@@ -21,7 +21,8 @@

namespace ControllerEmu
{
Cursor::Cursor(const std::string& name_) : ControlGroup(name_, GroupType::Cursor)
Cursor::Cursor(const std::string& name_)
: ReshapableInput(name_, name_, GroupType::Cursor), m_last_update(Clock::now())
{
for (auto& named_direction : named_directions)
controls.emplace_back(std::make_unique<Input>(Translate, named_direction));
@@ -31,89 +32,121 @@ Cursor::Cursor(const std::string& name_) : ControlGroup(name_, GroupType::Cursor
controls.emplace_back(std::make_unique<Input>(Translate, _trans("Hide")));
controls.emplace_back(std::make_unique<Input>(Translate, _trans("Recenter")));

// Default shape is a 1.0 square (no resizing/reshaping):
AddReshapingSettings(1.0, 0.5, 50);

numeric_settings.emplace_back(std::make_unique<NumericSetting>(_trans("Center"), 0.5));
numeric_settings.emplace_back(std::make_unique<NumericSetting>(_trans("Width"), 0.5));
numeric_settings.emplace_back(std::make_unique<NumericSetting>(_trans("Height"), 0.5));
numeric_settings.emplace_back(std::make_unique<NumericSetting>(_trans("Dead Zone"), 0, 0, 20));

boolean_settings.emplace_back(std::make_unique<BooleanSetting>(_trans("Relative Input"), false));
boolean_settings.emplace_back(std::make_unique<BooleanSetting>(_trans("Auto-Hide"), false));
}

Cursor::StateData Cursor::GetState(const bool adjusted)
Cursor::ReshapeData Cursor::GetReshapableState(bool adjusted)
{
const ControlState zz = controls[4]->control_ref->State() - controls[5]->control_ref->State();
const ControlState y = controls[0]->control_ref->State() - controls[1]->control_ref->State();
const ControlState x = controls[3]->control_ref->State() - controls[2]->control_ref->State();

// Return raw values. (used in UI)
if (!adjusted)
return {x, y};

return Reshape(x, y, 0.0);
}

// silly being here
if (zz > m_state.z)
m_state.z = std::min(m_state.z + 0.1, zz);
else if (zz < m_state.z)
m_state.z = std::max(m_state.z - 0.1, zz);
ControlState Cursor::GetGateRadiusAtAngle(double ang) const
{
// TODO: Change this to 0.5 and adjust the math,
// so pointer doesn't have to be clamped to the configured width/height?
return SquareStickGate(1.0).GetRadiusAtAngle(ang);
}

StateData result;
result.z = m_state.z;
Cursor::StateData Cursor::GetState(const bool adjusted)
{
ControlState z = controls[4]->control_ref->State() - controls[5]->control_ref->State();

if (m_autohide_timer > -1)
if (!adjusted)
{
--m_autohide_timer;
const auto raw_input = GetReshapableState(false);

return {raw_input.x, raw_input.y, z};
}

ControlState yy = controls[0]->control_ref->State() - controls[1]->control_ref->State();
ControlState xx = controls[3]->control_ref->State() - controls[2]->control_ref->State();
const auto input = GetReshapableState(true);

const ControlState deadzone = numeric_settings[3]->GetValue();
// TODO: Using system time is ugly.
// Kill this after state is moved into wiimote rather than this class.
const auto now = Clock::now();
const auto ms_since_update =
std::chrono::duration_cast<std::chrono::milliseconds>(now - m_last_update).count();
m_last_update = now;

// reset auto-hide timer
if (std::abs(m_prev_xx - xx) > deadzone || std::abs(m_prev_yy - yy) > deadzone)
{
m_autohide_timer = TIMER_VALUE;
}
const double max_step = STEP_PER_SEC / 1000.0 * ms_since_update;
const double max_z_step = STEP_Z_PER_SEC / 1000.0 * ms_since_update;

