Input - Make dynamic rules be definable per game. Configuration can now

define how many frames constitute a high or a low swing/shake when the
button is down.  Also configurable is the number of frames to execute
the swing/shake after the button is released.
This commit is contained in:
iwubcode 2018-05-05 23:08:37 -05:00
parent 83c94feb3d
commit 230af569ed
4 changed files with 38 additions and 14 deletions

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@ -18,6 +18,15 @@ namespace Config
const ConfigInfo<double> WIIMOTE_INPUT_SHAKE_INTENSITY_MEDIUM{ { System::WiiPad, "Shake", "Medium" }, 3.0 }; const ConfigInfo<double> WIIMOTE_INPUT_SHAKE_INTENSITY_MEDIUM{ { System::WiiPad, "Shake", "Medium" }, 3.0 };
const ConfigInfo<double> WIIMOTE_INPUT_SHAKE_INTENSITY_SOFT{ { System::WiiPad, "Shake", "Soft" }, 2.0 }; const ConfigInfo<double> WIIMOTE_INPUT_SHAKE_INTENSITY_SOFT{ { System::WiiPad, "Shake", "Soft" }, 2.0 };
// Dynamic settings
const ConfigInfo<int> WIIMOTE_INPUT_SWING_DYNAMIC_FRAMES_HELD_FAST{ { System::WiiPad, "Dynamic_Swing", "FramesHeldFast" }, 100 };
const ConfigInfo<int> WIIMOTE_INPUT_SWING_DYNAMIC_FRAMES_HELD_SLOW{ { System::WiiPad, "Dynamic_Swing", "FramesHeldSlow" }, 30 };
const ConfigInfo<int> WIIMOTE_INPUT_SWING_DYNAMIC_FRAMES_LENGTH{ { System::WiiPad, "Dynamic_Swing", "FrameCount" }, 30 };
const ConfigInfo<int> WIIMOTE_INPUT_SHAKE_DYNAMIC_FRAMES_HELD_HARD{ { System::WiiPad, "Dynamic_Shake", "FramesHeldHard" }, 45 };
const ConfigInfo<int> WIIMOTE_INPUT_SHAKE_DYNAMIC_FRAMES_HELD_SOFT{ { System::WiiPad, "Dynamic_Shake", "FramesHeldSoft" }, 15 };
const ConfigInfo<int> WIIMOTE_INPUT_SHAKE_DYNAMIC_FRAMES_LENGTH{ { System::WiiPad, "Dynamic_Shake", "FrameCount" }, 30 };
// NunchuckInput.Settings // NunchuckInput.Settings
const ConfigInfo<double> NUNCHUK_INPUT_SWING_INTENSITY_FAST{ { System::WiiPad, "Nunchuk_Swing", "Fast" }, 4.5 }; const ConfigInfo<double> NUNCHUK_INPUT_SWING_INTENSITY_FAST{ { System::WiiPad, "Nunchuk_Swing", "Fast" }, 4.5 };

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@ -20,6 +20,16 @@ namespace Config
extern const ConfigInfo<double> WIIMOTE_INPUT_SHAKE_INTENSITY_MEDIUM; extern const ConfigInfo<double> WIIMOTE_INPUT_SHAKE_INTENSITY_MEDIUM;
extern const ConfigInfo<double> WIIMOTE_INPUT_SHAKE_INTENSITY_SOFT; extern const ConfigInfo<double> WIIMOTE_INPUT_SHAKE_INTENSITY_SOFT;
// Below settings are for dynamic input only (based on how long the user holds a button)
extern const ConfigInfo<int> WIIMOTE_INPUT_SWING_DYNAMIC_FRAMES_HELD_FAST; // How long button held constitutes a fast swing
extern const ConfigInfo<int> WIIMOTE_INPUT_SWING_DYNAMIC_FRAMES_HELD_SLOW; // How long button held constitutes a slow swing
extern const ConfigInfo<int> WIIMOTE_INPUT_SWING_DYNAMIC_FRAMES_LENGTH; // How long to execute the swing
extern const ConfigInfo<int> WIIMOTE_INPUT_SHAKE_DYNAMIC_FRAMES_HELD_HARD; // How long button held constitutes a hard shake
extern const ConfigInfo<int> WIIMOTE_INPUT_SHAKE_DYNAMIC_FRAMES_HELD_SOFT; // How long button held constitutes a soft shake
extern const ConfigInfo<int> WIIMOTE_INPUT_SHAKE_DYNAMIC_FRAMES_LENGTH; // How long to execute a shake
// NunchuckInput.Settings // NunchuckInput.Settings
extern const ConfigInfo<double> NUNCHUK_INPUT_SWING_INTENSITY_FAST; extern const ConfigInfo<double> NUNCHUK_INPUT_SWING_INTENSITY_FAST;

