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Clamp controller sticks to circle, instead of square (#2493)
* clamp controller sticks to circle, instead of square * fix deadzone * addressed comments
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1 changed files with 42 additions and 24 deletions
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@ -343,28 +343,6 @@ namespace Ryujinx.Input.HLE
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}
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}
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private static short ClampAxis(float value)
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{
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if (value <= -short.MaxValue)
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{
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return -short.MaxValue;
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}
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else
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{
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return (short)(value * short.MaxValue);
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}
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private static JoystickPosition ApplyDeadzone(float x, float y, float deadzone)
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{
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return new JoystickPosition
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{
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Dx = ClampAxis(MathF.Abs(x) > deadzone ? x : 0.0f),
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Dy = ClampAxis(MathF.Abs(y) > deadzone ? y : 0.0f)
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};
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}
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public GamepadInput GetHLEInputState()
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{
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GamepadInput state = new GamepadInput();
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@ -400,13 +378,53 @@ namespace Ryujinx.Input.HLE
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(float leftAxisX, float leftAxisY) = State.GetStick(StickInputId.Left);
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(float rightAxisX, float rightAxisY) = State.GetStick(StickInputId.Right);
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state.LStick = ApplyDeadzone(leftAxisX, leftAxisY, controllerConfig.DeadzoneLeft);
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state.RStick = ApplyDeadzone(rightAxisX, rightAxisY, controllerConfig.DeadzoneRight);
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state.LStick = ClampToCircle(ApplyDeadzone(leftAxisX, leftAxisY, controllerConfig.DeadzoneLeft));
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state.RStick = ClampToCircle(ApplyDeadzone(rightAxisX, rightAxisY, controllerConfig.DeadzoneRight));
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}
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return state;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private static JoystickPosition ApplyDeadzone(float x, float y, float deadzone)
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{
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return new JoystickPosition
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{
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Dx = ClampAxis(MathF.Abs(x) > deadzone ? x : 0.0f),
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Dy = ClampAxis(MathF.Abs(y) > deadzone ? y : 0.0f)
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};
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private static short ClampAxis(float value)
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{
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if (value <= -short.MaxValue)
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{
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return -short.MaxValue;
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}
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else
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{
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return (short)(value * short.MaxValue);
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}
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private static JoystickPosition ClampToCircle(JoystickPosition position)
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{
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Vector2 point = new Vector2(position.Dx, position.Dy);
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if (point.Length() > short.MaxValue)
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{
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point = point / point.Length() * short.MaxValue;
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}
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return new JoystickPosition
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{
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Dx = (int)point.X,
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Dy = (int)point.Y
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};
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}
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public SixAxisInput GetHLEMotionState(bool isJoyconRightPair = false)
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{
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float[] orientationForHLE = new float[9];
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