474 lines
14 KiB
C++
474 lines
14 KiB
C++
// Copyright 2010 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#pragma once
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#include <algorithm>
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#include <cmath>
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#include <memory>
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#include <mutex>
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#include <string>
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#include <vector>
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#include "Common/IniFile.h"
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#include "Core/ConfigManager.h"
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#include "InputCommon/ControllerInterface/ControllerInterface.h"
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#include "InputCommon/GCPadStatus.h"
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#define sign(x) ((x) ? (x) < 0 ? -1 : 1 : 0)
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enum
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{
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GROUP_TYPE_OTHER,
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GROUP_TYPE_STICK,
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GROUP_TYPE_MIXED_TRIGGERS,
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GROUP_TYPE_BUTTONS,
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GROUP_TYPE_FORCE,
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GROUP_TYPE_EXTENSION,
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GROUP_TYPE_TILT,
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GROUP_TYPE_CURSOR,
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GROUP_TYPE_TRIGGERS,
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GROUP_TYPE_SLIDER
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};
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enum
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{
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SETTING_RADIUS,
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SETTING_DEADZONE,
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};
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const char* const named_directions[] = {"Up", "Down", "Left", "Right"};
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class ControllerEmu
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{
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public:
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class ControlGroup
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{
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public:
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class Control
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{
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protected:
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Control(ControllerInterface::ControlReference* const _ref, const std::string& _name)
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: control_ref(_ref), name(_name)
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{
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}
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public:
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virtual ~Control() {}
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std::unique_ptr<ControllerInterface::ControlReference> const control_ref;
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const std::string name;
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};
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class Input : public Control
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{
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public:
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Input(const std::string& _name) : Control(new ControllerInterface::InputReference, _name) {}
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};
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class Output : public Control
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{
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public:
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Output(const std::string& _name) : Control(new ControllerInterface::OutputReference, _name) {}
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};
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enum class SettingType
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{
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NORMAL, // normal settings are saved to configuration files
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VIRTUAL, // virtual settings are not saved at all
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};
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class NumericSetting
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{
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public:
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NumericSetting(const std::string& setting_name, const ControlState default_value,
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const unsigned int low = 0, const unsigned int high = 100,
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const SettingType setting_type = SettingType::NORMAL)
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: m_type(setting_type), m_name(setting_name), m_default_value(default_value), m_low(low),
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m_high(high)
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{
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}
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ControlState GetValue() const { return m_value; }
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void SetValue(ControlState value) { m_value = value; }
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const SettingType m_type;
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const std::string m_name;
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const ControlState m_default_value;
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const unsigned int m_low, m_high;
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ControlState m_value;
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};
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class BooleanSetting
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{
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public:
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BooleanSetting(const std::string& setting_name, const bool default_value,
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const SettingType setting_type = SettingType::NORMAL)
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: m_type(setting_type), m_name(setting_name), m_default_value(default_value)
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{
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}
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virtual bool GetValue() const { return m_value; }
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virtual void SetValue(bool value) { m_value = value; }
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const SettingType m_type;
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const std::string m_name;
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const bool m_default_value;
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bool m_value;
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};
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class BackgroundInputSetting : public BooleanSetting
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{
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public:
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BackgroundInputSetting(const std::string& setting_name)
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: BooleanSetting(setting_name, false, SettingType::VIRTUAL)
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{
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}
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bool GetValue() const override { return SConfig::GetInstance().m_BackgroundInput; }
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void SetValue(bool value) override
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{
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m_value = value;
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SConfig::GetInstance().m_BackgroundInput = value;
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}
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};
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ControlGroup(const std::string& _name, const unsigned int _type = GROUP_TYPE_OTHER)
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: name(_name), ui_name(_name), type(_type)
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{
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}
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ControlGroup(const std::string& _name, const std::string& _ui_name,
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const unsigned int _type = GROUP_TYPE_OTHER)
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: name(_name), ui_name(_ui_name), type(_type)
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{
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}
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virtual ~ControlGroup() {}
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virtual void LoadConfig(IniFile::Section* sec, const std::string& defdev = "",
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const std::string& base = "");
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virtual void SaveConfig(IniFile::Section* sec, const std::string& defdev = "",
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const std::string& base = "");
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void SetControlExpression(int index, const std::string& expression);
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const std::string name;
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const std::string ui_name;
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const unsigned int type;
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std::vector<std::unique_ptr<Control>> controls;
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std::vector<std::unique_ptr<NumericSetting>> numeric_settings;
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std::vector<std::unique_ptr<BooleanSetting>> boolean_settings;
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};
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class AnalogStick : public ControlGroup
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{
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public:
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// The GameCube controller and Wiimote attachments have a different default radius
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AnalogStick(const char* const _name, ControlState default_radius);
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AnalogStick(const char* const _name, const char* const _ui_name, ControlState default_radius);
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void GetState(ControlState* const x, ControlState* const y)
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{
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ControlState yy = controls[0]->control_ref->State() - controls[1]->control_ref->State();
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ControlState xx = controls[3]->control_ref->State() - controls[2]->control_ref->State();
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ControlState radius = numeric_settings[SETTING_RADIUS]->GetValue();
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ControlState deadzone = numeric_settings[SETTING_DEADZONE]->GetValue();
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ControlState m = controls[4]->control_ref->State();
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ControlState ang = atan2(yy, xx);
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ControlState ang_sin = sin(ang);
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ControlState ang_cos = cos(ang);
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ControlState dist = sqrt(xx * xx + yy * yy);
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// dead zone code
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dist = std::max(0.0, dist - deadzone);
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dist /= (1 - deadzone);
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// radius
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dist *= radius;
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// The modifier halves the distance by 50%, which is useful
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// for keyboard controls.
