ControllerEmu::Cursor: Add input radius/shape settings to IR Cursor mappings to allow use of round inputs in absolute mode. Make relative input option obey the center/width/height settings. Make the mapping indicator pretty and actually show what the relative/center/w/h settings are doing.

This commit is contained in:
Jordan Woyak 2018-12-30 09:10:32 -06:00
parent 247fa8c628
commit 7a00f55cfa
10 changed files with 292 additions and 211 deletions

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@ -14,6 +14,7 @@
#include "InputCommon/ControlReference/ControlReference.h"
#include "InputCommon/ControllerEmu/Control/Control.h"
#include "InputCommon/ControllerEmu/ControlGroup/Cursor.h"
#include "InputCommon/ControllerEmu/ControlGroup/MixedTriggers.h"
#include "InputCommon/ControllerEmu/Setting/NumericSetting.h"
#include "InputCommon/ControllerInterface/Device.h"
@ -42,106 +43,11 @@ MappingIndicator::MappingIndicator(ControllerEmu::ControlGroup* group) : m_group
{
setMinimumHeight(128);
switch (m_group->type)
{
case ControllerEmu::GroupType::Cursor:
BindCursorControls(false);
break;
case ControllerEmu::GroupType::Stick:
// Nothing needed:
break;
case ControllerEmu::GroupType::Tilt:
BindCursorControls(true);
break;
case ControllerEmu::GroupType::MixedTriggers:
// Nothing needed:
break;
default:
break;
}
m_timer = new QTimer(this);
connect(m_timer, &QTimer::timeout, this, [this] { repaint(); });
m_timer->start(1000 / 30);
}
void MappingIndicator::BindCursorControls(bool tilt)
{
m_cursor_up = m_group->controls[0]->control_ref.get();
m_cursor_down = m_group->controls[1]->control_ref.get();
m_cursor_left = m_group->controls[2]->control_ref.get();
m_cursor_right = m_group->controls[3]->control_ref.get();
if (!tilt)
{
m_cursor_forward = m_group->controls[4]->control_ref.get();
m_cursor_backward = m_group->controls[5]->control_ref.get();
m_cursor_center = m_group->numeric_settings[0].get();
m_cursor_width = m_group->numeric_settings[1].get();
m_cursor_height = m_group->numeric_settings[2].get();
m_cursor_deadzone = m_group->numeric_settings[3].get();
}
else
{
m_cursor_deadzone = m_group->numeric_settings[0].get();
}
}
static ControlState PollControlState(ControlReference* ref)
{
Settings::Instance().SetControllerStateNeeded(true);
auto state = ref->State();
Settings::Instance().SetControllerStateNeeded(false);
if (state != 0)
return state;
else
return 0;
}
void MappingIndicator::DrawCursor(bool tilt)
{
float centerx = width() / 2., centery = height() / 2.;
QPainter p(this);
p.setRenderHint(QPainter::Antialiasing, true);
p.setRenderHint(QPainter::SmoothPixmapTransform, true);
float width = 64, height = 64;
float deadzone = m_cursor_deadzone->GetValue() * 48;
if (!tilt)
{
float depth = centery - PollControlState(m_cursor_forward) * this->height() / 2.5 +
PollControlState(m_cursor_backward) * this->height() / 2.5;
p.fillRect(0, depth, this->width(), 4, Qt::gray);
width *= m_cursor_width->GetValue();
height *= m_cursor_height->GetValue();
}
float curx = centerx - 4 - std::min(PollControlState(m_cursor_left), 0.5) * width +
std::min(PollControlState(m_cursor_right), 0.5) * width,
cury = centery - 4 - std::min(PollControlState(m_cursor_up), 0.5) * height +
std::min(PollControlState(m_cursor_down), 0.5) * height;
// Draw background
p.setBrush(Qt::white);
p.setPen(Qt::black);
p.drawRect(centerx - (width / 2), centery - (height / 2), width, height);
// Draw deadzone
p.setBrush(Qt::lightGray);
p.drawEllipse(centerx - (deadzone / 2), centery - (deadzone / 2), deadzone, deadzone);
// Draw cursor
p.fillRect(curx, cury, 8, 8, Qt::red);
}
// Constructs a polygon by querying a radius at varying angles:
template <typename F>
QPolygonF GetPolygonFromRadiusGetter(F&& radius_getter, double scale)
@ -163,18 +69,128 @@ QPolygonF GetPolygonFromRadiusGetter(F&& radius_getter, double scale)
return shape;
}
void MappingIndicator::DrawCursor(ControllerEmu::Cursor& cursor)
{
const QColor tv_brush_color = 0xaed6f1;
const QColor tv_pen_color = tv_brush_color.darker(125);
// TODO: This SetControllerStateNeeded interface leaks input into the game
// We should probably hold the mutex for UI updates.
