////////////////////////////////////////////////////////////////////////////////////////// // Project description // ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ // Name: Input Configuration and Calibration // Description: Common SDL Input Functions // // Author: Falcon4ever (nJoy@falcon4ever.com, www.multigesture.net), JPeterson etc // Copyright (C) 2003-2008 Dolphin Project. // ////////////////////////////////////////////////////////////////////////////////////////// // // Licensetype: GNU General Public License (GPL) // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, version 2.0. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License 2.0 for more details. // // A copy of the GPL 2.0 should have been included with the program. // If not, see http://www.gnu.org/licenses/ // // Official SVN repository and contact information can be found at // http://code.google.com/p/dolphin-emu/ // ////////////////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////////////// // Include // ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ #include "SDL.h" // Local //////////////////////////////////// namespace InputCommon { ////////////////////////////////////////////////////////////////////////////////////////// // Degree to radian and back // ŻŻŻŻŻŻŻŻŻŻŻŻŻ float Deg2Rad(float Deg) { return Deg * (M_PI / 180.0); } float Rad2Deg(float Rad) { return (Rad * 180.0) / M_PI; } ///////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////////////// // Convert stick values // ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ /* Convert stick values. The value returned by SDL_JoystickGetAxis is a signed integer s16 (-32768 to 32767). The value used for the gamecube controller is an unsigned char u8 (0 to 255) with neutral at 0x80 (128), so that it's equivalent to a signed -128 to 127. */ // ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ int Pad_Convert(int _val) { /* If the limits on PadState[].axis[] actually is a u16 then we don't need this but if it's not actually limited to that we need to apply these limits */ if(_val > 32767) _val = 32767; // upper limit if(_val < -32768) _val = -32768; // lower limit // Convert the range (-0x8000 to 0x7fff) to (0 to 0xffff) _val = 0x8000 +_val; // Convert the range (-32768 to 32767) to (-128 to 127) _val = _val >> 8; //Console::Print("0x%04x %06i\n\n", _val, _val); return _val; } ////////////////////////////////////////////////////////////////////////////////////////// /* Convert the stick raidus from a circular to a square. I don't know what input values the actual GC controller produce for the GC, it may be a square, a circle or something in between. But one thing that is certain is that PC pads differ in their output (as shown in the list below), so it may be beneficiary to convert whatever radius they produce to the radius the GC games expect. This is the first implementation of this that convert a square radius to a circual radius. Use the advanced settings to enable and calibrate it. Observed diagonals: Perfect circle: 71% = sin(45) Logitech Dual Action: 100% Dual Shock 2 (Original) with Super Dual Box Pro: 90% XBox 360 Wireless: 85% GameCube Controller (Third Party) with EMS TrioLinker Plus II: 60% */ // ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ /* Calculate the distance from the center of the current stick coordinates. The distance is defined as at most sqrt(2) in the corners */ float SquareDistance(float deg) { // See if we have to adjust the angle deg = abs(deg); if( (deg > 45 && deg < 135) ) deg = deg - 90; float val = abs(cos(Deg2Rad(deg))); float dist = 1 / val; // Calculate distance from center //m_frame->m_pStatusBar2->SetLabel(wxString::Format("Deg:%f Val:%f Dist:%f", deg, val, dist)); return dist; } // Produce the circle from the original std::vector Square2Circle(int _x, int _y, int _pad, std::string SDiagonal, bool Circle2Square) { /* Do we need this? */ if(_x > 32767) _x = 32767; if(_y > 32767) _y = 32767; // upper limit if(_x < -32768) _x = -32768; if(_y > 32767) _y = 32767; // lower limit // ==================================== // Convert to circle // ----------- // Get the manually configured diagonal distance int Tmp = atoi (SDiagonal.substr(0, SDiagonal.length() - 1).c_str()); float Diagonal = Tmp / 100.0; // First make a perfect square in case we don't have one already float OrigDist = sqrt( pow((float)_y, 2) + pow((float)_x, 2) ); // Get current distance float deg = Rad2Deg(atan2((float)_y, (float)_x)); // Get current angle // A diagonal of 85% means a maximum distance of 0.85 * sqrt(2) ~1.2 in the diagonals float corner_circle_dist = ( Diagonal / sin(Deg2Rad(45)) ); float SquareDist = SquareDistance(deg); // The original-to-square distance adjustment float adj_ratio1; // The circle-to-square distance adjustment float adj_ratio2 = SquareDist; // The resulting distance float result_dist; // Calculate the corner-to-square adjustment ratio if(corner_circle_dist < SquareDist) adj_ratio1 = SquareDist / corner_circle_dist; else adj_ratio1 = 1; // Calculate the resulting distance if(Circle2Square) result_dist = OrigDist * adj_ratio1; else result_dist = OrigDist * adj_ratio1 / adj_ratio2; // Calculate x and y and return it float x = result_dist * cos(Deg2Rad(deg)); float y = result_dist * sin(Deg2Rad(deg)); // Make integers int int_x = (int)floor(x); int int_y = (int)floor(y); // Boundaries if (int_x < -32767) int_x = -32767; if (int_x > 32767) int_x = 32767; if (int_y < -32767) int_y = -32767; if (int_y > 32767) int_y = 32767; // Return it std::vector vec; vec.push_back(int_x); vec.push_back(int_y); // Debugging //m_frame->m_pStatusBar2->SetLabel(wxString::Format("%f %f %i", corner_circle_dist, Diagonal, Tmp)); return vec; } ///////////////////////////////////////////////////////////////////// }