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- #include "wii_anal.h"
- #include "gfx/images.h" // Images
- //----------------------------------------------------------------------------- ----------------------------------------
- // A couple of monospaced hex fonts
- //
- const image_t* img_6x8[16] = {
- &img_6x8_0,
- &img_6x8_1,
- &img_6x8_2,
- &img_6x8_3,
- &img_6x8_4,
- &img_6x8_5,
- &img_6x8_6,
- &img_6x8_7,
- &img_6x8_8,
- &img_6x8_9,
- &img_6x8_A,
- &img_6x8_B,
- &img_6x8_C,
- &img_6x8_D,
- &img_6x8_E,
- &img_6x8_F,
- };
- const image_t* img_5x7[16] = {
- &img_5x7_0,
- &img_5x7_1,
- &img_5x7_2,
- &img_5x7_3,
- &img_5x7_4,
- &img_5x7_5,
- &img_5x7_6,
- &img_5x7_7,
- &img_5x7_8,
- &img_5x7_9,
- &img_5x7_A,
- &img_5x7_B,
- &img_5x7_C,
- &img_5x7_D,
- &img_5x7_E,
- &img_5x7_F,
- };
- //+============================================================================ ========================================
- // void backlightOn (void)
- // {
- // // Acquire a handle for the system notification queue
- // // Do this ONCE ... at plugin startup
- // NotificationApp* notifications = furi_record_open(RECORD_NOTIFICATION);
- //
- // // Pat the backlight watchdog
- // // Send the (predefined) message sequence {backlight_on, end}
- // // --> applications/notification/*.c
- // notification_message(notifications, &sequence_display_backlight_on);
- //
- // // Release the handle for the system notification queue
- // // Do this ONCE ... at plugin quit
- // furi_record_close(RECORD_NOTIFICATION);
- // }
- void patBacklight(state_t* state) {
- notification_message(state->notify, &sequence_display_backlight_on);
- }
- //============================================================================= ========================================
- // Show a hex number in an inverted box (for ananlogue readings)
- //
- void showHex(
- Canvas* const canvas,
- uint8_t x,
- uint8_t y,
- const uint32_t val,
- const uint8_t cnt,
- const int b) {
- canvas_set_color(canvas, ColorBlack);
- canvas_draw_box(canvas, x++, y++, 1 + (cnt * (6 + 1)), 10);
- // thicken border
- if(b == 2) canvas_draw_frame(canvas, x - 2, y - 2, 1 + (cnt * (6 + 1)) + 2, 10 + 2);
- for(int i = (cnt - 1) * 4; i >= 0; i -= 4, x += 6 + 1)
- show(canvas, x, y, img_6x8[(val >> i) & 0xF], SHOW_SET_WHT);
- }
- //============================================================================= ========================================
- // Show the up/down "peak hold" controls in the bottom right
- //
- void showPeakHold(state_t* const state, Canvas* const canvas, const int hold) {
- switch(hold) {
- case 0:
- show(canvas, 119, 51, &img_key_U, SHOW_CLR_BLK);
- show(canvas, 119, 56, &img_key_D, SHOW_CLR_BLK);
- break;
- case +1:
- canvas_set_color(canvas, ColorBlack);
- canvas_draw_box(canvas, 120, 52, 7, 6);
- show(canvas, 119, 51, &img_key_U, SHOW_CLR_WHT);
- show(canvas, 119, 56, &img_key_D, SHOW_CLR_BLK);
- break;
- case -1:
- show(canvas, 119, 51, &img_key_U, SHOW_CLR_BLK);
- canvas_draw_box(canvas, 120, 57, 7, 6);
- show(canvas, 119, 56, &img_key_D, SHOW_CLR_WHT);
- break;
- default:
- break;
- }
- canvas_set_color(canvas, ColorBlack);
- canvas_draw_frame(canvas, 119, 51, 9, 13);
- // calibration indicator
- show(
- canvas,
- 108,
- 55,
- ((state->calib & CAL_RANGE) && (++state->flash & 8)) ? &img_key_OKi : &img_key_OK,
- SHOW_SET_BLK);
- }
- //============================================================================= ========================================
- // This code performs a FULL calibration on the device EVERY time it draws a joystick
- //...This is NOT a good way forward for anything other than a test tool.
- //
- // Realistically you would do all the maths when the controller is connected
- // or, if you prefer (and it IS a good thing), have a "calibrate controller" menu option
- // ...and then just use a lookup table, or trivial formual
- //
- // THIS algorithm chops the joystick in to one of 9 zones
- // Eg. {FullLeft, Left3, Left2, Left1, Middle, Right1, Right2, Right3, FullRight}
- // FullLeft and FullRight have a deadzone of N [qv. xDead] ..a total of N+1 positions
- // Middle has a deadzone of N EACH WAY ...a total of 2N+1 positions
- //
- // If the remaining range does not divide evenly in to three zones,
- // the first remainder is added to zone3,
- // and the second remainder (if there is one) is added to zone2
- // ...giving finer control near the centre of the joystick
- //
- // The value of the deadzone is based on the number of bits in the
- // joystcik {x,y} values - the larger the range, the larger the deadzone.
- //
- // 03 15 29
- // |<<| Calibration points |==| |>>|
- // 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F 10 11 12 13 14 15 16 17 18 19 1A 1B 1C 1D 1E 1F
- // |---| |________________________| |------| |______________________________| |---|
- // |r=2| | range = 9 | | r=3 | | range = 11 | |r=2|
- // Zones: |-4 | |-3 |-2 |-1 | |0 | |+1 |+2 |+3 | |+4 |
- //
- // This is not "the right way to do it" ...this is "one way to do it"
- // Consider you application, and what the user is trying to achieve
- // Aim a gun - probably need to be more accurate
- // Turn and object - this is probably good enough
- // Start slowly & pick up speed - how about a log or sine curve?
