a bit more event work
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1719 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
parent
a22d27bdc2
commit
d75bcf9e63
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@ -17,7 +17,7 @@ bool EventHandler::TestEvent (Keys k, sf::Event e)
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}
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}
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// Taken from wxw source code
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// Taken from wxw source code
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int wxCharCodeWXToX(int id)
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int EventHandler::wxCharCodeWXToSF(int id)
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{
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{
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int sfKey;
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int sfKey;
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@ -22,16 +22,16 @@ struct Keys
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class EventHandler {
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class EventHandler {
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private:
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private:
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listenFuncPtr keys[100][6];
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listenFuncPtr keys[sf::Key::Count][6];
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listenFuncPtr mouse[6];
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listenFuncPtr mouse[sf::Mouse::Count];
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listenFuncPtr joys[10];
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listenFuncPtr joys[sf::Joy::Count];
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std::queue<Keys> eventQueue;
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std::queue<Keys> eventQueue;
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public:
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public:
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bool RegisterEventListener(listenFuncPtr func, int event, int type);
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bool RegisterEventListener(listenFuncPtr func, int event, int type);
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void Update();
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void Update();
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bool addEvent(sf::Event *);
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bool addEvent(sf::Event *);
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static bool TestEvent (Keys k, sf::Event e);
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static bool TestEvent (Keys k, sf::Event e);
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static int wxCharCodeWXToX(int id);
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static int wxCharCodeWXToSF(int id);
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static void SFKeyToString(unsigned int keycode, char *keyStr);
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static void SFKeyToString(unsigned int keycode, char *keyStr);
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};
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};
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@ -27,26 +27,8 @@
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#include "GUI/ConfigDlg.h"
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#include "GUI/ConfigDlg.h"
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#endif
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#endif
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#ifdef _WIN32
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#include "XInput.h"
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#include "DirectInputBase.h"
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DInput dinput;
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//#elif defined(USE_SDL) && USE_SDL
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//#include <SDL.h>
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#elif defined(HAVE_X11) && HAVE_X11
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#include <X11/Xlib.h>
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#include <X11/Xutil.h>
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#include <X11/keysym.h>
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#include <X11/XKBlib.h>
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Display* GXdsp;
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bool KeyStatus[NUMCONTROLS];
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#endif
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SPads pad[4];
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SPads pad[4];
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bool KeyStatus[NUMCONTROLS];
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HINSTANCE g_hInstance;
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HINSTANCE g_hInstance;
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SPADInitialize g_PADInitialize;
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SPADInitialize g_PADInitialize;
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@ -148,13 +130,11 @@ void GetDllInfo(PLUGIN_INFO* _PluginInfo)
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_PluginInfo->Type = PLUGIN_TYPE_PAD;
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_PluginInfo->Type = PLUGIN_TYPE_PAD;
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#ifdef DEBUGFAST
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#ifdef DEBUGFAST
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sprintf(_PluginInfo->Name, "Dolphin KB/X360pad (DebugFast)");
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sprintf(_PluginInfo->Name, "Dolphin event pad (DebugFast)");
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#elif defined _DEBUG
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sprintf(_PluginInfo->Name, "Dolphin event pad (Debug)");
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#else
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#else
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#ifndef _DEBUG
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sprintf(_PluginInfo->Name, "Dolphin event pad");
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sprintf(_PluginInfo->Name, "Dolphin KB/X360pad");
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#else
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sprintf(_PluginInfo->Name, "Dolphin KB/X360pad (Debug)");
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#endif
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#endif
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#endif
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}
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}
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@ -162,16 +142,8 @@ void GetDllInfo(PLUGIN_INFO* _PluginInfo)
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void DllConfig(HWND _hParent)
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void DllConfig(HWND _hParent)
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{
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{
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LoadConfig();
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LoadConfig();
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#ifdef _WIN32
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wxWindow win;
