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https://github.com/tangerineturtle1/NX2navi.git
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With the mouse camera in stick mode and a camera speed above 1, the mouse could never turn faster than a full stick does at camera speed 1, however high the mouse sensitivity was set. The mouse's counts were limited to full tilt first and divided by the camera speed afterwards, so at camera speed 1.5 the most the mouse could send was two thirds of full tilt, which the game's own factor brought back to the old top speed. The division now comes before the limit (runtime/input_map.c input_mouse_stick): a slow movement turns as far as before, and a fast flick reaches full tilt, which is the game's top speed with the camera speed in it. Direct mouse mode, the default, does not use this code. A camera speed of 1 or less behaves as before. From pull request #424. tests/mouse_stick_check.py is new here: it builds input_map.c alone and checks the deflection at each camera speed without the game. Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
1259 lines
61 KiB
C
1259 lines
61 KiB
C
// Host input for nn::hid (runtime/ov_input.c): an SDL3 gamepad (no SDL window needed), the keyboard and the mouse,
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// merged into Switch npad button bits and stick axes. Button order follows HidNpadButton. The key and pad
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// bindings are the tables in input_map.c (nx2navi.ini overrides them). The keyboard and the mouse come from the window
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// system's back end (input_wsys.h: input_win.c with Win32, input_sdl.c with SDL), which also owns the cursor capture.
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// Keys and their map: docs/controls.md.
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// The gamepad also rumbles (input_rumble) and, when it has a gyro and an accelerometer, feeds the six-axis sensor from a
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// thread of its own (input_motion_start). Every SDL call on the gamepad is made under `lock`.
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#include <math.h>
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#include <stdint.h>
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#include <stdlib.h>
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#include <stdio.h>
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#include <string.h>
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#include <SDL3/SDL.h>
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#include "cfg.h"
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#include "host.h"
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#include "input.h"
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#include "input_map.h"
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#include "input_wsys.h"
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#ifdef _WIN32
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#include "input_ds3.h"
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#endif
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#include "nvn_api.h"
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#include "ui/menu.h"
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#include "vk.h"
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#include "platform/platform.h"
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enum { STICK_MAX = 32767, STICK_DIR = 16384, TRIGGER_ON = 16384, RESCAN_MS = 1000 };
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static PlatMutex lock = PLAT_MUTEX_INIT;
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static int state; // 0 not started, 1 running, -1 disabled or SDL failed
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static volatile int32_t g_block, g_menu; // text entry / host menu: 0 off, 1 open, 2 waiting for release
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// The device the player used last (input_kbm_last): 1 keyboard and mouse, 0 the gamepad. A pad counts once a button is
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// down or a stick is past half way (a drifting stick never switches), the mouse once it moved MOUSE_USED raw counts
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// within one poll (a slow deliberate move does; a desk bump does not), the keyboard with any key or mouse button.
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enum { PAD_USED = 16384, MOUSE_USED = 6 };
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static volatile int32_t g_kbm_last = 1;
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int input_kbm_last(void) { return __atomic_load_n(&g_kbm_last, __ATOMIC_RELAXED); }
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static SDL_Gamepad *pad;
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static uint64_t next_scan;
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static int pad_rumble; // the open gamepad has rumble motors
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static volatile int32_t pad_labels[4]; // ... and the labels of its south, east, west, north buttons (PAD_LABEL_*), any thread
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static int pad_east_a; // ... and labels its east face button A (Nintendo layout under NX2NAVI_PAD_LAYOUT=auto)
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static int pad_layout = -1; // PAD_LAYOUT_* in effect for the open gamepad, -1 to pick again; live (cfg_version)
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static unsigned pad_layout_seen;
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static volatile int32_t pad_layout_shown = -1; // pad_layout for the menu (any thread), -1 without a gamepad
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static SDL_JoystickID sensor_pad; // the gamepad whose sensors the motion thread set up, 0 none
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static int sensor_ok; // ... and it has both sensors, enabled
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static int motion_thread; // 0 not started, 1 running, -1 off (NX2NAVI_MOTION=0, no SDL)
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// SDL buttons of the gamepad inputs (input_map.h PAD_*), by position; PAD_ZL and PAD_ZR are the triggers (axes).
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static const SDL_GamepadButton pad_sdl[PAD_COUNT] = {
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[PAD_SOUTH] = SDL_GAMEPAD_BUTTON_SOUTH, [PAD_EAST] = SDL_GAMEPAD_BUTTON_EAST, [PAD_WEST] = SDL_GAMEPAD_BUTTON_WEST,
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[PAD_NORTH] = SDL_GAMEPAD_BUTTON_NORTH, [PAD_LSTICK] = SDL_GAMEPAD_BUTTON_LEFT_STICK,
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[PAD_RSTICK] = SDL_GAMEPAD_BUTTON_RIGHT_STICK, [PAD_L] = SDL_GAMEPAD_BUTTON_LEFT_SHOULDER,
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[PAD_R] = SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER, [PAD_START] = SDL_GAMEPAD_BUTTON_START, [PAD_BACK] = SDL_GAMEPAD_BUTTON_BACK,
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[PAD_DPAD_LEFT] = SDL_GAMEPAD_BUTTON_DPAD_LEFT, [PAD_DPAD_UP] = SDL_GAMEPAD_BUTTON_DPAD_UP,
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[PAD_DPAD_RIGHT] = SDL_GAMEPAD_BUTTON_DPAD_RIGHT, [PAD_DPAD_DOWN] = SDL_GAMEPAD_BUTTON_DPAD_DOWN,
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[PAD_LPADDLE1] = SDL_GAMEPAD_BUTTON_LEFT_PADDLE1, [PAD_RPADDLE1] = SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1,
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[PAD_LPADDLE2] = SDL_GAMEPAD_BUTTON_LEFT_PADDLE2, [PAD_RPADDLE2] = SDL_GAMEPAD_BUTTON_RIGHT_PADDLE2,
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};
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// NX2NAVI_INPUT_SCRIPT=<file>: lines "<frame> <button> [hold]" or "<frame> LSTICK|RSTICK <x> <y> [hold]", ORed into the real input.
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// <frame> and its hold are 60 Hz ticks of game time since the first present (frame_step_ticks: presents at 60 fps), so
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// the title menus get the presses at the same game time at any frame limit. A line "@<ms> ..." is timed instead: <ms>
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// and its hold are milliseconds of the world clock (frame_step_world_us, game time since the loaded save's first
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// frame), so it lands at the same game time at any frame rate and load length. A timed event shorter than a frame is
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// applied once. In a script with timed lines (a recording) the untimed ones belong before the world clock: they stop
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// when it starts, as the load ends at another tick in each run.
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// at, hold: ticks, or microseconds of the world clock when timed.
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typedef struct { uint64_t at, hold; int bit, stick, timed; int32_t x, y; int logged; char text[48]; } ScriptEv;
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static const struct { const char *name; int bit; } script_buttons[] = {
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{"A", B_A}, {"B", B_B}, {"X", B_X}, {"Y", B_Y}, {"LCLICK", B_STICK_L}, {"RCLICK", B_STICK_R}, {"L", B_L}, {"R", B_R},
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{"ZL", B_ZL}, {"ZR", B_ZR}, {"PLUS", B_PLUS}, {"MINUS", B_MINUS}, {"LEFT", B_LEFT}, {"UP", B_UP}, {"RIGHT", B_RIGHT}, {"DOWN", B_DOWN},
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};
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static ScriptEv *script_ev;
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static int script_n, script_state; // 0 not loaded, 1 loaded
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static int script_mixed; // the script has timed lines: its untimed ones end where the world clock starts
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static int32_t script_mouse[2]; // one-shot raw counts, consumed by the camera hook; under lock
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static void script_load(void) {
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script_state = 1;
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const char *path = cfg_get("NX2NAVI_INPUT_SCRIPT");
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if (!path || !*path) return;
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FILE *f = fopen(path, "r");
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if (!f) { rt_log("input: cannot open NX2NAVI_INPUT_SCRIPT %s", path); return; }
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char line[256];
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int cap = 0, ln = 0;
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while (fgets(line, sizeof line, f)) {
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ln++;
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char *h = strchr(line, '#');
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if (h) *h = 0;
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char name[32];
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double at;
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int off = 0, timed = line[0] == '@';
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if (sscanf(line + timed, "%lf %31s%n", &at, name, &off) < 2 || at < 0) continue;
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off += timed;
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double unit = timed ? 1000.0 : 1.0; // ms to us, or presents
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ScriptEv e = {.at = (uint64_t)(at * unit + 0.5), .hold = timed ? 66667 : 4, .bit = -1, .timed = timed};
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long a, b;
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double c;
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if (!strcmp(name, "MOUSE") || !strcmp(name, "LSTICK") || !strcmp(name, "RSTICK")) {
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int n = sscanf(line + off, "%ld %ld %lf", &a, &b, &c);
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if (n < 2) { rt_log("input: script line %d: %s needs x y [hold]", ln, name); continue; }
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e.stick = name[0] == 'M' ? 3 : name[0] == 'L' ? 1 : 2; e.x = (int32_t)a; e.y = (int32_t)b;
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if (e.stick == 3) e.hold = 1; // a displacement, never a held speed
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if (n >= 3 && c > 0) e.hold = (uint64_t)(c * unit + 0.5);
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snprintf(e.text, sizeof e.text, "%s %d %d", name, e.x, e.y);
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} else {
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for (size_t i = 0; i < sizeof script_buttons / sizeof *script_buttons; i++)
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if (!strcmp(name, script_buttons[i].name)) e.bit = script_buttons[i].bit;
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if (e.bit < 0) { rt_log("input: script line %d: unknown button %s", ln, name); continue; }
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if (sscanf(line + off, "%lf", &c) == 1 && c > 0) e.hold = (uint64_t)(c * unit + 0.5);
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snprintf(e.text, sizeof e.text, "%s", name);
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}
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if (script_n == cap) {
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cap = cap ? cap * 2 : 32;
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script_ev = realloc(script_ev, (size_t)cap * sizeof *script_ev);
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if (!script_ev) { script_n = 0; fclose(f); return; }
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}
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script_ev[script_n++] = e;
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script_mixed |= timed;
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}
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fclose(f);
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rt_log("input: script %s, %d events", path, script_n);
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}
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static void script_apply(uint64_t *b, int32_t sl[2], int32_t sr[2]) {
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if (!script_state) script_load();
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if (!script_n) return;
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uint64_t fr = __atomic_load_n(&gfx_counters.frames, __ATOMIC_RELAXED), tick = frame_step_ticks();
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int64_t w = frame_step_world_us();
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for (int i = 0; i < script_n; i++) {
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ScriptEv *e = &script_ev[i];
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if (e->timed ? w < 0 : script_mixed && w >= 0) continue;
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uint64_t now = e->timed ? (uint64_t)w : tick;
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if (now < e->at || (now >= e->at + e->hold && (e->logged || !e->timed))) continue;
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if (e->stick == 3 && e->logged) continue;
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if (!e->logged) {
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e->logged = 1;
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if (e->timed) rt_log("input: script frame %llu at %.1f ms: %s", (unsigned long long)fr, w / 1000.0, e->text);
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else rt_log("input: script frame %llu tick %llu: %s", (unsigned long long)fr, (unsigned long long)tick, e->text);
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}
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if (e->stick == 3) {
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int64_t x = (int64_t)script_mouse[0] + e->x, y = (int64_t)script_mouse[1] + e->y;
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script_mouse[0] = (int32_t)(x < INT32_MIN ? INT32_MIN : x > INT32_MAX ? INT32_MAX : x);
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script_mouse[1] = (int32_t)(y < INT32_MIN ? INT32_MIN : y > INT32_MAX ? INT32_MAX : y);
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} else if (e->stick) { int32_t *s = e->stick == 1 ? sl : sr; s[0] = e->x; s[1] = e->y; }
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else *b |= 1ull << e->bit;
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}
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}
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// NX2NAVI_INPUT_RECORD=<file>: writes the merged input as NX2NAVI_INPUT_SCRIPT lines, one per button press and per stick
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// segment, so a played session replays as a script. A stick segment ends when an axis moves by more than REC_STICK_STEP.
