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input: Don't use old input state in GameController::ReadState()
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Fix input lag when there is multiple user inputs happen at the same time.
SDL input events can only fire one at a time and game may get some input events later than other.
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ngoquang2708 committed Jan 17, 2025
1 parent 0cee59c commit f85ab38
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Showing 5 changed files with 306 additions and 112 deletions.
33 changes: 23 additions & 10 deletions src/core/libraries/pad/pad.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -11,6 +11,8 @@

namespace Libraries::Pad {

using Input::GameController;

int PS4_SYSV_ABI scePadClose(s32 handle) {
LOG_ERROR(Lib_Pad, "(STUBBED) called");
return ORBIS_OK;
Expand Down Expand Up @@ -290,7 +292,8 @@ int PS4_SYSV_ABI scePadRead(s32 handle, OrbisPadData* pData, s32 num) {
int connected_count = 0;
bool connected = false;
Input::State states[64];
auto* controller = Common::Singleton<Input::GameController>::Instance();
auto* controller = Common::Singleton<GameController>::Instance();
const auto* engine = controller->GetEngine();
int ret_num = controller->ReadStates(states, num, &connected, &connected_count);

if (!connected) {
Expand All @@ -311,9 +314,14 @@ int PS4_SYSV_ABI scePadRead(s32 handle, OrbisPadData* pData, s32 num) {
pData[i].angularVelocity.x = states[i].angularVelocity.x;
pData[i].angularVelocity.y = states[i].angularVelocity.y;
pData[i].angularVelocity.z = states[i].angularVelocity.z;
Input::GameController::CalculateOrientation(pData[i].acceleration, pData[i].angularVelocity,
1.0f / controller->accel_poll_rate,
pData[i].orientation);
if (engine) {
const auto accel_poll_rate = engine->GetAccelPollRate();
if (accel_poll_rate != 0.0f) {
GameController::CalculateOrientation(pData[i].acceleration,
pData[i].angularVelocity,
1.0f / accel_poll_rate, pData[i].orientation);
}
}
pData[i].touchData.touchNum =
(states[i].touchpad[0].state ? 1 : 0) + (states[i].touchpad[1].state ? 1 : 0);
pData[i].touchData.touch[0].x = states[i].touchpad[0].x;
Expand Down Expand Up @@ -356,7 +364,8 @@ int PS4_SYSV_ABI scePadReadState(s32 handle, OrbisPadData* pData) {
if (handle == ORBIS_PAD_ERROR_DEVICE_NO_HANDLE) {
return ORBIS_PAD_ERROR_INVALID_HANDLE;
}
auto* controller = Common::Singleton<Input::GameController>::Instance();
auto* controller = Common::Singleton<GameController>::Instance();
const auto* engine = controller->GetEngine();
int connectedCount = 0;
bool isConnected = false;
Input::State state;
Expand All @@ -374,9 +383,13 @@ int PS4_SYSV_ABI scePadReadState(s32 handle, OrbisPadData* pData) {
pData->angularVelocity.x = state.angularVelocity.x;
pData->angularVelocity.y = state.angularVelocity.y;
pData->angularVelocity.z = state.angularVelocity.z;
Input::GameController::CalculateOrientation(pData->acceleration, pData->angularVelocity,
1.0f / controller->accel_poll_rate,
pData->orientation);
if (engine) {
const auto accel_poll_rate = engine->GetAccelPollRate();
if (accel_poll_rate != 0.0f) {
GameController::CalculateOrientation(pData->acceleration, pData->angularVelocity,
1.0f / accel_poll_rate, pData->orientation);
}
}
pData->touchData.touchNum =
(state.touchpad[0].state ? 1 : 0) + (state.touchpad[1].state ? 1 : 0);
pData->touchData.touch[0].x = state.touchpad[0].x;
Expand Down Expand Up @@ -468,7 +481,7 @@ int PS4_SYSV_ABI scePadSetLightBar(s32 handle, const OrbisPadLightBarParam* pPar
return ORBIS_PAD_ERROR_INVALID_LIGHTBAR_SETTING;
}

