mirror of
https://github.com/shadps4-emu/shadPS4.git
synced 2025-04-20 03:24:49 +00:00
input: Don't use old input state in GameController::ReadState() (#2170)
This commit is contained in:
parent
7b8177f48e
commit
90b04e8cc0
5 changed files with 340 additions and 131 deletions
|
@ -11,6 +11,8 @@
|
|||
|
||||
namespace Libraries::Pad {
|
||||
|
||||
using Input::GameController;
|
||||
|
||||
int PS4_SYSV_ABI scePadClose(s32 handle) {
|
||||
LOG_ERROR(Lib_Pad, "(STUBBED) called");
|
||||
return ORBIS_OK;
|
||||
|
@ -290,7 +292,8 @@ int PS4_SYSV_ABI scePadRead(s32 handle, OrbisPadData* pData, s32 num) {
|
|||
int connected_count = 0;
|
||||
bool connected = false;
|
||||
Input::State states[64];
|
||||
auto* controller = Common::Singleton<Input::GameController>::Instance();
|
||||
auto* controller = Common::Singleton<GameController>::Instance();
|
||||
const auto* engine = controller->GetEngine();
|
||||
int ret_num = controller->ReadStates(states, num, &connected, &connected_count);
|
||||
|
||||
if (!connected) {
|
||||
|
@ -311,9 +314,14 @@ int PS4_SYSV_ABI scePadRead(s32 handle, OrbisPadData* pData, s32 num) {
|
|||
pData[i].angularVelocity.x = states[i].angularVelocity.x;
|
||||
pData[i].angularVelocity.y = states[i].angularVelocity.y;
|
||||
pData[i].angularVelocity.z = states[i].angularVelocity.z;
|
||||
Input::GameController::CalculateOrientation(pData[i].acceleration, pData[i].angularVelocity,
|
||||
1.0f / controller->accel_poll_rate,
|
||||
pData[i].orientation);
|
||||
if (engine) {
|
||||
const auto accel_poll_rate = engine->GetAccelPollRate();
|
||||
if (accel_poll_rate != 0.0f) {
|
||||
GameController::CalculateOrientation(pData[i].acceleration,
|
||||
pData[i].angularVelocity,
|
||||
1.0f / accel_poll_rate, pData[i].orientation);
|
||||
}
|
||||
}
|
||||
pData[i].touchData.touchNum =
|
||||
(states[i].touchpad[0].state ? 1 : 0) + (states[i].touchpad[1].state ? 1 : 0);
|
||||
pData[i].touchData.touch[0].x = states[i].touchpad[0].x;
|
||||
|
@ -356,7 +364,8 @@ int PS4_SYSV_ABI scePadReadState(s32 handle, OrbisPadData* pData) {
|
|||
if (handle == ORBIS_PAD_ERROR_DEVICE_NO_HANDLE) {
|
||||
return ORBIS_PAD_ERROR_INVALID_HANDLE;
|
||||
}
|
||||
auto* controller = Common::Singleton<Input::GameController>::Instance();
|
||||
auto* controller = Common::Singleton<GameController>::Instance();
|
||||
const auto* engine = controller->GetEngine();
|
||||
int connectedCount = 0;
|
||||
bool isConnected = false;
|
||||
Input::State state;
|
||||
|
@ -374,9 +383,13 @@ int PS4_SYSV_ABI scePadReadState(s32 handle, OrbisPadData* pData) {
|
|||
pData->angularVelocity.x = state.angularVelocity.x;
|
||||
pData->angularVelocity.y = state.angularVelocity.y;
|
||||
pData->angularVelocity.z = state.angularVelocity.z;
|
||||
Input::GameController::CalculateOrientation(pData->acceleration, pData->angularVelocity,
|
||||
1.0f / controller->accel_poll_rate,
|
||||
pData->orientation);
|
||||
if (engine) {
|
||||
const auto accel_poll_rate = engine->GetAccelPollRate();
|
||||
if (accel_poll_rate != 0.0f) {
|
||||
GameController::CalculateOrientation(pData->acceleration, pData->angularVelocity,
|
||||