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if (m)
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dist *= 0.5;
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yy = std::max(-1.0, std::min(1.0, ang_sin * dist));
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xx = std::max(-1.0, std::min(1.0, ang_cos * dist));
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*y = yy;
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*x = xx;
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}
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};
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class Buttons : public ControlGroup
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{
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public:
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Buttons(const std::string& _name);
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template <typename C>
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void GetState(C* const buttons, const C* bitmasks)
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{
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for (auto& control : controls)
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{
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if (control->control_ref->State() > numeric_settings[0]->GetValue()) // threshold
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*buttons |= *bitmasks;
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bitmasks++;
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}
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}
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};
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class ModifySettingsButton : public Buttons
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{
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public:
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ModifySettingsButton(std::string button_name);
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void AddInput(std::string button_name, bool toggle = false);
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void GetState();
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const std::vector<bool>& isSettingToggled() const { return associated_settings_toggle; }
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const std::vector<bool>& getSettingsModifier() const { return associated_settings; }
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private:
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std::vector<bool> threshold_exceeded; // internal calculation (if "state" was above threshold)
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std::vector<bool> associated_settings_toggle; // is setting toggled or hold?
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std::vector<bool> associated_settings; // result
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};
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class MixedTriggers : public ControlGroup
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{
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public:
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MixedTriggers(const std::string& _name);
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void GetState(u16* const digital, const u16* bitmasks, ControlState* analog)
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{
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const unsigned int trig_count = ((unsigned int)(controls.size() / 2));
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for (unsigned int i = 0; i < trig_count; ++i, ++bitmasks, ++analog)
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{
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if (controls[i]->control_ref->State() > numeric_settings[0]->GetValue()) // threshold
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{
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*analog = 1.0;
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*digital |= *bitmasks;
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}
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else
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{
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*analog = controls[i + trig_count]->control_ref->State();
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}
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}
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}
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};
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class Triggers : public ControlGroup
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{
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public:
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Triggers(const std::string& _name);
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void GetState(ControlState* analog)
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{
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const unsigned int trig_count = ((unsigned int)(controls.size()));
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const ControlState deadzone = numeric_settings[0]->GetValue();
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for (unsigned int i = 0; i < trig_count; ++i, ++analog)
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*analog = std::max(controls[i]->control_ref->State() - deadzone, 0.0) / (1 - deadzone);
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}
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};
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class Slider : public ControlGroup
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{
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public:
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Slider(const std::string& _name);
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void GetState(ControlState* const slider)
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{
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const ControlState deadzone = numeric_settings[0]->GetValue();
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const ControlState state =
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controls[1]->control_ref->State() - controls[0]->control_ref->State();
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if (fabs(state) > deadzone)
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*slider = (state - (deadzone * sign(state))) / (1 - deadzone);
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else
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*slider = 0;
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}
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};
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class Force : public ControlGroup
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{
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public:
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Force(const std::string& _name);
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void GetState(ControlState* axis)
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{
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const ControlState deadzone = numeric_settings[0]->GetValue();
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for (unsigned int i = 0; i < 6; i += 2)
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{
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ControlState tmpf = 0;
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const ControlState state =
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controls[i + 1]->control_ref->State() - controls[i]->control_ref->State();
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if (fabs(state) > deadzone)
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tmpf = ((state - (deadzone * sign(state))) / (1 - deadzone));
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ControlState& ax = m_swing[i >> 1];
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*axis++ = (tmpf - ax);
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ax = tmpf;
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}
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}
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private:
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ControlState m_swing[3];
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};
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class Tilt : public ControlGroup
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{
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public:
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Tilt(const std::string& _name);
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void GetState(ControlState* const x, ControlState* const y, const bool step = true)
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{
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// this is all a mess
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ControlState yy = controls[0]->control_ref->State() - controls[1]->control_ref->State();
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ControlState xx = controls[3]->control_ref->State() - controls[2]->control_ref->State();
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ControlState deadzone = numeric_settings[0]->GetValue();
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ControlState circle = numeric_settings[1]->GetValue();