// hide
const bool autohide = boolean_settings[1]->GetValue() && m_autohide_timer < 0;
if (controls[6]->control_ref->State() > 0.5 || autohide)
{
result.x = 10000;
result.y = 0;
}
else
{
// adjust cursor according to settings
if (adjusted)
{
xx *= (numeric_settings[1]->GetValue() * 2);
yy *= (numeric_settings[2]->GetValue() * 2);
yy += (numeric_settings[0]->GetValue() - 0.5);
}
// Apply deadzone to z:
const ControlState deadzone = numeric_settings[SETTING_DEADZONE]->GetValue();
z = std::copysign(std::max(0.0, std::abs(z) - deadzone) / (1.0 - deadzone), z);

// Smooth out z movement:
// FYI: Not using relative input for Z.
m_state.z += MathUtil::Clamp(z - m_state.z, -max_z_step, max_z_step);

// relative input
if (boolean_settings[0]->GetValue())
// Relative input:
if (boolean_settings[0]->GetValue())
{
// Recenter:
if (controls[7]->control_ref->State() > BUTTON_THRESHOLD)
{
// deadzone to avoid the cursor slowly drifting
if (std::abs(xx) > deadzone)
m_state.x = MathUtil::Clamp(m_state.x + xx * SPEED_MULTIPLIER, -1.0, 1.0);
if (std::abs(yy) > deadzone)
m_state.y = MathUtil::Clamp(m_state.y + yy * SPEED_MULTIPLIER, -1.0, 1.0);

// recenter
if (controls[7]->control_ref->State() > 0.5)
{
m_state.x = 0.0;
m_state.y = 0.0;
}
m_state.x = 0.0;
m_state.y = 0.0;
}
else
{
m_state.x = xx;
m_state.y = yy;
m_state.x = MathUtil::Clamp(m_state.x + input.x * max_step, -1.0, 1.0);
m_state.y = MathUtil::Clamp(m_state.y + input.y * max_step, -1.0, 1.0);
}
}
// Absolute input:
else
{
m_state.x = input.x;
m_state.y = input.y;
}

StateData result = m_state;

// Adjust cursor according to settings:
result.x *= (numeric_settings[SETTING_WIDTH]->GetValue() * 2);
result.y *= (numeric_settings[SETTING_HEIGHT]->GetValue() * 2);
result.y += (numeric_settings[SETTING_CENTER]->GetValue() - 0.5);

const bool autohide = boolean_settings[1]->GetValue();

result.x = m_state.x;
result.y = m_state.y;
// Auto-hide timer:
// TODO: should Z movement reset this?
if (!autohide || std::abs(m_prev_result.x - result.x) > AUTO_HIDE_DEADZONE ||
std::abs(m_prev_result.y - result.y) > AUTO_HIDE_DEADZONE)
{
m_auto_hide_timer = AUTO_HIDE_MS;
}
else if (m_auto_hide_timer)
{
m_auto_hide_timer -= std::min<int>(ms_since_update, m_auto_hide_timer);
}

m_prev_xx = xx;
m_prev_yy = yy;
m_prev_result = result;

// If auto-hide time is up or hide button is held:
if (!m_auto_hide_timer || controls[6]->control_ref->State() > BUTTON_THRESHOLD)
{
// TODO: Use NaN or something:
result.x = 10000;
result.y = 0;
}

return result;
}

} // namespace ControllerEmu
@@ -4,13 +4,15 @@

#pragma once

#include <chrono>
#include <string>
#include "InputCommon/ControllerEmu/ControlGroup/ControlGroup.h"

#include "InputCommon/ControllerEmu/StickGate.h"
#include "InputCommon/ControllerInterface/Device.h"

namespace ControllerEmu
{
class Cursor : public ControlGroup
class Cursor : public ReshapableInput
{
public:
struct StateData
@@ -20,22 +22,42 @@ class Cursor : public ControlGroup
ControlState z{};
};

enum
{
SETTING_CENTER = ReshapableInput::SETTING_COUNT,
SETTING_WIDTH,
SETTING_HEIGHT,
};

explicit Cursor(const std::string& name);

StateData GetState(bool adjusted = false);
ReshapeData GetReshapableState(bool adjusted) final override;
ControlState GetGateRadiusAtAngle(double ang) const override;

StateData GetState(bool adjusted);

private:
// This is used to reduce the cursor speed for relative input
// to something that makes sense with the default range.
static constexpr double SPEED_MULTIPLIER = 0.04;
static constexpr double STEP_PER_SEC = 0.04 * 200;