- //
- void showJoy(
- Canvas* const canvas,
- const uint8_t x,
- const uint8_t y, // x,y is the CENTRE of the Joystick
- const uint8_t xMin,
- const uint8_t xMid,
- const uint8_t xMax,
- const uint8_t yMin,
- const uint8_t yMid,
- const uint8_t yMax,
- const uint8_t xPos,
- const uint8_t yPos,
- const uint8_t bits) {
- int xOff = 0; // final offset of joystick hat image
- int yOff = 0;
- int xDead = (bits < 7) ? (1 << 0) : (1 << 3); // dead zone (centre & limits)
- int yDead = xDead;
- // This code is NOT optimised ...and it's still barely readable!
- if((xPos >= (xMid - xDead)) && (xPos <= (xMid + xDead)))
- xOff = 0; // centre [most likely]
- else if(xPos <= (xMin + xDead))
- xOff = -4; // full left
- else if(xPos >= (xMax - xDead))
- xOff = +4; // full right
- else if(xPos < (xMid - xDead)) { // part left
- // very much hard-coded for 3 interim positions
- int lo = (xMin + xDead) + 1; // lowest position
- int hi = (xMid - xDead) - 1; // highest position
- // this is the only duplicated bit of code
- int range = (hi - lo) + 1; // range covered
- int div = range / 3; // each division (base amount, eg. 17/3==5)
- int rem = range - (div * 3); // remainder (ie. range%3)
- // int hi1 = hi; // lowest value for zone #-1
- // int lo1 = hi1 -div +1; // highest value for zone #-1
- // int hi2 = lo1 -1; // lowest value for zone #-2
- // int lo2 = hi2 -div +1 -(rem==2); // highest value for zone #-2 expand out remainder
- // int hi3 = lo2 -1; // lowest value for zone #-3
- // int lo3 = hi3 -div +1 -(rem>=1); // highest value for zone #-3 expand out remainder
- int lo1 = hi - div + 1; // (in brevity)
- int hi3 = hi - div - div - (rem == 2); // ...
- if(xPos <= hi3)
- xOff = -3; // zone #-3
- else if(xPos >= lo1)
- xOff = -1; // zone #-1
- else
- xOff = -2; // zone #-2
- } else /*if (xPos > (xMid +xDead))*/ { // part right
- // very much hard-coded for 3 interim positions
- int lo = (xMid + xDead) + 1; // lowest position
- int hi = (xMax - xDead) - 1; // highest position
- int range = (hi - lo) + 1; // range covered
- int div = range / 3; // each division (base amount, eg. 17/3==5)
- int rem = range - (div * 3); // remainder (ie. range%3)
- // int lo1 = lo; // lowest value for zone #+1
- // int hi1 = lo +div -1; // highest value for zone #+1
- // int lo2 = hi1 +1; // lowest value for zone #+2
- // int hi2 = lo2 +div -1 +(rem==2); // highest value for zone #+2 expand out remainder
- // int lo3 = hi2 +1; // lowest value for zone #+3
- // int hi3 = lo3 +div -1 +(rem>=1); // highest value for zone #+3 expand out remainder
- int hi1 = lo + div - 1; // (in brevity)
- int lo3 = lo + div + div + (rem == 2); // ...
- if(xPos <= hi1)
- xOff = 1; // zone #1
- else if(xPos >= lo3)
- xOff = 3; // zone #3
- else
- xOff = 2; // zone #2
- }
- // All this to print a 3x3 square (in the right place) - LOL!
- if((yPos >= (yMid - yDead)) && (yPos <= (yMid + yDead)))
- yOff = 0; // centre [most likely]
- else if(yPos <= (yMin + yDead))
- yOff = +4; // full down
- else if(yPos >= (yMax - yDead))
- yOff = -4; // full up
- else if(yPos < (yMid - yDead)) { // part down
- int lo = (yMin + yDead) + 1; // lowest position
- int hi = (yMid - yDead) - 1; // highest position
- int range = (hi - lo) + 1; // range covered
- int div = range / 3; // each division (base amount, eg. 17/3==5)
- int rem = range - (div * 3); // remainder (ie. range%3)
- int lo1 = hi - div + 1; // (in brevity)
- int hi3 = hi - div - div - (rem == 2); // ...
- if(yPos <= hi3)
- yOff = +3; // zone #3
- else if(yPos >= lo1)
- yOff = +1; // zone #1
- else
- yOff = +2; // zone #2
- } else /*if (yPos > (yMid +yDead))*/ { // part up
- int lo = (yMid + yDead) + 1; // lowest position
- int hi = (yMax - yDead) - 1; // highest position
- int range = (hi - lo) + 1; // range covered
- int div = range / 3; // each division (base amount, eg. 17/3==5)
- int rem = range - (div * 3); // remainder (ie. range%3)
- int hi1 = lo + div - 1; // (in brevity)
- int lo3 = lo + div + div + (rem == 2); // ...
- if(yPos <= hi1)
- yOff = -1; // zone #-1
- else if(yPos >= lo3)
- yOff = -3; // zone #-3
- else
- yOff = -2; // zone #-2
- }
- show(canvas, x - (img_cc_Joy.w / 2), y - (img_cc_Joy.h / 2), &img_cc_Joy, SHOW_SET_BLK);
- // All ^that^ for v-this-v - LOL!!
- canvas_draw_box(canvas, (x - 1) + xOff, (y - 1) + yOff, 3, 3);
- }
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