1.0f / accel_poll_rate, pData->orientation);
|
||||
}
|
||||
}
|
||||
pData->touchData.touchNum =
|
||||
(state.touchpad[0].state ? 1 : 0) + (state.touchpad[1].state ? 1 : 0);
|
||||
pData->touchData.touch[0].x = state.touchpad[0].x;
|
||||
|
@ -468,7 +481,7 @@ int PS4_SYSV_ABI scePadSetLightBar(s32 handle, const OrbisPadLightBarParam* pPar
|
|||
return ORBIS_PAD_ERROR_INVALID_LIGHTBAR_SETTING;
|
||||
}
|
||||
|
||||
auto* controller = Common::Singleton<Input::GameController>::Instance();
|
||||
auto* controller = Common::Singleton<GameController>::Instance();
|
||||
controller->SetLightBarRGB(pParam->r, pParam->g, pParam->b);
|
||||
return ORBIS_OK;
|
||||
}
|
||||
|
@ -536,7 +549,7 @@ int PS4_SYSV_ABI scePadSetVibration(s32 handle, const OrbisPadVibrationParam* pP
|
|||
if (pParam != nullptr) {
|
||||
LOG_DEBUG(Lib_Pad, "scePadSetVibration called handle = {} data = {} , {}", handle,
|
||||
pParam->smallMotor, pParam->largeMotor);
|
||||
auto* controller = Common::Singleton<Input::GameController>::Instance();
|
||||
auto* controller = Common::Singleton<GameController>::Instance();
|
||||
controller->SetVibration(pParam->smallMotor, pParam->largeMotor);
|
||||
return ORBIS_OK;
|
||||
}
|
||||
|
|
|
@ -10,6 +10,55 @@
|
|||
|
||||
namespace Input {
|
||||
|
||||
using Libraries::Pad::OrbisPadButtonDataOffset;
|
||||
|
||||
void State::OnButton(OrbisPadButtonDataOffset button, bool isPressed) {
|
||||
if (isPressed) {
|
||||
buttonsState |= button;
|
||||
} else {
|
||||
buttonsState &= ~button;
|
||||
}
|
||||
}
|
||||
|
||||
void State::OnAxis(Axis axis, int value) {
|
||||
const auto toggle = [&](const auto button) {
|
||||
if (value > 0) {
|
||||
buttonsState |= button;
|
||||
} else {
|
||||
buttonsState &= ~button;
|
||||
}
|
||||
};
|
||||
switch (axis) {
|
||||
case Axis::TriggerLeft:
|
||||
toggle(OrbisPadButtonDataOffset::L2);
|
||||
break;
|
||||
case Axis::TriggerRight:
|
||||
toggle(OrbisPadButtonDataOffset::R2);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
axes[static_cast<int>(axis)] = value;
|
||||
}
|
||||
|
||||
void State::OnTouchpad(int touchIndex, bool isDown, float x, float y) {
|
||||
touchpad[touchIndex].state = isDown;
|
||||
touchpad[touchIndex].x = static_cast<u16>(x * 1920);
|
||||
touchpad[touchIndex].y = static_cast<u16>(y * 941);
|
||||
}
|
||||
|
||||
void State::OnGyro(const float gyro[3]) {
|
||||
angularVelocity.x = gyro[0];
|
||||
angularVelocity.y = gyro[1];
|
||||
angularVelocity.z = gyro[2];
|
||||
}
|
||||
|
||||
void State::OnAccel(const float accel[3]) {
|
||||
acceleration.x = accel[0];
|
||||
acceleration.y = accel[1];
|
||||
acceleration.z = accel[2];
|
||||
}
|
||||
|
||||
GameController::GameController() {
|
||||
m_states_num = 0;
|
||||
m_last_state = State();
|
||||
|
@ -20,7 +69,7 @@ void GameController::ReadState(State* state, bool* isConnected, int* connectedCo
|
|||
|
||||
*isConnected = m_connected;
|
||||
*connectedCount = m_connected_count;
|
||||
*state = GetLastState();
|
||||
*state = m_engine && m_connected ? m_engine->ReadState() : GetLastState();
|
||||
}
|
||||
|
||||
int GameController::ReadStates(State* states, int states_num, bool* isConnected,
|
||||