// Sets the length for the auto-hide timer
static constexpr int TIMER_VALUE = 500;
// Smooth out forward/backward movements:
static constexpr double STEP_Z_PER_SEC = 0.05 * 200;

static constexpr int AUTO_HIDE_MS = 2500;
static constexpr double AUTO_HIDE_DEADZONE = 0.001;

static constexpr double BUTTON_THRESHOLD = 0.5;

// Not adjusted by width/height/center:
StateData m_state;

int m_autohide_timer = TIMER_VALUE;
ControlState m_prev_xx;
ControlState m_prev_yy;
// Adjusted:
StateData m_prev_result;

int m_auto_hide_timer = AUTO_HIDE_MS;

using Clock = std::chrono::steady_clock;
Clock::time_point m_last_update;
};
} // namespace ControllerEmu
@@ -4,6 +4,7 @@

#include "InputCommon/ControllerEmu/ControlGroup/MixedTriggers.h"

#include <algorithm>
#include <cstddef>
#include <memory>
#include <string>
@@ -21,23 +22,53 @@ MixedTriggers::MixedTriggers(const std::string& name_)
: ControlGroup(name_, GroupType::MixedTriggers)
{
numeric_settings.emplace_back(std::make_unique<NumericSetting>(_trans("Threshold"), 0.9));
numeric_settings.emplace_back(std::make_unique<NumericSetting>(_trans("Dead Zone"), 0.0, 0, 25));
}

void MixedTriggers::GetState(u16* const digital, const u16* bitmasks, ControlState* analog)
void MixedTriggers::GetState(u16* const digital, const u16* bitmasks, ControlState* analog,
bool adjusted) const
{
const size_t trigger_count = controls.size() / 2;
const ControlState threshold = numeric_settings[SETTING_THRESHOLD]->GetValue();
ControlState deadzone = numeric_settings[SETTING_DEADZONE]->GetValue();

for (size_t i = 0; i < trigger_count; ++i, ++bitmasks, ++analog)
// Return raw values. (used in UI)
if (!adjusted)
{
if (controls[i]->control_ref->State() > numeric_settings[0]->GetValue()) // threshold
{
*analog = 1.0;
*digital |= *bitmasks;
}
else
deadzone = 0.0;
}

const int trigger_count = int(controls.size() / 2);
for (int i = 0; i != trigger_count; ++i)
{
ControlState button_value = controls[i]->control_ref->State();
ControlState analog_value = controls[trigger_count + i]->control_ref->State();

// Apply deadzone:
analog_value = std::max(0.0, analog_value - deadzone) / (1.0 - deadzone);
button_value = std::max(0.0, button_value - deadzone) / (1.0 - deadzone);

// Apply threshold:
if (button_value > threshold)
{
*analog = controls[i + trigger_count]->control_ref->State();
// Fully activate analog:
analog_value = 1.0;

// Activate button:
*digital |= bitmasks[i];
}

analog[i] = analog_value;
}
}

ControlState MixedTriggers::GetDeadzone() const
{
return numeric_settings[SETTING_DEADZONE]->GetValue();
}

ControlState MixedTriggers::GetThreshold() const
{
return numeric_settings[SETTING_THRESHOLD]->GetValue();
}

} // namespace ControllerEmu
@@ -15,6 +15,17 @@ class MixedTriggers : public ControlGroup
public:
explicit MixedTriggers(const std::string& name);

void GetState(u16* digital, const u16* bitmasks, ControlState* analog);
void GetState(u16* digital, const u16* bitmasks, ControlState* analog,
bool adjusted = true) const;

ControlState GetDeadzone() const;
ControlState GetThreshold() const;

private:
enum
{
SETTING_THRESHOLD,
SETTING_DEADZONE,
};
};
} // namespace ControllerEmu
@@ -22,7 +22,6 @@ namespace ControllerEmu
ModifySettingsButton::ModifySettingsButton(std::string button_name)
: Buttons(std::move(button_name))
{
numeric_settings.emplace_back(std::make_unique<NumericSetting>(_trans("Threshold"), 0.5));
}

void ModifySettingsButton::AddInput(std::string button_name, bool toggle)
@@ -10,14 +10,17 @@
#include <string>

