mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-22 22:00:39 -06:00
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:
@ -37,10 +37,10 @@ AnalogStick::AnalogStick(const char* const name_, const char* const ui_name_,
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AddReshapingSettings(GetGateRadiusAtAngle(0.0), 0.0, 50);
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}
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AnalogStick::StateData AnalogStick::GetState(bool adjusted)
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AnalogStick::StateData AnalogStick::GetReshapableState(bool adjusted)
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{
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ControlState y = controls[0]->control_ref->State() - controls[1]->control_ref->State();
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ControlState x = controls[3]->control_ref->State() - controls[2]->control_ref->State();
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const ControlState y = controls[0]->control_ref->State() - controls[1]->control_ref->State();
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const ControlState x = controls[3]->control_ref->State() - controls[2]->control_ref->State();
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// Return raw values. (used in UI)
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if (!adjusted)
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@ -51,6 +51,11 @@ AnalogStick::StateData AnalogStick::GetState(bool adjusted)
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return Reshape(x, y, modifier);
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}
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AnalogStick::StateData AnalogStick::GetState()
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{
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return GetReshapableState(true);
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}
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ControlState AnalogStick::GetGateRadiusAtAngle(double ang) const
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{
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return m_stick_gate->GetRadiusAtAngle(ang);
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@ -13,13 +13,16 @@ namespace ControllerEmu
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class AnalogStick : public ReshapableInput
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{
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public:
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typedef ReshapeData StateData;
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AnalogStick(const char* name, std::unique_ptr<StickGate>&& stick_gate);
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AnalogStick(const char* name, const char* ui_name, std::unique_ptr<StickGate>&& stick_gate);
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StateData GetState(bool adjusted = true) override;
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StateData GetReshapableState(bool adjusted) final override;
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ControlState GetGateRadiusAtAngle(double ang) const override;
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StateData GetState();
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private:
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std::unique_ptr<StickGate> m_stick_gate;
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};
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@ -21,7 +21,8 @@
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namespace ControllerEmu
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{
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Cursor::Cursor(const std::string& name_) : ControlGroup(name_, GroupType::Cursor)
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Cursor::Cursor(const std::string& name_)
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: ReshapableInput(name_, name_, GroupType::Cursor), m_last_update(Clock::now())
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{
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for (auto& named_direction : named_directions)
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controls.emplace_back(std::make_unique<Input>(Translate, named_direction));
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@ -31,89 +32,121 @@ Cursor::Cursor(const std::string& name_) : ControlGroup(name_, GroupType::Cursor
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controls.emplace_back(std::make_unique<Input>(Translate, _trans("Hide")));
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controls.emplace_back(std::make_unique<Input>(Translate, _trans("Recenter")));
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// Default shape is a 1.0 square (no resizing/reshaping):
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AddReshapingSettings(1.0, 0.5, 50);
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numeric_settings.emplace_back(std::make_unique<NumericSetting>(_trans("Center"), 0.5));
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numeric_settings.emplace_back(std::make_unique<NumericSetting>(_trans("Width"), 0.5));
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numeric_settings.emplace_back(std::make_unique<NumericSetting>(_trans("Height"), 0.5));
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numeric_settings.emplace_back(std::make_unique<NumericSetting>(_trans("Dead Zone"), 0, 0, 20));
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boolean_settings.emplace_back(std::make_unique<BooleanSetting>(_trans("Relative Input"), false));
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boolean_settings.emplace_back(std::make_unique<BooleanSetting>(_trans("Auto-Hide"), false));
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}
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ReshapableInput::ReshapeData Cursor::GetReshapableState(bool adjusted)
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{
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const ControlState y = controls[0]->control_ref->State() - controls[1]->control_ref->State();
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const ControlState x = controls[3]->control_ref->State() - controls[2]->control_ref->State();
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// Return raw values. (used in UI)
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if (!adjusted)
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return {x, y};
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return Reshape(x, y, 0.0);
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}
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ControlState Cursor::GetGateRadiusAtAngle(double ang) const
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{
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// TODO: Change this to 0.5 and adjust the math,
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// so pointer doesn't have to be clamped to the configured width/height?
