GunCon: Add relative pointer binding

This commit is contained in:
Stenzek
2023-09-20 16:56:12 +10:00
parent e63b2eec38
commit 7e07d2feb8
21 changed files with 779 additions and 507 deletions

View File

@ -1,4 +1,4 @@
// SPDX-FileCopyrightText: 2019-2022 Connor McLaughlin <stenzek@gmail.com>
// SPDX-FileCopyrightText: 2019-2023 Connor McLaughlin <stenzek@gmail.com>
// SPDX-License-Identifier: (GPL-3.0 OR CC-BY-NC-ND-4.0)
#include "playstation_mouse.h"
@ -6,7 +6,6 @@
#include "host.h"
#include "system.h"
#include "util/input_manager.h"
#include "util/state_wrapper.h"
#include "common/assert.h"
@ -16,13 +15,11 @@
Log_SetChannel(PlayStationMouse);
static constexpr std::array<u8, static_cast<size_t>(PlayStationMouse::Button::Count)> s_button_indices = {{11, 10}};
static constexpr std::array<u8, static_cast<size_t>(PlayStationMouse::Binding::ButtonCount)> s_button_indices = {
{11, 10}};
PlayStationMouse::PlayStationMouse(u32 index) : Controller(index)
{
const auto& [x, y] = InputManager::GetPointerAbsolutePosition(0);
m_last_host_position_x = static_cast<s32>(x);
m_last_host_position_y = static_cast<s32>(y);
}
PlayStationMouse::~PlayStationMouse() = default;
@ -43,11 +40,21 @@ bool PlayStationMouse::DoState(StateWrapper& sw, bool apply_input_state)
return false;
u16 button_state = m_button_state;
u8 delta_x = m_delta_x;
u8 delta_y = m_delta_y;
float delta_x = m_delta_x;
float delta_y = m_delta_y;
sw.Do(&button_state);
sw.Do(&delta_x);
sw.Do(&delta_y);
if (sw.GetVersion() >= 60)
{
sw.Do(&delta_x);
sw.Do(&delta_y);
}
else
{
u8 dummy = 0;
sw.Do(&dummy);
sw.Do(&dummy);
}
if (apply_input_state)
{
m_button_state = button_state;
@ -70,8 +77,15 @@ float PlayStationMouse::GetBindState(u32 index) const
void PlayStationMouse::SetBindState(u32 index, float value)
{
if (index > s_button_indices.size())
if (index >= s_button_indices.size())
{
if (index == static_cast<u32>(Binding::PointerX))
m_delta_x += value;
else if (index == static_cast<u32>(Binding::PointerY))
m_delta_y += value;
return;
}
if (value >= 0.5f)
m_button_state &= ~(u16(1) << s_button_indices[index]);
@ -138,15 +152,22 @@ bool PlayStationMouse::Transfer(const u8 data_in, u8* data_out)
case TransferState::DeltaX:
{
UpdatePosition();
*data_out = static_cast<u8>(m_delta_x);
const float delta_x =
std::clamp(std::floor(m_delta_x * m_sensitivity_x), static_cast<float>(std::numeric_limits<s8>::min()),
static_cast<float>(std::numeric_limits<s8>::max()));
m_delta_x -= delta_x / m_sensitivity_x;
*data_out = static_cast<s8>(delta_x);
m_transfer_state = TransferState::DeltaY;
return true;
}
case TransferState::DeltaY:
{
*data_out = static_cast<u8>(m_delta_y);
const float delta_y =
std::clamp(std::floor(m_delta_y * m_sensitivity_y), static_cast<float>(std::numeric_limits<s8>::min()),
static_cast<float>(std::numeric_limits<s8>::max()));
m_delta_y -= delta_y / m_sensitivity_x;
*data_out = static_cast<s8>(delta_y);
m_transfer_state = TransferState::Idle;
return false;
}
@ -158,22 +179,12 @@ bool PlayStationMouse::Transfer(const u8 data_in, u8* data_out)
}
}
void PlayStationMouse::UpdatePosition()
void PlayStationMouse::LoadSettings(SettingsInterface& si, const char* section)
{
// get screen coordinates
const auto& [fmouse_x, fmouse_y] = InputManager::GetPointerAbsolutePosition(0);
