Add support for SDL controller accelerometer/gyro events
This commit is contained in:
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4817b00843
commit
853909996b
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@ -144,7 +144,7 @@ if (ENABLE_SDL2)
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if (CITRA_USE_BUNDLED_SDL2)
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# Detect toolchain and platform
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if ((MSVC_VERSION GREATER_EQUAL 1910 AND MSVC_VERSION LESS 1930) AND ARCHITECTURE_x86_64)
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set(SDL2_VER "SDL2-2.0.12")
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set(SDL2_VER "SDL2-2.0.16")
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else()
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message(FATAL_ERROR "No bundled SDL2 binaries for your toolchain. Disable CITRA_USE_BUNDLED_SDL2 and provide your own.")
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endif()
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@ -7,6 +7,7 @@
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#include <QLabel>
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#include <QMessageBox>
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#include <QPushButton>
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#include <QTimer>
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#include <QVBoxLayout>
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#include "citra_qt/configuration/configure_motion_touch.h"
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#include "citra_qt/configuration/configure_touch_from_button.h"
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@ -70,16 +71,18 @@ void CalibrationConfigurationDialog::UpdateButtonText(QString text) {
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cancel_button->setText(text);
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}
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const std::array<std::pair<const char*, const char*>, 2> MotionProviders = {
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const std::array<std::pair<const char*, const char*>, 3> MotionProviders = {
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{{"motion_emu", QT_TRANSLATE_NOOP("ConfigureMotionTouch", "Mouse (Right Click)")},
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{"cemuhookudp", QT_TRANSLATE_NOOP("ConfigureMotionTouch", "CemuhookUDP")}}};
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{"cemuhookudp", QT_TRANSLATE_NOOP("ConfigureMotionTouch", "CemuhookUDP")},
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{"sdl", QT_TRANSLATE_NOOP("ConfigureMotionTouch", "SDL")}}};
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const std::array<std::pair<const char*, const char*>, 2> TouchProviders = {
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{{"emu_window", QT_TRANSLATE_NOOP("ConfigureMotionTouch", "Emulator Window")},
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{"cemuhookudp", QT_TRANSLATE_NOOP("ConfigureMotionTouch", "CemuhookUDP")}}};
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ConfigureMotionTouch::ConfigureMotionTouch(QWidget* parent)
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: QDialog(parent), ui(std::make_unique<Ui::ConfigureMotionTouch>()) {
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: QDialog(parent), ui(std::make_unique<Ui::ConfigureMotionTouch>()),
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timeout_timer(std::make_unique<QTimer>()), poll_timer(std::make_unique<QTimer>()) {
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ui->setupUi(this);
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for (auto [provider, name] : MotionProviders) {
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ui->motion_provider->addItem(tr(name), QString::fromUtf8(provider));
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@ -95,6 +98,22 @@ ConfigureMotionTouch::ConfigureMotionTouch(QWidget* parent)
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"using-a-controller-or-android-phone-for-motion-or-touch-input'><span "
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"style=\"text-decoration: underline; color:#039be5;\">Learn More</span></a>"));
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timeout_timer->setSingleShot(true);
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connect(timeout_timer.get(), &QTimer::timeout, [this]() { SetPollingResult({}, true); });
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connect(poll_timer.get(), &QTimer::timeout, [this]() {
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Common::ParamPackage params;
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for (auto& poller : device_pollers) {
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params = poller->GetNextInput();
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// We want all the input systems to be in a "polling" state, but we only care about the
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// input from SDL.
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if (params.Has("engine") && params.Get("engine", "") == "sdl") {
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SetPollingResult(params, false);
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return;
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}
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}
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});
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SetConfiguration();
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UpdateUiDisplay();
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ConnectEvents();
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@ -122,6 +141,9 @@ void ConfigureMotionTouch::SetConfiguration() {
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Settings::values.current_input_profile.touch_from_button_map_index);
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ui->motion_sensitivity->setValue(motion_param.Get("sensitivity", 0.01f));
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guid = motion_param.Get("guid", "0");
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port = motion_param.Get("port", 0);
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min_x = touch_param.Get("min_x", 100);
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min_y = touch_param.Get("min_y", 50);
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max_x = touch_param.Get("max_x", 1800);
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@ -145,6 +167,14 @@ void ConfigureMotionTouch::UpdateUiDisplay() {
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ui->motion_sensitivity->setVisible(false);
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}
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if (motion_engine == "sdl") {
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ui->motion_controller_label->setVisible(true);
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ui->motion_controller_button->setVisible(true);
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} else {
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ui->motion_controller_label->setVisible(false);
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ui->motion_controller_button->setVisible(false);
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}
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if (touch_engine == "cemuhookudp") {
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ui->touch_calibration->setVisible(true);
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ui->touch_calibration_config->setVisible(true);
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@ -172,6 +202,30 @@ void ConfigureMotionTouch::ConnectEvents() {
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connect(ui->touch_provider,
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static_cast<void (QComboBox::*)(int)>(&QComboBox::currentIndexChanged), this,
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[this]([[maybe_unused]] int index) { UpdateUiDisplay(); });
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connect(ui->motion_controller_button, &QPushButton::clicked, [=]() {
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if (QMessageBox::information(this, tr("Information"),
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tr("After pressing OK, press a button on the controller whose "
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"motion you want to track."),
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QMessageBox::Ok | QMessageBox::Cancel) == QMessageBox::Ok) {
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ui->motion_controller_button->setText(tr("[press button]"));
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ui->motion_controller_button->setFocus();
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input_setter = [=](const Common::ParamPackage& params) {
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guid = params.Get("guid", "0");
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port = params.Get("port", 0);
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};
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device_pollers =
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InputCommon::Polling::GetPollers(InputCommon::Polling::DeviceType::Button);
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for (auto& poller : device_pollers) {
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poller->Start();
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}
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timeout_timer->start(5000); // Cancel after 5 seconds
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poll_timer->start(200); // Check for new inputs every 200ms
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}
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});
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connect(ui->udp_test, &QPushButton::clicked, this, &ConfigureMotionTouch::OnCemuhookUDPTest);
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connect(ui->touch_calibration_config, &QPushButton::clicked, this,
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&ConfigureMotionTouch::OnConfigureTouchCalibration);
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@ -183,6 +237,21 @@ void ConfigureMotionTouch::ConnectEvents() {
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});
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}
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void ConfigureMotionTouch::SetPollingResult(const Common::ParamPackage& params, bool abort) {
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timeout_timer->stop();
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poll_timer->stop();
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for (auto& poller : device_pollers) {
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poller->Stop();
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}
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if (!abort && input_setter) {
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(*input_setter)(params);
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}
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ui->motion_controller_button->setText(tr("Configure"));
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input_setter.reset();
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}
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void ConfigureMotionTouch::OnCemuhookUDPTest() {
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ui->udp_test->setEnabled(false);
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ui->udp_test->setText(tr("Testing"));
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@ -285,6 +354,9 @@ void ConfigureMotionTouch::ApplyConfiguration() {
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if (motion_engine == "motion_emu") {
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motion_param.Set("sensitivity", static_cast<float>(ui->motion_sensitivity->value()));
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} else if (motion_engine == "sdl") {
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motion_param.Set("guid", guid);
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motion_param.Set("port", port);
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}
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if (touch_engine == "cemuhookudp") {
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@ -8,11 +8,13 @@
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#include <QDialog>
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#include "common/param_package.h"
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#include "core/settings.h"
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#include "input_common/main.h"
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#include "input_common/udp/udp.h"
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class QVBoxLayout;
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class QLabel;
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class QPushButton;
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class QTimer;
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namespace Ui {
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class ConfigureMotionTouch;
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@ -63,10 +65,21 @@ private:
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void SetConfiguration();
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void UpdateUiDisplay();
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void ConnectEvents();
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void SetPollingResult(const Common::ParamPackage& params, bool abort);
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bool CanCloseDialog();
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std::unique_ptr<Ui::ConfigureMotionTouch> ui;
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// Used for SDL input polling
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std::string guid;
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int port;
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std::unique_ptr<QTimer> timeout_timer;
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std::unique_ptr<QTimer> poll_timer;
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std::vector<std::unique_ptr<InputCommon::Polling::DevicePoller>> device_pollers;
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/// This will be the the setting function when an input is awaiting configuration.
