Generalized the sensor coordinate transform for wraparound gamepads

This commit is contained in:
Sam Lantinga 2023-06-17 08:28:37 -07:00
parent 9eb5eab0ad
commit 610c31c7b7
3 changed files with 65 additions and 34 deletions

View file

@ -370,33 +370,19 @@ static void RecenterGamepad(SDL_Gamepad *gamepad)
}
}
/* SDL defines sensor orientation for phones relative to the natural
orientation, and for gamepads relative to being held in front of you.
When a phone is being used as a gamepad, its orientation changes,
so adjust sensor axes to match.
/* SDL defines sensor orientation relative to the device natural
orientation, so when it's changed orientation to be used as a
gamepad, change the sensor orientation to match.
*/
static void AdjustSensorOrientation(float *src, float *dst)
static void AdjustSensorOrientation(SDL_Joystick *joystick, float *src, float *dst)
{
if (SDL_GetDisplayNaturalOrientation(SDL_GetPrimaryDisplay()) == SDL_ORIENTATION_LANDSCAPE) {
/* When a device in landscape orientation is laid flat, the axes change
orientation as follows:
-X to +X becomes -X to +X
-Y to +Y becomes +Z to -Z
-Z to +Z becomes -Y to +Y
*/
dst[0] = src[0];
dst[1] = src[2];
dst[2] = -src[1];
} else {
/* When a device in portrait orientation is rotated left and laid flat,
the axes change orientation as follows:
-X to +X becomes +Z to -Z
-Y to +Y becomes +X to -X
-Z to +Z becomes -Y to +Y
*/
dst[0] = -src[1];
dst[1] = src[2];
dst[2] = -src[0];
unsigned int i, j;
for (i = 0; i < 3; ++i) {
dst[i] = 0.0f;
for (j = 0; j < 3; ++j) {
dst[i] += joystick->sensor_transform[i][j] * src[j];
}
}
}
@ -480,12 +466,12 @@ static int SDLCALL SDL_GamepadEventWatcher(void *userdata, SDL_Event *event)
for (gamepad = SDL_gamepads; gamepad; gamepad = gamepad->next) {
if (gamepad->joystick->accel && gamepad->joystick->accel_sensor == event->sensor.which) {
float data[3];
AdjustSensorOrientation(event->sensor.data, data);
AdjustSensorOrientation(gamepad->joystick, event->sensor.data, data);
SDL_SendJoystickSensor(event->common.timestamp, gamepad->joystick, SDL_SENSOR_ACCEL, event->sensor.sensor_timestamp, data, SDL_arraysize(data));
}
if (gamepad->joystick->gyro && gamepad->joystick->gyro_sensor == event->sensor.which) {
float data[3];
AdjustSensorOrientation(event->sensor.data, data);
AdjustSensorOrientation(gamepad->joystick, event->sensor.data, data);
SDL_SendJoystickSensor(event->common.timestamp, gamepad->joystick, SDL_SENSOR_GYRO, event->sensor.sensor_timestamp, data, SDL_arraysize(data));
}
}

View file

@ -562,7 +562,7 @@ static SDL_bool IsROGAlly(SDL_Joystick *joystick)
return SDL_FALSE;
}
static SDL_bool ShouldAttemptSensorFusion(SDL_Joystick *joystick)
static SDL_bool ShouldAttemptSensorFusion(SDL_Joystick *joystick, SDL_bool *invert_sensors)
{
static Uint32 wraparound_gamepads[] = {
MAKE_VIDPID(0x1532, 0x0709), /* Razer Junglecat (L) */
@ -578,6 +578,8 @@ static SDL_bool ShouldAttemptSensorFusion(SDL_Joystick *joystick)
int i;
int hint;
*invert_sensors = SDL_FALSE;
/* The SDL controller sensor API is only available for gamepads (at the moment) */
if (!joystick->is_gamepad) {
return SDL_FALSE;
@ -607,17 +609,23 @@ static SDL_bool ShouldAttemptSensorFusion(SDL_Joystick *joystick)
}
/* See if this is another known wraparound gamepad */
if (IsBackboneOne(joystick) || IsROGAlly(joystick)) {
if (IsBackboneOne(joystick)) {
return SDL_TRUE;
}
if (IsROGAlly(joystick)) {
/* I'm not sure if this is a Windows thing, or a quirk for ROG Ally,
* but we need to invert the sensor data on all axes.
*/
*invert_sensors = SDL_TRUE;
return SDL_TRUE;
}
return SDL_FALSE;
}
static void AttemptSensorFusion(SDL_Joystick *joystick)
static void AttemptSensorFusion(SDL_Joystick *joystick, SDL_bool invert_sensors)
{
SDL_SensorID *sensors;
int i;
unsigned int i, j;
if (SDL_InitSubSystem(SDL_INIT_SENSOR) < 0) {
return;
@ -646,6 +654,41 @@ static void AttemptSensorFusion(SDL_Joystick *joystick)
SDL_free(sensors);
}
SDL_QuitSubSystem(SDL_INIT_SENSOR);
/* SDL defines sensor orientation for phones relative to the natural
orientation, and for gamepads relative to being held in front of you.
When a phone is being used as a gamepad, its orientation changes,
so adjust sensor axes to match.
*/
if (SDL_GetDisplayNaturalOrientation(SDL_GetPrimaryDisplay()) == SDL_ORIENTATION_LANDSCAPE) {
/* When a device in landscape orientation is laid flat, the axes change
orientation as follows:
-X to +X becomes -X to +X
-Y to +Y becomes +Z to -Z
-Z to +Z becomes -Y to +Y
*/
joystick->sensor_transform[0][0] = 1.0f;
joystick->sensor_transform[1][2] = 1.0f;
joystick->sensor_transform[2][1] = -1.0f;
} else {
/* When a device in portrait orientation is rotated left and laid flat,
the axes change orientation as follows:
-X to +X becomes +Z to -Z
-Y to +Y becomes +X to -X
-Z to +Z becomes -Y to +Y
*/
joystick->sensor_transform[0][1] = -1.0f;
joystick->sensor_transform[1][2] = 1.0f;
joystick->sensor_transform[2][0] = -1.0f;
}
if (invert_sensors) {
for (i = 0; i < SDL_arraysize(joystick->sensor_transform); ++i) {
for (j = 0; j < SDL_arraysize(joystick->sensor_transform[i]); ++j) {
joystick->sensor_transform[i][j] *= -1.0f;
}
}
}
}
static void CleanupSensorFusion(SDL_Joystick *joystick)
@ -690,6 +733,7 @@ SDL_Joystick *SDL_OpenJoystick(SDL_JoystickID instance_id)
const char *joystickname = NULL;
const char *joystickpath = NULL;
SDL_JoystickPowerLevel initial_power_level;
SDL_bool invert_sensors = SDL_FALSE;
SDL_LockJoysticks();
@ -776,8 +820,8 @@ SDL_Joystick *SDL_OpenJoystick(SDL_JoystickID instance_id)
joystick->is_gamepad = SDL_IsGamepad(instance_id);
/* Use system gyro and accelerometer if the gamepad doesn't have built-in sensors */
if (ShouldAttemptSensorFusion(joystick)) {
AttemptSensorFusion(joystick);
if (ShouldAttemptSensorFusion(joystick, &invert_sensors)) {
AttemptSensorFusion(joystick, invert_sensors);
}
/* Add joystick to list */

View file

@ -117,6 +117,7 @@ struct SDL_Joystick
SDL_Sensor *accel _guarded;
SDL_SensorID gyro_sensor _guarded;
SDL_Sensor *gyro _guarded;
float sensor_transform[3][3] _guarded;
struct SDL_JoystickDriver *driver _guarded;