mirror of
https://github.com/ryujinx-mirror/ryujinx.git
synced 2024-11-28 18:10:50 +01:00
9f13f957af
* fix stalling when server is offline * add retry timer to fail server connections, fix alt slot number * fix alt slot key issue * fix crash when saving controller config with empty fields * code fixes * add index check in motion hid update, made HandleResponse async Co-authored-by: Emmanuel <nhv3@localhost.localdomain>
82 lines
3.0 KiB
C#
82 lines
3.0 KiB
C#
using Ryujinx.Common.Configuration.Hid;
|
|
using Ryujinx.Configuration;
|
|
using System;
|
|
using System.Numerics;
|
|
|
|
namespace Ryujinx.Motion
|
|
{
|
|
public class MotionDevice
|
|
{
|
|
public Vector3 Gyroscope { get; private set; }
|
|
public Vector3 Accelerometer { get; private set; }
|
|
public Vector3 Rotation { get; private set; }
|
|
public float[] Orientation { get; private set; }
|
|
|
|
private Client _motionSource;
|
|
|
|
public MotionDevice(Client motionSource)
|
|
{
|
|
_motionSource = motionSource;
|
|
}
|
|
|
|
public void RegisterController(PlayerIndex player)
|
|
{
|
|
InputConfig config = ConfigurationState.Instance.Hid.InputConfig.Value.Find(x => x.PlayerIndex == player);
|
|
|
|
if (config != null && config.EnableMotion)
|
|
{
|
|
string host = config.DsuServerHost;
|
|
int port = config.DsuServerPort;
|
|
|
|
_motionSource.RegisterClient((int)player, host, port);
|
|
_motionSource.RequestData((int)player, config.Slot);
|
|
|
|
if (config.ControllerType == ControllerType.JoyconPair && !config.MirrorInput)
|
|
{
|
|
_motionSource.RequestData((int)player, config.AltSlot);
|
|
}
|
|
}
|
|
}
|
|
|
|
public void Poll(InputConfig config, int slot)
|
|
{
|
|
Orientation = new float[9];
|
|
|
|
if (!config.EnableMotion || !_motionSource.TryGetData((int)config.PlayerIndex, slot, out MotionInput input))
|
|
{
|
|
Accelerometer = new Vector3();
|
|
Gyroscope = new Vector3();
|
|
|
|
return;
|
|
}
|
|
|
|
Gyroscope = Truncate(input.Gyroscrope * 0.0027f, 3);
|
|
Accelerometer = Truncate(input.Accelerometer, 3);
|
|
Rotation = Truncate(input.Rotation * 0.0027f, 3);
|
|
|
|
Matrix4x4 orientation = input.GetOrientation();
|
|
|
|
Orientation[0] = Math.Clamp(orientation.M11, -1f, 1f);
|
|
Orientation[1] = Math.Clamp(orientation.M12, -1f, 1f);
|
|
Orientation[2] = Math.Clamp(orientation.M13, -1f, 1f);
|
|
Orientation[3] = Math.Clamp(orientation.M21, -1f, 1f);
|
|
Orientation[4] = Math.Clamp(orientation.M22, -1f, 1f);
|
|
Orientation[5] = Math.Clamp(orientation.M23, -1f, 1f);
|
|
Orientation[6] = Math.Clamp(orientation.M31, -1f, 1f);
|
|
Orientation[7] = Math.Clamp(orientation.M32, -1f, 1f);
|
|
Orientation[8] = Math.Clamp(orientation.M33, -1f, 1f);
|
|
}
|
|
|
|
private static Vector3 Truncate(Vector3 value, int decimals)
|
|
{
|
|
float power = MathF.Pow(10, decimals);
|
|
|
|
value.X = float.IsNegative(value.X) ? MathF.Ceiling(value.X * power) / power : MathF.Floor(value.X * power) / power;
|
|
value.Y = float.IsNegative(value.Y) ? MathF.Ceiling(value.Y * power) / power : MathF.Floor(value.Y * power) / power;
|
|
value.Z = float.IsNegative(value.Z) ? MathF.Ceiling(value.Z * power) / power : MathF.Floor(value.Z * power) / power;
|
|
|
|
return value;
|
|
}
|
|
}
|
|
}
|