dolphin/Source/Plugins/Plugin_nJoy_SDL/Src/nJoy.cpp

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// Project description
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
// Name: nJoy
// Description: A Dolphin Compatible Input Plugin
//
// Author: Falcon4ever (nJoy@falcon4ever.com)
// Site: www.multigesture.net
// Copyright (C) 2003 Dolphin Project.
//
//
// Licensetype: GNU General Public License (GPL)
//
// This program 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, version 2.0.
//
// This program 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 2.0 for more details.
//
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
//
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
//
// Issues
/* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
The StrangeHack in ConfigAdvanced.cpp doesn't work in Linux, it still wont resize the
window correctly. So currently in Linux you have to have advanced controls enabled when
you open the window to see them.
// TODO : we should not need a Hack in the first place :/
////////////////////////*/
// Variables guide
/* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Joyinfo[1, 2, 3, 4, ..., number of attached devices]: Gamepad info that is populate by Search_Devices()
PadMapping[1, 2, 3 and 4]: The button mapping
Joystate[1, 2, 3 and 4]: The current button states
The arrays PadMapping[] and PadState[] are numbered 0 to 3 for the four different virtual
controllers. Joysticks[].ID will have the number of the physical input device mapped to that
controller (this value range between 0 and the total number of connected physical devices). The
mapping of a certain physical device to PadState[].joy is initially done by Initialize(), but
for the configuration we can remap that, like in PADConfigDialognJoy::ChangeJoystick().
The joyinfo[] array holds the physical gamepad info for a certain physical device. It's therefore
used as joyinfo[PadMapping[controller].ID] if we want to get the joyinfo for a certain joystick.
////////////////////////*/
// Include
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
#include "nJoy.h"
#include "LogManager.h"
// Declare config window so that we can write debugging info to it from functions in this file
#if defined(HAVE_WX) && HAVE_WX
PADConfigDialognJoy* m_ConfigFrame = NULL;
#endif
// Variables
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
#define _EXCLUDE_MAIN_ // Avoid certain declarations in nJoy.h
FILE *pFile;
std::vector<InputCommon::CONTROLLER_INFO> joyinfo;
InputCommon::CONTROLLER_STATE PadState[4];
InputCommon::CONTROLLER_MAPPING PadMapping[4];
bool g_EmulatorRunning = false;
int NumPads = 0, NumGoodPads = 0, LastPad = 0;
#ifdef _WIN32
HWND m_hWnd = NULL, m_hConsole = NULL; // Handle to window
#endif
SPADInitialize *g_PADInitialize = NULL;
PLUGIN_GLOBALS* globals = NULL;
// Rumble
#if defined(__linux__)
extern int fd;
#endif
// Standard crap to make wxWidgets happy
#ifdef _WIN32
HINSTANCE g_hInstance;
#if defined(HAVE_WX) && HAVE_WX
class wxDLLApp : public wxApp
{
bool OnInit()
{
return true;
}
};
IMPLEMENT_APP_NO_MAIN(wxDLLApp)
WXDLLIMPEXP_BASE void wxSetInstance(HINSTANCE hInst);
#endif
BOOL APIENTRY DllMain(HINSTANCE hinstDLL, // DLL module handle
DWORD dwReason, // reason called
LPVOID lpvReserved) // reserved
{
switch (dwReason)
{
case DLL_PROCESS_ATTACH:
{
#if defined(HAVE_WX) && HAVE_WX
wxSetInstance((HINSTANCE)hinstDLL);
int argc = 0;
char **argv = NULL;
wxEntryStart(argc, argv);
if (!wxTheApp || !wxTheApp->CallOnInit())
return FALSE;
#endif
}
break;
