1. Circumvent the IDirectInputDevice2::SetDataFormat() error when opening the configuration window to.

2. Fixed the Allow out of focus input option again

3. Allow changing of the mapped pads while a game is running

4. Prevented crashes or problems from any combination of having the configuration window open when a game is started or stopped

5. Fixed a crash that would occur after nJoy was started with a connected pad, then stopped, and all pads disconnected, then started again

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2215 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
John Peterson 2009-02-11 10:30:02 +00:00
parent 5ba51ed789
commit 68f39cb287
18 changed files with 271 additions and 136 deletions

View File

@ -145,6 +145,14 @@ bool GetRealWiimote()
{
return g_bRealWiimote;
}
// This can occur when the emulator is not running and the nJoy configuration window is opened
void ReconnectPad()
{
CPluginManager &Plugins = CPluginManager::GetInstance();
Plugins.FreePad(0);
Plugins.GetPad(0)->Config(g_pWindowHandle);
Console::Print("ReconnectPad()\n");
}
// This doesn't work yet, I don't understand how the connection work yet
void ReconnectWiimote()
{

View File

@ -61,6 +61,7 @@ namespace Core
void* GetWindowHandle();
bool GetRealWiimote();
void ReconnectWiimote();
void ReconnectPad();
extern bool bReadTrace;
extern bool bWriteTrace;

View File

@ -47,7 +47,6 @@ be accessed from Core::GetWindowHandle().
#include "Common.h" // Common
#include "FileUtil.h"
#include "Timer.h"
#include "ConsoleWindow.h"
#include "ConfigManager.h" // Core
#include "Core.h"
@ -184,16 +183,16 @@ int abc = 0;
case NJOY_RELOAD:
// DirectInput in nJoy has failed
Core::ReconnectPad();
return 0;
case WIIMOTE_RECONNECT:
// The Wiimote plugin has been shut down, now reconnect the Wiimote
Console::Print("WIIMOTE_RECONNECT\n");
//Console::Print("WIIMOTE_RECONNECT\n");
Core::ReconnectWiimote();
return 0;
}
break;
//default:
// return wxPanel::MSWWindowProc(nMsg, wParam, lParam);
}

View File

@ -48,6 +48,7 @@ be accessed from Core::GetWindowHandle().
#include "Common.h" // Common
#include "FileUtil.h"
#include "Timer.h"
#include "ConsoleWindow.h"
#include "ConfigManager.h" // Core
#include "Core.h"
@ -537,7 +538,7 @@ void CFrame::OnPluginDSP(wxCommandEvent& WXUNUSED (event))
void CFrame::OnPluginPAD(wxCommandEvent& WXUNUSED (event))
{
CPluginManager::GetInstance().OpenConfig(
GetHandle(),
m_Panel->GetHandle(),
SConfig::GetInstance().m_LocalCoreStartupParameter.m_strPadPlugin[0].c_str(),
PLUGIN_TYPE_PAD
);

