Add random motion input to SDL
This commit is contained in:
parent
4d4afc1502
commit
03b574ae22
@ -2,6 +2,7 @@
|
||||
// Licensed under GPLv2 or any later version
|
||||
// Refer to the license.txt file included
|
||||
|
||||
#include <random>
|
||||
#include "common/math_util.h"
|
||||
#include "input_common/motion_input.h"
|
||||
|
||||
@ -159,6 +160,37 @@ Common::Vec3f MotionInput::GetRotations() const {
|
||||
return rotations;
|
||||
}
|
||||
|
||||
Input::MotionStatus MotionInput::GetMotion() const {
|
||||
const Common::Vec3f gyroscope = GetGyroscope();
|
||||
const Common::Vec3f accelerometer = GetAcceleration();
|
||||
const Common::Vec3f rotation = GetRotations();
|
||||
const std::array<Common::Vec3f, 3> orientation = GetOrientation();
|
||||
return {accelerometer, gyroscope, rotation, orientation};
|
||||
}
|
||||
|
||||
Input::MotionStatus MotionInput::GetRandomMotion(int accel_magnitude, int gyro_magnitude) const {
|
||||
std::random_device device;
|
||||
std::mt19937 gen(device());
|
||||
std::uniform_int_distribution<s16> distribution(-1000, 1000);
|
||||
const Common::Vec3f gyroscope = {
|
||||
distribution(gen) * 0.001f,
|
||||
distribution(gen) * 0.001f,
|
||||
distribution(gen) * 0.001f,
|
||||
};
|
||||
const Common::Vec3f accelerometer = {
|
||||
distribution(gen) * 0.001f,
|
||||
distribution(gen) * 0.001f,
|
||||
distribution(gen) * 0.001f,
|
||||
};
|
||||
const Common::Vec3f rotation = {};
|
||||
const std::array<Common::Vec3f, 3> orientation = {
|
||||
Common::Vec3f{1.0f, 0, 0},
|
||||
Common::Vec3f{0, 1.0f, 0},
|
||||
Common::Vec3f{0, 0, 1.0f},
|
||||
};
|
||||
return {accelerometer * accel_magnitude, gyroscope * gyro_magnitude, rotation, orientation};
|
||||
}
|
||||
|
||||
void MotionInput::ResetOrientation() {
|
||||
if (!reset_enabled) {
|
||||
return;
|
||||
|
@ -7,6 +7,7 @@
|
||||
#include "common/common_types.h"
|
||||
#include "common/quaternion.h"
|
||||
#include "common/vector_math.h"
|
||||
#include "core/frontend/input.h"
|
||||
|
||||
namespace InputCommon {
|
||||
|
||||
@ -37,6 +38,8 @@ public:
|
||||
Common::Vec3f GetGyroscope() const;
|
||||
Common::Vec3f GetRotations() const;
|
||||
Common::Quaternion<f32> GetQuaternion() const;
|
||||
Input::MotionStatus GetMotion() const;
|
||||
Input::MotionStatus GetRandomMotion(int accel_magnitude, int gyro_magnitude) const;
|
||||
|
||||
bool IsMoving(f32 sensitivity) const;
|
||||
bool IsCalibrated(f32 sensitivity) const;
|
||||
|
@ -21,6 +21,7 @@
|
||||
#include "common/param_package.h"
|
||||
#include "common/threadsafe_queue.h"
|
||||
#include "core/frontend/input.h"
|
||||
#include "input_common/motion_input.h"
|
||||
#include "input_common/sdl/sdl_impl.h"
|
||||
#include "input_common/settings.h"
|
||||
|
||||
@ -95,6 +96,10 @@ public:
|
||||
return std::make_tuple(x, y);
|
||||
}
|
||||
|
||||
const InputCommon::MotionInput& GetMotion() const {
|
||||
return motion;
|
||||
}
|
||||
|
||||
void SetHat(int hat, Uint8 direction) {
|
||||
std::lock_guard lock{mutex};
|
||||
state.hats.insert_or_assign(hat, direction);
|
||||
@ -142,6 +147,9 @@ private:
|
||||
std::unique_ptr<SDL_Joystick, decltype(&SDL_JoystickClose)> sdl_joystick;
|
||||
std::unique_ptr<SDL_GameController, decltype(&SDL_GameControllerClose)> sdl_controller;
|
||||
mutable std::mutex mutex;
|
||||
|
||||
// motion is initalized without PID values as motion input is not aviable for SDL2
|
||||
InputCommon::MotionInput motion{0.0f, 0.0f, 0.0f};
|
||||
};
|
||||
|
||||
std::shared_ptr<SDLJoystick> SDLState::GetSDLJoystickByGUID(const std::string& guid, int port) {
|