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// An event that begins on the world clock is written timed ("@<ms>", hold in ms), one before it in ticks
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// (frame_step_ticks). When the world clock starts, held buttons and sticks are cut there and go on as timed events.
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enum { REC_STICK_STEP = 2048 };
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static FILE *rec;
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static int rec_state; // 0 not opened, 1 recording, -1 off
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static uint64_t rec_down[16]; // tick + 1 at which each button went down, 0 while up
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static int64_t rec_down_w[16]; // the world clock then, -1 before it started
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static uint64_t rec_stick_from[2]; // tick + 1 at which the current non-zero stick segment began
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static int64_t rec_stick_w[2];
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static int32_t rec_stick[2][2];
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static int64_t rec_last_w = -1; // the world clock at the previous apply
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// "<tick> <what> <hold>" or "@<ms> <what> <hold ms>": from tick from and world clock from_w to now.
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static void rec_line(uint64_t from, int64_t from_w, uint64_t fr, int64_t w, const char *what) {
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if (from_w >= 0 && w >= from_w)
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fprintf(rec, "@%.1f %s %.1f\n", from_w / 1000.0, what, (w > from_w ? w - from_w : 1000) / 1000.0);
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else
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fprintf(rec, "%llu %s %llu\n", (unsigned long long)from, what, (unsigned long long)(fr > from ? fr - from : 1));
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}
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static void rec_close_stick(int s, uint64_t fr, int64_t w) {
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if (!rec_stick_from[s]) return;
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char what[48];
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snprintf(what, sizeof what, "%s %d %d", s ? "RSTICK" : "LSTICK", rec_stick[s][0], rec_stick[s][1]);
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rec_line(rec_stick_from[s] - 1, rec_stick_w[s], fr, w, what);
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rec_stick_from[s] = 0;
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}
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static void rec_flush_all(void) {
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if (rec_state != 1) return;
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uint64_t fr = frame_step_ticks() + 1;
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int64_t w = frame_step_world_us();
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for (int i = 0; i < 16; i++)
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if (rec_down[i]) { rec_line(rec_down[i] - 1, rec_down_w[i], fr, w, script_buttons[i].name); rec_down[i] = 0; }
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rec_close_stick(0, fr, w);
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rec_close_stick(1, fr, w);
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fflush(rec);
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}
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static void rec_apply(uint64_t b, const int32_t sl[2], const int32_t sr[2]) {
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if (!rec_state) {
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const char *path = cfg_get("NX2NAVI_INPUT_RECORD"); // no default: not recording when unset
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rec = path && *path ? fopen(path, "w") : NULL;
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rec_state = rec ? 1 : -1;
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if (path && *path && !rec) rt_log("input: cannot open NX2NAVI_INPUT_RECORD %s", path);
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if (rec) { fprintf(rec, "# Recorded input (NX2NAVI_INPUT_RECORD); frame = 60 Hz ticks of game time, @ms = world clock.\n"); atexit(rec_flush_all);
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rt_log("input: recording to %s", path); }
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}
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if (rec_state != 1) return;
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uint64_t fr = frame_step_ticks();
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int64_t w = frame_step_world_us();
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int wrote = 0;
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if (w >= 0 && rec_last_w < 0) { // the world clock starts: what is held goes on as timed events from @0
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for (int i = 0; i < 16; i++)
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if (rec_down[i]) {
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rec_line(rec_down[i] - 1, -1, fr, -1, script_buttons[i].name);
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rec_down[i] = fr + 1, rec_down_w[i] = w;
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wrote = 1;
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}
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for (int s = 0; s < 2; s++)
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if (rec_stick_from[s]) {
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rec_close_stick(s, fr, -1);
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rec_stick_from[s] = fr + 1, rec_stick_w[s] = w;
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wrote = 1;
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}
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}
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rec_last_w = w;
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for (int i = 0; i < 16; i++) {
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int bit = script_buttons[i].bit, down = (b >> bit & 1) != 0;
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if (down && !rec_down[i]) rec_down[i] = fr + 1, rec_down_w[i] = w;
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else if (!down && rec_down[i]) {
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rec_line(rec_down[i] - 1, rec_down_w[i], fr, w, script_buttons[i].name);
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rec_down[i] = 0;
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wrote = 1;
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}
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}
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const int32_t *st[2] = {sl, sr};
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for (int s = 0; s < 2; s++) {
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int moved = abs(st[s][0] - rec_stick[s][0]) > REC_STICK_STEP || abs(st[s][1] - rec_stick[s][1]) > REC_STICK_STEP ||
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((st[s][0] || st[s][1]) != (rec_stick[s][0] || rec_stick[s][1]));
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if (!moved) continue;
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if (rec_stick_from[s]) { rec_close_stick(s, fr, w); wrote = 1; }
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rec_stick[s][0] = st[s][0]; rec_stick[s][1] = st[s][1];
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if (st[s][0] || st[s][1]) rec_stick_from[s] = fr + 1, rec_stick_w[s] = w;
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}
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if (wrote) fflush(rec);
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}
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void input_direct_mouse_sample(int enabled, int32_t *dx, int32_t *dy) {
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plat_mutex_lock(&lock);
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enabled = enabled && !g_block && !g_menu;
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*dx = script_mouse[0]; *dy = script_mouse[1];
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script_mouse[0] = script_mouse[1] = 0;
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if (!enabled) { *dx = *dy = 0; }
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else if (ikb_captured() && ikb_foreground() && input_cursor_allowed()) {
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int32_t x, y;
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ikb_mouse_take(&x, &y);
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int64_t sx = (int64_t)*dx + x, sy = (int64_t)*dy + y;
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*dx = (int32_t)(sx < INT32_MIN ? INT32_MIN : sx > INT32_MAX ? INT32_MAX : sx);
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*dy = (int32_t)(sy < INT32_MIN ? INT32_MIN : sy > INT32_MAX ? INT32_MAX : sy);
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}
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if (enabled && (*dx || *dy) && rec_state == 1) {
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char what[80];
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snprintf(what, sizeof what, "MOUSE %d %d", *dx, *dy);
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int64_t w = frame_step_world_us();
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uint64_t tick = frame_step_ticks();
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rec_line(tick, w, tick + 1, w, what);
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fflush(rec);
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}
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plat_mutex_unlock(&lock);
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}
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static float mouse_sens = -1; // NX2NAVI_MOUSE_SENS, 0 = mouse camera off; live (cfg_version)
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static unsigned mouse_sens_seen;
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static float mouse_sens_get(void) {
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unsigned ver = cfg_version();
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if (mouse_sens >= 0 && ver == mouse_sens_seen) return mouse_sens;
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mouse_sens_seen = ver;
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double v = cfg_double("NX2NAVI_MOUSE_SENS");
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mouse_sens = (float)(v < 0 ? 0 : v > 10 ? 10 : v);
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return mouse_sens;
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}
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// ---- walk key: the keyboard's stick samples scaled down while a key is held (NX2NAVI_WALK_KEY, NX2NAVI_WALK_SCALE)
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// A keyboard key is all or nothing, so every keyboard-driven stick sample is +/-32767 and the game only ever sees a
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// full tilt. Holding this key scales those two samples, which gives the half tilt a gamepad gets from its analog range,
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// so the keyboard can walk as well as run.
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// Only the keyboard is scaled: the gamepad's axes and the mouse camera sample their own values.
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static int walk_key = KEY_NONE; // NX2NAVI_WALK_KEY as a KEY_*, KEY_NONE = off; live (cfg_version)
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static float walk_scale = 0.51f; // NX2NAVI_WALK_SCALE, 0.2 to 0.9; live (cfg_version)
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static unsigned walk_seen = ~0u;
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// The ini takes the key names the Controls tab writes; a hand-written line may spell them in any case.