|
@ -75,45 +124,22 @@ void GameController::AddState(const State& state) {
|
|||
m_states_num++;
|
||||
}
|
||||
|
||||
void GameController::CheckButton(int id, Libraries::Pad::OrbisPadButtonDataOffset button,
|
||||
bool is_pressed) {
|
||||
void GameController::CheckButton(int id, OrbisPadButtonDataOffset button, bool is_pressed) {
|
||||
std::scoped_lock lock{m_mutex};
|
||||
auto state = GetLastState();
|
||||
|
||||
state.time = Libraries::Kernel::sceKernelGetProcessTime();
|
||||
if (is_pressed) {
|
||||
state.buttonsState |= button;
|
||||
} else {
|
||||
state.buttonsState &= ~button;
|
||||
}
|
||||
state.OnButton(button, is_pressed);
|
||||
|
||||
AddState(state);
|
||||
}
|
||||
|
||||
void GameController::Axis(int id, Input::Axis axis, int value) {
|
||||
using Libraries::Pad::OrbisPadButtonDataOffset;
|
||||
|
||||
std::scoped_lock lock{m_mutex};
|
||||
auto state = GetLastState();
|
||||
|
||||
state.time = Libraries::Kernel::sceKernelGetProcessTime();
|
||||
int axis_id = static_cast<int>(axis);
|
||||
state.axes[axis_id] = value;
|
||||
|
||||
if (axis == Input::Axis::TriggerLeft) {
|
||||
if (value > 0) {
|
||||
state.buttonsState |= OrbisPadButtonDataOffset::L2;
|
||||
} else {
|
||||
state.buttonsState &= ~OrbisPadButtonDataOffset::L2;
|
||||
}
|
||||
}
|
||||
|
||||
if (axis == Input::Axis::TriggerRight) {
|
||||
if (value > 0) {
|
||||
state.buttonsState |= OrbisPadButtonDataOffset::R2;
|
||||
} else {
|
||||
state.buttonsState &= ~OrbisPadButtonDataOffset::R2;
|
||||
}
|
||||
}
|
||||
state.OnAxis(axis, value);
|
||||
|
||||
AddState(state);
|
||||
}
|
||||
|
@ -124,9 +150,7 @@ void GameController::Gyro(int id, const float gyro[3]) {
|
|||
state.time = Libraries::Kernel::sceKernelGetProcessTime();
|
||||
|
||||
// Update the angular velocity (gyro data)
|
||||
state.angularVelocity.x = gyro[0]; // X-axis
|
||||
state.angularVelocity.y = gyro[1]; // Y-axis
|
||||
state.angularVelocity.z = gyro[2]; // Z-axis
|
||||
state.OnGyro(gyro);
|
||||
|
||||
AddState(state);
|
||||
}
|
||||
|
@ -136,9 +160,7 @@ void GameController::Acceleration(int id, const float acceleration[3]) {
|
|||
state.time = Libraries::Kernel::sceKernelGetProcessTime();
|
||||
|
||||
// Update the acceleration values
|
||||
state.acceleration.x = acceleration[0]; // X-axis
|
||||
state.acceleration.y = acceleration[1]; // Y-axis
|
||||
state.acceleration.z = acceleration[2]; // Z-axis
|
||||
state.OnAccel(acceleration);
|
||||
|
||||
AddState(state);
|
||||
}
|
||||
|
@ -211,62 +233,48 @@ void GameController::CalculateOrientation(Libraries::Pad::OrbisFVector3& acceler
|
|||
}
|
||||
|
||||
void GameController::SetLightBarRGB(u8 r, u8 g, u8 b) {
|
||||
if (m_sdl_gamepad != nullptr) {
|
||||
SDL_SetGamepadLED(m_sdl_gamepad, r, g, b);
|
||||
if (!m_engine) {
|
||||
return;
|
||||
}
|
||||
std::scoped_lock _{m_mutex};
|
||||
m_engine->SetLightBarRGB(r, g, b);
|
||||
}
|
||||
|
||||
bool GameController::SetVibration(u8 smallMotor, u8 largeMotor) {
|
||||
if (m_sdl_gamepad != nullptr) {
|
||||
return SDL_RumbleGamepad(m_sdl_gamepad, (smallMotor / 255.0f) * 0xFFFF,
|
||||
(largeMotor / 255.0f) * 0xFFFF, -1);
|
||||