#include "Common/Common.h"
#include "Common/MathUtil.h"

#include "InputCommon/ControlReference/ControlReference.h"
#include "InputCommon/ControllerEmu/Control/Control.h"
#include "InputCommon/ControllerEmu/Control/Input.h"
#include "InputCommon/ControllerEmu/Setting/NumericSetting.h"

namespace ControllerEmu
{
Tilt::Tilt(const std::string& name_) : ControlGroup(name_, GroupType::Tilt)
Tilt::Tilt(const std::string& name_)
: ReshapableInput(name_, name_, GroupType::Tilt), m_last_update(Clock::now())
{
controls.emplace_back(std::make_unique<Input>(Translate, _trans("Forward")));
controls.emplace_back(std::make_unique<Input>(Translate, _trans("Backward")));
@@ -26,71 +29,63 @@ Tilt::Tilt(const std::string& name_) : ControlGroup(name_, GroupType::Tilt)

controls.emplace_back(std::make_unique<Input>(Translate, _trans("Modifier")));

numeric_settings.emplace_back(std::make_unique<NumericSetting>(_trans("Dead Zone"), 0, 0, 50));
numeric_settings.emplace_back(std::make_unique<NumericSetting>(_trans("Circle Stick"), 0));
// Set default input radius to the full 1.0 (no resizing)
// Set default input shape to a square (no reshaping)
// Max deadzone to 50%
AddReshapingSettings(1.0, 0.5, 50);

numeric_settings.emplace_back(std::make_unique<NumericSetting>(_trans("Angle"), 0.9, 0, 180));
}

Tilt::StateData Tilt::GetState(const bool step)
Tilt::ReshapeData Tilt::GetReshapableState(bool adjusted)
{
// this is all a mess

ControlState yy = controls[0]->control_ref->State() - controls[1]->control_ref->State();
ControlState xx = controls[3]->control_ref->State() - controls[2]->control_ref->State();

ControlState deadzone = numeric_settings[0]->GetValue();
ControlState circle = numeric_settings[1]->GetValue();
auto const angle = numeric_settings[2]->GetValue() / 1.8;
ControlState m = controls[4]->control_ref->State();

// deadzone / circle stick code
// this section might be all wrong, but its working good enough, I think

ControlState ang = atan2(yy, xx);
ControlState ang_sin = sin(ang);
ControlState ang_cos = cos(ang);
const ControlState y = controls[0]->control_ref->State() - controls[1]->control_ref->State();
const ControlState x = controls[3]->control_ref->State() - controls[2]->control_ref->State();

// the amt a full square stick would have at current angle
ControlState square_full =
std::min(ang_sin ? 1 / fabs(ang_sin) : 2, ang_cos ? 1 / fabs(ang_cos) : 2);
// Return raw values. (used in UI)
if (!adjusted)
return {x, y};

// the amt a full stick would have that was (user setting circular) at current angle
// I think this is more like a pointed circle rather than a rounded square like it should be
ControlState stick_full = (square_full * (1 - circle)) + (circle);
const ControlState modifier = controls[4]->control_ref->State();

ControlState dist = sqrt(xx * xx + yy * yy);
// Compute desired tilt:
StateData target = Reshape(x, y, modifier);

// dead zone code
dist = std::max(0.0, dist - deadzone * stick_full);
dist /= (1 - deadzone);
// Step the simulation. This is somewhat ugly being here.
// We should be able to GetState without changing state.
// State should be stored outside of this object inside the wiimote,
// and separately inside the UI.