View File

@ -38,6 +38,13 @@
////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
// Definitions
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
int g_LastPad = 0;
////////////////////////////////////
namespace InputCommon
{
@ -150,7 +157,7 @@ void ReadButton(CONTROLLER_STATE &_PadState, CONTROLLER_MAPPING _PadMapping, int
Input: The virtual device 0, 1, 2 or 3
Function: Updates the PadState struct with the current pad status. The input value "controller" is
for a virtual controller 0 to 3. */
void GetJoyState(CONTROLLER_STATE &_PadState, CONTROLLER_MAPPING _PadMapping, int controller, int NumButtons)
void GetJoyState(CONTROLLER_STATE &_PadState, CONTROLLER_MAPPING _PadMapping, int Controller, int NumButtons)
{
// Update the gamepad status
SDL_JoystickUpdate();
@ -211,21 +218,34 @@ void GetJoyState(CONTROLLER_STATE &_PadState, CONTROLLER_MAPPING _PadMapping, in
_PadState.dpad2[CTL_D_PAD_RIGHT] = SDL_JoystickGetButton(_PadState.joy, _PadMapping.dpad2[CTL_D_PAD_RIGHT]);
}
/* Debugging
Console::ClearScreen();
#ifdef SHOW_PAD_STATUS
// Show the status of all connected pads
if ((g_LastPad == 0 && Controller == 0) || Controller < g_LastPad) Console::ClearScreen();
g_LastPad = Controller;
Console::Print(
"Controller and handle: %i %i\n"
"Pad | Number:%i Enabled:%i Handle:%i\n"
"Main Stick | X:%03i Y:%03i\n"
"Trigger | Type:%s DigitalL:%i DigitalR:%i AnalogL:%03i AnalogR:%03i HalfPress:%i\n"
"Buttons | A:%i X:%i\n"
"D-Pad | Type:%s Hat:%i U:%i D:%i\n"
"======================================================\n",
"Triggers:%i %i %i %i %i | HalfPress: %i Mapping: %i\n",
Controller, _PadMapping.enabled, _PadState.joy,
controller, (int)_PadState.joy,
_PadState.axis[InputCommon::CTL_MAIN_X], _PadState.axis[InputCommon::CTL_MAIN_Y],
_PadMapping.triggertype,
_PadMapping.buttons[CTL_L_SHOULDER], _PadMapping.buttons[CTL_R_SHOULDER],
_PadState.axis[CTL_L_SHOULDER], _PadState.axis[CTL_R_SHOULDER],
(_PadMapping.triggertype ? "CTL_TRIGGER_XINPUT" : "CTL_TRIGGER_SDL"),
_PadState.buttons[InputCommon::CTL_L_SHOULDER], _PadState.buttons[InputCommon::CTL_R_SHOULDER],
_PadState.axis[InputCommon::CTL_L_SHOULDER], _PadState.axis[InputCommon::CTL_R_SHOULDER],
_PadState.halfpress,
_PadState.halfpress, _PadMapping.halfpress
); */
_PadState.buttons[InputCommon::CTL_A_BUTTON], _PadState.buttons[InputCommon::CTL_X_BUTTON],
(_PadMapping.controllertype ? "CTL_DPAD_CUSTOM" : "CTL_DPAD_HAT"),
_PadState.dpad,
_PadState.dpad2[InputCommon::CTL_D_PAD_UP], _PadState.dpad2[InputCommon::CTL_D_PAD_DOWN]
);
#endif
}
//////////////////////////////////////////////////////////////////////////////////////////

View File

@ -52,6 +52,13 @@
namespace InputCommon
{
//////////////////////////////////////////////////////////////////////////////////////////
// Settings
// ¯¯¯¯¯¯¯¯¯¯
// Show a status window with the detected axes, buttons and so on
//#define SHOW_PAD_STATUS
//////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
// Structures
/* ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
@ -198,7 +205,7 @@ int Pad_Convert(int _val);
std::vector<int> Pad_Square_to_Circle(int _x, int _y, int _pad, CONTROLLER_MAPPING _PadMapping);
#ifndef _SDL_MAIN_
extern int g_LastPad;
#endif
////////////////////////////

View File

@ -63,6 +63,8 @@ void Config::Load(bool ChangePad)
iniFile.Get(SectionName.c_str(), "NoTriggerFilter", &bNoTriggerFilter, false);
iniFile.Get(SectionName.c_str(), "TriggerType", &Trigger.Type, TRIGGER_OFF);
iniFile.Get(SectionName.c_str(), "TriggerRange", &Trigger.Range, 50);
iniFile.Get(SectionName.c_str(), "TriggerRoll", &Trigger.Roll, false);
iniFile.Get(SectionName.c_str(), "TriggerPitch", &Trigger.Pitch, false);
// Don't update this when we are loading settings from the ConfigBox
if(!ChangePad)
@ -133,6 +135,8 @@ void Config::Save(int Slot)
iniFile.Set(SectionName.c_str(), "NoTriggerFilter", bNoTriggerFilter);
iniFile.Set(SectionName.c_str(), "TriggerType", Trigger.Type);
iniFile.Set(SectionName.c_str(), "TriggerRange", Trigger.Range);
iniFile.Set(SectionName.c_str(), "TriggerRoll", Trigger.Roll);
iniFile.Set(SectionName.c_str(), "TriggerPitch", Trigger.Pitch);
// Save the physical device ID number
iniFile.Set(SectionName.c_str(), "DeviceID", WiiMoteEmu::PadMapping[i].ID);

View File

@ -28,6 +28,8 @@ struct Config
{
int Type;
int Range;
int Roll;
int Pitch;
};
enum ETriggerType

View File

@ -585,12 +585,12 @@ void ConfigDialog::PadGetStatus()
void ConfigDialog::UpdatePad(wxTimerEvent& WXUNUSED(event))
{
// Show the current status
/**/
/*
#ifdef SHOW_PAD_STATUS
m_pStatusBar->SetLabel(wxString::Format(
"%s", ShowStatus(notebookpage).c_str()
));
#endif
#endif*/
//LogMsg("Abc%s\n", ShowStatus(notebookpage).c_str());

