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Generalized the sensor coordinate transform for wraparound gamepads
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parent
9eb5eab0ad
commit
610c31c7b7
3 changed files with 65 additions and 34 deletions
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@ -370,33 +370,19 @@ static void RecenterGamepad(SDL_Gamepad *gamepad)
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}
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}
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/* SDL defines sensor orientation for phones relative to the natural
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orientation, and for gamepads relative to being held in front of you.
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When a phone is being used as a gamepad, its orientation changes,
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so adjust sensor axes to match.
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/* SDL defines sensor orientation relative to the device natural
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orientation, so when it's changed orientation to be used as a
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gamepad, change the sensor orientation to match.
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*/
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static void AdjustSensorOrientation(float *src, float *dst)
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static void AdjustSensorOrientation(SDL_Joystick *joystick, float *src, float *dst)
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{
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if (SDL_GetDisplayNaturalOrientation(SDL_GetPrimaryDisplay()) == SDL_ORIENTATION_LANDSCAPE) {
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/* When a device in landscape orientation is laid flat, the axes change
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orientation as follows:
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-X to +X becomes -X to +X
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-Y to +Y becomes +Z to -Z
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-Z to +Z becomes -Y to +Y
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*/
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dst[0] = src[0];
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dst[1] = src[2];
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dst[2] = -src[1];
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} else {
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/* When a device in portrait orientation is rotated left and laid flat,
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the axes change orientation as follows:
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-X to +X becomes +Z to -Z
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-Y to +Y becomes +X to -X
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-Z to +Z becomes -Y to +Y
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*/
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dst[0] = -src[1];
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dst[1] = src[2];
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dst[2] = -src[0];
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unsigned int i, j;
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for (i = 0; i < 3; ++i) {
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dst[i] = 0.0f;
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for (j = 0; j < 3; ++j) {
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dst[i] += joystick->sensor_transform[i][j] * src[j];
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}
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}
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}
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@ -480,12 +466,12 @@ static int SDLCALL SDL_GamepadEventWatcher(void *userdata, SDL_Event *event)
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for (gamepad = SDL_gamepads; gamepad; gamepad = gamepad->next) {
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if (gamepad->joystick->accel && gamepad->joystick->accel_sensor == event->sensor.which) {
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float data[3];
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AdjustSensorOrientation(event->sensor.data, data);
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AdjustSensorOrientation(gamepad->joystick, event->sensor.data, data);
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SDL_SendJoystickSensor(event->common.timestamp, gamepad->joystick, SDL_SENSOR_ACCEL, event->sensor.sensor_timestamp, data, SDL_arraysize(data));
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}
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if (gamepad->joystick->gyro && gamepad->joystick->gyro_sensor == event->sensor.which) {
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float data[3];
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AdjustSensorOrientation(event->sensor.data, data);
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AdjustSensorOrientation(gamepad->joystick, event->sensor.data, data);
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SDL_SendJoystickSensor(event->common.timestamp, gamepad->joystick, SDL_SENSOR_GYRO, event->sensor.sensor_timestamp, data, SDL_arraysize(data));
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}
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}
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@ -562,7 +562,7 @@ static SDL_bool IsROGAlly(SDL_Joystick *joystick)
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return SDL_FALSE;
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}
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static SDL_bool ShouldAttemptSensorFusion(SDL_Joystick *joystick)
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static SDL_bool ShouldAttemptSensorFusion(SDL_Joystick *joystick, SDL_bool *invert_sensors)
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{
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static Uint32 wraparound_gamepads[] = {
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MAKE_VIDPID(0x1532, 0x0709), /* Razer Junglecat (L) */
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@ -578,6 +578,8 @@ static SDL_bool ShouldAttemptSensorFusion(SDL_Joystick *joystick)
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int i;
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int hint;
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*invert_sensors = SDL_FALSE;
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/* The SDL controller sensor API is only available for gamepads (at the moment) */
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if (!joystick->is_gamepad) {
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return SDL_FALSE;
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@ -607,17 +609,23 @@ static SDL_bool ShouldAttemptSensorFusion(SDL_Joystick *joystick)
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}
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/* See if this is another known wraparound gamepad */
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if (IsBackboneOne(joystick) || IsROGAlly(joystick)) {
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if (IsBackboneOne(joystick)) {
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return SDL_TRUE;
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}
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if (IsROGAlly(joystick)) {
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/* I'm not sure if this is a Windows thing, or a quirk for ROG Ally,
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* but we need to invert the sensor data on all axes.