case DLL_PROCESS_DETACH:
#if defined(HAVE_WX) && HAVE_WX
wxEntryCleanup();
#endif
break;
default:
break;
}
g_hInstance = hinstDLL;
return TRUE;
}
#endif
#if defined(HAVE_WX) && HAVE_WX
wxWindow* GetParentedWxWindow(HWND Parent)
{
#ifdef _WIN32
wxSetInstance((HINSTANCE)g_hInstance);
#endif
wxWindow *win = new wxWindow();
#ifdef _WIN32
win->SetHWND((WXHWND)Parent);
win->AdoptAttributesFromHWND();
#endif
return win;
}
#endif
// Input Plugin Functions (from spec's)
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
// Get properties of plugin
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void GetDllInfo(PLUGIN_INFO* _PluginInfo)
{
_PluginInfo->Version = 0x0100;
_PluginInfo->Type = PLUGIN_TYPE_PAD;
#ifdef DEBUGFAST
sprintf(_PluginInfo->Name, "nJoy v"INPUT_VERSION" (DebugFast) by Falcon4ever");
#else
#ifndef _DEBUG
sprintf(_PluginInfo->Name, "nJoy v"INPUT_VERSION " by Falcon4ever");
#else
sprintf(_PluginInfo->Name, "nJoy v"INPUT_VERSION" (Debug) by Falcon4ever");
#endif
#endif
}
void SetDllGlobals(PLUGIN_GLOBALS* _pPluginGlobals)
{
globals = _pPluginGlobals;
LogManager::SetInstance((LogManager *)globals->logManager);
}
// Call config dialog
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void DllConfig(HWND _hParent)
{
#ifdef _WIN32
// Start the pads so we can use them in the configuration and advanced controls
if (!g_EmulatorRunning)
{
Search_Devices(joyinfo, NumPads, NumGoodPads); // Populate joyinfo for all attached devices
// Check if a DirectInput error occured
if (ReloadDLL())
{
PostMessage(_hParent, WM_USER, NJOY_RELOAD, 0);
return;
}
}
#else
if (SDL_Init(SDL_INIT_JOYSTICK ) < 0)
{
printf("Could not initialize SDL! (%s)\n", SDL_GetError());
return;
}
#endif
g_Config.Load(); // load settings
#if defined(HAVE_WX) && HAVE_WX
if (!m_ConfigFrame)
m_ConfigFrame = new PADConfigDialognJoy(GetParentedWxWindow(_hParent));
else if (!m_ConfigFrame->GetParent()->IsShown())
m_ConfigFrame->Close(true);
// Only allow one open at a time
if (!m_ConfigFrame->IsShown())
m_ConfigFrame->ShowModal();
else
m_ConfigFrame->Hide();
#endif
}
void DllDebugger(HWND _hParent, bool Show) {}
// Init PAD (start emulation)
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/* Information: This function can not be run twice without a Shutdown in between. If
it's run twice the SDL_Init() will cause a crash. One solution to this is to keep a
global function that remembers the SDL_Init() and SDL_Quit() (g_EmulatorRunning does
not do that since we can open and close this without any game running). But I would
suggest that avoiding to run this twice from the Core is better. */
void Initialize(void *init)
{
// Debugging
// #ifdef SHOW_PAD_STATUS
// Console::Open(110);
// m_hConsole = Console::GetHwnd();
// #endif
INFO_LOG(CONSOLE, "Initialize: %i\n", SDL_WasInit(0));
g_PADInitialize = (SPADInitialize*)init;
g_EmulatorRunning = true;
#ifdef _WIN32
m_hWnd = (HWND)g_PADInitialize->hWnd;
#endif
#ifdef _DEBUG
DEBUG_INIT();
#endif
// Populate joyinfo for all attached devices if the configuration window is not already open
#if defined(HAVE_WX) && HAVE_WX
if(!m_ConfigFrame)
{
Search_Devices(joyinfo, NumPads, NumGoodPads);
// Check if a DirectInput error occured
if(ReloadDLL()) g_PADInitialize->padNumber = -1;
}
#endif
#ifdef RERECORDING
Recording::Initialize();
#endif
}
// Shutdown PAD (stop emulation)
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/* Information: This function can not be run twice without an Initialize in between. If
it's run twice the SDL_...() functions below will cause a crash.