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static int name_matches(const char *name, const char *key) {
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for (; *name && *key; name++, key++) {
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unsigned char a = (unsigned char)*name, b = (unsigned char)*key;
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if (a >= 'A' && a <= 'Z') a = (unsigned char)(a - 'A' + 'a');
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if (b >= 'A' && b <= 'Z') b = (unsigned char)(b - 'A' + 'a');
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if (a != b) return 0;
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}
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return *name == *key;
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}
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static void walk_get(void) {
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unsigned ver = cfg_version();
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if (ver == walk_seen) return;
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walk_seen = ver;
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const char *name = cfg_value("NX2NAVI_WALK_KEY"); // "none" (the default) turns the key off
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int key = KEY_NONE;
|
|
if (*name && !name_matches(name, "none")) {
|
|
for (int k = KEY_A; k < KEY_COUNT && key == KEY_NONE; k++)
|
|
if (input_key_name(k) && name_matches(name, input_key_name(k))) key = k;
|
|
if (key == KEY_NONE) rt_log("input: walk_key: unknown key '%s', the keyboard sticks keep their full tilt", name);
|
|
}
|
|
// 0.51 rather than 0.5: a keyboard sample is 32767, and 32767 * 0.5 = 16383 falls one short of stick_bits'
|
|
// STICK_DIR (16384), which would leave the game's stick-direction bits clear while the walk key is held. The value
|
|
// in the settings table carries that default; this code only rejects what the table's range does not allow.
|
|
const char *sv = cfg_value("NX2NAVI_WALK_SCALE");
|
|
char *end;
|
|
double d = strtod(sv, &end);
|
|
double s = end == sv || *end || !(d >= 0.2 && d <= 0.9) ? strtod(cfg_meta("NX2NAVI_WALK_SCALE")->def, NULL) : d;
|
|
if (key != walk_key || (float)s != walk_scale) {
|
|
walk_key = key;
|
|
walk_scale = (float)s;
|
|
rt_log("input: walk key %s, keyboard sticks at %.0f%% of their tilt (mouse and gamepad unchanged)",
|
|
key != KEY_NONE ? input_key_name(key) : "off", s * 100);
|
|
}
|
|
}
|
|
|
|
static int mouse_selector;
|
|
int input_direct_mouse_selector_active(void) { return __atomic_load_n(&mouse_selector, __ATOMIC_RELAXED) != 0; }
|
|
|
|
// Selector 1 is a radial wheel, 2..4 are distinct horizontal quick lists; only a wheel retains a virtual cursor.
|
|
// Under `lock`.
|
|
static void mouse_camera(int32_t out[2], int selector) {
|
|
static uint64_t frame = ~0ull, t0;
|
|
static int32_t held[2];
|
|
static int was_selector;
|
|
static float cursor[2];
|
|
static InputMouseRow row;
|
|
uint64_t now = plat_now_ns();
|
|
int32_t dx, dy;
|
|
if (!input_direct_mouse_enabled() || !ikb_captured()) selector = 0;
|
|
__atomic_store_n(&mouse_selector, selector, __ATOMIC_RELAXED);
|
|
if (selector) {
|
|
if (was_selector != selector) cursor[0] = cursor[1] = 0, row = (InputMouseRow){0};
|
|
was_selector = selector;
|
|
ikb_mouse_take(&dx, &dy);
|
|
if (selector == 1) input_direct_mouse_radial(dx, dy, mouse_sens_get(), cursor, out);
|
|
else input_direct_mouse_row(dx, mouse_sens_get(), now, &row, out);
|
|
held[0] = held[1] = 0; frame = ~0ull;
|
|
return;
|
|
}
|
|
if (was_selector) {
|
|
was_selector = 0; cursor[0] = cursor[1] = 0; row = (InputMouseRow){0};
|
|
ikb_mouse_take(&dx, &dy); // release the wheel without sending its last movement to the camera
|
|
held[0] = held[1] = out[0] = out[1] = 0; frame = ~0ull;
|
|
return;
|
|
}
|
|
if (input_direct_mouse_active()) {
|
|
held[0] = held[1] = out[0] = out[1] = 0;
|
|
frame = ~0ull;
|
|
return; // the camera update takes the raw counts itself, once, outside the HID stick path
|
|
}
|
|
if (!ikb_captured()) {
|
|
ikb_mouse_take(&dx, &dy);
|
|
held[0] = held[1] = 0;
|
|
frame = ~0ull;
|
|
} else {
|
|
uint64_t fr = __atomic_load_n(&gfx_counters.frames, __ATOMIC_RELAXED);
|
|
double age = frame == ~0ull ? 0 : (double)(now - t0) / 1e9;
|
|
if (fr != frame) {
|
|
double dt = age < 0.004 ? 0.004 : age > 0.1 ? 0.1 : age;
|
|
ikb_mouse_take(&dx, &dy);
|
|
input_mouse_stick(dx, dy, dt, mouse_sens_get(), cam_speed_applied(), held);
|
|
frame = fr;
|
|
t0 = now;
|
|
} else if (age > 0.1) {
|
|
held[0] = held[1] = 0; // frames stopped: do not hold a deflection
|
|
}
|
|
}
|
|
out[0] = held[0];
|
|
out[1] = held[1];
|
|
}
|
|
|
|
static float stick_dead[2] = {-1, -1}; // input_pad_deadzone of the left and right stick; live (cfg_version)
|
|
static unsigned stick_dead_seen;
|
|
|
|
static float stick_dead_get(int s) {
|
|
unsigned ver = cfg_version();
|
|
if (stick_dead[0] < 0 || ver != stick_dead_seen) {
|
|
stick_dead_seen = ver;
|
|
stick_dead[0] = input_pad_deadzone(0);
|
|
stick_dead[1] = input_pad_deadzone(1);
|
|
}
|
|
return stick_dead[s];
|
|
}
|
|
|
|
// One gamepad stick through the dead zone; SDL's Y grows downwards, the Switch's upwards.
|
|
// ---- SDL's gamepad update on a thread of its own
|
|
// SDL_UpdateGamepads reads the controllers, and when a device came or went it first finds every device again, 100 ms
|
|
// and more inside the system's input libraries. It ran on the game's polling thread with the input lock held: a
|
|
// controller that disconnected (a wireless one going to sleep, a cable pulled) gave a burst of 120 to 240 ms frames,
|
|
// one per device notification, with the game's other pollers queued on the lock.
|
|
// The pad thread (up_main) makes SDL's initialisation and every update. A poll asks for an update and waits for it,
|
|
// UP_WAIT_NS at most (sdl_enter): an ordinary update is done in microseconds and the poll reads fresh state, as before;
|
|
// one that runs into the device search is not, and the poll goes on with what it read last. sdl_lock is held around
|
|
// every SDL gamepad call: by the pad thread for an update, by everyone else through sdl_enter or a try
|
|
// (plat_mutex_trylock), never by waiting, so no thread of the game stands behind the device search.
|
|
#define UP_WAIT_NS 2000000ull // how long a poll waits for its update
|
|
#define UP_FRESH_NS 500000ull // polls this soon after an update share it (the game reads several pads in a row)
|
|
static PlatMutex sdl_lock = PLAT_MUTEX_INIT;
|
|
static PlatMutex up_lock = PLAT_MUTEX_INIT; // guards the fields below
|
|
static PlatCond up_go = PLAT_COND_INIT, up_done = PLAT_COND_INIT;
|
|
static int up_started, up_inited, up_init_ok, up_want, up_busy;
|
|
static uint64_t up_gen, up_at, up_t0; // updates finished; when the last one finished; when the running one began
|
|
static uint64_t up_stale; // polls that went on without an update
|
|
static volatile uint64_t up_test_ns; // --probe-input: the next update takes this long, as a device search does
|
|
|
|
static void up_main(void *arg) {
|
|
(void)arg;
|
|
// SDL drops gamepad presses while it thinks the program is in the background, and it judges that from windows of
|
|
// its own: the Win32 window (gfx_window_win.c) is not one, and keyboard focus is gated here (ikb_foreground)
|
|
SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "1");
|
|
int ok = SDL_Init(SDL_INIT_GAMEPAD);
|
|
if (!ok) rt_log("input: SDL gamepad init failed (%s), keyboard only", SDL_GetError());
|
|
plat_mutex_lock(&up_lock);
|
|
up_inited = 1, up_init_ok = ok;
|
|
plat_cond_broadcast(&up_done);
|
|
while (ok) {
|
|
while (!up_want) plat_cond_wait(&up_go, &up_lock);
|
|
up_want = 0, up_busy = 1, up_t0 = plat_now_ns();
|
|
plat_mutex_unlock(&up_lock);
|
|
plat_mutex_lock(&sdl_lock);
|
|
uint64_t slow = __atomic_exchange_n(&up_test_ns, 0, __ATOMIC_RELAXED);
|
|
if (slow) plat_wait_ns(slow);
|
|
SDL_UpdateGamepads();
|
|
#ifdef _WIN32
|
|
// The Windows window is our own (gfx_window_win.c), so nothing reads SDL's event queue, yet every axis and
|
|
// button change of a gamepad is queued there: at SDL's cap (about 65,000 events, several MB) each further one
|
|
// fails and sets SDL's error text. The state the getters read does not come from the queue.
|
|
SDL_FlushEvents(SDL_EVENT_FIRST, SDL_EVENT_LAST);
|
|
#endif
|
|
plat_mutex_unlock(&sdl_lock);
|
|
plat_mutex_lock(&up_lock);
|
|
uint64_t took = plat_now_ns() - up_t0;
|
|
up_busy = 0, up_gen++, up_at = plat_now_ns();
|
|
plat_cond_broadcast(&up_done);
|
|
static int logged;
|
|
if (took >= 20000000ull && logged++ < 16)
|
|
rt_log("input: the gamepad update took %.0f ms (devices found again after one came or went); %llu polls so far "
|
|
"went on with their last state instead of waiting", took / 1e6, (unsigned long long)up_stale);
|
|
}
|
|
plat_mutex_unlock(&up_lock);
|
|
}
|
|
|
|
// Under lock: starts the pad thread and waits for SDL's initialisation on it. 1 when SDL's gamepads can be used.
|
|
static int sdl_start(void) {
|
|
plat_mutex_lock(&up_lock);
|
|
if (!up_started) {
|
|
up_started = 1;
|
|
if (!plat_thread_spawn(up_main, NULL, "pads", 0)) rt_fatal("input: cannot start the gamepad thread");
|
|
}
|
|
while (!up_inited) plat_cond_wait(&up_done, &up_lock);
|
|
int ok = up_init_ok;
|
|
plat_mutex_unlock(&up_lock);
|
|
return ok;
|
|
}
|
|
|
|
// Under lock: brings SDL's gamepad state up to date and takes sdl_lock for the caller's SDL calls. 1 with it held
|
|
// (sdl_leave gives it back); 0 when the update is not done within UP_WAIT_NS, and then nothing of SDL may be called.
