Files
ReSkate/Launcher/gamepad_input.cpp
T
NorthDroplet 8c7c30e3bb Launcher: controller reaches every panel; pad pointer without cursor warps
- Settings' and Mods' rails, pages and lists are NavFlattened children, so
  the D-pad crosses between them instead of treating each as one item that
  only B could leave.
- The pad's pointer no longer moves the system cursor. Under Proton that
  move came back late as a mouse move and dropped the pointer; now a mouse
  move counts only when it lands somewhere new.
- The first R3 only shows the pointer, so a stray click does not press
  whatever the mouse last rested on.
2026-10-05 14:38:48 +00:00

135 lines
6.3 KiB
C++

#include "gamepad_input.h"
#include <imgui_internal.h>
#include <algorithm>
#include <cmath>
namespace dingosdk::launcher_gui {
namespace {
// XINPUT_GAMEPAD_* bits, spelled out so this file needs no Windows headers.
constexpr std::uint16_t dpad_up = 0x0001, dpad_down = 0x0002, dpad_left = 0x0004, dpad_right = 0x0008;
constexpr std::uint16_t right_thumb = 0x0080, button_a = 0x1000, button_b = 0x2000;
struct Button { std::uint16_t bit; ImGuiKey key; };
// Only what moves and presses the focus. X/Y and the shoulders stay out: ImGui
// reads them as its window switcher and tweak modifiers, which the launcher has
// no use for.
constexpr Button focus_buttons[]{
{dpad_up, ImGuiKey_GamepadDpadUp}, {dpad_down, ImGuiKey_GamepadDpadDown},
{dpad_left, ImGuiKey_GamepadDpadLeft}, {dpad_right, ImGuiKey_GamepadDpadRight},
{button_a, ImGuiKey_GamepadFaceDown}};
constexpr std::uint16_t focus_bits = dpad_up | dpad_down | dpad_left | dpad_right | button_a;
// XInput's left stick dead zone.
constexpr float left_dead_zone = 7849.0f / 32767.0f;
// Larger on the right: a thumb resting on the Deck's trackpad is never quite
// centred, and the pointer must not creep under it.
constexpr float right_dead_zone = 0.2f;
// Pointer speed at full tilt, in design pixels a second.
constexpr float pointer_speed = 1400.0f;
// A mouse move this close to the last one is the same place reported again.
constexpr float pointer_slack = 2.0f;
float axis(std::int16_t value) { return std::clamp(static_cast<float>(value) / 32767.0f, -1.0f, 1.0f); }
void stick(ImGuiIO& io, ImGuiKey negative, ImGuiKey positive, float value) {
const auto amount = [](float tilt) { return std::clamp((tilt - left_dead_zone) / (1 - left_dead_zone), 0.0f, 1.0f); };
io.AddKeyAnalogEvent(negative, -value > left_dead_zone, amount(-value));
io.AddKeyAnalogEvent(positive, value > left_dead_zone, amount(value));
}
// B goes to ImGui's own cancel while ImGui has something to cancel: a combo or
// menu to close, or a text field to leave. Otherwise it is Escape, the
// launcher's way back out of a page or a modal.
bool imgui_cancels() {
const ImGuiContext& g = *GImGui;
if (ImGui::IsAnyItemActive()) return true;
if (g.OpenPopupStack.Size == 0) return false;
const ImGuiWindow* top = g.OpenPopupStack.back().Window;
return top && !(top->Flags & ImGuiWindowFlags_Modal);
}
bool moved_away(ImVec2 position, ImVec2 before) {
return std::abs(position.x - before.x) > pointer_slack || std::abs(position.y - before.y) > pointer_slack;
}
} // namespace
void PadFeed::update(ImGuiIO& io, const PadState& input, float scale) {
// A pad that went away lets go of everything it held.
const PadState pad = input.connected ? input : PadState{};
const auto changed = static_cast<std::uint16_t>(pad.buttons ^ buttons_);
const auto pressed = static_cast<std::uint16_t>(pad.buttons & changed);
if (pad.connected) io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
else io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
// Only changes are sent: the keyboard shares Escape and the mouse shares the
// left button, and a pad repeating "up" every frame would cancel them.
for (const auto& button : focus_buttons)
if (changed & button.bit) io.AddKeyEvent(button.key, (pad.buttons & button.bit) != 0);
if (changed & button_b) {
const bool down = (pad.buttons & button_b) != 0;
// The release goes to whichever key the press went to.
if (down) back_key_ = imgui_cancels() ? ImGuiKey_GamepadFaceRight : ImGuiKey_Escape;
io.AddKeyEvent(back_key_, down);
}
const float left_x = axis(pad.left_x), left_y = axis(pad.left_y);
if (pad.connected || connected_) {
// Analog values ImGui already has are dropped by ImGui itself.
stick(io, ImGuiKey_GamepadLStickLeft, ImGuiKey_GamepadLStickRight, left_x);
stick(io, ImGuiKey_GamepadLStickDown, ImGuiKey_GamepadLStickUp, left_y);
}
connected_ = pad.connected;
buttons_ = pad.buttons;
// Moving the focus hands the screen back to it: ImGui hides the focus while
// a pointer moves, so the pointer goes away instead.
if ((pressed & focus_bits) || std::abs(left_x) > left_dead_zone || std::abs(left_y) > left_dead_zone)
pointing_ = false;
const float x = axis(pad.right_x), y = -axis(pad.right_y); // screen Y grows downward
const float tilt = std::min(1.0f, std::sqrt(x * x + y * y));
// The first R3 only shows the pointer: a stray click must not press
// whatever the mouse last rested on.
const bool click = pointing_ && (pressed & right_thumb);
if (!pointing_ && (tilt > right_dead_zone || (pressed & right_thumb))) {
pointing_ = true;
// From wherever the mouse left it, which may be outside the window.
pointer_ = ImGui::IsMousePosValid(&io.MousePos) ? io.MousePos
: ImVec2(io.DisplaySize.x * 0.5f, io.DisplaySize.y * 0.5f);
}
if (pointing_ && tilt > right_dead_zone) {
// Squared, so a small tilt places the pointer precisely and a full one
// crosses the window in about a second.
const float speed = (tilt - right_dead_zone) / (1 - right_dead_zone);
const float step = speed * speed * pointer_speed * scale * io.DeltaTime / tilt;
pointer_.x += x * step;
pointer_.y += y * step;
}
if (pointing_) {
pointer_.x = std::clamp(pointer_.x, 0.0f, std::max(0.0f, io.DisplaySize.x - 1));
pointer_.y = std::clamp(pointer_.y, 0.0f, std::max(0.0f, io.DisplaySize.y - 1));
// Every frame, after the backend's own report of the system cursor,
// which stays where the mouse left it.
io.AddMouseSourceEvent(ImGuiMouseSource_Mouse);
io.AddMousePosEvent(pointer_.x, pointer_.y);
}
if (click || (clicking_ && (changed & right_thumb))) {
clicking_ = click;
io.AddMouseSourceEvent(ImGuiMouseSource_Mouse);
io.AddMouseButtonEvent(ImGuiMouseButton_Left, click);
}
io.MouseDrawCursor = pointing_;
}
void PadFeed::mouse_moved(ImVec2 position) {
// Windows repeats a mouse move where the mouse already was when a window
// changes under it; only a move to a new place is the mouse or a finger.
if (pointing_ && moved_away(position, mouse_)) pointing_ = false;
mouse_ = position;
}
} // namespace dingosdk::launcher_gui