Deadzone + initial directional axis-to-button mapping

This commit is contained in:
kalaposfos13 2025-01-19 10:46:36 +01:00
parent 9124e3d536
commit 73f2503c94
5 changed files with 237 additions and 161 deletions

View File

@ -981,11 +981,15 @@ pad_right = pad_right
options = options
touchpad = back
axis_left_x = axis_left_x
axis_left_y = axis_left_y
axis_left_x_plus = axis_left_x_plus
axis_left_y_plus = axis_left_y_plus
axis_left_x_minus = axis_left_x_minus
axis_left_y_minus = axis_left_y_minus
axis_right_x = axis_right_x
axis_right_y = axis_right_y
axis_right_x_plus = axis_right_x_plus
axis_right_y_plus = axis_right_y_plus
axis_right_x_minus = axis_right_x_minus
axis_right_y_minus = axis_right_y_minus
)";
}
std::filesystem::path GetFoolproofKbmConfigFile(const std::string& game_id) {

View File

@ -95,8 +95,8 @@ int PS4_SYSV_ABI scePadGetControllerInformation(s32 handle, OrbisPadControllerIn
pInfo->touchPadInfo.pixelDensity = 1;
pInfo->touchPadInfo.resolution.x = 1920;
pInfo->touchPadInfo.resolution.y = 950;
pInfo->stickInfo.deadZoneLeft = Config::leftDeadZone();
pInfo->stickInfo.deadZoneRight = Config::rightDeadZone();
pInfo->stickInfo.deadZoneLeft = 1;
pInfo->stickInfo.deadZoneRight = 1;
pInfo->connectionType = ORBIS_PAD_PORT_TYPE_STANDARD;
pInfo->connectedCount = 1;
pInfo->connected = false;

View File

@ -55,6 +55,7 @@ Don't be an idiot and test only the changed part expecting everything else to no
*/
bool leftjoystick_halfmode = false, rightjoystick_halfmode = false;
int leftjoystick_deadzone, rightjoystick_deadzone, lefttrigger_deadzone, righttrigger_deadzone;
std::list<std::pair<InputEvent, bool>> pressed_keys;
std::list<InputID> toggled_keys;
@ -62,90 +63,91 @@ static std::vector<BindingConnection> connections;
auto output_array = std::array{
// Important: these have to be the first, or else they will update in the wrong order
ControllerOutput((OrbisPadButtonDataOffset)LEFTJOYSTICK_HALFMODE),
ControllerOutput((OrbisPadButtonDataOffset)RIGHTJOYSTICK_HALFMODE),
ControllerOutput((OrbisPadButtonDataOffset)KEY_TOGGLE),
ControllerOutput(LEFTJOYSTICK_HALFMODE),
ControllerOutput(RIGHTJOYSTICK_HALFMODE),
ControllerOutput(KEY_TOGGLE),
// Button mappings
ControllerOutput(OrbisPadButtonDataOffset::Triangle),
ControllerOutput(OrbisPadButtonDataOffset::Circle),
ControllerOutput(OrbisPadButtonDataOffset::Cross),
ControllerOutput(OrbisPadButtonDataOffset::Square),
ControllerOutput(OrbisPadButtonDataOffset::L1),
ControllerOutput(OrbisPadButtonDataOffset::L3),
ControllerOutput(OrbisPadButtonDataOffset::R1),
ControllerOutput(OrbisPadButtonDataOffset::R3),
ControllerOutput(OrbisPadButtonDataOffset::Options),
ControllerOutput(OrbisPadButtonDataOffset::TouchPad),
ControllerOutput(OrbisPadButtonDataOffset::Up),
ControllerOutput(OrbisPadButtonDataOffset::Down),
ControllerOutput(OrbisPadButtonDataOffset::Left),
ControllerOutput(OrbisPadButtonDataOffset::Right),
ControllerOutput(SDL_GAMEPAD_BUTTON_NORTH), // Triangle
ControllerOutput(SDL_GAMEPAD_BUTTON_EAST), // Circle
ControllerOutput(SDL_GAMEPAD_BUTTON_SOUTH), // Cross
ControllerOutput(SDL_GAMEPAD_BUTTON_WEST), // Square
ControllerOutput(SDL_GAMEPAD_BUTTON_LEFT_SHOULDER), // L1
ControllerOutput(SDL_GAMEPAD_BUTTON_LEFT_STICK), // L3
ControllerOutput(SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER), // R1
