WiimoteEmu/DolphinQt: Rename "IR" to "Point" and eliminate redundant Forward/Backward mappings.
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5ca9933307
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374585f128
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@ -204,7 +204,6 @@ void EmulateCursor(MotionState* state, ControllerEmu::Cursor* ir_group, float ti
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// Nintendo recommends a distance of 1-3 meters.
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constexpr float NEUTRAL_DISTANCE = 2.f;
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constexpr float MOVE_DISTANCE = 1.f;
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// When the sensor bar position is on bottom, apply the "offset" setting negatively.
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// This is kinda odd but it does seem to maintain consistent cursor behavior.
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@ -215,26 +214,22 @@ void EmulateCursor(MotionState* state, ControllerEmu::Cursor* ir_group, float ti
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const float yaw_scale = ir_group->GetTotalYaw() / 2;
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const float pitch_scale = ir_group->GetTotalPitch() / 2;
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// TODO: Move state out of ControllerEmu::Cursor
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// TODO: Use ApproachPositionWithJerk
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// TODO: Move forward/backward after rotation.
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const auto new_position =
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Common::Vec3(0, NEUTRAL_DISTANCE - MOVE_DISTANCE * float(cursor.z), -height);
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// Just jump to the target position.
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state->position = {0, NEUTRAL_DISTANCE, -height};
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state->velocity = {};
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state->acceleration = {};
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const auto target_angle = Common::Vec3(pitch_scale * -cursor.y, 0, yaw_scale * -cursor.x);
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// If cursor was hidden, jump to the target position/angle immediately.
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// If cursor was hidden, jump to the target angle immediately.
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if (state->position.y < 0)
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{
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state->position = new_position;
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state->angle = target_angle;
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state->angular_velocity = {};
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return;
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}
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state->acceleration = new_position - state->position;
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state->position = new_position;
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// Higher values will be more responsive but increase rate of M+ "desync".
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// I'd rather not expose this value in the UI if not needed.
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// At this value, sync is very good and responsiveness still appears instant.
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@ -138,7 +138,7 @@ void Wiimote::Reset()
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Wiimote::Wiimote(const unsigned int index) : m_index(index)
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{
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// buttons
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// Buttons
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groups.emplace_back(m_buttons = new ControllerEmu::Buttons(_trans("Buttons")));
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for (const char* named_button : named_buttons)
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{
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@ -147,20 +147,14 @@ Wiimote::Wiimote(const unsigned int index) : m_index(index)
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new ControllerEmu::Input(ControllerEmu::DoNotTranslate, named_button, ui_name));
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}
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// ir
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// i18n: IR stands for infrared and refers to the pointer functionality of Wii Remotes
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groups.emplace_back(m_ir = new ControllerEmu::Cursor(_trans("IR")));
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// swing
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// Pointing (IR)
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// i18n: "Point" refers to the action of pointing a Wii Remote.
