forked from Enigma-Game/Enigma
/
psp2_input.c
275 lines (250 loc) · 6.96 KB
/
psp2_input.c
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#include "psp2_input.h"
#include <math.h>
int lastmx = 0;
int lastmy = 0;
int hiresDX = 0;
int hiresDY = 0;
int insideMenu = 1;
int holding_R = 0;
extern SDL_Joystick *vitaJoy0;
int PSP2_PollEvent(SDL_Event *event) {
int ret = SDL_PollEvent(event);
if(event != NULL) {
switch (event->type) {
case SDL_MOUSEMOTION:
lastmx = event->motion.x;
lastmy = event->motion.y;
break;
case SDL_JOYBUTTONDOWN:
if (event->jbutton.which==0) // Only Joystick 0 controls the game
{
switch (event->jbutton.button) {
case PAD_CIRCLE:
event->type = SDL_KEYDOWN;
event->key.keysym.sym = SDLK_ESCAPE;
event->key.keysym.mod = 0;
break;
case PAD_CROSS:
event->type = SDL_KEYDOWN;
event->key.keysym.sym = SDLK_RETURN;
event->key.keysym.mod = 0;
break;
case PAD_L: // intentional fall-through
case PAD_SQUARE:
event->type = SDL_MOUSEBUTTONDOWN;
event->button.button = SDL_BUTTON_LEFT;
event->button.state = SDL_PRESSED;
event->button.x = lastmx;
event->button.y = lastmy;
break;
case PAD_R:
holding_R = 1; // intentional fall-through
case PAD_TRIANGLE:
event->type = SDL_MOUSEBUTTONDOWN;
event->button.button = SDL_BUTTON_RIGHT;
event->button.state = SDL_PRESSED;
event->button.x = lastmx;
event->button.y = lastmy;
break;
case PAD_START:
event->type = SDL_KEYDOWN;
event->key.keysym.sym = SDLK_F1;
event->key.keysym.mod = 0;
break;
case PAD_SELECT:
event->type = SDL_KEYDOWN;
event->key.keysym.sym = SDLK_F3;
if (holding_R) {
event->key.keysym.mod = KMOD_LSHIFT;
}
else {
event->key.keysym.mod = 0;
}
break;
case PAD_LEFT:
event->type = SDL_KEYDOWN;
event->key.keysym.sym = SDLK_LEFT;
event->key.keysym.mod = 0;
break;
case PAD_RIGHT:
event->type = SDL_KEYDOWN;
event->key.keysym.sym = SDLK_RIGHT;
event->key.keysym.mod = 0;
break;
case PAD_UP:
event->type = SDL_KEYDOWN;
event->key.keysym.sym = SDLK_UP;
event->key.keysym.mod = 0;
break;
case PAD_DOWN:
event->type = SDL_KEYDOWN;
event->key.keysym.sym = SDLK_DOWN;
event->key.keysym.mod = 0;
break;
default:
break;
}
}
break;
case SDL_JOYBUTTONUP:
if (event->jbutton.which==0) // Only Joystick 0 controls the game
{
switch (event->jbutton.button) {
case PAD_CIRCLE:
event->type = SDL_KEYUP;
event->key.keysym.sym = SDLK_ESCAPE;
event->key.keysym.mod = 0;
break;
case PAD_CROSS:
event->type = SDL_KEYUP;
event->key.keysym.sym = SDLK_RETURN;
event->key.keysym.mod = 0;
break;
case PAD_L: // intentional fall-through
case PAD_SQUARE:
event->type = SDL_MOUSEBUTTONUP;
event->button.button = SDL_BUTTON_LEFT;
event->button.state = SDL_RELEASED;
event->button.x = lastmx;
event->button.y = lastmy;
break;
case PAD_R:
holding_R = 0; // intentional fall-through
case PAD_TRIANGLE:
event->type = SDL_MOUSEBUTTONUP;
event->button.button = SDL_BUTTON_RIGHT;
event->button.state = SDL_RELEASED;
event->button.x = lastmx;
event->button.y = lastmy;
break;
case PAD_START:
event->type = SDL_KEYUP;
event->key.keysym.sym = SDLK_F1;
event->key.keysym.mod = 0;
break;
case PAD_SELECT:
event->type = SDL_KEYUP;