Called from: The Dolphin Core, PADConfigDialognJoy::OnClose() */
void Shutdown()
{
INFO_LOG(CONSOLE, "Shutdown: %i\n", SDL_WasInit(0));
// -------------------------------------------
// Play back input instead of accepting any user input
// ----------------------
#ifdef RERECORDING
Recording::ShutDown();
#endif
// ----------------------
// Always change this variable
g_EmulatorRunning = false;
// Stop debugging
#ifdef _DEBUG
DEBUG_QUIT();
#endif
#ifdef _WIN32
// Free DInput before closing SDL, or get a crash !
FreeDirectInput();
#elif defined(__linux__)
close(fd);
#endif
// Don't shutdown the gamepad if the configuration window is still showing
// Todo: Coordinate with the Wiimote plugin, SDL_Quit() will remove the pad for it to
#if defined(HAVE_WX) && HAVE_WX
if (m_ConfigFrame) return;
#endif
/* Close all devices carefully. We must check that we are not accessing any undefined
vector elements or any bad devices */
for (int i = 0; i < 4; i++)
{
if (joyinfo.size() > (u32)PadMapping[i].ID)
if (joyinfo.at(PadMapping[i].ID).Good)
if(SDL_JoystickOpened(PadMapping[i].ID))
{
SDL_JoystickClose(PadState[i].joy);
PadState[i].joy = NULL;
}
}
// Clear the physical device info
joyinfo.clear();
NumPads = 0;
NumGoodPads = 0;
// Finally close SDL
if (SDL_WasInit(0)) SDL_Quit();
// Remove the pointer to the initialize data
g_PADInitialize = NULL;
}
// Set buttons status from keyboard input. Currently this is done from wxWidgets in the main application.
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void PAD_Input(u16 _Key, u8 _UpDown)
{
// Check that Dolphin is in focus, otherwise don't update the pad status
if (!IsFocus()) return;
// Check if the keys are interesting, and then update it
for(int i = 0; i < 4; i++)
{
for(int j = InputCommon::CTL_L_SHOULDER; j <= InputCommon::CTL_START; j++)
{
if (PadMapping[i].buttons[j] == _Key)
{ PadState[i].buttons[j] = _UpDown; break; }
}
for(int j = InputCommon::CTL_D_PAD_UP; j <= InputCommon::CTL_D_PAD_RIGHT; j++)
{
if (PadMapping[i].dpad2[j] == _Key)
{ PadState[i].dpad2[j] = _UpDown; break; }
}
}
// Debugging
//INFO_LOG(CONSOLE, "%i", _Key);
}
// Save state
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void DoState(unsigned char **ptr, int mode)
{
#ifdef RERECORDING
Recording::DoState(ptr, mode);
#endif
}
// Set PAD status
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
// Called from: SI_DeviceGCController.cpp
// Function: Gives the current pad status to the Core
void PAD_GetStatus(u8 _numPAD, SPADStatus* _pPADStatus)
{
//INFO_LOG(CONSOLE, "PAD_GetStatus(): %i %i %i\n", _numPAD, PadMapping[_numPAD].enabled, PadState[_numPAD].joy);
/* Check if the pad is avaliable, currently we don't disable pads just because they are
disconnected */
if (!PadState[_numPAD].joy) return;
// -------------------------------------------
// Play back input instead of accepting any user input
// ----------------------
#ifdef RERECORDING
if (g_Config.bPlayback)
{
*_pPADStatus = Recording::Play();
return;
}
#endif
// ----------------------
// Clear pad status
memset(_pPADStatus, 0, sizeof(SPADStatus));
// Check that Dolphin is in focus, otherwise don't update the pad status
if (g_Config.bCheckFocus || IsFocus())
GetJoyState(PadState[_numPAD], PadMapping[_numPAD], _numPAD, joyinfo[PadMapping[_numPAD].ID].NumButtons);
// Get type
int TriggerType = PadMapping[_numPAD].triggertype;
int TriggerValue = PadState[_numPAD].halfpress ? 100 : 255;
// The analog controls
// -----------
// Read axis values
