rpcs3/rpcs3/Input/mouse_gyro_handler.cpp
2026-02-25 11:53:04 +01:00

148 lines
3.4 KiB
C++

#include "stdafx.h"
#include "mouse_gyro_handler.h"
#include <QEvent>
#include <QMouseEvent>
#include <QWheelEvent>
#include <QWindow>
#include <algorithm>
LOG_CHANNEL(gui_log, "GUI");
void mouse_gyro_handler::clear()
{
m_active = false;
m_reset = false;
m_gyro_x = DEFAULT_MOTION_X;
m_gyro_y = DEFAULT_MOTION_Y;
m_gyro_z = DEFAULT_MOTION_Z;
}
bool mouse_gyro_handler::toggle_enabled()
{
m_enabled = !m_enabled;
clear();
return m_enabled;
}
void mouse_gyro_handler::set_gyro_active()
{
gui_log.notice("Mouse-based gyro activated");
m_active = true;
}
void mouse_gyro_handler::set_gyro_reset()
{
gui_log.notice("Mouse-based gyro deactivated");
m_active = false;
m_reset = true;
}
void mouse_gyro_handler::set_gyro_xz(s32 off_x, s32 off_y)
{
if (!m_active)
return;
m_gyro_x = static_cast<u16>(std::clamp(off_x, 0, DEFAULT_MOTION_X * 2 - 1));
m_gyro_z = static_cast<u16>(std::clamp(off_y, 0, DEFAULT_MOTION_Z * 2 - 1));
}
void mouse_gyro_handler::set_gyro_y(s32 steps)
{
if (!m_active)
return;
m_gyro_y = static_cast<u16>(std::clamp(m_gyro_y + steps, 0, DEFAULT_MOTION_Y * 2 - 1));
}
void mouse_gyro_handler::handle_event(QEvent* ev, const QWindow& win)
{
if (!m_enabled)
return;
// Mouse-based motion input.
// Captures mouse events while the game window is focused.
// Updates motion sensor values via mouse position and mouse wheel while RMB is held.
// Intentionally independent of chosen pad configuration.
switch (ev->type())
{
case QEvent::MouseButtonPress:
{
auto* e = static_cast<QMouseEvent*>(ev);
if (e->button() == Qt::RightButton)
{
// Enable mouse-driven gyro emulation while RMB is held.
set_gyro_active();
}
break;
}
case QEvent::MouseButtonRelease:
{
auto* e = static_cast<QMouseEvent*>(ev);
if (e->button() == Qt::RightButton)
{
// Disable gyro emulation and request a one-shot motion reset.
set_gyro_reset();
}
break;
}
case QEvent::MouseMove:
{
auto* e = static_cast<QMouseEvent*>(ev);
// Track cursor offset from window center.
const QPoint center(win.width() / 2, win.height() / 2);
const QPoint cur = e->position().toPoint();
const s32 off_x = cur.x() - center.x() + DEFAULT_MOTION_X;
const s32 off_y = cur.y() - center.y() + DEFAULT_MOTION_Z;
// Determine motion from relative mouse position while gyro emulation is active.
set_gyro_xz(off_x, off_y);
break;
}
case QEvent::Wheel:
{
auto* e = static_cast<QWheelEvent*>(ev);
// Track mouse wheel steps.
const s32 steps = e->angleDelta().y() / 120;
// Accumulate mouse wheel steps while gyro emulation is active.
set_gyro_y(steps);
break;
}
default:
{
break;
}
}
}
void mouse_gyro_handler::apply_gyro(const std::shared_ptr<Pad>& pad)
{
if (!m_enabled || !pad || !pad->is_connected())
return;
// Inject mouse-based motion sensor values into pad sensors for gyro emulation.
// The Qt frontend maps cursor offset and wheel input to absolute motion values while RMB is held.
if (m_reset)
{
// RMB released → reset motion
pad->m_sensors[0].m_value = DEFAULT_MOTION_X;
pad->m_sensors[1].m_value = DEFAULT_MOTION_Y;
pad->m_sensors[2].m_value = DEFAULT_MOTION_Z;
clear();
}
else
{
// RMB held → accumulate motion
// Axes have been chosen as tested in Sly 4 minigames. Top-down view motion uses X/Z axes.
pad->m_sensors[0].m_value = m_gyro_x; // Mouse X → Motion X
pad->m_sensors[1].m_value = m_gyro_y; // Mouse Wheel → Motion Y
pad->m_sensors[2].m_value = m_gyro_z; // Mouse Y → Motion Z
}
}