277 lines
8.8 KiB
C++
277 lines
8.8 KiB
C++
//////////////////////////////////////////////////////////////////////////////////////////
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// Project description
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// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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// Name: Input Configuration and Calibration
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// Description: Common SDL Input Functions
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//
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// Author: Falcon4ever (nJoy@falcon4ever.com, www.multigesture.net), JPeterson etc
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// Copyright (C) 2003-2009 Dolphin Project.
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//
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//////////////////////////////////////////////////////////////////////////////////////////
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//
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// Licensetype: GNU General Public License (GPL)
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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//
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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//
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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//
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//////////////////////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////////////////
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// Include
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// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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#if defined HAVE_WX && HAVE_WX
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#include <wx/wx.h>
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#endif
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#ifdef _WIN32
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#define NOMINMAX
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#include <Windows.h>
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#endif
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#include "SDL.h" // Local
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////////////////////////////////////
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namespace InputCommon
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{
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//////////////////////////////////////////////////////////////////////////////////////////
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// Degree to radian and back
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// ¯¯¯¯¯¯¯¯¯¯¯¯¯
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float Deg2Rad(float Deg)
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{
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return Deg * ((float)M_PI / 180.0f);
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}
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float Rad2Deg(float Rad)
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{
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return (Rad * 180.0f) / (float)M_PI;
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}
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/////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////////////////
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// Check if the pad is within the dead zone, we assume the range is 0x8000
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// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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float CoordinatesToRadius(int x, int y)
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{
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return sqrt(pow((float)x, 2) + pow((float)y, 2));
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}
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bool IsDeadZone(float DeadZone, int x, int y)
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{
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// Get the distance from the center
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float Distance = CoordinatesToRadius(x, y) / 32767.0f;
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//Console::Print("%f\n", Distance);
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// Check if it's within the dead zone
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if (Distance <= DeadZone)
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return true;
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else
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return false;
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}
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/////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////////////////
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// Scale down stick values from 0x8000 to 0x80
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/* ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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The value returned by SDL_JoystickGetAxis is a signed integer s16
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(-32768 to 32767). The value used for the gamecube controller is an unsigned
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char u8 (0 to 255) with neutral at 0x80 (128), so that it's equivalent to a signed
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-128 to 127.
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*/
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// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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int Pad_Convert(int _val)
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{
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/* If the limits on PadState[].axis[] actually is a u16 then we don't need this
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but if it's not actually limited to that we need to apply these limits */
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if(_val > 32767) _val = 32767; // upper limit
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if(_val < -32768) _val = -32768; // lower limit
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// Convert the range (-0x8000 to 0x7fff) to (0 to 0xffff)
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_val = 0x8000 +_val;
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// Convert the range (-32768 to 32767) to (-128 to 127)
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_val = _val >> 8;
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//Console::Print("0x%04x %06i\n\n", _val, _val);
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return _val;
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}
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/////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////////////////
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// Adjust the radius
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// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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void RadiusAdjustment(int &_x, int &_y, int _pad, std::string SRadius)
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{
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// Get the radius setting
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int Tmp = atoi (SRadius.substr(0, SRadius.length() - 1).c_str());
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float RadiusSetting = Tmp / 100.0f;
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// Get current angle
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float Deg = Rad2Deg(atan2((float)_y, (float)_x));
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// Get the current radius
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float Radius = sqrt((float)(_x*_x + _y*_y));
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// Adjust radius
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Radius = Radius * RadiusSetting;
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// Produce new coordinates
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float x = Radius * cos(Deg2Rad(Deg));
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float y = Radius * sin(Deg2Rad(Deg));
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// Update values
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_x = (int)x, _y = (int)y;
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}
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/////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////////////////
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/* Convert the stick raidus from a square or rounded box to a circular radius. I don't know what
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input values the actual GC controller produce for the GC, it may be a square, a circle or
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something in between. But one thing that is certain is that PC pads differ in their output
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(as shown in the list below), so it may be beneficiary to convert whatever radius they
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produce to the radius the GC games expect. This is the first implementation of this
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that convert a square radius to a circual radius. Use the advanced settings to enable
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and calibrate it.