int i_main_stick_x = PadState[_numPAD].axis[InputCommon::CTL_MAIN_X];
int i_main_stick_y = -PadState[_numPAD].axis[InputCommon::CTL_MAIN_Y];
int i_sub_stick_x = PadState[_numPAD].axis[InputCommon::CTL_SUB_X];
int i_sub_stick_y = -PadState[_numPAD].axis[InputCommon::CTL_SUB_Y];
int TriggerLeft = PadState[_numPAD].axis[InputCommon::CTL_L_SHOULDER];
int TriggerRight = PadState[_numPAD].axis[InputCommon::CTL_R_SHOULDER];
// Check if we should make adjustments
if (PadMapping[_numPAD].bSquareToCircle) InputCommon::Square2Circle(i_main_stick_x, i_main_stick_y, _numPAD, PadMapping[_numPAD].SDiagonal);
// Radius adjustment
if (PadMapping[_numPAD].bRadiusOnOff) InputCommon::RadiusAdjustment(i_main_stick_x, i_main_stick_y, _numPAD, PadMapping[_numPAD].SRadius);
// C-stick
if (PadMapping[_numPAD].bSquareToCircleC) InputCommon::Square2Circle(i_sub_stick_x, i_sub_stick_y, _numPAD, PadMapping[_numPAD].SDiagonalC);
if (PadMapping[_numPAD].bRadiusOnOffC) InputCommon::RadiusAdjustment(i_sub_stick_x, i_sub_stick_y, _numPAD, PadMapping[_numPAD].SRadiusC);
// Convert axis values
u8 main_stick_x = InputCommon::Pad_Convert(i_main_stick_x);
u8 main_stick_y = InputCommon::Pad_Convert(i_main_stick_y);
u8 sub_stick_x = InputCommon::Pad_Convert(i_sub_stick_x);
u8 sub_stick_y = InputCommon::Pad_Convert(i_sub_stick_y);
// Convert the triggers values, if we are using analog triggers at all
if (PadMapping[_numPAD].triggertype == InputCommon::CTL_TRIGGER_SDL)
{
if (PadMapping[_numPAD].buttons[InputCommon::CTL_L_SHOULDER] >= 1000) TriggerLeft = InputCommon::Pad_Convert(TriggerLeft);
if (PadMapping[_numPAD].buttons[InputCommon::CTL_R_SHOULDER] >= 1000) TriggerRight = InputCommon::Pad_Convert(TriggerRight);
}
// Set Deadzone
float deadzone = (128.00 * (float)(PadMapping[_numPAD].deadzone + 1.00)) / 100.00;
float distance_main = (float)sqrt((float)(main_stick_x * main_stick_x) + (float)(main_stick_y * main_stick_y));
float distance_sub = (float)sqrt((float)(sub_stick_x * sub_stick_x) + (float)(sub_stick_y * sub_stick_y));
// Send values to Dolpin if they are outside the deadzone
if (distance_main > deadzone)
{
_pPADStatus->stickX = main_stick_x;
_pPADStatus->stickY = main_stick_y;
}
if (distance_sub > deadzone)
{
_pPADStatus->substickX = sub_stick_x;
_pPADStatus->substickY = sub_stick_y;
}
// The L and R triggers
// -----------
// Neutral value, no button pressed
_pPADStatus->button |= PAD_USE_ORIGIN;
// Check if the digital L button is pressed
if (PadState[_numPAD].buttons[InputCommon::CTL_L_SHOULDER])
{
if (!PadState[_numPAD].halfpress)
_pPADStatus->button |= PAD_TRIGGER_L;
_pPADStatus->triggerLeft = TriggerValue;
}
// no the digital L button is not pressed, but the analog left trigger is
else if (TriggerLeft > 0)
_pPADStatus->triggerLeft = TriggerLeft;
// Check if the digital R button is pressed
if (PadState[_numPAD].buttons[InputCommon::CTL_R_SHOULDER])
{
if (!PadState[_numPAD].halfpress)
_pPADStatus->button |= PAD_TRIGGER_R;
_pPADStatus->triggerRight = TriggerValue;
}
// no the digital R button is not pressed, but the analog right trigger is
else if (TriggerRight > 0)
_pPADStatus->triggerRight = TriggerRight;
// Update the buttons in analog mode too
if (TriggerLeft > 0xf0) _pPADStatus->button |= PAD_TRIGGER_L;
if (TriggerRight > 0xf0) _pPADStatus->button |= PAD_TRIGGER_R;
// The digital buttons
// -----------
if (PadState[_numPAD].buttons[InputCommon::CTL_A_BUTTON])
{
_pPADStatus->button |= PAD_BUTTON_A;
_pPADStatus->analogA = 255; // Perhaps support pressure?
