partially added analog controls
This commit is contained in:
parent
57c65cadb8
commit
48d6ccd9bb
|
@ -250,12 +250,12 @@ int PS4_SYSV_ABI scePadRead(s32 handle, OrbisPadData* pData, s32 num) {
|
|||
|
||||
for (int i = 0; i < ret_num; i++) {
|
||||
pData[i].buttons = states[i].buttonsState;
|
||||
pData[i].leftStick.x = 128; // dummy
|
||||
pData[i].leftStick.y = 128; // dummy
|
||||
pData[i].rightStick.x = 0; // dummy
|
||||
pData[i].rightStick.y = 0; // dummy
|
||||
pData[i].analogButtons.l2 = 0; // dummy
|
||||
pData[i].analogButtons.r2 = 0; // dummy
|
||||
pData[i].leftStick.x = states[i].axes[static_cast<int>(Input::Axis::LeftX)];
|
||||
pData[i].leftStick.y = states[i].axes[static_cast<int>(Input::Axis::LeftY)];
|
||||
pData[i].rightStick.x = states[i].axes[static_cast<int>(Input::Axis::RightX)];
|
||||
pData[i].rightStick.y = states[i].axes[static_cast<int>(Input::Axis::RightY)];
|
||||
pData[i].analogButtons.l2 = states[i].axes[static_cast<int>(Input::Axis::TriggerLeft)];
|
||||
pData[i].analogButtons.r2 = states[i].axes[static_cast<int>(Input::Axis::TriggerRight)];
|
||||
pData[i].orientation.x = 0.0f;
|
||||
pData[i].orientation.y = 0.0f;
|
||||
pData[i].orientation.z = 0.0f;
|
||||
|
@ -309,14 +309,14 @@ int PS4_SYSV_ABI scePadReadState(s32 handle, OrbisPadData* pData) {
|
|||
bool isConnected = false;
|
||||
Input::State state;
|
||||
|
||||
controller->readState(&state, &isConnected, &connectedCount);
|
||||
controller->ReadState(&state, &isConnected, &connectedCount);
|
||||
pData->buttons = state.buttonsState;
|
||||
pData->leftStick.x = 128; // dummy
|
||||
pData->leftStick.y = 128; // dummy
|
||||
pData->rightStick.x = 0; // dummy
|
||||
pData->rightStick.y = 0; // dummy
|
||||
pData->analogButtons.r2 = 0; // dummy
|
||||
pData->analogButtons.l2 = 0; // dummy
|
||||
pData->leftStick.x = state.axes[static_cast<int>(Input::Axis::LeftX)];
|
||||
pData->leftStick.y = state.axes[static_cast<int>(Input::Axis::LeftY)];
|
||||
pData->rightStick.x = state.axes[static_cast<int>(Input::Axis::RightX)];
|
||||
pData->rightStick.y = state.axes[static_cast<int>(Input::Axis::RightY)];
|
||||
pData->analogButtons.l2 = state.axes[static_cast<int>(Input::Axis::TriggerLeft)];
|
||||
pData->analogButtons.r2 = state.axes[static_cast<int>(Input::Axis::TriggerRight)];
|
||||
pData->orientation.x = 0;
|
||||
pData->orientation.y = 0;
|
||||
pData->orientation.z = 0;
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
|
||||
#include "core/libraries/kernel/time_management.h"
|
||||
#include "input/controller.h"
|
||||
|
||||
#include "core/libraries/pad/pad.h"
|
||||
namespace Input {
|
||||
|
||||
GameController::GameController() {
|
||||
|
@ -11,12 +11,12 @@ GameController::GameController() {
|
|||
m_last_state = State();
|
||||
}
|
||||
|
||||
void GameController::readState(State* state, bool* isConnected, int* connectedCount) {
|
||||
void GameController::ReadState(State* state, bool* isConnected, int* connectedCount) {
|
||||
std::scoped_lock lock{m_mutex};
|
||||
|
||||
*isConnected = m_connected;
|
||||
*connectedCount = m_connected_count;
|
||||
*state = getLastState();
|
||||
*state = GetLastState();
|
||||
}
|
||||
|
||||
int GameController::ReadStates(State* states, int states_num, bool* isConnected,
|
||||
|
@ -50,7 +50,7 @@ int GameController::ReadStates(State* states, int states_num, bool* isConnected,
|
|||
return ret_num;
|
||||
}
|
||||
|
||||
State GameController::getLastState() const {
|
||||
State GameController::GetLastState() const {
|
||||
if (m_states_num == 0) {
|
||||
return m_last_state;
|
||||
}
|
||||
|
@ -60,7 +60,7 @@ State GameController::getLastState() const {
|
|||
return m_states[last];
|
||||
}
|
||||
|
||||
void GameController::addState(const State& state) {
