// Copyright 2013 Dolphin Emulator Project // Licensed under GPLv2 // Refer to the license.txt file included. #pragma once // windows crap #define NOMINMAX #include #include #include #include #include #include "Common/IniFile.h" #include "InputCommon/GCPadStatus.h" #include "InputCommon/ControllerInterface/ControllerInterface.h" #define sign(x) ((x)?(x)<0?-1:1:0) enum { GROUP_TYPE_OTHER, GROUP_TYPE_STICK, GROUP_TYPE_MIXED_TRIGGERS, GROUP_TYPE_BUTTONS, GROUP_TYPE_FORCE, GROUP_TYPE_EXTENSION, GROUP_TYPE_TILT, GROUP_TYPE_CURSOR, GROUP_TYPE_TRIGGERS, GROUP_TYPE_UDPWII, GROUP_TYPE_SLIDER, }; enum { SETTING_RADIUS, SETTING_DEADZONE, SETTING_SQUARE, }; const char* const named_directions[] = { "Up", "Down", "Left", "Right" }; class ControllerEmu { public: class ControlGroup { public: class Control { protected: Control(ControllerInterface::ControlReference* const _ref, const char* const _name) : control_ref(_ref), name(_name) {} public: virtual ~Control() {} std::unique_ptr const control_ref; const char* const name; }; class Input : public Control { public: Input(const char* const _name) : Control(new ControllerInterface::InputReference, _name) {} }; class Output : public Control { public: Output(const char* const _name) : Control(new ControllerInterface::OutputReference, _name) {} }; class Setting { public: Setting(const char* const _name, const ControlState def_value , const unsigned int _low = 0, const unsigned int _high = 100) : name(_name) , value(def_value) , default_value(def_value) , low(_low) , high(_high){} const char* const name; ControlState value; const ControlState default_value; const unsigned int low, high; }; ControlGroup(const char* const _name, const unsigned int _type = GROUP_TYPE_OTHER) : name(_name), type(_type) {} virtual ~ControlGroup() {} virtual void LoadConfig(IniFile::Section *sec, const std::string& defdev = "", const std::string& base = "" ); virtual void SaveConfig(IniFile::Section *sec, const std::string& defdev = "", const std::string& base = "" ); const char* const name; const unsigned int type; std::vector> controls; std::vector> settings; }; class AnalogStick : public ControlGroup { public: template void GetState(C* const x, C* const y, const unsigned int base, const unsigned int range) { // this is all a mess ControlState yy = controls[0]->control_ref->State() - controls[1]->control_ref->State(); ControlState xx = controls[3]->control_ref->State() - controls[2]->control_ref->State(); ControlState radius = settings[SETTING_RADIUS]->value; ControlState deadzone = settings[SETTING_DEADZONE]->value; ControlState square = settings[SETTING_SQUARE]->value; ControlState m = controls[4]->control_ref->State(); // modifier code if (m) { yy = (fabsf(yy)>deadzone) * sign(yy) * (m + deadzone/2); xx = (fabsf(xx)>deadzone) * sign(xx) * (m + deadzone/2); } // deadzone / square stick code if (radius != 1 || deadzone || square) { // this section might be all wrong, but its working good enough, I think ControlState ang = atan2(yy, xx); ControlState ang_sin = sin(ang); ControlState ang_cos = cos(ang); // the amt a full square stick would have at current angle ControlState square_full = std::min(ang_sin ? 1/fabsf(ang_sin) : 2, ang_cos ? 1/fabsf(ang_cos) : 2); // the amt a full stick would have that was ( user setting squareness) at current angle // I think this is more like a pointed circle rather than a rounded square like it should be ControlState stick_full = (1 + (square_full - 1) * square); ControlState dist = sqrt(xx*xx + yy*yy); // dead zone code dist = std::max(0.0f, dist - deadzone * stick_full); dist /= (1 - deadzone); // square stick code ControlState amt = dist / stick_full; dist -= ((square_full - 1) * amt * square); // radius dist *= radius; yy = std::max(-1.0f, std::min(1.0f, ang_sin * dist)); xx = std::max(-1.0f, std::min(1.0f, ang_cos * dist)); } *y = C(yy * range + base); *x = C(xx * range + base); } AnalogStick(const char* const _name); }; class Buttons : public ControlGroup { public: Buttons(const char* const _name); template void GetState(C* const buttons, const C* bitmasks) { for (auto& control : controls) { if (control->control_ref->State() > settings[0]->value) // threshold *buttons |= *bitmasks; bitmasks++; } } }; class MixedTriggers : public ControlGroup { public: template void GetState(C* const digital, const C* bitmasks, S* analog, const unsigned int range) { const unsigned int trig_count = ((unsigned int) (controls.size() / 2)); for (unsigned int i=0; icontrol_ref->State() > settings[0]->value) //threshold { *analog = range; *digital |= *bitmasks; } else { *analog = S(controls[i+trig_count]->control_ref->State() * range); } } } MixedTriggers(const char* const _name); }; class Triggers : public ControlGroup { public: template void GetState(S* analog, const unsigned int range) { const unsigned int trig_count = ((unsigned int) (controls.size())); const ControlState