UI: Add analog speed limit mapping.

Only shows up as a setting if mapped, to avoid cluttering settings.
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Unknown W. Brackets committed 2022-07-04 19:14:05 -07:00
1 parent 536c050943
commit c15c4a6967
14 files changed
+113 -5

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@@ -7,6 +7,8 @@
#include "Core/KeyMap.h"
#include "Core/ControlMapper.h"
#include "Core/Config.h"
#include "Core/CoreParameter.h"
#include "Core/System.h"
static float MapAxisValue(float v) {
const float deadzone = g_Config.fAnalogDeadzone;
@@ -334,12 +336,21 @@ void ControlMapper::processAxis(const AxisInput &axis, int direction) {
case VIRTKEY_AXIS_RIGHT_Y_MAX:
SetPSPAxis('Y', value, CTRL_STICK_RIGHT);
break;
case VIRTKEY_SPEED_ANALOG:
ProcessAnalogSpeed(axis, false);
break;
}
}
std::vector<int> resultsOpposite;
KeyMap::AxisToPspButton(axis.deviceId, axis.axisId, -direction, &resultsOpposite);
for (int result : resultsOpposite) {
if (result == VIRTKEY_SPEED_ANALOG)
ProcessAnalogSpeed(axis, true);
}
int axisState = 0;
float threshold = axis.deviceId == DEVICE_ID_MOUSE ? AXIS_BIND_THRESHOLD_MOUSE : AXIS_BIND_THRESHOLD;
if (direction == 1 && axis.value >= threshold) {
@@ -375,3 +386,55 @@ void ControlMapper::processAxis(const AxisInput &axis, int direction) {
}
}
}
void ControlMapper::ProcessAnalogSpeed(const AxisInput &axis, bool opposite) {
FPSLimit &limitMode = PSP_CoreParameter().fpsLimit;
// If we're using an alternate speed already, let that win.
if (limitMode != FPSLimit::NORMAL && limitMode != FPSLimit::ANALOG)
return;
// Don't even try if the limit is invalid.
if (g_Config.iAnalogFpsLimit <= 0)
return;
AnalogFpsMode mode = (AnalogFpsMode)g_Config.iAnalogFpsMode;
float value = axis.value;
if (mode == AnalogFpsMode::AUTO) {
// TODO: Consider the pad name for better auto? KeyMap::PadName(axis.deviceId);
switch (axis.axisId) {
case JOYSTICK_AXIS_X:
case JOYSTICK_AXIS_Y:
case JOYSTICK_AXIS_Z:
case JOYSTICK_AXIS_RX:
case JOYSTICK_AXIS_RY:
case JOYSTICK_AXIS_RZ:
// These, at least on directinput, can be used for triggers that go from mapped to opposite.
mode = AnalogFpsMode::MAPPED_TO_OPPOSITE;
break;
default:
// Other axises probably don't go from negative to positive.
mode = AnalogFpsMode::MAPPED_DIRECTION;
break;
}
}
// Okay, now let's map it as appropriate.
if (mode == AnalogFpsMode::MAPPED_DIRECTION) {
value = fabsf(value);
if (opposite)
return;
} else if (mode == AnalogFpsMode::MAPPED_TO_OPPOSITE) {
value = fabsf(value);
if (opposite)
value = -value;
value = 0.5f - value * 0.5f;
}
// If target is above 60, value is how much to speed up over 60. Otherwise, it's how much slower.
// So normalize the target.
int target = g_Config.iAnalogFpsLimit - 60;
PSP_CoreParameter().analogFpsLimit = 60 + (int)(target * value);
// If we've reset back to normal, turn it off.
limitMode = PSP_CoreParameter().analogFpsLimit == 60 ? FPSLimit::NORMAL : FPSLimit::ANALOG;
}