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https://github.com/Mr-Wiseguy/Zelda64Recomp.git
synced 2024-11-25 22:24:20 +01:00
control rumble intensity to mimic n64 rumble pak & separate rumble from input
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@ -118,6 +118,7 @@ namespace recomp {
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void get_n64_input(uint16_t* buttons_out, float* x_out, float* y_out);
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void set_rumble(bool);
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void update_rumble();
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void handle_events();
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// Rumble strength ranges from 0 to 100.
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@ -13,16 +13,108 @@ void recomp_set_current_frame_poll_id();
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void PadMgr_HandleRetrace(void);
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void PadMgr_LockPadData(void);
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void PadMgr_UnlockPadData(void);
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void PadMgr_UpdateRumble(void);
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void PadMgr_UpdateConnections(void);
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void PadMgr_UpdateInputs(void);
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void PadMgr_InitVoice(void);
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OSMesgQueue* PadMgr_AcquireSerialEventQueue(void);
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void PadMgr_ReleaseSerialEventQueue(OSMesgQueue* serialEventQueue);
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void PadMgr_ThreadEntry() {
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// @recomp Controller polling was moved to the main thread, so there's nothing to do here.
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extern PadMgr* sPadMgrInstance;
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extern s32 sPadMgrRetraceCount;
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extern FaultMgr gFaultMgr;
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extern s32 sVoiceInitStatus;
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typedef enum {
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/* 0 */ VOICE_INIT_FAILED, // voice initialization failed
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/* 1 */ VOICE_INIT_TRY, // try to initialize voice
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/* 2 */ VOICE_INIT_SUCCESS // voice initialized
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} VoiceInitStatus;
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void recomp_update_rumble();
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void PadMgr_HandleRetrace(void) {
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// Execute rumble callback
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if (sPadMgrInstance->rumbleRetraceCallback != NULL) {
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sPadMgrInstance->rumbleRetraceCallback(sPadMgrInstance->rumbleRetraceArg);
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}
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// Try and initialize a Voice Recognition Unit if not already attempted
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if (sVoiceInitStatus != VOICE_INIT_FAILED) {
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PadMgr_InitVoice();
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}
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// Rumble Pak
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if (gFaultMgr.msgId != 0) {
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// If fault is active, no rumble
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PadMgr_RumbleStop();
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} else if (sPadMgrInstance->rumbleOffTimer > 0) {
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// If the rumble off timer is active, no rumble
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--sPadMgrInstance->rumbleOffTimer;
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PadMgr_RumbleStop();
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} else if (sPadMgrInstance->rumbleOnTimer == 0) {
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// If the rumble on timer is inactive, no rumble
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PadMgr_RumbleStop();
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} else if (!sPadMgrInstance->isResetting) {
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// If not resetting, update rumble
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PadMgr_UpdateRumble();
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--sPadMgrInstance->rumbleOnTimer;
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}
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recomp_update_rumble();
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}
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void poll_inputs(void) {
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OSMesgQueue* serialEventQueue = PadMgr_AcquireSerialEventQueue();
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// Begin reading controller data
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osContStartReadData(serialEventQueue);
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// Wait for controller data
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osRecvMesg(serialEventQueue, NULL, OS_MESG_BLOCK);
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osContGetReadData(sPadMgrInstance->pads);
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// Clear all but controller 1
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bzero(&sPadMgrInstance->pads[1], sizeof(*sPadMgrInstance->pads) * (MAXCONTROLLERS - 1));
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// If in PreNMI, clear all controllers
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if (sPadMgrInstance->isResetting) {
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bzero(sPadMgrInstance->pads, sizeof(sPadMgrInstance->pads));
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}
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// Query controller statuses
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osContStartQuery(serialEventQueue);
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osRecvMesg(serialEventQueue, NULL, OS_MESG_BLOCK);
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osContGetQuery(sPadMgrInstance->padStatus);
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// Lock serial message queue
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PadMgr_ReleaseSerialEventQueue(serialEventQueue);
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// Update connections
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PadMgr_UpdateConnections();
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// Lock input data
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PadMgr_LockPadData();
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// Update input data
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PadMgr_UpdateInputs();
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// Execute input callback
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if (sPadMgrInstance->inputRetraceCallback != NULL) {
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sPadMgrInstance->inputRetraceCallback(sPadMgrInstance->inputRetraceArg);
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}
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// Unlock input data
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PadMgr_UnlockPadData();
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sPadMgrRetraceCount++;
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}
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// @recomp Patched to do the actual input polling.
