Merge pull request #21273 from ThePillowMan/master

Fixed wrong touchpad rotation
This commit is contained in:
Henrik Rydgård
2026-02-18 10:24:43 +01:00
committed by GitHub
+37 -3
View File
@@ -92,6 +92,25 @@ static u32 GetButtonColor() {
GamepadComponent::GamepadComponent(std::string_view key, UI::LayoutParams *layoutParams) : UI::View(layoutParams), key_(key) {}
static void rotateTouchHelper(float &dx, float &dy) {
// rotates dx and dy depending on rotation count
// modified from controlmapper.cpp
if (!g_Config.displayLayoutLandscape.bRotateControlsWithScreen) {
return;
}
int rotations = 0;
switch (g_Config.displayLayoutLandscape.iInternalScreenRotation) {
case ROTATION_LOCKED_HORIZONTAL180: rotations = 2; break;
case ROTATION_LOCKED_VERTICAL: rotations = 3; break;
case ROTATION_LOCKED_VERTICAL180: rotations = 1; break;
}
for (int i = 0; i < rotations; i ++) {
float tempVal = dx;
dx = - dy;
dy = tempVal;
}
}
std::string GamepadComponent::DescribeText() const {
return key_;
}
@@ -368,6 +387,7 @@ void PSPDpad::ProcessTouch(float x, float y, bool down, bool ignorePress) {
float dx = (x - bounds_.centerX()) * inv_stick_size;
float dy = (y - bounds_.centerY()) * inv_stick_size;
float rad = sqrtf(dx * dx + dy * dy);
rotateTouchHelper(dx, dy);
if (!g_Config.bStickyTouchDPad && (rad < deadzone || fabs(dx) > 0.5f || fabs(dy) > 0.5))
down = false;
@@ -423,15 +443,27 @@ void PSPDpad::Draw(UIContext &dc) {
float opacity = g_gamepadOpacity;
if (opacity <= 0.0f)
return;
// from control mapper.cpp
int rotations = 0;
if (g_Config.displayLayoutLandscape.bRotateControlsWithScreen) {
switch (g_Config.displayLayoutLandscape.iInternalScreenRotation) {
case ROTATION_LOCKED_HORIZONTAL180: rotations = 2; break;
case ROTATION_LOCKED_VERTICAL: rotations = 3; break;
case ROTATION_LOCKED_VERTICAL180: rotations = 1; break;
}
}
static const float xoff[4] = {1, 0, -1, 0};
static const float yoff[4] = {0, 1, 0, -1};
static const int dir[4] = {CTRL_RIGHT, CTRL_DOWN, CTRL_LEFT, CTRL_UP};
// shitfs right by amount of rotations (accounts for overflow)
int rotatedDir[4];
for (int i = 0; i < 4; i ++) {
rotatedDir[i] = dir[(i+rotations)%4];
}
int buttons = __CtrlPeekButtons();
float r = D_pad_Radius * spacing_;
for (int i = 0; i < 4; i++) {
bool isDown = (buttons & dir[i]) != 0;
bool isDown = (buttons & rotatedDir[i]) != 0;
float x = bounds_.centerX() + xoff[i] * r;
float y = bounds_.centerY() + yoff[i] * r;
float x2 = bounds_.centerX() + xoff[i] * (r + 10.f * scale_);
@@ -491,6 +523,7 @@ void PSPStick::Draw(UIContext &dc) {
float dx, dy;
__CtrlPeekAnalog(stick_, &dx, &dy);
rotateTouchHelper(dx, dy);
const TouchControlConfig &config = g_Config.GetTouchControlsConfig(g_display.GetDeviceOrientation());
@@ -557,6 +590,7 @@ void PSPStick::ProcessTouch(float x, float y, bool down) {
float dx = (x - centerX_) * inv_stick_size;
float dy = (y - centerY_) * inv_stick_size;
rotateTouchHelper(dx, dy);
// Do not clamp to a circle! The PSP has nearly square range!
// Old code to clamp to a circle