// Copyright 2013 Dolphin Emulator Project // Licensed under GPLv2 // Refer to the license.txt file included. #pragma once #include #include #include #include #include #include "Common/IniFile.h" #include "Core/ConfigManager.h" #include "InputCommon/GCPadStatus.h" #include "InputCommon/ControllerInterface/ControllerInterface.h" #define sign(x) ((x)?(x)<0?-1:1:0) enum { GROUP_TYPE_OTHER, GROUP_TYPE_STICK, GROUP_TYPE_MIXED_TRIGGERS, GROUP_TYPE_BUTTONS, GROUP_TYPE_FORCE, GROUP_TYPE_EXTENSION, GROUP_TYPE_TILT, GROUP_TYPE_CURSOR, GROUP_TYPE_TRIGGERS, GROUP_TYPE_SLIDER }; enum { SETTING_RADIUS, SETTING_DEADZONE, }; const char* const named_directions[] = { "Up", "Down", "Left", "Right" }; class ControllerEmu { public: class ControlGroup { public: class Control { protected: Control(ControllerInterface::ControlReference* const _ref, const std::string& _name) : control_ref(_ref), name(_name) {} public: virtual ~Control() {} std::unique_ptr const control_ref; const std::string name; }; class Input : public Control { public: Input(const std::string& _name) : Control(new ControllerInterface::InputReference, _name) {} }; class Output : public Control { public: Output(const std::string& _name) : Control(new ControllerInterface::OutputReference, _name) {} }; class Setting { public: Setting(const std::string& _name, const ControlState def_value , const unsigned int _low = 0, const unsigned int _high = 100) : name(_name) , value(def_value) , default_value(def_value) , low(_low) , high(_high) , is_virtual(false) , is_iterate(false) {} virtual ~Setting() { } const std::string name; ControlState value; const ControlState default_value; const unsigned int low, high; bool is_virtual; bool is_iterate; virtual void SetValue(ControlState new_value) { value = new_value; } virtual ControlState GetValue() { return value; } }; class BackgroundInputSetting : public Setting { public: BackgroundInputSetting(const std::string &_name) : Setting(_name, false) { is_virtual = true; } void SetValue(ControlState new_value) override { SConfig::GetInstance().m_BackgroundInput = !!new_value; } ControlState GetValue() override { return SConfig::GetInstance().m_BackgroundInput; } }; class IterateUI : public Setting { public: IterateUI(const std::string &_name) : Setting(_name, false) { is_iterate = true; } }; ControlGroup(const std::string& _name, const unsigned int _type = GROUP_TYPE_OTHER) : name(_name), type(_type) {} virtual ~ControlGroup() {} virtual void LoadConfig(IniFile::Section *sec, const std::string& defdev = "", const std::string& base = "" ); virtual void SaveConfig(IniFile::Section *sec, const std::string& defdev = "", const std::string& base = "" ); const std::string name; const unsigned int type; std::vector> controls; std::vector> settings; }; class AnalogStick : public ControlGroup { public: // The GameCube controller and Wiimote attachments have a different default radius AnalogStick(const char* const _name, ControlState default_radius); void GetState(ControlState* const x, ControlState* const y) { 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 radius = settings[SETTING_RADIUS]->value; ControlState deadzone = settings[SETTING_DEADZONE]->value; ControlState m = controls[4]->control_ref->State(); ControlState ang = atan2(yy, xx); ControlState ang_sin = sin(ang); ControlState ang_cos = cos(ang); ControlState dist = sqrt(xx*xx + yy*yy); // dead zone code dist = std::max(0.0, dist - deadzone); dist /= (1 - deadzone); // radius dist *= radius; // The modifier halves the distance by 50%, which is useful // for keyboard controls. 