auto* controller = Common::Singleton<Input::GameController>::Instance();
auto* controller = Common::Singleton<GameController>::Instance();
controller->SetLightBarRGB(pParam->r, pParam->g, pParam->b);
return ORBIS_OK;
}
Expand Down Expand Up @@ -536,7 +549,7 @@ int PS4_SYSV_ABI scePadSetVibration(s32 handle, const OrbisPadVibrationParam* pP
if (pParam != nullptr) {
LOG_DEBUG(Lib_Pad, "scePadSetVibration called handle = {} data = {} , {}", handle,
pParam->smallMotor, pParam->largeMotor);
auto* controller = Common::Singleton<Input::GameController>::Instance();
auto* controller = Common::Singleton<GameController>::Instance();
controller->SetVibration(pParam->smallMotor, pParam->largeMotor);
return ORBIS_OK;
}
Expand Down
147 changes: 78 additions & 69 deletions src/input/controller.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -10,6 +10,55 @@

namespace Input {

using Libraries::Pad::OrbisPadButtonDataOffset;

void State::OnButton(OrbisPadButtonDataOffset button, bool isPressed) {
if (isPressed) {
buttonsState |= button;
} else {
buttonsState &= ~button;
}
}

void State::OnAxis(Axis axis, int value) {
const auto toggle = [&](const auto button) {
if (value > 0) {
buttonsState |= button;
} else {
buttonsState &= ~button;
}
};
switch (axis) {
case Axis::TriggerLeft:
toggle(OrbisPadButtonDataOffset::L2);
break;
case Axis::TriggerRight:
toggle(OrbisPadButtonDataOffset::R2);
break;
default:
break;
}
axes[static_cast<int>(axis)] = value;
}

void State::OnTouchpad(int touchIndex, bool isDown, float x, float y) {
touchpad[touchIndex].state = isDown;
touchpad[touchIndex].x = static_cast<u16>(x * 1920);
touchpad[touchIndex].y = static_cast<u16>(y * 941);
}

void State::OnGyro(const float gyro[3]) {
angularVelocity.x = gyro[0];
angularVelocity.y = gyro[1];
angularVelocity.z = gyro[2];
}

void State::OnAccel(const float accel[3]) {
acceleration.x = accel[0];
acceleration.y = accel[1];
acceleration.z = accel[2];
}

GameController::GameController() {
m_states_num = 0;
m_last_state = State();
Expand All @@ -20,7 +69,7 @@ void GameController::ReadState(State* state, bool* isConnected, int* connectedCo

*isConnected = m_connected;
*connectedCount = m_connected_count;
*state = GetLastState();
*state = m_engine && m_connected ? m_engine->ReadState() : GetLastState();
}

int GameController::ReadStates(State* states, int states_num, bool* isConnected,
Expand Down Expand Up @@ -75,45 +124,22 @@ void GameController::AddState(const State& state) {
m_states_num++;
}

void GameController::CheckButton(int id, Libraries::Pad::OrbisPadButtonDataOffset button,
bool is_pressed) {
void GameController::CheckButton(int id, OrbisPadButtonDataOffset button, bool is_pressed) {
std::scoped_lock lock{m_mutex};
auto state = GetLastState();

state.time = Libraries::Kernel::sceKernelGetProcessTime();
if (is_pressed) {
state.buttonsState |= button;
} else {
state.buttonsState &= ~button;
}
state.OnButton(button, is_pressed);

AddState(state);
}

void GameController::Axis(int id, Input::Axis axis, int value) {
using Libraries::Pad::OrbisPadButtonDataOffset;

std::scoped_lock lock{m_mutex};
auto state = GetLastState();

state.time = Libraries::Kernel::sceKernelGetProcessTime();
int axis_id = static_cast<int>(axis);
state.axes[axis_id] = value;

if (axis == Input::Axis::TriggerLeft) {
if (value > 0) {
state.buttonsState |= OrbisPadButtonDataOffset::L2;
} else {
state.buttonsState &= ~OrbisPadButtonDataOffset::L2;
}
}

if (axis == Input::Axis::TriggerRight) {
if (value > 0) {
state.buttonsState |= OrbisPadButtonDataOffset::R2;
} else {
state.buttonsState &= ~OrbisPadButtonDataOffset::R2;
}
}
state.OnAxis(axis, value);