View File

@ -44,59 +44,84 @@
namespace WiiMoteEmu
{
void PitchDegreeToAccelerometer(float _Degree, u8 &_y, u8 &_z)
void PitchDegreeToAccelerometer(float _Roll, float _Pitch, u8 &_x, u8 &_y, u8 &_z, bool RollOn, bool PitchOn)
{
// Then don't update z either
if (!RollOn && ! PitchOn) return;
// Calculate the radian
float d_rad = _Degree * M_PI / 180.0;
float _RollRad = _Roll * M_PI / 180.0;
float _PitchRad = _Pitch * M_PI / 180.0;
// Calculate a good set of y and z values for the degree
float r = 1.0;
float fy = r * sin(d_rad); // y
float fz = r * cos(d_rad); // x
float fx = r * sin(_RollRad); // y
float fy = r * sin(_PitchRad); // y
float fz = r * cos(_PitchRad); // x
// Multiple with the neutral of z and its g
float xg = g_accel.cal_g.x;
float yg = g_accel.cal_g.y;
float zg = g_accel.cal_g.z;
float x_zero = g_accel.cal_zero.x;
float y_zero = g_accel.cal_zero.y;
float z_zero = g_accel.cal_zero.z;
fx = (int) (x_zero + xg * fx);
fy = (int) (y_zero + yg * fy);
fz = (int) (z_zero + zg * fz);
// Boundaries
int ix = (int)fx;
int iy = (int)fy;
int iz = (int)fz;
if (iy < 0) iy = 0;
if (iy > 255) iy = 255;
_y = iy;
if (ix < 0) ix = 0; if (ix > 255) ix = 255;
if (iy < 0) iy = 0; if (iy > 255) iy = 255;
if (iz < 0) iz = 0; if (iz > 255) iz = 255;
if (RollOn) _x = ix;
if (PitchOn) _y = iy;
_z = iz;
}
int PitchAccelerometerToDegree(u8 _y, u8 _z)
// The pitch and roll in 360°
void PitchAccelerometerToDegree(u8 _x, u8 _y, u8 _z, int &_Roll, int &_Pitch)
{
/* find out how much it has to move to be 1g */
float xg = (float)g_accel.cal_g.x;
float yg = (float)g_accel.cal_g.y;
float zg = (float)g_accel.cal_g.z;
float d = 0;
float Pitch = 0, Roll = 0;
/* find out how much it actually moved and normalize to +/- 1g */
float x = ((float)_x - (float)g_accel.cal_zero.x) / xg;
float y = ((float)_y - (float)g_accel.cal_zero.y) / yg;
float z = ((float)_z - (float)g_accel.cal_zero.z) / zg;
/* make sure x,y,z are between -1 and 1 for the tan function */
if (x < -1.0) x = -1.0;
else if (x > 1.0) x = 1.0;
if (y < -1.0) y = -1.0;
else if (y > 1.0) y = 1.0;
if (z < -1.0) z = -1.0;
else if (z > 1.0) z = 1.0;
// If it is over 1g then it is probably accelerating and may not reliable
//if (abs(accel->x - ac->cal_zero.x) <= ac->cal_g.x)
{
// Calculate the radian
Roll = atan2(x, z);
// Calculate the degree
Roll = (Roll * 180.0) / M_PI;
}
//if (abs(_y - g_accel.cal_zero.y) <= g_accel.cal_g.y)
{
// Calculate the radian
d = atan2(y, z);
Pitch = atan2(y, z);
// Calculate the degree
d = (d * 180.0) / M_PI;
Pitch = (Pitch * 180.0) / M_PI;
}
return (int)d;
_Roll = Roll;
_Pitch = Pitch;
}
}
} // WiiMoteEmu

View File

@ -51,8 +51,8 @@ void SetDefaultExtensionRegistry();
// Gamepad
bool Search_Devices(std::vector<InputCommon::CONTROLLER_INFO> &_joyinfo, int &_NumPads, int &_NumGoodPads);
void GetJoyState(InputCommon::CONTROLLER_STATE_NEW &_PadState, InputCommon::CONTROLLER_MAPPING_NEW _PadMapping, int controller, int NumButtons);
void PitchDegreeToAccelerometer(float _Degree, u8 &_y, u8 &_z);
int PitchAccelerometerToDegree(u8 _y, u8 _z);
void PitchDegreeToAccelerometer(float _Roll, float _Pitch, u8 &_x, u8 &_y, u8 &_z, bool RollOn, bool PitchOn);
void PitchAccelerometerToDegree(u8 _x, u8 _y, u8 _z, int &_Roll, int &_Pitch);
}; // WiiMoteEmu