Settings::Instance().SetControllerStateNeeded(true);
const auto raw_coord = cursor.GetState(false);
const auto adj_coord = cursor.GetState(true);
Settings::Instance().SetControllerStateNeeded(false);
// Bounding box size:
const double scale = height() / 2.5;
QPainter p(this);
p.translate(width() / 2, height() / 2);
// Bounding box.
p.setBrush(BBOX_BRUSH_COLOR);
p.setPen(BBOX_PEN_COLOR);
p.drawRect(-scale - 1, -scale - 1, scale * 2 + 1, scale * 2 + 1);
// UI y-axis is opposite that of stick.
p.scale(1.0, -1.0);
// Enable AA after drawing bounding box.
p.setRenderHint(QPainter::Antialiasing, true);
p.setRenderHint(QPainter::SmoothPixmapTransform, true);
// Deadzone for Z (forward/backward):
const double deadzone = cursor.numeric_settings[cursor.SETTING_DEADZONE]->GetValue();
if (deadzone > 0.0)
{
p.setPen(DEADZONE_COLOR);
p.setBrush(DEADZONE_BRUSH);
p.drawRect(QRectF(-scale, -deadzone * scale, scale * 2, deadzone * scale * 2));
}
// Raw Z:
p.setPen(Qt::NoPen);
p.setBrush(RAW_INPUT_COLOR);
p.drawRect(
QRectF(-scale, raw_coord.z * scale - INPUT_DOT_RADIUS / 2, scale * 2, INPUT_DOT_RADIUS));
// Adjusted Z:
if (adj_coord.z)
{
p.setBrush(ADJ_INPUT_COLOR);
p.drawRect(
QRectF(-scale, adj_coord.z * scale - INPUT_DOT_RADIUS / 2, scale * 2, INPUT_DOT_RADIUS));
}
// TV screen or whatever you want to call this:
constexpr double tv_scale = 0.75;
constexpr double center_scale = 2.0 / 3.0;
const double tv_center = (cursor.numeric_settings[cursor.SETTING_CENTER]->GetValue() - 0.5);
const double tv_width = cursor.numeric_settings[cursor.SETTING_WIDTH]->GetValue();
const double tv_height = cursor.numeric_settings[cursor.SETTING_HEIGHT]->GetValue();
p.setPen(tv_pen_color);
p.setBrush(tv_brush_color);
auto gate_polygon = GetPolygonFromRadiusGetter(
[&cursor](double ang) { return cursor.GetGateRadiusAtAngle(ang); }, scale);
for (auto& pt : gate_polygon)
{
pt = {pt.x() * tv_width, pt.y() * tv_height + tv_center * center_scale * scale};
pt *= tv_scale;
}
p.drawPolygon(gate_polygon);
// Deadzone.
p.setPen(DEADZONE_COLOR);
p.setBrush(DEADZONE_BRUSH);
p.drawPolygon(GetPolygonFromRadiusGetter(
[&cursor](double ang) { return cursor.GetDeadzoneRadiusAtAngle(ang); }, scale));
// Input shape.
p.setPen(INPUT_SHAPE_PEN);
p.setBrush(Qt::NoBrush);
p.drawPolygon(GetPolygonFromRadiusGetter(
[&cursor](double ang) { return cursor.GetInputRadiusAtAngle(ang); }, scale));
// Raw stick position.
