// Copyright 2017 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include "InputCommon/ControllerEmu/ControlGroup/Tilt.h" #include #include #include #include #include "Common/Common.h" #include "InputCommon/ControlReference/ControlReference.h" #include "InputCommon/ControllerEmu/Control/Control.h" #include "InputCommon/ControllerEmu/Control/Input.h" #include "InputCommon/ControllerEmu/Setting/NumericSetting.h" namespace ControllerEmu { Tilt::Tilt(const std::string& name_) : ControlGroup(name_, GroupType::Tilt) { controls.emplace_back(std::make_unique(Translate, _trans("Forward"))); controls.emplace_back(std::make_unique(Translate, _trans("Backward"))); controls.emplace_back(std::make_unique(Translate, _trans("Left"))); controls.emplace_back(std::make_unique(Translate, _trans("Right"))); controls.emplace_back(std::make_unique(Translate, _trans("Modifier"))); numeric_settings.emplace_back(std::make_unique(_trans("Dead Zone"), 0, 0, 50)); numeric_settings.emplace_back(std::make_unique(_trans("Circle Stick"), 0)); numeric_settings.emplace_back(std::make_unique(_trans("Angle"), 0.9, 0, 180)); } void Tilt::GetState(ControlState* const x, ControlState* const y, const bool step) { // this is all a mess ControlState yy = controls[0]->control_ref->State() - controls[1]->control_ref->State(); ControlState xx = controls[3]->control_ref->State() - controls[2]->control_ref->State(); ControlState deadzone = numeric_settings[0]->GetValue(); ControlState circle = numeric_settings[1]->GetValue(); auto const angle = numeric_settings[2]->GetValue() / 1.8; ControlState m = controls[4]->control_ref->State(); // deadzone / circle stick code // this section might be all wrong, but its working good enough, I think ControlState ang = atan2(yy, xx); ControlState ang_sin = sin(ang); ControlState ang_cos = cos(ang); // the amt a full square stick would have at current angle ControlState square_full = std::min(ang_sin ? 1 / fabs(ang_sin) : 2, ang_cos ? 1 / fabs(ang_cos) : 2); // the amt a full stick would have that was (user setting circular) at current angle // I think this is more like a pointed circle rather than a rounded square like it should be ControlState stick_full = (square_full * (1 - circle)) + (circle); ControlState dist = sqrt(xx * xx + yy * yy); // dead zone code dist = std::max(0.0, dist - deadzone * stick_full); dist /= (1 - deadzone); // circle stick code ControlState amt = dist / stick_full; dist += (square_full - 1) * amt * circle; if (m) dist *= 0.5; yy = std::max(-1.0, std::min(1.0, ang_sin * dist)); xx = std::max(-1.0, std::min(1.0, ang_cos * dist)); // this is kinda silly here // gui being open will make this happen 2x as fast, o well // silly if (step) { if (xx > m_tilt[0]) m_tilt[0] = std::min(m_tilt[0] + 0.1, xx); else if (xx < m_tilt[0]) m_tilt[0] = std::max(m_tilt[0] - 0.1, xx); if (yy > m_tilt[1]) m_tilt[1] = std::min(m_tilt[1] + 0.1, yy); else if (yy < m_tilt[1]) m_tilt[1] = std::max(m_tilt[1] - 0.1, yy); } *y = m_tilt[1] * angle; *x = m_tilt[0] * angle; } } // namespace ControllerEmu