ControllerOutput(SDL_GAMEPAD_BUTTON_RIGHT_STICK), // R3
ControllerOutput(SDL_GAMEPAD_BUTTON_START), // Options
ControllerOutput(SDL_GAMEPAD_BUTTON_TOUCHPAD), // TouchPad
ControllerOutput(SDL_GAMEPAD_BUTTON_DPAD_UP), // Up
ControllerOutput(SDL_GAMEPAD_BUTTON_DPAD_DOWN),// Down
ControllerOutput(SDL_GAMEPAD_BUTTON_DPAD_LEFT),// Left
ControllerOutput(SDL_GAMEPAD_BUTTON_DPAD_RIGHT),// Right
// Axis mappings
ControllerOutput(OrbisPadButtonDataOffset::None, Axis::LeftX),
ControllerOutput(OrbisPadButtonDataOffset::None, Axis::LeftY),
ControllerOutput(OrbisPadButtonDataOffset::None, Axis::RightX),
ControllerOutput(OrbisPadButtonDataOffset::None, Axis::RightY),
ControllerOutput(OrbisPadButtonDataOffset::None, Axis::TriggerLeft),
ControllerOutput(OrbisPadButtonDataOffset::None, Axis::TriggerRight),
ControllerOutput(SDL_GAMEPAD_BUTTON_INVALID, Axis::LeftX, false),
ControllerOutput(SDL_GAMEPAD_BUTTON_INVALID, Axis::LeftY, false),
ControllerOutput(SDL_GAMEPAD_BUTTON_INVALID, Axis::RightX, false),
ControllerOutput(SDL_GAMEPAD_BUTTON_INVALID, Axis::RightY, false),
ControllerOutput(SDL_GAMEPAD_BUTTON_INVALID, Axis::LeftX),
ControllerOutput(SDL_GAMEPAD_BUTTON_INVALID, Axis::LeftY),
ControllerOutput(SDL_GAMEPAD_BUTTON_INVALID, Axis::RightX),
ControllerOutput(SDL_GAMEPAD_BUTTON_INVALID, Axis::RightY),
ControllerOutput(SDL_GAMEPAD_BUTTON_INVALID, Axis::TriggerLeft),
ControllerOutput(SDL_GAMEPAD_BUTTON_INVALID, Axis::TriggerRight),
ControllerOutput(OrbisPadButtonDataOffset::None, Axis::AxisMax),
ControllerOutput(SDL_GAMEPAD_BUTTON_INVALID, Axis::AxisMax),
};
// parsing related functions
u32 GetAxisInputId(AxisMapping a) {
// LOG_INFO(Input, "Parsing an axis...");
if (a.axis == Axis::AxisMax || a.value != 0) {
LOG_ERROR(Input, "Invalid axis given!");
return 0;
void ControllerOutput::LinkJoystickAxes() {
for (int i = 17; i < 21; i++) {
delete output_array[i].new_param;
output_array[i].new_param = output_array[i + 4].new_param;
}
for (int i = 0; i < output_array.size(); i++) {
if (output_array[i].new_param == nullptr) {
LOG_ERROR(Input, "Output {} has a broken pointer!", i);
}
}
u32 value = (u32)a.axis + 0x80000000;
return value;
}
u32 GetOrbisToSdlButtonKeycode(OrbisPadButtonDataOffset cbutton) {
switch (cbutton) {
case OrbisPadButtonDataOffset::Circle:
return SDL_GAMEPAD_BUTTON_EAST;
case OrbisPadButtonDataOffset::Triangle:
return SDL_GAMEPAD_BUTTON_NORTH;
case OrbisPadButtonDataOffset::Square:
return SDL_GAMEPAD_BUTTON_WEST;
case OrbisPadButtonDataOffset::Cross:
return SDL_GAMEPAD_BUTTON_SOUTH;
case OrbisPadButtonDataOffset::L1:
return SDL_GAMEPAD_BUTTON_LEFT_SHOULDER;
case OrbisPadButtonDataOffset::R1:
return SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER;
case OrbisPadButtonDataOffset::L3:
return SDL_GAMEPAD_BUTTON_LEFT_STICK;
case OrbisPadButtonDataOffset::R3:
return SDL_GAMEPAD_BUTTON_RIGHT_STICK;
case OrbisPadButtonDataOffset::Up:
return SDL_GAMEPAD_BUTTON_DPAD_UP;
case OrbisPadButtonDataOffset::Down:
return SDL_GAMEPAD_BUTTON_DPAD_DOWN;
case OrbisPadButtonDataOffset::Left:
return SDL_GAMEPAD_BUTTON_DPAD_LEFT;
case OrbisPadButtonDataOffset::Right:
return SDL_GAMEPAD_BUTTON_DPAD_RIGHT;
case OrbisPadButtonDataOffset::Options:
return SDL_GAMEPAD_BUTTON_START;
case (OrbisPadButtonDataOffset)BACK_BUTTON:
return SDL_GAMEPAD_BUTTON_BACK;
static OrbisPadButtonDataOffset SDLGamepadToOrbisButton(u8 button) {
using OPBDO = OrbisPadButtonDataOffset;
switch (button) {
case SDL_GAMEPAD_BUTTON_DPAD_DOWN:
return OPBDO::Down;
case SDL_GAMEPAD_BUTTON_DPAD_UP:
return OPBDO::Up;
case SDL_GAMEPAD_BUTTON_DPAD_LEFT:
return OPBDO::Left;
case SDL_GAMEPAD_BUTTON_DPAD_RIGHT:
return OPBDO::Right;
case SDL_GAMEPAD_BUTTON_SOUTH:
return OPBDO::Cross;
case SDL_GAMEPAD_BUTTON_NORTH:
return OPBDO::Triangle;
case SDL_GAMEPAD_BUTTON_WEST:
return OPBDO::Square;
case SDL_GAMEPAD_BUTTON_EAST:
return OPBDO::Circle;
case SDL_GAMEPAD_BUTTON_START:
return OPBDO::Options;
case SDL_GAMEPAD_BUTTON_TOUCHPAD:
return OPBDO::TouchPad;
case SDL_GAMEPAD_BUTTON_BACK:
return OPBDO::TouchPad;
case SDL_GAMEPAD_BUTTON_LEFT_SHOULDER:
return OPBDO::L1;
case SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER:
return OPBDO::R1;
case SDL_GAMEPAD_BUTTON_LEFT_STICK:
return OPBDO::L3;
case SDL_GAMEPAD_BUTTON_RIGHT_STICK:
return OPBDO::R3;
default:
return ((u32)-1) - 0x10000000;
return OPBDO::None;
}
}
u32 GetControllerButtonInputId(u32 cbutton) {
if ((cbutton & ((u32)OrbisPadButtonDataOffset::TouchPad | LEFTJOYSTICK_HALFMODE |
RIGHTJOYSTICK_HALFMODE)) != 0) {
return (u32)-1;
}
return GetOrbisToSdlButtonKeycode((OrbisPadButtonDataOffset)cbutton) + 0x10000000;
}
// syntax: 'name, name,name' or 'name,name' or 'name'
InputBinding GetBindingFromString(std::string& line) {
@ -161,7 +163,7 @@ InputBinding GetBindingFromString(std::string& line) {
} else if (string_to_axis_map.find(t) != string_to_axis_map.end()) {
input = InputID(InputType::Axis, (u32)string_to_axis_map.at(t).axis);
} else if (string_to_cbutton_map.find(t) != string_to_cbutton_map.end()) {
input = InputID(InputType::Controller, (u32)string_to_cbutton_map.at(t));
input = InputID(InputType::Controller, string_to_cbutton_map.at(t));
} else {
// Invalid token found; return default binding
LOG_DEBUG(Input, "Invalid token found: {}", t);
@ -176,25 +178,29 @@ InputBinding GetBindingFromString(std::string& line) {
}
}
}
LOG_DEBUG(Input, "Parsed line: {} {} {}", keys[0].ToString(), keys[1].ToString(),
keys[2].ToString());
LOG_DEBUG(Input, "Parsed line: {}", InputBinding(keys[0], keys[1], keys[2]).ToString());
return InputBinding(keys[0], keys[1], keys[2]);
}
void ParseInputConfig(const std::string game_id = "") {
const auto config_file = Config::GetFoolproofKbmConfigFile(game_id);
// todo: change usages of this to GetFoolproofKbmConfigFile (in the gui)
if (game_id == "") {
return;
}
// we reset these here so in case the user fucks up or doesn't include this,
// we reset these here so in case the user fucks up or doesn't include some of these,
// we can fall back to default
connections.clear();
float mouse_deadzone_offset = 0.5;
float mouse_speed = 1;
float mouse_speed_offset = 0.125;
leftjoystick_deadzone = 1;
rightjoystick_deadzone = 1;
lefttrigger_deadzone = 1;
righttrigger_deadzone = 1;
int lineCount = 0;
std::ifstream file(config_file);
@ -245,8 +251,7 @@ void ParseInputConfig(const std::string game_id = "") {
SetMouseToJoystick(0);
}
continue;
}
if (output_string == "key_toggle") {
} else if (output_string == "key_toggle") {
if (comma_pos != std::string::npos) {
// handle key-to-key toggling (separate list?)
