dolphin/Source/Core/InputCommon/Src/Configuration.cpp
2009-02-24 05:20:52 +00:00

253 lines
8.2 KiB
C++

//////////////////////////////////////////////////////////////////////////////////////////
// Project description
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
// 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
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
#if defined HAVE_WX && HAVE_WX
#include <wx/wx.h>
#endif
#include "SDL.h" // Local
////////////////////////////////////
namespace InputCommon
{
//////////////////////////////////////////////////////////////////////////////////////////
// Degree to radian and back
// ¯¯¯¯¯¯¯¯¯¯¯¯¯
float Deg2Rad(float Deg)
{
return Deg * ((float)M_PI / 180.0f);
}
float Rad2Deg(float Rad)
{
return (Rad * 180.0f) / (float)M_PI;
}
/////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
// Check if the pad is within the dead zone, we assume the range is 0x8000
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
float CoordinatesToRadius(int x, int y)
{
return sqrt(pow((float)x, 2) + pow((float)y, 2));
}
bool IsDeadZone(float DeadZone, int x, int y)
{
// Get the distance from the center
float Distance = CoordinatesToRadius(x, y) / 32767.0f;
//Console::Print("%f\n", Distance);
// Check if it's within the dead zone
if (Distance <= DeadZone)
return true;
else
return false;
}
/////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
// Scale down stick values from 0x8000 to 0x80
/* ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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.
*/
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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 square or rounded box to a circular radius. 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%
PS2 Dual Shock 2 (Original) with Super Dual Box Pro: 90%
XBox 360 Wireless: 85%
GameCube Controller (Third Party) with EMS Trio Linker Plus II: 60%
*/
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
/* Calculate the distance from the outer edges of the box to the outer edges of the circle inside the box
at any angle from 0° to 360°. The returned value is 1 + Distance, for example at most sqrt(2) in the
corners and at least 1.0 at the horizontal and vertical angles. */
float Square2CircleDistance(float deg)
{
// See if we have to adjust the angle
deg = abs(deg);
if( (deg > 45 && deg < 135) ) deg = deg - 90;
// Calculate distance from center
float val = abs(cos(Deg2Rad(deg)));
float Distance = 1 / val;
//m_frame->m_pStatusBar2->SetLabel(wxString::Format("Deg:%f Val:%f Dist:%f", deg, val, dist));
return Distance;
}
// Produce a perfect circle from an original square or rounded box
std::vector<int> 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 < -32768) _y = -32768; // 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 / 100.0f;
// 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
/* Calculate the actual distance between the maxium diagonal values, and the outer edges of the
square. 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 = Square2CircleDistance(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 < -32768) int_x = -32768; if (int_x > 32767) int_x = 32767;
if (int_y < -32768) int_y = -32768; if (int_y > 32767) int_y = 32767;
// Return it
std::vector<int> vec;
vec.push_back(int_x);
vec.push_back(int_y);
// Debugging
//Console::Print("%f %f %i", corner_circle_dist, Diagonal, Tmp));
return vec;
}
/////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
// Windows Virtual Key Codes Names
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
#ifdef _WIN32
std::string VKToString(int keycode)
{
#ifdef _WIN32
// Default value
char KeyStr[64] = {0};
GetKeyNameText(MapVirtualKey(keycode, MAPVK_VK_TO_VSC) << 16, KeyStr, 64);
std::string KeyString = KeyStr;
switch(keycode)
{
// Give it some help with a few keys
case VK_END: return "END";
case VK_INSERT: return "INS";
case VK_DELETE: return "DEL";
case VK_PRIOR: return "PGUP";
case VK_NEXT: return "PGDN";
case VK_UP: return "UP";
case VK_DOWN: return "DOWN";
case VK_LEFT: return "LEFT";
case VK_RIGHT: return "RIGHT";
case VK_LSHIFT: return "LEFT SHIFT";
case VK_LCONTROL: return "LEFT CTRL";
case VK_RCONTROL: return "RIGHT CTRL";
case VK_LMENU: return "LEFT ALT";
default: return KeyString;
}
#else
// An equivalent name translation can probably be used on other systems to?
return "";
#endif
}
#endif
/////////////////////////////////////////////////////////////////////
}