Motion controls (#1984)

* Initial motion controls

* Store sensor polling rate, and add more logging

* Revert commented out logging for testing purposes

* Code cleanup & clang

* New orientation handling

* clang
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kalaposfos13 2025-01-01 19:05:22 +01:00 committed by GitHub
parent 5631a31640
commit 15c9bb0e83
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4 changed files with 160 additions and 22 deletions

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@ -104,8 +104,8 @@ int PS4_SYSV_ABI scePadGetControllerInformation(s32 handle, OrbisPadControllerIn
pInfo->touchPadInfo.pixelDensity = 1;
pInfo->touchPadInfo.resolution.x = 1920;
pInfo->touchPadInfo.resolution.y = 950;
pInfo->stickInfo.deadZoneLeft = 2;
pInfo->stickInfo.deadZoneRight = 2;
pInfo->stickInfo.deadZoneLeft = 20;
pInfo->stickInfo.deadZoneRight = 20;
pInfo->connectionType = ORBIS_PAD_PORT_TYPE_STANDARD;
pInfo->connectedCount = 1;
pInfo->connected = true;
@ -286,6 +286,7 @@ int PS4_SYSV_ABI scePadOutputReport() {
}
int PS4_SYSV_ABI scePadRead(s32 handle, OrbisPadData* pData, s32 num) {
LOG_TRACE(Lib_Pad, "called");
int connected_count = 0;
bool connected = false;
Input::State states[64];
@ -304,16 +305,15 @@ int PS4_SYSV_ABI scePadRead(s32 handle, OrbisPadData* pData, s32 num) {
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;
pData[i].orientation.w = 1.0f;
pData[i].acceleration.x = 0.0f;
pData[i].acceleration.y = 0.0f;
pData[i].acceleration.z = 0.0f;
pData[i].angularVelocity.x = 0.0f;
pData[i].angularVelocity.y = 0.0f;
pData[i].angularVelocity.z = 0.0f;
pData[i].acceleration.x = states[i].acceleration.x;
pData[i].acceleration.y = states[i].acceleration.y;
pData[i].acceleration.z = states[i].acceleration.z;
pData[i].angularVelocity.x = states[i].angularVelocity.x;
pData[i].angularVelocity.y = states[i].angularVelocity.y;
pData[i].angularVelocity.z = states[i].angularVelocity.z;
Input::GameController::CalculateOrientation(pData[i].acceleration, pData[i].angularVelocity,
1.0f / controller->accel_poll_rate,
pData[i].orientation);
pData[i].touchData.touchNum =
(states[i].touchpad[0].state ? 1 : 0) + (states[i].touchpad[1].state ? 1 : 0);
pData[i].touchData.touch[0].x = states[i].touchpad[0].x;
@ -352,6 +352,7 @@ int PS4_SYSV_ABI scePadReadHistory() {
}
int PS4_SYSV_ABI scePadReadState(s32 handle, OrbisPadData* pData) {
LOG_TRACE(Lib_Pad, "called");
if (handle == ORBIS_PAD_ERROR_DEVICE_NO_HANDLE) {
return ORBIS_PAD_ERROR_INVALID_HANDLE;
}
@ -367,16 +368,15 @@ int PS4_SYSV_ABI scePadReadState(s32 handle, OrbisPadData* pData) {
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;
pData->orientation.w = 1;
pData->acceleration.x = 0.0f;
pData->acceleration.y = 0.0f;
pData->acceleration.z = 0.0f;
pData->angularVelocity.x = 0.0f;
pData->angularVelocity.y = 0.0f;
pData->angularVelocity.z = 0.0f;
pData->acceleration.x = state.acceleration.x;
pData->acceleration.y = state.acceleration.y;
pData->acceleration.z = state.acceleration.z;
pData->angularVelocity.x = state.angularVelocity.x;
pData->angularVelocity.y = state.angularVelocity.y;
pData->angularVelocity.z = state.angularVelocity.z;
Input::GameController::CalculateOrientation(pData->acceleration, pData->angularVelocity,
1.0f / controller->accel_poll_rate,
pData->orientation);
pData->touchData.touchNum =
(state.touchpad[0].state ? 1 : 0) + (state.touchpad[1].state ? 1 : 0);
pData->touchData.touch[0].x = state.touchpad[0].x;
@ -498,6 +498,8 @@ int PS4_SYSV_ABI scePadSetLoginUserNumber() {
int PS4_SYSV_ABI scePadSetMotionSensorState(s32 handle, bool bEnable) {
LOG_ERROR(Lib_Pad, "(STUBBED) called");
return ORBIS_OK;
// it's already handled by the SDL backend and will be on no matter what
// (assuming the controller supports it)
}
int PS4_SYSV_ABI scePadSetProcessFocus() {