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)); *y = yy; *x = xx; } }; class Buttons : public ControlGroup { public: Buttons(const std::string& _name); template void GetState(C* const buttons, const C* bitmasks) { for (auto& control : controls) { if (control->control_ref->State() > settings[0]->value) // threshold *buttons |= *bitmasks; bitmasks++; } } }; class MixedTriggers : public ControlGroup { public: MixedTriggers(const std::string& _name); void GetState(u16 *const digital, const u16* bitmasks, ControlState* analog) { const unsigned int trig_count = ((unsigned int) (controls.size() / 2)); for (unsigned int i=0; icontrol_ref->State() > settings[0]->value) //threshold { *analog = 1.0; *digital |= *bitmasks; } else { *analog = controls[i+trig_count]->control_ref->State(); } } } }; class Triggers : public ControlGroup { public: Triggers(const std::string& _name); void GetState(ControlState* analog) { const unsigned int trig_count = ((unsigned int) (controls.size())); const ControlState deadzone = settings[0]->value; for (unsigned int i=0; icontrol_ref->State() - deadzone, 0.0) / (1 - deadzone); } }; class Slider : public ControlGroup { public: Slider(const std::string& _name); void GetState(ControlState* const slider) { const ControlState deadzone = settings[0]->value; const ControlState state = controls[1]->control_ref->State() - controls[0]->control_ref->State(); if (fabs(state) > deadzone) *slider = (state - (deadzone * sign(state))) / (1 - deadzone); else *slider = 0; } }; class Force : public ControlGroup { public: Force(const std::string& _name); void GetState(ControlState* axis) { const ControlState deadzone = settings[0]->value; for (unsigned int i = 0; i < 6; i += 2) { ControlState tmpf = 0; const ControlState state = controls[i+1]->control_ref->State() - controls[i]->control_ref->State(); if (fabs(state) > deadzone) tmpf = ((state - (deadzone * sign(state))) / (1 - deadzone)); ControlState &ax = m_swing[i >> 1]; *axis++ = (tmpf - ax); ax = tmpf; } } private: ControlState m_swing[3]; }; class Tilt : public ControlGroup { public: Tilt(const std::string& _name); void GetState(ControlState* const x, ControlState* const y, const bool step = true) { // 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 = settings[0]->value; ControlState circle = settings[1]->value; auto const angle = settings[2]->value / 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; } private: ControlState m_tilt[2]; }; class Cursor : public ControlGroup { public: Cursor(const std::string& _name); void GetState(ControlState* const x, ControlState* const y, ControlState* const z, const bool adjusted = false) { const ControlState zz = controls[4]->control_ref->State() - controls[5]->control_ref->State(); // silly being here if (zz > m_z) m_z = std::min(m_z + 0.1, zz); else if (zz < m_z) m_z = std::max(m_z - 0.1, zz); *z = m_z; // hide if (controls[6]->control_ref->State() > 0.5) { *x = 10000; *y = 0; } else { ControlState yy = controls[0]->control_ref->State() - controls[1]->control_ref->State(); ControlState xx = controls[3]->control_ref->State() - controls[2]->control_ref->State(); // adjust cursor according to settings if (adjusted) { xx *= (settings[1]->value * 2); yy *= (settings[2]->value * 2); yy += (settings[0]->value - 0.5); } *x = xx; *y = yy; } } ControlState m_z; }; class Extension : public ControlGroup { public: Extension(const std::string& _name) : ControlGroup(_name, GROUP_TYPE_EXTENSION) , switch_extension(0) , active_extension(0) {} ~Extension() {} void GetState(u8* const data); std::vector> attachments; int switch_extension; int active_extension; }; virtual ~ControllerEmu() {} virtual std::string GetName() const = 0; virtual void LoadDefaults(const ControllerInterface& ciface); virtual void LoadConfig(IniFile::Section *sec, const std::string& base = ""); virtual void SaveConfig(IniFile::Section *sec, const std::string& base = ""); void UpdateDefaultDevice(); void UpdateReferences(ControllerInterface& devi); std::vector> groups; ciface::Core::DeviceQualifier default_device; };