void GameController::SetVibration(u8 smallMotor, u8 largeMotor) {
|
||||
if (!m_engine) {
|
||||
return;
|
||||
}
|
||||
return true;
|
||||
std::scoped_lock _{m_mutex};
|
||||
m_engine->SetVibration(smallMotor, largeMotor);
|
||||
}
|
||||
|
||||
void GameController::SetTouchpadState(int touchIndex, bool touchDown, float x, float y) {
|
||||
if (touchIndex < 2) {
|
||||
std::scoped_lock lock{m_mutex};
|
||||
auto state = GetLastState();
|
||||
state.time = Libraries::Kernel::sceKernelGetProcessTime();
|
||||
|
||||
state.touchpad[touchIndex].state = touchDown;
|
||||
state.touchpad[touchIndex].x = static_cast<u16>(x * 1920);
|
||||
state.touchpad[touchIndex].y = static_cast<u16>(y * 941);
|
||||
state.time = Libraries::Kernel::sceKernelGetProcessTime();
|
||||
state.OnTouchpad(touchIndex, touchDown, x, y);
|
||||
|
||||
AddState(state);
|
||||
}
|
||||
}
|
||||
|
||||
void GameController::TryOpenSDLController() {
|
||||
if (m_sdl_gamepad == nullptr || !SDL_GamepadConnected(m_sdl_gamepad)) {
|
||||
int gamepad_count;
|
||||
SDL_JoystickID* gamepads = SDL_GetGamepads(&gamepad_count);
|
||||
m_sdl_gamepad = gamepad_count > 0 ? SDL_OpenGamepad(gamepads[0]) : nullptr;
|
||||
if (Config::getIsMotionControlsEnabled()) {
|
||||
if (SDL_SetGamepadSensorEnabled(m_sdl_gamepad, SDL_SENSOR_GYRO, true)) {
|
||||
gyro_poll_rate = SDL_GetGamepadSensorDataRate(m_sdl_gamepad, SDL_SENSOR_GYRO);
|
||||
LOG_INFO(Input, "Gyro initialized, poll rate: {}", gyro_poll_rate);
|
||||
} else {
|
||||
LOG_ERROR(Input, "Failed to initialize gyro controls for gamepad");
|
||||
}
|
||||
if (SDL_SetGamepadSensorEnabled(m_sdl_gamepad, SDL_SENSOR_ACCEL, true)) {
|
||||
accel_poll_rate = SDL_GetGamepadSensorDataRate(m_sdl_gamepad, SDL_SENSOR_ACCEL);
|
||||
LOG_INFO(Input, "Accel initialized, poll rate: {}", accel_poll_rate);
|
||||
} else {
|
||||
LOG_ERROR(Input, "Failed to initialize accel controls for gamepad");
|
||||
}
|
||||
}
|
||||
|
||||
SDL_free(gamepads);
|
||||
|
||||
SetLightBarRGB(0, 0, 255);
|
||||
void GameController::SetEngine(std::unique_ptr<Engine> engine) {
|
||||
std::scoped_lock _{m_mutex};
|
||||
m_engine = std::move(engine);
|
||||
if (m_engine) {
|
||||
m_engine->Init();
|
||||
}
|
||||
}
|
||||
|
||||
Engine* GameController::GetEngine() {
|
||||
return m_engine.get();
|
||||
}
|
||||
|
||||
u32 GameController::Poll() {
|
||||
std::scoped_lock lock{m_mutex};
|
||||
if (m_connected) {
|
||||
std::scoped_lock lock{m_mutex};
|
||||
auto time = Libraries::Kernel::sceKernelGetProcessTime();
|
||||
if (m_states_num == 0) {
|
||||
auto diff = (time - m_last_state.time) / 1000;
|
||||
|
|
|
@ -3,12 +3,12 @@
|
|||
|
||||
#pragma once
|
||||
|
||||
#include <algorithm>
|
||||
#include <memory>
|
||||
#include <mutex>
|
||||
#include "common/types.h"
|
||||
#include "core/libraries/pad/pad.h"
|
||||
|
||||
struct SDL_Gamepad;
|
||||
|
||||
namespace Input {
|
||||
|
||||
enum class Axis {
|
||||
|
@ -28,7 +28,14 @@ struct TouchpadEntry {
|
|||
u16 y{};
|
||||
};
|
||||
|
||||
struct State {
|
||||
class State {
|
||||
public:
|
||||
void OnButton(Libraries::Pad::OrbisPadButtonDataOffset, bool);
|
||||
void OnAxis(Axis, int);
|
||||