event->key.keysym.sym = SDLK_F3;
if (holding_R) {
event->key.keysym.mod = KMOD_LSHIFT;
}
else {
event->key.keysym.mod = 0;
}
break;
case PAD_LEFT:
event->type = SDL_KEYUP;
event->key.keysym.sym = SDLK_LEFT;
event->key.keysym.mod = 0;
break;
case PAD_RIGHT:
event->type = SDL_KEYUP;
event->key.keysym.sym = SDLK_RIGHT;
event->key.keysym.mod = 0;
break;
case PAD_UP:
event->type = SDL_KEYUP;
event->key.keysym.sym = SDLK_UP;
event->key.keysym.mod = 0;
break;
case PAD_DOWN:
event->type = SDL_KEYUP;
event->key.keysym.sym = SDLK_DOWN;
event->key.keysym.mod = 0;
break;
default:
break;
}
}
break;
default:
break;
}
}
return ret;
}
void PSP2_HandleJoysticks() {
SDL_JoystickUpdate();
int analogX = SDL_JoystickGetAxis(vitaJoy0, 0);
int analogY = SDL_JoystickGetAxis(vitaJoy0, 1);
rescaleAnalog( &analogX, &analogY, 3000);
hiresDX += analogX;
hiresDY += analogY;
const int slowdown = 4096;
if (hiresDX != 0 || hiresDY != 0) {
int xrel = hiresDX / slowdown;
int yrel = hiresDY / slowdown;
if (xrel || yrel) {
if (insideMenu) {
SDL_WarpMouse(lastmx + xrel, lastmy + yrel);
}
else
{
SDL_Event event;
event.type = SDL_MOUSEMOTION;
event.motion.x = lastmx + xrel;
event.motion.y = lastmy + yrel;
event.motion.xrel = xrel;
event.motion.yrel = yrel;
SDL_PushEvent(&event);
}
}
hiresDX %= slowdown;
hiresDY %= slowdown;
}
}
void rescaleAnalog(int *x, int *y, int dead) {
//radial and scaled deadzone
//http://www.third-helix.com/2013/04/12/doing-thumbstick-dead-zones-right.html
//input and output values go from -32767...+32767;
//the maximum is adjusted to account for SCE_CTRL_MODE_DIGITALANALOG_WIDE
//where a reported maximum axis value corresponds to 80% of the full range
//of motion of the analog stick
if (dead == 0) return;
if (dead >= 32767){
*x = 0;
*y = 0;
return;
}
const float maxAxis = 32767.0f;
float analogX = (float) *x;
float analogY = (float) *y;
float deadZone = (float) dead;
float magnitude = sqrt(analogX * analogX + analogY * analogY);
if (magnitude >= deadZone){
//adjust maximum magnitude
float absAnalogX = fabs(analogX);
float absAnalogY = fabs(analogY);
float maxX;
float maxY;
if (absAnalogX > absAnalogY){
maxX = maxAxis;
maxY = (maxAxis * analogY) / absAnalogX;
}else{
maxX = (maxAxis * analogX) / absAnalogY;
maxY = maxAxis;
}
float maximum = sqrt(maxX * maxX + maxY * maxY);
if (maximum > 1.25f * maxAxis) maximum = 1.25f * maxAxis;
if (maximum < magnitude) maximum = magnitude;
// find scaled axis values with magnitudes between zero and maximum
float scalingFactor = maximum / magnitude * (magnitude - deadZone) / (maximum - deadZone);
analogX = (analogX * scalingFactor);
analogY = (analogY * scalingFactor);
// clamp to ensure results will never exceed the maxAxis value
float clampingFactor = 1.0f;
absAnalogX = fabs(analogX);
absAnalogY = fabs(analogY);
if (absAnalogX > maxAxis || absAnalogY > maxAxis){
if (absAnalogX > absAnalogY)
clampingFactor = maxAxis / absAnalogX;
else
clampingFactor = maxAxis / absAnalogY;
}
*x = (int) (clampingFactor * analogX);
*y = (int) (clampingFactor * analogY);
}else{
*x = 0;
*y = 0;
}
}