// Copyright 2017 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include "InputCommon/ControllerEmu/ControlGroup/Tilt.h" #include #include #include #include #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" #include "InputCommon/ControllerEmu/Setting/NumericSetting.h" namespace ControllerEmu { Tilt::Tilt(const std::string& name_) : ReshapableInput(name_, name_, GroupType::Tilt), m_last_update(Clock::now()) { controls.emplace_back(std::make_unique(Translate, _trans("Forward"))); controls.emplace_back(std::make_unique(Translate, _trans("Backward"))); controls.emplace_back(std::make_unique(Translate, _trans("Left"))); controls.emplace_back(std::make_unique(Translate, _trans("Right"))); controls.emplace_back(std::make_unique(Translate, _trans("Modifier"))); numeric_settings.emplace_back(std::make_unique(_trans("Angle"), 0.9, 0, 180)); } Tilt::ReshapeData Tilt::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}; const ControlState modifier = controls[4]->control_ref->State(); // Compute desired tilt: StateData target = Reshape(x, y, modifier); // 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(now - m_last_update).count(); m_last_update = now; 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) 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; return SquareStickGate(max_tilt_angle).GetRadiusAtAngle(ang); } ControlState Tilt::GetDefaultInputRadiusAtAngle(double ang) const { return SquareStickGate(1.0).GetRadiusAtAngle(ang); } } // namespace ControllerEmu