Added Gameboy.
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23555d06c5
commit
61351cba7f
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@ -95,8 +95,12 @@
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public string GenP1A = "J1 B1, Z";
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public string GenP1A = "J1 B1, Z";
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public string GenP1B = "J1 B2, X";
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public string GenP1B = "J1 B2, X";
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public string GenP1C = "J1 B9, C";
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public string GenP1C = "J1 B9, C";
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public string GenP1Start = "J1 B10, Return";
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public string GenP1Start = "J1 B10, Return";
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//GameBoy Settings
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public NESControllerTemplate GameBoyController = new NESControllerTemplate(1);
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}
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}
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public class SMSControllerTemplate
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public class SMSControllerTemplate
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{
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{
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public string Up;
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public string Up;
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@ -137,5 +141,27 @@
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Select = string.Format("J{0} Select", i);
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Select = string.Format("J{0} Select", i);
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}
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}
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}
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}
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public class NESControllerTemplate
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{
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public string Up;
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public string Down;
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public string Left;
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public string Right;
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public string A;
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public string B;
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public string Start;
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public string Select;
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public NESControllerTemplate(int i)
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{
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Up = string.Format("J{0} Up", i);
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Down = string.Format("J{0} Down", i);
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Left = string.Format("J{0} Left", i);
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Right = string.Format("J{0} Right", i);
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A = string.Format("J{0} A", i);
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B = string.Format("J{0} B", i);
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Start = string.Format("J{0} Start", i);
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Select = string.Format("J{0} Select", i);
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}
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}
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}
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}
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@ -16,7 +16,7 @@ namespace BizHawk.MultiClient
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public static string[] SMSControlList = new string[] { "Up", "Down", "Left", "Right", "B1", "B2", "Pause", "Reset" };
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public static string[] SMSControlList = new string[] { "Up", "Down", "Left", "Right", "B1", "B2", "Pause", "Reset" };
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public static string[] PCEControlList = new string[] { "Up", "Down", "Left", "Right", "I", "II","Run","Select"};
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public static string[] PCEControlList = new string[] { "Up", "Down", "Left", "Right", "I", "II","Run","Select"};
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public static string[] GenesisControlList = new string[] { "Up", "Down", "Left", "Right", "A", "B", "C", "Start", "X", "Y", "Z" };
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public static string[] GenesisControlList = new string[] { "Up", "Down", "Left", "Right", "A", "B", "C", "Start", "X", "Y", "Z" };
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public static string[] GameboyControlList = new string[] { "Up", "Down", "Left", "Right", "A", "B", "Start", "Select" };
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public static string[] NESControlList = new string[] { "Up", "Down", "Left", "Right", "A", "B", "Start", "Select" };
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private ArrayList Labels;
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private ArrayList Labels;
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private ArrayList TextBoxes;
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private ArrayList TextBoxes;
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private string CurSelectConsole;
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private string CurSelectConsole;
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@ -111,7 +111,7 @@ namespace BizHawk.MultiClient
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TempBox = TextBoxes[7] as InputWidget;
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TempBox = TextBoxes[7] as InputWidget;
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Global.Config.SmsReset = AppendButtonMapping(TempBox.Text, Global.Config.SmsReset);
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Global.Config.SmsReset = AppendButtonMapping(TempBox.Text, Global.Config.SmsReset);
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TempBox.Dispose();
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TempBox.Dispose();
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for (int i = 0; i < 8; i++)
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for (int i = 0; i < SMSControlList.Length; i++)
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{
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{
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TempLabel = Labels[i] as Label;
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TempLabel = Labels[i] as Label;
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TempLabel.Dispose();
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TempLabel.Dispose();
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@ -179,7 +179,7 @@ namespace BizHawk.MultiClient
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TempBox = TextBoxes[7] as InputWidget;
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TempBox = TextBoxes[7] as InputWidget;
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Global.Config.PCEController[prev].Select = AppendButtonMapping(TempBox.Text, Global.Config.PCEController[prev].Select);
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Global.Config.PCEController[prev].Select = AppendButtonMapping(TempBox.Text, Global.Config.PCEController[prev].Select);
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TempBox.Dispose();
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TempBox.Dispose();
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for (int i = 0; i < 8; i++)
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for (int i = 0; i < PCEControlList.Length; i++)
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{
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{
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TempLabel = Labels[i] as Label;
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TempLabel = Labels[i] as Label;
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TempLabel.Dispose();
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TempLabel.Dispose();
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@ -198,10 +198,71 @@ namespace BizHawk.MultiClient
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private void DoGameBoy()
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private void DoGameBoy()
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{
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{
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Label TempLabel;
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InputWidget TempTextBox;
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this.Text = ControllerStr + "Gameboy";
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this.Text = ControllerStr + "Gameboy";
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ControllerImage.Image = BizHawk.MultiClient.Properties.Resources.GBController;
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ControllerImage.Image = BizHawk.MultiClient.Properties.Resources.GBController;
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string[] ButtonMappings = new string[NESControlList.Length];
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ButtonMappings[0] = TruncateButtonMapping(Global.Config.GameBoyController.Up);
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ButtonMappings[1] = TruncateButtonMapping(Global.Config.GameBoyController.Down);
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ButtonMappings[2] = TruncateButtonMapping(Global.Config.GameBoyController.Left);
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ButtonMappings[3] = TruncateButtonMapping(Global.Config.GameBoyController.Right);
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ButtonMappings[4] = TruncateButtonMapping(Global.Config.GameBoyController.A);
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ButtonMappings[5] = TruncateButtonMapping(Global.Config.GameBoyController.B);
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ButtonMappings[6] = TruncateButtonMapping(Global.Config.GameBoyController.Start);
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ButtonMappings[7] = TruncateButtonMapping(Global.Config.GameBoyController.Select);
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Changed = true;
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Labels.Clear();
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TextBoxes.Clear();
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for (int i = 0; i < NESControlList.Length; i++)
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{
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TempLabel = new Label();
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TempLabel.Text = NESControlList[i];
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TempLabel.Location = new Point(8, 20 + (i * 24));
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Labels.Add(TempLabel);
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TempTextBox = new InputWidget();
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TempTextBox.Location = new Point(48, 20 + (i * 24));
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TextBoxes.Add(TempTextBox);
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TempTextBox.Text = ButtonMappings[i];
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ButtonsGroupBox.Controls.Add(TempTextBox);
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ButtonsGroupBox.Controls.Add(TempLabel);
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}
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Changed = true;
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}
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private void UpdateGameBoy()
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{
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InputWidget TempBox;
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Label TempLabel;
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TempBox = TextBoxes[0] as InputWidget;
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Global.Config.GameBoyController.Up = AppendButtonMapping(TempBox.Text, Global.Config.GameBoyController.Up);
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TempBox.Dispose();
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TempBox = TextBoxes[1] as InputWidget;
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Global.Config.GameBoyController.Down = AppendButtonMapping(TempBox.Text, Global.Config.GameBoyController.Down);
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TempBox.Dispose();
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TempBox = TextBoxes[2] as InputWidget;
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Global.Config.GameBoyController.Left = AppendButtonMapping(TempBox.Text, Global.Config.GameBoyController.Left);
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TempBox.Dispose();
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TempBox = TextBoxes[3] as InputWidget;
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Global.Config.GameBoyController.Right = AppendButtonMapping(TempBox.Text, Global.Config.GameBoyController.Right);
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TempBox.Dispose();
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TempBox = TextBoxes[4] as InputWidget;
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Global.Config.GameBoyController.A = AppendButtonMapping(TempBox.Text, Global.Config.GameBoyController.A);
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TempBox.Dispose();
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TempBox = TextBoxes[5] as InputWidget;
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Global.Config.GameBoyController.B = AppendButtonMapping(TempBox.Text, Global.Config.GameBoyController.B);
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TempBox.Dispose();
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TempBox = TextBoxes[6] as InputWidget;
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Global.Config.GameBoyController.Start = AppendButtonMapping(TempBox.Text, Global.Config.GameBoyController.Start);
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TempBox.Dispose();
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TempBox = TextBoxes[7] as InputWidget;
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Global.Config.GameBoyController.Select = AppendButtonMapping(TempBox.Text, Global.Config.GameBoyController.Select);
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TempBox.Dispose();
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for (int i = 0; i < NESControlList.Length; i++)
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{
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TempLabel = Labels[i] as Label;
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TempLabel.Dispose();
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}
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}
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}
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private void InputConfig_Load(object sender, EventArgs e)
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private void InputConfig_Load(object sender, EventArgs e)
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{
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{
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//SystemComboBox = new ComboBox();
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//SystemComboBox = new ComboBox();
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