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@ -123,8 +123,7 @@ void Controller_Gesture::UpdateGestureSharedMemory(u8* data, std::size_t size,
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cur_entry.sampling_number2 = cur_entry.sampling_number;
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// Reset values to default
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cur_entry.delta_x = 0;
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cur_entry.delta_y = 0;
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cur_entry.delta = {};
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cur_entry.vel_x = 0;
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cur_entry.vel_y = 0;
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cur_entry.direction = Direction::None;
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@ -147,10 +146,7 @@ void Controller_Gesture::UpdateGestureSharedMemory(u8* data, std::size_t size,
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cur_entry.attributes = attributes;
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cur_entry.pos = gesture.mid_point;
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cur_entry.point_count = static_cast<s32>(gesture.active_points);
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for (size_t id = 0; id < MAX_POINTS; id++) {
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cur_entry.points[id].x = gesture.points[id].x;
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cur_entry.points[id].y = gesture.points[id].y;
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}
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cur_entry.points = gesture.points;
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last_gesture = gesture;
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std::memcpy(data + SHARED_MEMORY_OFFSET, &shared_memory, sizeof(SharedMemory));
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@ -261,11 +257,10 @@ void Controller_Gesture::UpdatePanEvent(GestureProperties& gesture,
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auto& cur_entry = shared_memory.gesture_states[shared_memory.header.last_entry_index];
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const auto& last_entry =
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shared_memory.gesture_states[(shared_memory.header.last_entry_index + 16) % 17];
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cur_entry.delta_x = gesture.mid_point.x - last_entry.pos.x;
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cur_entry.delta_y = gesture.mid_point.y - last_entry.pos.y;
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cur_entry.delta = gesture.mid_point - last_entry.pos;
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cur_entry.vel_x = static_cast<f32>(cur_entry.delta_x) / time_difference;
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cur_entry.vel_y = static_cast<f32>(cur_entry.delta_y) / time_difference;
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cur_entry.vel_x = static_cast<f32>(cur_entry.delta.x) / time_difference;
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cur_entry.vel_y = static_cast<f32>(cur_entry.delta.y) / time_difference;
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last_pan_time_difference = time_difference;
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// Promote to pinch type
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@ -292,9 +287,9 @@ void Controller_Gesture::EndPanEvent(GestureProperties& gesture,
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const auto& last_entry =
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shared_memory.gesture_states[(shared_memory.header.last_entry_index + 16) % 17];
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cur_entry.vel_x =
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static_cast<f32>(last_entry.delta_x) / (last_pan_time_difference + time_difference);
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static_cast<f32>(last_entry.delta.x) / (last_pan_time_difference + time_difference);
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cur_entry.vel_y =
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static_cast<f32>(last_entry.delta_y) / (last_pan_time_difference + time_difference);
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static_cast<f32>(last_entry.delta.y) / (last_pan_time_difference + time_difference);
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const f32 curr_vel =
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std::sqrt((cur_entry.vel_x * cur_entry.vel_x) + (cur_entry.vel_y * cur_entry.vel_y));
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@ -319,17 +314,17 @@ void Controller_Gesture::SetSwipeEvent(GestureProperties& gesture,
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type = TouchType::Swipe;
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gesture = last_gesture_props;
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force_update = true;
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cur_entry.delta_x = last_entry.delta_x;
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cur_entry.delta_y = last_entry.delta_y;
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if (std::abs(cur_entry.delta_x) > std::abs(cur_entry.delta_y)) {
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if (cur_entry.delta_x > 0) {
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cur_entry.delta = last_entry.delta;
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if (std::abs(cur_entry.delta.x) > std::abs(cur_entry.delta.y)) {
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if (cur_entry.delta.x > 0) {
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cur_entry.direction = Direction::Right;
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return;
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}
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cur_entry.direction = Direction::Left;
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return;
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}
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if (cur_entry.delta_y > 0) {
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if (cur_entry.delta.y > 0) {
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cur_entry.direction = Direction::Down;
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return;
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}
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@ -375,8 +370,7 @@ std::size_t Controller_Gesture::UpdateTouchInputEvent(
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finger_id = first_free_id.value();
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fingers[finger_id].pressed = true;
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}
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fingers[finger_id].x = x;
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fingers[finger_id].y = y;
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fingers[finger_id].pos = {x, y};
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return finger_id;
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}
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@ -396,17 +390,18 @@ Controller_Gesture::GestureProperties Controller_Gesture::GetGestureProperties()
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static_cast<std::size_t>(std::distance(active_fingers.begin(), end_iter));
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for (size_t id = 0; id < gesture.active_points; ++id) {
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gesture.points[id].x =
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static_cast<s32>(active_fingers[id].x * Layout::ScreenUndocked::Width);
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gesture.points[id].y =
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static_cast<s32>(active_fingers[id].y * Layout::ScreenUndocked::Height);
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const auto& [active_x, active_y] = active_fingers[id].pos;
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gesture.points[id] = {
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.x = static_cast<s32>(active_x * Layout::ScreenUndocked::Width),
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.y = static_cast<s32>(active_y * Layout::ScreenUndocked::Height),
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};
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// Hack: There is no touch in docked but games still allow it
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if (Settings::values.use_docked_mode.GetValue()) {
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gesture.points[id].x =
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static_cast<s32>(active_fingers[id].x * Layout::ScreenDocked::Width);
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gesture.points[id].y =
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static_cast<s32>(active_fingers[id].y * Layout::ScreenDocked::Height);
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gesture.points[id] = {
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.x = static_cast<s32>(active_x * Layout::ScreenDocked::Width),
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.y = static_cast<s32>(active_y * Layout::ScreenDocked::Height),
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};
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}
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gesture.mid_point.x += static_cast<s32>(gesture.points[id].x / gesture.active_points);
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