forked from suyu/suyu
Merge pull request #6244 from german77/sdlmotion
input_common: Implement SDL motion
This commit is contained in:
commit
6c78c2ae38
5 changed files with 167 additions and 3 deletions
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@ -153,6 +153,11 @@ struct InputSubsystem::Impl {
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// TODO return the correct motion device
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// TODO return the correct motion device
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return {};
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return {};
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}
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}
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#ifdef HAVE_SDL2
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if (params.Get("class", "") == "sdl") {
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return sdl->GetMotionMappingForDevice(params);
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}
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#endif
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return {};
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return {};
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}
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}
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@ -37,6 +37,9 @@ public:
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virtual AnalogMapping GetAnalogMappingForDevice(const Common::ParamPackage&) {
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virtual AnalogMapping GetAnalogMappingForDevice(const Common::ParamPackage&) {
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return {};
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return {};
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}
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}
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virtual MotionMapping GetMotionMappingForDevice(const Common::ParamPackage&) {
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return {};
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}
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};
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};
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class NullState : public State {
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class NullState : public State {
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@ -29,6 +29,7 @@
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#endif
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#endif
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#include "common/logging/log.h"
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#include "common/logging/log.h"
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#include "common/math_util.h"
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#include "common/param_package.h"
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#include "common/param_package.h"
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#include "common/settings_input.h"
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#include "common/settings_input.h"
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#include "common/threadsafe_queue.h"
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#include "common/threadsafe_queue.h"
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@ -68,13 +69,57 @@ public:
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SDLJoystick(std::string guid_, int port_, SDL_Joystick* joystick,
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SDLJoystick(std::string guid_, int port_, SDL_Joystick* joystick,
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SDL_GameController* game_controller)
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SDL_GameController* game_controller)
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: guid{std::move(guid_)}, port{port_}, sdl_joystick{joystick, &SDL_JoystickClose},
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: guid{std::move(guid_)}, port{port_}, sdl_joystick{joystick, &SDL_JoystickClose},
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sdl_controller{game_controller, &SDL_GameControllerClose} {}
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sdl_controller{game_controller, &SDL_GameControllerClose} {
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EnableMotion();
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}
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void EnableMotion() {
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if (sdl_controller) {
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SDL_GameController* controller = sdl_controller.get();
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if (SDL_GameControllerHasSensor(controller, SDL_SENSOR_ACCEL) && !has_accel) {
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SDL_GameControllerSetSensorEnabled(controller, SDL_SENSOR_ACCEL, SDL_TRUE);
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has_accel = true;
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}
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if (SDL_GameControllerHasSensor(controller, SDL_SENSOR_GYRO) && !has_gyro) {
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SDL_GameControllerSetSensorEnabled(controller, SDL_SENSOR_GYRO, SDL_TRUE);
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has_gyro = true;
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}
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}
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}
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void SetButton(int button, bool value) {
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void SetButton(int button, bool value) {
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std::lock_guard lock{mutex};
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std::lock_guard lock{mutex};
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state.buttons.insert_or_assign(button, value);
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state.buttons.insert_or_assign(button, value);
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}
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}
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void SetMotion(SDL_ControllerSensorEvent event) {
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constexpr float gravity_constant = 9.80665f;
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std::lock_guard lock{mutex};
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u64 time_difference = event.timestamp - last_motion_update;
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last_motion_update = event.timestamp;
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switch (event.sensor) {
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case SDL_SENSOR_ACCEL: {
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const Common::Vec3f acceleration = {-event.data[0], event.data[2], -event.data[1]};
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motion.SetAcceleration(acceleration / gravity_constant);
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break;
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}
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case SDL_SENSOR_GYRO: {
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const Common::Vec3f gyroscope = {event.data[0], -event.data[2], event.data[1]};
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motion.SetGyroscope(gyroscope / (Common::PI * 2));
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break;
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}
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}