|
|
static int sdl_enter(void) {
|
|
plat_mutex_lock(&up_lock);
|
|
uint64_t now = plat_now_ns();
|
|
int ok = 1;
|
|
if (up_busy && now - up_t0 >= UP_WAIT_NS) {
|
|
ok = 0; // the device search: the first poll waited for it, the ones after it do not
|
|
} else if (up_busy || now - up_at >= UP_FRESH_NS) {
|
|
uint64_t next = up_gen + 1;
|
|
if (!up_busy) up_want = 1, plat_cond_signal(&up_go);
|
|
while (up_gen < next) {
|
|
uint64_t el = plat_now_ns() - now;
|
|
if (el >= UP_WAIT_NS) break;
|
|
plat_cond_wait_ns(&up_done, &up_lock, UP_WAIT_NS - el);
|
|
}
|
|
ok = up_gen >= next;
|
|
}
|
|
if (!ok) up_stale++;
|
|
plat_mutex_unlock(&up_lock);
|
|
if (ok && !plat_mutex_trylock(&sdl_lock)) ok = 0; // the next update began already, for another poller
|
|
return ok;
|
|
}
|
|
|
|
static void sdl_leave(void) { plat_mutex_unlock(&sdl_lock); }
|
|
|
|
static void stick(SDL_GamepadAxis ax, SDL_GamepadAxis ay, float dead, int32_t out[2]) {
|
|
input_pad_stick(SDL_GetGamepadAxis(pad, ax), -(int32_t)SDL_GetGamepadAxis(pad, ay), dead, out);
|
|
}
|
|
|
|
// Every connected gamepad is kept open; `pad` is the one the game reads (and the one that rumbles and feeds motion):
|
|
// the first one found, then whichever one the player presses (pad_follow). Taking only the first gamepad SDL lists
|
|
// left the game deaf when that one was a device nobody holds: a virtual pad of Steam Input or DS4Windows, a wheel, a
|
|
// receiver's idle second slot, listed before the controller in the player's hands.
|
|
enum { MAX_PADS = 8 };
|
|
static SDL_Gamepad *pads[MAX_PADS];
|
|
static int npads;
|
|
static int pad_pressed_logged; // the primary's first press was logged (once per primary)
|
|
|
|
// Under lock: makes p the gamepad the game reads, with its labels, rumble and layout; logs it.
|
|
static void pad_primary(SDL_Gamepad *p, const char *why) {
|
|
pad = p;
|
|
sensor_pad = 0, sensor_ok = 0, pad_pressed_logged = 0;
|
|
pad_rumble = SDL_GetBooleanProperty(SDL_GetGamepadProperties(pad), SDL_PROP_GAMEPAD_CAP_RUMBLE_BOOLEAN, false);
|
|
pad_east_a = SDL_GetGamepadButtonLabel(pad, SDL_GAMEPAD_BUTTON_EAST) == SDL_GAMEPAD_BUTTON_LABEL_A;
|
|
for (int i = 0; i < 4; i++) {
|
|
SDL_GamepadButtonLabel lb = SDL_GetGamepadButtonLabel(pad, pad_sdl[PAD_SOUTH + i]);
|
|
plat_xchg32(&pad_labels[i], lb == SDL_GAMEPAD_BUTTON_LABEL_A ? PAD_LABEL_A
|
|
: lb == SDL_GAMEPAD_BUTTON_LABEL_B ? PAD_LABEL_B
|
|
: lb == SDL_GAMEPAD_BUTTON_LABEL_X ? PAD_LABEL_X
|
|
: lb == SDL_GAMEPAD_BUTTON_LABEL_Y ? PAD_LABEL_Y
|
|
: lb == SDL_GAMEPAD_BUTTON_LABEL_CROSS ? PAD_LABEL_CROSS
|
|
: lb == SDL_GAMEPAD_BUTTON_LABEL_CIRCLE ? PAD_LABEL_CIRCLE
|
|
: lb == SDL_GAMEPAD_BUTTON_LABEL_SQUARE ? PAD_LABEL_SQUARE
|
|
: lb == SDL_GAMEPAD_BUTTON_LABEL_TRIANGLE ? PAD_LABEL_TRIANGLE
|
|
: PAD_LABEL_NONE);
|
|
}
|
|
pad_layout = -1;
|
|
int motion = SDL_GamepadHasSensor(pad, SDL_SENSOR_GYRO) && SDL_GamepadHasSensor(pad, SDL_SENSOR_ACCEL);
|
|
rt_log("input: gamepad \"%s\" %s (%s, %s, east button %s)", SDL_GetGamepadName(pad), why,
|
|
pad_rumble ? "rumble" : "no rumble", motion ? "gyro and accelerometer" : "no motion sensors",
|
|
pad_east_a ? "labelled A" : "not labelled A");
|
|
}
|
|
|
|
// Under lock: closes the gamepads that went away and opens the ones that came; the primary falls back to the first
|
|
// open one when it left. Logs each change.
|
|
static void scan_pads(void) {
|
|
for (int i = 0; i < npads;) {
|
|
if (SDL_GamepadConnected(pads[i])) { i++; continue; }
|
|
rt_log("input: gamepad \"%s\" disconnected", SDL_GetGamepadName(pads[i]) ? SDL_GetGamepadName(pads[i]) : "?");
|
|
if (pads[i] == pad) {
|
|
pad = NULL, sensor_pad = 0, sensor_ok = 0;
|
|
plat_xchg32(&pad_layout_shown, -1);
|
|
for (int k = 0; k < 4; k++) plat_xchg32(&pad_labels[k], PAD_LABEL_NONE);
|
|
}
|
|
SDL_CloseGamepad(pads[i]);
|
|
pads[i] = pads[--npads];
|
|
}
|
|
int n = 0;
|
|
SDL_JoystickID *ids = SDL_GetGamepads(&n);
|
|
for (int i = 0; ids && i < n && npads < MAX_PADS; i++) {
|
|
int open = 0;
|
|
for (int k = 0; k < npads && !open; k++) open = SDL_GetGamepadID(pads[k]) == ids[i];
|
|
if (open) continue;
|
|
SDL_Gamepad *p = SDL_OpenGamepad(ids[i]);
|
|
if (!p) { rt_log("input: gamepad %u could not be opened (%s)", (unsigned)ids[i], SDL_GetError()); continue; }
|
|
pads[npads++] = p;
|
|
if (pad) rt_log("input: gamepad \"%s\" connected (the game switches to it at its first press)", SDL_GetGamepadName(p));
|
|
}
|
|
SDL_free(ids);
|
|
if (!pad && npads) pad_primary(pads[0], "in use");
|
|
}
|
|
|
|
// Under lock: 1 when p has a button down, a trigger pulled or a stick past half way (a drifting stick does not count).
|
|
static int pad_active(SDL_Gamepad *p) {
|
|
for (int b = 0; b < SDL_GAMEPAD_BUTTON_COUNT; b++)
|
|
if (SDL_GetGamepadButton(p, (SDL_GamepadButton)b)) return 1;
|
|
for (int a = 0; a < SDL_GAMEPAD_AXIS_COUNT; a++)
|
|
if (abs(SDL_GetGamepadAxis(p, (SDL_GamepadAxis)a)) > PAD_USED) return 1;
|
|
return 0;
|
|
}
|
|
|
|
// Under lock: when the primary is idle and another open gamepad is pressed, that one becomes the primary.
|
|
static void pad_follow(void) {
|
|
if (npads < 2 || (pad && pad_active(pad))) return;
|
|
for (int i = 0; i < npads; i++)
|
|
if (pads[i] != pad && pad_active(pads[i])) { pad_primary(pads[i], "in use (pressed)"); return; }
|
|
}
|
|
|
|
// Under lock: the layout of the open gamepad, picked again when a setting or the gamepad changed; logs each change.
|
|
static int pad_layout_get(void) {
|
|
unsigned ver = cfg_version();
|
|
if (pad_layout >= 0 && ver == pad_layout_seen) return pad_layout;
|
|
pad_layout_seen = ver;
|
|
int was = pad_layout;
|
|
const char *set = cfg_value("NX2NAVI_PAD_LAYOUT");
|
|
pad_layout = input_pad_layout_pick(set, pad_east_a);
|
|
if (pad_layout != was)
|
|
rt_log("input: gamepad layout %s (pad_layout = %s)", pad_layout == PAD_LAYOUT_XBOX ? "xbox" : "nintendo", set);
|
|
plat_xchg32(&pad_layout_shown, pad_layout);
|
|
return pad_layout;
|
|
}
|
|
|
|
// The NX2NAVI_BIND_* values last applied, one per line; the tables are built again when one changes (the menu's remapping rows write
|
|
// them while the game runs). Under lock.
|
|
static unsigned binds_seen = ~0u;
|
|
static char binds_applied[4096];
|
|
|
|
static void binds_refresh(void) {
|
|
unsigned v = cfg_version();
|
|
if (v == binds_seen) return;
|
|
binds_seen = v;
|
|
char now[sizeof binds_applied];
|
|
size_t len = 0;
|
|
for (int a = 0; a < ACTION_COUNT; a++) {
|
|
char var[32];
|
|
snprintf(var, sizeof var, "NX2NAVI_BIND_%s", input_action_name(a));
|
|
const char *s = cfg_get(var);
|
|
len += (size_t)snprintf(now + len, len < sizeof now ? sizeof now - len : 0, "%s\n", s ? s : "");
|
|
}
|
|
if (!strcmp(now, binds_applied)) return;
|
|
memcpy(binds_applied, now, sizeof now);
|
|
input_map_configure();
|
|
}
|
|
|
|
// NX2NAVI_TEST_PAD=<lx>,<ly>,<rx>,<ry> (test runs): an SDL virtual gamepad whose sticks rest at these raw SDL axis values
|
|
// (-32768..32767, down is +y), attached before the first scan so it is the gamepad the game reads: drift and full
|
|
// deflection go through the same mapping and dead zone as a real pad. NX2NAVI_TEST_PAD_AT=<ms>: attached that long after
|
|
// input starts instead, like a controller switched on in play, and its south button pressed for half a second one
|
|
// second later (the log then shows the hot-plug and the press arriving: scan_pads, pad_physical).