View File

@ -357,7 +357,7 @@ void SingleShake(u8 &_z, u8 &_y)
}
else // the default Z if nothing is pressed
{
z = Z;
_z = Z;
}
#endif
}
@ -367,7 +367,7 @@ void SingleShake(u8 &_z, u8 &_y)
measure of the tilting of the Wiimote. We are interested in this tilting range
90° to -90° */
// ---------------
void TiltWiimoteGamepad(u8 &_y, u8 &_z)
void TiltWiimoteGamepad(u8 &_x, u8 &_y, u8 &_z)
{
// Return if we have no pads
if (NumGoodPads == 0) return;
@ -395,10 +395,8 @@ void TiltWiimoteGamepad(u8 &_y, u8 &_z)
}
// It's easier to use a float here
float Degree = 0;
// Calculate the present room between the neutral and the maximum values
float RoomAbove = 255.0 - (float)Y;
float RoomBelow = (float)Y;
float Roll = 0;
float Pitch = 0;
// Save the Range in degrees, 45° and 90° are good values in some games
float Range = (float)g_Config.Trigger.Range;
@ -409,8 +407,8 @@ void TiltWiimoteGamepad(u8 &_y, u8 &_z)
Tl = Tl / 2;
Tr = Tr / 2;
Degree = Tl * (Range / 128)
- Tr * (Range / 128);
Pitch = Tl * (Range / 128)
- Tr * (Range / 128);
}
// Analog stick
@ -418,12 +416,14 @@ void TiltWiimoteGamepad(u8 &_y, u8 &_z)
{
// Adjust the trigger to go between negative and positive values
Lx = Lx - 128;
Ly = Ly - 128;
// Produce the final value
Degree = -Lx * (Range / 128);
Pitch = -Lx * (Range / 128);
Roll = -Ly * (Range / 128);
}
// Calculate the acceleometer value from this tilt angle
PitchDegreeToAccelerometer(Degree, _y, _z);
// Calculate the accelerometer value from this tilt angle
PitchDegreeToAccelerometer(Roll, Pitch, _x, _y, _z, g_Config.Trigger.Roll, g_Config.Trigger.Pitch);
//Console::ClearScreen();
/*Console::Print("L:%2.1f R:%2.1f Lx:%2.1f Range:%2.1f Degree:%2.1f L:%i R:%i\n",
@ -476,7 +476,8 @@ void TiltWiimoteKeyboard(u8 &_y, u8 &_z)
}
else
{
PitchDegreeToAccelerometer(KbDegree, _y, _z);
u8 x;
PitchDegreeToAccelerometer(KbDegree, 0, x, _y, _z, false, true);
//Console::Print("Degree: %2.1f\n", KbDegree);
}
// --------------------
@ -519,6 +520,11 @@ void FillReportAcc(wm_accel& _acc)
// ------------------------------------------------
// Wiimote to Gamepad translations
// ------------
// The following functions may or may not update these values
x = X;
y = Y;
z = Z;
// Shake the Wiimote
SingleShake(z, y);
@ -527,10 +533,10 @@ void FillReportAcc(wm_accel& _acc)
if (g_Config.Trigger.Type == g_Config.KEYBOARD)
TiltWiimoteKeyboard(y, z);
else if (g_Config.Trigger.Type == g_Config.TRIGGER || g_Config.Trigger.Type == g_Config.ANALOG)
TiltWiimoteGamepad(y, z);
TiltWiimoteGamepad(x, y, z);
// Write values
_acc.x = X;
// Write final values
_acc.x = x;
_acc.y = y;
_acc.z = z;

