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// Copyright 2017 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <algorithm>
#include <chrono>
#include <mutex>
#include <thread>
#include <tuple>
#include "common/math_util.h"
#include "common/quaternion.h"
#include "common/thread.h"
#include "common/vector_math.h"
#include "input_common/motion_emu.h"
namespace InputCommon {
// Implementation class of the motion emulation device
class MotionEmuDevice {
public:
MotionEmuDevice(int update_millisecond, float sensitivity)
: update_millisecond(update_millisecond),
update_duration(std::chrono::duration_cast<std::chrono::steady_clock::duration>(
std::chrono::milliseconds(update_millisecond))),
sensitivity(sensitivity), motion_emu_thread(&MotionEmuDevice::MotionEmuThread, this) {}
~MotionEmuDevice() {
if (motion_emu_thread.joinable()) {
shutdown_event.Set();
motion_emu_thread.join();
}
}
void BeginTilt(int x, int y) {
mouse_origin = Common::MakeVec(x, y);
is_tilting = true;
}
void Tilt(int x, int y) {
auto mouse_move = Common::MakeVec(x, y) - mouse_origin;
if (is_tilting) {
std::lock_guard guard{tilt_mutex};
if (mouse_move.x == 0 && mouse_move.y == 0) {
tilt_angle = 0;
} else {
tilt_direction = mouse_move.Cast<float>();
tilt_angle =
std::clamp(tilt_direction.Normalize() * sensitivity, 0.0f, Common::PI * 0.5f);
}
}
}
void EndTilt() {
std::lock_guard guard{tilt_mutex};
tilt_angle = 0;
is_tilting = false;
}
std::tuple<Common::Vec3<float>, Common::Vec3<float>> GetStatus() {
std::lock_guard guard{status_mutex};
return status;
}
private:
const int update_millisecond;
const std::chrono::steady_clock::duration update_duration;
const float sensitivity;
Common::Vec2<int> mouse_origin;
std::mutex tilt_mutex;
Common::Vec2<float> tilt_direction;
float tilt_angle = 0;
bool is_tilting = false;
Common::Event shutdown_event;
std::tuple<Common::Vec3<float>, Common::Vec3<float>> status;
std::mutex status_mutex;
// Note: always keep the thread declaration at the end so that other objects are initialized
// before this!
std::thread motion_emu_thread;
void MotionEmuThread() {
auto update_time = std::chrono::steady_clock::now();
Common::Quaternion<float> q = Common::MakeQuaternion(Common::Vec3<float>(), 0);
Common::Quaternion<float> old_q;
while (!shutdown_event.WaitUntil(update_time)) {
update_time += update_duration;
old_q = q;
{
std::lock_guard guard{tilt_mutex};
// Find the quaternion describing current 3DS tilting
q = Common::MakeQuaternion(
Common::MakeVec(-tilt_direction.y, 0.0f, tilt_direction.x), tilt_angle);
}
auto inv_q = q.Inverse();
// Set the gravity vector in world space
auto gravity = Common::MakeVec(0.0f, -1.0f, 0.0f);
// Find the angular rate vector in world space
auto angular_rate = ((q - old_q) * inv_q).xyz * 2;
angular_rate *= 1000 / update_millisecond / Common::PI * 180;
// Transform the two vectors from world space to 3DS space
gravity = QuaternionRotate(inv_q, gravity);
angular_rate = QuaternionRotate(inv_q, angular_rate);
// Update the sensor state
{
std::lock_guard guard{status_mutex};
status = std::make_tuple(gravity, angular_rate);
}
}
}
};
// Interface wrapper held by input receiver as a unique_ptr. It holds the implementation class as
// a shared_ptr, which is also observed by the factory class as a weak_ptr. In this way the factory
// can forward all the inputs to the implementation only when it is valid.
class MotionEmuDeviceWrapper : public Input::MotionDevice {
public:
MotionEmuDeviceWrapper(int update_millisecond, float sensitivity) {
device = std::make_shared<MotionEmuDevice>(update_millisecond, sensitivity);
}
std::tuple<Common::Vec3<float>, Common::Vec3<float>> GetStatus() const override {
return device->GetStatus();
}
std::shared_ptr<MotionEmuDevice> device;
};
std::unique_ptr<Input::MotionDevice> MotionEmu::Create(const Common::ParamPackage& params) {
int update_period = params.Get("update_period", 100);
float sensitivity = params.Get("sensitivity", 0.01f);
auto device_wrapper = std::make_unique<MotionEmuDeviceWrapper>(update_period, sensitivity);
// Previously created device is disconnected here. Having two motion devices for 3DS is not
// expected.
current_device = device_wrapper->device;
return std::move(device_wrapper);
}
void MotionEmu::BeginTilt(int x, int y) {
if (auto ptr = current_device.lock()) {
ptr->BeginTilt(x, y);
}
}
void MotionEmu::Tilt(int x, int y) {
if (auto ptr = current_device.lock()) {
ptr->Tilt(x, y);
}
}
void MotionEmu::EndTilt() {
if (auto ptr = current_device.lock()) {
ptr->EndTilt();
}
}
} // namespace InputCommon
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