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groups.emplace_back(m_ir = new ControllerEmu::Cursor("IR", _trans("Point")));
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groups.emplace_back(m_swing = new ControllerEmu::Force(_trans("Swing")));
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// tilt
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groups.emplace_back(m_tilt = new ControllerEmu::Tilt(_trans("Tilt")));
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// shake
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groups.emplace_back(m_shake = new ControllerEmu::Shake(_trans("Shake")));
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// extension
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// Extension
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groups.emplace_back(m_attachments = new ControllerEmu::Attachments(_trans("Extension")));
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m_attachments->AddAttachment(std::make_unique<WiimoteEmu::None>());
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m_attachments->AddAttachment(std::make_unique<WiimoteEmu::Nunchuk>());
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@ -174,12 +168,12 @@ Wiimote::Wiimote(const unsigned int index) : m_index(index)
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m_attachments->AddSetting(&m_motion_plus_setting, {_trans("Attach MotionPlus")}, true);
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// rumble
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// Rumble
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groups.emplace_back(m_rumble = new ControllerEmu::ControlGroup(_trans("Rumble")));
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m_rumble->controls.emplace_back(
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m_motor = new ControllerEmu::Output(ControllerEmu::Translate, _trans("Motor")));
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// dpad
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// D-Pad
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groups.emplace_back(m_dpad = new ControllerEmu::Buttons(_trans("D-Pad")));
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for (const char* named_direction : named_directions)
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{
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@ -187,7 +181,7 @@ Wiimote::Wiimote(const unsigned int index) : m_index(index)
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new ControllerEmu::Input(ControllerEmu::Translate, named_direction));
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}
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// options
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// Options
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groups.emplace_back(m_options = new ControllerEmu::ControlGroup(_trans("Options")));
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m_options->AddSetting(&m_speaker_pan_setting,
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@ -211,7 +205,7 @@ Wiimote::Wiimote(const unsigned int index) : m_index(index)
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{"Sideways Wiimote", nullptr, nullptr, _trans("Sideways Wii Remote")},
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false);
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// hotkeys
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// Hotkeys
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groups.emplace_back(m_hotkeys = new ControllerEmu::ModifySettingsButton(_trans("Hotkeys")));
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// hotkeys to temporarily modify the Wii Remote orientation (sideways, upright)
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// this setting modifier is toggled
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@ -239,7 +233,7 @@ ControllerEmu::ControlGroup* Wiimote::GetWiimoteGroup(WiimoteGroup group)
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return m_dpad;
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case WiimoteGroup::Shake:
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return m_shake;
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case WiimoteGroup::IR:
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case WiimoteGroup::Point:
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return m_ir;
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case WiimoteGroup::Tilt:
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return m_tilt;
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@ -636,7 +630,7 @@ void Wiimote::LoadDefaults(const ControllerInterface& ciface)
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for (int i = 0; i < 3; ++i)
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m_shake->SetControlExpression(i, "Click 2");
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// IR
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// Pointing (IR)
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m_ir->SetControlExpression(0, "Cursor Y-");
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m_ir->SetControlExpression(1, "Cursor Y+");
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m_ir->SetControlExpression(2, "Cursor X-");
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@ -714,8 +708,6 @@ void Wiimote::StepDynamics()
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Common::Vec3 Wiimote::GetAcceleration()
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{
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// TODO: Cursor forward/backward movement should produce acceleration.
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Common::Vec3 accel =
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GetOrientation() *
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GetTransformation().Transform(
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@ -750,7 +742,7 @@ Common::Matrix44 Wiimote::GetTransformation() const
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// Includes positional and rotational effects of:
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// Cursor, Swing, Tilt, Shake
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// TODO: think about and clean up matrix order, make nunchuk match.
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// TODO: Think about and clean up matrix order + make nunchuk match.
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return Common::Matrix44::Translate(-m_shake_state.position) *
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Common::Matrix44::FromMatrix33(GetRotationalMatrix(
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-m_tilt_state.angle - m_swing_state.angle - m_cursor_state.angle)) *
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@ -40,7 +40,7 @@ enum class WiimoteGroup
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Buttons,
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DPad,
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Shake,
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IR,
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Point,
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Tilt,
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Swing,
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Rumble,
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@ -212,29 +212,6 @@ void MappingIndicator::DrawCursor(ControllerEmu::Cursor& cursor)
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return;
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}
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// Deadzone for Z (forward/backward):
