272 lines
8.8 KiB
C++
272 lines
8.8 KiB
C++
//////////////////////////////////////////////////////////////////////////////////////////
|
|
// Project description
|
|
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
|
|
// Name: Input Configuration and Calibration
|
|
// Description: Common SDL Input Functions
|
|
//
|
|
// Author: Falcon4ever (nJoy@falcon4ever.com, www.multigesture.net), JPeterson etc
|
|
// Copyright (C) 2003-2008 Dolphin Project.
|
|
//
|
|
//////////////////////////////////////////////////////////////////////////////////////////
|
|
//
|
|
// Licensetype: GNU General Public License (GPL)
|
|
//
|
|
// This program is free software: you can redistribute it and/or modify
|
|
// it under the terms of the GNU General Public License as published by
|
|
// the Free Software Foundation, version 2.0.
|
|
//
|
|
// This program is distributed in the hope that it will be useful,
|
|
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
// GNU General Public License 2.0 for more details.
|
|
//
|
|
// A copy of the GPL 2.0 should have been included with the program.
|
|
// If not, see http://www.gnu.org/licenses/
|
|
//
|
|
// Official SVN repository and contact information can be found at
|
|
// http://code.google.com/p/dolphin-emu/
|
|
//
|
|
//////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////////////////////
|
|
// Include
|
|
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
|
|
#if defined HAVE_WX && HAVE_WX
|
|
#include <wx/wx.h>
|
|
#endif
|
|
|
|
#include "SDL.h" // Local
|
|
////////////////////////////////////
|
|
|
|
|
|
namespace InputCommon
|
|
{
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////////////////////
|
|
// Degree to radian and back
|
|
// ¯¯¯¯¯¯¯¯¯¯¯¯¯
|
|
float Deg2Rad(float Deg)
|
|
{
|
|
return Deg * ((float)M_PI / 180.0f);
|
|
}
|
|
float Rad2Deg(float Rad)
|
|
{
|
|
return (Rad * 180.0f) / (float)M_PI;
|
|
}
|
|
/////////////////////////////////////////
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////////////////////
|
|
// Check if the pad is within the dead zone, we assume the range is 0x8000
|
|
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
|
|
float CoordinatesToRadius(int x, int y)
|
|
{
|
|
return sqrt(pow((float)x, 2) + pow((float)y, 2));
|
|
}
|
|
|
|
bool IsDeadZone(float DeadZone, int x, int y)
|
|
{
|
|
// Get the distance from the center
|
|
float Distance = CoordinatesToRadius(x, y) / 32767.0f;
|
|
|
|
//Console::Print("%f\n", Distance);
|
|
|
|
// Check if it's within the dead zone
|
|
if (Distance <= DeadZone)
|
|
return true;
|
|
else
|
|
return false;
|
|
}
|
|
/////////////////////////////////////////
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////////////////////
|
|
// Scale down stick values from 0x8000 to 0x80
|
|
/* ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
|
|
The value returned by SDL_JoystickGetAxis is a signed integer s16
|
|
(-32768 to 32767). The value used for the gamecube controller is an unsigned
|
|
char u8 (0 to 255) with neutral at 0x80 (128), so that it's equivalent to a signed
|
|
-128 to 127.
|
|
*/
|
|
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
|
|
int Pad_Convert(int _val)
|
|
{
|
|
/* If the limits on PadState[].axis[] actually is a u16 then we don't need this
|
|
but if it's not actually limited to that we need to apply these limits */
|
|
if(_val > 32767) _val = 32767; // upper limit
|
|
if(_val < -32768) _val = -32768; // lower limit
|
|
|
|
// Convert the range (-0x8000 to 0x7fff) to (0 to 0xffff)
|
|
_val = 0x8000 +_val;
|
|
|
|
// Convert the range (-32768 to 32767) to (-128 to 127)
|
|
_val = _val >> 8;
|
|
|
|
//Console::Print("0x%04x %06i\n\n", _val, _val);
|
|
|
|
return _val;
|
|
}
|
|
/////////////////////////////////////////
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////////////////////
|
|
// Adjust the radius
|
|
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
|
|
void RadiusAdjustment(int &_x, int &_y, int _pad, std::string SRadius)
|
|
{
|
|
// Get the radius setting
|
|
int Tmp = atoi (SRadius.substr(0, SRadius.length() - 1).c_str());
|
|
float RadiusSetting = Tmp / 100.0f;
|
|
|
|
// Get current angle
|
|
float Deg = Rad2Deg(atan2((float)_y, (float)_x));
|
|
// Get the current radius
|
|
float Radius = sqrt((float)(_x*_x + _y*_y));
|
|
// Adjust radius
|
|
Radius = Radius * RadiusSetting;
|
|
// Produce new coordinates
|
|
float x = Radius * cos(Deg2Rad(Deg));
|
|
float y = Radius * sin(Deg2Rad(Deg));
|
|
// Update values
|
|
_x = (int)x, _y = (int)y;
|
|
}
|
|
/////////////////////////////////////////
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////////////////////
|
|
/* Convert the stick raidus from a square or rounded box to a circular radius. I don't know what
|
|
input values the actual GC controller produce for the GC, it may be a square, a circle or
|
|
something in between. But one thing that is certain is that PC pads differ in their output
|
|
(as shown in the list below), so it may be beneficiary to convert whatever radius they
|
|
produce to the radius the GC games expect. This is the first implementation of this
|
|
that convert a square radius to a circual radius. Use the advanced settings to enable
|
|
and calibrate it.