View File

@ -626,10 +626,12 @@ void ReadDebugging(bool Emu, const void* _pData, int Size)
std::string Tmp2 = TmpData.substr(68, (TmpData.length() - 68));
TmpData = Tmp1 + StringFromFormat("%03i %03i %03i", data[19], data[20], data[21]) + Tmp2;
}
// Calculate the Wiimote pitch in degrees
std::string Pitch = StringFromFormat("%i", WiiMoteEmu::PitchAccelerometerToDegree(data[5], data[6]));
// Calculate the Wiimote roll and pitch in degrees
int Roll, Pitch;
WiiMoteEmu::PitchAccelerometerToDegree(data[4], data[5], data[6], Roll, Pitch);
std::string RollPitch = StringFromFormat("%i %i", Roll, Pitch);
Console::Print("Read[%s]: %s| %s\n", (Emu ? "Emu" : "Real"), TmpData.c_str(), Pitch.c_str()); // No timestamp
Console::Print("Read[%s]: %s| %s\n", (Emu ? "Emu" : "Real"), TmpData.c_str(), RollPitch.c_str()); // No timestamp
//Console::Print(" (%s): %s\n", Tm(true).c_str(), Temp.c_str()); // Timestamp
}
if(g_DebugAccelerometer)

View File

@ -136,7 +136,7 @@ void Config::Save(int Slot)
{
/* Save joypad specific settings. Check for "PadMapping[i].ID < SDL_NumJoysticks()" to
avoid reading a joyinfo that does't exist */
if(PadMapping[i].ID >= SDL_NumJoysticks()) continue;
if(PadMapping[i].ID >= joyinfo.size()) continue;
// Create a new section name after the joypad name
SectionName = joyinfo[PadMapping[i].ID].Name;
@ -175,7 +175,7 @@ void Config::Save(int Slot)
//if(m_frame) m_frame->LogMsg("Saved: %s %i\n", SectionName.c_str(), PadMapping[i].triggertype);
}
//Console::Print("%i: Save: %i\n", 0, PadMapping[0].halfpress);
Console::Print("%i: Save: %i\n", 0, PadMapping[0].halfpress);
file.Save("nJoy.ini");
}
@ -224,8 +224,8 @@ void Config::Load(bool ChangePad, bool ChangeSaveByID)
if(g_Config.bSaveByID)
{
/* Prevent a crash from illegal access to joyinfo that will only have values for
the current amount of connected PadMapping */
if(PadMapping[i].ID >= SDL_NumJoysticks()) continue;
the current amount of connected pads */
if(PadMapping[i].ID >= joyinfo.size()) continue;
// Create a section name
SectionName = joyinfo[PadMapping[i].ID].Name;
@ -263,6 +263,6 @@ void Config::Load(bool ChangePad, bool ChangeSaveByID)
//if(m_frame) m_frame->LogMsg("%i: Enabled: %i\n", i, PadMapping[i].buttons[CTL_X_BUTTON]);
}
//Console::Print("%i: Load: %i\n", 0, PadMapping[0].halfpress);
Console::Print("%i: Load: %i\n", 0, PadMapping[0].halfpress);
}

View File

@ -70,11 +70,6 @@ void ConfigBox::PadGetStatus()
int PhysicalDevice = PadMapping[notebookpage].ID;
int TriggerType = PadMapping[notebookpage].triggertype;
// Check that Dolphin is in focus, otherwise don't update the pad status
if (!g_Config.bCheckFocus && IsFocus())
InputCommon::GetJoyState(PadState[notebookpage], PadMapping[notebookpage], notebookpage, joyinfo[PadMapping[notebookpage].ID].NumButtons);
//////////////////////////////////////
// Analog stick
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
@ -220,13 +215,17 @@ std::string ShowStatus(int VirtualController)
return StringFromFormat(
//"Version: %i.%i.%i\n"
"All pads:\n"
"Enabled: %i %i %i %i\n"
"ID: %i %i %i %i\n"
"Controllertype: %i %i %i %i\n"
"SquareToCircle: %i %i %i %i\n\n"
"Handles: %p %p %p %p\n"
"SquareToCircle: %i %i %i %i\n\n"
#ifdef _WIN32
"Handles: %i %i %i %i\n"
"XInput: %i %i %i\n"
#endif
"XInput: %i %i %i\n"
"This pad:\n"
"Axes: %s\n"
"Hats: %s\n"
"But: %s\n"
@ -236,10 +235,9 @@ std::string ShowStatus(int VirtualController)
PadMapping[0].ID, PadMapping[1].ID, PadMapping[2].ID, PadMapping[3].ID,
PadMapping[0].controllertype, PadMapping[1].controllertype, PadMapping[2].controllertype, PadMapping[3].controllertype,
PadMapping[0].bSquareToCircle, PadMapping[1].bSquareToCircle, PadMapping[2].bSquareToCircle, PadMapping[3].bSquareToCircle,
joy0, joy1, joy2, joy3,
//PadState[PadMapping[0].ID].joy, PadState[PadMapping[1].ID].joy, PadState[PadMapping[2].ID].joy, PadState[PadMapping[3].ID].joy,
#ifdef _WIN32
joy0, joy1, joy2, joy3,
//PadState[PadMapping[0].ID].joy, PadState[PadMapping[1].ID].joy, PadState[PadMapping[2].ID].joy, PadState[PadMapping[3].ID].joy,
XInput::IsConnected(0), XInput::GetXI(0, InputCommon::XI_TRIGGER_L), XInput::GetXI(0, InputCommon::XI_TRIGGER_R),
#endif
StrAxes.c_str(), StrHats.c_str(), StrBut.c_str(),
@ -251,8 +249,17 @@ std::string ShowStatus(int VirtualController)
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
void ConfigBox::Update()
{
// Show the current status
/**/
// Check that Dolphin is in focus, otherwise don't update the pad status
/* If the emulator is running and unpaused GetJoyState() is run a little more often than needed,
but I allow that since it can confuse the user if the input status in the configuration window
is not update when the emulator is paused. */
if (g_Config.bCheckFocus || IsFocus()) // && !g_EmulatorRunning)
{
for (int i = 0; i < joyinfo.size(); i++)
InputCommon::GetJoyState(PadState[i], PadMapping[i], i, joyinfo[PadMapping[i].ID].NumButtons);
}
// Show the current status in a window in the wxPanel
#ifdef SHOW_PAD_STATUS
m_pStatusBar->SetLabel(wxString::Format(
"%s", ShowStatus(notebookpage).c_str()

