxX, tilt.y_ / maxY);
|
|
|
|
}
|
|
|
|
Tilt TiltEventProcessor::GenTilt(const Tilt &baseTilt, const Tilt ¤tTilt, bool invertX, bool invertY, float deadzone, float xSensitivity, float ySensitivity) {
|
|
//first convert to the correct coordinate system
|
|
Tilt transformedTilt(currentTilt.x_ - baseTilt.x_, currentTilt.y_ - baseTilt.y_);
|
|
|
|
//invert x and y axes if needed
|
|
if (invertX) {
|
|
transformedTilt.x_ *= -1.0f;
|
|
}
|
|
|
|
if (invertY) {
|
|
transformedTilt.y_ *= -1.0f;
|
|
}
|
|
|
|
//next, normalize the tilt values
|
|
transformedTilt = NormalizeTilt(transformedTilt);
|
|
|
|
//finally, dampen the tilt according to our curve.
|
|
return dampTilt(transformedTilt, deadzone, xSensitivity, ySensitivity);
|
|
}
|
|
|
|
void TiltEventProcessor::TranslateTiltToInput(const Tilt &tilt) {
|
|
switch (g_Config.iTiltInputType) {
|
|
case TILT_NULL:
|
|
break;
|
|
|
|
case TILT_ANALOG:
|
|
GenerateAnalogStickEvent(tilt);
|
|
break;
|
|
|
|
case TILT_DPAD:
|
|
GenerateDPadEvent(tilt);
|
|
break;
|
|
|
|
case TILT_ACTION_BUTTON:
|
|
GenerateActionButtonEvent(tilt);
|
|
break;
|
|
|
|
case TILT_TRIGGER_BUTTON:
|
|
GenerateTriggerButtonEvent(tilt);
|
|
break;
|
|
}
|
|
}
|
|
|
|
void TiltEventProcessor::GenerateAnalogStickEvent(const Tilt &tilt) {
|
|
__CtrlSetAnalogX(clamp(tilt.x_), CTRL_STICK_LEFT);
|
|
__CtrlSetAnalogY(clamp(tilt.y_), CTRL_STICK_LEFT);
|
|
tiltAnalogSet = true;
|
|
}
|
|
|
|
void TiltEventProcessor::GenerateDPadEvent(const Tilt &tilt) {
|
|
static const int dir[4] = {CTRL_RIGHT, CTRL_DOWN, CTRL_LEFT, CTRL_UP};
|
|
|
|
if (tilt.x_ == 0) {
|
|
__CtrlButtonUp(CTRL_RIGHT | CTRL_LEFT);
|
|
tiltButtonsDown &= ~(CTRL_LEFT | CTRL_RIGHT);
|
|
}
|
|
|
|
if (tilt.y_ == 0) {
|
|
__CtrlButtonUp(CTRL_UP | CTRL_DOWN);
|
|
tiltButtonsDown &= ~(CTRL_UP | CTRL_DOWN);
|
|
}
|
|
|
|
if (tilt.x_ == 0 && tilt.y_ == 0) {
|
|
return;
|
|
}
|
|
|
|
int ctrlMask = 0;
|
|
int direction = (int)(floorf((atan2f(tilt.y_, tilt.x_) / (2.0f * (float)M_PI) * 8.0f) + 0.5f)) & 7;
|
|
switch (direction) {
|
|
case 0: ctrlMask |= CTRL_RIGHT; break;
|
|
case 1: ctrlMask |= CTRL_RIGHT | CTRL_DOWN; break;
|
|
case 2: ctrlMask |= CTRL_DOWN; break;
|
|
case 3: ctrlMask |= CTRL_DOWN | CTRL_LEFT; break;
|
|
case 4: ctrlMask |= CTRL_LEFT; break;
|
|
case 5: ctrlMask |= CTRL_UP | CTRL_LEFT; break;
|
|
case 6: ctrlMask |= CTRL_UP; break;
|
|
case 7: ctrlMask |= CTRL_UP | CTRL_RIGHT; break;
|
|
}
|
|
|
|
__CtrlButtonDown(ctrlMask);
|
|
tiltButtonsDown |= ctrlMask;
|
|
}
|
|
|
|
void TiltEventProcessor::GenerateActionButtonEvent(const Tilt &tilt) {
|
|
static const int buttons[4] = {CTRL_CIRCLE, CTRL_CROSS, CTRL_SQUARE, CTRL_TRIANGLE};
|
|
|
|
if (tilt.x_ == 0) {
|
|
__CtrlButtonUp(CTRL_SQUARE | CTRL_CIRCLE);
|
|
tiltButtonsDown &= ~(CTRL_SQUARE | CTRL_CIRCLE);
|
|
}
|
|
|
|
if (tilt.y_ == 0) {
|
|
__CtrlButtonUp(CTRL_TRIANGLE | CTRL_CROSS);
|
|
tiltButtonsDown &= ~(CTRL_TRIANGLE | CTRL_CROSS);
|
|
}
|
|
|
|
if (tilt.x_ == 0 && tilt.y_ == 0) {
|
|
return;
|
|
}
|
|
|
|
int direction = (int)(floorf((atan2f(tilt.y_, tilt.x_) / (2.0f * (float)M_PI) * 4.0f) + 0.5f)) & 3;
|
|
__CtrlButtonDown(buttons[direction]);
|
|
tiltButtonsDown |= buttons[direction];
|
|
}
|
|
|
|
void TiltEventProcessor::GenerateTriggerButtonEvent(const Tilt &tilt) {
|
|
u32 upButtons = 0;
|
|
u32 downButtons = 0;
|
|
// KISS, let's only look at X. Expect deadzone to already be applied.
|
|
if (tilt.x_ == 0.0f) {
|
|
upButtons = CTRL_LTRIGGER | CTRL_RTRIGGER;
|
|
} else if (tilt.x_ < 0.0f) {
|
|
downButtons = CTRL_LTRIGGER;
|
|
upButtons = CTRL_RTRIGGER;
|
|
} else if (tilt.x_ > 0.0f) {
|
|
downButtons = CTRL_RTRIGGER;
|
|
upButtons = CTRL_LTRIGGER;
|
|
}
|
|
|
|
__CtrlButtonUp(upButtons);
|
|
__CtrlButtonDown(downButtons);
|
|
tiltButtonsDown = (tiltButtonsDown & ~upButtons) | downButtons;
|
|
}
|
|
|
|
void TiltEventProcessor::ResetTiltEvents() {
|
|
// Reset the buttons we have marked pressed.
|
|
__CtrlButtonUp(tiltButtonsDown);
|
|
tiltButtonsDown = 0;
|
|
|
|
if (tiltAnalogSet) {
|
|
__CtrlSetAnalogX(0.0f, CTRL_STICK_LEFT);
|
|
__CtrlSetAnalogY(0.0f, CTRL_STICK_LEFT);
|
|
tiltAnalogSet = false;
|
|
}
|
|
}
|