|
|
|
|
Observed diagonals:
|
|
Perfect circle: 71% = sin(45)
|
|
Logitech Dual Action: 100%
|
|
PS2 Dual Shock 2 (Original) with Super Dual Box Pro: 90%
|
|
XBox 360 Wireless: 85%
|
|
GameCube Controller (Third Party) with EMS Trio Linker Plus II: 60%
|
|
*/
|
|
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
|
|
|
|
/* Calculate the distance from the outer edges of the box to the outer edges of the circle inside the box
|
|
at any angle from 0° to 360°. The returned value is 1 + Distance, for example at most sqrt(2) in the
|
|
corners and at least 1.0 at the horizontal and vertical angles. */
|
|
float Square2CircleDistance(float deg)
|
|
{
|
|
// See if we have to adjust the angle
|
|
deg = abs(deg);
|
|
if( (deg > 45 && deg < 135) ) deg = deg - 90;
|
|
|
|
// Calculate distance from center
|
|
float val = abs(cos(Deg2Rad(deg)));
|
|
float Distance = 1 / val;
|
|
|
|
//m_frame->m_pStatusBar2->SetLabel(wxString::Format("Deg:%f Val:%f Dist:%f", deg, val, dist));
|
|
|
|
return Distance;
|
|
}
|
|
// Produce a perfect circle from an original square or rounded box
|
|
void Square2Circle(int &_x, int &_y, int _pad, std::string SDiagonal, bool Circle2Square)
|
|
{
|
|
// Do we need to do this check?
|
|
if(_x > 32767) _x = 32767; if(_y > 32767) _y = 32767; // upper limit
|
|
if(_x < -32768) _x = -32768; if(_y < -32768) _y = -32768; // lower limit
|
|
|
|
// ====================================
|
|
// Convert to circle
|
|
// -----------
|
|
// Get the manually configured diagonal distance
|
|
int Tmp = atoi (SDiagonal.substr(0, SDiagonal.length() - 1).c_str());
|
|
float Diagonal = Tmp / 100.0f;
|
|
|
|
// First make a perfect square in case we don't have one already
|
|
float OrigDist = sqrt( pow((float)_y, 2) + pow((float)_x, 2) ); // Get current distance
|
|
float deg = Rad2Deg(atan2((float)_y, (float)_x)); // Get current angle
|
|
|
|
/* Calculate the actual distance between the maxium diagonal values, and the outer edges of the
|
|
square. A diagonal of 85% means a maximum distance of 0.85 * sqrt(2) ~1.2 in the diagonals. */
|
|
float corner_circle_dist = ( Diagonal / sin(Deg2Rad(45)) );
|
|
float SquareDist = Square2CircleDistance(deg);
|
|
// The original-to-square distance adjustment
|
|
float adj_ratio1;
|
|
// The circle-to-square distance adjustment
|
|
float adj_ratio2 = SquareDist;
|
|
// The resulting distance
|
|
float result_dist;
|
|
|
|
// Calculate the corner-to-square adjustment ratio
|
|
if(corner_circle_dist < SquareDist) adj_ratio1 = SquareDist / corner_circle_dist;
|
|
else adj_ratio1 = 1;
|
|
|
|
// Calculate the resulting distance
|
|
if(Circle2Square)
|
|
result_dist = OrigDist * adj_ratio1;
|
|
else
|
|
result_dist = OrigDist * adj_ratio1 / adj_ratio2;
|
|
|
|
// Calculate x and y and return it
|
|
float x = result_dist * cos(Deg2Rad(deg));
|
|
float y = result_dist * sin(Deg2Rad(deg));
|
|
// Update coordinates
|
|
_x = (int)floor(x);
|
|
_y = (int)floor(y);
|
|
// Boundaries
|
|
if (_x < -32768) _x = -32768; if (_x > 32767) _x = 32767;
|
|
if (_y < -32768) _y = -32768; if (_y > 32767) _y = 32767;
|
|
|
|
// Debugging
|
|
//Console::Print("%f %f %i", corner_circle_dist, Diagonal, Tmp));
|
|
}
|
|
/////////////////////////////////////////////////////////////////////
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////////////////////
|
|
// Windows Virtual Key Codes Names
|
|
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
|
|
#ifdef _WIN32
|
|
std::string VKToString(int keycode)
|
|
{
|
|
#ifdef _WIN32
|
|
// Default value
|
|
char KeyStr[64] = {0};
|
|
GetKeyNameText(MapVirtualKey(keycode, MAPVK_VK_TO_VSC) << 16, KeyStr, 64);
|
|
std::string KeyString = KeyStr;
|
|
|
|
switch(keycode)
|
|
{
|
|
// Give it some help with a few keys
|
|
case VK_END: return "END";
|
|
case VK_INSERT: return "INS";
|
|
case VK_DELETE: return "DEL";
|
|
case VK_PRIOR: return "PGUP";
|
|
case VK_NEXT: return "PGDN";
|
|
|
|
case VK_UP: return "UP";
|
|
case VK_DOWN: return "DOWN";
|
|
case VK_LEFT: return "LEFT";
|
|
case VK_RIGHT: return "RIGHT";
|
|
|
|
case VK_LSHIFT: return "LEFT SHIFT";
|
|
case VK_LCONTROL: return "LEFT CTRL";
|
|
case VK_RCONTROL: return "RIGHT CTRL";
|
|
case VK_LMENU: return "LEFT ALT";
|
|
|
|
default: return KeyString;
|
|
}
|
|
#else
|
|
// An equivalent name translation can probably be used on other systems to?
|
|
return "";
|
|
#endif
|
|
}
|
|
#endif
|
|
/////////////////////////////////////////////////////////////////////
|
|
|
|
}
|
|
|