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win.SetHWND(_hParent);
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ConfigDialog frame(&win);
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frame.ShowModal();
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win.SetHWND(0);
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#elif defined(HAVE_WX) && HAVE_WX
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ConfigDialog frame(NULL);
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ConfigDialog frame(NULL);
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frame.ShowModal();
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frame.ShowModal();
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#endif
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SaveConfig();
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SaveConfig();
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}
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}
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@ -184,13 +156,6 @@ void PAD_Initialize(SPADInitialize _PADInitialize)
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LoadRecord();
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LoadRecord();
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#endif
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#endif
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g_PADInitialize = _PADInitialize;
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#ifdef _WIN32
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dinput.Init((HWND)g_PADInitialize.hWnd);
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#elif defined(HAVE_X11) && HAVE_X11
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GXdsp = (Display*)g_PADInitialize.hWnd;
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#endif
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LoadConfig();
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LoadConfig();
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}
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}
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@ -199,229 +164,14 @@ void PAD_Shutdown()
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{
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{
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#ifdef RECORD_STORE
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#ifdef RECORD_STORE
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SaveRecord();
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SaveRecord();
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#endif
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#ifdef _WIN32
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dinput.Free();
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// Kill xpad rumble
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XINPUT_VIBRATION vib;
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vib.wLeftMotorSpeed = 0;
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vib.wRightMotorSpeed = 0;
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for (int i = 0; i < 4; i++)
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if (pad[i].bRumble)
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XInputSetState(pad[i].XPadPlayer, &vib);
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#endif
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#endif
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SaveConfig();
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SaveConfig();
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}
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}
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const float kDeadZone = 0.1f;
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void ParseKeyEvent(SPADStatus* _pPADStatus)
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// Implement circular deadzone
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void ScaleStickValues(unsigned char* outx,
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unsigned char* outy,
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short inx, short iny)
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{
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{
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float x = ((float)inx + 0.5f) / 32767.5f;
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int stickvalue = (KeyStatus[CTL_HALFPRESS]) ? 40 : 100;
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float y = ((float)iny + 0.5f) / 32767.5f;
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if ((x == 0.0f) && (y == 0.0f)) // to be safe
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{
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*outx = 0;
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*outy = 0;
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return;
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}
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float magnitude = sqrtf(x * x + y * y);
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float nx = x / magnitude;
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float ny = y / magnitude;
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if (magnitude < kDeadZone){magnitude = kDeadZone;}
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magnitude = (magnitude - kDeadZone) / (1.0f - kDeadZone);
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magnitude *= magnitude; // another power may be more appropriate
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nx *= magnitude;
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ny *= magnitude;
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int ix = (int)(nx * 100);
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int iy = (int)(ny * 100);
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*outx = 0x80 + ix;
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*outy = 0x80 + iy;
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}
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#ifdef _WIN32
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void DInput_Read(int _numPAD, SPADStatus* _pPADStatus)
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{
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dinput.Read();
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int stickvalue = (dinput.diks[pad[_numPAD].keyForControl[CTL_HALFPRESS]] & 0xFF) ? 40 : 100;
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int triggervalue = (dinput.diks[pad[_numPAD].keyForControl[CTL_HALFPRESS]] & 0xFF) ? 100 : 255;
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// get the new keys
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if (dinput.diks[pad[_numPAD].keyForControl[CTL_MAINLEFT]] & 0xFF){_pPADStatus->stickX -= stickvalue;}
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if (dinput.diks[pad[_numPAD].keyForControl[CTL_MAINRIGHT]] & 0xFF){_pPADStatus->stickX += stickvalue;}
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if (dinput.diks[pad[_numPAD].keyForControl[CTL_MAINDOWN]] & 0xFF){_pPADStatus->stickY -= stickvalue;}
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if (dinput.diks[pad[_numPAD].keyForControl[CTL_MAINUP]] & 0xFF){_pPADStatus->stickY += stickvalue;}
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if (dinput.diks[pad[_numPAD].keyForControl[CTL_SUBLEFT]] & 0xFF){_pPADStatus->substickX -= stickvalue;}
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if (dinput.diks[pad[_numPAD].keyForControl[CTL_SUBRIGHT]] & 0xFF){_pPADStatus->substickX += stickvalue;}