void OnTouchpad(int touchIndex, bool isDown, float x, float y);
|
||||
void OnGyro(const float[3]);
|
||||
void OnAccel(const float[3]);
|
||||
|
||||
Libraries::Pad::OrbisPadButtonDataOffset buttonsState{};
|
||||
u64 time = 0;
|
||||
int axes[static_cast<int>(Axis::AxisMax)] = {128, 128, 128, 128, 0, 0};
|
||||
|
@ -38,9 +45,19 @@ struct State {
|
|||
Libraries::Pad::OrbisFQuaternion orientation = {0.0f, 0.0f, 0.0f, 1.0f};
|
||||
};
|
||||
|
||||
class Engine {
|
||||
public:
|
||||
virtual ~Engine() = default;
|
||||
virtual void Init() = 0;
|
||||
virtual void SetLightBarRGB(u8 r, u8 g, u8 b) = 0;
|
||||
virtual void SetVibration(u8 smallMotor, u8 largeMotor) = 0;
|
||||
virtual State ReadState() = 0;
|
||||
virtual float GetAccelPollRate() const = 0;
|
||||
virtual float GetGyroPollRate() const = 0;
|
||||
};
|
||||
|
||||
inline int GetAxis(int min, int max, int value) {
|
||||
int v = (255 * (value - min)) / (max - min);
|
||||
return (v < 0 ? 0 : (v > 255 ? 255 : v));
|
||||
return std::clamp((255 * (value - min)) / (max - min), 0, 255);
|
||||
}
|
||||
|
||||
constexpr u32 MAX_STATES = 64;
|
||||
|
@ -59,13 +76,12 @@ public:
|
|||
void Gyro(int id, const float gyro[3]);
|
||||
void Acceleration(int id, const float acceleration[3]);
|
||||
void SetLightBarRGB(u8 r, u8 g, u8 b);
|
||||
bool SetVibration(u8 smallMotor, u8 largeMotor);
|
||||
void SetVibration(u8 smallMotor, u8 largeMotor);
|
||||
void SetTouchpadState(int touchIndex, bool touchDown, float x, float y);
|
||||
void TryOpenSDLController();
|
||||
void SetEngine(std::unique_ptr<Engine>);
|
||||
Engine* GetEngine();
|
||||
u32 Poll();
|
||||
|
||||
float gyro_poll_rate;
|
||||
float accel_poll_rate;
|
||||
static void CalculateOrientation(Libraries::Pad::OrbisFVector3& acceleration,
|
||||
Libraries::Pad::OrbisFVector3& angularVelocity,
|
||||
float deltaTime,
|
||||
|
@ -85,7 +101,7 @@ private:
|
|||
std::array<State, MAX_STATES> m_states;
|
||||
std::array<StateInternal, MAX_STATES> m_private;
|
||||
|
||||
SDL_Gamepad* m_sdl_gamepad = nullptr;
|
||||
std::unique_ptr<Engine> m_engine = nullptr;
|
||||
};
|
||||
|
||||
} // namespace Input
|
||||
|
|
|
@ -10,6 +10,7 @@
|
|||
|
||||
#include "common/assert.h"
|
||||
#include "common/config.h"
|
||||
#include "core/libraries/kernel/time.h"
|
||||
#include "core/libraries/pad/pad.h"
|
||||
#include "imgui/renderer/imgui_core.h"
|
||||
#include "input/controller.h"
|
||||
|
@ -20,47 +21,200 @@
|
|||
#include <SDL3/SDL_metal.h>
|
||||
#endif
|
||||
|
||||
namespace Input {
|
||||
|
||||
using Libraries::Pad::OrbisPadButtonDataOffset;
|
||||
|
||||
static OrbisPadButtonDataOffset SDLGamepadToOrbisButton(u8 button) {
|
||||
using OPBDO = OrbisPadButtonDataOffset;
|
||||
|
||||
switch (button) {
|
||||
case SDL_GAMEPAD_BUTTON_DPAD_DOWN:
|
||||
return OPBDO::Down;
|
||||
case SDL_GAMEPAD_BUTTON_DPAD_UP:
|
||||
return OPBDO::Up;
|
||||
case SDL_GAMEPAD_BUTTON_DPAD_LEFT:
|
||||
return OPBDO::Left;
|
||||
case SDL_GAMEPAD_BUTTON_DPAD_RIGHT:
|
||||
return OPBDO::Right;
|
||||
case SDL_GAMEPAD_BUTTON_SOUTH:
|
||||
return OPBDO::Cross;
|
||||
case SDL_GAMEPAD_BUTTON_NORTH:
|
||||
return OPBDO::Triangle;
|
||||
case SDL_GAMEPAD_BUTTON_WEST:
|
||||
return OPBDO::Square;
|
||||
case SDL_GAMEPAD_BUTTON_EAST:
|
||||
return OPBDO::Circle;
|
||||
case SDL_GAMEPAD_BUTTON_START:
|
||||
return OPBDO::Options;
|
||||
case SDL_GAMEPAD_BUTTON_TOUCHPAD:
|
||||
return OPBDO::TouchPad;
|
||||
case SDL_GAMEPAD_BUTTON_BACK:
|
||||
return OPBDO::TouchPad;
|
||||
case SDL_GAMEPAD_BUTTON_LEFT_SHOULDER:
|
||||
return OPBDO::L1;
|
||||
case SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER:
|
||||
return OPBDO::R1;
|
||||
case SDL_GAMEPAD_BUTTON_LEFT_STICK:
|
||||
return OPBDO::L3;
|
||||
case SDL_GAMEPAD_BUTTON_RIGHT_STICK:
|
||||
return OPBDO::R3;
|
||||
default:
|
||||
return OPBDO::None;
|
||||
}
|
||||
}
|
||||
|
||||
static SDL_GamepadAxis InputAxisToSDL(Axis axis) {
|
||||
switch (axis) {
|
||||
case Axis::LeftX:
|
||||
return SDL_GAMEPAD_AXIS_LEFTX;
|
||||
case Axis::LeftY:
|
||||
return SDL_GAMEPAD_AXIS_LEFTY;
|
||||
case Axis::RightX:
|
||||
return SDL_GAMEPAD_AXIS_RIGHTX;
|
||||
case Axis::RightY:
|
||||
return SDL_GAMEPAD_AXIS_RIGHTY;
|
||||
case Axis::TriggerLeft:
|
||||
return SDL_GAMEPAD_AXIS_LEFT_TRIGGER;
|
||||
case Axis::TriggerRight:
|
||||
return SDL_GAMEPAD_AXIS_RIGHT_TRIGGER;
|
||||
default:
|
||||
UNREACHABLE();
|
||||
}
|
||||
}
|
||||
|
||||
SDLInputEngine::~SDLInputEngine() {
|
||||
if (m_gamepad) {
|
||||
SDL_CloseGamepad(m_gamepad);
|
||||
}
|
||||
}
|
||||
|
||||
void SDLInputEngine::Init() {
|
||||
if (m_gamepad) {
|
||||
SDL_CloseGamepad(m_gamepad);
|
||||
m_gamepad = nullptr;
|
||||
}
|
||||
int gamepad_count;
|
||||
SDL_JoystickID* gamepads = SDL_GetGamepads(&gamepad_count);
|
||||
if (!gamepads) {
|
||||
LOG_ERROR(Input, "Cannot get gamepad list: {}", SDL_GetError());
|
||||
return;
|
||||
}
|
||||
if (gamepad_count == 0) {
|
||||
LOG_INFO(Input, "No gamepad found!");
|
||||
SDL_free(gamepads);
|
||||
return;
|
||||
}
|
||||
LOG_INFO(Input, "Got {} gamepads. Opening the first one.", gamepad_count);
|
||||
if (!(m_gamepad = SDL_OpenGamepad(gamepads[0]))) {
|
||||
LOG_ERROR(Input, "Failed to open gamepad 0: {}", SDL_GetError());
|
||||
SDL_free(gamepads);
|
||||
return;
|
||||
}
|
||||
if (Config::getIsMotionControlsEnabled()) {
|
||||
if (SDL_SetGamepadSensorEnabled(m_gamepad, SDL_SENSOR_GYRO, true)) {
|
||||
m_gyro_poll_rate = SDL_GetGamepadSensorDataRate(m_gamepad, SDL_SENSOR_GYRO);
|
||||
LOG_INFO(Input, "Gyro initialized, poll rate: {}", m_gyro_poll_rate);
|
||||
} else {
|
||||
LOG_ERROR(Input, "Failed to initialize gyro controls for gamepad");
|
||||
}
|
||||
if (SDL_SetGamepadSensorEnabled(m_gamepad, SDL_SENSOR_ACCEL, true)) {
|
||||
m_accel_poll_rate = SDL_GetGamepadSensorDataRate(m_gamepad, SDL_SENSOR_ACCEL);
|
||||
LOG_INFO(Input, "Accel initialized, poll rate: {}", m_accel_poll_rate);
|
||||
} else {
|
||||
LOG_ERROR(Input, "Failed to initialize accel controls for gamepad");
|
||||
};
|
||||
}
|
||||
SDL_free(gamepads);
|
||||
SetLightBarRGB(0, 0, 255);
|
||||
}
|
||||
|
||||
void SDLInputEngine::SetLightBarRGB(u8 r, u8 g, u8 b) {
|
||||
if (m_gamepad) {
|
||||
SDL_SetGamepadLED(m_gamepad, r, g, b);
|
||||
}
|
||||
}
|
||||
|
||||
void SDLInputEngine::SetVibration(u8 smallMotor, u8 largeMotor) {