|
|
static SDL_Joystick *test_joy; // kept open: a virtual joystick's axes and buttons are set through an open handle
|
|
static uint64_t test_attach_ns, test_press_ns; // NX2NAVI_TEST_PAD_AT: when to attach, when to press (0: done)
|
|
|
|
static void test_pad_make(void) {
|
|
const char *e = cfg_get("NX2NAVI_TEST_PAD");
|
|
int v[4];
|
|
if (!e || !*e) return;
|
|
if (sscanf(e, "%d,%d,%d,%d", &v[0], &v[1], &v[2], &v[3]) != 4) {
|
|
rt_log("input: NX2NAVI_TEST_PAD=%s is not <lx>,<ly>,<rx>,<ry>; no test gamepad", e);
|
|
return;
|
|
}
|
|
SDL_VirtualJoystickDesc d;
|
|
SDL_INIT_INTERFACE(&d);
|
|
d.type = SDL_JOYSTICK_TYPE_GAMEPAD;
|
|
d.naxes = SDL_GAMEPAD_AXIS_COUNT;
|
|
d.nbuttons = SDL_GAMEPAD_BUTTON_COUNT;
|
|
d.name = "NX2navi test gamepad";
|
|
SDL_JoystickID id = SDL_AttachVirtualJoystick(&d);
|
|
test_joy = id ? SDL_OpenJoystick(id) : NULL;
|
|
if (!test_joy) {
|
|
rt_log("input: test gamepad not attached (%s)", SDL_GetError());
|
|
return;
|
|
}
|
|
static const SDL_GamepadAxis axes[4] = {SDL_GAMEPAD_AXIS_LEFTX, SDL_GAMEPAD_AXIS_LEFTY, SDL_GAMEPAD_AXIS_RIGHTX,
|
|
SDL_GAMEPAD_AXIS_RIGHTY};
|
|
for (int i = 0; i < 4; i++)
|
|
SDL_SetJoystickVirtualAxis(test_joy, axes[i], (Sint16)(v[i] < -32768 ? -32768 : v[i] > 32767 ? 32767 : v[i]));
|
|
rt_log("input: test gamepad attached, sticks at %d,%d %d,%d", v[0], v[1], v[2], v[3]);
|
|
}
|
|
|
|
static void test_pad_attach(void) {
|
|
const char *at = cfg_get("NX2NAVI_TEST_PAD_AT");
|
|
if (at && *at && cfg_get("NX2NAVI_TEST_PAD")) {
|
|
test_attach_ns = plat_now_ns() + strtoull(at, NULL, 10) * 1000000ull;
|
|
return;
|
|
}
|
|
test_pad_make();
|
|
}
|
|
|
|
// Under lock, every poll: the delayed attach and the press of NX2NAVI_TEST_PAD_AT.
|
|
static void test_pad_tick(void) {
|
|
uint64_t now = plat_now_ns();
|
|
if (test_attach_ns && now >= test_attach_ns) {
|
|
test_attach_ns = 0;
|
|
test_pad_make();
|
|
if (test_joy) test_press_ns = now + 1000000000ull;
|
|
}
|
|
if (test_press_ns && test_joy && now >= test_press_ns) {
|
|
int down = now < test_press_ns + 500000000ull;
|
|
SDL_SetJoystickVirtualButton(test_joy, SDL_GAMEPAD_BUTTON_SOUTH, down);
|
|
if (!down) test_press_ns = 0;
|
|
}
|
|
}
|
|
|
|
static void start(void) {
|
|
binds_refresh();
|
|
const char *e = cfg_get("NX2NAVI_INPUT");
|
|
if (e && !strcmp(e, "none")) { state = -1; rt_log("input: disabled (NX2NAVI_INPUT=none)"); return; }
|
|
state = sdl_start() ? 1 : -1; // SDL's initialisation, on the pad thread (up_main)
|
|
if (state == 1) {
|
|
plat_mutex_lock(&sdl_lock); // the pad thread updates only when asked, and nobody has asked yet
|
|
test_pad_attach();
|
|
scan_pads();
|
|
plat_mutex_unlock(&sdl_lock);
|
|
if (!pad) rt_log("input: no gamepad (keyboard only until one is connected)");
|
|
}
|
|
if (state == -1) state = 2; // keyboard only
|
|
}
|
|
|
|
static void stick_bits(uint64_t *b, int32_t x, int32_t y, int first) {
|
|
if (x < -STICK_DIR) *b |= 1ull << (first + 0);
|
|
if (y > STICK_DIR) *b |= 1ull << (first + 1);
|
|
if (x > STICK_DIR) *b |= 1ull << (first + 2);
|
|
if (y < -STICK_DIR) *b |= 1ull << (first + 3);
|
|
}
|
|
|
|
static void pick(int32_t *x, int32_t *y, int32_t kx, int32_t ky) {
|
|
int64_t a = (int64_t)*x * *x + (int64_t)*y * *y, b = (int64_t)kx * kx + (int64_t)ky * ky;
|
|
if (b > a) { *x = kx; *y = ky; }
|
|
}
|
|
|
|
// The shake key (B_SHAKE): the game detaches a part fused to the held object when the right stick swings left and
|
|
// right a few times. A press swings it for SHAKE_NS, holding keeps it swinging; each side lasts SHAKE_SIDE_NS, two
|
|
// frames at the game's 30 fps, so every side is read even at 20 fps. Returns the stick x, 0 while not shaking.
|
|
// Under lock.
|
|
#define SHAKE_NS 800000000ull
|
|
#define SHAKE_SIDE_NS 66666667ull
|
|
static int32_t shake_stick(int held) {
|
|
static int was;
|
|
static uint64_t from, until;
|
|
uint64_t now = plat_now_ns();
|
|
if (held && !was && now >= until) from = now;
|
|
if (held && !was) until = now + SHAKE_NS;
|
|
if (held && until < now) until = now;
|
|
was = held;
|
|
if (now >= until && !held) return 0;
|
|
return (now - from) / SHAKE_SIDE_NS % 2 ? STICK_MAX : -STICK_MAX;
|
|
}
|
|
|
|
// Under lock and inside sdl_enter (the gamepads' state is up to date), state 1: the open gamepad's inputs by position
|
|
// (pd[PAD_*] != 0 held); 0 without a connected gamepad.
|
|
static int pad_physical(uint8_t pd[PAD_COUNT]) {
|
|
test_pad_tick();
|
|
// every RESCAN_MS, not only without a gamepad: a second controller, or one that wakes up after the start, is found
|
|
if (plat_now_ns() / 1000000u >= next_scan) { next_scan = plat_now_ns() / 1000000u + RESCAN_MS; scan_pads(); }
|
|
pad_follow();
|
|
if (!pad || !SDL_GamepadConnected(pad)) return 0;
|
|
for (int p = PAD_SOUTH; p < PAD_ZL; p++) pd[p] = SDL_GetGamepadButton(pad, pad_sdl[p]);
|
|
pd[PAD_ZL] = SDL_GetGamepadAxis(pad, SDL_GAMEPAD_AXIS_LEFT_TRIGGER) > TRIGGER_ON;
|
|
pd[PAD_ZR] = SDL_GetGamepadAxis(pad, SDL_GAMEPAD_AXIS_RIGHT_TRIGGER) > TRIGGER_ON;
|
|
for (int p = PAD_ZR + 1; p < PAD_COUNT; p++) pd[p] = SDL_GetGamepadButton(pad, pad_sdl[p]); // false without paddles
|
|
if (!pad_pressed_logged) { // once per primary: the log then shows that its presses arrive
|
|
for (int p = PAD_SOUTH; p < PAD_COUNT && !pad_pressed_logged; p++)
|
|
if (pd[p]) pad_pressed_logged = 1, rt_log("input: gamepad \"%s\": first press (%s)", SDL_GetGamepadName(pad), input_pad_name(p));
|
|
}
|
|
return 1;
|
|
}
|
|
|
|
// Under lock, state 1: the open gamepad's buttons (Switch bits after NX2NAVI_PAD_LAYOUT and the NX2NAVI_BIND_* lines) and
|
|
// sticks; 0 without a connected gamepad.
|
|
#ifdef _WIN32
|
|
// Without a gamepad SDL can open, Xbox controllers are read through XInput directly (xinput1_4, else xinput9_1_0):
|
|
// SDL may miss a pad another program or driver presents only as XInput. Slots 0-3, the first connected one; a slot
|
|
// found empty is asked again once a second, as XInputGetState on an empty slot takes milliseconds.
|
|
typedef struct { uint16_t buttons; uint8_t lt, rt; int16_t lx, ly, rx, ry; } XiPad;
|
|
typedef struct { uint32_t packet; XiPad pad; } XiState;
|
|
typedef uint32_t(__stdcall *XiGetState)(uint32_t, XiState *);
|
|
__declspec(dllimport) void *__stdcall LoadLibraryA(const char *);
|
|
__declspec(dllimport) void *__stdcall GetProcAddress(void *, const char *);
|
|
|
|
// Under lock: the first connected XInput pad's inputs by position (input_map.h PAD_*) and sticks (y up); 0 without one.