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@ -135,10 +135,6 @@ void EmulateDynamicShake(AccelData* const accel, DynamicData& dynamic_data, Cont
unsigned int shake = 0; unsigned int shake = 0;
buttons_group->GetState(&shake, btns); buttons_group->GetState(&shake, btns);
static const int frames_high = 45;
static const int frames_low = 15;
static const int frames_to_execute = 31; // about 2 shake-loops
for (int i = 0; i != 3; ++i) for (int i = 0; i != 3; ++i)
{ {
if ((shake & (1 << i)) && dynamic_data.executing_frames_left[i] == 0) if ((shake & (1 << i)) && dynamic_data.executing_frames_left[i] == 0)
@ -153,11 +149,11 @@ void EmulateDynamicShake(AccelData* const accel, DynamicData& dynamic_data, Cont
} }
else if (shake == 0 && dynamic_data.timing[i] > 0) else if (shake == 0 && dynamic_data.timing[i] > 0)
{ {
if (dynamic_data.timing[i] > frames_high) if (dynamic_data.timing[i] > config.frames_needed_for_high_intensity)
{ {
dynamic_data.intensity[i] = config.high_intensity; dynamic_data.intensity[i] = config.high_intensity;
} }
else if (dynamic_data.timing[i] < frames_low) else if (dynamic_data.timing[i] < config.frames_needed_for_low_intensity)
{ {
dynamic_data.intensity[i] = config.low_intensity; dynamic_data.intensity[i] = config.low_intensity;
} }
@ -166,7 +162,7 @@ void EmulateDynamicShake(AccelData* const accel, DynamicData& dynamic_data, Cont
dynamic_data.intensity[i] = config.med_intensity; dynamic_data.intensity[i] = config.med_intensity;
} }
dynamic_data.timing[i] = 0; dynamic_data.timing[i] = 0;
dynamic_data.executing_frames_left[i] = frames_to_execute; dynamic_data.executing_frames_left[i] = config.frames_to_execute;
} }
else else
{ {
@ -256,10 +252,6 @@ void EmulateDynamicSwing(AccelData* const accel, DynamicData& dynamic_data,
if (!sideways && upright) if (!sideways && upright)
g_dir[axis_map[0]] *= -1; g_dir[axis_map[0]] *= -1;
static const int frames_high = 100;
static const int frames_low = 30;
static const int frames_to_execute = 30;
for (unsigned int i = 0; i < 3; ++i) for (unsigned int i = 0; i < 3; ++i)
{ {
if (swing[i] > 0 && dynamic_data.executing_frames_left[i] == 0) if (swing[i] > 0 && dynamic_data.executing_frames_left[i] == 0)
@ -273,11 +265,11 @@ void EmulateDynamicSwing(AccelData* const accel, DynamicData& dynamic_data,
} }
else if (swing[i] == 0 && dynamic_data.timing[i] > 0) else if (swing[i] == 0 && dynamic_data.timing[i] > 0)
{ {
if (dynamic_data.timing[i] > frames_high) if (dynamic_data.timing[i] > config.frames_needed_for_high_intensity)
{ {
dynamic_data.intensity[i] = config.high_intensity; dynamic_data.intensity[i] = config.high_intensity;
} }
else if (dynamic_data.timing[i] < frames_low) else if (dynamic_data.timing[i] < config.frames_needed_for_low_intensity)
{ {
dynamic_data.intensity[i] = config.low_intensity; dynamic_data.intensity[i] = config.low_intensity;
} }
@ -286,7 +278,7 @@ void EmulateDynamicSwing(AccelData* const accel, DynamicData& dynamic_data,
dynamic_data.intensity[i] = config.med_intensity; dynamic_data.intensity[i] = config.med_intensity;
} }
dynamic_data.timing[i] = 0; dynamic_data.timing[i] = 0;
dynamic_data.executing_frames_left[i] = frames_to_execute; dynamic_data.executing_frames_left[i] = config.frames_to_execute;
} }
} }
} }
@ -612,6 +604,9 @@ void Wiimote::GetAccelData(u8* const data, const ReportFeatures& rptf)
