mirror of
https://github.com/yuzu-emu/yuzu.git
synced 2024-11-30 11:04:14 +01:00
Merge pull request #6244 from german77/sdlmotion
input_common: Implement SDL motion
This commit is contained in:
commit
6c78c2ae38
@ -153,6 +153,11 @@ struct InputSubsystem::Impl {
|
||||
// TODO return the correct motion device
|
||||
return {};
|
||||
}
|
||||
#ifdef HAVE_SDL2
|
||||
if (params.Get("class", "") == "sdl") {
|
||||
return sdl->GetMotionMappingForDevice(params);
|
||||
}
|
||||
#endif
|
||||
return {};
|
||||
}
|
||||
|
||||
|
@ -37,6 +37,9 @@ public:
|
||||
virtual AnalogMapping GetAnalogMappingForDevice(const Common::ParamPackage&) {
|
||||
return {};
|
||||
}
|
||||
virtual MotionMapping GetMotionMappingForDevice(const Common::ParamPackage&) {
|
||||
return {};
|
||||
}
|
||||
};
|
||||
|
||||
class NullState : public State {
|
||||
|
@ -29,6 +29,7 @@
|
||||
#endif
|
||||
|
||||
#include "common/logging/log.h"
|
||||
#include "common/math_util.h"
|
||||
#include "common/param_package.h"
|
||||
#include "common/settings_input.h"
|
||||
#include "common/threadsafe_queue.h"
|
||||
@ -68,13 +69,57 @@ public:
|
||||
SDLJoystick(std::string guid_, int port_, SDL_Joystick* joystick,
|
||||
SDL_GameController* game_controller)
|
||||
: guid{std::move(guid_)}, port{port_}, sdl_joystick{joystick, &SDL_JoystickClose},
|
||||
sdl_controller{game_controller, &SDL_GameControllerClose} {}
|
||||
sdl_controller{game_controller, &SDL_GameControllerClose} {
|
||||
EnableMotion();
|
||||
}
|
||||
|
||||
void EnableMotion() {
|
||||
if (sdl_controller) {
|
||||
SDL_GameController* controller = sdl_controller.get();
|
||||
if (SDL_GameControllerHasSensor(controller, SDL_SENSOR_ACCEL) && !has_accel) {
|
||||
SDL_GameControllerSetSensorEnabled(controller, SDL_SENSOR_ACCEL, SDL_TRUE);
|
||||
has_accel = true;
|
||||
}
|
||||
if (SDL_GameControllerHasSensor(controller, SDL_SENSOR_GYRO) && !has_gyro) {
|
||||
SDL_GameControllerSetSensorEnabled(controller, SDL_SENSOR_GYRO, SDL_TRUE);
|
||||
has_gyro = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void SetButton(int button, bool value) {
|
||||
std::lock_guard lock{mutex};
|
||||
state.buttons.insert_or_assign(button, value);
|
||||
}
|
||||
|
||||
void SetMotion(SDL_ControllerSensorEvent event) {
|
||||
constexpr float gravity_constant = 9.80665f;
|
||||
std::lock_guard lock{mutex};
|
||||
u64 time_difference = event.timestamp - last_motion_update;
|
||||
last_motion_update = event.timestamp;
|
||||
switch (event.sensor) {
|
||||
case SDL_SENSOR_ACCEL: {
|
||||
const Common::Vec3f acceleration = {-event.data[0], event.data[2], -event.data[1]};
|
||||
motion.SetAcceleration(acceleration / gravity_constant);
|
||||
break;
|
||||
}
|
||||
case SDL_SENSOR_GYRO: {
|
||||
const Common::Vec3f gyroscope = {event.data[0], -event.data[2], event.data[1]};
|
||||
motion.SetGyroscope(gyroscope / (Common::PI * 2));
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Ignore duplicated timestamps
|
||||
if (time_difference == 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
motion.SetGyroThreshold(0.0001f);
|
||||
motion.UpdateRotation(time_difference * 1000);
|
||||
motion.UpdateOrientation(time_difference * 1000);
|
||||
}
|
||||
|
||||
bool GetButton(int button) const {
|
||||
std::lock_guard lock{mutex};
|
||||
return state.buttons.at(button);
|
||||
@ -121,6 +166,14 @@ public:
|
||||
return std::make_tuple(x, y);
|
||||
}
|
||||
|
||||
bool HasGyro() const {
|
||||
return has_gyro;
|
||||
}
|
||||
|
||||
bool HasAccel() const {
|
||||
return has_accel;
|
||||
}
|
||||
|
||||
const MotionInput& GetMotion() const {
|
||||
return motion;
|
||||
}
|
||||
@ -173,8 +226,11 @@ private:
|
||||
std::unique_ptr<SDL_GameController, decltype(&SDL_GameControllerClose)> sdl_controller;
|
||||
mutable std::mutex mutex;
|
||||
