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Nunchuk.cpp
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Nunchuk.cpp
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// Copyright 2010 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "Core/HW/WiimoteEmu/Attachment/Nunchuk.h"
#include <array>
#include <cassert>
#include <cstring>
#include "Common/Common.h"
#include "Common/CommonTypes.h"
#include "Common/MathUtil.h"
#include "Core/Config/WiimoteInputSettings.h"
#include "Core/HW/WiimoteEmu/WiimoteEmu.h"
#include "InputCommon/ControllerEmu/Control/Input.h"
#include "InputCommon/ControllerEmu/ControlGroup/AnalogStick.h"
#include "InputCommon/ControllerEmu/ControlGroup/Buttons.h"
#include "InputCommon/ControllerEmu/ControlGroup/ControlGroup.h"
#include "InputCommon/ControllerEmu/ControlGroup/Force.h"
#include "InputCommon/ControllerEmu/ControlGroup/Tilt.h"
namespace WiimoteEmu
{
constexpr std::array<u8, 6> nunchuk_id{{0x00, 0x00, 0xa4, 0x20, 0x00, 0x00}};
constexpr std::array<u8, 2> nunchuk_button_bitmasks{{
Nunchuk::BUTTON_C,
Nunchuk::BUTTON_Z,
}};
Nunchuk::Nunchuk(ExtensionReg& reg) : Attachment(_trans("Nunchuk"), reg)
{
// buttons
groups.emplace_back(m_buttons = new ControllerEmu::Buttons(_trans("Buttons")));
m_buttons->controls.emplace_back(new ControllerEmu::Input(ControllerEmu::DoNotTranslate, "C"));
m_buttons->controls.emplace_back(new ControllerEmu::Input(ControllerEmu::DoNotTranslate, "Z"));
// stick
groups.emplace_back(
m_stick = new ControllerEmu::AnalogStick(_trans("Stick"), DEFAULT_ATTACHMENT_STICK_RADIUS));
// swing
groups.emplace_back(m_swing = new ControllerEmu::Force(_trans("Swing")));
groups.emplace_back(m_swing_slow = new ControllerEmu::Force("SwingSlow"));
groups.emplace_back(m_swing_fast = new ControllerEmu::Force("SwingFast"));
// tilt
groups.emplace_back(m_tilt = new ControllerEmu::Tilt(_trans("Tilt")));
// shake
groups.emplace_back(m_shake = new ControllerEmu::Buttons(_trans("Shake")));
// i18n: Refers to a 3D axis (used when mapping motion controls)
m_shake->controls.emplace_back(new ControllerEmu::Input(ControllerEmu::Translate, _trans("X")));
// i18n: Refers to a 3D axis (used when mapping motion controls)
m_shake->controls.emplace_back(new ControllerEmu::Input(ControllerEmu::Translate, _trans("Y")));
// i18n: Refers to a 3D axis (used when mapping motion controls)
m_shake->controls.emplace_back(new ControllerEmu::Input(ControllerEmu::Translate, _trans("Z")));
groups.emplace_back(m_shake_soft = new ControllerEmu::Buttons("ShakeSoft"));
m_shake_soft->controls.emplace_back(new ControllerEmu::Input(ControllerEmu::DoNotTranslate, "X"));
m_shake_soft->controls.emplace_back(new ControllerEmu::Input(ControllerEmu::DoNotTranslate, "Y"));
m_shake_soft->controls.emplace_back(new ControllerEmu::Input(ControllerEmu::DoNotTranslate, "Z"));
groups.emplace_back(m_shake_hard = new ControllerEmu::Buttons("ShakeHard"));
m_shake_hard->controls.emplace_back(new ControllerEmu::Input(ControllerEmu::DoNotTranslate, "X"));
m_shake_hard->controls.emplace_back(new ControllerEmu::Input(ControllerEmu::DoNotTranslate, "Y"));
m_shake_hard->controls.emplace_back(new ControllerEmu::Input(ControllerEmu::DoNotTranslate, "Z"));
m_id = nunchuk_id;
}
void Nunchuk::GetState(u8* const data)
{
wm_nc nc_data = {};
// stick
const ControllerEmu::AnalogStick::StateData stick_state = m_stick->GetState();
nc_data.jx = u8(STICK_CENTER + stick_state.x * STICK_RADIUS);
nc_data.jy = u8(STICK_CENTER + stick_state.y * STICK_RADIUS);
// Some terribly coded games check whether to move with a check like
//
// if (x != 0 && y != 0)
// do_movement(x, y);
//
// With keyboard controls, these games break if you simply hit
// of the axes. Adjust this if you're hitting one of the axes so that
// we slightly tweak the other axis.
