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#include "controls/controller_motion.h"
#include <cmath>
#include "controls/controller.h"
#ifndef USE_SDL1
#include "controls/devices/game_controller.h"
#endif
#include "controls/devices/joystick.h"
#include "controls/devices/kbcontroller.h"
#include "controls/game_controls.h"
#include "controls/plrctrls.h"
#include "controls/touch/gamepad.h"
#include "options.h"
#include "utils/log.hpp"
namespace devilution {
bool SimulatingMouseWithSelectAndDPad;
namespace {
void ScaleJoystickAxes(float *x, float *y, float deadzone)
{
// radial and scaled dead_zone
// https://web.archive.org/web/20200130014626/www.third-helix.com:80/2013/04/12/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.F / 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.F;
float absAnalogX = std::fabs(analogX);
float absAnalogY = std::fabs(analogY);
if (absAnalogX > 1.0 || absAnalogY > 1.0) {
if (absAnalogX > absAnalogY) {
clampingFactor = 1.F / absAnalogX;
} else {
clampingFactor = 1.F / absAnalogY;
}
}
*x = (clampingFactor * analogX);
*y = (clampingFactor * analogY);
} else {
*x = 0;
*y = 0;
}
}
void SetSimulatingMouseWithDpad(bool value)
{
if (SimulatingMouseWithSelectAndDPad == value)
return;
SimulatingMouseWithSelectAndDPad = value;
if (value) {
LogDebug("Control: begin simulating mouse with D-Pad");
} else {
LogDebug("Control: end simulating mouse with D-Pad");
}
}
// SELECT + D-Pad to simulate right stick movement.
bool SimulateRightStickWithDpad(ControllerButtonEvent ctrlEvent)
{
if (sgOptions.Controller.bDpadHotkeys)
return false;
if (ctrlEvent.button == ControllerButton_NONE || ctrlEvent.button == ControllerButton_IGNORE)
return false;
if (ctrlEvent.button == ControllerButton_BUTTON_BACK) {
if (SimulatingMouseWithSelectAndDPad) {
if (ctrlEvent.up) {
rightStickX = rightStickY = 0;
}
return true;
}
return false;
}
if (!IsControllerButtonPressed(ControllerButton_BUTTON_BACK)) {
SetSimulatingMouseWithDpad(false);
return false;
}
switch (ctrlEvent.button) {
case ControllerButton_BUTTON_DPAD_LEFT:
if (ctrlEvent.up) {
rightStickX = 0;
} else {
rightStickX = -1.F;
SetSimulatingMouseWithDpad(true);
}
break;
case ControllerButton_BUTTON_DPAD_RIGHT:
if (ctrlEvent.up) {
rightStickX = 0;
} else {
rightStickX = 1.F;
SetSimulatingMouseWithDpad(true);
}
break;
case ControllerButton_BUTTON_DPAD_UP:
if (ctrlEvent.up) {
rightStickY = 0;
} else {
rightStickY = 1.F;
SetSimulatingMouseWithDpad(true);
}
break;
case ControllerButton_BUTTON_DPAD_DOWN:
if (ctrlEvent.up) {
rightStickY = 0;
} else {
rightStickY = -1.F;
SetSimulatingMouseWithDpad(true);
}
break;
default:
if (!IsSimulatedMouseClickBinding(ctrlEvent)) {
SetSimulatingMouseWithDpad(false);
}
return false;
}
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();
SetSimulatingMouseWithDpad(false);
return true;
}
#endif
Joystick *const joystick = Joystick::Get(event);
if (joystick != nullptr && devilution::Joystick::ProcessAxisMotion(event)) {
ScaleJoysticks();
SetSimulatingMouseWithDpad(false);
return true;
}
#if HAS_KBCTRL == 1
if (ProcessKbCtrlAxisMotion(event)) {
SetSimulatingMouseWithDpad(false);
return true;
}
#endif
return SimulateRightStickWithDpad(ctrlEvent);
}
AxisDirection GetLeftStickOrDpadDirection(bool allowDpad)
{
const float stickX = leftStickX;
const float stickY = leftStickY;
AxisDirection result { AxisDirectionX_NONE, AxisDirectionY_NONE };
allowDpad = allowDpad && !IsControllerButtonPressed(ControllerButton_BUTTON_START);
bool isUpPressed = stickY >= 0.5 || (allowDpad && IsControllerButtonPressed(ControllerButton_BUTTON_DPAD_UP));
bool isDownPressed = stickY <= -0.5 || (allowDpad && IsControllerButtonPressed(ControllerButton_BUTTON_DPAD_DOWN));
bool isLeftPressed = stickX <= -0.5 || (allowDpad && IsControllerButtonPressed(ControllerButton_BUTTON_DPAD_LEFT));
bool isRightPressed = stickX >= 0.5 || (allowDpad && IsControllerButtonPressed(ControllerButton_BUTTON_DPAD_RIGHT));
#ifndef USE_SDL1
if (ControlMode == ControlTypes::VirtualGamepad) {
isUpPressed |= VirtualGamepadState.isActive && VirtualGamepadState.directionPad.isUpPressed;
isDownPressed |= VirtualGamepadState.isActive && VirtualGamepadState.directionPad.isDownPressed;
isLeftPressed |= VirtualGamepadState.isActive && VirtualGamepadState.directionPad.isLeftPressed;
isRightPressed |= VirtualGamepadState.isActive && VirtualGamepadState.directionPad.isRightPressed;
}
#endif
if (isUpPressed) {
result.y = AxisDirectionY_UP;
} else if (isDownPressed) {
result.y = AxisDirectionY_DOWN;
}
if (isLeftPressed) {
result.x = AxisDirectionX_LEFT;
} else if (isRightPressed) {
result.x = AxisDirectionX_RIGHT;
}
return result;
}
} // namespace devilution