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if (dinput.diks[pad[_numPAD].keyForControl[CTL_SUBDOWN]] & 0xFF){_pPADStatus->substickY -= stickvalue;}
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if (dinput.diks[pad[_numPAD].keyForControl[CTL_SUBUP]] & 0xFF){_pPADStatus->substickY += stickvalue;}
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if (dinput.diks[pad[_numPAD].keyForControl[CTL_L]] & 0xFF)
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{
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_pPADStatus->button |= PAD_TRIGGER_L;
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_pPADStatus->triggerLeft = triggervalue;
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}
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if (dinput.diks[pad[_numPAD].keyForControl[CTL_R]] & 0xFF)
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{
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_pPADStatus->button |= PAD_TRIGGER_R;
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_pPADStatus->triggerRight = triggervalue;
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}
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if (dinput.diks[pad[_numPAD].keyForControl[CTL_A]] & 0xFF)
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{
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_pPADStatus->button |= PAD_BUTTON_A;
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_pPADStatus->analogA = 255;
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}
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if (dinput.diks[pad[_numPAD].keyForControl[CTL_B]] & 0xFF)
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{
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_pPADStatus->button |= PAD_BUTTON_B;
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_pPADStatus->analogB = 255;
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}
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if (dinput.diks[pad[_numPAD].keyForControl[CTL_X]] & 0xFF){_pPADStatus->button |= PAD_BUTTON_X;}
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if (dinput.diks[pad[_numPAD].keyForControl[CTL_Y]] & 0xFF){_pPADStatus->button |= PAD_BUTTON_Y;}
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if (dinput.diks[pad[_numPAD].keyForControl[CTL_Z]] & 0xFF){_pPADStatus->button |= PAD_TRIGGER_Z;}
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if (dinput.diks[pad[_numPAD].keyForControl[CTL_DPADUP]] & 0xFF){_pPADStatus->button |= PAD_BUTTON_UP;}
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if (dinput.diks[pad[_numPAD].keyForControl[CTL_DPADDOWN]] & 0xFF){_pPADStatus->button |= PAD_BUTTON_DOWN;}
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if (dinput.diks[pad[_numPAD].keyForControl[CTL_DPADLEFT]] & 0xFF){_pPADStatus->button |= PAD_BUTTON_LEFT;}
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if (dinput.diks[pad[_numPAD].keyForControl[CTL_DPADRIGHT]]& 0xFF){_pPADStatus->button |= PAD_BUTTON_RIGHT;}
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if (dinput.diks[pad[_numPAD].keyForControl[CTL_START]] & 0xFF){_pPADStatus->button |= PAD_BUTTON_START;}
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}
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bool XInput_Read(int XPadPlayer, SPADStatus* _pPADStatus)
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{
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const int base = 0x80;
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XINPUT_STATE xstate;
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DWORD xresult = XInputGetState(XPadPlayer, &xstate);
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// Let's .. yes, let's use XINPUT!
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if (xresult == ERROR_SUCCESS)
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{
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const XINPUT_GAMEPAD& xpad = xstate.Gamepad;
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if ((_pPADStatus->stickX == base) && (_pPADStatus->stickY == base))
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{
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ScaleStickValues(
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&_pPADStatus->stickX,
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&_pPADStatus->stickY,
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xpad.sThumbLX,
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xpad.sThumbLY);
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}
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if ((_pPADStatus->substickX == base) && (_pPADStatus->substickY == base))
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{
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ScaleStickValues(
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&_pPADStatus->substickX,
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&_pPADStatus->substickY,
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xpad.sThumbRX,
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xpad.sThumbRY);
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}
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_pPADStatus->triggerLeft = xpad.bLeftTrigger;
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_pPADStatus->triggerRight = xpad.bRightTrigger;
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if (xpad.bLeftTrigger > 200) {_pPADStatus->button |= PAD_TRIGGER_L;}
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if (xpad.bRightTrigger > 200) {_pPADStatus->button |= PAD_TRIGGER_R;}
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if (xpad.wButtons & XINPUT_GAMEPAD_A) {_pPADStatus->button |= PAD_BUTTON_A;}
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if (xpad.wButtons & XINPUT_GAMEPAD_X) {_pPADStatus->button |= PAD_BUTTON_B;}
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if (xpad.wButtons & XINPUT_GAMEPAD_B) {_pPADStatus->button |= PAD_BUTTON_X;}
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if (xpad.wButtons & XINPUT_GAMEPAD_Y) {_pPADStatus->button |= PAD_BUTTON_Y;}
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if (xpad.wButtons & XINPUT_GAMEPAD_RIGHT_SHOULDER){_pPADStatus->button |= PAD_TRIGGER_Z;}
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if (xpad.wButtons & XINPUT_GAMEPAD_START) {_pPADStatus->button |= PAD_BUTTON_START;}
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if (xpad.wButtons & XINPUT_GAMEPAD_DPAD_LEFT) {_pPADStatus->button |= PAD_BUTTON_LEFT;}
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if (xpad.wButtons & XINPUT_GAMEPAD_DPAD_RIGHT) {_pPADStatus->button |= PAD_BUTTON_RIGHT;}
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if (xpad.wButtons & XINPUT_GAMEPAD_DPAD_UP) {_pPADStatus->button |= PAD_BUTTON_UP;}
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if (xpad.wButtons & XINPUT_GAMEPAD_DPAD_DOWN) {_pPADStatus->button |= PAD_BUTTON_DOWN;}
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return true;
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}
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else
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{
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return false;
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}
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}
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#endif
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#if defined(HAVE_X11) && HAVE_X11
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// The graphics plugin in the PCSX2 design leaves a lot of the window processing to the pad plugin, weirdly enough.
