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Emulated Wiimote: Added dead zone option for the gamepad input
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2237 8ced0084-cf51-0410-be5f-012b33b47a6e
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13 changed files with 239 additions and 103 deletions
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@ -56,11 +56,32 @@ float Rad2Deg(float Rad)
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//////////////////////////////////////////////////////////////////////////////////////////
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// Convert stick values
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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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/* Convert stick values.
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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) / 32767.0;
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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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@ -84,46 +105,50 @@ int Pad_Convert(int _val)
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return _val;
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}
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/////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////////////////
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/* Convert the stick raidus from a circular to a square. I don't know what input values
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the actual GC controller produce for the GC, it may be a square, a circle or something
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in between. But one thing that is certain is that PC pads differ in their output (as
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shown in the list below), so it may be beneficiary to convert whatever radius they
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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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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 TrioLinker Plus II: 60%
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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 center of the current stick coordinates. The distance is defined
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as at most sqrt(2) in the corners */
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float SquareDistance(float deg)
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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 dist = 1 / val; // Calculate distance from center
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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 dist;
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return Distance;
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}
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// Produce the circle from the original
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// Produce a perfect circle from an original square or rounded box
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std::vector<int> Square2Circle(int _x, int _y, int _pad, std::string SDiagonal, bool Circle2Square)
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{
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/* Do we need this? */
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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 > 32767) _y = 32767; // lower limit
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// Do we need this?
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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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@ -136,9 +161,10 @@ std::vector<int> Square2Circle(int _x, int _y, int _pad, std::string SDiagonal,
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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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// A diagonal of 85% means a maximum distance of 0.85 * sqrt(2) ~1.2 in the diagonals
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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 = SquareDistance(deg);
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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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@ -163,8 +189,8 @@ std::vector<int> Square2Circle(int _x, int _y, int _pad, std::string SDiagonal,
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int int_x = (int)floor(x);
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int int_y = (int)floor(y);
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// Boundaries
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if (int_x < -32767) int_x = -32767; if (int_x > 32767) int_x = 32767;
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if (int_y < -32767) int_y = -32767; if (int_y > 32767) int_y = 32767;
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if (int_x < -32768) int_x = -32768; if (int_x > 32767) int_x = 32767;
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if (int_y < -32768) int_y = -32768; if (int_y > 32767) int_y = 32767;
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// Return it
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std::vector<int> vec;
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vec.push_back(int_x);
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