|
|
static int xinput_read(uint8_t pd[PAD_COUNT], int32_t *raw) {
|
|
static XiGetState get;
|
|
static int tried, slot = -1;
|
|
static uint64_t next_try;
|
|
if (!tried) {
|
|
tried = 1;
|
|
void *m = LoadLibraryA("xinput1_4.dll");
|
|
if (!m) m = LoadLibraryA("xinput9_1_0.dll");
|
|
if (m) get = (XiGetState)GetProcAddress(m, "XInputGetState");
|
|
}
|
|
if (!get) return 0;
|
|
XiState st;
|
|
if (slot >= 0 && get((uint32_t)slot, &st) != 0) {
|
|
rt_log("input: XInput controller %d disconnected", slot);
|
|
slot = -1;
|
|
}
|
|
if (slot < 0) {
|
|
uint64_t now = plat_now_ns();
|
|
if (now < next_try) return 0;
|
|
next_try = now + 1000000000ull;
|
|
for (int i = 0; i < 4 && slot < 0; i++)
|
|
if (get((uint32_t)i, &st) == 0) slot = i, rt_log("input: XInput controller %d (SDL has no gamepad)", i);
|
|
if (slot < 0) return 0;
|
|
}
|
|
uint16_t w = st.pad.buttons;
|
|
static const struct { uint16_t bit; uint8_t pad; } map[] = {
|
|
{0x1000, PAD_SOUTH}, {0x2000, PAD_EAST}, {0x4000, PAD_WEST}, {0x8000, PAD_NORTH}, {0x0040, PAD_LSTICK},
|
|
{0x0080, PAD_RSTICK}, {0x0100, PAD_L}, {0x0200, PAD_R}, {0x0010, PAD_START}, {0x0020, PAD_BACK},
|
|
{0x0004, PAD_DPAD_LEFT}, {0x0001, PAD_DPAD_UP}, {0x0008, PAD_DPAD_RIGHT}, {0x0002, PAD_DPAD_DOWN}};
|
|
for (size_t i = 0; i < sizeof map / sizeof *map; i++) pd[map[i].pad] = (w & map[i].bit) != 0;
|
|
pd[PAD_ZL] = st.pad.lt > 128, pd[PAD_ZR] = st.pad.rt > 128;
|
|
raw[0] = st.pad.lx, raw[1] = st.pad.ly, raw[2] = st.pad.rx, raw[3] = st.pad.ry;
|
|
return 1;
|
|
}
|
|
#endif
|
|
|
|
#ifdef _WIN32
|
|
// 1 when the DualShock 3 reader (input_ds3_win.c) has input beyond rest: a button down or a stick past half way.
|
|
static int ds3_pressed(const uint8_t pd[PAD_COUNT], const int32_t raw[4]) {
|
|
for (int p = PAD_SOUTH; p < PAD_COUNT; p++)
|
|
if (pd[p]) return 1;
|
|
for (int i = 0; i < 4; i++)
|
|
if (abs(raw[i]) > PAD_USED) return 1;
|
|
return 0;
|
|
}
|
|
|
|
// Under lock: the DualShock 3 reader's inputs when it is the controller the game follows, else 0. Next to an SDL
|
|
// gamepad the one pressed last is followed, as between two SDL gamepads (pad_follow); the same DualShock 3 that a driver
|
|
// also presents to SDL is two sources of one device, and either one gives the same presses.
|
|
static int ds3_primary(uint8_t pd[PAD_COUNT], int32_t raw[4], int sdl_pad) {
|
|
if (!ds3_read(pd, raw)) return 0;
|
|
if (!sdl_pad) return 1;
|
|
static int follow = 1;
|
|
if (ds3_pressed(pd, raw)) follow = 1;
|
|
else if (pad_active(pad)) follow = 0;
|
|
return follow;
|
|
}
|
|
#endif
|
|
|
|
static int pad_read_now(uint64_t *b, int32_t sl[2], int32_t sr[2]);
|
|
|
|
// Under lock, state 1: the gamepad's buttons (ORed into *b) and sticks; 0 without one. While SDL is finding devices
|
|
// again (sdl_enter) the answer is the last one read: what was held stays held for those moments.
|
|
static int pad_read(uint64_t *b, int32_t sl[2], int32_t sr[2]) {
|
|
static uint64_t last_b;
|
|
static int32_t last_sl[2], last_sr[2];
|
|
static int last_ok;
|
|
if (sdl_enter()) {
|
|
uint64_t pb = 0;
|
|
int32_t l[2] = {0, 0}, r[2] = {0, 0};
|
|
last_ok = pad_read_now(&pb, l, r);
|
|
sdl_leave();
|
|
last_b = pb, last_sl[0] = l[0], last_sl[1] = l[1], last_sr[0] = r[0], last_sr[1] = r[1];
|
|
}
|
|
if (last_ok) *b |= last_b, sl[0] = last_sl[0], sl[1] = last_sl[1], sr[0] = last_sr[0], sr[1] = last_sr[1];
|
|
return last_ok;
|
|
}
|
|
|
|
static int pad_read_now(uint64_t *b, int32_t sl[2], int32_t sr[2]) {
|
|
uint8_t pd[PAD_COUNT] = {0};
|
|
#ifdef _WIN32
|
|
int sdl = pad_physical(pd);
|
|
uint8_t dd[PAD_COUNT] = {0};
|
|
int32_t raw[4];
|
|
if (ds3_primary(dd, raw, sdl)) {
|
|
*b |= input_map_pad_buttons(dd, pad_layout_get());
|
|
input_pad_stick(raw[0], raw[1], stick_dead_get(0), sl);
|
|
input_pad_stick(raw[2], raw[3], stick_dead_get(1), sr);
|
|
return 1;
|
|
}
|
|
if (!sdl) {
|
|
if (!xinput_read(pd, raw)) return 0;
|
|
*b |= input_map_pad_buttons(pd, pad_layout_get());
|
|
input_pad_stick(raw[0], raw[1], stick_dead_get(0), sl);
|
|
input_pad_stick(raw[2], raw[3], stick_dead_get(1), sr);
|
|
return 1;
|
|
}
|
|
#else
|
|
if (!pad_physical(pd)) return 0;
|
|
#endif
|
|
*b |= input_map_pad_buttons(pd, pad_layout_get());
|
|
stick(SDL_GAMEPAD_AXIS_LEFTX, SDL_GAMEPAD_AXIS_LEFTY, stick_dead_get(0), sl);
|
|
stick(SDL_GAMEPAD_AXIS_RIGHTX, SDL_GAMEPAD_AXIS_RIGHTY, stick_dead_get(1), sr);
|
|
return 1;
|
|
}
|
|
|
|
int input_pad_stick_percent(double pct[2]) {
|
|
int ok = 0;
|
|
pct[0] = pct[1] = 0;
|
|
plat_mutex_lock(&lock);
|
|
int in = state == 1 && plat_mutex_trylock(&sdl_lock); // not while SDL updates: this reading is skipped then
|
|
int sdl_pad = in && pad && SDL_GamepadConnected(pad);
|
|
#ifdef _WIN32
|
|
uint8_t dd[PAD_COUNT];
|
|
int32_t raw[4];
|
|
if (state == 1 && ds3_primary(dd, raw, sdl_pad)) {
|
|
pct[0] = input_stick_percent(raw[0], raw[1]);
|
|
pct[1] = input_stick_percent(raw[2], raw[3]);
|
|
ok = 1;
|
|
} else
|
|
#endif
|
|
if (sdl_pad) { // the game's poll keeps the state fresh (sdl_enter)
|
|
pct[0] = input_stick_percent(SDL_GetGamepadAxis(pad, SDL_GAMEPAD_AXIS_LEFTX),
|
|
SDL_GetGamepadAxis(pad, SDL_GAMEPAD_AXIS_LEFTY));
|
|
pct[1] = input_stick_percent(SDL_GetGamepadAxis(pad, SDL_GAMEPAD_AXIS_RIGHTX),
|
|
SDL_GetGamepadAxis(pad, SDL_GAMEPAD_AXIS_RIGHTY));
|
|
ok = 1;
|
|
}
|
|
if (in) sdl_leave();
|
|
plat_mutex_unlock(&lock);
|
|
return ok;
|
|
}
|
|
|
|
static void poll_merged(uint64_t *buttons, int32_t *lx, int32_t *ly, int32_t *rx, int32_t *ry) {
|
|
uint64_t b = 0;
|
|
int32_t sl[2] = {0, 0}, sr[2] = {0, 0};
|
|
plat_mutex_lock(&lock);
|
|
if (!state) start();
|
|
if (state > 0) {
|
|
binds_refresh();
|
|
if (state == 1) pad_read(&b, sl, sr);
|
|
int pad_used = b || abs(sl[0]) > PAD_USED || abs(sl[1]) > PAD_USED || abs(sr[0]) > PAD_USED ||
|
|
abs(sr[1]) > PAD_USED, kbm_used = 0;
|
|
if (ikb_foreground()) {
|
|
uint8_t down[KEY_COUNT] = {0};
|
|
// Mouse buttons count only while the cursor is captured, and a button already held when the capture began
|
|
// (the click that refocused the window) is ignored until it is released.
|
|
static int was_captured;
|
|
static uint8_t mouse_ignore[KEY_COUNT];
|
|
int cap = ikb_captured();
|
|
// A scan is one key state system call per key (about 95). The game reads several pads in a row: reads
|
|
// within a millisecond of a scan get its answers again.
|
|
static uint8_t raw[KEY_COUNT];
|
|
static uint64_t raw_at;
|
|
uint64_t now = plat_now_ns();
|
|
if (!raw_at || now - raw_at >= 1000000) {
|
|
for (int k = 1; k < KEY_COUNT; k++) raw[k] = (uint8_t)(ikb_down(k) != 0);
|
|
raw_at = now;
|
|
}
|
|
for (int k = 1; k < KEY_COUNT; k++) {
|
|
down[k] = raw[k];
|
|
kbm_used |= down[k];
|
|
if (k < KEY_MOUSE_L || k > KEY_MOUSE_X2) continue;
|
|
if (cap && !was_captured) mouse_ignore[k] = down[k];
|
|
if (!down[k]) mouse_ignore[k] = 0;
|
|
if (!cap || mouse_ignore[k]) down[k] = 0;
|
|
}
|
|
was_captured = cap;
|
|
b |= input_map_buttons(down);
|
|
int32_t k[2];
|
|
walk_get();
|
|
int walk = walk_key != KEY_NONE && down[walk_key];
|
|
input_map_stick(down, 0, k);
|
|
if (walk) k[0] = (int32_t)(k[0] * walk_scale), k[1] = (int32_t)(k[1] * walk_scale);
|
|
pick(&sl[0], &sl[1], k[0], k[1]);
|
|
input_map_stick(down, 1, k);
|
|
if (walk) k[0] = (int32_t)(k[0] * walk_scale), k[1] = (int32_t)(k[1] * walk_scale);
|
|
pick(&sr[0], &sr[1], k[0], k[1]);
|
|
int selector = b & (1ull << B_L) ? 1 : b & (1ull << B_UP) ? 2 :
|
|
b & (1ull << B_LEFT) ? 3 : b & (1ull << B_RIGHT) ? 4 : 0;
|
|
mouse_camera(k, selector);
|
|
pick(&sr[0], &sr[1], k[0], k[1]);
|
|
int32_t shake = shake_stick(input_map_held(down, B_SHAKE));
|
|
if (shake) sr[0] = shake, sr[1] = 0;
|
|
static uint32_t travel_seen;
|
|
uint32_t travel = ikb_mouse_travel();
|
|
if (travel - travel_seen >= MOUSE_USED) kbm_used = 1;
|
|
travel_seen = travel;
|
|
}
|
|
// A press or a full-way stick on the pad wins over keys held in the same poll: the player picked it up
|
|
if (pad_used) __atomic_store_n(&g_kbm_last, 0, __ATOMIC_RELAXED);
|
|
else if (kbm_used) __atomic_store_n(&g_kbm_last, 1, __ATOMIC_RELAXED);
|
|
}
|
|
script_apply(&b, sl, sr);
|
|
rec_apply(b, sl, sr);
|
|
// Minus and Plus held together (gamepad or keys) open or close the menu and never reach the game
|
|
static int combo_held;
|
|
int32_t st[4] = {sl[0], sl[1], sr[0], sr[1]};
|
|
int toggle = input_menu_gate(&combo_held, menu_is_open(), &b, st);
|
|
static int overlay_held; // L3+R3 step the performance overlay (F10)
|
|
int overlay = input_overlay_gate(&overlay_held, &b);
|
|
sl[0] = st[0], sl[1] = st[1], sr[0] = st[2], sr[1] = st[3];
|
|
plat_mutex_unlock(&lock);
|
|
if (toggle) menu_toggle();
|
|
if (overlay) menu_perf_cycle();
|
|
stick_bits(&b, sl[0], sl[1], B_SL_LEFT);
|
|
stick_bits(&b, sr[0], sr[1], B_SR_LEFT);
|
|
*buttons = b; *lx = sl[0]; *ly = sl[1]; *rx = sr[0]; *ry = sr[1];
|
|
}
|
|
|
|
// Text entry (swkbd_*.c): while it is open the game reads no input, as behind the keyboard applet; after it closes
|
|
// the game reads none until every button and stick direction is released, so the press that closed it stays there.