p.setPen(Qt::NoPen);
p.setBrush(RAW_INPUT_COLOR);
p.drawEllipse(QPointF{raw_coord.x, raw_coord.y} * scale, INPUT_DOT_RADIUS, INPUT_DOT_RADIUS);
// Adjusted cursor position if not hidden:
if (adj_coord.x < 10000)
{
p.setPen(Qt::NoPen);
p.setBrush(ADJ_INPUT_COLOR);
const QPointF pt(adj_coord.x / 2.0, (adj_coord.y - tv_center) / 2.0 + tv_center * center_scale);
p.drawEllipse(pt * scale * tv_scale, INPUT_DOT_RADIUS, INPUT_DOT_RADIUS);
}
}
void MappingIndicator::DrawReshapableInput(ControllerEmu::ReshapableInput& stick)
{
// Make the c-stick yellow:
// Some hacks for pretty colors:
const bool is_c_stick = m_group->name == "C-Stick";
const QColor gate_brush_color = is_c_stick ? Qt::yellow : Qt::lightGray;
const bool is_tilt = m_group->name == "Tilt";
const bool is_cursor = m_group->name == "IR";
QColor gate_brush_color = Qt::lightGray;
if (is_c_stick)
gate_brush_color = Qt::yellow;
else if (is_tilt)
gate_brush_color = 0xa2d9ce;
else if (is_cursor)
gate_brush_color = 0xaed6f1;
const QColor gate_pen_color = gate_brush_color.darker(125);
// TODO: This SetControllerStateNeeded interface leaks input into the game
// We should probably hold the mutex for UI updates.
Settings::Instance().SetControllerStateNeeded(true);
const auto raw_coord = stick.GetState(false);
const auto adj_coord = stick.GetState(true);
const auto raw_coord = stick.GetReshapableState(false);
const auto adj_coord = stick.GetReshapableState(true);
Settings::Instance().SetControllerStateNeeded(false);
// Bounding box size:
@ -329,7 +345,7 @@ void MappingIndicator::paintEvent(QPaintEvent*)
switch (m_group->type)
{
case ControllerEmu::GroupType::Cursor:
DrawCursor(false);
DrawCursor(*static_cast<ControllerEmu::Cursor*>(m_group));
break;
case ControllerEmu::GroupType::Stick:
case ControllerEmu::GroupType::Tilt:

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@ -6,47 +6,31 @@
#include <QWidget>
#include "InputCommon/ControllerEmu/StickGate.h"
namespace ControllerEmu
{
class Control;
class ControlGroup;
class Cursor;
class NumericSetting;
class ReshapableInput;
} // namespace ControllerEmu
class QPaintEvent;
class QTimer;
class ControlReference;
class MappingIndicator : public QWidget
{
public:
explicit MappingIndicator(ControllerEmu::ControlGroup* group);
private:
void BindCursorControls(bool tilt);
void DrawCursor(bool tilt);
void DrawCursor(ControllerEmu::Cursor& cursor);
void DrawReshapableInput(ControllerEmu::ReshapableInput& stick);
void DrawMixedTriggers();
void paintEvent(QPaintEvent*) override;
ControllerEmu::ControlGroup* m_group;
// Cursor settings
ControlReference* m_cursor_up;
ControlReference* m_cursor_down;
ControlReference* m_cursor_left;
ControlReference* m_cursor_right;
ControlReference* m_cursor_forward;
ControlReference* m_cursor_backward;
ControllerEmu::NumericSetting* m_cursor_center;
ControllerEmu::NumericSetting* m_cursor_width;
ControllerEmu::NumericSetting* m_cursor_height;
ControllerEmu::NumericSetting* m_cursor_deadzone;
QTimer* m_timer;
};

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@ -37,10 +37,10 @@ AnalogStick::AnalogStick(const char* const name_, const char* const ui_name_,
AddReshapingSettings(GetGateRadiusAtAngle(0.0), 0.0, 50);
}
AnalogStick::StateData AnalogStick::GetState(bool adjusted)
