diff options
| author | LPFaint99 <lpfaint99@gmail.com> | 2009-02-23 06:15:48 +0000 |
|---|---|---|
| committer | LPFaint99 <lpfaint99@gmail.com> | 2009-02-23 06:15:48 +0000 |
| commit | 578c402d2ce5e6a7b6e42a4c7449d9aeac61e5e2 (patch) | |
| tree | 2841b73dd8e7f0e3c9f692092079e639f9f87880 /Source/Core/InputCommon/Src/Configuration.cpp | |
| parent | 472582022b7ebd39c6a52ff541c8beacd52739ca (diff) | |
Update svn:eol-style=native ( r1442 ) for Source/*.cpp
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2384 8ced0084-cf51-0410-be5f-012b33b47a6e
Diffstat (limited to 'Source/Core/InputCommon/Src/Configuration.cpp')
| -rw-r--r-- | Source/Core/InputCommon/Src/Configuration.cpp | 502 |
1 files changed, 251 insertions, 251 deletions
diff --git a/Source/Core/InputCommon/Src/Configuration.cpp b/Source/Core/InputCommon/Src/Configuration.cpp index 31e766ff85..d60318074c 100644 --- a/Source/Core/InputCommon/Src/Configuration.cpp +++ b/Source/Core/InputCommon/Src/Configuration.cpp @@ -1,252 +1,252 @@ -//////////////////////////////////////////////////////////////////////////////////////////
-// Project description
-// ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
-// Name: Input Configuration and Calibration
-// Description: Common SDL Input Functions
-//
-// Author: Falcon4ever (nJoy@falcon4ever.com, www.multigesture.net), JPeterson etc
-// Copyright (C) 2003-2008 Dolphin Project.
-//
-//////////////////////////////////////////////////////////////////////////////////////////
-//
-// Licensetype: GNU General Public License (GPL)
-//
-// This program is free software: you can redistribute it and/or modify
-// it under the terms of the GNU General Public License as published by
-// the Free Software Foundation, version 2.0.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-// GNU General Public License 2.0 for more details.
-//
-// A copy of the GPL 2.0 should have been included with the program.
-// If not, see http://www.gnu.org/licenses/
-//
-// Official SVN repository and contact information can be found at
-// http://code.google.com/p/dolphin-emu/
-//
-//////////////////////////////////////////////////////////////////////////////////////////
-
-
-
-//////////////////////////////////////////////////////////////////////////////////////////
-// Include
-// ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
-#if defined HAVE_WX && HAVE_WX
- #include <wx/wx.h>
-#endif
-
-#include "SDL.h" // Local
-////////////////////////////////////
-
-
-namespace InputCommon
-{
-
-
-//////////////////////////////////////////////////////////////////////////////////////////
-// Degree to radian and back
-// ŻŻŻŻŻŻŻŻŻŻŻŻŻ
-float Deg2Rad(float Deg)
-{
- return Deg * ((float)M_PI / 180.0f);
-}
-float Rad2Deg(float Rad)
-{
- return (Rad * 180.0f) / (float)M_PI;
-}
-/////////////////////////////////////////
-
-
-//////////////////////////////////////////////////////////////////////////////////////////
-// Check if the pad is within the dead zone, we assume the range is 0x8000
-// ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
-float CoordinatesToRadius(int x, int y)
-{
- return sqrt(pow((float)x, 2) + pow((float)y, 2));
-}
-
-bool IsDeadZone(float DeadZone, int x, int y)
-{
- // Get the distance from the center
- float Distance = CoordinatesToRadius(x, y) / 32767.0f;
-
- //Console::Print("%f\n", Distance);
-
- // Check if it's within the dead zone
- if (Distance <= DeadZone)
- return true;
- else
- return false;
-}
-/////////////////////////////////////////
-
-
-//////////////////////////////////////////////////////////////////////////////////////////
-// Scale down stick values from 0x8000 to 0x80
-/* ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
- The value returned by SDL_JoystickGetAxis is a signed integer s16
- (-32768 to 32767). The value used for the gamecube controller is an unsigned
- char u8 (0 to 255) with neutral at 0x80 (128), so that it's equivalent to a signed
- -128 to 127.
-*/
-// ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
-int Pad_Convert(int _val)
-{
- /* If the limits on PadState[].axis[] actually is a u16 then we don't need this
- but if it's not actually limited to that we need to apply these limits */
- if(_val > 32767) _val = 32767; // upper limit
- if(_val < -32768) _val = -32768; // lower limit
-
- // Convert the range (-0x8000 to 0x7fff) to (0 to 0xffff)
- _val = 0x8000 +_val;
-
- // Convert the range (-32768 to 32767) to (-128 to 127)
- _val = _val >> 8;
-
- //Console::Print("0x%04x %06i\n\n", _val, _val);
-
- return _val;
-}
-/////////////////////////////////////////
-
-
-//////////////////////////////////////////////////////////////////////////////////////////
-/* Convert the stick raidus from a square or rounded box to a circular radius. I don't know what
- input values the actual GC controller produce for the GC, it may be a square, a circle or
- something in between. But one thing that is certain is that PC pads differ in their output
- (as shown in the list below), so it may be beneficiary to convert whatever radius they
- produce to the radius the GC games expect. This is the first implementation of this
- that convert a square radius to a circual radius. Use the advanced settings to enable
- and calibrate it.