InputBinding toggle_keys = GetBindingFromString(input_string);
@ -258,7 +263,7 @@ void ParseInputConfig(const std::string game_id = "") {
continue;
}
ControllerOutput* toggle_out = &*std::ranges::find(
output_array, ControllerOutput((OrbisPadButtonDataOffset)KEY_TOGGLE));
output_array, ControllerOutput(KEY_TOGGLE));
BindingConnection toggle_connection = BindingConnection(
InputBinding(toggle_keys.keys[0]), toggle_out, 0, toggle_keys.keys[1]);
connections.insert(connections.end(), toggle_connection);
@ -267,8 +272,7 @@ void ParseInputConfig(const std::string game_id = "") {
LOG_WARNING(Input, "Invalid format at line: {}, data: \"{}\", skipping line.",
lineCount, line);
continue;
}
if (output_string == "mouse_movement_params") {
} else if (output_string == "mouse_movement_params") {
std::stringstream ss(input_string);
char comma; // To hold the comma separators between the floats
ss >> mouse_deadzone_offset >> comma >> mouse_speed >> comma >> mouse_speed_offset;
@ -276,6 +280,33 @@ void ParseInputConfig(const std::string game_id = "") {
// Check for invalid input (in case there's an unexpected format)
if (ss.fail()) {
LOG_WARNING(Input, "Failed to parse mouse movement parameters from line: {}", line);
continue;
}
SetMouseParams(mouse_deadzone_offset, mouse_speed, mouse_speed_offset);
continue;
} else if (output_string == "analog_deadzone") {
std::stringstream ss(input_string);
std::string device;
int deadzone;
std::getline(ss, device, ',');
ss >> deadzone;
if (ss.fail()) {
LOG_WARNING(Input, "Failed to parse deadzone config from line: {}", line);
continue;
} else {
LOG_DEBUG(Input, "Parsed deadzone: {} {}", device, deadzone);
}
if (device == "leftjoystick") {
leftjoystick_deadzone = deadzone;
} else if (device == "rightjoystick") {
rightjoystick_deadzone = deadzone;
} else if (device == "l2") {
lefttrigger_deadzone = deadzone;
} else if (device == "r2") {
righttrigger_deadzone = deadzone;
} else {
LOG_WARNING(Input, "Invalid axis name at line: {}, data: \"{}\", skipping line.",
lineCount, line);
}
continue;
}
@ -304,8 +335,8 @@ void ParseInputConfig(const std::string game_id = "") {
: axis_it->second.value;
connection = BindingConnection(
binding,
&*std::ranges::find(output_array, ControllerOutput(OrbisPadButtonDataOffset::None,
axis_it->second.axis)),
&*std::ranges::find(output_array, ControllerOutput(SDL_GAMEPAD_BUTTON_INVALID,
axis_it->second.axis, axis_it->second.value >= 0)),
value_to_set);
connections.insert(connections.end(), connection);
} else {
@ -318,7 +349,7 @@ void ParseInputConfig(const std::string game_id = "") {
file.close();
std::sort(connections.begin(), connections.end());
for (auto& c : connections) {
LOG_DEBUG(Input, "Binding: {}", c.binding.ToString());
LOG_DEBUG(Input, "Binding: {} : {}", c.output->ToString(), c.binding.ToString());
}
LOG_DEBUG(Input, "Done parsing the input config!");
}
@ -341,7 +372,6 @@ u32 GetMouseWheelEvent(const SDL_Event& event) {
}
InputEvent InputBinding::GetInputEventFromSDLEvent(const SDL_Event& e) {
int value_mask;
switch (e.type) {
case SDL_EVENT_KEY_DOWN:
case SDL_EVENT_KEY_UP:
@ -359,9 +389,9 @@ InputEvent InputBinding::GetInputEventFromSDLEvent(const SDL_Event& e) {
return InputEvent(InputType::Controller, e.gbutton.button,
e.type == SDL_EVENT_GAMEPAD_BUTTON_DOWN, 0);
case SDL_EVENT_GAMEPAD_AXIS_MOTION:
return InputEvent(InputType::Controller, e.gaxis.axis, true, (s8)(e.gaxis.value / 256));
return InputEvent(InputType::Axis, e.gaxis.axis, true, (s8)(e.gaxis.value / 256));
