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Merge pull request #4677 from german77/ShakeFromButton
InputCommon: Add random motion input for buttons
This commit is contained in:
commit
06e65de93c
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@ -7,6 +7,8 @@ add_library(input_common STATIC
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main.h
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motion_emu.cpp
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motion_emu.h
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motion_from_button.cpp
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motion_from_button.h
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motion_input.cpp
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motion_input.h
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settings.cpp
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@ -11,6 +11,7 @@
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#include "input_common/keyboard.h"
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#include "input_common/main.h"
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#include "input_common/motion_emu.h"
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#include "input_common/motion_from_button.h"
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#include "input_common/touch_from_button.h"
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#include "input_common/udp/client.h"
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#include "input_common/udp/udp.h"
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@ -32,6 +33,8 @@ struct InputSubsystem::Impl {
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Input::RegisterFactory<Input::ButtonDevice>("keyboard", keyboard);
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Input::RegisterFactory<Input::AnalogDevice>("analog_from_button",
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std::make_shared<AnalogFromButton>());
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Input::RegisterFactory<Input::MotionDevice>("keyboard",
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std::make_shared<MotionFromButton>());
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motion_emu = std::make_shared<MotionEmu>();
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Input::RegisterFactory<Input::MotionDevice>("motion_emu", motion_emu);
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Input::RegisterFactory<Input::TouchDevice>("touch_from_button",
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@ -50,6 +53,7 @@ struct InputSubsystem::Impl {
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void Shutdown() {
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Input::UnregisterFactory<Input::ButtonDevice>("keyboard");
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Input::UnregisterFactory<Input::MotionDevice>("keyboard");
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keyboard.reset();
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Input::UnregisterFactory<Input::AnalogDevice>("analog_from_button");
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Input::UnregisterFactory<Input::MotionDevice>("motion_emu");
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34
src/input_common/motion_from_button.cpp
Normal file
34
src/input_common/motion_from_button.cpp
Normal file
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@ -0,0 +1,34 @@
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// Copyright 2020 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include "input_common/motion_from_button.h"
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#include "input_common/motion_input.h"
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namespace InputCommon {
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class MotionKey final : public Input::MotionDevice {
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public:
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using Button = std::unique_ptr<Input::ButtonDevice>;
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MotionKey(Button key_) : key(std::move(key_)) {}
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Input::MotionStatus GetStatus() const override {
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if (key->GetStatus()) {
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return motion.GetRandomMotion(2, 6);
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}
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return motion.GetRandomMotion(0, 0);
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}
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private:
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Button key;
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InputCommon::MotionInput motion{0.0f, 0.0f, 0.0f};
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};
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std::unique_ptr<Input::MotionDevice> MotionFromButton::Create(const Common::ParamPackage& params) {
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auto key = Input::CreateDevice<Input::ButtonDevice>(params.Serialize());
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return std::make_unique<MotionKey>(std::move(key));
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}
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} // namespace InputCommon
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25
src/input_common/motion_from_button.h
Normal file
25
src/input_common/motion_from_button.h
Normal file
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@ -0,0 +1,25 @@
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// Copyright 2020 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include "core/frontend/input.h"
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namespace InputCommon {
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/**
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* An motion device factory that takes a keyboard button and uses it as a random
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* motion device.