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void X11_Read(int _numPAD, SPADStatus* _pPADStatus)
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{
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// Do all the stuff we need to do once per frame here
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if (_numPAD != 0) {
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return;
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}
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// This code is from Zerofrog's pcsx2 pad plugin
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XEvent E;
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//int keyPress=0, keyRelease=0;
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KeySym key;
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// keyboard input
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int num_events;
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for (num_events = XPending(GXdsp);num_events > 0;num_events--) {
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XNextEvent(GXdsp, &E);
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switch (E.type) {
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case KeyPress:
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//_KeyPress(pad, XLookupKeysym((XKeyEvent *)&E, 0)); break;
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key = XLookupKeysym((XKeyEvent*)&E, 0);
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if((key >= XK_F1 && key <= XK_F9) ||
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key == XK_Shift_L || key == XK_Shift_R ||
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key == XK_Control_L || key == XK_Control_R) {
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XPutBackEvent(GXdsp, &E);
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break;
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}
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int i;
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for (i = 0; i < NUMCONTROLS; i++) {
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if (key == pad[_numPAD].keyForControl[i]) {
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KeyStatus[i] = true;
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break;
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}
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}
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break;
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case KeyRelease:
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key = XLookupKeysym((XKeyEvent*)&E, 0);
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if((key >= XK_F1 && key <= XK_F9) ||
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key == XK_Shift_L || key == XK_Shift_R ||
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key == XK_Control_L || key == XK_Control_R) {
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XPutBackEvent(GXdsp, &E);
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break;
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}
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//_KeyRelease(pad, XLookupKeysym((XKeyEvent *)&E, 0));
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for (i = 0; i < NUMCONTROLS; i++) {
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if (key == pad[_numPAD].keyForControl[i]) {
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KeyStatus[i] = false;
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break;
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}
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}
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break;
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default:
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break;
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}
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}
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int stickvalue = (KeyStatus[CTL_HALFPRESS]) ? 40 : 100;
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int triggervalue = (KeyStatus[CTL_HALFPRESS]) ? 100 : 255;
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int triggervalue = (KeyStatus[CTL_HALFPRESS]) ? 100 : 255;
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if (KeyStatus[CTL_MAINLEFT]){_pPADStatus->stickX -= stickvalue;}
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if (KeyStatus[CTL_MAINLEFT]){_pPADStatus->stickX -= stickvalue;}
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@ -471,8 +221,6 @@ void X11_Read(int _numPAD, SPADStatus* _pPADStatus)
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}
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}
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#endif
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||||||
void PAD_GetStatus(u8 _numPAD, SPADStatus* _pPADStatus)
|
void PAD_GetStatus(u8 _numPAD, SPADStatus* _pPADStatus)
|
||||||
{
|
{
|
||||||
// Check if all is okay
|
// Check if all is okay
|
||||||
|
@ -495,22 +243,8 @@ void PAD_GetStatus(u8 _numPAD, SPADStatus* _pPADStatus)
|
||||||
_pPADStatus->substickX = base;
|
_pPADStatus->substickX = base;
|
||||||
_pPADStatus->substickY = base;
|
_pPADStatus->substickY = base;
|
||||||
_pPADStatus->button |= PAD_USE_ORIGIN;
|
_pPADStatus->button |= PAD_USE_ORIGIN;
|
||||||
#ifdef _WIN32
|
|
||||||
// Just update pad on focus
|
|
||||||
// TODO fix g_PADInitialize.hWnd != DolphinWX frame
|
|
||||||
if (pad[_numPAD].bDisable)
|
|
||||||
{
|
|
||||||
if (g_PADInitialize.hWnd != GetForegroundWindow())
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
// Dolphin doesn't really care about the pad error codes anyways...
