mirror of https://github.com/mgba-emu/mgba.git
78 lines
1.9 KiB
Lua
78 lines
1.9 KiB
Lua
local state = {}
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state.period = 4
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state.phase = 0
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state.x = 0
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state.y = 0
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function state.update()
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state.phase = state.phase + 1
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if state.phase == state.period then
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state.phase = 0
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end
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if state.phase == 0 then
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if input.activeGamepad then
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local x = input.activeGamepad.axes[1] / 30000
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local y = input.activeGamepad.axes[2] / 30000
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-- Map the circle onto a square, since we don't
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-- want to have a duty of 1/sqrt(2) on the angles
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local theta = math.atan(y, x)
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local r = math.sqrt(x * x + y * y)
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if theta < math.pi * -3 / 4 then
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r = -r / math.cos(theta)
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elseif theta < math.pi * -1 / 4 then
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r = -r / math.sin(theta)
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elseif theta < math.pi * 1 / 4 then
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r = r / math.cos(theta)
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elseif theta < math.pi * 3 / 4 then
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r = r / math.sin(theta)
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elseif theta < math.pi * 5 / 4 then
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r = -r / math.cos(theta)
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end
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state.x = math.cos(theta) * r
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state.y = math.sin(theta) * r
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else
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state.x = 0
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state.y = 0
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end
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end
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end
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function state.read()
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emu:clearKeys(0xF0)
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if math.floor(math.abs(state.x) * state.period) > state.phase then
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if state.x > 0 then
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emu:addKey(C.GB_KEY.RIGHT)
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else
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emu:addKey(C.GB_KEY.LEFT)
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end
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end
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if math.floor(math.abs(state.y) * state.period) > state.phase then
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if state.y > 0 then
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emu:addKey(C.GB_KEY.DOWN)
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else
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emu:addKey(C.GB_KEY.UP)
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end
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end
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-- The duty cycle approach can confuse menus and the like,
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-- so the POV hat setting should force a direction on
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if input.activeGamepad and #input.activeGamepad.hats > 0 then
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local hat = input.activeGamepad.hats[1]
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if hat & C.INPUT_DIR.UP ~= 0 then
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emu:addKey(C.GB_KEY.UP)
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end
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if hat & C.INPUT_DIR.DOWN ~= 0 then
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emu:addKey(C.GB_KEY.DOWN)
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end
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if hat & C.INPUT_DIR.LEFT ~= 0 then
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emu:addKey(C.GB_KEY.LEFT)
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end
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if hat & C.INPUT_DIR.RIGHT ~= 0 then
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emu:addKey(C.GB_KEY.RIGHT)
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end
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end
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end
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callbacks:add("frame", state.update)
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callbacks:add("keysRead", state.read)
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