AddState(state);
}
Expand All @@ -124,9 +150,7 @@ void GameController::Gyro(int id, const float gyro[3]) {
state.time = Libraries::Kernel::sceKernelGetProcessTime();

// Update the angular velocity (gyro data)
state.angularVelocity.x = gyro[0]; // X-axis
state.angularVelocity.y = gyro[1]; // Y-axis
state.angularVelocity.z = gyro[2]; // Z-axis
state.OnGyro(gyro);

AddState(state);
}
Expand All @@ -136,9 +160,7 @@ void GameController::Acceleration(int id, const float acceleration[3]) {
state.time = Libraries::Kernel::sceKernelGetProcessTime();

// Update the acceleration values
state.acceleration.x = acceleration[0]; // X-axis
state.acceleration.y = acceleration[1]; // Y-axis
state.acceleration.z = acceleration[2]; // Z-axis
state.OnAccel(acceleration);

AddState(state);
}
Expand Down Expand Up @@ -211,62 +233,49 @@ void GameController::CalculateOrientation(Libraries::Pad::OrbisFVector3& acceler
}

void GameController::SetLightBarRGB(u8 r, u8 g, u8 b) {
if (m_sdl_gamepad != nullptr) {
SDL_SetGamepadLED(m_sdl_gamepad, r, g, b);
if (!m_engine) {
return;
}
std::scoped_lock _{m_mutex};
m_engine->SetLightBarRGB(r, g, b);
}

bool GameController::SetVibration(u8 smallMotor, u8 largeMotor) {
if (m_sdl_gamepad != nullptr) {
return SDL_RumbleGamepad(m_sdl_gamepad, (smallMotor / 255.0f) * 0xFFFF,
(largeMotor / 255.0f) * 0xFFFF, -1);
void GameController::SetVibration(u8 smallMotor, u8 largeMotor) {
if (!m_engine) {
return;
}
return true;
std::scoped_lock _{m_mutex};
m_engine->SetVibration(smallMotor, largeMotor);
}

void GameController::SetTouchpadState(int touchIndex, bool touchDown, float x, float y) {
if (touchIndex < 2) {
std::scoped_lock lock{m_mutex};
auto state = GetLastState();
state.time = Libraries::Kernel::sceKernelGetProcessTime();

state.touchpad[touchIndex].state = touchDown;
state.touchpad[touchIndex].x = static_cast<u16>(x * 1920);
state.touchpad[touchIndex].y = static_cast<u16>(y * 941);
state.time = Libraries::Kernel::sceKernelGetProcessTime();
state.OnTouchpad(touchIndex, touchDown, x, y);

AddState(state);
}
}

void GameController::TryOpenSDLController() {
if (m_sdl_gamepad == nullptr || !SDL_GamepadConnected(m_sdl_gamepad)) {
int gamepad_count;
SDL_JoystickID* gamepads = SDL_GetGamepads(&gamepad_count);
m_sdl_gamepad = gamepad_count > 0 ? SDL_OpenGamepad(gamepads[0]) : nullptr;
if (Config::getIsMotionControlsEnabled()) {
if (SDL_SetGamepadSensorEnabled(m_sdl_gamepad, SDL_SENSOR_GYRO, true)) {
gyro_poll_rate = SDL_GetGamepadSensorDataRate(m_sdl_gamepad, SDL_SENSOR_GYRO);
LOG_INFO(Input, "Gyro initialized, poll rate: {}", gyro_poll_rate);
} else {
LOG_ERROR(Input, "Failed to initialize gyro controls for gamepad");
}
if (SDL_SetGamepadSensorEnabled(m_sdl_gamepad, SDL_SENSOR_ACCEL, true)) {
accel_poll_rate = SDL_GetGamepadSensorDataRate(m_sdl_gamepad, SDL_SENSOR_ACCEL);
LOG_INFO(Input, "Accel initialized, poll rate: {}", accel_poll_rate);
} else {
LOG_ERROR(Input, "Failed to initialize accel controls for gamepad");
}
}

SDL_free(gamepads);

SetLightBarRGB(0, 0, 255);
void GameController::SetEngine(Engine* engine) {
std::scoped_lock _{m_mutex};
delete m_engine;
m_engine = engine;
if (m_engine) {
m_engine->Init();
}
}

Engine* GameController::GetEngine() {
return m_engine;
}

u32 GameController::Poll() {
std::scoped_lock lock{m_mutex};
if (m_connected) {
std::scoped_lock lock{m_mutex};
auto time = Libraries::Kernel::sceKernelGetProcessTime();
if (m_states_num == 0) {
auto diff = (time - m_last_state.time) / 1000;
Expand Down
35 changes: 25 additions & 10 deletions src/input/controller.h
Original file line number Diff line number Diff line change
Expand Up @@ -3,12 +3,11 @@

#pragma once

#include <algorithm>
#include <mutex>
#include "common/types.h"
#include "core/libraries/pad/pad.h"

struct SDL_Gamepad;

namespace Input {

enum class Axis {
Expand All @@ -28,7 +27,14 @@ struct TouchpadEntry {
u16 y{};
};

struct State {
class State {
public:
void OnButton(Libraries::Pad::OrbisPadButtonDataOffset, bool);
void OnAxis(Axis, int);
void OnTouchpad(int touchIndex, bool isDown, float x, float y);
void OnGyro(const float[3]);
void OnAccel(const float[3]);

Libraries::Pad::OrbisPadButtonDataOffset buttonsState{};
u64 time = 0;
int axes[static_cast<int>(Axis::AxisMax)] = {128, 128, 128, 128, 0, 0};
Expand All @@ -38,9 +44,19 @@ struct State {
Libraries::Pad::OrbisFQuaternion orientation = {0.0f, 0.0f, 0.0f, 1.0f};
};

class Engine {
public:
virtual ~Engine() = default;
virtual void Init() = 0;
virtual void SetLightBarRGB(u8 r, u8 g, u8 b) = 0;
virtual void SetVibration(u8 smallMotor, u8 largeMotor) = 0;
virtual State ReadState() = 0;
virtual float GetAccelPollRate() const = 0;
virtual float GetGyroPollRate() const = 0;
};

inline int GetAxis(int min, int max, int value) {
int v = (255 * (value - min)) / (max - min);
return (v < 0 ? 0 : (v > 255 ? 255 : v));
return std::clamp((255 * (value - min)) / (max - min), 0, 255);
}

constexpr u32 MAX_STATES = 64;
Expand All @@ -59,13 +75,12 @@ class GameController {
void Gyro(int id, const float gyro[3]);
void Acceleration(int id, const float acceleration[3]);
void SetLightBarRGB(u8 r, u8 g, u8 b);
bool SetVibration(u8 smallMotor, u8 largeMotor);
void SetVibration(u8 smallMotor, u8 largeMotor);
void SetTouchpadState(int touchIndex, bool touchDown, float x, float y);
void TryOpenSDLController();
void SetEngine(Engine*);
Engine* GetEngine();
u32 Poll();

float gyro_poll_rate;
float accel_poll_rate;
static void CalculateOrientation(Libraries::Pad::OrbisFVector3& acceleration,
Libraries::Pad::OrbisFVector3& angularVelocity,
float deltaTime,
Expand All @@ -85,7 +100,7 @@ class GameController {
std::array<State, MAX_STATES> m_states;
std::array<StateInternal, MAX_STATES> m_private;

SDL_Gamepad* m_sdl_gamepad = nullptr;
Engine* m_engine = nullptr;
};

} // namespace Input
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