|
|
||||||
_pPADStatus->err = PAD_ERR_NONE;
|
_pPADStatus->err = PAD_ERR_NONE;
|
||||||
if (pad[_numPAD].bEnableXPad) XInput_Read(pad[_numPAD].XPadPlayer, _pPADStatus);
|
|
||||||
DInput_Read(_numPAD, _pPADStatus);
|
|
||||||
#elif defined(HAVE_X11) && HAVE_X11
|
|
||||||
_pPADStatus->err = PAD_ERR_NONE;
|
|
||||||
X11_Read(_numPAD, _pPADStatus);
|
|
||||||
#endif
|
|
||||||
|
|
||||||
#ifdef RECORD_STORE
|
#ifdef RECORD_STORE
|
||||||
RecordInput(*_pPADStatus);
|
RecordInput(*_pPADStatus);
|
||||||
|
@ -518,38 +252,6 @@ void PAD_GetStatus(u8 _numPAD, SPADStatus* _pPADStatus)
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
// Rough approximation of GC behaviour - needs improvement.
|
|
||||||
void PAD_Rumble(u8 _numPAD, unsigned int _uType, unsigned int _uStrength)
|
|
||||||
{
|
|
||||||
#ifdef _WIN32
|
|
||||||
if (pad[_numPAD].bEnableXPad)
|
|
||||||
{
|
|
||||||
static int a = 0;
|
|
||||||
|
|
||||||
if ((_uType == 0) || (_uType == 2))
|
|
||||||
{
|
|
||||||
a = 0;
|
|
||||||
}
|
|
||||||
else if (_uType == 1)
|
|
||||||
{
|
|
||||||
a = _uStrength > 2 ? 8000 : 0;
|
|
||||||
}
|
|
||||||
|
|
||||||
a = int ((float)a * 0.96f);
|
|
||||||
|
|
||||||
if (!pad[_numPAD].bRumble)
|
|
||||||
{
|
|
||||||
a = 0;
|
|
||||||
}
|
|
||||||
|
|
||||||
XINPUT_VIBRATION vib;
|
|
||||||
vib.wLeftMotorSpeed = a; //_uStrength*100;
|
|
||||||
vib.wRightMotorSpeed = a; //_uStrength*100;
|
|
||||||
XInputSetState(pad[_numPAD].XPadPlayer, &vib);
|
|
||||||
}
|
|
||||||
#endif
|
|
||||||
}
|
|
||||||
|
|
||||||
unsigned int PAD_GetAttachedPads()
|
unsigned int PAD_GetAttachedPads()
|
||||||
{
|
{
|
||||||
unsigned int connected = 0;
|
unsigned int connected = 0;
|
||||||
|
@ -571,83 +273,49 @@ unsigned int PAD_GetAttachedPads()
|
||||||
|
|
||||||
void LoadConfig()
|
void LoadConfig()
|
||||||
{
|
{
|
||||||
// Initialize first pad to standard controls
|
const int defaultKeyForControl[NUMCONTROLS] = {
|
||||||
#ifdef _WIN32
|
sf::Key::X, //A
|
||||||
const int defaultKeyForControl[NUMCONTROLS] =
|
sf::Key::Z,
|
||||||
{
|
sf::Key::S,
|
||||||
DIK_X, //A
|
sf::Key::C,
|
||||||
DIK_Z,
|
sf::Key::D,
|
||||||
DIK_S,
|
sf::Key::Return,
|
||||||
DIK_C,
|
sf::Key::Q,
|
||||||
DIK_D,
|
sf::Key::W,
|
||||||
DIK_RETURN,
|
sf::Key::Up, //mainstick
|
||||||
DIK_Q,
|
sf::Key::Down,
|
||||||
DIK_W,
|
sf::Key::Left,
|
||||||
DIK_UP, //mainstick
|
sf::Key::Right,
|
||||||
DIK_DOWN,
|
sf::Key::I, //substick
|
||||||
DIK_LEFT,
|
sf::Key::K,
|
||||||
DIK_RIGHT,
|
sf::Key::J,
|
||||||
DIK_I, //substick
|
sf::Key::L,
|
||||||
DIK_K,
|
sf::Key::T, //dpad
|
||||||
DIK_J,
|
sf::Key::G,
|
||||||
DIK_L,
|
sf::Key::F,
|
||||||
DIK_T, //dpad
|
sf::Key::H,