-
- Observed diagonals:
- Perfect circle: 71% = sin(45)
- Logitech Dual Action: 100%
- PS2 Dual Shock 2 (Original) with Super Dual Box Pro: 90%
- XBox 360 Wireless: 85%
- GameCube Controller (Third Party) with EMS Trio Linker Plus II: 60%
-*/
-// ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
-
-/* Calculate the distance from the outer edges of the box to the outer edges of the circle inside the box
- at any angle from 0° to 360°. The returned value is 1 + Distance, for example at most sqrt(2) in the
- corners and at least 1.0 at the horizontal and vertical angles. */
-float Square2CircleDistance(float deg)
-{
- // See if we have to adjust the angle
- deg = abs(deg);
- if( (deg > 45 && deg < 135) ) deg = deg - 90;
-
- // Calculate distance from center
- float val = abs(cos(Deg2Rad(deg)));
- float Distance = 1 / val;
-
- //m_frame->m_pStatusBar2->SetLabel(wxString::Format("Deg:%f Val:%f Dist:%f", deg, val, dist));
-
- return Distance;
-}
-// Produce a perfect circle from an original square or rounded box
-std::vector<int> Square2Circle(int _x, int _y, int _pad, std::string SDiagonal, bool Circle2Square)
-{
- // Do we need this?
- if(_x > 32767) _x = 32767; if(_y > 32767) _y = 32767; // upper limit
- if(_x < -32768) _x = -32768; if(_y < -32768) _y = -32768; // lower limit
-
- // ====================================
- // Convert to circle
- // -----------
- // Get the manually configured diagonal distance
- int Tmp = atoi (SDiagonal.substr(0, SDiagonal.length() - 1).c_str());
- float Diagonal = Tmp / 100.0f;
-
- // First make a perfect square in case we don't have one already
- float OrigDist = sqrt( pow((float)_y, 2) + pow((float)_x, 2) ); // Get current distance
- float deg = Rad2Deg(atan2((float)_y, (float)_x)); // Get current angle
-
- /* Calculate the actual distance between the maxium diagonal values, and the outer edges of the
- square. A diagonal of 85% means a maximum distance of 0.85 * sqrt(2) ~1.2 in the diagonals. */
- float corner_circle_dist = ( Diagonal / sin(Deg2Rad(45)) );
- float SquareDist = Square2CircleDistance(deg);
- // The original-to-square distance adjustment
- float adj_ratio1;
- // The circle-to-square distance adjustment
- float adj_ratio2 = SquareDist;
- // The resulting distance
- float result_dist;
-
- // Calculate the corner-to-square adjustment ratio
- if(corner_circle_dist < SquareDist) adj_ratio1 = SquareDist / corner_circle_dist;
- else adj_ratio1 = 1;
-
- // Calculate the resulting distance
- if(Circle2Square)
- result_dist = OrigDist * adj_ratio1;
- else
- result_dist = OrigDist * adj_ratio1 / adj_ratio2;
-
- // Calculate x and y and return it
- float x = result_dist * cos(Deg2Rad(deg));
- float y = result_dist * sin(Deg2Rad(deg));
- // Make integers
- int int_x = (int)floor(x);
- int int_y = (int)floor(y);
- // Boundaries
- if (int_x < -32768) int_x = -32768; if (int_x > 32767) int_x = 32767;
- if (int_y < -32768) int_y = -32768; if (int_y > 32767) int_y = 32767;
- // Return it
- std::vector<int> vec;
- vec.push_back(int_x);
- vec.push_back(int_y);
-
- // Debugging
- //Console::Print("%f %f %i", corner_circle_dist, Diagonal, Tmp));
-
- return vec;
-}
-/////////////////////////////////////////////////////////////////////
-
-
-//////////////////////////////////////////////////////////////////////////////////////////
-// Windows Virtual Key Codes Names
-// ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
-#ifdef _WIN32
-std::string VKToString(int keycode)
-{
-#ifdef _WIN32
- // Default value
- char KeyStr[64] = {0};
- GetKeyNameText(MapVirtualKey(keycode, MAPVK_VK_TO_VSC) << 16, KeyStr, 64);
- std::string KeyString = KeyStr;
-
- switch(keycode)
- {
- // Give it some help with a few keys
- case VK_END: return "END";
- case VK_INSERT: return "INS";
- case VK_DELETE: return "DEL";
- case VK_PRIOR: return "PGUP";
- case VK_NEXT: return "PGDN";
-
- case VK_UP: return "UP";
- case VK_DOWN: return "DOWN";
- case VK_LEFT: return "LEFT";
- case VK_RIGHT: return "RIGHT";
-
- case VK_LSHIFT: return "LEFT SHIFT";
- case VK_LCONTROL: return "LEFT CTRL";
- case VK_RCONTROL: return "RIGHT CTRL";
- case VK_LMENU: return "LEFT ALT";
-
- default: return KeyString;
- }
-#else
- // An equivalent name translation can probably be used on other systems to?
