// Copyright 2017 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include "InputCommon/ControllerEmu/ControlGroup/MixedTriggers.h" #include #include #include #include #include "Common/Common.h" #include "Common/CommonTypes.h" #include "InputCommon/ControlReference/ControlReference.h" #include "InputCommon/ControllerEmu/Control/Control.h" namespace ControllerEmu { MixedTriggers::MixedTriggers(const std::string& name_) : ControlGroup(name_, GroupType::MixedTriggers) { AddDeadzoneSetting(&m_deadzone_setting, 25); AddSetting(&m_threshold_setting, {_trans("Threshold"), // i18n: The percent symbol. _trans("%"), // i18n: Refers to the "threshold" setting for pressure sensitive gamepad inputs. _trans("Input strength required for activation.")}, 90, 0, 100); } void MixedTriggers::GetState(u16* const digital, const u16* bitmasks, ControlState* analog, bool adjusted) const { const ControlState threshold = GetThreshold(); ControlState deadzone = GetDeadzone(); // Return raw values. (used in UI) if (!adjusted) { deadzone = 0.0; } const int trigger_count = int(controls.size() / 2); for (int i = 0; i != trigger_count; ++i) { const ControlState button_value = ApplyDeadzone(controls[i]->GetState(), deadzone); ControlState analog_value = std::min(ApplyDeadzone(controls[trigger_count + i]->GetState(), deadzone), 1.0); // Apply threshold: if (button_value > threshold) { // Fully activate analog: analog_value = 1.0; // Activate button: *digital |= bitmasks[i]; } analog[i] = analog_value; } } ControlState MixedTriggers::GetDeadzone() const { return m_deadzone_setting.GetValue() / 100; } ControlState MixedTriggers::GetThreshold() const { return m_threshold_setting.GetValue() / 100; } size_t MixedTriggers::GetTriggerCount() const { return controls.size() / 2; } } // namespace ControllerEmu