|
|
// g_block: 0 off, 1 text entry open, 2 closed, waiting for the release. The cursor is released while it is open.
|
|
// When g_block and g_menu last went to 2 (plat_now_ns). The wait for the release ends after RELEASE_WAIT_NS even with
|
|
// something held: an input that never reads as released (a button another program holds down, a key whose release
|
|
// went to another window, a stick that rests outside its dead zone) would otherwise keep the game deaf until restart
|
|
// (#462, #494). A press that closed the menu is let go well within the wait; one still held after it is meant.
|
|
static volatile uint64_t g_block_closed, g_menu_closed;
|
|
#define RELEASE_WAIT_NS 1000000000ull
|
|
|
|
int input_cursor_allowed(void) {
|
|
const char *in = cfg_get("NX2NAVI_INPUT");
|
|
return g_block != 1 && g_menu != 1 && mouse_sens_get() > 0 && !(in && !strcmp(in, "none")) && !menu_cursor_pointer();
|
|
}
|
|
|
|
void input_block(int on) {
|
|
if (!on) __atomic_store_n(&g_block_closed, plat_now_ns(), __ATOMIC_RELEASE);
|
|
plat_xchg32(&g_block, on ? 1 : 2);
|
|
ikb_cursor_update();
|
|
}
|
|
|
|
// The in-game menu (ui/menu.cpp) blocks the game's input the same way: g_menu 0 closed, 1 open, 2 closed, waiting for
|
|
// the release. The cursor is released while it is open, for the menu's mouse.
|
|
void input_menu(int open) {
|
|
if (!open) __atomic_store_n(&g_menu_closed, plat_now_ns(), __ATOMIC_RELEASE);
|
|
plat_xchg32(&g_menu, open ? 1 : 2);
|
|
if (!open) ikb_menu_closed(); // the capture before Esc comes back
|
|
ikb_cursor_update();
|
|
}
|
|
|
|
// 1 while flag (g_block, g_menu) blocks the game's input; state 2 ends at the first poll with nothing held, or with
|
|
// something still held RELEASE_WAIT_NS after closed. A stick axis counts as held as well: with the walk key the
|
|
// keyboard's sticks move part way without setting a direction bit, so a gate that watched the buttons alone would let
|
|
// that movement through the moment the menu or the text entry closes.
|
|
static int blocked(volatile int32_t *flag, volatile uint64_t *closed, const char *what, uint64_t buttons,
|
|
const int32_t *axes) {
|
|
int32_t k = *flag;
|
|
if (k != 2) return k != 0;
|
|
int held = buttons != 0;
|
|
for (int i = 0; i < 4; i++) held |= axes[i] != 0;
|
|
if (held && plat_now_ns() - __atomic_load_n(closed, __ATOMIC_ACQUIRE) < RELEASE_WAIT_NS) return 1;
|
|
if (plat_cas32(flag, 0, 2) != 2) return *flag != 0; // reopened meanwhile
|
|
if (held)
|
|
rt_log("input: the %s closed 1 s ago and input is still held (buttons %#llx, sticks %d %d %d %d); the game "
|
|
"gets it from now on", what, (unsigned long long)buttons, axes[0], axes[1], axes[2], axes[3]);
|
|
return 0;
|
|
}
|
|
|
|
void input_poll(uint64_t *buttons, int32_t *lx, int32_t *ly, int32_t *rx, int32_t *ry) {
|
|
poll_merged(buttons, lx, ly, rx, ry);
|
|
if (!g_block && !g_menu) menu_cursor_poll(buttons);
|
|
const int32_t axes[4] = {*lx, *ly, *rx, *ry};
|
|
int text = blocked(&g_block, &g_block_closed, "text entry", *buttons, axes),
|
|
menu = blocked(&g_menu, &g_menu_closed, "menu", *buttons, axes);
|
|
if (!text && !menu) return;
|
|
*buttons = 0; *lx = *ly = *rx = *ry = 0;
|
|
}
|
|
|
|
void input_poll_ui(uint64_t *buttons, int32_t *lx, int32_t *ly, int32_t *rx, int32_t *ry) {
|
|
poll_merged(buttons, lx, ly, rx, ry);
|
|
}
|
|
|
|
int input_pad_read(uint64_t *buttons, int32_t *lx, int32_t *ly) {
|
|
uint64_t b = 0;
|
|
int32_t sl[2] = {0, 0}, sr[2] = {0, 0};
|
|
plat_mutex_lock(&lock);
|
|
if (!state) start();
|
|
if (state > 0) binds_refresh();
|
|
int ok = state == 1 && pad_read(&b, sl, sr);
|
|
plat_mutex_unlock(&lock);
|
|
*buttons = b;
|
|
*lx = sl[0];
|
|
*ly = sl[1];
|
|
return ok;
|
|
}
|
|
|
|
uint16_t rumble_motor(float a, float curve, float strength) {
|
|
if (!(a > 0) || !(strength > 0)) return 0;
|
|
float v = powf(a > 1 ? 1 : a, curve) * strength * 65535.0f + 0.5f;
|
|
return v >= 65535.0f ? 65535 : (uint16_t)v;
|
|
}
|
|
|
|
int input_pad_layout(void) {
|
|
return (int)plat_cas32(&pad_layout_shown, 0, 0);
|
|
}
|
|
|
|
int input_pad_label(int pad_id) {
|
|
if (pad_id < PAD_SOUTH || pad_id > PAD_NORTH) return PAD_LABEL_NONE;
|
|
return (int)plat_cas32(&pad_labels[pad_id - PAD_SOUTH], 0, 0);
|
|
}
|
|
|
|
void input_map_snapshot(InputMap *m) {
|
|
plat_mutex_lock(&lock);
|
|
if (!state) start();
|
|
if (state > 0) binds_refresh();
|
|
*m = input_map;
|
|
plat_mutex_unlock(&lock);
|
|
}
|
|
|
|
int input_capture(int reset, int *id) {
|
|
static uint8_t prev_k[KEY_COUNT], prev_p[PAD_COUNT];
|
|
static int prev_esc;
|
|
uint8_t k[KEY_COUNT] = {0}, p[PAD_COUNT] = {0};
|
|
int fg = ikb_foreground();
|
|
for (int i = 1; i < KEY_COUNT; i++) k[i] = fg && ikb_down(i);
|
|
int esc = fg && ikb_escape();
|
|
plat_mutex_lock(&lock);
|
|
if (!state) start();
|
|
if (state == 1 && sdl_enter()) pad_physical(p), sdl_leave();
|
|
#ifdef _WIN32
|
|
if (state == 1) { // a DualShock 3 the reader has: its presses can be bound too
|
|
uint8_t dd[PAD_COUNT];
|
|
int32_t raw[4];
|
|
if (ds3_read(dd, raw))
|
|
for (int i = 1; i < PAD_COUNT; i++) p[i] |= dd[i];
|
|
}
|
|
#endif
|
|
plat_mutex_unlock(&lock);
|
|
int got = INPUT_CAPTURE_NONE;
|
|
if (!reset) {
|
|
if (esc && !prev_esc) got = INPUT_CAPTURE_CANCEL;
|
|
for (int i = 1; i < KEY_COUNT && !got; i++)
|
|
if (k[i] && !prev_k[i]) got = INPUT_CAPTURE_KEY, *id = i;
|
|
for (int i = 1; i < PAD_COUNT && !got; i++)
|
|
if (p[i] && !prev_p[i]) got = INPUT_CAPTURE_PAD, *id = i;
|
|
}
|
|
memcpy(prev_k, k, sizeof k);
|
|
memcpy(prev_p, p, sizeof p);
|
|
prev_esc = esc;
|
|
return got;
|
|
}
|
|
|
|
int input_rumble_triggers_enabled(void) {
|
|
return cfg_bool("NX2NAVI_RUMBLE_TRIGGERS");
|
|
}
|
|
|
|
int input_rumble(uint16_t low, uint16_t high, uint32_t ms) {
|
|
int ok = 0;
|
|
static int triggers = -1;
|
|
static unsigned seen;
|
|
if (triggers < 0 || seen != cfg_version()) seen = cfg_version(), triggers = input_rumble_triggers_enabled();
|
|
plat_mutex_lock(&lock);
|
|
if (state == 1 && pad && pad_rumble && plat_mutex_trylock(&sdl_lock)) { // one skipped while SDL updates
|
|
ok = SDL_RumbleGamepad(pad, low, high, ms);
|
|
if (triggers) SDL_RumbleGamepadTriggers(pad, high, high, ms); // unsupported pads return false: ignored
|
|
sdl_leave();
|
|
}
|
|
#ifdef _WIN32
|
|
if (state == 1 && ds3_rumble(low, high, ms)) ok = 1; // no-op unless the DualShock 3 reader has a controller
|
|
#endif
|
|
plat_mutex_unlock(&lock);
|
|
return ok;
|
|
}
|
|
|
|
// SDL gamepad sensor axes (SDL_sensor.h, a gamepad held in front of you): x to the right, y up out of the face (lying
|
|
// flat face up, +y points at the ceiling), z toward the player (out of the bottom edge). The accelerometer reads the
|
|
// push against gravity in m/s^2 (lying flat: y = +9.81); the gyro reads rad/s, counter-clockwise positive (right hand).
