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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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@ -6,7 +6,9 @@
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#include <cmath>
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#include "Common/Common.h"
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#include "Common/MathUtil.h"
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#include "InputCommon/ControllerEmu/Setting/NumericSetting.h"
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namespace ControllerEmu
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{
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@ -44,4 +46,90 @@ ControlState SquareStickGate::GetRadiusAtAngle(double ang) const
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return m_half_width / std::cos(std::fmod(ang + section_ang / 2, section_ang) - section_ang / 2);
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}
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ReshapableInput::ReshapableInput(std::string name, std::string ui_name, GroupType type)
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: ControlGroup(std::move(name), std::move(ui_name), type)
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{
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}
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ControlState ReshapableInput::GetDeadzoneRadiusAtAngle(double ang) const
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{
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return CalculateInputShapeRadiusAtAngle(ang) * numeric_settings[SETTING_DEADZONE]->GetValue();
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}
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ControlState ReshapableInput::GetInputRadiusAtAngle(double ang) const
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{
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const ControlState radius =
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CalculateInputShapeRadiusAtAngle(ang) * numeric_settings[SETTING_INPUT_RADIUS]->GetValue();
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// Clamp within the -1 to +1 square as input radius may be greater than 1.0:
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return std::min(radius, SquareStickGate(1).GetRadiusAtAngle(ang));
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}
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void ReshapableInput::AddReshapingSettings(ControlState default_radius, ControlState default_shape,
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int max_deadzone)
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{
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// Allow radius greater than 1.0 for definitions of rounded squares
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// This is ideal for Xbox controllers (and probably others)
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numeric_settings.emplace_back(
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std::make_unique<NumericSetting>(_trans("Input Radius"), default_radius, 0, 140));
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numeric_settings.emplace_back(
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std::make_unique<NumericSetting>(_trans("Input Shape"), default_shape, 0, 50));
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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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{
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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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const ControlState gate_max_dist = GetGateRadiusAtAngle(ang);
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const ControlState input_max_dist = GetInputRadiusAtAngle(ang);
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// If input radius is zero we apply no scaling.
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// This is useful when mapping native controllers without knowing intimate radius details.
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const ControlState max_dist = input_max_dist ? input_max_dist : gate_max_dist;
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ControlState dist = std::sqrt(x * x + y * y) / max_dist;
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// If the modifier is pressed, scale the distance by the modifier's value.
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// This is affected by the modifier's "range" setting which defaults to 50%.
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if (modifier)
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{
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// TODO: Modifier's range setting gets reset to 100% when the clear button is clicked.
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// This causes the modifier to not behave how a user might suspect.
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// Retaining the old scale-by-50% behavior until range is fixed to clear to 50%.
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dist *= 0.5;
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// dist *= modifier;
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}
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// Apply deadzone as a percentage of the user-defined radius/shape:
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const ControlState deadzone = GetDeadzoneRadiusAtAngle(ang);
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dist = std::max(0.0, dist - deadzone) / (1.0 - deadzone);
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// Scale to the gate shape/radius:
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dist = dist *= gate_max_dist;
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x = MathUtil::Clamp(std::cos(ang) * dist, -1.0, 1.0);
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y = MathUtil::Clamp(std::sin(ang) * dist, -1.0, 1.0);
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return {x, y};
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}
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ControlState ReshapableInput::CalculateInputShapeRadiusAtAngle(double ang) const
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{
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const auto shape = numeric_settings[SETTING_INPUT_SHAPE]->GetValue() * 4.0;
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if (shape < 1.0)
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{
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// Between 0 and 25 return a shape between octagon and circle
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const auto amt = shape;
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return OctagonStickGate(1).GetRadiusAtAngle(ang) * (1 - amt) + amt;
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}
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else
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{
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// Between 25 and 50 return a shape between circle and square
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const auto amt = shape - 1.0;
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return (1 - amt) + SquareStickGate(1).GetRadiusAtAngle(ang) * amt;
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}
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}
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} // namespace ControllerEmu
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