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return SquareStickGate(1.0).GetRadiusAtAngle(ang);
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}
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Cursor::StateData Cursor::GetState(const bool adjusted)
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{
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const ControlState zz = controls[4]->control_ref->State() - controls[5]->control_ref->State();
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ControlState z = controls[4]->control_ref->State() - controls[5]->control_ref->State();
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// silly being here
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if (zz > m_state.z)
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m_state.z = std::min(m_state.z + 0.1, zz);
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else if (zz < m_state.z)
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m_state.z = std::max(m_state.z - 0.1, zz);
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StateData result;
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result.z = m_state.z;
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if (m_autohide_timer > -1)
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if (!adjusted)
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{
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--m_autohide_timer;
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const auto raw_input = GetReshapableState(false);
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return {raw_input.x, raw_input.y, z};
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}
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ControlState yy = controls[0]->control_ref->State() - controls[1]->control_ref->State();
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ControlState xx = controls[3]->control_ref->State() - controls[2]->control_ref->State();
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const auto input = GetReshapableState(true);
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const ControlState deadzone = numeric_settings[3]->GetValue();
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// TODO: Using system time is ugly.
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// Kill this after state is moved into wiimote rather than this class.
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const auto now = Clock::now();
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const auto ms_since_update =
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std::chrono::duration_cast<std::chrono::milliseconds>(now - m_last_update).count();
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m_last_update = now;
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// reset auto-hide timer
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if (std::abs(m_prev_xx - xx) > deadzone || std::abs(m_prev_yy - yy) > deadzone)
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{
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m_autohide_timer = TIMER_VALUE;
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}
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const double max_step = STEP_PER_SEC / 1000.0 * ms_since_update;
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const double max_z_step = STEP_Z_PER_SEC / 1000.0 * ms_since_update;
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// hide
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const bool autohide = boolean_settings[1]->GetValue() && m_autohide_timer < 0;
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if (controls[6]->control_ref->State() > 0.5 || autohide)
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// Apply deadzone to z:
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const ControlState deadzone = numeric_settings[SETTING_DEADZONE]->GetValue();
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z = std::copysign(std::max(0.0, std::abs(z) - deadzone) / (1.0 - deadzone), z);
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// Smooth out z movement:
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// FYI: Not using relative input for Z.
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m_state.z += MathUtil::Clamp(z - m_state.z, -max_z_step, max_z_step);
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// Relative input:
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if (boolean_settings[0]->GetValue())
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{
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result.x = 10000;
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result.y = 0;
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}
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else
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{
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// adjust cursor according to settings
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if (adjusted)
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// Recenter:
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if (controls[7]->control_ref->State() > BUTTON_THRESHOLD)
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{
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xx *= (numeric_settings[1]->GetValue() * 2);
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yy *= (numeric_settings[2]->GetValue() * 2);
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yy += (numeric_settings[0]->GetValue() - 0.5);
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}
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// relative input
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if (boolean_settings[0]->GetValue())
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{
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// deadzone to avoid the cursor slowly drifting
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if (std::abs(xx) > deadzone)
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m_state.x = MathUtil::Clamp(m_state.x + xx * SPEED_MULTIPLIER, -1.0, 1.0);
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if (std::abs(yy) > deadzone)
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m_state.y = MathUtil::Clamp(m_state.y + yy * SPEED_MULTIPLIER, -1.0, 1.0);
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// recenter
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if (controls[7]->control_ref->State() > 0.5)
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{
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m_state.x = 0.0;
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m_state.y = 0.0;
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}
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m_state.x = 0.0;
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m_state.y = 0.0;
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}
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else
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{
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m_state.x = xx;
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m_state.y = yy;
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m_state.x = MathUtil::Clamp(m_state.x + input.x * max_step, -1.0, 1.0);
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m_state.y = MathUtil::Clamp(m_state.y + input.y * max_step, -1.0, 1.0);
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}
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result.x = m_state.x;
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result.y = m_state.y;
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}
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// Absolute input:
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else
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{
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m_state.x = input.x;
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m_state.y = input.y;
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}
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m_prev_xx = xx;
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m_prev_yy = yy;
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StateData result = m_state;
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// Adjust cursor according to settings:
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result.x *= (numeric_settings[SETTING_WIDTH]->GetValue() * 2);
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result.y *= (numeric_settings[SETTING_HEIGHT]->GetValue() * 2);
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result.y += (numeric_settings[SETTING_CENTER]->GetValue() - 0.5);
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const bool autohide = boolean_settings[1]->GetValue();
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// Auto-hide timer:
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// TODO: should Z movement reset this?