AnalogStick::StateData AnalogStick::GetReshapableState(bool adjusted)
{
ControlState y = controls[0]->control_ref->State() - controls[1]->control_ref->State();
ControlState x = controls[3]->control_ref->State() - controls[2]->control_ref->State();
const ControlState y = controls[0]->control_ref->State() - controls[1]->control_ref->State();
const ControlState x = controls[3]->control_ref->State() - controls[2]->control_ref->State();
// Return raw values. (used in UI)
if (!adjusted)
@ -51,6 +51,11 @@ AnalogStick::StateData AnalogStick::GetState(bool adjusted)
return Reshape(x, y, modifier);
}
AnalogStick::StateData AnalogStick::GetState()
{
return GetReshapableState(true);
}
ControlState AnalogStick::GetGateRadiusAtAngle(double ang) const
{
return m_stick_gate->GetRadiusAtAngle(ang);

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@ -13,13 +13,16 @@ namespace ControllerEmu
class AnalogStick : public ReshapableInput
{
public:
typedef ReshapeData StateData;
AnalogStick(const char* name, std::unique_ptr<StickGate>&& stick_gate);
AnalogStick(const char* name, const char* ui_name, std::unique_ptr<StickGate>&& stick_gate);
StateData GetState(bool adjusted = true) override;
StateData GetReshapableState(bool adjusted) final override;
ControlState GetGateRadiusAtAngle(double ang) const override;
StateData GetState();
private:
std::unique_ptr<StickGate> m_stick_gate;
};

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@ -21,7 +21,8 @@
namespace ControllerEmu
{
Cursor::Cursor(const std::string& name_) : ControlGroup(name_, GroupType::Cursor)
Cursor::Cursor(const std::string& name_)
: ReshapableInput(name_, name_, GroupType::Cursor), m_last_update(Clock::now())
{
for (auto& named_direction : named_directions)
controls.emplace_back(std::make_unique<Input>(Translate, named_direction));
@ -31,89 +32,121 @@ Cursor::Cursor(const std::string& name_) : ControlGroup(name_, GroupType::Cursor
controls.emplace_back(std::make_unique<Input>(Translate, _trans("Hide")));
controls.emplace_back(std::make_unique<Input>(Translate, _trans("Recenter")));
// Default shape is a 1.0 square (no resizing/reshaping):
AddReshapingSettings(1.0, 0.5, 50);
numeric_settings.emplace_back(std::make_unique<NumericSetting>(_trans("Center"), 0.5));
numeric_settings.emplace_back(std::make_unique<NumericSetting>(_trans("Width"), 0.5));
numeric_settings.emplace_back(std::make_unique<NumericSetting>(_trans("Height"), 0.5));
numeric_settings.emplace_back(std::make_unique<NumericSetting>(_trans("Dead Zone"), 0, 0, 20));
boolean_settings.emplace_back(std::make_unique<BooleanSetting>(_trans("Relative Input"), false));
boolean_settings.emplace_back(std::make_unique<BooleanSetting>(_trans("Auto-Hide"), false));
}
ReshapableInput::ReshapeData Cursor::GetReshapableState(bool adjusted)
{
const ControlState y = controls[0]->control_ref->State() - controls[1]->control_ref->State();
const ControlState x = controls[3]->control_ref->State() - controls[2]->control_ref->State();
// Return raw values. (used in UI)
if (!adjusted)
return {x, y};
return Reshape(x, y, 0.0);
}
ControlState Cursor::GetGateRadiusAtAngle(double ang) const
{
// TODO: Change this to 0.5 and adjust the math,
// so pointer doesn't have to be clamped to the configured width/height?
