mirror of https://git.suyu.dev/suyu/suyu
Merge pull request #9906 from german77/metroid2
input_common: Increase mouse sensitivity range
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commit
4562f7af9a
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@ -503,7 +503,7 @@ struct Values {
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Setting<bool> tas_loop{false, "tas_loop"};
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Setting<bool> tas_loop{false, "tas_loop"};
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Setting<bool> mouse_panning{false, "mouse_panning"};
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Setting<bool> mouse_panning{false, "mouse_panning"};
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Setting<u8, true> mouse_panning_sensitivity{10, 1, 100, "mouse_panning_sensitivity"};
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Setting<u8, true> mouse_panning_sensitivity{50, 1, 100, "mouse_panning_sensitivity"};
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Setting<bool> mouse_enabled{false, "mouse_enabled"};
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Setting<bool> mouse_enabled{false, "mouse_enabled"};
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Setting<bool> emulate_analog_keyboard{false, "emulate_analog_keyboard"};
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Setting<bool> emulate_analog_keyboard{false, "emulate_analog_keyboard"};
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@ -3,6 +3,7 @@
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#include <thread>
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#include <thread>
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#include <fmt/format.h>
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#include <fmt/format.h>
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#include <math.h>
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#include "common/param_package.h"
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#include "common/param_package.h"
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#include "common/settings.h"
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#include "common/settings.h"
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@ -11,8 +12,9 @@
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namespace InputCommon {
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namespace InputCommon {
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constexpr int update_time = 10;
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constexpr int update_time = 10;
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constexpr float default_stick_sensitivity = 0.022f;
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constexpr float default_stick_sensitivity = 0.0044f;
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constexpr float default_motion_sensitivity = 0.008f;
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constexpr float default_motion_sensitivity = 0.0003f;
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constexpr float maximum_rotation_speed = 2.0f;
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constexpr int mouse_axis_x = 0;
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constexpr int mouse_axis_x = 0;
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constexpr int mouse_axis_y = 1;
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constexpr int mouse_axis_y = 1;
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constexpr int wheel_axis_x = 2;
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constexpr int wheel_axis_x = 2;
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@ -99,11 +101,13 @@ void Mouse::UpdateMotionInput() {
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const float sensitivity =
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const float sensitivity =
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Settings::values.mouse_panning_sensitivity.GetValue() * default_motion_sensitivity;
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Settings::values.mouse_panning_sensitivity.GetValue() * default_motion_sensitivity;
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// Slow movement by 7%
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const float rotation_velocity = std::sqrt(last_motion_change.x * last_motion_change.x +
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if (Settings::values.mouse_panning) {
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last_motion_change.y * last_motion_change.y);
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last_motion_change *= 0.93f;
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} else {
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if (rotation_velocity > maximum_rotation_speed / sensitivity) {
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last_motion_change.z *= 0.93f;
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const float multiplier = maximum_rotation_speed / rotation_velocity / sensitivity;
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last_motion_change.x = last_motion_change.x * multiplier;
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last_motion_change.y = last_motion_change.y * multiplier;
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}
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}
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const BasicMotion motion_data{
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const BasicMotion motion_data{
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@ -116,6 +120,12 @@ void Mouse::UpdateMotionInput() {
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.delta_timestamp = update_time * 1000,
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.delta_timestamp = update_time * 1000,
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};
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};
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if (Settings::values.mouse_panning) {
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last_motion_change.x = 0;
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last_motion_change.y = 0;
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}
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last_motion_change.z = 0;
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SetMotion(motion_identifier, 0, motion_data);
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SetMotion(motion_identifier, 0, motion_data);
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}
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}
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@ -125,7 +135,7 @@ void Mouse::Move(int x, int y, int center_x, int center_y) {
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auto mouse_change =
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auto mouse_change =
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(Common::MakeVec(x, y) - Common::MakeVec(center_x, center_y)).Cast<float>();
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(Common::MakeVec(x, y) - Common::MakeVec(center_x, center_y)).Cast<float>();
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Common::Vec3<float> motion_change{-mouse_change.y, -mouse_change.x, last_motion_change.z};
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last_motion_change += {-mouse_change.y, -mouse_change.x, last_motion_change.z};
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const auto move_distance = mouse_change.Length();
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const auto move_distance = mouse_change.Length();
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if (move_distance == 0) {
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if (move_distance == 0) {
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@ -141,7 +151,6 @@ void Mouse::Move(int x, int y, int center_x, int center_y) {
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// Average mouse movements
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// Average mouse movements
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last_mouse_change = (last_mouse_change * 0.91f) + (mouse_change * 0.09f);
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last_mouse_change = (last_mouse_change * 0.91f) + (mouse_change * 0.09f);
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last_motion_change = (last_motion_change * 0.69f) + (motion_change * 0.31f);
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const auto last_move_distance = last_mouse_change.Length();
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const auto last_move_distance = last_mouse_change.Length();
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@ -146,6 +146,7 @@ void MappingFactory::RegisterMotion(const MappingData& data) {
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if (data.engine == "mouse") {
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if (data.engine == "mouse") {
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new_input.Set("motion", 0);
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new_input.Set("motion", 0);
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new_input.Set("pad", 1);
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new_input.Set("pad", 1);
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new_input.Set("threshold", 0.001f);
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input_queue.Push(new_input);
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input_queue.Push(new_input);
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return;
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return;
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}
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}
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