const s32 mouse_x = static_cast<s32>(fmouse_x);
const s32 mouse_y = static_cast<s32>(fmouse_y);
const s32 delta_x = mouse_x - m_last_host_position_x;
const s32 delta_y = mouse_y - m_last_host_position_y;
m_last_host_position_x = mouse_x;
m_last_host_position_y = mouse_y;
Controller::LoadSettings(si, section);
if (delta_x != 0 || delta_y != 0)
Log_DevPrintf("dx=%d, dy=%d", delta_x, delta_y);
m_delta_x = static_cast<s8>(std::clamp<s32>(delta_x, std::numeric_limits<s8>::min(), std::numeric_limits<s8>::max()));
m_delta_y = static_cast<s8>(std::clamp<s32>(delta_y, std::numeric_limits<s8>::min(), std::numeric_limits<s8>::max()));
m_sensitivity_x = si.GetFloatValue(section, "SensitivityX", 1.0f);
m_sensitivity_y = si.GetFloatValue(section, "SensitivityY", 1.0f);
}
std::unique_ptr<PlayStationMouse> PlayStationMouse::Create(u32 index)
@ -188,17 +199,20 @@ static const Controller::ControllerBindingInfo s_binding_info[] = {
}
// clang-format off
BUTTON("Left", TRANSLATE_NOOP("PlayStationMouse", "Left Button"), PlayStationMouse::Button::Left, GenericInputBinding::Cross),
BUTTON("Right", TRANSLATE_NOOP("PlayStationMouse", "Right Button"), PlayStationMouse::Button::Right, GenericInputBinding::Circle),
{ "Pointer", TRANSLATE_NOOP("PlaystationMouse", "Pointer"), static_cast<u32>(PlayStationMouse::Binding::PointerX), InputBindingInfo::Type::Pointer, GenericInputBinding::Unknown },
BUTTON("Left", TRANSLATE_NOOP("PlayStationMouse", "Left Button"), PlayStationMouse::Binding::Left, GenericInputBinding::Cross),
BUTTON("Right", TRANSLATE_NOOP("PlayStationMouse", "Right Button"), PlayStationMouse::Binding::Right, GenericInputBinding::Circle),
// clang-format on
#undef BUTTON
};
static const SettingInfo s_settings[] = {
{SettingInfo::Type::Boolean, "RelativeMouseMode", TRANSLATE_NOOP("PlayStationMouse", "Relative Mouse Mode"),
TRANSLATE_NOOP("PlayStationMouse", "Locks the mouse cursor to the window, use for FPS games."), "false", nullptr,
nullptr, nullptr, nullptr, nullptr, 0.0f},
{SettingInfo::Type::Float, "SensitivityX", TRANSLATE_NOOP("PlayStationMouse", "Horizontal Sensitivity"),
TRANSLATE_NOOP("PlayStationMouse", "Adjusts the correspondance between physical and virtual mouse movement."), "1.0",
"0.01", "2.0", "0.01", "%.0f", nullptr, 100.0f},
{SettingInfo::Type::Float, "SensitivityY", TRANSLATE_NOOP("PlayStationMouse", "Vertical Sensitivity"),
TRANSLATE_NOOP("PlayStationMouse", "Adjusts the correspondance between physical and virtual mouse movement."), "1.0",
"0.01", "2.0", "0.01", "%.0f", nullptr, 100.0f},
};
const Controller::ControllerInfo PlayStationMouse::INFO = {ControllerType::PlayStationMouse,
@ -208,17 +222,4 @@ const Controller::ControllerInfo PlayStationMouse::INFO = {ControllerType::PlayS
countof(s_binding_info),
s_settings,
countof(s_settings),
Controller::VibrationCapabilities::NoVibration};
void PlayStationMouse::LoadSettings(SettingsInterface& si, const char* section)
{
Controller::LoadSettings(si, section);
m_use_relative_mode = si.GetBoolValue(section, "RelativeMouseMode", false);
}
bool PlayStationMouse::GetSoftwareCursor(std::string* image_path, float* image_scale, bool* relative_mode)
{
*relative_mode = m_use_relative_mode;
return m_use_relative_mode;
}
Controller::VibrationCapabilities::NoVibration};