|
||||
if (m_gamepad) {
|
||||
const auto low_freq = (smallMotor / 255.0f) * 0xFFFF;
|
||||
const auto high_freq = (largeMotor / 255.0f) * 0xFFFF;
|
||||
SDL_RumbleGamepad(m_gamepad, low_freq, high_freq, -1);
|
||||
}
|
||||
}
|
||||
|
||||
State SDLInputEngine::ReadState() {
|
||||
State state{};
|
||||
state.time = Libraries::Kernel::sceKernelGetProcessTime();
|
||||
|
||||
// Buttons
|
||||
for (u8 i = 0; i < SDL_GAMEPAD_BUTTON_COUNT; ++i) {
|
||||
auto orbisButton = SDLGamepadToOrbisButton(i);
|
||||
if (orbisButton == OrbisPadButtonDataOffset::None) {
|
||||
continue;
|
||||
}
|
||||
state.OnButton(orbisButton, SDL_GetGamepadButton(m_gamepad, (SDL_GamepadButton)i));
|
||||
}
|
||||
|
||||
// Axes
|
||||
for (int i = 0; i < static_cast<int>(Axis::AxisMax); ++i) {
|
||||
const auto axis = static_cast<Axis>(i);
|
||||
const auto value = SDL_GetGamepadAxis(m_gamepad, InputAxisToSDL(axis));
|
||||
switch (axis) {
|
||||
case Axis::TriggerLeft:
|
||||
case Axis::TriggerRight:
|
||||
state.OnAxis(axis, GetAxis(0, 0x8000, value));
|
||||
break;
|
||||
default:
|
||||
state.OnAxis(axis, GetAxis(-0x8000, 0x8000, value));
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Touchpad
|
||||
if (SDL_GetNumGamepadTouchpads(m_gamepad) > 0) {
|
||||
for (int finger = 0; finger < 2; ++finger) {
|
||||
bool down;
|
||||
float x, y;
|
||||
if (SDL_GetGamepadTouchpadFinger(m_gamepad, 0, finger, &down, &x, &y, NULL)) {
|
||||
state.OnTouchpad(finger, down, x, y);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Gyro
|
||||
if (SDL_GamepadHasSensor(m_gamepad, SDL_SENSOR_GYRO)) {
|
||||
float gyro[3];
|
||||
if (SDL_GetGamepadSensorData(m_gamepad, SDL_SENSOR_GYRO, gyro, 3)) {
|
||||
state.OnGyro(gyro);
|
||||
}
|
||||
}
|
||||
|
||||
// Accel
|
||||
if (SDL_GamepadHasSensor(m_gamepad, SDL_SENSOR_ACCEL)) {
|
||||
float accel[3];
|
||||
if (SDL_GetGamepadSensorData(m_gamepad, SDL_SENSOR_ACCEL, accel, 3)) {
|
||||
state.OnAccel(accel);
|
||||
}
|
||||
}
|
||||
|
||||
return state;
|
||||
}
|
||||
|
||||
float SDLInputEngine::GetGyroPollRate() const {
|
||||
return m_gyro_poll_rate;
|
||||
}
|
||||
|
||||
float SDLInputEngine::GetAccelPollRate() const {
|
||||
return m_accel_poll_rate;
|
||||
}
|
||||
|
||||
} // namespace Input
|
||||
|
||||
namespace Frontend {
|
||||
|
||||
using namespace Libraries::Pad;
|
||||
|
||||
static OrbisPadButtonDataOffset SDLGamepadToOrbisButton(u8 button) {
|
||||
switch (button) {
|
||||
case SDL_GAMEPAD_BUTTON_DPAD_DOWN:
|
||||
return OrbisPadButtonDataOffset::Down;
|
||||
case SDL_GAMEPAD_BUTTON_DPAD_UP:
|
||||
return OrbisPadButtonDataOffset::Up;
|
||||
case SDL_GAMEPAD_BUTTON_DPAD_LEFT:
|
||||
return OrbisPadButtonDataOffset::Left;
|
||||
case SDL_GAMEPAD_BUTTON_DPAD_RIGHT:
|
||||
return OrbisPadButtonDataOffset::Right;
|
||||
case SDL_GAMEPAD_BUTTON_SOUTH:
|
||||
return OrbisPadButtonDataOffset::Cross;
|
||||
case SDL_GAMEPAD_BUTTON_NORTH:
|
||||
return OrbisPadButtonDataOffset::Triangle;
|
||||
case SDL_GAMEPAD_BUTTON_WEST:
|
||||
return OrbisPadButtonDataOffset::Square;
|
||||
case SDL_GAMEPAD_BUTTON_EAST:
|
||||
return OrbisPadButtonDataOffset::Circle;