View File

@ -159,10 +159,16 @@ void ConfigBox::OnKeyDown(wxKeyEvent& event)
// Close window
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
void ConfigBox::OnClose(wxCloseEvent& /*event*/)
void ConfigBox::OnClose(wxCloseEvent& event)
{
EndModal(0);
if(!g_EmulatorRunning) Shutdown(); // Close pads, unless we are running a game
// Allow wxWidgets to close the window
event.Skip();
// Stop the timer
m_ConstantTimer->Stop();
// Close pads, unless we are running a game
if(!g_EmulatorRunning) Shutdown();
}
// Call about dialog
@ -977,9 +983,9 @@ void ConfigBox::CreateGUIControls()
// Don't allow these changes when running
if(g_EmulatorRunning)
{
m_Joyname[i]->Enable(false);
//m_Joyname[i]->Enable(false);
m_Joyattach[i]->Enable(false);
m_ControlType[i]->Enable(false);
//m_ControlType[i]->Enable(false);
}
// Update GUI

View File

@ -88,8 +88,10 @@ 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;
HWND m_hWnd; // Handle to window
int NumPads = 0, NumGoodPads = 0, LastPad = 0;
#ifdef _WIN32
HWND m_hWnd = NULL, m_hConsole = NULL; // Handle to window
#endif
SPADInitialize *g_PADInitialize = NULL;
// TODO: fix this dirty hack to stop missing symbols
@ -187,28 +189,28 @@ void SetDllGlobals(PLUGIN_GLOBALS* _pPluginGlobals) {}
void DllConfig(HWND _hParent)
{
// Debugging
//Console::Open();
#ifdef SHOW_PAD_STATUS
Console::Open(100);
m_hConsole = Console::GetHwnd();
#endif
#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;
}
}
m_frame = new ConfigBox(NULL);
m_frame->ShowModal();
m_frame->Show();
/* Check if any of the pads failed to open. In Windows there is a strange "IDirectInputDevice2::
SetDataFormat() DirectX error -2147024809" after a few Open and Close */
if ( (PadMapping[0].enabled && PadState[0].joy == NULL)
|| (PadMapping[1].enabled && PadState[1].joy == NULL)
|| (PadMapping[2].enabled && PadState[2].joy == NULL)
|| (PadMapping[3].enabled && PadState[3].joy == NULL))
{
//PostMessage(_hParent, 25, 0, 0);
Console::Print("%s\n", SDL_GetError());
}
#else
if (SDL_Init(SDL_INIT_JOYSTICK ) < 0)
{
@ -238,7 +240,10 @@ void DllDebugger(HWND _hParent, bool Show) {}
void Initialize(void *init)
{
// Debugging
//Console::Open();
#ifdef SHOW_PAD_STATUS
Console::Open(100);
m_hConsole = Console::GetHwnd();
#endif
Console::Print("Initialize: %i\n", SDL_WasInit(0));
g_PADInitialize = (SPADInitialize*)init;
g_EmulatorRunning = true;
@ -251,18 +256,11 @@ void Initialize(void *init)
m_hWnd = (HWND)g_PADInitialize->hWnd;
#endif
Search_Devices(joyinfo, NumPads, NumGoodPads); // Populate joyinfo for all attached devices
// Populate joyinfo for all attached devices if the configuration window is not already open
if(!m_frame) Search_Devices(joyinfo, NumPads, NumGoodPads);
/* Check if any of the pads failed to open. In Windows there is a strange "IDirectInputDevice2::
SetDataFormat() DirectX error -2147024809" after a few Open and Close */
if ( (PadMapping[0].enabled && PadState[0].joy == NULL)
|| (PadMapping[1].enabled && PadState[1].joy == NULL)
|| (PadMapping[2].enabled && PadState[2].joy == NULL)
|| (PadMapping[3].enabled && PadState[3].joy == NULL))
{
g_PADInitialize->padNumber = -1;
Console::Print("%s\n", SDL_GetError());
}
// Check if a DirectInput error occured
if(ReloadDLL()) g_PADInitialize->padNumber = -1;
}
bool Search_Devices(std::vector<InputCommon::CONTROLLER_INFO> &_joyinfo, int &_NumPads, int &_NumGoodPads)
@ -299,27 +297,40 @@ void Shutdown()
{
Console::Print("Shutdown: %i\n", SDL_WasInit(0));
// Always change this variable
g_EmulatorRunning = false;
// Don't shutdown if the configuration window is still showing
if (m_frame) return;
/* 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 (PadMapping[i].enabled && joyinfo.size() > PadMapping[i].ID)
if (joyinfo.at(PadMapping[i].ID).Good)
if(SDL_JoystickOpened(PadMapping[i].ID)) SDL_JoystickClose(PadState[i].joy);
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;
#ifdef _DEBUG
DEBUG_QUIT();
#endif
g_EmulatorRunning = false;
#ifdef _WIN32
#ifdef USE_RUMBLE_DINPUT_HACK
FreeDirectInput();
@ -376,7 +387,7 @@ unsigned int PAD_GetAttachedPads()
if (PadMapping[2].enabled) connected |= 4;
if (PadMapping[3].enabled) connected |= 8;
