Open jfenton opened 5 years ago
Ideally we'd get the gyro sensor readings from SDL, but their current sensor impl. assumes a device gyro (like on a mobile device), with no clear way to tie that to an individual Controller having a gyro as on the Switch. I've just gone switch native here as a result, ignoring SDL and feeding them back in as mouse deltas. Couldn't find any other gyro controls reference code so kinda flying blind on this one.
From the updated README:
in_gyromouse - Set to 1 to enable use of gyroscope
sensor as mouse freelook (gyro controls)
in_gyromouse_debug - Set to 1 to show raw gyro sensor readings
in_gyromouse_pitch - Amplify raw sensor readings for pitch
up-down (negative values invert axis)
in_gyromouse_yaw - Amplify raw sensor readings for yaw
left-right (negative values invert axis)
in_gyromouse_pitch_ui - As above but for ui / in-menu
in_gyromouse_yaw_ui - As above but for ui / in-menu
(suggest rebasing off of #8 to make it easier to twiddle console values when you're testing)
Merged #7. Will add some settings to the menus and then roll out a release because of the impending breaking AMS changes.
Thought it would be neat to have gyro controls in Quake 3 :0)
Draft implementation on branch below ready to play with, but needs additional work.
Opening this issue for discussion around:
Feel free to jump in and hack on it.