return SquareStickGate(1.0).GetRadiusAtAngle(ang);
}
Cursor::StateData Cursor::GetState(const bool adjusted)
{
const ControlState zz = controls[4]->control_ref->State() - controls[5]->control_ref->State();
ControlState z = controls[4]->control_ref->State() - controls[5]->control_ref->State();
// silly being here
if (zz > m_state.z)
m_state.z = std::min(m_state.z + 0.1, zz);
else if (zz < m_state.z)
m_state.z = std::max(m_state.z - 0.1, zz);
StateData result;
result.z = m_state.z;
if (m_autohide_timer > -1)
if (!adjusted)
{
--m_autohide_timer;
const auto raw_input = GetReshapableState(false);
return {raw_input.x, raw_input.y, z};
}
ControlState yy = controls[0]->control_ref->State() - controls[1]->control_ref->State();
ControlState xx = controls[3]->control_ref->State() - controls[2]->control_ref->State();
const auto input = GetReshapableState(true);
const ControlState deadzone = numeric_settings[3]->GetValue();
// TODO: Using system time is ugly.
// Kill this after state is moved into wiimote rather than this class.
const auto now = Clock::now();
const auto ms_since_update =
std::chrono::duration_cast<std::chrono::milliseconds>(now - m_last_update).count();
m_last_update = now;
// reset auto-hide timer
if (std::abs(m_prev_xx - xx) > deadzone || std::abs(m_prev_yy - yy) > deadzone)
{
m_autohide_timer = TIMER_VALUE;
}
const double max_step = STEP_PER_SEC / 1000.0 * ms_since_update;
const double max_z_step = STEP_Z_PER_SEC / 1000.0 * ms_since_update;
// hide
const bool autohide = boolean_settings[1]->GetValue() && m_autohide_timer < 0;
if (controls[6]->control_ref->State() > 0.5 || autohide)
// Apply deadzone to z:
const ControlState deadzone = numeric_settings[SETTING_DEADZONE]->GetValue();
z = std::copysign(std::max(0.0, std::abs(z) - deadzone) / (1.0 - deadzone), z);
// Smooth out z movement:
// FYI: Not using relative input for Z.
m_state.z += MathUtil::Clamp(z - m_state.z, -max_z_step, max_z_step);
// Relative input:
if (boolean_settings[0]->GetValue())
{
result.x = 10000;
result.y = 0;
}
else
{
// adjust cursor according to settings
if (adjusted)
// Recenter:
if (controls[7]->control_ref->State() > BUTTON_THRESHOLD)
{
xx *= (numeric_settings[1]->GetValue() * 2);
yy *= (numeric_settings[2]->GetValue() * 2);
yy += (numeric_settings[0]->GetValue() - 0.5);
}
// relative input
if (boolean_settings[0]->GetValue())
{
// deadzone to avoid the cursor slowly drifting
if (std::abs(xx) > deadzone)
m_state.x = MathUtil::Clamp(m_state.x + xx * SPEED_MULTIPLIER, -1.0, 1.0);
if (std::abs(yy) > deadzone)
m_state.y = MathUtil::Clamp(m_state.y + yy * SPEED_MULTIPLIER, -1.0, 1.0);
// recenter
if (controls[7]->control_ref->State() > 0.5)
{
m_state.x = 0.0;
m_state.y = 0.0;
}
m_state.x = 0.0;
m_state.y = 0.0;
}
else
{
m_state.x = xx;
m_state.y = yy;
m_state.x = MathUtil::Clamp(m_state.x + input.x * max_step, -1.0, 1.0);
m_state.y = MathUtil::Clamp(m_state.y + input.y * max_step, -1.0, 1.0);
}
result.x = m_state.x;
result.y = m_state.y;
}
// Absolute input:
else
{
m_state.x = input.x;
m_state.y = input.y;
}
m_prev_xx = xx;
m_prev_yy = yy;
StateData result = m_state;
// Adjust cursor according to settings:
result.x *= (numeric_settings[SETTING_WIDTH]->GetValue() * 2);
result.y *= (numeric_settings[SETTING_HEIGHT]->GetValue() * 2);
result.y += (numeric_settings[SETTING_CENTER]->GetValue() - 0.5);
const bool autohide = boolean_settings[1]->GetValue();
// Auto-hide timer:
// TODO: should Z movement reset this?