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// Ignore duplicated timestamps
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if (time_difference == 0) {
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return;
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}
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motion.SetGyroThreshold(0.0001f);
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motion.UpdateRotation(time_difference * 1000);
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motion.UpdateOrientation(time_difference * 1000);
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}
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bool GetButton(int button) const {
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bool GetButton(int button) const {
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std::lock_guard lock{mutex};
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std::lock_guard lock{mutex};
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return state.buttons.at(button);
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return state.buttons.at(button);
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@ -121,6 +166,14 @@ public:
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return std::make_tuple(x, y);
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return std::make_tuple(x, y);
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}
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}
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bool HasGyro() const {
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return has_gyro;
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}
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bool HasAccel() const {
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return has_accel;
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}
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const MotionInput& GetMotion() const {
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const MotionInput& GetMotion() const {
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return motion;
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return motion;
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}
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}
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@ -173,8 +226,11 @@ private:
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std::unique_ptr<SDL_GameController, decltype(&SDL_GameControllerClose)> sdl_controller;
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std::unique_ptr<SDL_GameController, decltype(&SDL_GameControllerClose)> sdl_controller;
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mutable std::mutex mutex;
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mutable std::mutex mutex;
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// Motion is initialized without PID values as motion input is not aviable for SDL2
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// Motion is initialized with the PID values
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MotionInput motion{0.0f, 0.0f, 0.0f};
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MotionInput motion{0.3f, 0.005f, 0.0f};
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u64 last_motion_update{};
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bool has_gyro{false};
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bool has_accel{false};
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};
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};
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std::shared_ptr<SDLJoystick> SDLState::GetSDLJoystickByGUID(const std::string& guid, int port) {
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std::shared_ptr<SDLJoystick> SDLState::GetSDLJoystickByGUID(const std::string& guid, int port) {
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@ -296,6 +352,12 @@ void SDLState::HandleGameControllerEvent(const SDL_Event& event) {
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}
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}
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break;
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break;
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}
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}
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case SDL_CONTROLLERSENSORUPDATE: {
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if (auto joystick = GetSDLJoystickBySDLID(event.csensor.which)) {
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joystick->SetMotion(event.csensor);
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}
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break;
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}
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case SDL_JOYDEVICEREMOVED:
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case SDL_JOYDEVICEREMOVED:
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LOG_DEBUG(Input, "Controller removed with Instance_ID {}", event.jdevice.which);
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LOG_DEBUG(Input, "Controller removed with Instance_ID {}", event.jdevice.which);
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CloseJoystick(SDL_JoystickFromInstanceID(event.jdevice.which));
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CloseJoystick(SDL_JoystickFromInstanceID(event.jdevice.which));
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@ -449,6 +511,18 @@ private:
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std::shared_ptr<SDLJoystick> joystick;
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std::shared_ptr<SDLJoystick> joystick;
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};
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};
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class SDLMotion final : public Input::MotionDevice {
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public:
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explicit SDLMotion(std::shared_ptr<SDLJoystick> joystick_) : joystick(std::move(joystick_)) {}
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Input::MotionStatus GetStatus() const override {
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return joystick->GetMotion().GetMotion();
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}
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private:
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std::shared_ptr<SDLJoystick> joystick;
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};
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class SDLDirectionMotion final : public Input::MotionDevice {
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class SDLDirectionMotion final : public Input::MotionDevice {
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public:
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public:
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explicit SDLDirectionMotion(std::shared_ptr<SDLJoystick> joystick_, int hat_, Uint8 direction_)
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explicit SDLDirectionMotion(std::shared_ptr<SDLJoystick> joystick_, int hat_, Uint8 direction_)
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@ -658,6 +732,10 @@ public:
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auto joystick = state.GetSDLJoystickByGUID(guid, port);
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auto joystick = state.GetSDLJoystickByGUID(guid, port);
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if (params.Has("motion")) {
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return std::make_unique<SDLMotion>(joystick);