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if (!autohide || std::abs(m_prev_result.x - result.x) > AUTO_HIDE_DEADZONE ||
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std::abs(m_prev_result.y - result.y) > AUTO_HIDE_DEADZONE)
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{
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m_auto_hide_timer = AUTO_HIDE_MS;
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}
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else if (m_auto_hide_timer)
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{
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m_auto_hide_timer -= std::min<int>(ms_since_update, m_auto_hide_timer);
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}
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m_prev_result = result;
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// If auto-hide time is up or hide button is held:
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if (!m_auto_hide_timer || controls[6]->control_ref->State() > BUTTON_THRESHOLD)
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{
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// TODO: Use NaN or something:
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result.x = 10000;
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result.y = 0;
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}
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return result;
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}
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} // namespace ControllerEmu
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@ -4,13 +4,15 @@
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#pragma once
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#include <chrono>
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#include <string>
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#include "InputCommon/ControllerEmu/ControlGroup/ControlGroup.h"
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#include "InputCommon/ControllerEmu/StickGate.h"
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#include "InputCommon/ControllerInterface/Device.h"
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namespace ControllerEmu
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{
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class Cursor : public ControlGroup
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class Cursor : public ReshapableInput
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{
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public:
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struct StateData
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@ -20,22 +22,42 @@ public:
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ControlState z{};
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};
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enum
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{
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SETTING_CENTER = ReshapableInput::SETTING_COUNT,
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SETTING_WIDTH,
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SETTING_HEIGHT,
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};
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explicit Cursor(const std::string& name);
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StateData GetState(bool adjusted = false);
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ReshapeData GetReshapableState(bool adjusted) final override;
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ControlState GetGateRadiusAtAngle(double ang) const override;
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StateData GetState(bool adjusted);
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private:
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// This is used to reduce the cursor speed for relative input
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// to something that makes sense with the default range.
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static constexpr double SPEED_MULTIPLIER = 0.04;
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static constexpr double STEP_PER_SEC = 0.04 * 200;
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// Sets the length for the auto-hide timer
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static constexpr int TIMER_VALUE = 500;
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// Smooth out forward/backward movements:
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static constexpr double STEP_Z_PER_SEC = 0.05 * 200;
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static constexpr int AUTO_HIDE_MS = 2500;
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static constexpr double AUTO_HIDE_DEADZONE = 0.001;
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static constexpr double BUTTON_THRESHOLD = 0.5;
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// Not adjusted by width/height/center:
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StateData m_state;
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int m_autohide_timer = TIMER_VALUE;
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ControlState m_prev_xx;
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ControlState m_prev_yy;
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// Adjusted:
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StateData m_prev_result;
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int m_auto_hide_timer = AUTO_HIDE_MS;
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typedef std::chrono::steady_clock Clock;
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Clock::time_point m_last_update;
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};
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} // namespace ControllerEmu
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@ -10,6 +10,8 @@
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#include <string>
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#include "Common/Common.h"
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#include "Common/MathUtil.h"
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#include "InputCommon/ControlReference/ControlReference.h"
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#include "InputCommon/ControllerEmu/Control/Control.h"
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#include "InputCommon/ControllerEmu/Control/Input.h"
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@ -35,10 +37,10 @@ Tilt::Tilt(const std::string& name_)
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numeric_settings.emplace_back(std::make_unique<NumericSetting>(_trans("Angle"), 0.9, 0, 180));
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}
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Tilt::StateData Tilt::GetState(bool adjusted)
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Tilt::StateData Tilt::GetReshapableState(bool adjusted)
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{
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ControlState y = controls[0]->control_ref->State() - controls[1]->control_ref->State();
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ControlState x = controls[3]->control_ref->State() - controls[2]->control_ref->State();
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const ControlState y = controls[0]->control_ref->State() - controls[1]->control_ref->State();
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const ControlState x = controls[3]->control_ref->State() - controls[2]->control_ref->State();
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// Return raw values. (used in UI)
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if (!adjusted)
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@ -49,26 +51,37 @@ Tilt::StateData Tilt::GetState(bool adjusted)
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// Compute desired tilt:
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StateData target = Reshape(x, y, modifier);
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// Step the simulation. This is pretty ugly being here.
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// Step the simulation. This is somewhat ugly being here.
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// We should be able to GetState without changing state.
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// State should be stored outside of this object inside the wiimote,
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// and separately inside the UI.
