💿🐜 Antkeeper source code https://antkeeper.com
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/*
* 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 <http://www.gnu.org/licenses/>.
*/
#include "controls.hpp"
#include "resources/resource-manager.hpp"
#include <fstream>
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<json>(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>();
float max = calibration["leftx_activation"][1].get<float>();
gamepad->set_activation_threshold(input::gamepad_axis::left_x, min, max);
}
if (calibration.contains("lefty_activation"))
{
float min = calibration["lefty_activation"][0].get<float>();
float max = calibration["lefty_activation"][1].get<float>();
gamepad->set_activation_threshold(input::gamepad_axis::left_y, min, max);
}
if (calibration.contains("rightx_activation"))
{
float min = calibration["rightx_activation"][0].get<float>();
float max = calibration["rightx_activation"][1].get<float>();
gamepad->set_activation_threshold(input::gamepad_axis::right_x, min, max);
}
if (calibration.contains("righty_activation"))
{
float min = calibration["righty_activation"][0].get<float>();
float max = calibration["righty_activation"][1].get<float>();
gamepad->set_activation_threshold(input::gamepad_axis::right_y, min, max);
}
if (calibration.contains("lefttrigger_activation"))
{
float min = calibration["lefttrigger_activation"][0].get<float>();
float max = calibration["lefttrigger_activation"][1].get<float>();
gamepad->set_activation_threshold(input::gamepad_axis::left_trigger, min, max);
}
if (calibration.contains("righttrigger_activation"))
{
float min = calibration["righttrigger_activation"][0].get<float>();
float max = calibration["righttrigger_activation"][1].get<float>();
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<bool>());
if (calibration.contains("right_deadzone_cross"))
gamepad->set_right_deadzone_cross(calibration["right_deadzone_cross"].get<bool>());
if (calibration.contains("left_deadzone_roundness"))
gamepad->set_left_deadzone_roundness(calibration["left_deadzone_roundness"].get<float>());
if (calibration.contains("right_deadzone_roundness"))
gamepad->set_right_deadzone_roundness(calibration["right_deadzone_roundness"].get<float>());
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<std::string>());
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<std::string>());
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<std::string>());
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<std::string>());
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<std::string>());
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<std::string>());
gamepad->set_response_curve(input::gamepad_axis::right_trigger, curve);
}
}
} // namespace game