//Console::Print("PAD_GetAttachedPads: %i %i %i\n", PadMapping[0].enabled, PadMapping[1].enabled, PadMapping[2].enabled, PadMapping[3].enabled);
//Console::Print("PAD_GetAttachedPads: %i %i %i %i\n", PadMapping[0].enabled, PadMapping[1].enabled, PadMapping[2].enabled, PadMapping[3].enabled);
return connected;
}
@ -388,16 +399,17 @@ unsigned int PAD_GetAttachedPads()
// Function: Gives the current pad status to the Core
void PAD_GetStatus(u8 _numPAD, SPADStatus* _pPADStatus)
{
//Console::Print("%i %i %i\n", _numPAD, PadMapping[_numPAD].enabled, PadState[_numPAD].joy);
//Console::Print("PAD_GetStatus(): %i %i %i\n", _numPAD, PadMapping[_numPAD].enabled, PadState[_numPAD].joy);
// Check if the pad is enabled
/* Check if the pad is enabled and avaliable, currently we don't disable pads just because they are
disconnected */
if (!PadMapping[_numPAD].enabled || !PadState[_numPAD].joy) return;
// 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())
if (g_Config.bCheckFocus || IsFocus())
GetJoyState(PadState[_numPAD], PadMapping[_numPAD], _numPAD, joyinfo[PadMapping[_numPAD].ID].NumButtons);
// Get type
@ -525,53 +537,81 @@ void PAD_GetStatus(u8 _numPAD, SPADStatus* _pPADStatus)
// Use rumble
Pad_Use_Rumble(_numPAD, _pPADStatus);
/* Debugging
if(_numPAD == 1)
{
Console::ClearScreen();
Console::Print(
"Pad %i: %i %i\n"
"State: L:%i R:%i HalfPress:%i\n"
"Trigger type: %s StatusLeft:%04x StatusRight:%04x TriggerLeft:%04x TriggerRight:%04x TriggerValue:%i\n"
"Buttons: %i X:%i\n"
"D-Pad type: %s L:%i R:%i U:%i D:%i",
// Debugging
/*
// Show the status of all connected pads
if ((LastPad == 0 && _numPAD == 0) || _numPAD < LastPad) Console::ClearScreen();
LastPad = _numPAD;
Console::Print(
"Pad | Number:%i Enabled:%i Handle:%i\n"
"Trigger | StatusLeft:%04x StatusRight:%04x TriggerLeft:%04x TriggerRight:%04x TriggerValue:%i\n"
"Buttons | Overall:%i X:%i\n"
"======================================================\n",
_numPAD, PadMapping[_numPAD].enabled, PadState[_numPAD].joy,
_numPAD, PadMapping[_numPAD].enabled, PadState[_numPAD].joy,
PadState[_numPAD].buttons[CTL_L_SHOULDER], PadState[_numPAD].buttons[CTL_R_SHOULDER], PadState[_numPAD].halfpress,
PadState[_numPAD].buttons[InputCommon::CTL_L_SHOULDER], PadState[_numPAD].buttons[InputCommon::CTL_R_SHOULDER], PadState[_numPAD].halfpress,
(PadMapping[_numPAD].triggertype ? "CTL_TRIGGER_XINPUT" : "CTL_TRIGGER_SDL"),
_pPADStatus->triggerLeft, _pPADStatus->triggerRight, TriggerLeft, TriggerRight, TriggerValue,
(PadMapping[_numPAD].triggertype ? "CTL_TRIGGER_XINPUT" : "CTL_TRIGGER_SDL"),
_pPADStatus->triggerLeft, _pPADStatus->triggerRight, TriggerLeft, TriggerRight, TriggerValue,
_pPADStatus->button, PadState[_numPAD].buttons[CTL_X_BUTTON],
(PadMapping[_numPAD].controllertype ? "CTL_DPAD_CUSTOM" : "CTL_DPAD_HAT"),
0, 0, 0, 0
);
}*/
_pPADStatus->button, PadState[_numPAD].buttons[InputCommon::CTL_X_BUTTON]
);
*/
}
///////////////////////////////////////////////// Spec functions
//******************************************************************************
// Supporting functions
//******************************************************************************
//////////////////////////////////////////////////////////////////////////////////////////
/* 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() */
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
bool ReloadDLL()
{
if ( (PadMapping[0].enabled && PadState[0].joy == NULL)
|| (PadMapping[1].enabled && PadState[1].joy == NULL)
|| (PadMapping[2].enabled && PadState[2].joy == NULL)
|| (PadMapping[3].enabled && 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
Console::Print("Error: %s\n", StrError.c_str());
return true;
}
}
return false;
}
//////////////////////////////////////////////////////////////////////////////////////////
// Check if Dolphin is in focus
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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_frame) Config = (HWND)m_frame->GetHWND();
// Support both rendering to main window and not
if (GetForegroundWindow() == TopLevel || GetForegroundWindow() == RenderingWindow || GetForegroundWindow() == Config)
// 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;