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// We're using system time rather than ticks to step this.
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// I don't think that's too horrible as we can consider this part of user input.
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// And at least the Mapping UI will behave sanely this way.
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// TODO: when state is moved outside of this class have a separate Step()
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// function that takes a ms_passed argument
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const auto now = Clock::now();
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const auto ms_since_update =
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std::chrono::duration_cast<std::chrono::milliseconds>(now - m_last_update).count();
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m_last_update = now;
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constexpr int MAX_DEG_PER_SEC = 360 * 2;
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const double MAX_STEP = MAX_DEG_PER_SEC / 180.0 * ms_since_update / 1000;
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const double max_step = MAX_DEG_PER_SEC / 180.0 * ms_since_update / 1000;
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// TODO: Allow wrap around from 1.0 to -1.0
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// (take the fastest route to target)
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const double diff_x = (target.x - m_tilt.x);
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m_tilt.x += std::min(MAX_STEP, std::abs(diff_x)) * ((diff_x < 0) ? -1 : 1);
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const double diff_y = (target.y - m_tilt.y);
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m_tilt.y += std::min(MAX_STEP, std::abs(diff_y)) * ((diff_y < 0) ? -1 : 1);
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m_tilt.x += MathUtil::Clamp(target.x - m_tilt.x, -max_step, max_step);
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m_tilt.y += MathUtil::Clamp(target.y - m_tilt.y, -max_step, max_step);
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return m_tilt;
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}
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Tilt::StateData Tilt::GetState()
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{
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return GetReshapableState(true);
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}
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ControlState Tilt::GetGateRadiusAtAngle(double ang) const
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{
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const ControlState max_tilt_angle = numeric_settings[SETTING_MAX_ANGLE]->GetValue() / 1.8;
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@ -15,6 +15,8 @@ namespace ControllerEmu
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class Tilt : public ReshapableInput
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{
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public:
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typedef ReshapeData StateData;
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enum
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{
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SETTING_MAX_ANGLE = ReshapableInput::SETTING_COUNT,
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@ -22,14 +24,17 @@ public:
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explicit Tilt(const std::string& name);
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StateData GetState(bool adjusted = true);
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StateData GetReshapableState(bool adjusted) final override;
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ControlState GetGateRadiusAtAngle(double ang) const override;
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StateData GetState();
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private:
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typedef std::chrono::steady_clock Clock;
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static constexpr int MAX_DEG_PER_SEC = 360 * 6;
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StateData m_tilt;
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typedef std::chrono::steady_clock Clock;
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Clock::time_point m_last_update;
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};
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} // namespace ControllerEmu
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|
@ -76,8 +76,8 @@ void ReshapableInput::AddReshapingSettings(ControlState default_radius, ControlS
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numeric_settings.emplace_back(std::make_unique<NumericSetting>(_trans("Dead Zone"), 0, 0, 50));
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}
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ReshapableInput::StateData ReshapableInput::Reshape(ControlState x, ControlState y,
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ControlState modifier)
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ReshapableInput::ReshapeData ReshapableInput::Reshape(ControlState x, ControlState y,
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ControlState modifier)
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{
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// TODO: make the AtAngle functions work with negative angles:
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const ControlState ang = std::atan2(y, x) + MathUtil::TAU;
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|
@ -58,7 +58,7 @@ class ReshapableInput : public ControlGroup
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public:
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ReshapableInput(std::string name, std::string ui_name, GroupType type);
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struct StateData
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struct ReshapeData
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{
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ControlState x{};
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ControlState y{};
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@ -77,13 +77,13 @@ public:
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ControlState GetInputRadiusAtAngle(double ang) const;
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virtual ControlState GetGateRadiusAtAngle(double ang) const = 0;
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virtual StateData GetState(bool adjusted = true) = 0;
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virtual ReshapeData GetReshapableState(bool adjusted) = 0;
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protected:
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void AddReshapingSettings(ControlState default_radius, ControlState default_shape,
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int max_deadzone);
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StateData Reshape(ControlState x, ControlState y, ControlState modifier = 0.0);
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ReshapeData Reshape(ControlState x, ControlState y, ControlState modifier = 0.0);
|
||||
|
||||
private:
|
||||
ControlState CalculateInputShapeRadiusAtAngle(double ang) const;
|
||||
|
Reference in New Issue
Block a user