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std::optional<std::function<void(const Common::ParamPackage&)>> input_setter;
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// Coordinate system of the CemuhookUDP touch provider
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int min_x, min_y, max_x, max_y;
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@ -67,6 +67,24 @@
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</item>
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</layout>
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</item>
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<item>
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<layout class="QHBoxLayout">
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<item>
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<widget class="QLabel" name="motion_controller_label">
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<property name="text">
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<string>Controller:</string>
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</property>
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</widget>
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</item>
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<item>
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<widget class="QPushButton" name="motion_controller_button">
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<property name="text">
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<string>Configure</string>
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</property>
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</widget>
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</item>
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</layout>
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</item>
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</layout>
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</widget>
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</item>
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@ -173,6 +173,24 @@ public:
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std::lock_guard lock{mutex};
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return (state.hats.at(hat) & direction) != 0;
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}
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void SetAccel(const float x, const float y, const float z) {
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std::lock_guard lock{mutex};
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state.accel.x = x;
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state.accel.y = y;
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state.accel.z = z;
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}
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void SetGyro(const float pitch, const float yaw, const float roll) {
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std::lock_guard lock{mutex};
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state.gyro.x = pitch;
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state.gyro.y = yaw;
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state.gyro.z = roll;
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}
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std::tuple<Common::Vec3<float>, Common::Vec3<float>> GetMotion() const {
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std::lock_guard lock{mutex};
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return std::make_tuple(state.accel, state.gyro);
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}
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/**
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* The guid of the joystick
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*/
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@ -204,6 +222,8 @@ private:
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std::unordered_map<int, bool> buttons;
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std::unordered_map<int, Sint16> axes;
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std::unordered_map<int, Uint8> hats;
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Common::Vec3<float> accel;
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Common::Vec3<float> gyro;
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} state;
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std::string guid;
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int port;
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@ -473,6 +493,14 @@ void SDLState::InitGameController(int controller_index) {
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LOG_WARNING(Input, "failed to open joystick {} as controller", controller_index);
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return;
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}
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#if SDL_VERSION_ATLEAST(2, 0, 14)
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if (SDL_GameControllerHasSensor(sdl_controller, SDL_SENSOR_ACCEL)) {
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SDL_GameControllerSetSensorEnabled(sdl_controller, SDL_SENSOR_ACCEL, SDL_TRUE);
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}
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if (SDL_GameControllerHasSensor(sdl_controller, SDL_SENSOR_GYRO)) {
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SDL_GameControllerSetSensorEnabled(sdl_controller, SDL_SENSOR_GYRO, SDL_TRUE);
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}
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#endif
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const std::string guid = GetGUID(SDL_GameControllerGetJoystick(sdl_controller));
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LOG_INFO(Input, "opened joystick {} as controller", controller_index);
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@ -557,6 +585,25 @@ void SDLState::HandleGameControllerEvent(const SDL_Event& event) {
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}
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break;
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}
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#if SDL_VERSION_ATLEAST(2, 0, 14)
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case SDL_CONTROLLERSENSORUPDATE: {
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if (auto joystick = GetSDLJoystickBySDLID(event.csensor.which)) {
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switch (event.csensor.sensor) {
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case SDL_SENSOR_ACCEL:
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joystick->SetAccel(event.csensor.data[0] / SDL_STANDARD_GRAVITY,
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-event.csensor.data[1] / SDL_STANDARD_GRAVITY,
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event.csensor.data[2] / SDL_STANDARD_GRAVITY);
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break;
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case SDL_SENSOR_GYRO:
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joystick->SetGyro(-event.csensor.data[0] * (180.0f / Common::PI),
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event.csensor.data[1] * (180.0f / Common::PI),
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-event.csensor.data[2] * (180.0f / Common::PI));
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break;
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}
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}
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break;
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}
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#endif
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case SDL_JOYDEVICEREMOVED:
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LOG_DEBUG(Input, "Joystick removed with Instance_ID {}", event.jdevice.which);
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CloseJoystick(SDL_JoystickFromInstanceID(event.jdevice.which));
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@ -658,6 +705,18 @@ private:
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const float deadzone;
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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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std::tuple<Common::Vec3<float>, Common::Vec3<float>> GetStatus() const override {
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return joystick->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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/// 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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@ -764,10 +823,28 @@ private:
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SDLState& state;
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};
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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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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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return std::make_unique<SDLMotion>(joystick);
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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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RegisterFactory<ButtonDevice>("sdl", std::make_shared<SDLButtonFactory>(*this));
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RegisterFactory<AnalogDevice>("sdl", std::make_shared<SDLAnalogFactory>(*this));
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RegisterFactory<MotionDevice>("sdl", std::make_shared<SDLMotionFactory>(*this));
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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_GAMECONTROLLER);
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@ -812,6 +889,7 @@ 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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CloseGameControllers();
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@ -22,6 +22,7 @@ class SDLJoystick;
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class SDLGameController;
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class SDLButtonFactory;
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class SDLAnalogFactory;
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class SDLMotionFactory;
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class SDLState : public State {
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public:
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std::shared_ptr<SDLButtonFactory> button_factory;
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std::shared_ptr<SDLAnalogFactory> analog_factory;
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std::shared_ptr<SDLMotionFactory> motion_factory;
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bool start_thread = false;
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std::atomic<bool> initialized = false;
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