- return "";
-#endif
-}
-#endif
-/////////////////////////////////////////////////////////////////////
-
+////////////////////////////////////////////////////////////////////////////////////////// +// Project description +// ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ +// Name: Input Configuration and Calibration +// Description: Common SDL Input Functions +// +// Author: Falcon4ever (nJoy@falcon4ever.com, www.multigesture.net), JPeterson etc +// Copyright (C) 2003-2008 Dolphin Project. +// +////////////////////////////////////////////////////////////////////////////////////////// +// +// Licensetype: GNU General Public License (GPL) +// +// This program is free software: you can redistribute it and/or modify +// it under the terms of the GNU General Public License as published by +// the Free Software Foundation, version 2.0. +// +// This program is distributed in the hope that it will be useful, +// but WITHOUT ANY WARRANTY; without even the implied warranty of +// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +// GNU General Public License 2.0 for more details. +// +// A copy of the GPL 2.0 should have been included with the program. +// If not, see http://www.gnu.org/licenses/ +// +// Official SVN repository and contact information can be found at +// http://code.google.com/p/dolphin-emu/ +// +////////////////////////////////////////////////////////////////////////////////////////// + + + +////////////////////////////////////////////////////////////////////////////////////////// +// Include +// ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ +#if defined HAVE_WX && HAVE_WX + #include <wx/wx.h> +#endif + +#include "SDL.h" // Local +//////////////////////////////////// + + +namespace InputCommon +{ + + +////////////////////////////////////////////////////////////////////////////////////////// +// Degree to radian and back +// ŻŻŻŻŻŻŻŻŻŻŻŻŻ +float Deg2Rad(float Deg) +{ + return Deg * ((float)M_PI / 180.0f); +} +float Rad2Deg(float Rad) +{ + return (Rad * 180.0f) / (float)M_PI; +} +///////////////////////////////////////// + + +////////////////////////////////////////////////////////////////////////////////////////// +// Check if the pad is within the dead zone, we assume the range is 0x8000 +// ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ +float CoordinatesToRadius(int x, int y) +{ + return sqrt(pow((float)x, 2) + pow((float)y, 2)); +} + +bool IsDeadZone(float DeadZone, int x, int y) +{ + // Get the distance from the center + float Distance = CoordinatesToRadius(x, y) / 32767.0f; + + //Console::Print("%f\n", Distance); + + // Check if it's within the dead zone + if (Distance <= DeadZone) + return true; + else + return false; +} +///////////////////////////////////////// + + +////////////////////////////////////////////////////////////////////////////////////////// +// Scale down stick values from 0x8000 to 0x80 +/* ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ + The value returned by SDL_JoystickGetAxis is a signed integer s16 + (-32768 to 32767). The value used for the gamecube controller is an unsigned + char u8 (0 to 255) with neutral at 0x80 (128), so that it's equivalent to a signed + -128 to 127. +*/ +// ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ +int Pad_Convert(int _val) +{ + /* If the limits on PadState[].axis[] actually is a u16 then we don't need this + but if it's not actually limited to that we need to apply these limits */ + if(_val > 32767) _val = 32767; // upper limit + if(_val < -32768) _val = -32768; // lower limit + + // Convert the range (-0x8000 to 0x7fff) to (0 to 0xffff) + _val = 0x8000 +_val; + + // Convert the range (-32768 to 32767) to (-128 to 127) + _val = _val >> 8; + + //Console::Print("0x%04x %06i\n\n", _val, _val); + + return _val; +} +///////////////////////////////////////// + + +////////////////////////////////////////////////////////////////////////////////////////// +/* Convert the stick raidus from a square or rounded box to a circular radius. I don't know what + input values the actual GC controller produce for the GC, it may be a square, a circle or + something in between. But one thing that is certain is that PC pads differ in their output + (as shown in the list below), so it may be beneficiary to convert whatever radius they + produce to the radius the GC games expect. This is the first implementation of this + that convert a square radius to a circual radius. Use the