default:
return InputEvent(InputType::Count, (u32)-1, false, 0);
return InputEvent();
}
}
@ -388,21 +418,23 @@ void ToggleKeyInList(InputID input) {
void ControllerOutput::ResetUpdate() {
state_changed = false;
new_button_state = false;
new_param = 0;
*new_param = 0; // bruh
}
void ControllerOutput::AddUpdate(InputEvent event) {
state_changed = true;
if ((u32)button == KEY_TOGGLE) {
if (button == KEY_TOGGLE) {
if (event.active) {
LOG_DEBUG(Input, "Toggling a button...");
ToggleKeyInList(event.input); // todo: fix key toggle
ToggleKeyInList(event.input);
}
} else if (button != OrbisPadButtonDataOffset::None) {
} else if (button != SDL_GAMEPAD_BUTTON_INVALID) {
if (event.input.type == InputType::Axis) {
new_button_state |= abs((s32)event.axis_value) > 0x40;
bool temp = event.axis_value * (positive_axis ? 1 : -1) > 0x40;
new_button_state |= event.active && event.axis_value * (positive_axis ? 1 : -1) > 0x40;
if (temp) {
LOG_INFO(Input, "Toggled a button from an axis");
}
} else {
new_button_state |= event.active;
new_param = event.axis_value;
}
} else if (axis != Axis::AxisMax) {
@ -411,10 +443,10 @@ void ControllerOutput::AddUpdate(InputEvent event) {
case Axis::TriggerRight:
// if it's a button input, then we know the value to set, so the param is 0.
// if it's an analog input, then the param isn't 0
new_param = (event.active ? (s32)event.axis_value : 0) + new_param;
*new_param = (event.active ? event.axis_value : 0) + *new_param;
break;
default:
new_param = (event.active ? (s32)event.axis_value : 0) + new_param;
*new_param = (event.active ? event.axis_value : 0) + *new_param;
break;
}
}
@ -423,17 +455,18 @@ void ControllerOutput::FinalizeUpdate() {
if (!state_changed) {
// return;
}
old_button_state = new_button_state;
old_param = new_param;
old_param = *new_param;
float touchpad_x = 0;
if (button != OrbisPadButtonDataOffset::None) {
switch ((u32)button) {
case (u32)OrbisPadButtonDataOffset::TouchPad:
if (button != SDL_GAMEPAD_BUTTON_INVALID) {
switch (button) {
case SDL_GAMEPAD_BUTTON_TOUCHPAD:
touchpad_x = Config::getBackButtonBehavior() == "left" ? 0.25f
: Config::getBackButtonBehavior() == "right" ? 0.75f
: 0.5f;
controller->SetTouchpadState(0, new_button_state, touchpad_x, 0.5f);
controller->CheckButton(0, button, new_button_state);
controller->CheckButton(0, SDLGamepadToOrbisButton(button), new_button_state);
break;
case LEFTJOYSTICK_HALFMODE:
leftjoystick_halfmode = new_button_state;
@ -446,33 +479,43 @@ void ControllerOutput::FinalizeUpdate() {
// fine, and a toggle doesn't have to checked against every input that's bound to it, it's
// enough that one is pressed
default: // is a normal key (hopefully)
controller->CheckButton(0, (OrbisPadButtonDataOffset)button, new_button_state);
controller->CheckButton(0, SDLGamepadToOrbisButton(button), new_button_state);
break;
}
} else if (axis != Axis::AxisMax) {
} else if (axis != Axis::AxisMax && positive_axis) {
// avoid double-updating axes, but don't skip directional button bindings
float multiplier = 1.0;
int deadzone = 0;
auto ApplyDeadzone = [](s16* value, int deadzone) {
if (std::abs(*value) <= deadzone) {
// *value = 0;
}
};
switch (axis) {
case Axis::LeftX:
case Axis::LeftY:
ApplyDeadzone(new_param, leftjoystick_deadzone);
multiplier = leftjoystick_halfmode ? 0.5 : 1.0;
break;
case Axis::RightX:
case Axis::RightY:
ApplyDeadzone(new_param, rightjoystick_deadzone);
multiplier = rightjoystick_halfmode ? 0.5 : 1.0;
break;
case Axis::TriggerLeft:
ApplyDeadzone(new_param, lefttrigger_deadzone);
controller->Axis(0, axis, GetAxis(0x0, 0x80, *new_param));
controller->CheckButton(0, OrbisPadButtonDataOffset::L2, *new_param > 0x20);
return;
case Axis::TriggerRight:
controller->Axis(0, axis, GetAxis(0x0, 0x80, new_param));
// Also handle button counterpart for TriggerLeft and TriggerRight
controller->CheckButton(0,
axis == Axis::TriggerLeft ? OrbisPadButtonDataOffset::L2
: OrbisPadButtonDataOffset::R2,
new_param > 0x20);
ApplyDeadzone(new_param, righttrigger_deadzone);
controller->Axis(0, axis, GetAxis(0x0, 0x80, *new_param));
controller->CheckButton(0, OrbisPadButtonDataOffset::R2, *new_param > 0x20);
return;
default:
break;
}
controller->Axis(0, axis, GetAxis(-0x80, 0x80, new_param * multiplier));
controller->Axis(0, axis, GetAxis(-0x80, 0x80, *new_param * multiplier));
}
}
@ -487,17 +530,19 @@ bool UpdatePressedKeys(InputEvent event) {
if (input.type == InputType::Axis) {
// analog input, it gets added when it first sends an event,
// and from there, it only changes the parameter
const auto& it = std::find_if(
pressed_keys.begin(), pressed_keys.end(),
[input](const std::pair<InputEvent, bool>& e) { return e.first.input == input; });
auto it = std::lower_bound(pressed_keys.begin(), pressed_keys.end(), input,
[](const std::pair<InputEvent, bool>& e, InputID i) {
return e.first.input.type <= i.type &&
e.first.input.sdl_id < i.sdl_id;
});
if (it == pressed_keys.end()) {
pressed_keys.push_back({event, false});
LOG_DEBUG(Input, "Added axis {} to the input list", event.input.sdl_id);
} else {
it->first.axis_value = event.axis_value;
}
return true;
}
if (event.active) {
} else if (event.active) {
// Find the correct position for insertion to maintain order
auto it = std::lower_bound(pressed_keys.begin(), pressed_keys.end(), input,
[](const std::pair<InputEvent, bool>& e, InputID i) {
@ -528,7 +573,7 @@ InputEvent BindingConnection::ProcessBinding() {
// the last key is always set (if the connection isn't empty),
// and the analog inputs are always the last one due to how they are sorted,
// so this signifies whether or not the input is analog
InputEvent event = InputEvent(binding.keys[3]);
InputEvent event = InputEvent(binding.keys[0]);
if (pressed_keys.empty()) {
return event;
}
@ -537,7 +582,7 @@ InputEvent BindingConnection::ProcessBinding() {
event.axis_value = axis_param;
}
// it's a bit scuffed, but if the output is a toggle, then we put the key here
if ((u32)output->button == KEY_TOGGLE) {
if (output->button == KEY_TOGGLE) {
event.input = toggle;
}
@ -572,7 +617,9 @@ InputEvent BindingConnection::ProcessBinding() {
key_found = true;
flags_to_set.push_back(&pressed_it->second);
if (pressed_it->first.input.type == InputType::Axis) {
event.axis_value = pressed_it->first.axis_value;
// clamp to + or - range based on whether it's the + or - axis direction output
event.axis_value = // pressed_it->first.axis_value;
SDL_clamp(pressed_it->first.axis_value, output->positive_axis ? 0 : -127, output->positive_axis ? 127 : 0);
}
++pressed_it;
break;
@ -587,8 +634,9 @@ InputEvent BindingConnection::ProcessBinding() {
for (bool* flag : flags_to_set) {
*flag = true;
}
LOG_DEBUG(Input, "Input found: {}", binding.ToString());
if (binding.keys[0].type != InputType::Axis) { // the axes spam inputs, making this unreadable
LOG_DEBUG(Input, "Input found: {}", binding.ToString());
}
event.active = true;
return event; // All keys are active
}

View File

@ -41,7 +41,8 @@ struct AxisMapping {
