/* * Copyright (C) 2021 Christopher J. Howard * * This file is part of Antkeeper source code. * * Antkeeper source code 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, either version 3 of the License, or * (at your option) any later version. * * Antkeeper source code 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 for more details. * * You should have received a copy of the GNU General Public License * along with Antkeeper source code. If not, see . */ #include "controls.hpp" #include "resources/resource-manager.hpp" #include namespace game { std::string gamepad_calibration_path(const game::context* ctx, const input::gamepad* gamepad) { return "gamepad-" + gamepad->get_guid() + ".json"; } json default_gamepad_calibration() { const float activation_min = 0.15f; const float activation_max = 0.98f; const bool deadzone_cross = false; const float deadzone_roundness = 1.0f; const std::string response_curve = "linear"; json calibration; calibration["leftx_activation"] = {activation_min, activation_max}; calibration["lefty_activation"] = {activation_min, activation_max}; calibration["rightx_activation"] = {activation_min, activation_max}; calibration["righty_activation"] = {activation_min, activation_max}; calibration["lefttrigger_activation"] = {activation_min, activation_max}; calibration["righttrigger_activation"] = {activation_min, activation_max}; calibration["leftx_response_curve"] = response_curve; calibration["lefty_response_curve"] = response_curve; calibration["rightx_response_curve"] = response_curve; calibration["righty_response_curve"] = response_curve; calibration["lefttrigger_response_curve"] = response_curve; calibration["righttrigger_response_curve"] = response_curve; calibration["left_deadzone_cross"] = deadzone_cross; calibration["right_deadzone_cross"] = deadzone_cross; calibration["left_deadzone_roundness"] = deadzone_roundness; calibration["right_deadzone_roundness"] = deadzone_roundness; return calibration; } json* load_gamepad_calibration(game::context* ctx, input::gamepad* gamepad) { // Determine path to gamepad calibration file std::string filepath = gamepad_calibration_path(ctx, gamepad); // Load gamepad calibration file json* calibration = ctx->resource_manager->load(filepath); return calibration; } bool save_gamepad_calibration(const game::context* ctx, const input::gamepad* gamepad, const json& calibration) { // Determine path to gamepad calibration file std::string filepath = ctx->controls_path + gamepad_calibration_path(ctx, gamepad); // Open calibration file std::ofstream stream; stream.open(filepath); if (!stream) return false; // Write calibration to file stream << calibration.dump(1, '\t'); if (stream.bad()) { stream.close(); return false; } // Close calibration file stream.close(); return true; } void apply_gamepad_calibration(input::gamepad* gamepad, const json& calibration) { // Parse and apply activation thresholds if (calibration.contains("leftx_activation")) { float min = calibration["leftx_activation"][0].get(); float max = calibration["leftx_activation"][1].get(); gamepad->set_activation_threshold(input::gamepad_axis::left_x, min, max); } if (calibration.contains("lefty_activation")) { float min = calibration["lefty_activation"][0].get(); float max = calibration["lefty_activation"][1].get(); gamepad->set_activation_threshold(input::gamepad_axis::left_y, min, max); } if (calibration.contains("rightx_activation")) { float min = calibration["rightx_activation"][0].get(); float max = calibration["rightx_activation"][1].get(); gamepad->set_activation_threshold(input::gamepad_axis::right_x, min, max); } if (calibration.contains("righty_activation")) { float min = calibration["righty_activation"][0].get(); float max = calibration["righty_activation"][1].get(); gamepad->set_activation_threshold(input::gamepad_axis::right_y, min, max); } if (calibration.contains("lefttrigger_activation")) { float min = calibration["lefttrigger_activation"][0].get(); float max = calibration["lefttrigger_activation"][1].get(); gamepad->set_activation_threshold(input::gamepad_axis::left_trigger, min, max); } if (calibration.contains("righttrigger_activation")) { float min = calibration["righttrigger_activation"][0].get(); float max = calibration["righttrigger_activation"][1].get(); gamepad->set_activation_threshold(input::gamepad_axis::right_trigger, min, max); } // Parse and apply deadzone shapes if (calibration.contains("left_deadzone_cross")) gamepad->set_left_deadzone_cross(calibration["left_deadzone_cross"].get()); if (calibration.contains("right_deadzone_cross")) gamepad->set_right_deadzone_cross(calibration["right_deadzone_cross"].get()); if (calibration.contains("left_deadzone_roundness")) gamepad->set_left_deadzone_roundness(calibration["left_deadzone_roundness"].get()); if (calibration.contains("right_deadzone_roundness")) gamepad->set_right_deadzone_roundness(calibration["right_deadzone_roundness"].get()); auto parse_response_curve = [](const std::string& curve) -> input::gamepad_response_curve { if (curve == "square") return input::gamepad_response_curve::square; else if (curve == "cube") return input::gamepad_response_curve::cube; return input::gamepad_response_curve::linear; }; // Parse and apply axis response curves if (calibration.contains("leftx_response_curve")) { auto curve = parse_response_curve(calibration["leftx_response_curve"].get()); gamepad->set_response_curve(input::gamepad_axis::left_x, curve); } if (calibration.contains("lefty_response_curve")) { auto curve = parse_response_curve(calibration["lefty_response_curve"].get()); gamepad->set_response_curve(input::gamepad_axis::left_y, curve); } if (calibration.contains("rightx_response_curve")) { auto curve = parse_response_curve(calibration["rightx_response_curve"].get()); gamepad->set_response_curve(input::gamepad_axis::right_x, curve); } if (calibration.contains("righty_response_curve")) { auto curve = parse_response_curve(calibration["righty_response_curve"].get()); gamepad->set_response_curve(input::gamepad_axis::right_y, curve); } if (calibration.contains("lefttrigger_response_curve")) { auto curve = parse_response_curve(calibration["lefttrigger_response_curve"].get()); gamepad->set_response_curve(input::gamepad_axis::left_trigger, curve); } if (calibration.contains("righttrigger_response_curve")) { auto curve = parse_response_curve(calibration["righttrigger_response_curve"].get()); gamepad->set_response_curve(input::gamepad_axis::right_trigger, curve); } } } // namespace game