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const double deadzone = cursor.GetDeadzonePercentage();
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if (deadzone > 0.0)
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{
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p.setPen(GetDeadZonePen());
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p.setBrush(GetDeadZoneBrush());
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p.drawRect(QRectF(-scale, -deadzone * scale, scale * 2, deadzone * scale * 2));
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}
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// Raw Z:
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p.setPen(Qt::NoPen);
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p.setBrush(GetRawInputColor());
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p.drawRect(
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QRectF(-scale, raw_coord.z * scale - INPUT_DOT_RADIUS / 2, scale * 2, INPUT_DOT_RADIUS));
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// Adjusted Z (if not hidden):
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if (adj_coord.IsVisible())
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{
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p.setBrush(GetAdjustedInputColor());
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p.drawRect(
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QRectF(-scale, adj_coord.z * scale - INPUT_DOT_RADIUS / 2, scale * 2, INPUT_DOT_RADIUS));
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}
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// TV screen or whatever you want to call this:
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constexpr double TV_SCALE = 0.75;
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@ -51,6 +51,11 @@ int MappingWidget::GetPort() const
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return m_parent->GetPort();
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}
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QGroupBox* MappingWidget::CreateGroupBox(ControllerEmu::ControlGroup* group)
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{
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return CreateGroupBox(tr(group->ui_name.c_str()), group);
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}
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QGroupBox* MappingWidget::CreateGroupBox(const QString& name, ControllerEmu::ControlGroup* group)
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{
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QGroupBox* group_box = new QGroupBox(name);
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@ -55,6 +55,8 @@ signals:
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protected:
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int GetPort() const;
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QGroupBox* CreateGroupBox(ControllerEmu::ControlGroup* group);
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QGroupBox* CreateGroupBox(const QString& name, ControllerEmu::ControlGroup* group);
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private:
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@ -348,8 +348,7 @@ void MappingWindow::SetMappingType(MappingWindow::Type type)
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widget = new WiimoteEmuGeneral(this, extension);
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setWindowTitle(tr("Wii Remote %1").arg(GetPort() + 1));
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AddWidget(tr("General and Options"), widget);
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// i18n: IR stands for infrared and refers to the pointer functionality of Wii Remotes
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AddWidget(tr("Motion Controls and IR"), new WiimoteEmuMotionControl(this));
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AddWidget(tr("Motion Controls"), new WiimoteEmuMotionControl(this));
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AddWidget(tr("Extension"), extension);
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break;
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}
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@ -23,14 +23,14 @@ void WiimoteEmuMotionControl::CreateMainLayout()
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{
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m_main_layout = new QHBoxLayout();
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m_main_layout->addWidget(CreateGroupBox(
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tr("Shake"), Wiimote::GetWiimoteGroup(GetPort(), WiimoteEmu::WiimoteGroup::Shake)));
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m_main_layout->addWidget(
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CreateGroupBox(tr("IR"), Wiimote::GetWiimoteGroup(GetPort(), WiimoteEmu::WiimoteGroup::IR)));
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m_main_layout->addWidget(CreateGroupBox(
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tr("Tilt"), Wiimote::GetWiimoteGroup(GetPort(), WiimoteEmu::WiimoteGroup::Tilt)));
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m_main_layout->addWidget(CreateGroupBox(
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tr("Swing"), Wiimote::GetWiimoteGroup(GetPort(), WiimoteEmu::WiimoteGroup::Swing)));
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CreateGroupBox(Wiimote::GetWiimoteGroup(GetPort(), WiimoteEmu::WiimoteGroup::Shake)));
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m_main_layout->addWidget(
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CreateGroupBox(Wiimote::GetWiimoteGroup(GetPort(), WiimoteEmu::WiimoteGroup::Point)));
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m_main_layout->addWidget(
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CreateGroupBox(Wiimote::GetWiimoteGroup(GetPort(), WiimoteEmu::WiimoteGroup::Tilt)));
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m_main_layout->addWidget(
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CreateGroupBox(Wiimote::GetWiimoteGroup(GetPort(), WiimoteEmu::WiimoteGroup::Swing)));
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setLayout(m_main_layout);
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}
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@ -15,14 +15,13 @@
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namespace ControllerEmu
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{
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ControlGroup::ControlGroup(const std::string& name_, const GroupType type_)
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: name(name_), ui_name(name_), type(type_)
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ControlGroup::ControlGroup(std::string name_, const GroupType type_)
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: name(name_), ui_name(std::move(name_)), type(type_)
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{
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}
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ControlGroup::ControlGroup(const std::string& name_, const std::string& ui_name_,
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const GroupType type_)
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: name(name_), ui_name(ui_name_), type(type_)
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ControlGroup::ControlGroup(std::string name_, std::string ui_name_, const GroupType type_)
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: name(std::move(name_)), ui_name(std::move(ui_name_)), type(type_)
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{