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*/
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class MotionFromButton final : public Input::Factory<Input::MotionDevice> {
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public:
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/**
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* Creates an motion device from button devices
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* @param params contains parameters for creating the device:
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* - "key": a serialized ParamPackage for creating a button device
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*/
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std::unique_ptr<Input::MotionDevice> Create(const Common::ParamPackage& params) override;
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};
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} // namespace InputCommon
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@ -2,6 +2,7 @@
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included
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#include <random>
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#include "common/math_util.h"
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#include "input_common/motion_input.h"
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@ -159,6 +160,37 @@ Common::Vec3f MotionInput::GetRotations() const {
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return rotations;
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}
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Input::MotionStatus MotionInput::GetMotion() const {
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const Common::Vec3f gyroscope = GetGyroscope();
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const Common::Vec3f accelerometer = GetAcceleration();
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const Common::Vec3f rotation = GetRotations();
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const std::array<Common::Vec3f, 3> orientation = GetOrientation();
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return {accelerometer, gyroscope, rotation, orientation};
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}
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Input::MotionStatus MotionInput::GetRandomMotion(int accel_magnitude, int gyro_magnitude) const {
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std::random_device device;
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std::mt19937 gen(device());
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std::uniform_int_distribution<s16> distribution(-1000, 1000);
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const Common::Vec3f gyroscope = {
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distribution(gen) * 0.001f,
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distribution(gen) * 0.001f,
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distribution(gen) * 0.001f,
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};
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const Common::Vec3f accelerometer = {
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distribution(gen) * 0.001f,
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distribution(gen) * 0.001f,
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distribution(gen) * 0.001f,
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};
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const Common::Vec3f rotation = {};
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const std::array<Common::Vec3f, 3> orientation = {
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Common::Vec3f{1.0f, 0, 0},
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Common::Vec3f{0, 1.0f, 0},
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Common::Vec3f{0, 0, 1.0f},
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};
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return {accelerometer * accel_magnitude, gyroscope * gyro_magnitude, rotation, orientation};
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}
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void MotionInput::ResetOrientation() {
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if (!reset_enabled) {
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return;
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@ -7,6 +7,7 @@
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#include "common/common_types.h"
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#include "common/quaternion.h"
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#include "common/vector_math.h"
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#include "core/frontend/input.h"
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namespace InputCommon {
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@ -37,6 +38,8 @@ public:
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Common::Vec3f GetGyroscope() const;
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Common::Vec3f GetRotations() const;
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Common::Quaternion<f32> GetQuaternion() const;
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Input::MotionStatus GetMotion() const;
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Input::MotionStatus GetRandomMotion(int accel_magnitude, int gyro_magnitude) const;
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bool IsMoving(f32 sensitivity) const;
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bool IsCalibrated(f32 sensitivity) const;
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@ -22,6 +22,7 @@
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#include "common/param_package.h"
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#include "common/threadsafe_queue.h"
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#include "core/frontend/input.h"
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#include "input_common/motion_input.h"
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#include "input_common/sdl/sdl_impl.h"
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#include "input_common/settings.h"
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@ -123,6 +124,10 @@ public:
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return std::make_tuple(x, y);
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}
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const InputCommon::MotionInput& GetMotion() const {
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return motion;
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}
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void SetHat(int hat, Uint8 direction) {
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std::lock_guard lock{mutex};
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state.hats.insert_or_assign(hat, direction);
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@ -173,6 +178,9 @@ private:
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std::unique_ptr<SDL_Joystick, decltype(&SDL_JoystickClose)> sdl_joystick;
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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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// motion is initalized without PID values as motion input is not aviable for SDL2
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InputCommon::MotionInput motion{0.0f, 0.0f, 0.0f};
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};
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std::shared_ptr<SDLJoystick> SDLState::GetSDLJoystickByGUID(const std::string& guid, int port) {
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@ -423,6 +431,68 @@ private:
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const float range;
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};
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class SDLDirectionMotion final : public Input::MotionDevice {
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public:
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explicit SDLDirectionMotion(std::shared_ptr<SDLJoystick> joystick_, int hat_, Uint8 direction_)
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: joystick(std::move(joystick_)), hat(hat_), direction(direction_) {}