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auto const angle = numeric_settings[2]->GetValue() / 1.8;
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ControlState m = controls[4]->control_ref->State();
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// deadzone / circle stick code
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// this section might be all wrong, but its working good enough, I think
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ControlState ang = atan2(yy, xx);
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ControlState ang_sin = sin(ang);
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ControlState ang_cos = cos(ang);
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// the amt a full square stick would have at current angle
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ControlState square_full =
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std::min(ang_sin ? 1 / fabs(ang_sin) : 2, ang_cos ? 1 / fabs(ang_cos) : 2);
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// the amt a full stick would have that was (user setting circular) at current angle
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// I think this is more like a pointed circle rather than a rounded square like it should be
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ControlState stick_full = (square_full * (1 - circle)) + (circle);
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ControlState dist = sqrt(xx * xx + yy * yy);
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// dead zone code
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dist = std::max(0.0, dist - deadzone * stick_full);
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dist /= (1 - deadzone);
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// circle stick code
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ControlState amt = dist / stick_full;
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dist += (square_full - 1) * amt * circle;
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if (m)
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dist *= 0.5;
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yy = std::max(-1.0, std::min(1.0, ang_sin * dist));
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xx = std::max(-1.0, std::min(1.0, ang_cos * dist));
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// this is kinda silly here
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// gui being open will make this happen 2x as fast, o well
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// silly
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if (step)
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{
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if (xx > m_tilt[0])
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m_tilt[0] = std::min(m_tilt[0] + 0.1, xx);
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else if (xx < m_tilt[0])
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m_tilt[0] = std::max(m_tilt[0] - 0.1, xx);
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if (yy > m_tilt[1])
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m_tilt[1] = std::min(m_tilt[1] + 0.1, yy);
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else if (yy < m_tilt[1])
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m_tilt[1] = std::max(m_tilt[1] - 0.1, yy);
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}
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*y = m_tilt[1] * angle;
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*x = m_tilt[0] * angle;
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}
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private:
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ControlState m_tilt[2];
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};
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class Cursor : public ControlGroup
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{
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public:
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Cursor(const std::string& _name);
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void GetState(ControlState* const x, ControlState* const y, ControlState* const z,
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const bool adjusted = false)
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{
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const ControlState zz = controls[4]->control_ref->State() - controls[5]->control_ref->State();
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// silly being here
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if (zz > m_z)
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m_z = std::min(m_z + 0.1, zz);
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else if (zz < m_z)
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m_z = std::max(m_z - 0.1, zz);
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*z = m_z;
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// hide
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if (controls[6]->control_ref->State() > 0.5)
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{
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*x = 10000;
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*y = 0;
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}
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else
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{
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ControlState yy = controls[0]->control_ref->State() - controls[1]->control_ref->State();
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ControlState xx = controls[3]->control_ref->State() - controls[2]->control_ref->State();
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// adjust cursor according to settings
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if (adjusted)
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{
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xx *= (numeric_settings[1]->GetValue() * 2);
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yy *= (numeric_settings[2]->GetValue() * 2);
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yy += (numeric_settings[0]->GetValue() - 0.5);
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}
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*x = xx;
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*y = yy;
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}
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}
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ControlState m_z;
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};
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class Extension : public ControlGroup
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{
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public:
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Extension(const std::string& _name)
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: ControlGroup(_name, GROUP_TYPE_EXTENSION), switch_extension(0), active_extension(0)
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{
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}
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~Extension() {}
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void GetState(u8* const data);
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bool IsButtonPressed() const;
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std::vector<std::unique_ptr<ControllerEmu>> attachments;
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int switch_extension;
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int active_extension;
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};
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virtual ~ControllerEmu() {}
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virtual std::string GetName() const = 0;
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virtual void LoadDefaults(const ControllerInterface& ciface);
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virtual void LoadConfig(IniFile::Section* sec, const std::string& base = "");
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virtual void SaveConfig(IniFile::Section* sec, const std::string& base = "");
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void UpdateDefaultDevice();
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void UpdateReferences(ControllerInterface& devi);
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// This returns a lock that should be held before calling State() on any control
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// references and GetState(), by extension. This prevents a race condition
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// which happens while handling a hotplug event because a control reference's State()
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// could be called before we have finished updating the reference.
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static std::unique_lock<std::recursive_mutex> GetStateLock();
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std::vector<std::unique_ptr<ControlGroup>> groups;
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ciface::Core::DeviceQualifier default_device;
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};
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