mirror of
https://github.com/shadps4-emu/shadPS4.git
synced 2025-12-12 22:59:04 +00:00
Emulate motion controls with a mouse (#3122)
* Rework framework to allow for more types of mouse-to-something emulation and hook up gyro to it * Remove the unnecessary null check now that deltatime is handled differently * Fix toggle key * Basic gyro emulation working for two out of the three dimensions * clang * Added bindable key to hold for switching from looking to the sides to rolling * documentation
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@@ -66,6 +66,7 @@ auto output_array = std::array{
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ControllerOutput(LEFTJOYSTICK_HALFMODE),
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ControllerOutput(RIGHTJOYSTICK_HALFMODE),
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ControllerOutput(KEY_TOGGLE),
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ControllerOutput(MOUSE_GYRO_ROLL_MODE),
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// Button mappings
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ControllerOutput(SDL_GAMEPAD_BUTTON_NORTH), // Triangle
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@@ -534,6 +535,9 @@ void ControllerOutput::FinalizeUpdate() {
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// to do it, and it would be inconvenient to force it here, when AddUpdate does the job just
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// fine, and a toggle doesn't have to checked against every input that's bound to it, it's
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// enough that one is pressed
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case MOUSE_GYRO_ROLL_MODE:
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SetMouseGyroRollMode(new_button_state);
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break;
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default: // is a normal key (hopefully)
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controller->CheckButton(0, SDLGamepadToOrbisButton(button), new_button_state);
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break;
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@@ -35,6 +35,7 @@
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#define BACK_BUTTON 0x00040000
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#define KEY_TOGGLE 0x00200000
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#define MOUSE_GYRO_ROLL_MODE 0x00400000
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#define SDL_UNMAPPED UINT32_MAX - 1
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@@ -114,6 +115,7 @@ const std::map<std::string, u32> string_to_cbutton_map = {
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{"lpaddle_low", SDL_GAMEPAD_BUTTON_LEFT_PADDLE2},
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{"rpaddle_high", SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1},
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{"rpaddle_low", SDL_GAMEPAD_BUTTON_RIGHT_PADDLE2},
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{"mouse_gyro_roll_mode", MOUSE_GYRO_ROLL_MODE},
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};
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const std::map<std::string, AxisMapping> string_to_axis_map = {
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@@ -3,6 +3,7 @@
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#include <cmath>
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#include "common/assert.h"
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#include "common/types.h"
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#include "input/controller.h"
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#include "input_mouse.h"
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@@ -13,12 +14,19 @@ namespace Input {
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int mouse_joystick_binding = 0;
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float mouse_deadzone_offset = 0.5, mouse_speed = 1, mouse_speed_offset = 0.1250;
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bool mouse_gyro_roll_mode = false;
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Uint32 mouse_polling_id = 0;
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bool mouse_enabled = false;
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MouseMode mouse_mode = MouseMode::Off;
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// We had to go through 3 files of indirection just to update a flag
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void ToggleMouseEnabled() {
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mouse_enabled = !mouse_enabled;
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// Switches mouse to a set mode or turns mouse emulation off if it was already in that mode.
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// Returns whether the mode is turned on.
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bool ToggleMouseModeTo(MouseMode m) {
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if (mouse_mode == m) {
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mouse_mode = MouseMode::Off;
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} else {
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mouse_mode = m;
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}
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return mouse_mode == m;
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}
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void SetMouseToJoystick(int joystick) {
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@@ -31,10 +39,11 @@ void SetMouseParams(float mdo, float ms, float mso) {
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mouse_speed_offset = mso;
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}
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Uint32 MousePolling(void* param, Uint32 id, Uint32 interval) {
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auto* controller = (GameController*)param;
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if (!mouse_enabled)
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return interval;
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void SetMouseGyroRollMode(bool mode) {
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mouse_gyro_roll_mode = mode;
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}
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void EmulateJoystick(GameController* controller, u32 interval) {
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Axis axis_x, axis_y;
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switch (mouse_joystick_binding) {
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@@ -47,7 +56,7 @@ Uint32 MousePolling(void* param, Uint32 id, Uint32 interval) {
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axis_y = Axis::RightY;
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break;
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default:
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return interval; // no update needed
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return; // no update needed
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}
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float d_x = 0, d_y = 0;
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@@ -67,7 +76,35 @@ Uint32 MousePolling(void* param, Uint32 id, Uint32 interval) {
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controller->Axis(0, axis_x, GetAxis(-0x80, 0x7f, 0));
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controller->Axis(0, axis_y, GetAxis(-0x80, 0x7f, 0));
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}
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}
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constexpr float constant_down_accel[3] = {0.0f, 10.0f, 0.0f};
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void EmulateGyro(GameController* controller, u32 interval) {
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// LOG_INFO(Input, "todo gyro");
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float d_x = 0, d_y = 0;
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SDL_GetRelativeMouseState(&d_x, &d_y);
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controller->Acceleration(1, constant_down_accel);
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float gyro_from_mouse[3] = {-d_y / 100, -d_x / 100, 0.0f};
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if (mouse_gyro_roll_mode) {
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gyro_from_mouse[1] = 0.0f;
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gyro_from_mouse[2] = -d_x / 100;
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}
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controller->Gyro(1, gyro_from_mouse);
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}
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Uint32 MousePolling(void* param, Uint32 id, Uint32 interval) {
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auto* controller = (GameController*)param;
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switch (mouse_mode) {
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case MouseMode::Joystick:
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EmulateJoystick(controller, interval);
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break;
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case MouseMode::Gyro:
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EmulateGyro(controller, interval);
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break;
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default:
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break;
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}
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return interval;
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}
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@@ -8,11 +8,21 @@
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namespace Input {
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void ToggleMouseEnabled();
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enum MouseMode {
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Off = 0,
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Joystick,
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Gyro,
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};
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bool ToggleMouseModeTo(MouseMode m);
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void SetMouseToJoystick(int joystick);
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void SetMouseParams(float mouse_deadzone_offset, float mouse_speed, float mouse_speed_offset);
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void SetMouseGyroRollMode(bool mode);
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// Polls the mouse for changes, and simulates joystick movement from it.
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void EmulateJoystick(GameController* controller, u32 interval);
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void EmulateGyro(GameController* controller, u32 interval);
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// Polls the mouse for changes
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Uint32 MousePolling(void* param, Uint32 id, Uint32 interval);
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} // namespace Input
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