// circle stick code
ControlState amt = dist / stick_full;
dist += (square_full - 1) * amt * circle;
// We're using system time rather than ticks to step this.
// I don't think that's too horrible as we can consider this part of user input.
// And at least the Mapping UI will behave sanely this way.
// TODO: when state is moved outside of this class have a separate Step()
// function that takes a ms_passed argument
const auto now = Clock::now();
const auto ms_since_update =
std::chrono::duration_cast<std::chrono::milliseconds>(now - m_last_update).count();
m_last_update = now;

if (m)
dist *= 0.5;
const double max_step = MAX_DEG_PER_SEC / 180.0 * ms_since_update / 1000;

yy = std::max(-1.0, std::min(1.0, ang_sin * dist));
xx = std::max(-1.0, std::min(1.0, ang_cos * dist));
// TODO: Allow wrap around from 1.0 to -1.0
// (take the fastest route to target)

// this is kinda silly here
// gui being open will make this happen 2x as fast, o well
m_tilt.x += MathUtil::Clamp(target.x - m_tilt.x, -max_step, max_step);
m_tilt.y += MathUtil::Clamp(target.y - m_tilt.y, -max_step, max_step);

// silly
if (step)
{
if (xx > m_tilt.x)
m_tilt.x = std::min(m_tilt.x + 0.1, xx);
else if (xx < m_tilt.x)
m_tilt.x = std::max(m_tilt.x - 0.1, xx);
return m_tilt;
}

if (yy > m_tilt.y)
m_tilt.y = std::min(m_tilt.y + 0.1, yy);
else if (yy < m_tilt.y)
m_tilt.y = std::max(m_tilt.y - 0.1, yy);
}
Tilt::StateData Tilt::GetState()
{
return GetReshapableState(true);
}

return {m_tilt.x * angle, m_tilt.y * angle};
ControlState Tilt::GetGateRadiusAtAngle(double ang) const
{
const ControlState max_tilt_angle = numeric_settings[SETTING_MAX_ANGLE]->GetValue() / 1.8;
return SquareStickGate(max_tilt_angle).GetRadiusAtAngle(ang);
}

} // namespace ControllerEmu
@@ -4,26 +4,37 @@

#pragma once

#include <chrono>
#include <string>
#include "InputCommon/ControllerEmu/ControlGroup/ControlGroup.h"

#include "InputCommon/ControllerEmu/StickGate.h"
#include "InputCommon/ControllerInterface/Device.h"

namespace ControllerEmu
{
class Tilt : public ControlGroup
class Tilt : public ReshapableInput
{
public:
struct StateData
{
ControlState x{};
ControlState y{};
};
using StateData = ReshapeData;

explicit Tilt(const std::string& name);

StateData GetState(bool step = true);
ReshapeData GetReshapableState(bool adjusted) final override;
ControlState GetGateRadiusAtAngle(double ang) const override;

StateData GetState();

private:
enum
{
SETTING_MAX_ANGLE = ReshapableInput::SETTING_COUNT,
};

static constexpr int MAX_DEG_PER_SEC = 360 * 6;

StateData m_tilt;

using Clock = std::chrono::steady_clock;
Clock::time_point m_last_update;
};
} // namespace ControllerEmu
@@ -6,7 +6,9 @@

#include <cmath>

#include "Common/Common.h"
#include "Common/MathUtil.h"
#include "InputCommon/ControllerEmu/Setting/NumericSetting.h"

namespace ControllerEmu
{
@@ -44,4 +46,90 @@ ControlState SquareStickGate::GetRadiusAtAngle(double ang) const
return m_half_width / std::cos(std::fmod(ang + section_ang / 2, section_ang) - section_ang / 2);
}

ReshapableInput::ReshapableInput(std::string name, std::string ui_name, GroupType type)
: ControlGroup(std::move(name), std::move(ui_name), type)
{
}

ControlState ReshapableInput::GetDeadzoneRadiusAtAngle(double ang) const
{
return CalculateInputShapeRadiusAtAngle(ang) * numeric_settings[SETTING_DEADZONE]->GetValue();
}

ControlState ReshapableInput::GetInputRadiusAtAngle(double ang) const
{
const ControlState radius =
CalculateInputShapeRadiusAtAngle(ang) * numeric_settings[SETTING_INPUT_RADIUS]->GetValue();
// Clamp within the -1 to +1 square as input radius may be greater than 1.0:
return std::min(radius, SquareStickGate(1).GetRadiusAtAngle(ang));
}

void ReshapableInput::AddReshapingSettings(ControlState default_radius, ControlState default_shape,
int max_deadzone)
{
// Allow radius greater than 1.0 for definitions of rounded squares
// This is ideal for Xbox controllers (and probably others)
numeric_settings.emplace_back(
std::make_unique<NumericSetting>(_trans("Input Radius"), default_radius, 0, 140));
numeric_settings.emplace_back(
std::make_unique<NumericSetting>(_trans("Input Shape"), default_shape, 0, 50));
numeric_settings.emplace_back(std::make_unique<NumericSetting>(_trans("Dead Zone"), 0, 0, 50));
}