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Observed diagonals:
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Perfect circle: 71% = sin(45)
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Logitech Dual Action: 100%
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PS2 Dual Shock 2 (Original) with Super Dual Box Pro: 90%
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XBox 360 Wireless: 85%
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GameCube Controller (Third Party) with EMS Trio Linker Plus II: 60%
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*/
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// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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/* Calculate the distance from the outer edges of the box to the outer edges of the circle inside the box
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at any angle from 0° to 360°. The returned value is 1 + Distance, for example at most sqrt(2) in the
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corners and at least 1.0 at the horizontal and vertical angles. */
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float Square2CircleDistance(float deg)
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{
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// See if we have to adjust the angle
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deg = abs(deg);
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if( (deg > 45 && deg < 135) ) deg = deg - 90;
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// Calculate distance from center
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float val = abs(cos(Deg2Rad(deg)));
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float Distance = 1 / val;
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//m_frame->m_pStatusBar2->SetLabel(wxString::Format("Deg:%f Val:%f Dist:%f", deg, val, dist));
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return Distance;
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}
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// Produce a perfect circle from an original square or rounded box
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void Square2Circle(int &_x, int &_y, int _pad, std::string SDiagonal, bool Circle2Square)
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{
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// Do we need to do this check?
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if(_x > 32767) _x = 32767; if(_y > 32767) _y = 32767; // upper limit
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if(_x < -32768) _x = -32768; if(_y < -32768) _y = -32768; // lower limit
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// ====================================
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// Convert to circle
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// -----------
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// Get the manually configured diagonal distance
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int Tmp = atoi (SDiagonal.substr(0, SDiagonal.length() - 1).c_str());
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float Diagonal = Tmp / 100.0f;
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// First make a perfect square in case we don't have one already
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float OrigDist = sqrt( pow((float)_y, 2) + pow((float)_x, 2) ); // Get current distance
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float deg = Rad2Deg(atan2((float)_y, (float)_x)); // Get current angle
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/* Calculate the actual distance between the maxium diagonal values, and the outer edges of the
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square. A diagonal of 85% means a maximum distance of 0.85 * sqrt(2) ~1.2 in the diagonals. */
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float corner_circle_dist = ( Diagonal / sin(Deg2Rad(45)) );
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float SquareDist = Square2CircleDistance(deg);
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// The original-to-square distance adjustment
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float adj_ratio1;
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// The circle-to-square distance adjustment
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float adj_ratio2 = SquareDist;
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// The resulting distance
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float result_dist;
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// Calculate the corner-to-square adjustment ratio
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if(corner_circle_dist < SquareDist) adj_ratio1 = SquareDist / corner_circle_dist;
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else adj_ratio1 = 1;
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// Calculate the resulting distance
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if(Circle2Square)
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result_dist = OrigDist * adj_ratio1;
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else
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result_dist = OrigDist * adj_ratio1 / adj_ratio2;
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// Calculate x and y and return it
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float x = result_dist * cos(Deg2Rad(deg));
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float y = result_dist * sin(Deg2Rad(deg));
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// Update coordinates
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_x = (int)floor(x);
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_y = (int)floor(y);
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// Boundaries
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if (_x < -32768) _x = -32768; if (_x > 32767) _x = 32767;
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if (_y < -32768) _y = -32768; if (_y > 32767) _y = 32767;
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// Debugging
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//Console::Print("%f %f %i", corner_circle_dist, Diagonal, Tmp));
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}
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/////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////////////////
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// Windows Virtual Key Codes Names
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// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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#ifdef _WIN32
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std::string VKToString(int keycode)
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{
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#ifdef _WIN32
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// Default value
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char KeyStr[64] = {0};
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GetKeyNameText(MapVirtualKey(keycode, MAPVK_VK_TO_VSC) << 16, KeyStr, 64);
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std::string KeyString = KeyStr;
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switch(keycode)
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{
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// Give it some help with a few keys
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case VK_END: return "END";
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case VK_INSERT: return "INS";
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case VK_DELETE: return "DEL";
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case VK_PRIOR: return "PGUP";
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case VK_NEXT: return "PGDN";
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case VK_UP: return "UP";
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case VK_DOWN: return "DOWN";
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case VK_LEFT: return "LEFT";
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case VK_RIGHT: return "RIGHT";
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case VK_LSHIFT: return "LEFT SHIFT";
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case VK_LCONTROL: return "LEFT CTRL";
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case VK_RCONTROL: return "RIGHT CTRL";
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case VK_LMENU: return "LEFT ALT";
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default: return KeyString;
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}
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#else
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// An equivalent name translation can probably be used on other systems to?
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return "";
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#endif
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}
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#endif
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/////////////////////////////////////////////////////////////////////
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}
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