deadzone = settings[0]->value; for (unsigned int i=0; icontrol_ref->State() - deadzone, 0.0f) / (1 - deadzone) * range); } Triggers(const char* const _name); }; class Slider : public ControlGroup { public: template void GetState(S* const slider, const unsigned int range, const unsigned int base = 0) { const float deadzone = settings[0]->value; const float state = controls[1]->control_ref->State() - controls[0]->control_ref->State(); if (fabsf(state) > deadzone) *slider = (S)((state - (deadzone * sign(state))) / (1 - deadzone) * range + base); else *slider = 0; } Slider(const char* const _name); }; class Force : public ControlGroup { public: Force(const char* const _name); template void GetState(C* axis, const u8 base, const R range) { const float deadzone = settings[0]->value; for (unsigned int i=0; i<6; i+=2) { float tmpf = 0; const float state = controls[i+1]->control_ref->State() - controls[i]->control_ref->State(); if (fabsf(state) > deadzone) tmpf = ((state - (deadzone * sign(state))) / (1 - deadzone)); float &ax = m_swing[i >> 1]; *axis++ = (C)((tmpf - ax) * range + base); ax = tmpf; } } private: float m_swing[3]; }; class Tilt : public ControlGroup { public: Tilt(const char* const _name); template void GetState(C* const x, C* const y, const unsigned int base, const R range, const bool step = true) { // this is all a mess ControlState yy = controls[0]->control_ref->State() - controls[1]->control_ref->State(); ControlState xx = controls[3]->control_ref->State() - controls[2]->control_ref->State(); ControlState deadzone = settings[0]->value; ControlState circle = settings[1]->value; auto const angle = settings[2]->value / 1.8f; ControlState m = controls[4]->control_ref->State(); // modifier code if (m) { yy = (fabsf(yy)>deadzone) * sign(yy) * (m + deadzone/2); xx = (fabsf(xx)>deadzone) * sign(xx) * (m + deadzone/2); } // deadzone / circle stick code if (deadzone || circle) { // this section might be all wrong, but its working good enough, I think ControlState ang = atan2(yy, xx); ControlState ang_sin = sin(ang); ControlState ang_cos = cos(ang); // the amt a full square stick would have at current angle ControlState square_full = std::min(ang_sin ? 1/fabsf(ang_sin) : 2, ang_cos ? 1/fabsf(ang_cos) : 2); // the amt a full stick would have that was (user setting circular) at current angle // I think this is more like a pointed circle rather than a rounded square like it should be ControlState stick_full = (square_full * (1 - circle)) + (circle); ControlState dist = sqrt(xx*xx + yy*yy); // dead zone code dist = std::max(0.0f, dist - deadzone * stick_full); dist /= (1 - deadzone); // circle stick code ControlState amt = dist / stick_full; dist += (square_full - 1) * amt * circle; yy = std::max(-1.0f, std::min(1.0f, ang_sin * dist)); xx = std::max(-1.0f, std::min(1.0f, ang_cos * dist)); } // this is kinda silly here // gui being open will make this happen 2x as fast, o well // silly if (step) { if (xx > m_tilt[0]) m_tilt[0] = std::min(m_tilt[0] + 0.1f, xx); else if (xx < m_tilt[0]) m_tilt[0] = std::max(m_tilt[0] - 0.1f, xx); if (yy > m_tilt[1]) m_tilt[1] = std::min(m_tilt[1] + 0.1f, yy); else if (yy < m_tilt[1]) m_tilt[1] = std::max(m_tilt[1] - 0.1f, yy); } *y = C(m_tilt[1] * angle * range + base); *x = C(m_tilt[0] * angle * range + base); } private: float m_tilt[2]; }; class Cursor : public ControlGroup { public: Cursor(const char* const _name); template void GetState(C* const x, C* const y, C* const z, const bool adjusted = false) { const float zz = controls[4]->control_ref->State() - controls[5]->control_ref->State(); // silly being here if (zz > m_z) m_z = std::min(m_z + 0.1f, zz); else if (zz < m_z) m_z = std::max(m_z - 0.1f, zz); *z = m_z; // hide if (controls[6]->control_ref->State() > 0.5f) { *x = 10000; *y = 0; } else { float yy = controls[0]->control_ref->State() - controls[1]->control_ref->State(); float xx = controls[3]->control_ref->State() - controls[2]->control_ref->State(); // adjust cursor according to settings if (adjusted) { xx *= (settings[1]->value * 2); yy *= (settings[2]->value * 2); yy += (settings[0]->value - 0.5f); } *x = xx; *y = yy; } } float m_z; }; class Extension : public ControlGroup { public: Extension(const char* const _name) : ControlGroup(_name, GROUP_TYPE_EXTENSION) , switch_extension(0) , active_extension(0) {} ~Extension() {} void GetState(u8* const data, const bool focus = true); std::vector> attachments; int switch_extension; int active_extension; }; virtual ~ControllerEmu() {} virtual std::string GetName() const = 0; virtual void LoadDefaults(const ControllerInterface& ciface); virtual void LoadConfig(IniFile::Section *sec, const std::string& base = ""); virtual void SaveConfig(IniFile::Section *sec, const std::string& base = ""); void UpdateDefaultDevice(); void UpdateReferences(ControllerInterface& devi); std::vector> groups; DeviceQualifier default_device; };