View File

@ -30,14 +30,15 @@
//////////////////////////////////////////////////////////////////////////////////////////
#ifndef __NJOY_h__
#define __NJOY_h__
//////////////////////////////////////////////////////////////////////////////////////////
// Settings
// ¯¯¯¯¯¯¯¯¯¯
// Set this if you want to use the rumble 'hack' for controller one
//#define USE_RUMBLE_DINPUT_HACK
// Show a status window with the detected axes, buttons and so on
//#define SHOW_PAD_STATUS
//////////////////////////
@ -125,8 +126,10 @@ extern std::vector<u8> Keys;
extern std::vector<InputCommon::CONTROLLER_INFO> joyinfo;
extern InputCommon::CONTROLLER_STATE PadState[4];
extern InputCommon::CONTROLLER_MAPPING PadMapping[4];
extern HWND m_hWnd; // Handle to window
extern int NumPads, NumGoodPads; // Number of goods pads
#ifdef _WIN32
extern HWND m_hWnd, m_hConsole; // Handle to window
#endif
extern int NumPads, NumGoodPads, LastPad; // Number of goods pads
#endif
@ -137,8 +140,12 @@ bool Search_Devices(std::vector<InputCommon::CONTROLLER_INFO> &_joyinfo, int &_N
void DEBUG_INIT();
void DEBUG_QUIT();
bool IsFocus();
bool ReloadDLL();
void Pad_Use_Rumble(u8 _numPAD, SPADStatus* _pPADStatus); // Rumble
//void SaveConfig();
//void LoadConfig();
#endif __NJOY_h__