int value; // Value to set for key press (+127 or -127 for movement)
};
enum class InputType { KeyboardMouse, Controller, Axis, Count };
enum class InputType { Axis, KeyboardMouse, Controller, Count };
const std::array<std::string, 4> input_type_names = { "Axis", "KBM", "Controller", "Unknown"};
class InputID {
public:
@ -61,7 +62,7 @@ public:
return *this != InputID();
}
std::string ToString() {
return fmt::format("({}: {:x})", (u8)type, sdl_id);
return fmt::format("({}: {:x})", input_type_names[(u8)type], sdl_id);
}
};
@ -78,29 +79,30 @@ public:
};
// i strongly suggest you collapse these maps
const std::map<std::string, OrbisPadButtonDataOffset> string_to_cbutton_map = {
{"triangle", OrbisPadButtonDataOffset::Triangle},
{"circle", OrbisPadButtonDataOffset::Circle},
{"cross", OrbisPadButtonDataOffset::Cross},
{"square", OrbisPadButtonDataOffset::Square},
{"l1", OrbisPadButtonDataOffset::L1},
{"r1", OrbisPadButtonDataOffset::R1},
{"l3", OrbisPadButtonDataOffset::L3},
{"r3", OrbisPadButtonDataOffset::R3},
{"pad_up", OrbisPadButtonDataOffset::Up},
{"pad_down", OrbisPadButtonDataOffset::Down},
{"pad_left", OrbisPadButtonDataOffset::Left},
{"pad_right", OrbisPadButtonDataOffset::Right},
{"options", OrbisPadButtonDataOffset::Options},
const std::map<std::string, u32> string_to_cbutton_map = {
{"triangle", SDL_GAMEPAD_BUTTON_NORTH},
{"circle", SDL_GAMEPAD_BUTTON_EAST},
{"cross", SDL_GAMEPAD_BUTTON_SOUTH},
{"square", SDL_GAMEPAD_BUTTON_WEST},
{"l1", SDL_GAMEPAD_BUTTON_LEFT_SHOULDER},
{"r1", SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER},
{"l3", SDL_GAMEPAD_BUTTON_LEFT_STICK},
{"r3", SDL_GAMEPAD_BUTTON_RIGHT_STICK},
{"pad_up", SDL_GAMEPAD_BUTTON_DPAD_UP},
{"pad_down", SDL_GAMEPAD_BUTTON_DPAD_DOWN},
{"pad_left", SDL_GAMEPAD_BUTTON_DPAD_LEFT},
{"pad_right", SDL_GAMEPAD_BUTTON_DPAD_RIGHT},
{"options", SDL_GAMEPAD_BUTTON_START},
// these are outputs only (touchpad can only be bound to itself)
{"touchpad", OrbisPadButtonDataOffset::TouchPad},
{"leftjoystick_halfmode", (OrbisPadButtonDataOffset)LEFTJOYSTICK_HALFMODE},
{"rightjoystick_halfmode", (OrbisPadButtonDataOffset)RIGHTJOYSTICK_HALFMODE},
{"touchpad", SDL_GAMEPAD_BUTTON_TOUCHPAD},
{"leftjoystick_halfmode", LEFTJOYSTICK_HALFMODE},
{"rightjoystick_halfmode", RIGHTJOYSTICK_HALFMODE},
// this is only for input
{"back", (OrbisPadButtonDataOffset)BACK_BUTTON},
{"back", SDL_GAMEPAD_BUTTON_BACK},
};
const std::map<std::string, AxisMapping> string_to_axis_map = {
{"axis_left_x_plus", {Input::Axis::LeftX, 127}},
{"axis_left_x_minus", {Input::Axis::LeftX, -127}},
@ -115,10 +117,10 @@ const std::map<std::string, AxisMapping> string_to_axis_map = {
{"r2", {Axis::TriggerRight, 0}},
// should only use these to bind analog inputs to analog outputs
{"axis_left_x", {Input::Axis::LeftX, 0}},
{"axis_left_y", {Input::Axis::LeftY, 0}},
{"axis_right_x", {Input::Axis::RightX, 0}},
{"axis_right_y", {Input::Axis::RightY, 0}},
// {"axis_left_x", {Input::Axis::LeftX, 0}},
// {"axis_left_y", {Input::Axis::LeftY, 0}},
// {"axis_right_x", {Input::Axis::RightX, 0}},
// {"axis_right_y", {Input::Axis::RightY, 0}},
};
const std::map<std::string, u32> string_to_keyboard_key_map = {
{"a", SDLK_A},
@ -282,9 +284,9 @@ public:
inline bool operator==(const InputBinding& o) {
// InputID() signifies an unused slot
return (keys[2] == o.keys[2] || keys[2] == InputID() || o.keys[2] == InputID()) &&
return (keys[0] == o.keys[0] || keys[0] == InputID() || o.keys[0] == InputID()) &&
