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Yellow squiggly lines begone! Done automatically on .cpp files through `run-clang-tidy`, with manual corrections to the mistakes. If an import is directly used, but is technically unnecessary since it's recursively imported by something else, it is *not* removed. The tool doesn't touch .h files, so I did some of them by hand while fixing errors due to old recursive imports. Not everything is removed, but the cleanup should be substantial enough. Because this done on Linux, code that isn't used on it is mostly untouched. (Hopefully no open PR is depending on these imports...)
128 lines
3.3 KiB
C++
128 lines
3.3 KiB
C++
// Copyright 2017 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "InputCommon/ControllerEmu/ControlGroup/MixedTriggers.h"
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#include <algorithm>
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#include <cmath>
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#include <cstddef>
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#include <string>
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#include "Common/Common.h"
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#include "Common/CommonTypes.h"
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#include "InputCommon/ControllerEmu/Control/Control.h"
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namespace ControllerEmu
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{
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MixedTriggers::MixedTriggers(const std::string& name_)
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: ControlGroup(name_, GroupType::MixedTriggers)
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{
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AddDeadzoneSetting(&m_deadzone_setting, 25);
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AddSetting(&m_threshold_setting,
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{_trans("Threshold"),
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// i18n: The percent symbol.
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_trans("%"),
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// i18n: Refers to the "threshold" setting for pressure sensitive gamepad inputs.
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_trans("Input strength required for activation.")},
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90, 1, 100);
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}
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void MixedTriggers::GetState(u16* const digital, const u16* bitmasks, ControlState* analog,
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bool adjusted) const
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{
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const ControlState threshold = GetThreshold();
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ControlState deadzone = GetDeadzone();
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// Return raw values. (used in UI)
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if (!adjusted)
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{
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deadzone = 0.0;
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}
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const int trigger_count = int(controls.size() / 2);
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for (int i = 0; i != trigger_count; ++i)
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{
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const ControlState button_value = ApplyDeadzone(controls[i]->GetState(), deadzone);
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ControlState analog_value =
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std::min(ApplyDeadzone(controls[trigger_count + i]->GetState(), deadzone), 1.0);
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// Apply threshold:
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if (button_value >= threshold)
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{
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// Fully activate analog:
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analog_value = 1.0;
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// Activate button:
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*digital |= bitmasks[i];
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}
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analog[i] = analog_value;
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}
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}
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void MixedTriggers::GetState(u16* digital, const u16* bitmasks, ControlState* analog,
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const InputOverrideFunction& override_func, bool adjusted) const
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{
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if (!override_func)
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return GetState(digital, bitmasks, analog, adjusted);
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const ControlState threshold = GetThreshold();
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ControlState deadzone = GetDeadzone();
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// Return raw values. (used in UI)
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if (!adjusted)
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{
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deadzone = 0.0;
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}
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const int trigger_count = int(controls.size() / 2);
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for (int i = 0; i != trigger_count; ++i)
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{
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bool button_bool = false;
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const ControlState button_value = ApplyDeadzone(controls[i]->GetState(), deadzone);
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ControlState analog_value = ApplyDeadzone(controls[trigger_count + i]->GetState(), deadzone);
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// Apply threshold:
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if (button_value >= threshold)
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{
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analog_value = 1.0;
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button_bool = true;
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}
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if (const std::optional<ControlState> button_override =
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override_func(name, controls[i]->name, static_cast<ControlState>(button_bool)))
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{
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button_bool = std::lround(*button_override) > 0;
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}
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if (const std::optional<ControlState> analog_override =
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override_func(name, controls[trigger_count + i]->name, analog_value))
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{
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analog_value = *analog_override;
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}
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if (button_bool)
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*digital |= bitmasks[i];
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analog[i] = std::min(analog_value, 1.0);
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}
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}
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ControlState MixedTriggers::GetDeadzone() const
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{
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return m_deadzone_setting.GetValue() / 100;
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}
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ControlState MixedTriggers::GetThreshold() const
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{
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return m_threshold_setting.GetValue() / 100;
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}
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size_t MixedTriggers::GetTriggerCount() const
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{
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return controls.size() / 2;
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}
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} // namespace ControllerEmu
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