ppsspp/Core/ControlMapper.cpp
2023-03-31 11:05:33 +02:00

430 lines
13 KiB
C++

#include <algorithm>
#include "Common/Math/math_util.h"
#include "Common/TimeUtil.h"
#include "Common/Log.h"
#include "Core/HLE/sceCtrl.h"
#include "Core/KeyMap.h"
#include "Core/ControlMapper.h"
#include "Core/Config.h"
#include "Core/CoreParameter.h"
#include "Core/System.h"
// TODO: Possibly make these configurable?
static float GetDeviceAxisThreshold(int device) {
return device == DEVICE_ID_MOUSE ? AXIS_BIND_THRESHOLD_MOUSE : AXIS_BIND_THRESHOLD;
}
static int GetOppositeVKey(int vkey) {
switch (vkey) {
case VIRTKEY_AXIS_X_MIN: return VIRTKEY_AXIS_X_MAX; break;
case VIRTKEY_AXIS_X_MAX: return VIRTKEY_AXIS_X_MIN; break;
case VIRTKEY_AXIS_Y_MIN: return VIRTKEY_AXIS_Y_MAX; break;
case VIRTKEY_AXIS_Y_MAX: return VIRTKEY_AXIS_Y_MIN; break;
case VIRTKEY_AXIS_RIGHT_X_MIN: return VIRTKEY_AXIS_RIGHT_X_MAX; break;
case VIRTKEY_AXIS_RIGHT_X_MAX: return VIRTKEY_AXIS_RIGHT_X_MIN; break;
case VIRTKEY_AXIS_RIGHT_Y_MIN: return VIRTKEY_AXIS_RIGHT_Y_MAX; break;
case VIRTKEY_AXIS_RIGHT_Y_MAX: return VIRTKEY_AXIS_RIGHT_Y_MIN; break;
default:
return 0;
}
}
// This is applied on the circular radius, not directly on the axes.
static float MapAxisValue(float v) {
const float deadzone = g_Config.fAnalogDeadzone;
const float invDeadzone = g_Config.fAnalogInverseDeadzone;
const float sensitivity = g_Config.fAnalogSensitivity;
const float sign = v >= 0.0f ? 1.0f : -1.0f;
return sign * Clamp(invDeadzone + (abs(v) - deadzone) / (1.0f - deadzone) * (sensitivity - invDeadzone), 0.0f, 1.0f);
}
void ConvertAnalogStick(float x, float y, float *outX, float *outY) {
const bool isCircular = g_Config.bAnalogIsCircular;
float norm = std::max(fabsf(x), fabsf(y));
if (norm == 0.0f) {
*outX = x;
*outY = y;
return;
}
if (isCircular) {
float newNorm = sqrtf(x * x + y * y);
float factor = newNorm / norm;
x *= factor;
y *= factor;
norm = newNorm;
}
float mappedNorm = MapAxisValue(norm);
*outX = Clamp(x / norm * mappedNorm, -1.0f, 1.0f);
*outY = Clamp(y / norm * mappedNorm, -1.0f, 1.0f);
}
void ControlMapper::SetCallbacks(
std::function<void(int, bool)> onVKey,
std::function<void(int, float)> onVKeyAnalog,
std::function<void(uint32_t, uint32_t)> setAllPSPButtonStates,
std::function<void(int, bool)> setPSPButtonState,
std::function<void(int, float, float)> setPSPAnalog) {
onVKey_ = onVKey;
onVKeyAnalog_ = onVKey;
setAllPSPButtonStates_ = setAllPSPButtonStates;
setPSPButtonState_ = setPSPButtonState;
setPSPAnalog_ = setPSPAnalog;
}
void ControlMapper::SetRawCallback(std::function<void(int, float, float)> setRawAnalog) {
setRawAnalog_ = setRawAnalog;
}
void ControlMapper::SetPSPAxis(int device, int stick, char axis, float value) {
int axisId = axis == 'X' ? 0 : 1;
float position[2];
position[0] = history_[stick][0];
position[1] = history_[stick][1];
position[axisId] = value;
float x = position[0];
float y = position[1];
if (setRawAnalog_) {
setRawAnalog_(stick, x, y);
}
// NOTE: We need to use single-axis checks, since the other axis might be from another device,
// so we'll add a little leeway.
