android: Add motion sensor
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92fb7cc4e4
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@ -16,6 +16,10 @@ import android.graphics.BitmapFactory;
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import android.graphics.Canvas;
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import android.graphics.Rect;
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import android.graphics.drawable.Drawable;
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import android.hardware.Sensor;
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import android.hardware.SensorEvent;
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import android.hardware.SensorEventListener;
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import android.hardware.SensorManager;
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import android.preference.PreferenceManager;
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import android.util.AttributeSet;
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import android.util.DisplayMetrics;
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@ -38,20 +42,19 @@ import java.util.Set;
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* Draws the interactive input overlay on top of the
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* {@link SurfaceView} that is rendering emulation.
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*/
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public final class InputOverlay extends SurfaceView implements OnTouchListener {
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public final class InputOverlay extends SurfaceView implements OnTouchListener, SensorEventListener {
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private final Set<InputOverlayDrawableButton> overlayButtons = new HashSet<>();
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private final Set<InputOverlayDrawableDpad> overlayDpads = new HashSet<>();
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private final Set<InputOverlayDrawableJoystick> overlayJoysticks = new HashSet<>();
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private boolean mIsInEditMode = false;
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private InputOverlayDrawableButton mButtonBeingConfigured;
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private InputOverlayDrawableDpad mDpadBeingConfigured;
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private InputOverlayDrawableJoystick mJoystickBeingConfigured;
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private SharedPreferences mPreferences;
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// Stores the ID of the pointer that interacted with the 3DS touchscreen.
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private int mTouchscreenPointerId = -1;
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private float[] gyro = new float[3];
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private float[] accel = new float[3];
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private long motionTimestamp;
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/**
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* Constructor
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@ -67,12 +70,12 @@ public final class InputOverlay extends SurfaceView implements OnTouchListener {
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defaultOverlay();
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}
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// Reset 3ds touchscreen pointer ID
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mTouchscreenPointerId = -1;
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// Load the controls.
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refreshControls();
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// Set the on motion sensor listener.
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setMotionSensorListener(context);
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// Set the on touch listener.
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setOnTouchListener(this);
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@ -83,6 +86,20 @@ public final class InputOverlay extends SurfaceView implements OnTouchListener {
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requestFocus();
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}
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private void setMotionSensorListener(Context context) {
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SensorManager sensorManager = (SensorManager) context.getSystemService(Context.SENSOR_SERVICE);
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Sensor gyro_sensor = sensorManager.getDefaultSensor(Sensor.TYPE_GYROSCOPE);
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Sensor accel_sensor = sensorManager.getDefaultSensor(Sensor.TYPE_ACCELEROMETER);
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if (gyro_sensor != null) {
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sensorManager.registerListener(this, gyro_sensor, SensorManager.SENSOR_DELAY_GAME);
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}
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if (accel_sensor != null) {
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sensorManager.registerListener(this, accel_sensor, SensorManager.SENSOR_DELAY_GAME);
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}
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}
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/**
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* Resizes a {@link Bitmap} by a given scale factor
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*
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@ -427,6 +444,36 @@ public final class InputOverlay extends SurfaceView implements OnTouchListener {
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return true;
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}
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@Override
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public void onSensorChanged(SensorEvent event) {
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if (event.sensor.getType() == Sensor.TYPE_ACCELEROMETER) {
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accel[0] = -event.values[1] / SensorManager.GRAVITY_EARTH;
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accel[1] = event.values[0] / SensorManager.GRAVITY_EARTH;
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accel[2] = -event.values[2] / SensorManager.GRAVITY_EARTH;
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}
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if (event.sensor.getType() == Sensor.TYPE_GYROSCOPE) {
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// Investigate why sensor value is off by 12x
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gyro[0] = event.values[1] / 12.0f;
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gyro[1] = -event.values[0] / 12.0f;
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gyro[2] = event.values[2] / 12.0f;
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}
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// Only update state on accelerometer data
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if (event.sensor.getType() != Sensor.TYPE_ACCELEROMETER) {
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return;
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}
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long delta_timestamp = (event.timestamp - motionTimestamp) / 1000;
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motionTimestamp = event.timestamp;
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NativeLibrary.onGamePadMotionEvent(NativeLibrary.Player1Device, delta_timestamp, gyro[0], gyro[1], gyro[2], accel[0], accel[1], accel[2]);
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NativeLibrary.onGamePadMotionEvent(NativeLibrary.ConsoleDevice, delta_timestamp, gyro[0], gyro[1], gyro[2], accel[0], accel[1], accel[2]);
