ControllerEmu: Reorganize stick reshaping code and use it for emu wiimote tilt as well. Also make the tilt mapping indicator pretty.

This commit is contained in:
Jordan Woyak
2018-12-29 16:06:03 -06:00
parent 6a6195f53c
commit c3dc3c106c
8 changed files with 189 additions and 164 deletions

View File

@ -6,7 +6,9 @@
#include <cmath>
#include "Common/Common.h"
#include "Common/MathUtil.h"
#include "InputCommon/ControllerEmu/Setting/NumericSetting.h"
namespace ControllerEmu
{
@ -44,4 +46,90 @@ ControlState SquareStickGate::GetRadiusAtAngle(double ang) const
return m_half_width / std::cos(std::fmod(ang + section_ang / 2, section_ang) - section_ang / 2);
}
ReshapableInput::ReshapableInput(std::string name, std::string ui_name, GroupType type)
: ControlGroup(std::move(name), std::move(ui_name), type)
{
}
ControlState ReshapableInput::GetDeadzoneRadiusAtAngle(double ang) const
{
return CalculateInputShapeRadiusAtAngle(ang) * numeric_settings[SETTING_DEADZONE]->GetValue();
}
ControlState ReshapableInput::GetInputRadiusAtAngle(double ang) const
{
const ControlState radius =
CalculateInputShapeRadiusAtAngle(ang) * numeric_settings[SETTING_INPUT_RADIUS]->GetValue();
// Clamp within the -1 to +1 square as input radius may be greater than 1.0:
return std::min(radius, SquareStickGate(1).GetRadiusAtAngle(ang));
}
void ReshapableInput::AddReshapingSettings(ControlState default_radius, ControlState default_shape,
int max_deadzone)
{
// Allow radius greater than 1.0 for definitions of rounded squares
// This is ideal for Xbox controllers (and probably others)
numeric_settings.emplace_back(
std::make_unique<NumericSetting>(_trans("Input Radius"), default_radius, 0, 140));
numeric_settings.emplace_back(
std::make_unique<NumericSetting>(_trans("Input Shape"), default_shape, 0, 50));
numeric_settings.emplace_back(std::make_unique<NumericSetting>(_trans("Dead Zone"), 0, 0, 50));
}
ReshapableInput::StateData ReshapableInput::Reshape(ControlState x, ControlState y,
ControlState modifier)
{
// TODO: make the AtAngle functions work with negative angles:
const ControlState ang = std::atan2(y, x) + MathUtil::TAU;
const ControlState gate_max_dist = GetGateRadiusAtAngle(ang);
const ControlState input_max_dist = GetInputRadiusAtAngle(ang);
// If input radius is zero we apply no scaling.
// This is useful when mapping native controllers without knowing intimate radius details.
const ControlState max_dist = input_max_dist ? input_max_dist : gate_max_dist;
ControlState dist = std::sqrt(x * x + y * y) / max_dist;
// If the modifier is pressed, scale the distance by the modifier's value.
// This is affected by the modifier's "range" setting which defaults to 50%.
if (modifier)
{
// TODO: Modifier's range setting gets reset to 100% when the clear button is clicked.
// This causes the modifier to not behave how a user might suspect.
// Retaining the old scale-by-50% behavior until range is fixed to clear to 50%.
dist *= 0.5;
// dist *= modifier;
}
// Apply deadzone as a percentage of the user-defined radius/shape:
const ControlState deadzone = GetDeadzoneRadiusAtAngle(ang);
dist = std::max(0.0, dist - deadzone) / (1.0 - deadzone);
// Scale to the gate shape/radius:
dist = dist *= gate_max_dist;
x = MathUtil::Clamp(std::cos(ang) * dist, -1.0, 1.0);
y = MathUtil::Clamp(std::sin(ang) * dist, -1.0, 1.0);
return {x, y};
}
ControlState ReshapableInput::CalculateInputShapeRadiusAtAngle(double ang) const
{
const auto shape = numeric_settings[SETTING_INPUT_SHAPE]->GetValue() * 4.0;
if (shape < 1.0)
{
// Between 0 and 25 return a shape between octagon and circle
const auto amt = shape;
return OctagonStickGate(1).GetRadiusAtAngle(ang) * (1 - amt) + amt;
}
else
{
// Between 25 and 50 return a shape between circle and square
const auto amt = shape - 1.0;
return (1 - amt) + SquareStickGate(1).GetRadiusAtAngle(ang) * amt;
}
}
} // namespace ControllerEmu