(keys[1] == o.keys[1] || keys[1] == InputID() || o.keys[1] == InputID()) &&
(keys[0] == o.keys[0] || keys[0] == InputID() || o.keys[0] == InputID());
(keys[2] == o.keys[2] || keys[2] == InputID() || o.keys[2] == InputID());
// it is already very fast,
// but reverse order makes it check the actual keys first instead of possible 0-s,
// potenially skipping the later expressions of the three-way AND
@ -301,7 +303,16 @@ public:
return !(keys[0].IsValid() || keys[1].IsValid() || keys[2].IsValid());
}
std::string ToString() { // todo add device type
return fmt::format("({:X}, {:X}, {:X})", keys[0].sdl_id, keys[1].sdl_id, keys[2].sdl_id);
switch (KeyCount()) {
case 1:
return fmt::format("({})", keys[0].ToString());
case 2:
return fmt::format("({}, {})", keys[0].ToString(), keys[1].ToString());
case 3:
return fmt::format("({}, {}, {})", keys[0].ToString(), keys[1].ToString(), keys[2].ToString());
default:
return "Empty";
}
}
// returns an InputEvent based on the event type (keyboard, mouse buttons/wheel, or controller)
@ -312,18 +323,30 @@ class ControllerOutput {
public:
static void SetControllerOutputController(GameController* c);
static void LinkJoystickAxes();
OrbisPadButtonDataOffset button;
u32 button;
Axis axis;
s32 old_param, new_param;
bool old_button_state, new_button_state, state_changed;
// these are only used as s8,
// but I added some padding to avoid overflow if it's activated by multiple inputs
// axis_plus and axis_minus pairs share a common new_param, the other outputs have their own
s16 old_param;
s16* new_param;
bool old_button_state, new_button_state, state_changed, positive_axis;
ControllerOutput(const OrbisPadButtonDataOffset b, Axis a = Axis::AxisMax) {
ControllerOutput(const u32 b, Axis a = Axis::AxisMax, bool p = true) {
button = b;
axis = a;
new_param = new s16(0);
old_param = 0;
positive_axis = p;
}
ControllerOutput(const ControllerOutput& o) : button(o.button), axis(o.axis) {
new_param = new s16(*o.new_param);
}
~ControllerOutput() {
delete new_param;
}
ControllerOutput(const ControllerOutput& o) : button(o.button), axis(o.axis) {}
inline bool operator==(const ControllerOutput& o) const { // fucking consts everywhere
return button == o.button && axis == o.axis;
}
@ -331,13 +354,13 @@ public:
return button != o.button || axis != o.axis;
}
std::string ToString() const {
return fmt::format("({}, {}, {})", (u32)button, (int)axis, old_param);
return fmt::format("({}, {}, {})", (s32)button, (int)axis, old_param);
}
inline bool IsButton() const {
return axis == Axis::AxisMax && button != OrbisPadButtonDataOffset::None;
return axis == Axis::AxisMax && button != SDL_GAMEPAD_BUTTON_INVALID;
}
inline bool IsAxis() const {
return axis != Axis::AxisMax && button == OrbisPadButtonDataOffset::None;
return axis != Axis::AxisMax && button == SDL_GAMEPAD_BUTTON_INVALID;
}
void ResetUpdate();

View File

@ -295,6 +295,7 @@ WindowSDL::WindowSDL(s32 width_, s32 height_, Input::GameController* controller_
#endif
// input handler init-s
Input::ControllerOutput::SetControllerOutputController(controller);
Input::ControllerOutput::LinkJoystickAxes();
Input::ParseInputConfig(std::string(Common::ElfInfo::Instance().GameSerial()));
}
@ -333,7 +334,7 @@ void WindowSDL::WaitEvent() {
break;
case SDL_EVENT_GAMEPAD_ADDED:
case SDL_EVENT_GAMEPAD_REMOVED:
controller->TryOpenSDLController();
controller->SetEngine(std::make_unique<Input::SDLInputEngine>());
break;
case SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN:
case SDL_EVENT_GAMEPAD_TOUCHPAD_UP: