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bf84fda058
# Conflicts: # UI/GameSettingsScreen.cpp
74 lines
3.0 KiB
C++
74 lines
3.0 KiB
C++
// Copyright (c) 2013- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#include "TiltAnalogSettingsScreen.h"
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#include "Core/Config.h"
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#include "Core/System.h"
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#include "i18n/i18n.h"
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void TiltAnalogSettingsScreen::CreateViews() {
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using namespace UI;
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I18NCategory *co = GetI18NCategory("Controls");
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I18NCategory *di = GetI18NCategory("Dialog");
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root_ = new ScrollView(ORIENT_VERTICAL);
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LinearLayout *settings = new LinearLayout(ORIENT_VERTICAL);
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settings->SetSpacing(0);
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settings->Add(new ItemHeader(co->T("Invert Axes")));
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settings->Add(new CheckBox(&g_Config.bInvertTiltX, co->T("Invert Tilt along X axis")));
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settings->Add(new CheckBox(&g_Config.bInvertTiltY, co->T("Invert Tilt along Y axis")));
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settings->Add(new ItemHeader(co->T("Sensitivity")));
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//TODO: allow values greater than 100? I'm not sure if that's needed.
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settings->Add(new PopupSliderChoice(&g_Config.iTiltSensitivityX, 0, 100, co->T("Tilt Sensitivity along X axis"), screenManager(),"%"));
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settings->Add(new PopupSliderChoice(&g_Config.iTiltSensitivityY, 0, 100, co->T("Tilt Sensitivity along Y axis"), screenManager(),"%"));
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settings->Add(new PopupSliderChoiceFloat(&g_Config.fDeadzoneRadius, 0.0, 1.0, co->T("Deadzone Radius"), 0.01f, screenManager(),"/ 1.0"));
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settings->Add(new ItemHeader(co->T("Calibration")));
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InfoItem *calibrationInfo = new InfoItem(co->T("To Calibrate", "To calibrate, keep device on a flat surface and press calibrate."), "");
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settings->Add(calibrationInfo);
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Choice *calibrate = new Choice(co->T("Calibrate D-Pad"));
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calibrate->OnClick.Handle(this, &TiltAnalogSettingsScreen::OnCalibrate);
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settings->Add(calibrate);
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root_->Add(settings);
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settings->Add(new ItemHeader(""));
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settings->Add(new Choice(di->T("Back")))->OnClick.Handle<UIScreen>(this, &UIScreen::OnBack);
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}
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void TiltAnalogSettingsScreen::update(InputState &input) {
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UIScreen::update(input);
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//I'm not sure why y is x and x is y. i's probably because of the orientation
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//of the screen (the x and y are in portrait coordinates). once portrait and
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//reverse-landscape is enabled, this will probably have to change.
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//If needed, we can add a "swap x and y" option.
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currentTiltX_ = input.acc.y;
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currentTiltY_ = input.acc.x;
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}
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UI::EventReturn TiltAnalogSettingsScreen::OnCalibrate(UI::EventParams &e) {
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g_Config.fTiltBaseX = currentTiltX_;
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g_Config.fTiltBaseY = currentTiltY_;
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return UI::EVENT_DONE;
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}
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