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*/
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*invert_sensors = SDL_TRUE;
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return SDL_TRUE;
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}
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return SDL_FALSE;
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}
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static void AttemptSensorFusion(SDL_Joystick *joystick)
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static void AttemptSensorFusion(SDL_Joystick *joystick, SDL_bool invert_sensors)
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{
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SDL_SensorID *sensors;
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int i;
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unsigned int i, j;
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if (SDL_InitSubSystem(SDL_INIT_SENSOR) < 0) {
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return;
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@ -646,6 +654,41 @@ static void AttemptSensorFusion(SDL_Joystick *joystick)
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SDL_free(sensors);
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}
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SDL_QuitSubSystem(SDL_INIT_SENSOR);
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/* SDL defines sensor orientation for phones relative to the natural
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orientation, and for gamepads relative to being held in front of you.
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When a phone is being used as a gamepad, its orientation changes,
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so adjust sensor axes to match.
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*/
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if (SDL_GetDisplayNaturalOrientation(SDL_GetPrimaryDisplay()) == SDL_ORIENTATION_LANDSCAPE) {
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/* When a device in landscape orientation is laid flat, the axes change
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orientation as follows:
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-X to +X becomes -X to +X
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-Y to +Y becomes +Z to -Z
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-Z to +Z becomes -Y to +Y
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*/
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joystick->sensor_transform[0][0] = 1.0f;
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joystick->sensor_transform[1][2] = 1.0f;
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joystick->sensor_transform[2][1] = -1.0f;
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} else {
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/* When a device in portrait orientation is rotated left and laid flat,
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the axes change orientation as follows:
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-X to +X becomes +Z to -Z
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-Y to +Y becomes +X to -X
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-Z to +Z becomes -Y to +Y
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*/
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joystick->sensor_transform[0][1] = -1.0f;
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joystick->sensor_transform[1][2] = 1.0f;
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joystick->sensor_transform[2][0] = -1.0f;
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}
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if (invert_sensors) {
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for (i = 0; i < SDL_arraysize(joystick->sensor_transform); ++i) {
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for (j = 0; j < SDL_arraysize(joystick->sensor_transform[i]); ++j) {
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joystick->sensor_transform[i][j] *= -1.0f;
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}
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}
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}
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}
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static void CleanupSensorFusion(SDL_Joystick *joystick)
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@ -690,6 +733,7 @@ SDL_Joystick *SDL_OpenJoystick(SDL_JoystickID instance_id)
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const char *joystickname = NULL;
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const char *joystickpath = NULL;
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SDL_JoystickPowerLevel initial_power_level;
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SDL_bool invert_sensors = SDL_FALSE;
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SDL_LockJoysticks();
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@ -776,8 +820,8 @@ SDL_Joystick *SDL_OpenJoystick(SDL_JoystickID instance_id)
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joystick->is_gamepad = SDL_IsGamepad(instance_id);
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/* Use system gyro and accelerometer if the gamepad doesn't have built-in sensors */
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if (ShouldAttemptSensorFusion(joystick)) {
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AttemptSensorFusion(joystick);
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if (ShouldAttemptSensorFusion(joystick, &invert_sensors)) {
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AttemptSensorFusion(joystick, invert_sensors);
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}
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/* Add joystick to list */
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@ -117,6 +117,7 @@ struct SDL_Joystick
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SDL_Sensor *accel _guarded;
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SDL_SensorID gyro_sensor _guarded;
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SDL_Sensor *gyro _guarded;
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float sensor_transform[3][3] _guarded;
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struct SDL_JoystickDriver *driver _guarded;
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