||||
@ -386,6 +394,68 @@ private:
|
||||
const float range;
|
||||
};
|
||||
|
||||
class SDLDirectionMotion final : public Input::MotionDevice {
|
||||
public:
|
||||
explicit SDLDirectionMotion(std::shared_ptr<SDLJoystick> joystick_, int hat_, Uint8 direction_)
|
||||
: joystick(std::move(joystick_)), hat(hat_), direction(direction_) {}
|
||||
|
||||
Input::MotionStatus GetStatus() const override {
|
||||
if (joystick->GetHatDirection(hat, direction)) {
|
||||
return joystick->GetMotion().GetRandomMotion(2, 6);
|
||||
}
|
||||
return joystick->GetMotion().GetRandomMotion(0, 0);
|
||||
}
|
||||
|
||||
private:
|
||||
std::shared_ptr<SDLJoystick> joystick;
|
||||
int hat;
|
||||
Uint8 direction;
|
||||
};
|
||||
|
||||
class SDLAxisMotion final : public Input::MotionDevice {
|
||||
public:
|
||||
explicit SDLAxisMotion(std::shared_ptr<SDLJoystick> joystick_, int axis_, float threshold_,
|
||||
bool trigger_if_greater_)
|
||||
: joystick(std::move(joystick_)), axis(axis_), threshold(threshold_),
|
||||
trigger_if_greater(trigger_if_greater_) {}
|
||||
|
||||
Input::MotionStatus GetStatus() const override {
|
||||
const float axis_value = joystick->GetAxis(axis, 1.0f);
|
||||
bool trigger = axis_value < threshold;
|
||||
if (trigger_if_greater) {
|
||||
trigger = axis_value > threshold;
|
||||
}
|
||||
|
||||
if (trigger) {
|
||||
return joystick->GetMotion().GetRandomMotion(2, 6);
|
||||
}
|
||||
return joystick->GetMotion().GetRandomMotion(0, 0);
|
||||
}
|
||||
|
||||
private:
|
||||
std::shared_ptr<SDLJoystick> joystick;
|
||||
int axis;
|
||||
float threshold;
|
||||
bool trigger_if_greater;
|
||||
};
|
||||
|
||||
class SDLButtonMotion final : public Input::MotionDevice {
|
||||
public:
|
||||
explicit SDLButtonMotion(std::shared_ptr<SDLJoystick> joystick_, int button_)
|
||||
: joystick(std::move(joystick_)), button(button_) {}
|
||||
|
||||
Input::MotionStatus GetStatus() const override {
|
||||
if (joystick->GetButton(button)) {
|
||||
return joystick->GetMotion().GetRandomMotion(2, 6);
|
||||
}
|
||||
return joystick->GetMotion().GetRandomMotion(0, 0);
|
||||
}
|
||||
|
||||
private:
|
||||
std::shared_ptr<SDLJoystick> joystick;
|
||||
int button;
|
||||
};
|
||||
|
||||
/// A button device factory that creates button devices from SDL joystick
|
||||
class SDLButtonFactory final : public Input::Factory<Input::ButtonDevice> {
|
||||
public:
|
||||
@ -492,12 +562,78 @@ private:
|
||||
SDLState& state;
|
||||
};
|
||||
|
||||
/// A motion device factory that creates motion devices from SDL joystick
|
||||
class SDLMotionFactory final : public Input::Factory<Input::MotionDevice> {
|
||||
public:
|
||||
explicit SDLMotionFactory(SDLState& state_) : state(state_) {}
|
||||
/**
|
||||
* Creates motion device from joystick axes
|
||||
* @param params contains parameters for creating the device:
|
||||
* - "guid": the guid of the joystick to bind
|
||||
* - "port": the nth joystick of the same type
|
||||
*/
|
||||
std::unique_ptr<Input::MotionDevice> Create(const Common::ParamPackage& params) override {
|
||||
const std::string guid = params.Get("guid", "0");
|
||||
const int port = params.Get("port", 0);
|
||||
|
||||
auto joystick = state.GetSDLJoystickByGUID(guid, port);
|
||||
|
||||
if (params.Has("hat")) {
|
||||
const int hat = params.Get("hat", 0);
|
||||
const std::string direction_name = params.Get("direction", "");
|
||||
Uint8 direction;
|
||||
if (direction_name == "up") {
|
||||
direction = SDL_HAT_UP;
|
||||
} else if (direction_name == "down") {
|
||||
direction = SDL_HAT_DOWN;
|
||||