}
if (PadState[_numPAD].buttons[InputCommon::CTL_B_BUTTON])
{
_pPADStatus->button |= PAD_BUTTON_B;
_pPADStatus->analogB = 255; // Perhaps support pressure?
}
if (PadState[_numPAD].buttons[InputCommon::CTL_X_BUTTON]) _pPADStatus->button|=PAD_BUTTON_X;
if (PadState[_numPAD].buttons[InputCommon::CTL_Y_BUTTON]) _pPADStatus->button|=PAD_BUTTON_Y;
if (PadState[_numPAD].buttons[InputCommon::CTL_Z_TRIGGER]) _pPADStatus->button|=PAD_TRIGGER_Z;
if (PadState[_numPAD].buttons[InputCommon::CTL_START]) _pPADStatus->button|=PAD_BUTTON_START;
// The D-pad
// -----------
if (PadMapping[_numPAD].controllertype == InputCommon::CTL_DPAD_HAT)
{
if (PadState[_numPAD].dpad == SDL_HAT_LEFTUP || PadState[_numPAD].dpad == SDL_HAT_UP || PadState[_numPAD].dpad == SDL_HAT_RIGHTUP ) _pPADStatus->button|=PAD_BUTTON_UP;
if (PadState[_numPAD].dpad == SDL_HAT_LEFTUP || PadState[_numPAD].dpad == SDL_HAT_LEFT || PadState[_numPAD].dpad == SDL_HAT_LEFTDOWN ) _pPADStatus->button|=PAD_BUTTON_LEFT;
if (PadState[_numPAD].dpad == SDL_HAT_LEFTDOWN || PadState[_numPAD].dpad == SDL_HAT_DOWN || PadState[_numPAD].dpad == SDL_HAT_RIGHTDOWN ) _pPADStatus->button|=PAD_BUTTON_DOWN;
if (PadState[_numPAD].dpad == SDL_HAT_RIGHTUP || PadState[_numPAD].dpad == SDL_HAT_RIGHT || PadState[_numPAD].dpad == SDL_HAT_RIGHTDOWN ) _pPADStatus->button|=PAD_BUTTON_RIGHT;
}
else
{
if (PadState[_numPAD].dpad2[InputCommon::CTL_D_PAD_UP])
_pPADStatus->button |= PAD_BUTTON_UP;
if (PadState[_numPAD].dpad2[InputCommon::CTL_D_PAD_DOWN])
_pPADStatus->button |= PAD_BUTTON_DOWN;
if (PadState[_numPAD].dpad2[InputCommon::CTL_D_PAD_LEFT])
_pPADStatus->button |= PAD_BUTTON_LEFT;
if (PadState[_numPAD].dpad2[InputCommon::CTL_D_PAD_RIGHT])
_pPADStatus->button |= PAD_BUTTON_RIGHT;
}
// Update error code
_pPADStatus->err = PAD_ERR_NONE;
// -------------------------------------------
// Rerecording
// ----------------------
#ifdef RERECORDING
// Record input
if (g_Config.bRecording) Recording::RecordInput(*_pPADStatus);
#endif
// ----------------------
// Debugging
/*
// Show the status of all connected pads
ConsoleListener* Console = LogManager::GetInstance()->getConsoleListener();
if ((LastPad == 0 && _numPAD == 0) || _numPAD < LastPad) Console->ClearScreen();
LastPad = _numPAD;
// Console->ClearScreen();
int X = _pPADStatus->stickX - 128, Y = _pPADStatus->stickY - 128;
int Xc = _pPADStatus->substickX - 128, Yc = _pPADStatus->substickY - 128;
NOTICE_LOG(CONSOLE,
"Pad | Number:%i Enabled:%i Handle:%i\n"
"Stick | X:%03i Y:%03i R:%3.0f\n"
"C-Stick | X:%03i Y:%03i R:%3.0f\n"
"Trigger | StatusL:%04x StatusR:%04x TriggerL:%04x TriggerR:%04x TriggerValue:%i\n"
"Buttons | Overall:%i A:%i X:%i\n"
"======================================================\n",