advanced settings to enable + and calibrate it. + + Observed diagonals: + Perfect circle: 71% = sin(45) + Logitech Dual Action: 100% + PS2 Dual Shock 2 (Original) with Super Dual Box Pro: 90% + XBox 360 Wireless: 85% + GameCube Controller (Third Party) with EMS Trio Linker Plus II: 60% +*/ +// ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ + +/* Calculate the distance from the outer edges of the box to the outer edges of the circle inside the box + at any angle from 0° to 360°. The returned value is 1 + Distance, for example at most sqrt(2) in the + corners and at least 1.0 at the horizontal and vertical angles. */ +float Square2CircleDistance(float deg) +{ + // See if we have to adjust the angle + deg = abs(deg); + if( (deg > 45 && deg < 135) ) deg = deg - 90; + + // Calculate distance from center + float val = abs(cos(Deg2Rad(deg))); + float Distance = 1 / val; + + //m_frame->m_pStatusBar2->SetLabel(wxString::Format("Deg:%f Val:%f Dist:%f", deg, val, dist)); + + return Distance; +} +// Produce a perfect circle from an original square or rounded box +std::vector<int> Square2Circle(int _x, int _y, int _pad, std::string SDiagonal, bool Circle2Square) +{ + // Do we need this? + if(_x > 32767) _x = 32767; if(_y > 32767) _y = 32767; // upper limit + if(_x < -32768) _x = -32768; if(_y < -32768) _y = -32768; // lower limit + + // ==================================== + // Convert to circle + // ----------- + // Get the manually configured diagonal distance + int Tmp = atoi (SDiagonal.substr(0, SDiagonal.length() - 1).c_str()); + float Diagonal = Tmp / 100.0f; + + // First make a perfect square in case we don't have one already + float OrigDist = sqrt( pow((float)_y, 2) + pow((float)_x, 2) ); // Get current distance + float deg = Rad2Deg(atan2((float)_y, (float)_x)); // Get current angle + + /* Calculate the actual distance between the maxium diagonal values, and the outer edges of the + square. A diagonal of 85% means a maximum distance of 0.85 * sqrt(2) ~1.2 in the diagonals. */ + float corner_circle_dist = ( Diagonal / sin(Deg2Rad(45)) ); + float SquareDist = Square2CircleDistance(deg); + // The original-to-square distance adjustment + float adj_ratio1; + // The circle-to-square distance adjustment + float adj_ratio2 = SquareDist; + // The resulting distance + float result_dist; + + // Calculate the corner-to-square adjustment ratio + if(corner_circle_dist < SquareDist) adj_ratio1 = SquareDist / corner_circle_dist; + else adj_ratio1 = 1; + + // Calculate the resulting distance + if(Circle2Square) + result_dist = OrigDist * adj_ratio1; + else + result_dist = OrigDist * adj_ratio1 / adj_ratio2; + + // Calculate x and y and return it + float x = result_dist * cos(Deg2Rad(deg)); + float y = result_dist * sin(Deg2Rad(deg)); + // Make integers + int int_x = (int)floor(x); + int int_y = (int)floor(y); + // Boundaries + if (int_x < -32768) int_x = -32768; if (int_x > 32767) int_x = 32767; + if (int_y < -32768) int_y = -32768; if (int_y > 32767) int_y = 32767; + // Return it + std::vector<int> vec; + vec.push_back(int_x); + vec.push_back(int_y); + + // Debugging + //Console::Print("%f %f %i", corner_circle_dist, Diagonal, Tmp)); + + return vec; +} +///////////////////////////////////////////////////////////////////// + + +////////////////////////////////////////////////////////////////////////////////////////// +// Windows Virtual Key Codes Names +// ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ +#ifdef _WIN32 +std::string VKToString(int keycode) +{ +#ifdef _WIN32 + // Default value + char KeyStr[64] = {0}; + GetKeyNameText(MapVirtualKey(keycode, MAPVK_VK_TO_VSC) << 16, KeyStr, 64); + std::string KeyString = KeyStr; + + switch(keycode) + { + // Give it some help with a few keys + case VK_END: return "END"; + case VK_INSERT: return "INS"; + case VK_DELETE: return "DEL"; + case VK_PRIOR: return "PGUP"; + case VK_NEXT: return "PGDN"; + + case VK_UP: return "UP"; + case VK_DOWN: return "DOWN"; + case VK_LEFT: return "LEFT"; + case VK_RIGHT: return "RIGHT"; + + case VK_LSHIFT: return "LEFT SHIFT"; + case VK_LCONTROL: return "LEFT CTRL"; + case VK_RCONTROL: return "RIGHT CTRL"; + case VK_LMENU: return "LEFT ALT"; + + default: return KeyString; + } +#else + // An equivalent name translation can probably be used on other systems to? + return ""; +#endif +} +#endif +///////////////////////////////////////////////////////////////////// + }
\ No newline at end of file |