|
|
// Switch six-axis axes (nn::hid): x to the
|
|
// right, y toward the top edge (away from the player), z out of the face; acceleration as gravity reads (lying flat:
|
|
// z = -1 G). So Switch x = SDL x, Switch y = -SDL z, Switch z = SDL y: a rotation (right-handed to right-handed), so the
|
|
// gyro keeps its sense, while the acceleration is also negated (push -> gravity) and scaled to G.
|
|
void input_motion_axes(const float a[3], const float g[3], double acc[3], double gyro[3]) {
|
|
acc[0] = -a[0] / SDL_STANDARD_GRAVITY;
|
|
acc[1] = a[2] / SDL_STANDARD_GRAVITY;
|
|
acc[2] = -a[1] / SDL_STANDARD_GRAVITY;
|
|
gyro[0] = g[0];
|
|
gyro[1] = -g[2];
|
|
gyro[2] = g[1];
|
|
}
|
|
|
|
// Under lock: (re)enable the sensors when the open gamepad changed; 1 if it has both and they are on.
|
|
static int sensors_ready(void) {
|
|
SDL_JoystickID id = SDL_GetGamepadID(pad);
|
|
if (id == sensor_pad) return sensor_ok;
|
|
sensor_pad = id;
|
|
// Nothing drains the SDL event queue: no event per sample (the data still updates, SDL_SendJoystickSensor)
|
|
SDL_SetEventEnabled(SDL_EVENT_GAMEPAD_SENSOR_UPDATE, false);
|
|
sensor_ok =SDL_GamepadHasSensor(pad, SDL_SENSOR_GYRO) && SDL_GamepadHasSensor(pad, SDL_SENSOR_ACCEL) &&
|
|
SDL_SetGamepadSensorEnabled(pad, SDL_SENSOR_GYRO, true) &&
|
|
SDL_SetGamepadSensorEnabled(pad, SDL_SENSOR_ACCEL, true);
|
|
if (sensor_ok) rt_log("input: motion sensors on (gyro %.0f Hz, accelerometer %.0f Hz)",
|
|
(double)SDL_GetGamepadSensorDataRate(pad, SDL_SENSOR_GYRO),
|
|
(double)SDL_GetGamepadSensorDataRate(pad, SDL_SENSOR_ACCEL));
|
|
else rt_log("input: \"%s\" has no gyro and accelerometer: the six-axis sensor reads a controller at rest",
|
|
SDL_GetGamepadName(pad));
|
|
return sensor_ok;
|
|
}
|
|
|
|
int input_motion_enabled(void) {
|
|
static int on = -1;
|
|
static unsigned seen;
|
|
unsigned v = cfg_version();
|
|
if (on < 0 || v != seen) {
|
|
seen = v;
|
|
on = cfg_bool("NX2NAVI_MOTION");
|
|
}
|
|
return on;
|
|
}
|
|
|
|
// 250 Hz: the gamepads update (reports read, rumble expiry) and the newest gyro and accelerometer sample goes into the
|
|
// fusion. Without a gamepad with sensors, or with motion off (NX2NAVI_MOTION=0, live), nothing is fed and the six-axis
|
|
// sensor reads at rest.
|
|
static void motion_main(void *arg) {
|
|
(void)arg;
|
|
for (;;) {
|
|
plat_wait_ns(4000000);
|
|
float a[3], g[3];
|
|
int have = 0;
|
|
plat_mutex_lock(&lock);
|
|
if (pad && sdl_enter()) { // no sample while SDL finds devices again
|
|
have = SDL_GamepadConnected(pad) && sensors_ready() &&
|
|
SDL_GetGamepadSensorData(pad, SDL_SENSOR_ACCEL, a, 3) && SDL_GetGamepadSensorData(pad, SDL_SENSOR_GYRO, g, 3);
|
|
sdl_leave();
|
|
}
|
|
plat_mutex_unlock(&lock);
|
|
if (!have || !input_motion_enabled()) continue;
|
|
double acc[3], gyro[3];
|
|
input_motion_axes(a, g, acc, gyro);
|
|
motion_feed(motion_global(), acc, gyro, kern_now_ns());
|
|
}
|
|
}
|
|
|
|
void input_motion_start(void) {
|
|
plat_mutex_lock(&lock);
|
|
if (!state) start();
|
|
if (!motion_thread) {
|
|
if (!input_motion_enabled()) rt_log("input: motion off (NX2NAVI_MOTION=0); it can be turned on while the game runs");
|
|
if (state != 1) motion_thread = -1;
|
|
else {
|
|
if (!plat_thread_spawn(motion_main, NULL, "motion", 0)) rt_fatal("input: cannot start the motion thread");
|
|
motion_thread = 1;
|
|
}
|
|
}
|
|
plat_mutex_unlock(&lock);
|
|
}
|
|
|
|
// --probe-input: the gamepad path on SDL's virtual test gamepad (NX2NAVI_TEST_PAD). The pad thread comes up, a poll
|
|
// reads the gamepad, polls are quick, and while an update takes as long as a device search (up_test_ns) the polls go on
|
|
// with their last state instead of waiting for it. Needs no game files and no controller.
|
|
int probe_gamepad(void) {
|
|
int fails = 0;
|
|
cfg_setenv("NX2NAVI_TEST_PAD", "20000,-12000,0,0");
|
|
uint64_t b = 0;
|
|
int32_t lx = 0, ly = 0;
|
|
uint64_t t0 = plat_now_ns();
|
|
int ok = input_pad_read(&b, &lx, &ly);
|
|
printf("input: first poll %.1f ms (SDL comes up on the pad thread), gamepad %s\n", (plat_now_ns() - t0) / 1e6,
|
|
ok ? "read" : "not read");
|
|
if (!ok) fails++, printf("FAIL: no gamepad was read, with the test gamepad attached\n");
|
|
plat_mutex_lock(&lock);
|
|
const char *nm = pad && plat_mutex_trylock(&sdl_lock) ? SDL_GetGamepadName(pad) : NULL;
|
|
int test = nm && strstr(nm, "test gamepad");
|
|
if (nm) sdl_leave();
|
|
plat_mutex_unlock(&lock);
|
|
if (test && (lx < 8000 || ly == 0)) fails++, printf("FAIL: the test gamepad's left stick read %d,%d\n", lx, ly);
|
|
if (!test) printf("input: another gamepad is the primary one; the stick values are not checked\n");
|
|
// ordinary polls: each asks the pad thread for an update unless one is fresh
|
|
uint64_t worst = 0, sum = 0;
|
|
enum { N = 400 };
|
|
for (int i = 0; i < N; i++) {
|
|
plat_wait_ns(700000); // past UP_FRESH_NS: every poll asks
|
|
uint64_t p0 = plat_now_ns();
|
|
int32_t x, y;
|
|
ok = input_pad_read(&b, &x, &y);
|
|
uint64_t d = plat_now_ns() - p0;
|
|
sum += d;
|
|
if (d > worst) worst = d;
|
|
if (!ok || (test && x != lx)) { fails++, printf("FAIL: poll %d read %d (stick %d, was %d)\n", i, ok, x, lx); break; }
|
|
}
|
|
printf("input: %d polls, each with its own update: %.0f us on average, %.0f us the longest\n", N, sum / 1e3 / N, worst / 1e3);
|
|
if (worst > UP_WAIT_NS + 3000000) fails++, printf("FAIL: a poll took %.1f ms\n", worst / 1e6);
|
|
uint64_t stale0 = up_stale;
|
|
// an update that takes 300 ms: the first poll waits UP_WAIT_NS for it, the others not at all, and all get the stick
|
|
__atomic_store_n(&up_test_ns, 300000000ull, __ATOMIC_RELAXED);
|
|
plat_wait_ns(700000);
|
|
uint64_t s0 = plat_now_ns(), first = 0, rest = 0;
|
|
int n = 0;
|
|
while (plat_now_ns() - s0 < 250000000ull) {
|
|
uint64_t p0 = plat_now_ns();
|
|
int32_t x, y;
|
|
ok = input_pad_read(&b, &x, &y);
|
|
uint64_t d = plat_now_ns() - p0;
|
|
if (!n) first = d;
|
|
else if (d > rest) rest = d;
|
|
n++;
|
|
if (!ok || (test && x != lx)) { fails++, printf("FAIL: a poll during the long update read %d (stick %d, was %d)\n", ok, x, lx); break; }
|
|
plat_wait_ns(1000000);
|
|
}
|
|
printf("input: during a 300 ms update: %d polls, the first %.1f ms, the longest after it %.0f us, %llu went on with "
|
|
"the last state\n", n, first / 1e6, rest / 1e3, (unsigned long long)(up_stale - stale0));
|
|
if (first > UP_WAIT_NS + 3000000 || rest > 1500000 || up_stale - stale0 < (uint64_t)n - 1)
|
|
fails++, printf("FAIL: polls waited for the long update\n");
|
|
plat_wait_ns(120000000); // the long update ends: polls are fresh again
|
|
uint64_t g0 = up_gen;
|
|
ok = input_pad_read(&b, &lx, &ly);
|
|
if (!ok || up_gen == g0) fails++, printf("FAIL: no update after the long one\n");
|
|
double pct[2];
|
|
input_pad_stick_percent(pct);
|
|
input_rumble(1000, 1000, 10);
|
|
printf("probe-input: %s\n", fails ? "FAILED" : "passed");
|
|
return fails != 0;
|
|
}
|