|
||||
case SDL_GAMEPAD_BUTTON_START:
|
||||
return OrbisPadButtonDataOffset::Options;
|
||||
case SDL_GAMEPAD_BUTTON_TOUCHPAD:
|
||||
return OrbisPadButtonDataOffset::TouchPad;
|
||||
case SDL_GAMEPAD_BUTTON_BACK:
|
||||
return OrbisPadButtonDataOffset::TouchPad;
|
||||
case SDL_GAMEPAD_BUTTON_LEFT_SHOULDER:
|
||||
return OrbisPadButtonDataOffset::L1;
|
||||
case SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER:
|
||||
return OrbisPadButtonDataOffset::R1;
|
||||
case SDL_GAMEPAD_BUTTON_LEFT_STICK:
|
||||
return OrbisPadButtonDataOffset::L3;
|
||||
case SDL_GAMEPAD_BUTTON_RIGHT_STICK:
|
||||
return OrbisPadButtonDataOffset::R3;
|
||||
default:
|
||||
return OrbisPadButtonDataOffset::None;
|
||||
}
|
||||
}
|
||||
|
||||
static Uint32 SDLCALL PollController(void* userdata, SDL_TimerID timer_id, Uint32 interval) {
|
||||
auto* controller = reinterpret_cast<Input::GameController*>(userdata);
|
||||
return controller->Poll();
|
||||
|
@ -112,7 +266,7 @@ WindowSDL::WindowSDL(s32 width_, s32 height_, Input::GameController* controller_
|
|||
SDL_SetWindowFullscreen(window, Config::getIsFullscreen());
|
||||
|
||||
SDL_InitSubSystem(SDL_INIT_GAMEPAD);
|
||||
controller->TryOpenSDLController();
|
||||
controller->SetEngine(std::make_unique<Input::SDLInputEngine>());
|
||||
|
||||
#if defined(SDL_PLATFORM_WIN32)
|
||||
window_info.type = WindowSystemType::Windows;
|
||||
|
@ -422,7 +576,7 @@ void WindowSDL::OnGamepadEvent(const SDL_Event* event) {
|
|||
switch (event->type) {
|
||||
case SDL_EVENT_GAMEPAD_ADDED:
|
||||
case SDL_EVENT_GAMEPAD_REMOVED:
|
||||
controller->TryOpenSDLController();
|
||||
controller->SetEngine(std::make_unique<Input::SDLInputEngine>());
|
||||
break;
|
||||
case SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN:
|
||||
case SDL_EVENT_GAMEPAD_TOUCHPAD_UP:
|
||||
|
@ -433,7 +587,7 @@ void WindowSDL::OnGamepadEvent(const SDL_Event* event) {
|
|||
break;
|
||||
case SDL_EVENT_GAMEPAD_BUTTON_DOWN:
|
||||
case SDL_EVENT_GAMEPAD_BUTTON_UP: {
|
||||
button = SDLGamepadToOrbisButton(event->gbutton.button);
|
||||
button = Input::SDLGamepadToOrbisButton(event->gbutton.button);
|
||||
if (button == OrbisPadButtonDataOffset::None) {
|
||||
break;
|
||||
}
|
||||
|
|
|
@ -5,14 +5,32 @@
|
|||
|
||||
#include <string>
|
||||
#include "common/types.h"
|
||||
#include "input/controller.h"
|
||||
|
||||
struct SDL_Window;
|
||||
struct SDL_Gamepad;
|
||||
union SDL_Event;
|
||||
|
||||
namespace Input {
|
||||
class GameController;
|
||||
}
|
||||
|
||||
class SDLInputEngine : public Engine {
|
||||
public:
|
||||
~SDLInputEngine() override;
|
||||
void Init() override;
|
||||
void SetLightBarRGB(u8 r, u8 g, u8 b) override;
|
||||
void SetVibration(u8 smallMotor, u8 largeMotor) override;
|
||||
float GetGyroPollRate() const override;
|
||||
float GetAccelPollRate() const override;
|
||||
State ReadState() override;
|
||||
|
||||
private:
|
||||
SDL_Gamepad* m_gamepad = nullptr;
|
||||
|
||||
float m_gyro_poll_rate{};
|
||||
float m_accel_poll_rate{};
|
||||
};
|
||||
|
||||
} // namespace Input
|
||||
|
||||
namespace Frontend {
|
||||
|
||||
|
|
Loading…
Add table
Reference in a new issue