swing_config.low_intensity = Config::Get(Config::WIIMOTE_INPUT_SWING_INTENSITY_SLOW); swing_config.low_intensity = Config::Get(Config::WIIMOTE_INPUT_SWING_INTENSITY_SLOW);
swing_config.med_intensity = Config::Get(Config::WIIMOTE_INPUT_SWING_INTENSITY_MEDIUM); swing_config.med_intensity = Config::Get(Config::WIIMOTE_INPUT_SWING_INTENSITY_MEDIUM);
swing_config.high_intensity = Config::Get(Config::WIIMOTE_INPUT_SWING_INTENSITY_FAST); swing_config.high_intensity = Config::Get(Config::WIIMOTE_INPUT_SWING_INTENSITY_FAST);
swing_config.frames_needed_for_high_intensity = Config::Get(Config::WIIMOTE_INPUT_SWING_DYNAMIC_FRAMES_HELD_FAST);
swing_config.frames_needed_for_low_intensity = Config::Get(Config::WIIMOTE_INPUT_SWING_DYNAMIC_FRAMES_HELD_SLOW);
swing_config.frames_to_execute = Config::Get(Config::WIIMOTE_INPUT_SWING_DYNAMIC_FRAMES_LENGTH);
EmulateSwing(&m_accel, m_swing, Config::Get(Config::WIIMOTE_INPUT_SWING_INTENSITY_MEDIUM), is_sideways, is_upright); EmulateSwing(&m_accel, m_swing, Config::Get(Config::WIIMOTE_INPUT_SWING_INTENSITY_MEDIUM), is_sideways, is_upright);
EmulateSwing(&m_accel, m_swing_slow, Config::Get(Config::WIIMOTE_INPUT_SWING_INTENSITY_SLOW), is_sideways, is_upright); EmulateSwing(&m_accel, m_swing_slow, Config::Get(Config::WIIMOTE_INPUT_SWING_INTENSITY_SLOW), is_sideways, is_upright);
@ -623,6 +618,9 @@ void Wiimote::GetAccelData(u8* const data, const ReportFeatures& rptf)
shake_config.low_intensity = Config::Get(Config::WIIMOTE_INPUT_SHAKE_INTENSITY_SOFT); shake_config.low_intensity = Config::Get(Config::WIIMOTE_INPUT_SHAKE_INTENSITY_SOFT);
shake_config.med_intensity = Config::Get(Config::WIIMOTE_INPUT_SHAKE_INTENSITY_MEDIUM); shake_config.med_intensity = Config::Get(Config::WIIMOTE_INPUT_SHAKE_INTENSITY_MEDIUM);
shake_config.high_intensity = Config::Get(Config::WIIMOTE_INPUT_SHAKE_INTENSITY_HARD); shake_config.high_intensity = Config::Get(Config::WIIMOTE_INPUT_SHAKE_INTENSITY_HARD);
shake_config.frames_needed_for_high_intensity = Config::Get(Config::WIIMOTE_INPUT_SHAKE_DYNAMIC_FRAMES_HELD_HARD);
shake_config.frames_needed_for_low_intensity = Config::Get(Config::WIIMOTE_INPUT_SHAKE_DYNAMIC_FRAMES_HELD_SOFT);
shake_config.frames_to_execute = Config::Get(Config::WIIMOTE_INPUT_SHAKE_DYNAMIC_FRAMES_LENGTH);
EmulateShake(&m_accel, m_shake, Config::Get(Config::WIIMOTE_INPUT_SHAKE_INTENSITY_MEDIUM), m_shake_step.data()); EmulateShake(&m_accel, m_shake, Config::Get(Config::WIIMOTE_INPUT_SHAKE_INTENSITY_MEDIUM), m_shake_step.data());
EmulateShake(&m_accel, m_shake_soft, Config::Get(Config::WIIMOTE_INPUT_SHAKE_INTENSITY_SOFT), m_shake_soft_step.data()); EmulateShake(&m_accel, m_shake_soft, Config::Get(Config::WIIMOTE_INPUT_SHAKE_INTENSITY_SOFT), m_shake_soft_step.data());

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@ -140,8 +140,15 @@ struct DynamicData
struct DynamicConfiguration struct DynamicConfiguration
{ {
double low_intensity; double low_intensity;
int frames_needed_for_low_intensity;
double med_intensity; double med_intensity;
// Frames needed for med intensity can be calculated between high & low
double high_intensity; double high_intensity;
int frames_needed_for_high_intensity;
int frames_to_execute; // How many frames should we execute the action for?
}; };
struct ADPCMState struct ADPCMState