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Input::MotionStatus GetStatus() const override {
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if (joystick->GetHatDirection(hat, direction)) {
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return joystick->GetMotion().GetRandomMotion(2, 6);
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}
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return joystick->GetMotion().GetRandomMotion(0, 0);
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}
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private:
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std::shared_ptr<SDLJoystick> joystick;
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int hat;
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Uint8 direction;
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};
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class SDLAxisMotion final : public Input::MotionDevice {
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public:
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explicit SDLAxisMotion(std::shared_ptr<SDLJoystick> joystick_, int axis_, float threshold_,
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bool trigger_if_greater_)
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: joystick(std::move(joystick_)), axis(axis_), threshold(threshold_),
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trigger_if_greater(trigger_if_greater_) {}
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Input::MotionStatus GetStatus() const override {
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const float axis_value = joystick->GetAxis(axis, 1.0f);
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bool trigger = axis_value < threshold;
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if (trigger_if_greater) {
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trigger = axis_value > threshold;
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}
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if (trigger) {
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return joystick->GetMotion().GetRandomMotion(2, 6);
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}
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return joystick->GetMotion().GetRandomMotion(0, 0);
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}
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private:
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std::shared_ptr<SDLJoystick> joystick;
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int axis;
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float threshold;
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bool trigger_if_greater;
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};
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class SDLButtonMotion final : public Input::MotionDevice {
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public:
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explicit SDLButtonMotion(std::shared_ptr<SDLJoystick> joystick_, int button_)
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: joystick(std::move(joystick_)), button(button_) {}
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Input::MotionStatus GetStatus() const override {
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if (joystick->GetButton(button)) {
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return joystick->GetMotion().GetRandomMotion(2, 6);
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}
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return joystick->GetMotion().GetRandomMotion(0, 0);
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}
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private:
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std::shared_ptr<SDLJoystick> joystick;
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int button;
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};
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/// A button device factory that creates button devices from SDL joystick
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class SDLButtonFactory final : public Input::Factory<Input::ButtonDevice> {
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public:
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@ -529,12 +599,78 @@ private:
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SDLState& state;
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};
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/// A motion device factory that creates motion devices from SDL joystick
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class SDLMotionFactory final : public Input::Factory<Input::MotionDevice> {
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public:
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explicit SDLMotionFactory(SDLState& state_) : state(state_) {}
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/**
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* Creates motion device from joystick axes
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* @param params contains parameters for creating the device:
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* - "guid": the guid of the joystick to bind
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* - "port": the nth joystick of the same type
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*/
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std::unique_ptr<Input::MotionDevice> Create(const Common::ParamPackage& params) override {
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const std::string guid = params.Get("guid", "0");
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const int port = params.Get("port", 0);
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auto joystick = state.GetSDLJoystickByGUID(guid, port);
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if (params.Has("hat")) {
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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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Uint8 direction;
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if (direction_name == "up") {
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direction = SDL_HAT_UP;
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} else if (direction_name == "down") {
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direction = SDL_HAT_DOWN;
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} else if (direction_name == "left") {
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direction = SDL_HAT_LEFT;
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} else if (direction_name == "right") {
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direction = SDL_HAT_RIGHT;
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} else {
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direction = 0;
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}
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// This is necessary so accessing GetHat with hat won't crash
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joystick->SetHat(hat, SDL_HAT_CENTERED);
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return std::make_unique<SDLDirectionMotion>(joystick, hat, direction);
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}
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if (params.Has("axis")) {
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const int axis = params.Get("axis", 0);
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const float threshold = params.Get("threshold", 0.5f);
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const std::string direction_name = params.Get("direction", "");
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bool trigger_if_greater;
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if (direction_name == "+") {
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trigger_if_greater = true;
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} else if (direction_name == "-") {
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trigger_if_greater = false;
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} else {
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trigger_if_greater = true;
