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@@ -562,7 +562,7 @@ static SDL_bool IsROGAlly(SDL_Joystick *joystick)
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return SDL_FALSE;
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}
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-static SDL_bool ShouldAttemptSensorFusion(SDL_Joystick *joystick)
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+static SDL_bool ShouldAttemptSensorFusion(SDL_Joystick *joystick, SDL_bool *invert_sensors)
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{
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static Uint32 wraparound_gamepads[] = {
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MAKE_VIDPID(0x1532, 0x0709), /* Razer Junglecat (L) */
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@@ -578,6 +578,8 @@ static SDL_bool ShouldAttemptSensorFusion(SDL_Joystick *joystick)
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int i;
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int hint;
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+ *invert_sensors = SDL_FALSE;
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+
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/* The SDL controller sensor API is only available for gamepads (at the moment) */
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if (!joystick->is_gamepad) {
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return SDL_FALSE;
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@@ -607,17 +609,23 @@ static SDL_bool ShouldAttemptSensorFusion(SDL_Joystick *joystick)
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}
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/* See if this is another known wraparound gamepad */
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- if (IsBackboneOne(joystick) || IsROGAlly(joystick)) {
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+ if (IsBackboneOne(joystick)) {
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+ return SDL_TRUE;
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+ }
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+ if (IsROGAlly(joystick)) {
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+ /* I'm not sure if this is a Windows thing, or a quirk for ROG Ally,
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+ * but we need to invert the sensor data on all axes.
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+ */
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+ *invert_sensors = SDL_TRUE;
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return SDL_TRUE;
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}
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-
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return SDL_FALSE;
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}
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-static void AttemptSensorFusion(SDL_Joystick *joystick)
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+static void AttemptSensorFusion(SDL_Joystick *joystick, SDL_bool invert_sensors)
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{
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SDL_SensorID *sensors;
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- int i;
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+ unsigned int i, j;
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if (SDL_InitSubSystem(SDL_INIT_SENSOR) < 0) {
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return;
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@@ -646,6 +654,41 @@ static void AttemptSensorFusion(SDL_Joystick *joystick)
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SDL_free(sensors);
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}
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SDL_QuitSubSystem(SDL_INIT_SENSOR);
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+
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+ /* SDL defines sensor orientation for phones relative to the natural
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+ orientation, and for gamepads relative to being held in front of you.
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+ When a phone is being used as a gamepad, its orientation changes,
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+ so adjust sensor axes to match.
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+ */
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+ if (SDL_GetDisplayNaturalOrientation(SDL_GetPrimaryDisplay()) == SDL_ORIENTATION_LANDSCAPE) {
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+ /* When a device in landscape orientation is laid flat, the axes change
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+ orientation as follows:
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+ -X to +X becomes -X to +X
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+ -Y to +Y becomes +Z to -Z
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+ -Z to +Z becomes -Y to +Y
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+ */
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+ joystick->sensor_transform[0][0] = 1.0f;
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+ joystick->sensor_transform[1][2] = 1.0f;
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+ joystick->sensor_transform[2][1] = -1.0f;
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+ } else {
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+ /* When a device in portrait orientation is rotated left and laid flat,
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+ the axes change orientation as follows:
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+ -X to +X becomes +Z to -Z
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+ -Y to +Y becomes +X to -X
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+ -Z to +Z becomes -Y to +Y
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+ */
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+ joystick->sensor_transform[0][1] = -1.0f;
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+ joystick->sensor_transform[1][2] = 1.0f;
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+ joystick->sensor_transform[2][0] = -1.0f;
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+ }
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+
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+ if (invert_sensors) {
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+ for (i = 0; i < SDL_arraysize(joystick->sensor_transform); ++i) {
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+ for (j = 0; j < SDL_arraysize(joystick->sensor_transform[i]); ++j) {
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+ joystick->sensor_transform[i][j] *= -1.0f;
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+ }
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+ }
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+ }
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}
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static void CleanupSensorFusion(SDL_Joystick *joystick)
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@@ -690,6 +733,7 @@ SDL_Joystick *SDL_OpenJoystick(SDL_JoystickID instance_id)
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const char *joystickname = NULL;
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const char *joystickpath = NULL;
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SDL_JoystickPowerLevel initial_power_level;
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+ SDL_bool invert_sensors = SDL_FALSE;
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SDL_LockJoysticks();
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@@ -776,8 +820,8 @@ SDL_Joystick *SDL_OpenJoystick(SDL_JoystickID instance_id)
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joystick->is_gamepad = SDL_IsGamepad(instance_id);
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/* Use system gyro and accelerometer if the gamepad doesn't have built-in sensors */
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- if (ShouldAttemptSensorFusion(joystick)) {
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- AttemptSensorFusion(joystick);
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+ if (ShouldAttemptSensorFusion(joystick, &invert_sensors)) {
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+ AttemptSensorFusion(joystick, invert_sensors);
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}
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/* Add joystick to list */
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