92 lines
3.1 KiB
C++
92 lines
3.1 KiB
C++
// Copyright 2017 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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#include "InputCommon/ControllerEmu/ControlGroup/Tilt.h"
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#include <algorithm>
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#include <cmath>
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#include <memory>
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#include <string>
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#include "Common/Common.h"
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#include "Common/MathUtil.h"
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#include "InputCommon/ControlReference/ControlReference.h"
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#include "InputCommon/ControllerEmu/Control/Control.h"
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#include "InputCommon/ControllerEmu/Control/Input.h"
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#include "InputCommon/ControllerEmu/Setting/NumericSetting.h"
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namespace ControllerEmu
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{
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Tilt::Tilt(const std::string& name_)
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: ReshapableInput(name_, name_, GroupType::Tilt), m_last_update(Clock::now())
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{
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controls.emplace_back(std::make_unique<Input>(Translate, _trans("Forward")));
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controls.emplace_back(std::make_unique<Input>(Translate, _trans("Backward")));
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controls.emplace_back(std::make_unique<Input>(Translate, _trans("Left")));
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controls.emplace_back(std::make_unique<Input>(Translate, _trans("Right")));
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controls.emplace_back(std::make_unique<Input>(Translate, _trans("Modifier")));
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numeric_settings.emplace_back(std::make_unique<NumericSetting>(_trans("Angle"), 0.9, 0, 180));
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}
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Tilt::ReshapeData Tilt::GetReshapableState(bool adjusted)
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{
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const ControlState y = controls[0]->control_ref->State() - controls[1]->control_ref->State();
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const ControlState x = controls[3]->control_ref->State() - controls[2]->control_ref->State();
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// Return raw values. (used in UI)
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if (!adjusted)
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return {x, y};
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const ControlState modifier = controls[4]->control_ref->State();
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// Compute desired tilt:
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StateData target = Reshape(x, y, modifier);
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// Step the simulation. This is somewhat ugly being here.
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// We should be able to GetState without changing state.
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// State should be stored outside of this object inside the wiimote,
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// and separately inside the UI.
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// We're using system time rather than ticks to step this.
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// I don't think that's too horrible as we can consider this part of user input.
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// And at least the Mapping UI will behave sanely this way.
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// TODO: when state is moved outside of this class have a separate Step()
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// function that takes a ms_passed argument
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const auto now = Clock::now();
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const auto ms_since_update =
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std::chrono::duration_cast<std::chrono::milliseconds>(now - m_last_update).count();
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m_last_update = now;
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const double max_step = MAX_DEG_PER_SEC / 180.0 * ms_since_update / 1000;
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// TODO: Allow wrap around from 1.0 to -1.0
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// (take the fastest route to target)
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m_tilt.x += MathUtil::Clamp(target.x - m_tilt.x, -max_step, max_step);
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m_tilt.y += MathUtil::Clamp(target.y - m_tilt.y, -max_step, max_step);
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return m_tilt;
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}
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Tilt::StateData Tilt::GetState()
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{
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return GetReshapableState(true);
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}
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ControlState Tilt::GetGateRadiusAtAngle(double ang) const
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{
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const ControlState max_tilt_angle = numeric_settings[SETTING_MAX_ANGLE]->GetValue() / 1.8;
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return SquareStickGate(max_tilt_angle).GetRadiusAtAngle(ang);
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}
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ControlState Tilt::GetDefaultInputRadiusAtAngle(double ang) const
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{
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return SquareStickGate(1.0).GetRadiusAtAngle(ang);
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}
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} // namespace ControllerEmu
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