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}
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if (params.Has("hat")) {
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if (params.Has("hat")) {
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const int hat = params.Get("hat", 0);
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const int hat = params.Get("hat", 0);
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const std::string direction_name = params.Get("direction", "");
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const std::string direction_name = params.Get("direction", "");
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@ -717,6 +795,17 @@ SDLState::SDLState() {
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RegisterFactory<VibrationDevice>("sdl", vibration_factory);
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RegisterFactory<VibrationDevice>("sdl", vibration_factory);
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RegisterFactory<MotionDevice>("sdl", motion_factory);
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RegisterFactory<MotionDevice>("sdl", motion_factory);
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// Enable HIDAPI rumble. This prevents SDL from disabling motion on PS4 and PS5 controllers
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SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE, "1");
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SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE, "1");
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// Tell SDL2 to use the hidapi driver. This will allow joycons to be detected as a
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// GameController and not a generic one
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SDL_SetHint("SDL_JOYSTICK_HIDAPI_JOY_CONS", "1");
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// Turn off Pro controller home led
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SDL_SetHint("SDL_JOYSTICK_HIDAPI_SWITCH_HOME_LED", "0");
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// If the frontend is going to manage the event loop, then we don't start one here
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// If the frontend is going to manage the event loop, then we don't start one here
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start_thread = SDL_WasInit(SDL_INIT_JOYSTICK) == 0;
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start_thread = SDL_WasInit(SDL_INIT_JOYSTICK) == 0;
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if (start_thread && SDL_Init(SDL_INIT_JOYSTICK) < 0) {
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if (start_thread && SDL_Init(SDL_INIT_JOYSTICK) < 0) {
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@ -853,6 +942,13 @@ Common::ParamPackage BuildHatParamPackageForButton(int port, std::string guid, s
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return params;
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return params;
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}
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}
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Common::ParamPackage BuildMotionParam(int port, std::string guid) {
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Common::ParamPackage params({{"engine", "sdl"}, {"motion", "0"}});
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params.Set("port", port);
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params.Set("guid", std::move(guid));
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return params;
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}
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Common::ParamPackage SDLEventToButtonParamPackage(SDLState& state, const SDL_Event& event) {
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Common::ParamPackage SDLEventToButtonParamPackage(SDLState& state, const SDL_Event& event) {
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switch (event.type) {
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switch (event.type) {
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case SDL_JOYAXISMOTION: {
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case SDL_JOYAXISMOTION: {
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@ -907,6 +1003,35 @@ Common::ParamPackage SDLEventToMotionParamPackage(SDLState& state, const SDL_Eve
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}
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}
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break;
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break;
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}
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}
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case SDL_CONTROLLERSENSORUPDATE: {
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bool is_motion_shaking = false;
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constexpr float gyro_threshold = 5.0f;
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constexpr float accel_threshold = 11.0f;
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if (event.csensor.sensor == SDL_SENSOR_ACCEL) {
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const Common::Vec3f acceleration = {-event.csensor.data[0], event.csensor.data[2],
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-event.csensor.data[1]};
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if (acceleration.Length() > accel_threshold) {
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is_motion_shaking = true;
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}
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}
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if (event.csensor.sensor == SDL_SENSOR_GYRO) {
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const Common::Vec3f gyroscope = {event.csensor.data[0], -event.csensor.data[2],
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event.csensor.data[1]};
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if (gyroscope.Length() > gyro_threshold) {
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is_motion_shaking = true;
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}
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}
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if (!is_motion_shaking) {
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break;
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}
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if (const auto joystick = state.GetSDLJoystickBySDLID(event.csensor.which)) {
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return BuildMotionParam(joystick->GetPort(), joystick->GetGUID());
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}
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break;
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}
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}
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}
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return {};
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return {};
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}
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}
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@ -1036,6 +1161,27 @@ AnalogMapping SDLState::GetAnalogMappingForDevice(const Common::ParamPackage& pa
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return mapping;
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return mapping;
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}
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}
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MotionMapping SDLState::GetMotionMappingForDevice(const Common::ParamPackage& params) {