if (!autohide || std::abs(m_prev_result.x - result.x) > AUTO_HIDE_DEADZONE ||
std::abs(m_prev_result.y - result.y) > AUTO_HIDE_DEADZONE)
{
m_auto_hide_timer = AUTO_HIDE_MS;
}
else if (m_auto_hide_timer)
{
m_auto_hide_timer -= std::min<int>(ms_since_update, m_auto_hide_timer);
}
m_prev_result = result;
// If auto-hide time is up or hide button is held:
if (!m_auto_hide_timer || controls[6]->control_ref->State() > BUTTON_THRESHOLD)
{
// TODO: Use NaN or something:
result.x = 10000;
result.y = 0;
}
return result;
}
} // namespace ControllerEmu

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@ -4,13 +4,15 @@
#pragma once
#include <chrono>
#include <string>
#include "InputCommon/ControllerEmu/ControlGroup/ControlGroup.h"
#include "InputCommon/ControllerEmu/StickGate.h"
#include "InputCommon/ControllerInterface/Device.h"
namespace ControllerEmu
{
class Cursor : public ControlGroup
class Cursor : public ReshapableInput
{
public:
struct StateData
@ -20,22 +22,42 @@ public:
ControlState z{};
};
enum
{
SETTING_CENTER = ReshapableInput::SETTING_COUNT,
SETTING_WIDTH,
SETTING_HEIGHT,
};
explicit Cursor(const std::string& name);
StateData GetState(bool adjusted = false);
ReshapeData GetReshapableState(bool adjusted) final override;
ControlState GetGateRadiusAtAngle(double ang) const override;
StateData GetState(bool adjusted);
private:
// This is used to reduce the cursor speed for relative input
// to something that makes sense with the default range.
static constexpr double SPEED_MULTIPLIER = 0.04;
static constexpr double STEP_PER_SEC = 0.04 * 200;
// Sets the length for the auto-hide timer
static constexpr int TIMER_VALUE = 500;
// Smooth out forward/backward movements:
static constexpr double STEP_Z_PER_SEC = 0.05 * 200;
static constexpr int AUTO_HIDE_MS = 2500;
static constexpr double AUTO_HIDE_DEADZONE = 0.001;
static constexpr double BUTTON_THRESHOLD = 0.5;
// Not adjusted by width/height/center:
StateData m_state;
int m_autohide_timer = TIMER_VALUE;
ControlState m_prev_xx;
ControlState m_prev_yy;
// Adjusted:
StateData m_prev_result;
int m_auto_hide_timer = AUTO_HIDE_MS;
typedef std::chrono::steady_clock Clock;
Clock::time_point m_last_update;
};
} // namespace ControllerEmu

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@ -10,6 +10,8 @@
#include <string>
#include "Common/Common.h"
#include "Common/MathUtil.h"
#include "InputCommon/ControlReference/ControlReference.h"
#include "InputCommon/ControllerEmu/Control/Control.h"
#include "InputCommon/ControllerEmu/Control/Input.h"
@ -35,10 +37,10 @@ Tilt::Tilt(const std::string& name_)
numeric_settings.emplace_back(std::make_unique<NumericSetting>(_trans("Angle"), 0.9, 0, 180));
}
Tilt::StateData Tilt::GetState(bool adjusted)
Tilt::StateData Tilt::GetReshapableState(bool adjusted)
{
ControlState y = controls[0]->control_ref->State() - controls[1]->control_ref->State();
ControlState x = controls[3]->control_ref->State() - controls[2]->control_ref->State();
const ControlState y = controls[0]->control_ref->State() - controls[1]->control_ref->State();
const ControlState x = controls[3]->control_ref->State() - controls[2]->control_ref->State();
// Return raw values. (used in UI)
if (!adjusted)
@ -49,26 +51,37 @@ Tilt::StateData Tilt::GetState(bool adjusted)
// Compute desired tilt:
StateData target = Reshape(x, y, modifier);
// Step the simulation. This is pretty ugly being here.
// Step the simulation. This is somewhat ugly being here.
// We should be able to GetState without changing state.
// State should be stored outside of this object inside the wiimote,
// and separately inside the UI.
