Rework and simplify VIRTKEY_SPEED_ANALOG

This commit is contained in:
Henrik Rydgård committed 2023-03-31 11:05:33 +02:00
1 parent ca300a4dfd
commit fa0fb6eee6
6 files changed
+26 -69

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-1
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@@ -849,7 +849,6 @@ static const ConfigSetting graphicsSettings[] = {
ConfigSetting("FrameRate", &g_Config.iFpsLimit1, 0, true, true),
ConfigSetting("FrameRate2", &g_Config.iFpsLimit2, -1, true, true),
ConfigSetting("AnalogFrameRate", &g_Config.iAnalogFpsLimit, 240, true, true),
ConfigSetting("AnalogFrameRateMode", &g_Config.iAnalogFpsMode, 0, true, true),
ConfigSetting("UnthrottlingMode", &g_Config.iFastForwardMode, &DefaultFastForwardMode, &FastForwardModeToString, &FastForwardModeFromString, true, true),
#if defined(USING_WIN_UI)
ConfigSetting("RestartRequired", &g_Config.bRestartRequired, false, false),
-1
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@@ -220,7 +220,6 @@ public:
int iFpsLimit1;
int iFpsLimit2;
int iAnalogFpsLimit;
int iAnalogFpsMode; // 0 = auto, 1 = single direction, 2 = mapped to opposite
int iMaxRecent;
int iCurrentStateSlot;
int iRewindSnapshotInterval;
-6
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@@ -132,12 +132,6 @@ enum class BackgroundAnimation {
MOVING_BACKGROUND = 4,
};
enum class AnalogFpsMode {
AUTO = 0,
MAPPED_DIRECTION = 1,
MAPPED_DIR_TO_OPPOSITE_DIR = 2,
};
// for Config.iShowStatusFlags
enum class ShowStatusFlags {
FPS_COUNTER = 1 << 1,
-59
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@@ -365,62 +365,3 @@ void ControlMapper::onVKey(int vkey, bool down) {
break;
}
}
void ControlMapper::ProcessAnalogSpeed(const AxisInput &axis, bool opposite) {
static constexpr float DEADZONE_THRESHOLD = 0.15f;
static constexpr float DEADZONE_SCALE = 1.0f / (1.0f - DEADZONE_THRESHOLD);
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_DIR_TO_OPPOSITE_DIR;
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);
// Clamp to 0 in this case if we're processing the opposite direction.
if (opposite)
value = 0.0f;
} else if (mode == AnalogFpsMode::MAPPED_DIR_TO_OPPOSITE_DIR) {
value = fabsf(value);
if (opposite)
value = -value;
value = 0.5f - value * 0.5f;
}
// Apply a small deadzone (against the resting position.)
value = std::max(0.0f, (value - DEADZONE_THRESHOLD) * DEADZONE_SCALE);
// 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;
}
-2
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@@ -36,8 +36,6 @@ private:
void SetPSPAxis(int deviceId, int stick, char axis, float value);
void ProcessAnalogSpeed(const AxisInput &axis, bool opposite);
void onVKey(int vkey, bool down);
void onVKeyAnalog(int deviceId, int vkey, float value);
+26
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@@ -764,7 +764,33 @@ void EmuScreen::onVKey(int virtualKeyCode, bool down) {
}
void EmuScreen::onVKeyAnalog(int virtualKeyCode, float value) {
if (virtualKeyCode != VIRTKEY_SPEED_ANALOG) {
return;
}
// We only handle VIRTKEY_SPEED_ANALOG here.
static constexpr float DEADZONE_THRESHOLD = 0.15f;
static constexpr float DEADZONE_SCALE = 1.0f / (1.0f - DEADZONE_THRESHOLD);
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;
// Apply a small deadzone (against the resting position.)
value = std::max(0.0f, (value - DEADZONE_THRESHOLD) * DEADZONE_SCALE);
// 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;
}
bool EmuScreen::key(const KeyInput &key) {