} else if (direction_name == "left") {
|
||||
direction = SDL_HAT_LEFT;
|
||||
} else if (direction_name == "right") {
|
||||
direction = SDL_HAT_RIGHT;
|
||||
} else {
|
||||
direction = 0;
|
||||
}
|
||||
// This is necessary so accessing GetHat with hat won't crash
|
||||
joystick->SetHat(hat, SDL_HAT_CENTERED);
|
||||
return std::make_unique<SDLDirectionMotion>(joystick, hat, direction);
|
||||
}
|
||||
|
||||
if (params.Has("axis")) {
|
||||
const int axis = params.Get("axis", 0);
|
||||
const float threshold = params.Get("threshold", 0.5f);
|
||||
const std::string direction_name = params.Get("direction", "");
|
||||
bool trigger_if_greater;
|
||||
if (direction_name == "+") {
|
||||
trigger_if_greater = true;
|
||||
} else if (direction_name == "-") {
|
||||
trigger_if_greater = false;
|
||||
} else {
|
||||
trigger_if_greater = true;
|
||||
LOG_ERROR(Input, "Unknown direction {}", direction_name);
|
||||
}
|
||||
// This is necessary so accessing GetAxis with axis won't crash
|
||||
joystick->SetAxis(axis, 0);
|
||||
return std::make_unique<SDLAxisMotion>(joystick, axis, threshold, trigger_if_greater);
|
||||
}
|
||||
|
||||
const int button = params.Get("button", 0);
|
||||
// This is necessary so accessing GetButton with button won't crash
|
||||
joystick->SetButton(button, false);
|
||||
return std::make_unique<SDLButtonMotion>(joystick, button);
|
||||
}
|
||||
|
||||
private:
|
||||
SDLState& state;
|
||||
};
|
||||
|
||||
SDLState::SDLState() {
|
||||
using namespace Input;
|
||||
analog_factory = std::make_shared<SDLAnalogFactory>(*this);
|
||||
button_factory = std::make_shared<SDLButtonFactory>(*this);
|
||||
motion_factory = std::make_shared<SDLMotionFactory>(*this);
|
||||
RegisterFactory<AnalogDevice>("sdl", analog_factory);
|
||||
RegisterFactory<ButtonDevice>("sdl", button_factory);
|
||||
RegisterFactory<MotionDevice>("sdl", motion_factory);
|
||||
|
||||
// If the frontend is going to manage the event loop, then we dont start one here
|
||||
start_thread = !SDL_WasInit(SDL_INIT_JOYSTICK);
|
||||
@ -533,6 +669,7 @@ SDLState::~SDLState() {
|
||||
using namespace Input;
|
||||
UnregisterFactory<ButtonDevice>("sdl");
|
||||
UnregisterFactory<AnalogDevice>("sdl");
|
||||
UnregisterFactory<MotionDevice>("sdl");
|
||||
|
||||
CloseJoysticks();
|
||||
SDL_DelEventWatch(&SDLEventWatcher, this);
|
||||
@ -644,6 +781,27 @@ Common::ParamPackage SDLEventToButtonParamPackage(SDLState& state, const SDL_Eve
|
||||
return {};
|
||||
}
|
||||
|
||||
Common::ParamPackage SDLEventToMotionParamPackage(SDLState& state, const SDL_Event& event) {
|
||||
switch (event.type) {
|
||||
case SDL_JOYAXISMOTION: {
|
||||
const auto joystick = state.GetSDLJoystickBySDLID(event.jaxis.which);
|
||||
return BuildAnalogParamPackageForButton(joystick->GetPort(), joystick->GetGUID(),
|
||||
event.jaxis.axis, event.jaxis.value);
|
||||
}
|
||||
case SDL_JOYBUTTONUP: {
|
||||
const auto joystick = state.GetSDLJoystickBySDLID(event.jbutton.which);
|
||||
return BuildButtonParamPackageForButton(joystick->GetPort(), joystick->GetGUID(),
|
||||
event.jbutton.button);
|
||||
}
|
||||
case SDL_JOYHATMOTION: {
|
||||
const auto joystick = state.GetSDLJoystickBySDLID(event.jhat.which);
|
||||
return BuildHatParamPackageForButton(joystick->GetPort(), joystick->GetGUID(),
|
||||
event.jhat.hat, event.jhat.value);
|
||||
}
|
||||
}
|
||||
return {};
|
||||
}
|
||||
|
||||
Common::ParamPackage BuildParamPackageForBinding(int port, const std::string& guid,
|
||||
const SDL_GameControllerButtonBind& binding) {
|
||||
switch (binding.bindType) {
|
||||
@ -809,6 +967,35 @@ public:
|
||||
}
|
||||
};
|
||||
|
||||
class SDLMotionPoller final : public SDLPoller {
|
||||
public:
|
||||
explicit SDLMotionPoller(SDLState& state_) : SDLPoller(state_) {}
|
||||
|
||||
Common::ParamPackage GetNextInput() override {
|
||||
SDL_Event event;
|
||||
while (state.event_queue.Pop(event)) {
|
||||
const auto package = FromEvent(event);
|
||||
if (package) {
|
||||
return *package;
|
||||
}
|
||||
}
|
||||
return {};
|
||||
}
|
||||
[[nodiscard]] std::optional<Common::ParamPackage> FromEvent(const SDL_Event& event) const {
|
||||
switch (event.type) {
|
||||
case SDL_JOYAXISMOTION:
|
||||
if (std::abs(event.jaxis.value / 32767.0) < 0.5) {
|
||||
break;
|
||||
}
|
||||
[[fallthrough]];
|
||||
case SDL_JOYBUTTONUP:
|
||||
case SDL_JOYHATMOTION:
|
||||
return {SDLEventToMotionParamPackage(state, event)};
|
||||
}
|
||||
return std::nullopt;
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* Attempts to match the press to a controller joy axis (left/right stick) and if a match
|
||||
* isn't found, checks if the event matches anything from SDLButtonPoller and uses that
|
||||
@ -900,6 +1087,9 @@ SDLState::Pollers SDLState::GetPollers(InputCommon::Polling::DeviceType type) {
|
||||
case InputCommon::Polling::DeviceType::Button:
|
||||
pollers.emplace_back(std::make_unique<Polling::SDLButtonPoller>(*this));
|
||||
break;
|
||||
case InputCommon::Polling::DeviceType::Motion:
|
||||
pollers.emplace_back(std::make_unique<Polling::SDLMotionPoller>(*this));
|
||||
break;
|
||||
}
|
||||
|
||||
return pollers;
|
||||
|
@ -21,6 +21,7 @@ namespace InputCommon::SDL {
|
||||
|
||||
class SDLAnalogFactory;
|
||||
class SDLButtonFactory;
|
||||
class SDLMotionFactory;
|
||||
class SDLJoystick;
|
||||
|
||||
class SDLState : public State {
|
||||
@ -71,6 +72,7 @@ private:
|
||||
|
||||
std::shared_ptr<SDLButtonFactory> button_factory;
|
||||
std::shared_ptr<SDLAnalogFactory> analog_factory;
|
||||
std::shared_ptr<SDLMotionFactory> motion_factory;
|
||||
|
||||
bool start_thread = false;
|
||||
std::atomic<bool> initialized = false;
|
||||
|
@ -219,14 +219,10 @@ void Client::OnPadData(Response::PadData data) {
|
||||
clients[client].motion.SetGyroscope(raw_gyroscope / 312.0f);
|
||||
clients[client].motion.UpdateRotation(time_difference);
|
||||
clients[client].motion.UpdateOrientation(time_difference);
|
||||
Common::Vec3f gyroscope = clients[client].motion.GetGyroscope();
|
||||
Common::Vec3f accelerometer = clients[client].motion.GetAcceleration();
|
||||
Common::Vec3f rotation = clients[client].motion.GetRotations();
|
||||
std::array<Common::Vec3f, 3> orientation = clients[client].motion.GetOrientation();
|
||||
|
||||
{
|
||||
std::lock_guard guard(clients[client].status.update_mutex);
|
||||
clients[client].status.motion_status = {accelerometer, gyroscope, rotation, orientation};
|
||||
clients[client].status.motion_status = clients[client].motion.GetMotion();
|
||||
|
||||
// TODO: add a setting for "click" touch. Click touch refers to a device that differentiates
|
||||
// between a simple "tap" and a hard press that causes the touch screen to click.
|
||||
@ -250,6 +246,8 @@ void Client::OnPadData(Response::PadData data) {
|
||||
clients[client].status.touch_status = {x, y, is_active};
|
||||
|
||||
if (configuring) {
|
||||
const Common::Vec3f gyroscope = clients[client].motion.GetGyroscope();
|
||||
const Common::Vec3f accelerometer = clients[client].motion.GetAcceleration();
|
||||
UpdateYuzuSettings(client, accelerometer, gyroscope, is_active);
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user