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LOG_ERROR(Input, "Unknown direction {}", direction_name);
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}
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// This is necessary so accessing GetAxis with axis won't crash
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joystick->SetAxis(axis, 0);
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return std::make_unique<SDLAxisMotion>(joystick, axis, threshold, trigger_if_greater);
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}
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const int button = params.Get("button", 0);
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// This is necessary so accessing GetButton with button won't crash
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joystick->SetButton(button, false);
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return std::make_unique<SDLButtonMotion>(joystick, button);
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}
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private:
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SDLState& state;
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};
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SDLState::SDLState() {
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using namespace Input;
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analog_factory = std::make_shared<SDLAnalogFactory>(*this);
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button_factory = std::make_shared<SDLButtonFactory>(*this);
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motion_factory = std::make_shared<SDLMotionFactory>(*this);
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RegisterFactory<AnalogDevice>("sdl", analog_factory);
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RegisterFactory<ButtonDevice>("sdl", button_factory);
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RegisterFactory<MotionDevice>("sdl", motion_factory);
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// If the frontend is going to manage the event loop, then we dont start one here
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start_thread = !SDL_WasInit(SDL_INIT_JOYSTICK);
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@ -570,6 +706,7 @@ SDLState::~SDLState() {
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using namespace Input;
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UnregisterFactory<ButtonDevice>("sdl");
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UnregisterFactory<AnalogDevice>("sdl");
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UnregisterFactory<MotionDevice>("sdl");
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CloseJoysticks();
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SDL_DelEventWatch(&SDLEventWatcher, this);
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@ -681,6 +818,27 @@ Common::ParamPackage SDLEventToButtonParamPackage(SDLState& state, const SDL_Eve
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return {};
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}
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Common::ParamPackage SDLEventToMotionParamPackage(SDLState& state, const SDL_Event& event) {
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switch (event.type) {
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case SDL_JOYAXISMOTION: {
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const auto joystick = state.GetSDLJoystickBySDLID(event.jaxis.which);
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return BuildAnalogParamPackageForButton(joystick->GetPort(), joystick->GetGUID(),
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event.jaxis.axis, event.jaxis.value);
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}
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case SDL_JOYBUTTONUP: {
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const auto joystick = state.GetSDLJoystickBySDLID(event.jbutton.which);
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return BuildButtonParamPackageForButton(joystick->GetPort(), joystick->GetGUID(),
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event.jbutton.button);
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}
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case SDL_JOYHATMOTION: {
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const auto joystick = state.GetSDLJoystickBySDLID(event.jhat.which);
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return BuildHatParamPackageForButton(joystick->GetPort(), joystick->GetGUID(),
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event.jhat.hat, event.jhat.value);
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}
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}
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return {};
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}
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Common::ParamPackage BuildParamPackageForBinding(int port, const std::string& guid,
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const SDL_GameControllerButtonBind& binding) {
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switch (binding.bindType) {
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|
@ -846,6 +1004,35 @@ public:
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}
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};
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class SDLMotionPoller final : public SDLPoller {
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public:
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explicit SDLMotionPoller(SDLState& state_) : SDLPoller(state_) {}
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Common::ParamPackage GetNextInput() override {
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SDL_Event event;
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while (state.event_queue.Pop(event)) {
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const auto package = FromEvent(event);
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if (package) {
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return *package;
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}
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||||
}
|
||||
return {};
|
||||
}
|
||||
[[nodiscard]] std::optional<Common::ParamPackage> FromEvent(const SDL_Event& event) const {
|
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switch (event.type) {
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case SDL_JOYAXISMOTION:
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if (std::abs(event.jaxis.value / 32767.0) < 0.5) {
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break;
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||||
}
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[[fallthrough]];
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case SDL_JOYBUTTONUP:
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case SDL_JOYHATMOTION:
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return {SDLEventToMotionParamPackage(state, event)};
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||||
}
|
||||
return std::nullopt;
|
||||
}
|
||||
};
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||||
|
||||
/**
|
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* 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
|
||||
|
@ -937,6 +1124,9 @@ SDLState::Pollers SDLState::GetPollers(InputCommon::Polling::DeviceType type) {
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case InputCommon::Polling::DeviceType::Button:
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pollers.emplace_back(std::make_unique<Polling::SDLButtonPoller>(*this));
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||||
break;
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case InputCommon::Polling::DeviceType::Motion:
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||||
pollers.emplace_back(std::make_unique<Polling::SDLMotionPoller>(*this));
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||||
break;
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||||
}
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||||
|
||||
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 a new issue