|
||||||
DIK_G,
|
sf::Key::LShift, //halfpress
|
||||||
DIK_F,
|
sf::Key::P
|
||||||
DIK_H,
|
|
||||||
DIK_LSHIFT
|
|
||||||
};
|
};
|
||||||
#else
|
|
||||||
const int defaultKeyForControl[NUMCONTROLS] =
|
|
||||||
{
|
|
||||||
XK_x, //A
|
|
||||||
XK_z,
|
|
||||||
XK_s,
|
|
||||||
XK_c,
|
|
||||||
XK_d,
|
|
||||||
XK_Return,
|
|
||||||
XK_q,
|
|
||||||
XK_w,
|
|
||||||
XK_Up, //mainstick
|
|
||||||
XK_Down,
|
|
||||||
XK_Left,
|
|
||||||
XK_Right,
|
|
||||||
XK_i, //substick
|
|
||||||
XK_K,
|
|
||||||
XK_j,
|
|
||||||
XK_l,
|
|
||||||
XK_t, //dpad
|
|
||||||
XK_g,
|
|
||||||
XK_f,
|
|
||||||
XK_h,
|
|
||||||
XK_Shift_L, //halfpress
|
|
||||||
XK_p
|
|
||||||
};
|
|
||||||
#endif
|
|
||||||
IniFile file;
|
IniFile file;
|
||||||
file.Load(FULL_CONFIG_DIR "pad.ini");
|
file.Load(FULL_CONFIG_DIR "pad.ini");
|
||||||
|
|
||||||
for(int i = 0; i < 4; i++)
|
for(int i = 0; i < 4; i++) {
|
||||||
{
|
char SectionName[32];
|
||||||
char SectionName[32];
|
sprintf(SectionName, "PAD%i", i+1);
|
||||||
sprintf(SectionName, "PAD%i", i+1);
|
|
||||||
|
file.Get(SectionName, "UseXPad", &pad[i].bEnableXPad, i==0);
|
||||||
file.Get(SectionName, "UseXPad", &pad[i].bEnableXPad, i==0);
|
file.Get(SectionName, "Attached", &pad[i].bAttached, i==0);
|
||||||
file.Get(SectionName, "Attached", &pad[i].bAttached, i==0);
|
file.Get(SectionName, "DisableOnBackground", &pad[i].bDisable, false);
|
||||||
file.Get(SectionName, "DisableOnBackground", &pad[i].bDisable, false);
|
file.Get(SectionName, "Rumble", &pad[i].bRumble, true);
|
||||||
file.Get(SectionName, "Rumble", &pad[i].bRumble, true);
|
file.Get(SectionName, "XPad#", &pad[i].XPadPlayer);
|
||||||
file.Get(SectionName, "XPad#", &pad[i].XPadPlayer);
|
|
||||||
|
for (int x = 0; x < NUMCONTROLS; x++) {
|
||||||
for (int x = 0; x < NUMCONTROLS; x++)
|
file.Get(SectionName, controlNames[x],
|
||||||
{
|
&pad[i].keyForControl[x],
|
||||||
file.Get(SectionName, controlNames[x], &pad[i].keyForControl[x],
|
(i==0)?defaultKeyForControl[x]:0);
|
||||||
(i==0)?defaultKeyForControl[x]:0);
|
}
|
||||||
#if defined(HAVE_X11) && HAVE_X11
|
|
||||||
// In linux we have a problem assigning the upper case of the
|
|
||||||
// keys because they're not being recognized
|
|
||||||
pad[i].keyForControl[x] = tolower(pad[i].keyForControl[x]);
|
|
||||||
#endif
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -18,6 +18,7 @@
|
||||||
#ifndef __PADSIMPLE_H__
|
#ifndef __PADSIMPLE_H__
|
||||||
#define __PADSIMPLE_H__
|
#define __PADSIMPLE_H__
|
||||||
|
|
||||||
|
#include "EventHandler.h"
|
||||||
// Controls
|
// Controls
|
||||||
enum
|
enum
|
||||||
{
|
{
|
||||||
|
|
Loading…
Reference in New Issue