if (nc_data.jx != STICK_CENTER || nc_data.jy != STICK_CENTER)
{
if (nc_data.jx == STICK_CENTER)
++nc_data.jx;
if (nc_data.jy == STICK_CENTER)
++nc_data.jy;
}
AccelData accel;
// tilt
EmulateTilt(&accel, m_tilt);
// swing
EmulateSwing(&accel, m_swing, Config::Get(Config::NUNCHUK_INPUT_SWING_INTENSITY_MEDIUM));
EmulateSwing(&accel, m_swing_slow, Config::Get(Config::NUNCHUK_INPUT_SWING_INTENSITY_SLOW));
EmulateSwing(&accel, m_swing_fast, Config::Get(Config::NUNCHUK_INPUT_SWING_INTENSITY_FAST));
// shake
EmulateShake(&accel, m_shake, Config::Get(Config::NUNCHUK_INPUT_SHAKE_INTENSITY_MEDIUM),
m_shake_step.data());
EmulateShake(&accel, m_shake_soft, Config::Get(Config::NUNCHUK_INPUT_SHAKE_INTENSITY_SOFT),
m_shake_soft_step.data());
EmulateShake(&accel, m_shake_hard, Config::Get(Config::NUNCHUK_INPUT_SHAKE_INTENSITY_HARD),
m_shake_hard_step.data());
// buttons
m_buttons->GetState(&nc_data.bt.hex, nunchuk_button_bitmasks.data());
// flip the button bits :/
nc_data.bt.hex ^= 0x03;
// We now use 2 bits more precision, so multiply by 4 before converting to int
s16 accel_x = (s16)(4 * (accel.x * ACCEL_RANGE + ACCEL_ZERO_G));
s16 accel_y = (s16)(4 * (accel.y * ACCEL_RANGE + ACCEL_ZERO_G));
s16 accel_z = (s16)(4 * (accel.z * ACCEL_RANGE + ACCEL_ZERO_G));
accel_x = MathUtil::Clamp<s16>(accel_x, 0, 1024);
accel_y = MathUtil::Clamp<s16>(accel_y, 0, 1024);
accel_z = MathUtil::Clamp<s16>(accel_z, 0, 1024);
nc_data.ax = (accel_x >> 2) & 0xFF;
nc_data.ay = (accel_y >> 2) & 0xFF;
nc_data.az = (accel_z >> 2) & 0xFF;
nc_data.bt.acc_x_lsb = accel_x & 0x3;
nc_data.bt.acc_y_lsb = accel_y & 0x3;
nc_data.bt.acc_z_lsb = accel_z & 0x3;
std::memcpy(data, &nc_data, sizeof(wm_nc));
}
bool Nunchuk::IsButtonPressed() const
{
u8 buttons = 0;
m_buttons->GetState(&buttons, nunchuk_button_bitmasks.data());
return buttons != 0;
}
ControllerEmu::ControlGroup* Nunchuk::GetGroup(NunchukGroup group)
{
switch (group)
{
case NunchukGroup::Buttons:
return m_buttons;
case NunchukGroup::Stick:
return m_stick;
case NunchukGroup::Tilt:
return m_tilt;
case NunchukGroup::Swing:
return m_swing;
case NunchukGroup::Shake:
return m_shake;
default:
assert(false);
return nullptr;
}
}
void Nunchuk::LoadDefaults(const ControllerInterface& ciface)
{
// Stick
m_stick->SetControlExpression(0, "W"); // up
m_stick->SetControlExpression(1, "S"); // down
m_stick->SetControlExpression(2, "A"); // left
m_stick->SetControlExpression(3, "D"); // right
// Buttons
#ifdef _WIN32
m_buttons->SetControlExpression(0, "LCONTROL"); // C
m_buttons->SetControlExpression(1, "LSHIFT"); // Z
#elif __APPLE__
m_buttons->SetControlExpression(0, "Left Control"); // C
m_buttons->SetControlExpression(1, "Left Shift"); // Z
#else
m_buttons->SetControlExpression(0, "Control_L"); // C
m_buttons->SetControlExpression(1, "Shift_L"); // Z
#endif
}
}