bool inDeadZone = fabsf(value) < g_Config.fAnalogDeadzone * 0.7f;
bool ignore = false;
if (inDeadZone && lastNonDeadzoneDeviceID_[stick] != device) {
// Ignore this event! See issue #15465
ignore = true;
}
if (!inDeadZone) {
lastNonDeadzoneDeviceID_[stick] = device;
}
if (!ignore) {
history_[stick][axisId] = value;
float x = history_[stick][0];
float y = history_[stick][1];
float convertedX, convertedY;
ConvertAnalogStick(x, y, &convertedX, &convertedY);
setPSPAnalog_(stick, convertedX, convertedY);
}
}
static int RotatePSPKeyCode(int x) {
switch (x) {
case CTRL_UP: return CTRL_RIGHT;
case CTRL_RIGHT: return CTRL_DOWN;
case CTRL_DOWN: return CTRL_LEFT;
case CTRL_LEFT: return CTRL_UP;
default:
return x;
}
}
bool ControlMapper::UpdatePSPState(const InputMapping &changedMapping) {
// Instead of taking an input key and finding what it outputs, we loop through the OUTPUTS and
// see if the input that corresponds to it has a value. That way we can easily implement all sorts
// of crazy input combos if needed.
int rotations = 0;
switch (g_Config.iInternalScreenRotation) {
case ROTATION_LOCKED_HORIZONTAL180: rotations = 2; break;
case ROTATION_LOCKED_VERTICAL: rotations = 1; break;
case ROTATION_LOCKED_VERTICAL180: rotations = 3; break;
}
// For the PSP's button inputs, we just go through and put the flags together.
uint32_t buttonMask = 0;
uint32_t changedButtonMask = 0;
for (int i = 0; i < 32; i++) {
uint32_t mask = 1 << i;
if (!(mask & CTRL_MASK_USER)) {
// Not a mappable button bit
continue;
}
uint32_t mappingBit = mask;
for (int i = 0; i < rotations; i++) {
mappingBit = RotatePSPKeyCode(mappingBit);
}
std::vector<InputMapping> inputMappings;
if (!KeyMap::InputMappingsFromPspButton(mappingBit, &inputMappings, false))
continue;
// If a mapping could consist of a combo, we could trivially check it here.
for (auto &mapping : inputMappings) {
// Check if the changed mapping was involved in this PSP key.
if (changedMapping == mapping) {
changedButtonMask |= mask;
}
auto iter = curInput_.find(mapping);
if (iter != curInput_.end() && iter->second > GetDeviceAxisThreshold(iter->first.deviceId)) {
buttonMask |= mask;
}
}
}
// We only request changing the buttons where the mapped input was involved.
setAllPSPButtonStates_(buttonMask & changedButtonMask, (~buttonMask) & changedButtonMask);
// OK, handle all the virtual keys next. For these we need to do deltas here and send events.
for (int i = 0; i < VIRTKEY_COUNT; i++) {
int vkId = i + VIRTKEY_FIRST;
std::vector<InputMapping> inputMappings;
if (!KeyMap::InputMappingsFromPspButton(vkId, &inputMappings, false))
continue;
float value = 0.0f;
// If a mapping could consist of a combo, we could trivially check it here.
// Save the first device ID so we can pass it into onVKeyDown, which in turn needs it for the analog
// mapping which gets a little hacky.
float threshold = 1.0f;
bool touchedByMapping = false;
for (auto &mapping : inputMappings) {
if (mapping == changedMapping) {
touchedByMapping = true;
}
auto iter = curInput_.find(mapping);
if (iter != curInput_.end()) {
if (mapping.IsAxis()) {
threshold = GetDeviceAxisThreshold(iter->first.deviceId);
value += iter->second;
} else {
value += iter->second;
}
}
}
if (!touchedByMapping) {
continue;
}
value = clamp_value(value, 0.0f, 1.0f);
// Derive bools from the floats using the device's threshold.
