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#include "controls/controller_motion.h"
#include <cmath>
#include "controls/controller.h"
#include "controls/devices/game_controller.h"
#include "controls/devices/joystick.h"
#include "controls/devices/kbcontroller.h"
#include "controls/game_controls.h"
#include "options.h"
namespace devilution {
namespace {
void ScaleJoystickAxes(float *x, float *y, float deadzone)
{
//radial and scaled dead_zone
//http://www.third-helix.com/2013/04/12/doing-thumbstick-dead-zones-right.html
//input values go from -32767.0...+32767.0, output values are from -1.0 to 1.0;
if (deadzone == 0) {
return;
}
if (deadzone >= 1.0) {
*x = 0;
*y = 0;
return;
}
const float maximum = 32767.0;
float analogX = *x;
float analogY = *y;
float deadZone = deadzone * maximum;
float magnitude = std::sqrt(analogX * analogX + analogY * analogY);
if (magnitude >= deadZone) {
// find scaled axis values with magnitudes between zero and maximum
float scalingFactor = 1.0 / magnitude * (magnitude - deadZone) / (maximum - deadZone);
analogX = (analogX * scalingFactor);
analogY = (analogY * scalingFactor);
// clamp to ensure results will never exceed the max_axis value
float clampingFactor = 1.0;
float absAnalogX = std::fabs(analogX);
float absAnalogY = std::fabs(analogY);
if (absAnalogX > 1.0 || absAnalogY > 1.0) {
if (absAnalogX > absAnalogY) {
clampingFactor = 1 / absAnalogX;
} else {
clampingFactor = 1 / absAnalogY;
}
}
*x = (clampingFactor * analogX);
*y = (clampingFactor * analogY);
} else {
*x = 0;
*y = 0;
}
}
// SELECT + D-Pad to simulate right stick movement.
bool SimulateRightStickWithDpad(ControllerButtonEvent ctrlEvent)
{
if (sgOptions.Controller.bDpadHotkeys)
return false;
static bool simulating = false;
if (ctrlEvent.button == ControllerButton_BUTTON_BACK) {
if (ctrlEvent.up && simulating) {
rightStickX = rightStickY = 0;
simulating = false;
}
return false;
}
if (!IsControllerButtonPressed(ControllerButton_BUTTON_BACK))
return false;
switch (ctrlEvent.button) {
case ControllerButton_BUTTON_DPAD_LEFT:
rightStickX = ctrlEvent.up ? 0.F : -1.F;
break;
case ControllerButton_BUTTON_DPAD_RIGHT:
rightStickX = ctrlEvent.up ? 0.F : 1.F;
break;
case ControllerButton_BUTTON_DPAD_UP:
rightStickY = ctrlEvent.up ? 0.F : 1.F;
break;
case ControllerButton_BUTTON_DPAD_DOWN:
rightStickY = ctrlEvent.up ? 0.F : -1.F;
break;
default:
return false;
}
simulating = !(rightStickX == 0 && rightStickY == 0);
return true;
}
} // namespace
float leftStickX, leftStickY, rightStickX, rightStickY;
float leftStickXUnscaled, leftStickYUnscaled, rightStickXUnscaled, rightStickYUnscaled;
bool leftStickNeedsScaling, rightStickNeedsScaling;
namespace {
void ScaleJoysticks()
{
const float rightDeadzone = sgOptions.Controller.fDeadzone;
const float leftDeadzone = sgOptions.Controller.fDeadzone;
if (leftStickNeedsScaling) {
leftStickX = leftStickXUnscaled;
leftStickY = leftStickYUnscaled;
ScaleJoystickAxes(&leftStickX, &leftStickY, leftDeadzone);
leftStickNeedsScaling = false;
}
if (rightStickNeedsScaling) {
rightStickX = rightStickXUnscaled;
rightStickY = rightStickYUnscaled;
ScaleJoystickAxes(&rightStickX, &rightStickY, rightDeadzone);
rightStickNeedsScaling = false;
}
}
} // namespace
// Updates motion state for mouse and joystick sticks.
bool ProcessControllerMotion(const SDL_Event &event, ControllerButtonEvent ctrlEvent)
{
#ifndef USE_SDL1
GameController *const controller = GameController::Get(event);
if (controller != nullptr && devilution::GameController::ProcessAxisMotion(event)) {
ScaleJoysticks();
return true;
}
#endif
Joystick *const joystick = Joystick::Get(event);
if (joystick != nullptr && devilution::Joystick::ProcessAxisMotion(event)) {
ScaleJoysticks();
return true;
}
#if HAS_KBCTRL == 1
if (ProcessKbCtrlAxisMotion(event))
return true;
#endif
return SimulateRightStickWithDpad(ctrlEvent);
}
AxisDirection GetLeftStickOrDpadDirection(bool allowDpad)
{
const float stickX = leftStickX;
const float stickY = leftStickY;
AxisDirection result { AxisDirectionX_NONE, AxisDirectionY_NONE };
if (stickY >= 0.5 || (allowDpad && IsControllerButtonPressed(ControllerButton_BUTTON_DPAD_UP))) {
result.y = AxisDirectionY_UP;
} else if (stickY <= -0.5 || (allowDpad && IsControllerButtonPressed(ControllerButton_BUTTON_DPAD_DOWN))) {
result.y = AxisDirectionY_DOWN;
}
if (stickX <= -0.5 || (allowDpad && IsControllerButtonPressed(ControllerButton_BUTTON_DPAD_LEFT))) {
result.x = AxisDirectionX_LEFT;
} else if (stickX >= 0.5 || (allowDpad && IsControllerButtonPressed(ControllerButton_BUTTON_DPAD_RIGHT))) {
result.x = AxisDirectionX_RIGHT;
}
return result;
}
} // namespace devilution