// We're using system time rather than ticks to step this.
// I don't think that's too horrible as we can consider this part of user input.
// And at least the Mapping UI will behave sanely this way.
// TODO: when state is moved outside of this class have a separate Step()
// function that takes a ms_passed argument
const auto now = Clock::now();
const auto ms_since_update =
std::chrono::duration_cast<std::chrono::milliseconds>(now - m_last_update).count();
m_last_update = now;
constexpr int MAX_DEG_PER_SEC = 360 * 2;
const double MAX_STEP = MAX_DEG_PER_SEC / 180.0 * ms_since_update / 1000;
const double max_step = MAX_DEG_PER_SEC / 180.0 * ms_since_update / 1000;
// TODO: Allow wrap around from 1.0 to -1.0
// (take the fastest route to target)
const double diff_x = (target.x - m_tilt.x);
m_tilt.x += std::min(MAX_STEP, std::abs(diff_x)) * ((diff_x < 0) ? -1 : 1);
const double diff_y = (target.y - m_tilt.y);
m_tilt.y += std::min(MAX_STEP, std::abs(diff_y)) * ((diff_y < 0) ? -1 : 1);
m_tilt.x += MathUtil::Clamp(target.x - m_tilt.x, -max_step, max_step);
m_tilt.y += MathUtil::Clamp(target.y - m_tilt.y, -max_step, max_step);
return m_tilt;
}
Tilt::StateData Tilt::GetState()
{
return GetReshapableState(true);
}
ControlState Tilt::GetGateRadiusAtAngle(double ang) const
{
const ControlState max_tilt_angle = numeric_settings[SETTING_MAX_ANGLE]->GetValue() / 1.8;

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@ -15,6 +15,8 @@ namespace ControllerEmu
class Tilt : public ReshapableInput
{
public:
typedef ReshapeData StateData;
enum
{
SETTING_MAX_ANGLE = ReshapableInput::SETTING_COUNT,
@ -22,14 +24,17 @@ public:
explicit Tilt(const std::string& name);
StateData GetState(bool adjusted = true);
StateData GetReshapableState(bool adjusted) final override;
ControlState GetGateRadiusAtAngle(double ang) const override;
StateData GetState();
private:
typedef std::chrono::steady_clock Clock;
static constexpr int MAX_DEG_PER_SEC = 360 * 6;
StateData m_tilt;
typedef std::chrono::steady_clock Clock;
Clock::time_point m_last_update;
};
} // namespace ControllerEmu

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@ -76,8 +76,8 @@ void ReshapableInput::AddReshapingSettings(ControlState default_radius, ControlS
numeric_settings.emplace_back(std::make_unique<NumericSetting>(_trans("Dead Zone"), 0, 0, 50));
}
ReshapableInput::StateData ReshapableInput::Reshape(ControlState x, ControlState y,
ControlState modifier)
ReshapableInput::ReshapeData ReshapableInput::Reshape(ControlState x, ControlState y,
ControlState modifier)
{
// TODO: make the AtAngle functions work with negative angles:
const ControlState ang = std::atan2(y, x) + MathUtil::TAU;

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@ -58,7 +58,7 @@ class ReshapableInput : public ControlGroup
public:
ReshapableInput(std::string name, std::string ui_name, GroupType type);
struct StateData
struct ReshapeData
{
ControlState x{};
ControlState y{};
@ -77,13 +77,13 @@ public:
ControlState GetInputRadiusAtAngle(double ang) const;
virtual ControlState GetGateRadiusAtAngle(double ang) const = 0;
virtual StateData GetState(bool adjusted = true) = 0;
virtual ReshapeData GetReshapableState(bool adjusted) = 0;
protected:
void AddReshapingSettings(ControlState default_radius, ControlState default_shape,
int max_deadzone);
StateData Reshape(ControlState x, ControlState y, ControlState modifier = 0.0);
ReshapeData Reshape(ControlState x, ControlState y, ControlState modifier = 0.0);
private:
ControlState CalculateInputShapeRadiusAtAngle(double ang) const;