bool bPrevValue = virtKeys_[i] >= threshold;
bool bValue = value >= threshold;
if (virtKeys_[i] != value) {
// INFO_LOG(G3D, "vkeyanalog %s : %f", KeyMap::GetVirtKeyName(vkId), value);
onVKeyAnalog(changedMapping.deviceId, vkId, value);
}
virtKeys_[i] = value;
if (!bPrevValue && bValue) {
onVKey(vkId, true);
} else if (bPrevValue && !bValue) {
onVKey(vkId, false);
}
}
return true;
}
bool ControlMapper::Key(const KeyInput &key, bool *pauseTrigger) {
if (key.flags & KEY_IS_REPEAT) {
// Claim that we handled this. Prevents volume key repeats from popping up the volume control on Android.
return true;
}
InputMapping mapping(key.deviceId, key.keyCode);
if (key.flags & KEY_DOWN) {
curInput_[mapping] = 1.0f;
} else if (key.flags & KEY_UP) {
curInput_[mapping] = 0.0f;
}
bool mappingFound = KeyMap::InputMappingToPspButton(mapping, nullptr);
DEBUG_LOG(SYSTEM, "Key: %d DeviceId: %d", key.keyCode, key.deviceId);
if (!mappingFound || key.deviceId == DEVICE_ID_DEFAULT) {
if ((key.flags & KEY_DOWN) && key.keyCode == NKCODE_BACK) {
*pauseTrigger = true;
return true;
}
}
return UpdatePSPState(mapping);
}
void ControlMapper::Axis(const AxisInput &axis) {
if (axis.value > 0) {
InputMapping mapping(axis.deviceId, axis.axisId, 1);
curInput_[mapping] = axis.value;
UpdatePSPState(mapping);
} else if (axis.value < 0) {
InputMapping mapping(axis.deviceId, axis.axisId, -1);
curInput_[mapping] = -axis.value;
UpdatePSPState(mapping);
} else if (axis.value == 0.0f) { // Threshold?
// Both directions! Prevents sticking for digital input devices that are axises (like HAT)
InputMapping mappingPositive(axis.deviceId, axis.axisId, 1);
InputMapping mappingNegative(axis.deviceId, axis.axisId, -1);
curInput_[mappingPositive] = 0.0f;
curInput_[mappingNegative] = 0.0f;
UpdatePSPState(mappingPositive);
UpdatePSPState(mappingNegative);
}
}
void ControlMapper::Update() {
if (autoRotatingAnalogCW_) {
const double now = time_now_d();
// Clamp to a square
float x = std::min(1.0f, std::max(-1.0f, 1.42f * (float)cos(now * -g_Config.fAnalogAutoRotSpeed)));
float y = std::min(1.0f, std::max(-1.0f, 1.42f * (float)sin(now * -g_Config.fAnalogAutoRotSpeed)));
setPSPAnalog_(0, x, y);
} else if (autoRotatingAnalogCCW_) {
const double now = time_now_d();
float x = std::min(1.0f, std::max(-1.0f, 1.42f * (float)cos(now * g_Config.fAnalogAutoRotSpeed)));
float y = std::min(1.0f, std::max(-1.0f, 1.42f * (float)sin(now * g_Config.fAnalogAutoRotSpeed)));
setPSPAnalog_(0, x, y);
}
}
void ControlMapper::PSPKey(int deviceId, int pspKeyCode, int flags) {
if (pspKeyCode >= VIRTKEY_FIRST) {
int vk = pspKeyCode - VIRTKEY_FIRST;
if (flags & KEY_DOWN) {
virtKeys_[vk] = 1.0f;
onVKey(pspKeyCode, true);
}
if (flags & KEY_UP) {
virtKeys_[vk] = 0.0f;
onVKey(pspKeyCode, false);
}
} else {
// INFO_LOG(SYSTEM, "pspKey %d %d", pspKeyCode, flags);
if (flags & KEY_DOWN)
setPSPButtonState_(pspKeyCode, true);
if (flags & KEY_UP)
setPSPButtonState_(pspKeyCode, false);
}
}
void ControlMapper::onVKeyAnalog(int deviceId, int vkey, float value) {
// Unfortunately, for digital->analog inputs to work sanely, we need to sum up
// with the opposite value too.