|
||||
// Motion is initialized without PID values as motion input is not aviable for SDL2
|
||||
MotionInput motion{0.0f, 0.0f, 0.0f};
|
||||
// Motion is initialized with the PID values
|
||||
MotionInput motion{0.3f, 0.005f, 0.0f};
|
||||
u64 last_motion_update{};
|
||||
bool has_gyro{false};
|
||||
bool has_accel{false};
|
||||
};
|
||||
|
||||
std::shared_ptr<SDLJoystick> SDLState::GetSDLJoystickByGUID(const std::string& guid, int port) {
|
||||
@ -296,6 +352,12 @@ void SDLState::HandleGameControllerEvent(const SDL_Event& event) {
|
||||
}
|
||||
break;
|
||||
}
|
||||
case SDL_CONTROLLERSENSORUPDATE: {
|
||||
if (auto joystick = GetSDLJoystickBySDLID(event.csensor.which)) {
|
||||
joystick->SetMotion(event.csensor);
|
||||
}
|
||||
break;
|
||||
}
|
||||
case SDL_JOYDEVICEREMOVED:
|
||||
LOG_DEBUG(Input, "Controller removed with Instance_ID {}", event.jdevice.which);
|
||||
CloseJoystick(SDL_JoystickFromInstanceID(event.jdevice.which));
|
||||
@ -449,6 +511,18 @@ private:
|
||||
std::shared_ptr<SDLJoystick> joystick;
|
||||
};
|
||||
|
||||
class SDLMotion final : public Input::MotionDevice {
|
||||
public:
|
||||
explicit SDLMotion(std::shared_ptr<SDLJoystick> joystick_) : joystick(std::move(joystick_)) {}
|
||||
|
||||
Input::MotionStatus GetStatus() const override {
|
||||
return joystick->GetMotion().GetMotion();
|
||||
}
|
||||
|
||||
private:
|
||||
std::shared_ptr<SDLJoystick> joystick;
|
||||
};
|
||||
|
||||
class SDLDirectionMotion final : public Input::MotionDevice {
|
||||
public:
|
||||
explicit SDLDirectionMotion(std::shared_ptr<SDLJoystick> joystick_, int hat_, Uint8 direction_)
|
||||
@ -658,6 +732,10 @@ public:
|
||||
|
||||
auto joystick = state.GetSDLJoystickByGUID(guid, port);
|
||||
|
||||
if (params.Has("motion")) {
|
||||
return std::make_unique<SDLMotion>(joystick);
|
||||
}
|
||||
|
||||
if (params.Has("hat")) {
|
||||
const int hat = params.Get("hat", 0);
|
||||
const std::string direction_name = params.Get("direction", "");
|
||||
@ -717,6 +795,17 @@ SDLState::SDLState() {
|
||||
RegisterFactory<VibrationDevice>("sdl", vibration_factory);
|
||||
RegisterFactory<MotionDevice>("sdl", motion_factory);
|
||||
|
||||
// Enable HIDAPI rumble. This prevents SDL from disabling motion on PS4 and PS5 controllers
|
||||
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE, "1");
|
||||
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE, "1");
|
||||
|
||||
// Tell SDL2 to use the hidapi driver. This will allow joycons to be detected as a
|
||||
// GameController and not a generic one
|
||||
SDL_SetHint("SDL_JOYSTICK_HIDAPI_JOY_CONS", "1");
|
||||
|
||||
// Turn off Pro controller home led
|
||||
SDL_SetHint("SDL_JOYSTICK_HIDAPI_SWITCH_HOME_LED", "0");
|
||||
|
||||
// If the frontend is going to manage the event loop, then we don't start one here
|
||||
start_thread = SDL_WasInit(SDL_INIT_JOYSTICK) == 0;
|
||||
if (start_thread && SDL_Init(SDL_INIT_JOYSTICK) < 0) {
|
||||
@ -853,6 +942,13 @@ Common::ParamPackage BuildHatParamPackageForButton(int port, std::string guid, s
|
||||
return params;
|
||||
}
|
||||
|
||||
Common::ParamPackage BuildMotionParam(int port, std::string guid) {
|
||||
Common::ParamPackage params({{"engine", "sdl"}, {"motion", "0"}});
|
||||
params.Set("port", port);
|
||||
params.Set("guid", std::move(guid));
|
||||
return params;
|
||||
}
|
||||
|
||||
Common::ParamPackage SDLEventToButtonParamPackage(SDLState& state, const SDL_Event& event) {
|
||||
switch (event.type) {
|
||||
case SDL_JOYAXISMOTION: {
|
||||
@ -907,6 +1003,35 @@ Common::ParamPackage SDLEventToMotionParamPackage(SDLState& state, const SDL_Eve
|
||||
}
|
||||
break;
|
||||
}
|
||||
case SDL_CONTROLLERSENSORUPDATE: {
|
||||
bool is_motion_shaking = false;
|
||||
constexpr float gyro_threshold = 5.0f;
|
||||