|
||||
void GameController::AddState(const State& state) {
|
||||
if (m_states_num >= MAX_STATES) {
|
||||
m_states_num = MAX_STATES - 1;
|
||||
m_first_state = (m_first_state + 1) % MAX_STATES;
|
||||
|
@ -74,9 +74,9 @@ void GameController::addState(const State& state) {
|
|||
m_states_num++;
|
||||
}
|
||||
|
||||
void GameController::checkButton(int id, u32 button, bool isPressed) {
|
||||
void GameController::CheckButton(int id, u32 button, bool isPressed) {
|
||||
std::scoped_lock lock{m_mutex};
|
||||
auto state = getLastState();
|
||||
auto state = GetLastState();
|
||||
state.time = Libraries::Kernel::sceKernelGetProcessTime();
|
||||
if (isPressed) {
|
||||
state.buttonsState |= button;
|
||||
|
@ -84,7 +84,36 @@ void GameController::checkButton(int id, u32 button, bool isPressed) {
|
|||
state.buttonsState &= ~button;
|
||||
}
|
||||
|
||||
addState(state);
|
||||
AddState(state);
|
||||
}
|
||||
|
||||
void GameController::Axis(int id, Input::Axis axis, int value) {
|
||||
std::scoped_lock lock{m_mutex};
|
||||
auto state = GetLastState();
|
||||
|
||||
state.time = Libraries::Kernel::sceKernelGetProcessTime();
|
||||
|
||||
int axis_id = static_cast<int>(axis);
|
||||
|
||||
state.axes[axis_id] = value;
|
||||
|
||||
if (axis == Input::Axis::TriggerLeft) {
|
||||
if (value > 0) {
|
||||
state.buttonsState |= Libraries::Pad::OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_L2;
|
||||
} else {
|
||||
state.buttonsState &= ~Libraries::Pad::OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_L2;
|
||||
}
|
||||
}
|
||||
|
||||
if (axis == Input::Axis::TriggerRight) {
|
||||
if (value > 0) {
|
||||
state.buttonsState |= Libraries::Pad::OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_R2;
|
||||
} else {
|
||||
state.buttonsState &= ~Libraries::Pad::OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_R2;
|
||||
}
|
||||
}
|
||||
|
||||
AddState(state);
|
||||
}
|
||||
|
||||
} // namespace Input
|
||||
|
|
|
@ -8,11 +8,28 @@
|
|||
|
||||
namespace Input {
|
||||
|
||||
enum class Axis {
|
||||
LeftX = 0,
|
||||
LeftY = 1,
|
||||
RightX = 2,
|
||||
RightY = 3,
|
||||
TriggerLeft = 4,
|
||||
TriggerRight = 5,
|
||||
|
||||
AxisMax
|
||||
};
|
||||
|
||||
struct State {
|
||||
u32 buttonsState = 0;
|
||||
u64 time = 0;
|
||||
int axes[static_cast<int>(Axis::AxisMax)] = {128, 128, 128, 128, 0, 0};
|
||||
};
|
||||
|
||||
inline int GetAxis(int min, int max, int value) {
|
||||
int v = (255 * (value - min)) / (max - min);
|
||||
return (v < 0 ? 0 : (v > 255 ? 255 : v));
|
||||
}
|
||||
|
||||
constexpr u32 MAX_STATES = 64;
|
||||
|
||||
class GameController {
|
||||
|
@ -20,11 +37,12 @@ public:
|
|||
GameController();
|
||||
virtual ~GameController() = default;
|
||||
|
||||
void readState(State* state, bool* isConnected, int* connectedCount);
|
||||
void ReadState(State* state, bool* isConnected, int* connectedCount);
|
||||
int ReadStates(State* states, int states_num, bool* isConnected, int* connectedCount);
|
||||
State getLastState() const;
|
||||
void checkButton(int id, u32 button, bool isPressed);
|
||||
void addState(const State& state);
|
||||
State GetLastState() const;
|
||||
void CheckButton(int id, u32 button, bool isPressed);
|
||||
void AddState(const State& state);
|
||||
void Axis(int id, Input::Axis axis, int value);
|
||||
|
||||
private:
|
||||
struct StateInternal {
|
||||
|
|
|
@ -131,7 +131,7 @@ void WindowSDL::onKeyPress(const SDL_Event* event) {
|
|||
break;
|
||||
}
|
||||
if (button != 0) {
|
||||
controller->checkButton(0, button, event->type == SDL_EVENT_KEY_DOWN);
|
||||
controller->CheckButton(0, button, event->type == SDL_EVENT_KEY_DOWN);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue