ControllerEmu::Cursor: Add input radius/shape settings to IR Cursor mappings to allow use of round inputs in absolute mode. Make relative input option obey the center/width/height settings. Make the mapping indicator pretty and actually show what the relative/center/w/h settings are doing.

This commit is contained in:
Jordan Woyak
2018-12-30 09:10:32 -06:00
parent 247fa8c628
commit 7a00f55cfa
10 changed files with 292 additions and 211 deletions

View File

@ -14,6 +14,7 @@
#include "InputCommon/ControlReference/ControlReference.h"
#include "InputCommon/ControllerEmu/Control/Control.h"
#include "InputCommon/ControllerEmu/ControlGroup/Cursor.h"
#include "InputCommon/ControllerEmu/ControlGroup/MixedTriggers.h"
#include "InputCommon/ControllerEmu/Setting/NumericSetting.h"
#include "InputCommon/ControllerInterface/Device.h"
@ -42,106 +43,11 @@ MappingIndicator::MappingIndicator(ControllerEmu::ControlGroup* group) : m_group
{
setMinimumHeight(128);
switch (m_group->type)
{
case ControllerEmu::GroupType::Cursor:
BindCursorControls(false);
break;
case ControllerEmu::GroupType::Stick:
// Nothing needed:
break;
case ControllerEmu::GroupType::Tilt:
BindCursorControls(true);
break;
case ControllerEmu::GroupType::MixedTriggers:
// Nothing needed:
break;
default:
break;
}
m_timer = new QTimer(this);
connect(m_timer, &QTimer::timeout, this, [this] { repaint(); });
m_timer->start(1000 / 30);
}
void MappingIndicator::BindCursorControls(bool tilt)
{
m_cursor_up = m_group->controls[0]->control_ref.get();
m_cursor_down = m_group->controls[1]->control_ref.get();
m_cursor_left = m_group->controls[2]->control_ref.get();
m_cursor_right = m_group->controls[3]->control_ref.get();
if (!tilt)
{
m_cursor_forward = m_group->controls[4]->control_ref.get();
m_cursor_backward = m_group->controls[5]->control_ref.get();
m_cursor_center = m_group->numeric_settings[0].get();
m_cursor_width = m_group->numeric_settings[1].get();
m_cursor_height = m_group->numeric_settings[2].get();
m_cursor_deadzone = m_group->numeric_settings[3].get();
}
else
{
m_cursor_deadzone = m_group->numeric_settings[0].get();
}
}
static ControlState PollControlState(ControlReference* ref)
{
Settings::Instance().SetControllerStateNeeded(true);
auto state = ref->State();
Settings::Instance().SetControllerStateNeeded(false);
if (state != 0)
return state;
else
return 0;
}
void MappingIndicator::DrawCursor(bool tilt)
{
float centerx = width() / 2., centery = height() / 2.;
QPainter p(this);
p.setRenderHint(QPainter::Antialiasing, true);
p.setRenderHint(QPainter::SmoothPixmapTransform, true);
float width = 64, height = 64;
float deadzone = m_cursor_deadzone->GetValue() * 48;
if (!tilt)
{
float depth = centery - PollControlState(m_cursor_forward) * this->height() / 2.5 +
PollControlState(m_cursor_backward) * this->height() / 2.5;
p.fillRect(0, depth, this->width(), 4, Qt::gray);
width *= m_cursor_width->GetValue();
height *= m_cursor_height->GetValue();
}
float curx = centerx - 4 - std::min(PollControlState(m_cursor_left), 0.5) * width +
std::min(PollControlState(m_cursor_right), 0.5) * width,
cury = centery - 4 - std::min(PollControlState(m_cursor_up), 0.5) * height +
std::min(PollControlState(m_cursor_down), 0.5) * height;
// Draw background
p.setBrush(Qt::white);
p.setPen(Qt::black);
p.drawRect(centerx - (width / 2), centery - (height / 2), width, height);
// Draw deadzone
p.setBrush(Qt::lightGray);
p.drawEllipse(centerx - (deadzone / 2), centery - (deadzone / 2), deadzone, deadzone);
// Draw cursor
p.fillRect(curx, cury, 8, 8, Qt::red);
}
// Constructs a polygon by querying a radius at varying angles:
template <typename F>
QPolygonF GetPolygonFromRadiusGetter(F&& radius_getter, double scale)
@ -163,18 +69,128 @@ QPolygonF GetPolygonFromRadiusGetter(F&& radius_getter, double scale)
return shape;
}
void MappingIndicator::DrawCursor(ControllerEmu::Cursor& cursor)
{
const QColor tv_brush_color = 0xaed6f1;
const QColor tv_pen_color = tv_brush_color.darker(125);
// TODO: This SetControllerStateNeeded interface leaks input into the game
// We should probably hold the mutex for UI updates.
Settings::Instance().SetControllerStateNeeded(true);
const auto raw_coord = cursor.GetState(false);
const auto adj_coord = cursor.GetState(true);
Settings::Instance().SetControllerStateNeeded(false);
// Bounding box size:
const double scale = height() / 2.5;
QPainter p(this);
p.translate(width() / 2, height() / 2);
// Bounding box.
p.setBrush(BBOX_BRUSH_COLOR);
p.setPen(BBOX_PEN_COLOR);
p.drawRect(-scale - 1, -scale - 1, scale * 2 + 1, scale * 2 + 1);
// UI y-axis is opposite that of stick.
p.scale(1.0, -1.0);
// Enable AA after drawing bounding box.
p.setRenderHint(QPainter::Antialiasing, true);
p.setRenderHint(QPainter::SmoothPixmapTransform, true);
// Deadzone for Z (forward/backward):
const double deadzone = cursor.numeric_settings[cursor.SETTING_DEADZONE]->GetValue();
if (deadzone > 0.0)
{
p.setPen(DEADZONE_COLOR);
p.setBrush(DEADZONE_BRUSH);
p.drawRect(QRectF(-scale, -deadzone * scale, scale * 2, deadzone * scale * 2));
}
// Raw Z:
p.setPen(Qt::NoPen);
p.setBrush(RAW_INPUT_COLOR);
p.drawRect(
QRectF(-scale, raw_coord.z * scale - INPUT_DOT_RADIUS / 2, scale * 2, INPUT_DOT_RADIUS));
// Adjusted Z:
if (adj_coord.z)
{
p.setBrush(ADJ_INPUT_COLOR);
p.drawRect(
QRectF(-scale, adj_coord.z * scale - INPUT_DOT_RADIUS / 2, scale * 2, INPUT_DOT_RADIUS));
}
// TV screen or whatever you want to call this:
constexpr double tv_scale = 0.75;
constexpr double center_scale = 2.0 / 3.0;
const double tv_center = (cursor.numeric_settings[cursor.SETTING_CENTER]->GetValue() - 0.5);
const double tv_width = cursor.numeric_settings[cursor.SETTING_WIDTH]->GetValue();
const double tv_height = cursor.numeric_settings[cursor.SETTING_HEIGHT]->GetValue();
p.setPen(tv_pen_color);
p.setBrush(tv_brush_color);
auto gate_polygon = GetPolygonFromRadiusGetter(
[&cursor](double ang) { return cursor.GetGateRadiusAtAngle(ang); }, scale);
for (auto& pt : gate_polygon)
{
pt = {pt.x() * tv_width, pt.y() * tv_height + tv_center * center_scale * scale};
pt *= tv_scale;
}
p.drawPolygon(gate_polygon);
// Deadzone.
p.setPen(DEADZONE_COLOR);
p.setBrush(DEADZONE_BRUSH);
p.drawPolygon(GetPolygonFromRadiusGetter(
[&cursor](double ang) { return cursor.GetDeadzoneRadiusAtAngle(ang); }, scale));
// Input shape.
p.setPen(INPUT_SHAPE_PEN);
p.setBrush(Qt::NoBrush);
p.drawPolygon(GetPolygonFromRadiusGetter(
[&cursor](double ang) { return cursor.GetInputRadiusAtAngle(ang); }, scale));
// Raw stick position.
p.setPen(Qt::NoPen);
p.setBrush(RAW_INPUT_COLOR);
p.drawEllipse(QPointF{raw_coord.x, raw_coord.y} * scale, INPUT_DOT_RADIUS, INPUT_DOT_RADIUS);
// Adjusted cursor position if not hidden:
if (adj_coord.x < 10000)
{
p.setPen(Qt::NoPen);
p.setBrush(ADJ_INPUT_COLOR);
const QPointF pt(adj_coord.x / 2.0, (adj_coord.y - tv_center) / 2.0 + tv_center * center_scale);
p.drawEllipse(pt * scale * tv_scale, INPUT_DOT_RADIUS, INPUT_DOT_RADIUS);
}
}
void MappingIndicator::DrawReshapableInput(ControllerEmu::ReshapableInput& stick)
{
// Make the c-stick yellow:
// Some hacks for pretty colors:
const bool is_c_stick = m_group->name == "C-Stick";
const QColor gate_brush_color = is_c_stick ? Qt::yellow : Qt::lightGray;
const bool is_tilt = m_group->name == "Tilt";
const bool is_cursor = m_group->name == "IR";
QColor gate_brush_color = Qt::lightGray;
if (is_c_stick)
gate_brush_color = Qt::yellow;
else if (is_tilt)
gate_brush_color = 0xa2d9ce;
else if (is_cursor)
gate_brush_color = 0xaed6f1;
const QColor gate_pen_color = gate_brush_color.darker(125);
// TODO: This SetControllerStateNeeded interface leaks input into the game
// We should probably hold the mutex for UI updates.
Settings::Instance().SetControllerStateNeeded(true);
const auto raw_coord = stick.GetState(false);
const auto adj_coord = stick.GetState(true);
const auto raw_coord = stick.GetReshapableState(false);
const auto adj_coord = stick.GetReshapableState(true);
Settings::Instance().SetControllerStateNeeded(false);
// Bounding box size:
@ -329,7 +345,7 @@ void MappingIndicator::paintEvent(QPaintEvent*)
switch (m_group->type)
{
case ControllerEmu::GroupType::Cursor:
DrawCursor(false);
DrawCursor(*static_cast<ControllerEmu::Cursor*>(m_group));
break;
case ControllerEmu::GroupType::Stick:
case ControllerEmu::GroupType::Tilt:

View File

@ -6,47 +6,31 @@
#include <QWidget>
#include "InputCommon/ControllerEmu/StickGate.h"
namespace ControllerEmu
{
class Control;
class ControlGroup;
class Cursor;
class NumericSetting;
class ReshapableInput;
} // namespace ControllerEmu
class QPaintEvent;
class QTimer;
class ControlReference;
class MappingIndicator : public QWidget
{
public:
explicit MappingIndicator(ControllerEmu::ControlGroup* group);
private:
void BindCursorControls(bool tilt);
void DrawCursor(bool tilt);
void DrawCursor(ControllerEmu::Cursor& cursor);
void DrawReshapableInput(ControllerEmu::ReshapableInput& stick);
void DrawMixedTriggers();
void paintEvent(QPaintEvent*) override;
ControllerEmu::ControlGroup* m_group;
// Cursor settings
ControlReference* m_cursor_up;
ControlReference* m_cursor_down;
ControlReference* m_cursor_left;
ControlReference* m_cursor_right;
ControlReference* m_cursor_forward;
ControlReference* m_cursor_backward;
ControllerEmu::NumericSetting* m_cursor_center;
ControllerEmu::NumericSetting* m_cursor_width;
ControllerEmu::NumericSetting* m_cursor_height;
ControllerEmu::NumericSetting* m_cursor_deadzone;
QTimer* m_timer;
};