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}
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@ -44,9 +44,8 @@ enum class GroupType
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class ControlGroup
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{
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public:
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explicit ControlGroup(const std::string& name, GroupType type = GroupType::Other);
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ControlGroup(const std::string& name, const std::string& ui_name,
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GroupType type = GroupType::Other);
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explicit ControlGroup(std::string name, GroupType type = GroupType::Other);
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ControlGroup(std::string name, std::string ui_name, GroupType type = GroupType::Other);
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virtual ~ControlGroup();
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virtual void LoadConfig(IniFile::Section* sec, const std::string& defdev = "",
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@ -21,14 +21,13 @@
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namespace ControllerEmu
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{
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Cursor::Cursor(const std::string& name_)
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: ReshapableInput(name_, name_, GroupType::Cursor), m_last_update(Clock::now())
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Cursor::Cursor(std::string name, std::string ui_name)
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: ReshapableInput(std::move(name), std::move(ui_name), GroupType::Cursor),
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m_last_update(Clock::now())
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{
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for (auto& named_direction : named_directions)
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controls.emplace_back(std::make_unique<Input>(Translate, named_direction));
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controls.emplace_back(std::make_unique<Input>(Translate, _trans("Forward")));
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controls.emplace_back(std::make_unique<Input>(Translate, _trans("Backward")));
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controls.emplace_back(std::make_unique<Input>(Translate, _trans("Hide")));
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controls.emplace_back(std::make_unique<Input>(Translate, _trans("Recenter")));
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@ -83,13 +82,11 @@ ControlState Cursor::GetGateRadiusAtAngle(double ang) const
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Cursor::StateData Cursor::GetState(const bool adjusted)
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{
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ControlState z = controls[4]->control_ref->State() - controls[5]->control_ref->State();
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if (!adjusted)
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{
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const auto raw_input = GetReshapableState(false);
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return {raw_input.x, raw_input.y, z};
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return {raw_input.x, raw_input.y};
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}
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const auto input = GetReshapableState(true);
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@ -102,20 +99,12 @@ Cursor::StateData Cursor::GetState(const bool adjusted)
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m_last_update = now;
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const double max_step = STEP_PER_SEC / 1000.0 * ms_since_update;
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const double max_z_step = STEP_Z_PER_SEC / 1000.0 * ms_since_update;
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// Apply deadzone to z:
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z = ApplyDeadzone(z, GetDeadzonePercentage());
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// Smooth out z movement:
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// FYI: Not using relative input for Z.
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m_state.z += std::clamp(z - m_state.z, -max_z_step, max_z_step);
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// Relative input:
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if (m_relative_setting.GetValue())
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{
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// Recenter:
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if (controls[7]->control_ref->State() > BUTTON_THRESHOLD)
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if (controls[5]->control_ref->State() > BUTTON_THRESHOLD)
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{
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m_state.x = 0.0;
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m_state.y = 0.0;
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@ -152,7 +141,7 @@ Cursor::StateData Cursor::GetState(const bool adjusted)
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m_prev_result = result;
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// If auto-hide time is up or hide button is held:
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if (!m_auto_hide_timer || controls[6]->control_ref->State() > BUTTON_THRESHOLD)
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if (!m_auto_hide_timer || controls[4]->control_ref->State() > BUTTON_THRESHOLD)
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{
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result.x = std::numeric_limits<ControlState>::quiet_NaN();
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result.y = 0;
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@ -19,12 +19,11 @@ public:
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{
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ControlState x{};
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ControlState y{};
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ControlState z{};
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bool IsVisible() const;
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};
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explicit Cursor(const std::string& name);
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Cursor(std::string name, std::string ui_name);
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ReshapeData GetReshapableState(bool adjusted) final override;
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ControlState GetGateRadiusAtAngle(double ang) const override;
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// to something that makes sense with the default range.
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static constexpr double STEP_PER_SEC = 0.01 * 200;
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// Smooth out forward/backward movements:
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static constexpr double STEP_Z_PER_SEC = 0.05 * 200;
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static constexpr int AUTO_HIDE_MS = 2500;
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static constexpr double AUTO_HIDE_DEADZONE = 0.001;
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