_numPAD, PadMapping[_numPAD].enabled, PadState[_numPAD].joy,
X, Y, sqrt((float)(X*X + Y*Y)),
Xc, Yc, sqrt((float)(Xc*Xc + Yc*Yc)),
_pPADStatus->triggerLeft, _pPADStatus->triggerRight, TriggerLeft, TriggerRight, TriggerValue,
_pPADStatus->button,
PadState[_numPAD].buttons[InputCommon::CTL_A_BUTTON],
PadState[_numPAD].buttons[InputCommon::CTL_X_BUTTON]
);
*/
}
///////////////////////////////////////////////// Spec functions
//******************************************************************************
// Supporting functions
//******************************************************************************
// Search for SDL devices
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
bool Search_Devices(std::vector<InputCommon::CONTROLLER_INFO> &_joyinfo, int &_NumPads, int &_NumGoodPads)
{
bool Success = InputCommon::SearchDevices(_joyinfo, _NumPads, _NumGoodPads);
// Warn the user if no gamepads are detected
if (_NumGoodPads == 0 && g_EmulatorRunning)
{
PanicAlert("nJoy: No Gamepad Detected");
return false;
}
// Load PadMapping[] etc
g_Config.Load();
// Update the PadState[].joy handle
for (int i = 0; i < 4; i++)
{
if (joyinfo.size() > (u32)PadMapping[i].ID)
if(joyinfo.at(PadMapping[i].ID).Good)
PadState[i].joy = SDL_JoystickOpen(PadMapping[i].ID);
}
return Success;
}
/* Check if any of the pads failed to open. In Windows there is a strange "IDirectInputDevice2::
SetDataFormat() DirectX error -2147024809" after exactly four SDL_Init() and SDL_Quit() */
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
bool ReloadDLL()
{
if ( (PadState[0].joy == NULL)
|| (PadState[1].joy == NULL)
|| (PadState[2].joy == NULL)
|| (PadState[3].joy == NULL))
{
// Check if it was an error and not just no pads connected
std::string StrError = SDL_GetError();
if (StrError.find("IDirectInputDevice2") != std::string::npos)
{
// Clear the physical device info
joyinfo.clear();
NumPads = 0;
NumGoodPads = 0;
// Close SDL
if (SDL_WasInit(0)) SDL_Quit();
// Log message
INFO_LOG(CONSOLE, "Error: %s\n", StrError.c_str());
return true;
}
}
return false;
}
// Check if Dolphin is in focus
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
bool IsFocus()
{
return true;
#ifdef _WIN32
HWND RenderingWindow = NULL; if (g_PADInitialize) RenderingWindow = g_PADInitialize->hWnd;
HWND Parent = GetParent(RenderingWindow);
HWND TopLevel = GetParent(Parent);
HWND Config = NULL; if (m_ConfigFrame) Config = (HWND)m_ConfigFrame->GetHWND();
// Support both rendering to main window and not, and the config and eventual console window
if (GetForegroundWindow() == TopLevel || GetForegroundWindow() == RenderingWindow || GetForegroundWindow() == Config || GetForegroundWindow() == m_hConsole)
return true;
else
return false;
#else
return true;
#endif
}