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void PadMgr_GetInput(Input* inputs, s32 gameRequest) {
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// @recomp Do an actual poll if gameRequest is true.
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if (gameRequest) {
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PadMgr_HandleRetrace();
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poll_inputs();
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// @recomp Tag the current frame's input polling id for latency tracking.
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recomp_set_current_frame_poll_id();
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}
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@ -9,6 +9,12 @@
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#define osFlashWriteArray osFlashWriteArray_recomp
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#define osFlashWriteBuffer osFlashWriteBuffer_recomp
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#define osWritebackDCache osWritebackDCache_recomp
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#define osContStartReadData osContStartReadData_recomp
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#define osContGetReadData osContGetReadData_recomp
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#define osContStartQuery osContStartQuery_recomp
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#define osContGetQuery osContGetQuery_recomp
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#define sinf __sinf_recomp
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#define cosf __cosf_recomp
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#define bzero bzero_recomp
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@ -42,3 +42,8 @@ osFlashWriteArray_recomp = 0x8F000060;
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osFlashWriteBuffer_recomp = 0x8F000064;
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osWritebackDCache_recomp = 0x8F000068;
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recomp_get_pending_set_time = 0x8F00006C;
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osContStartReadData_recomp = 0x8F000070;
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osContGetReadData_recomp = 0x8F000074;
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osContStartQuery_recomp = 0x8F000078;
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osContGetQuery_recomp = 0x8F00007C;
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recomp_update_rumble = 0x8F000080;
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@ -31,6 +31,8 @@ static struct {
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std::array<float, 2> rotation_delta{};
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std::mutex pending_rotation_mutex;
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std::array<float, 2> pending_rotation_delta{};
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float cur_rumble;
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bool rumble_active;
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} InputState;
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std::atomic<recomp::InputDevice> scanning_device = recomp::InputDevice::COUNT;
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@ -370,10 +372,34 @@ void recomp::poll_inputs() {
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}
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void recomp::set_rumble(bool on) {
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uint16_t rumble_strength = recomp::get_rumble_strength() * 0xFFFF / 100;
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InputState.rumble_active = on;
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}
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static float lerp(float from, float to, float amount) {
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return (from + (to - from) * amount);
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}
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static float smoothstep(float from, float to, float amount) {
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amount = (amount * amount) * (3.0f - 2.0f * amount);
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return lerp(from, to, amount);
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}
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// Update rumble to attempt to mimic the way n64 rumble ramps up and falls off
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void recomp::update_rumble() {
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// Note: values are not accurate! just approximations based on feel
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if (InputState.rumble_active) {
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InputState.cur_rumble += 0.17f;
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if (InputState.cur_rumble > 1) InputState.cur_rumble = 1;
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} else {
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InputState.cur_rumble *= 0.92f;
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InputState.cur_rumble -= 0.01f;
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if (InputState.cur_rumble < 0) InputState.cur_rumble = 0;
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}
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float smooth_rumble = smoothstep(0, 1, InputState.cur_rumble);
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uint16_t rumble_strength = smooth_rumble * (recomp::get_rumble_strength() * 0xFFFF / 100);
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uint32_t duration = 1000000; // Dummy duration value that lasts long enough to matter as the game will reset rumble on its own.
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for (const auto& controller : InputState.cur_controllers) {
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SDL_GameControllerRumble(controller, 0, on ? rumble_strength : 0, duration);
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SDL_GameControllerRumble(controller, 0, rumble_strength, duration);
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}
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}
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@ -81,3 +81,7 @@ extern "C" void recomp_get_low_health_beeps_enabled(uint8_t* rdram, recomp_conte
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extern "C" void recomp_time_us(uint8_t* rdram, recomp_context* ctx) {
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_return(ctx, static_cast<u32>(std::chrono::duration_cast<std::chrono::microseconds>(ultramodern::time_since_start()).count()));
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}
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extern "C" void recomp_update_rumble(uint8_t* rdram, recomp_context* ctx) {
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recomp::update_rumble();
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}
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