ReshapableInput::ReshapeData ReshapableInput::Reshape(ControlState x, ControlState y,
ControlState modifier)
{
// TODO: make the AtAngle functions work with negative angles:
const ControlState ang = std::atan2(y, x) + MathUtil::TAU;

const ControlState gate_max_dist = GetGateRadiusAtAngle(ang);
const ControlState input_max_dist = GetInputRadiusAtAngle(ang);

// If input radius is zero we apply no scaling.
// This is useful when mapping native controllers without knowing intimate radius details.
const ControlState max_dist = input_max_dist ? input_max_dist : gate_max_dist;

ControlState dist = std::sqrt(x * x + y * y) / max_dist;

// If the modifier is pressed, scale the distance by the modifier's value.
// This is affected by the modifier's "range" setting which defaults to 50%.
if (modifier)
{
// TODO: Modifier's range setting gets reset to 100% when the clear button is clicked.
// This causes the modifier to not behave how a user might suspect.
// Retaining the old scale-by-50% behavior until range is fixed to clear to 50%.
dist *= 0.5;
// dist *= modifier;
}

// Apply deadzone as a percentage of the user-defined radius/shape:
const ControlState deadzone = GetDeadzoneRadiusAtAngle(ang);
dist = std::max(0.0, dist - deadzone) / (1.0 - deadzone);

// Scale to the gate shape/radius:
dist = dist *= gate_max_dist;

x = MathUtil::Clamp(std::cos(ang) * dist, -1.0, 1.0);
y = MathUtil::Clamp(std::sin(ang) * dist, -1.0, 1.0);
return {x, y};
}

ControlState ReshapableInput::CalculateInputShapeRadiusAtAngle(double ang) const
{
const auto shape = numeric_settings[SETTING_INPUT_SHAPE]->GetValue() * 4.0;

if (shape < 1.0)
{
// Between 0 and 25 return a shape between octagon and circle
const auto amt = shape;
return OctagonStickGate(1).GetRadiusAtAngle(ang) * (1 - amt) + amt;
}
else
{
// Between 25 and 50 return a shape between circle and square
const auto amt = shape - 1.0;
return (1 - amt) + SquareStickGate(1).GetRadiusAtAngle(ang) * amt;
}
}

} // namespace ControllerEmu
@@ -5,6 +5,7 @@
#pragma once

#include "InputCommon/ControlReference/ControlReference.h"
#include "InputCommon/ControllerEmu/ControlGroup/ControlGroup.h"

namespace ControllerEmu
{
@@ -52,4 +53,40 @@ class SquareStickGate : public StickGate
const ControlState m_half_width;
};

class ReshapableInput : public ControlGroup
{
public:
ReshapableInput(std::string name, std::string ui_name, GroupType type);

struct ReshapeData
{
ControlState x{};
ControlState y{};
};

enum
{
SETTING_INPUT_RADIUS,
SETTING_INPUT_SHAPE,
SETTING_DEADZONE,
SETTING_COUNT,
};

// Angle is in radians and should be non-negative
ControlState GetDeadzoneRadiusAtAngle(double ang) const;
ControlState GetInputRadiusAtAngle(double ang) const;

virtual ControlState GetGateRadiusAtAngle(double ang) const = 0;
virtual ReshapeData GetReshapableState(bool adjusted) = 0;

protected:
void AddReshapingSettings(ControlState default_radius, ControlState default_shape,
int max_deadzone);

ReshapeData Reshape(ControlState x, ControlState y, ControlState modifier = 0.0);

private:
ControlState CalculateInputShapeRadiusAtAngle(double ang) const;
};

} // namespace ControllerEmu