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}
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@Override
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public void onAccuracyChanged(Sensor sensor, int i) {
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}
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private void addOverlayControls(String orientation) {
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if (mPreferences.getBoolean("buttonToggle0", true)) {
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overlayButtons.add(initializeOverlayButton(getContext(), R.drawable.button_a,
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@ -11,12 +11,12 @@ void EmuWindow_Android::OnSurfaceChanged(ANativeWindow* surface) {
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}
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void EmuWindow_Android::OnTouchPressed(int id, float x, float y) {
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const auto [touch_x,touch_y]=MapToTouchScreen(x,y);
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const auto [touch_x, touch_y] = MapToTouchScreen(x, y);
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input_subsystem->GetTouchScreen()->TouchPressed(touch_x, touch_y, id);
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}
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void EmuWindow_Android::OnTouchMoved(int id, float x, float y) {
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const auto [touch_x,touch_y]=MapToTouchScreen(x,y);
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const auto [touch_x, touch_y] = MapToTouchScreen(x, y);
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input_subsystem->GetTouchScreen()->TouchMoved(touch_x, touch_y, id);
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}
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@ -29,16 +29,14 @@ void EmuWindow_Android::OnGamepadButtonEvent(int player_index, int button_id, bo
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}
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void EmuWindow_Android::OnGamepadJoystickEvent(int player_index, int stick_id, float x, float y) {
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input_subsystem->GetVirtualGamepad()->SetStickPosition(
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player_index, stick_id, x, y);
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input_subsystem->GetVirtualGamepad()->SetStickPosition(player_index, stick_id, x, y);
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}
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void EmuWindow_Android::OnGamepadMotionEvent(int player_index, u64 delta_timestamp, float gyro_x, float gyro_y,
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float gyro_z, float accel_x, float accel_y,
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float accel_z) {
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// TODO:
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// input_subsystem->GetVirtualGamepad()->SetMotionState(player_index, delta_timestamp, gyro_x, gyro_y,
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// gyro_z, accel_x, accel_y, accel_z);
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void EmuWindow_Android::OnGamepadMotionEvent(int player_index, u64 delta_timestamp, float gyro_x,
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float gyro_y, float gyro_z, float accel_x,
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float accel_y, float accel_z) {
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input_subsystem->GetVirtualGamepad()->SetMotionState(player_index, delta_timestamp, gyro_x,
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gyro_y, gyro_z, accel_x, accel_y, accel_z);
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}
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EmuWindow_Android::EmuWindow_Android(InputCommon::InputSubsystem* input_subsystem_,
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@ -39,6 +39,22 @@ void VirtualGamepad::SetStickPosition(std::size_t player_index, VirtualStick axi
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SetStickPosition(player_index, static_cast<int>(axis_id), x_value, y_value);
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}
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void VirtualGamepad::SetMotionState(std::size_t player_index, u64 delta_timestamp, float gyro_x,
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float gyro_y, float gyro_z, float accel_x, float accel_y,
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float accel_z) {
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const auto identifier = GetIdentifier(player_index);
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const BasicMotion motion_data{
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.gyro_x = gyro_x,
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.gyro_y = gyro_y,
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.gyro_z = gyro_z,
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.accel_x = accel_x,
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.accel_y = accel_y,
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.accel_z = accel_z,
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.delta_timestamp = delta_timestamp,
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};
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SetMotion(identifier, 0, motion_data);
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}
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void VirtualGamepad::ResetControllers() {
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for (std::size_t i = 0; i < PlayerIndexCount; i++) {
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SetStickPosition(i, VirtualStick::Left, 0.0f, 0.0f);
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@ -52,7 +52,7 @@ public:
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void SetButtonState(std::size_t player_index, VirtualButton button_id, bool value);
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/**
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* Sets the status of all buttons bound with the key to released
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* Sets the status of a stick to a specific player index
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* @param player_index the player number that will take this action
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* @param axis_id the id of the axis to move
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* @param x_value the position of the stick in the x axis
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@ -62,6 +62,16 @@ public:
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void SetStickPosition(std::size_t player_index, VirtualStick axis_id, float x_value,
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float y_value);
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/**
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* Sets the status of the motion sensor to a specific player index
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* @param player_index the player number that will take this action
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* @param delta_timestamp time passed since last reading
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* @param gyro_x,gyro_y,gyro_z the gyro sensor readings
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* @param accel_x,accel_y,accel_z the acelerometer reading
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*/
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void SetMotionState(std::size_t player_index, u64 delta_timestamp, float gyro_x, float gyro_y,
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float gyro_z, float accel_x, float accel_y, float accel_z);
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/// Restores all inputs into the neutral position
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void ResetControllers();
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