constexpr float accel_threshold = 11.0f;
|
||||
if (event.csensor.sensor == SDL_SENSOR_ACCEL) {
|
||||
const Common::Vec3f acceleration = {-event.csensor.data[0], event.csensor.data[2],
|
||||
-event.csensor.data[1]};
|
||||
if (acceleration.Length() > accel_threshold) {
|
||||
is_motion_shaking = true;
|
||||
}
|
||||
}
|
||||
|
||||
if (event.csensor.sensor == SDL_SENSOR_GYRO) {
|
||||
const Common::Vec3f gyroscope = {event.csensor.data[0], -event.csensor.data[2],
|
||||
event.csensor.data[1]};
|
||||
if (gyroscope.Length() > gyro_threshold) {
|
||||
is_motion_shaking = true;
|
||||
}
|
||||
}
|
||||
|
||||
if (!is_motion_shaking) {
|
||||
break;
|
||||
}
|
||||
|
||||
if (const auto joystick = state.GetSDLJoystickBySDLID(event.csensor.which)) {
|
||||
return BuildMotionParam(joystick->GetPort(), joystick->GetGUID());
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
return {};
|
||||
}
|
||||
@ -1036,6 +1161,27 @@ AnalogMapping SDLState::GetAnalogMappingForDevice(const Common::ParamPackage& pa
|
||||
return mapping;
|
||||
}
|
||||
|
||||
MotionMapping SDLState::GetMotionMappingForDevice(const Common::ParamPackage& params) {
|
||||
if (!params.Has("guid") || !params.Has("port")) {
|
||||
return {};
|
||||
}
|
||||
const auto joystick = GetSDLJoystickByGUID(params.Get("guid", ""), params.Get("port", 0));
|
||||
auto* controller = joystick->GetSDLGameController();
|
||||
if (controller == nullptr) {
|
||||
return {};
|
||||
}
|
||||
|
||||
joystick->EnableMotion();
|
||||
|
||||
if (!joystick->HasGyro() && !joystick->HasAccel()) {
|
||||
return {};
|
||||
}
|
||||
|
||||
MotionMapping mapping = {};
|
||||
mapping.insert_or_assign(Settings::NativeMotion::MotionLeft,
|
||||
BuildMotionParam(joystick->GetPort(), joystick->GetGUID()));
|
||||
return mapping;
|
||||
}
|
||||
namespace Polling {
|
||||
class SDLPoller : public InputCommon::Polling::DevicePoller {
|
||||
public:
|
||||
@ -1149,6 +1295,7 @@ public:
|
||||
[[fallthrough]];
|
||||
case SDL_JOYBUTTONUP:
|
||||
case SDL_JOYHATMOTION:
|
||||
case SDL_CONTROLLERSENSORUPDATE:
|
||||
return {SDLEventToMotionParamPackage(state, event)};
|
||||
}
|
||||
return std::nullopt;
|
||||
|
@ -57,6 +57,7 @@ public:
|
||||
|
||||
ButtonMapping GetButtonMappingForDevice(const Common::ParamPackage& params) override;
|
||||
AnalogMapping GetAnalogMappingForDevice(const Common::ParamPackage& params) override;
|
||||
MotionMapping GetMotionMappingForDevice(const Common::ParamPackage& params) override;
|
||||
|
||||
private:
|
||||
void InitJoystick(int joystick_index);
|
||||
|
@ -153,6 +153,10 @@ QString ButtonToText(const Common::ParamPackage& param) {
|
||||
return QObject::tr("Button %1").arg(button_str);
|
||||
}
|
||||
|
||||
if (param.Has("motion")) {
|
||||
return QObject::tr("SDL Motion");
|
||||
}
|
||||
|
||||
return {};
|
||||
}
|
||||
|
||||
@ -1245,12 +1249,16 @@ void ConfigureInputPlayer::UpdateMappingWithDefaults() {
|
||||
const auto& device = input_devices[ui->comboDevices->currentIndex()];
|
||||
auto button_mapping = input_subsystem->GetButtonMappingForDevice(device);
|
||||
auto analog_mapping = input_subsystem->GetAnalogMappingForDevice(device);
|
||||
auto motion_mapping = input_subsystem->GetMotionMappingForDevice(device);
|
||||
for (std::size_t i = 0; i < buttons_param.size(); ++i) {
|
||||
buttons_param[i] = button_mapping[static_cast<Settings::NativeButton::Values>(i)];
|
||||
}
|
||||
for (std::size_t i = 0; i < analogs_param.size(); ++i) {
|
||||
analogs_param[i] = analog_mapping[static_cast<Settings::NativeAnalog::Values>(i)];
|
||||
}
|
||||
for (std::size_t i = 0; i < motions_param.size(); ++i) {
|
||||
motions_param[i] = motion_mapping[static_cast<Settings::NativeMotion::Values>(i)];
|
||||
}
|
||||
|
||||
UpdateUI();
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user