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https://github.com/dolphin-emu/dolphin.git
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ControllerEmu: Reorganize stick reshaping code and use it for emu wiimote tilt as well. Also make the tilt mapping indicator pretty.
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@ -17,7 +17,8 @@
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namespace ControllerEmu
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{
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Tilt::Tilt(const std::string& name_) : ControlGroup(name_, GroupType::Tilt)
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Tilt::Tilt(const std::string& name_)
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: ReshapableInput(name_, name_, GroupType::Tilt), m_last_update(Clock::now())
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{
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controls.emplace_back(std::make_unique<Input>(Translate, _trans("Forward")));
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controls.emplace_back(std::make_unique<Input>(Translate, _trans("Backward")));
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@ -26,71 +27,52 @@ Tilt::Tilt(const std::string& name_) : ControlGroup(name_, GroupType::Tilt)
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controls.emplace_back(std::make_unique<Input>(Translate, _trans("Modifier")));
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numeric_settings.emplace_back(std::make_unique<NumericSetting>(_trans("Dead Zone"), 0, 0, 50));
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numeric_settings.emplace_back(std::make_unique<NumericSetting>(_trans("Circle Stick"), 0));
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// Set default input radius to the full 1.0 (no resizing)
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// Set default input shape to a square (no reshaping)
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// Max deadzone to 50%
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AddReshapingSettings(1.0, 0.5, 50);
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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(const bool step)
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Tilt::StateData Tilt::GetState(bool adjusted)
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{
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// this is all a mess
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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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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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// Return raw values. (used in UI)
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if (!adjusted)
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return {x, y};
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ControlState deadzone = numeric_settings[0]->GetValue();
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ControlState circle = numeric_settings[1]->GetValue();
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auto const angle = numeric_settings[2]->GetValue() / 1.8;
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ControlState m = controls[4]->control_ref->State();
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const ControlState modifier = controls[4]->control_ref->State();
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// deadzone / circle stick code
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// this section might be all wrong, but its working good enough, I think
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// Compute desired tilt:
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StateData target = Reshape(x, y, modifier);
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ControlState ang = atan2(yy, xx);
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ControlState ang_sin = sin(ang);
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ControlState ang_cos = cos(ang);
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// Step the simulation. This is pretty ugly being here.
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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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// the amt a full square stick would have at current angle
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ControlState square_full =
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std::min(ang_sin ? 1 / fabs(ang_sin) : 2, ang_cos ? 1 / fabs(ang_cos) : 2);
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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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// the amt a full stick would have that was (user setting circular) at current angle
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// I think this is more like a pointed circle rather than a rounded square like it should be
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ControlState stick_full = (square_full * (1 - circle)) + (circle);
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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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ControlState dist = sqrt(xx * xx + yy * yy);
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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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// dead zone code
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dist = std::max(0.0, dist - deadzone * stick_full);
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dist /= (1 - deadzone);
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// circle stick code
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ControlState amt = dist / stick_full;
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dist += (square_full - 1) * amt * circle;
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if (m)
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dist *= 0.5;
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yy = std::max(-1.0, std::min(1.0, ang_sin * dist));
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xx = std::max(-1.0, std::min(1.0, ang_cos * dist));
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// this is kinda silly here
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// gui being open will make this happen 2x as fast, o well
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// silly
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if (step)
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{
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if (xx > m_tilt.x)
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m_tilt.x = std::min(m_tilt.x + 0.1, xx);
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else if (xx < m_tilt.x)
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m_tilt.x = std::max(m_tilt.x - 0.1, xx);
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if (yy > m_tilt.y)
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m_tilt.y = std::min(m_tilt.y + 0.1, yy);
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else if (yy < m_tilt.y)
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m_tilt.y = std::max(m_tilt.y - 0.1, yy);
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}
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return {m_tilt.x * angle, m_tilt.y * angle};
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return m_tilt;
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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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return SquareStickGate(max_tilt_angle).GetRadiusAtAngle(ang);
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}
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} // namespace ControllerEmu
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