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if (!params.Has("guid") || !params.Has("port")) {
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return {};
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}
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const auto joystick = GetSDLJoystickByGUID(params.Get("guid", ""), params.Get("port", 0));
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auto* controller = joystick->GetSDLGameController();
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if (controller == nullptr) {
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return {};
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}
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joystick->EnableMotion();
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if (!joystick->HasGyro() && !joystick->HasAccel()) {
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return {};
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}
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MotionMapping mapping = {};
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mapping.insert_or_assign(Settings::NativeMotion::MotionLeft,
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BuildMotionParam(joystick->GetPort(), joystick->GetGUID()));
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return mapping;
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}
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namespace Polling {
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namespace Polling {
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class SDLPoller : public InputCommon::Polling::DevicePoller {
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class SDLPoller : public InputCommon::Polling::DevicePoller {
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public:
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public:
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@ -1149,6 +1295,7 @@ public:
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[[fallthrough]];
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[[fallthrough]];
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case SDL_JOYBUTTONUP:
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case SDL_JOYBUTTONUP:
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case SDL_JOYHATMOTION:
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case SDL_JOYHATMOTION:
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case SDL_CONTROLLERSENSORUPDATE:
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return {SDLEventToMotionParamPackage(state, event)};
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return {SDLEventToMotionParamPackage(state, event)};
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}
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}
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return std::nullopt;
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return std::nullopt;
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@ -57,6 +57,7 @@ public:
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ButtonMapping GetButtonMappingForDevice(const Common::ParamPackage& params) override;
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ButtonMapping GetButtonMappingForDevice(const Common::ParamPackage& params) override;
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AnalogMapping GetAnalogMappingForDevice(const Common::ParamPackage& params) override;
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AnalogMapping GetAnalogMappingForDevice(const Common::ParamPackage& params) override;
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MotionMapping GetMotionMappingForDevice(const Common::ParamPackage& params) override;
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private:
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private:
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void InitJoystick(int joystick_index);
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void InitJoystick(int joystick_index);
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@ -153,6 +153,10 @@ QString ButtonToText(const Common::ParamPackage& param) {
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return QObject::tr("Button %1").arg(button_str);
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return QObject::tr("Button %1").arg(button_str);
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}
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}
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if (param.Has("motion")) {
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return QObject::tr("SDL Motion");
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}
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return {};
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return {};
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}
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}
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@ -1245,12 +1249,16 @@ void ConfigureInputPlayer::UpdateMappingWithDefaults() {
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const auto& device = input_devices[ui->comboDevices->currentIndex()];
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const auto& device = input_devices[ui->comboDevices->currentIndex()];
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auto button_mapping = input_subsystem->GetButtonMappingForDevice(device);
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auto button_mapping = input_subsystem->GetButtonMappingForDevice(device);
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auto analog_mapping = input_subsystem->GetAnalogMappingForDevice(device);
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auto analog_mapping = input_subsystem->GetAnalogMappingForDevice(device);
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auto motion_mapping = input_subsystem->GetMotionMappingForDevice(device);
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for (std::size_t i = 0; i < buttons_param.size(); ++i) {
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for (std::size_t i = 0; i < buttons_param.size(); ++i) {
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buttons_param[i] = button_mapping[static_cast<Settings::NativeButton::Values>(i)];
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buttons_param[i] = button_mapping[static_cast<Settings::NativeButton::Values>(i)];
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}
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}
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for (std::size_t i = 0; i < analogs_param.size(); ++i) {
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for (std::size_t i = 0; i < analogs_param.size(); ++i) {
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analogs_param[i] = analog_mapping[static_cast<Settings::NativeAnalog::Values>(i)];
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analogs_param[i] = analog_mapping[static_cast<Settings::NativeAnalog::Values>(i)];
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}
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}
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for (std::size_t i = 0; i < motions_param.size(); ++i) {
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motions_param[i] = motion_mapping[static_cast<Settings::NativeMotion::Values>(i)];
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}
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UpdateUI();
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UpdateUI();
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}
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}
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