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129 lines
4.1 KiB
C++
129 lines
4.1 KiB
C++
// Copyright 2018 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include <optional>
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#include <vector>
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#include "Common/Matrix.h"
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#include "InputCommon/ControlReference/ControlReference.h"
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#include "InputCommon/ControllerEmu/ControlGroup/ControlGroup.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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// Minimum stick distance from the center before virtual notches are applied.
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constexpr ControlState MINIMUM_NOTCH_DISTANCE = 0.9;
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// An abstract class representing the plastic shell that limits an analog stick's movement.
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class StickGate
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{
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public:
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// Angle is in radians and should be non-negative
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virtual ControlState GetRadiusAtAngle(double ang) const = 0;
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// This is provided purely as an optimization for ReshapableInput to produce a minimal amount of
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// calibration points that are saved in our config.
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virtual std::optional<u32> GetIdealCalibrationSampleCount() const;
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virtual ~StickGate() = default;
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};
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// An octagon-shaped stick gate is found on most Nintendo GC/Wii analog sticks.
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class OctagonStickGate : public StickGate
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{
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public:
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// Radius of circumscribed circle
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explicit OctagonStickGate(ControlState radius);
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ControlState GetRadiusAtAngle(double ang) const override final;
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std::optional<u32> GetIdealCalibrationSampleCount() const override final;
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private:
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const ControlState m_radius;
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};
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// A round-shaped stick gate. Possibly found on 3rd-party accessories.
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class RoundStickGate : public StickGate
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{
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public:
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explicit RoundStickGate(ControlState radius);
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ControlState GetRadiusAtAngle(double ang) const override final;
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std::optional<u32> GetIdealCalibrationSampleCount() const override final;
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private:
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const ControlState m_radius;
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};
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// A square-shaped stick gate. e.g. keyboard input.
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class SquareStickGate : public StickGate
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{
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public:
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explicit SquareStickGate(ControlState half_width);
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ControlState GetRadiusAtAngle(double ang) const override final;
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std::optional<u32> GetIdealCalibrationSampleCount() const override final;
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private:
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const ControlState m_half_width;
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};
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class ReshapableInput : public ControlGroup
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{
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public:
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// This is the number of samples we generate but any number could be loaded from config.
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static constexpr int CALIBRATION_SAMPLE_COUNT = 32;
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// Contains input radius maximums at evenly-spaced angles.
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using CalibrationData = std::vector<ControlState>;
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ReshapableInput(std::string name, std::string ui_name, GroupType type);
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using ReshapeData = Common::DVec2;
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// Angle is in radians and should be non-negative
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ControlState GetDeadzoneRadiusAtAngle(double angle) const;
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ControlState GetInputRadiusAtAngle(double angle) const;
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ControlState GetDeadzonePercentage() const;
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virtual ControlState GetVirtualNotchSize() const { return 0.0; }
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virtual ControlState GetGateRadiusAtAngle(double angle) const = 0;
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virtual ReshapeData GetReshapableState(bool adjusted) const = 0;
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virtual ControlState GetDefaultInputRadiusAtAngle(double ang) const;
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void SetCalibrationToDefault();
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void SetCalibrationFromGate(const StickGate& gate);
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static void UpdateCalibrationData(CalibrationData& data, Common::DVec2 point1,
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Common::DVec2 point2);
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static ControlState GetCalibrationDataRadiusAtAngle(const CalibrationData& data, double angle);
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const CalibrationData& GetCalibrationData() const;
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void SetCalibrationData(CalibrationData data);
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const ReshapeData& GetCenter() const;
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void SetCenter(ReshapeData center);
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static constexpr const char* X_INPUT_OVERRIDE = "X";
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static constexpr const char* Y_INPUT_OVERRIDE = "Y";
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static constexpr const char* Z_INPUT_OVERRIDE = "Z";
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protected:
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ReshapeData Reshape(ControlState x, ControlState y, ControlState modifier = 0.0,
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ControlState clamp = 1.0) const;
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virtual Control* GetModifierInput() const;
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private:
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void LoadConfig(Common::IniFile::Section*, const std::string&, const std::string&) override;
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void SaveConfig(Common::IniFile::Section*, const std::string&, const std::string&) override;
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CalibrationData m_calibration;
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SettingValue<double> m_deadzone_setting;
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ReshapeData m_center;
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};
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} // namespace ControllerEmu
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