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207 lines
5.7 KiB
C++
207 lines
5.7 KiB
C++
#define _USE_MATH_DEFINES
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#include <algorithm>
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#include <cmath>
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#include "Common/Math/math_util.h"
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#include "Common/Math/lin/vec3.h"
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#include "Common/Math/lin/matrix4x4.h"
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#include "Common/Log.h"
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#include "Core/Config.h"
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#include "Core/ConfigValues.h"
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#include "Core/HLE/sceCtrl.h"
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#include "Core/TiltEventProcessor.h"
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namespace TiltEventProcessor {
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static u32 tiltButtonsDown = 0;
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float rawTiltAnalogX;
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float rawTiltAnalogY;
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// These functions generate tilt events given the current Tilt amount,
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// and the deadzone radius.
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void GenerateAnalogStickEvent(const Tilt &tilt);
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void GenerateDPadEvent(const Tilt &tilt);
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void GenerateActionButtonEvent(const Tilt &tilt);
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void GenerateTriggerButtonEvent(const Tilt &tilt);
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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 + deadzone;
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} else if (x < -deadzone) {
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return (x + deadzone) * factor - deadzone;
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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 GenTilt(bool landscape, float calibrationAngle, float x, float y, float z, bool invertX, bool invertY, float deadzone, float xSensitivity, float ySensitivity) {
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if (landscape) {
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std::swap(x, y);
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} else {
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x *= -1.0f;
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}
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Lin::Vec3 down(x, y, z);
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down.normalize();
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float angleAroundX = atan2(down.z, down.y);
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float yAngle = angleAroundX - calibrationAngle;
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float xAngle = asinf(down.x);
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Tilt transformedTilt(xAngle, yAngle);
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// invert x and y axes if requested. Can probably remove this.
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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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// For the button mappings to work, we need a minimum deadzone.
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// Analog stick though is better off with a zero one but any can work.
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float actualDeadzone = g_Config.iTiltInputType == TILT_ANALOG ? deadzone : std::max(0.2f, deadzone);
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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 TranslateTiltToInput(const Tilt &tilt) {
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rawTiltAnalogX = tilt.x_;
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rawTiltAnalogY = tilt.y_;
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switch (g_Config.iTiltInputType) {
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case TILT_NULL:
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break;
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case TILT_ANALOG:
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GenerateAnalogStickEvent(tilt);
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break;
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case TILT_DPAD:
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GenerateDPadEvent(tilt);
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break;
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case TILT_ACTION_BUTTON:
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GenerateActionButtonEvent(tilt);
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break;
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case TILT_TRIGGER_BUTTONS:
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GenerateTriggerButtonEvent(tilt);
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break;
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}
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}
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void GenerateAnalogStickEvent(const Tilt &tilt) {
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__CtrlSetAnalogXY(CTRL_STICK_LEFT, clamp(tilt.x_), clamp(tilt.y_));
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}
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void 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(tiltButtonsDown & (CTRL_RIGHT | CTRL_LEFT));
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tiltButtonsDown &= ~(CTRL_LEFT | CTRL_RIGHT);
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}
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if (tilt.y_ == 0) {
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__CtrlButtonUp(tiltButtonsDown & (CTRL_UP | CTRL_DOWN));
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tiltButtonsDown &= ~(CTRL_UP | 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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ctrlMask &= ~__CtrlPeekButtons();
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__CtrlButtonDown(ctrlMask);
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tiltButtonsDown |= ctrlMask;
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}
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void 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(tiltButtonsDown & (CTRL_SQUARE | CTRL_CIRCLE));
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tiltButtonsDown &= ~(CTRL_SQUARE | CTRL_CIRCLE);
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}
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if (tilt.y_ == 0) {
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__CtrlButtonUp(tiltButtonsDown & (CTRL_TRIANGLE | CTRL_CROSS));
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tiltButtonsDown &= ~(CTRL_TRIANGLE | 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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int downButtons = buttons[direction] & ~__CtrlPeekButtons();
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__CtrlButtonDown(downButtons);
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tiltButtonsDown |= downButtons;
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}
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void GenerateTriggerButtonEvent(const Tilt &tilt) {
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u32 upButtons = 0;
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u32 downButtons = 0;
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// Y axis for both
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if (tilt.y_ < 0.0f) {
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downButtons = CTRL_LTRIGGER | CTRL_RTRIGGER;
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} else if (tilt.x_ == 0.0f) {
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upButtons = CTRL_LTRIGGER | CTRL_RTRIGGER;
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} else if (tilt.x_ < 0.0f) {
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downButtons = CTRL_LTRIGGER;
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upButtons = CTRL_RTRIGGER;
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} else if (tilt.x_ > 0.0f) {
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downButtons = CTRL_RTRIGGER;
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upButtons = CTRL_LTRIGGER;
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}
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downButtons &= ~__CtrlPeekButtons();
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__CtrlButtonUp(tiltButtonsDown & upButtons);
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__CtrlButtonDown(downButtons);
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tiltButtonsDown = (tiltButtonsDown & ~upButtons) | downButtons;
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}
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void ResetTiltEvents() {
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// Reset the buttons we have marked pressed.
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__CtrlButtonUp(tiltButtonsDown);
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tiltButtonsDown = 0;
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__CtrlSetAnalogXY(CTRL_STICK_LEFT, 0.0f, 0.0f);
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}
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} // namespace TiltEventProcessor
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