ppsspp/UI/TiltEventProcessor.cpp

188 lines
5.1 KiB
C++

#define _USE_MATH_DEFINES
#include <cmath>
#include "Core/Config.h"
#include "Core/HLE/sceCtrl.h"
#include "UI/TiltEventProcessor.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 + g_Config.fTiltDeadzoneSkip;
} else if (x < -deadzone) {
return (x + deadzone) * factor * factor - g_Config.fTiltDeadzoneSkip;
} 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 &currentTilt, 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) {
__CtrlSetAnalogXY(CTRL_STICK_LEFT, clamp(tilt.x_), clamp(tilt.y_));
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) {
__CtrlSetAnalogXY(CTRL_STICK_LEFT, 0.0f, 0.0f);
tiltAnalogSet = false;
}
}