int stick = 0;
int axis = 'X';
int opposite = GetOppositeVKey(vkey);
float sign = 1.0f;
switch (vkey) {
case VIRTKEY_AXIS_X_MIN: sign = -1.0f; break;
case VIRTKEY_AXIS_X_MAX: break;
case VIRTKEY_AXIS_Y_MIN: axis = 'Y'; sign = -1.0f; break;
case VIRTKEY_AXIS_Y_MAX: axis = 'Y'; break;
case VIRTKEY_AXIS_RIGHT_X_MIN: stick = CTRL_STICK_RIGHT; sign = -1.0f; break;
case VIRTKEY_AXIS_RIGHT_X_MAX: stick = CTRL_STICK_RIGHT; break;
case VIRTKEY_AXIS_RIGHT_Y_MIN: stick = CTRL_STICK_RIGHT; axis = 'Y'; sign = -1.0f; break;
case VIRTKEY_AXIS_RIGHT_Y_MAX: stick = CTRL_STICK_RIGHT; axis = 'Y'; break;
default:
if (onVKeyAnalog_)
onVKeyAnalog_(vkey, value);
return;
}
value -= virtKeys_[opposite - VIRTKEY_FIRST];
SetPSPAxis(deviceId, stick, axis, sign * value);
}
void ControlMapper::onVKey(int vkey, bool down) {
switch (vkey) {
case VIRTKEY_ANALOG_ROTATE_CW:
if (down) {
autoRotatingAnalogCW_ = true;
autoRotatingAnalogCCW_ = false;
} else {
autoRotatingAnalogCW_ = false;
setPSPAnalog_(0, 0.0f, 0.0f);
}
break;
case VIRTKEY_ANALOG_ROTATE_CCW:
if (down) {
autoRotatingAnalogCW_ = false;
autoRotatingAnalogCCW_ = true;
} else {
autoRotatingAnalogCCW_ = false;
setPSPAnalog_(0, 0.0f, 0.0f);
}
break;
default:
if (onVKey_)
onVKey_(vkey, down);
break;
}
}
void ControlMapper::ProcessAnalogSpeed(const AxisInput &axis, bool opposite) {
static constexpr float DEADZONE_THRESHOLD = 0.15f;
static constexpr float DEADZONE_SCALE = 1.0f / (1.0f - DEADZONE_THRESHOLD);
FPSLimit &limitMode = PSP_CoreParameter().fpsLimit;
// If we're using an alternate speed already, let that win.
if (limitMode != FPSLimit::NORMAL && limitMode != FPSLimit::ANALOG)
return;
// Don't even try if the limit is invalid.
if (g_Config.iAnalogFpsLimit <= 0)
return;
AnalogFpsMode mode = (AnalogFpsMode)g_Config.iAnalogFpsMode;
float value = axis.value;
if (mode == AnalogFpsMode::AUTO) {
// TODO: Consider the pad name for better auto? KeyMap::PadName(axis.deviceId);
switch (axis.axisId) {
case JOYSTICK_AXIS_X:
case JOYSTICK_AXIS_Y:
case JOYSTICK_AXIS_Z:
case JOYSTICK_AXIS_RX:
case JOYSTICK_AXIS_RY:
case JOYSTICK_AXIS_RZ:
// These, at least on directinput, can be used for triggers that go from mapped to opposite.
mode = AnalogFpsMode::MAPPED_DIR_TO_OPPOSITE_DIR;
break;
default:
// Other axises probably don't go from negative to positive.
mode = AnalogFpsMode::MAPPED_DIRECTION;
break;
}
}
// Okay, now let's map it as appropriate.
if (mode == AnalogFpsMode::MAPPED_DIRECTION) {
value = fabsf(value);
// Clamp to 0 in this case if we're processing the opposite direction.
if (opposite)
value = 0.0f;
} else if (mode == AnalogFpsMode::MAPPED_DIR_TO_OPPOSITE_DIR) {
value = fabsf(value);
if (opposite)
value = -value;
value = 0.5f - value * 0.5f;
}
// Apply a small deadzone (against the resting position.)
value = std::max(0.0f, (value - DEADZONE_THRESHOLD) * DEADZONE_SCALE);
// If target is above 60, value is how much to speed up over 60. Otherwise, it's how much slower.
// So normalize the target.
int target = g_Config.iAnalogFpsLimit - 60;
PSP_CoreParameter().analogFpsLimit = 60 + (int)(target * value);
// If we've reset back to normal, turn it off.
limitMode = PSP_CoreParameter().analogFpsLimit == 60 ? FPSLimit::NORMAL : FPSLimit::ANALOG;
}