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:
nakeee 2008-12-29 21:47:45 +00:00
parent a22d27bdc2
commit d75bcf9e63
4 changed files with 53 additions and 384 deletions

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@ -17,7 +17,7 @@ bool EventHandler::TestEvent (Keys k, sf::Event e)
}
// Taken from wxw source code
int wxCharCodeWXToX(int id)
int EventHandler::wxCharCodeWXToSF(int id)
{
int sfKey;

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@ -22,16 +22,16 @@ struct Keys
class EventHandler {
private:
listenFuncPtr keys[100][6];
listenFuncPtr mouse[6];
listenFuncPtr joys[10];
listenFuncPtr keys[sf::Key::Count][6];
listenFuncPtr mouse[sf::Mouse::Count];
listenFuncPtr joys[sf::Joy::Count];
std::queue<Keys> eventQueue;
public:
bool RegisterEventListener(listenFuncPtr func, int event, int type);
void Update();
bool addEvent(sf::Event *);
static bool TestEvent (Keys k, sf::Event e);
static int wxCharCodeWXToX(int id);
static int wxCharCodeWXToSF(int id);
static void SFKeyToString(unsigned int keycode, char *keyStr);
};

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@ -27,26 +27,8 @@
#include "GUI/ConfigDlg.h"
#endif
#ifdef _WIN32
#include "XInput.h"
#include "DirectInputBase.h"
DInput dinput;
//#elif defined(USE_SDL) && USE_SDL
//#include <SDL.h>
#elif defined(HAVE_X11) && HAVE_X11
#include <X11/Xlib.h>
#include <X11/Xutil.h>
#include <X11/keysym.h>
#include <X11/XKBlib.h>
Display* GXdsp;
bool KeyStatus[NUMCONTROLS];
#endif
SPads pad[4];
bool KeyStatus[NUMCONTROLS];
HINSTANCE g_hInstance;
SPADInitialize g_PADInitialize;
@ -148,13 +130,11 @@ void GetDllInfo(PLUGIN_INFO* _PluginInfo)
_PluginInfo->Type = PLUGIN_TYPE_PAD;
#ifdef DEBUGFAST
sprintf(_PluginInfo->Name, "Dolphin KB/X360pad (DebugFast)");
sprintf(_PluginInfo->Name, "Dolphin event pad (DebugFast)");
#elif defined _DEBUG
sprintf(_PluginInfo->Name, "Dolphin event pad (Debug)");
#else
#ifndef _DEBUG
sprintf(_PluginInfo->Name, "Dolphin KB/X360pad");
#else
sprintf(_PluginInfo->Name, "Dolphin KB/X360pad (Debug)");
#endif
sprintf(_PluginInfo->Name, "Dolphin event pad");
#endif
}
@ -162,16 +142,8 @@ void GetDllInfo(PLUGIN_INFO* _PluginInfo)
void DllConfig(HWND _hParent)
{
LoadConfig();
#ifdef _WIN32
wxWindow win;
win.SetHWND(_hParent);
ConfigDialog frame(&win);
frame.ShowModal();
win.SetHWND(0);
#elif defined(HAVE_WX) && HAVE_WX
ConfigDialog frame(NULL);
frame.ShowModal();
#endif
SaveConfig();
}
@ -184,13 +156,6 @@ void PAD_Initialize(SPADInitialize _PADInitialize)
LoadRecord();
#endif
g_PADInitialize = _PADInitialize;
#ifdef _WIN32
dinput.Init((HWND)g_PADInitialize.hWnd);
#elif defined(HAVE_X11) && HAVE_X11
GXdsp = (Display*)g_PADInitialize.hWnd;
#endif
LoadConfig();
}
@ -199,229 +164,14 @@ void PAD_Shutdown()
{
#ifdef RECORD_STORE
SaveRecord();
#endif
#ifdef _WIN32
dinput.Free();
// Kill xpad rumble
XINPUT_VIBRATION vib;
vib.wLeftMotorSpeed = 0;
vib.wRightMotorSpeed = 0;
for (int i = 0; i < 4; i++)
if (pad[i].bRumble)
XInputSetState(pad[i].XPadPlayer, &vib);
#endif
SaveConfig();
}
const float kDeadZone = 0.1f;
// Implement circular deadzone
void ScaleStickValues(unsigned char* outx,
unsigned char* outy,
short inx, short iny)
void ParseKeyEvent(SPADStatus* _pPADStatus)
{
float x = ((float)inx + 0.5f) / 32767.5f;
float y = ((float)iny + 0.5f) / 32767.5f;
if ((x == 0.0f) && (y == 0.0f)) // to be safe
{
*outx = 0;
*outy = 0;
return;
}
float magnitude = sqrtf(x * x + y * y);
float nx = x / magnitude;
float ny = y / magnitude;
if (magnitude < kDeadZone){magnitude = kDeadZone;}
magnitude = (magnitude - kDeadZone) / (1.0f - kDeadZone);
magnitude *= magnitude; // another power may be more appropriate
nx *= magnitude;
ny *= magnitude;
int ix = (int)(nx * 100);
int iy = (int)(ny * 100);
*outx = 0x80 + ix;
*outy = 0x80 + iy;
}
#ifdef _WIN32
void DInput_Read(int _numPAD, SPADStatus* _pPADStatus)
{
dinput.Read();
int stickvalue = (dinput.diks[pad[_numPAD].keyForControl[CTL_HALFPRESS]] & 0xFF) ? 40 : 100;
int triggervalue = (dinput.diks[pad[_numPAD].keyForControl[CTL_HALFPRESS]] & 0xFF) ? 100 : 255;
// get the new keys
if (dinput.diks[pad[_numPAD].keyForControl[CTL_MAINLEFT]] & 0xFF){_pPADStatus->stickX -= stickvalue;}
if (dinput.diks[pad[_numPAD].keyForControl[CTL_MAINRIGHT]] & 0xFF){_pPADStatus->stickX += stickvalue;}
if (dinput.diks[pad[_numPAD].keyForControl[CTL_MAINDOWN]] & 0xFF){_pPADStatus->stickY -= stickvalue;}
if (dinput.diks[pad[_numPAD].keyForControl[CTL_MAINUP]] & 0xFF){_pPADStatus->stickY += stickvalue;}
if (dinput.diks[pad[_numPAD].keyForControl[CTL_SUBLEFT]] & 0xFF){_pPADStatus->substickX -= stickvalue;}
if (dinput.diks[pad[_numPAD].keyForControl[CTL_SUBRIGHT]] & 0xFF){_pPADStatus->substickX += stickvalue;}
if (dinput.diks[pad[_numPAD].keyForControl[CTL_SUBDOWN]] & 0xFF){_pPADStatus->substickY -= stickvalue;}
if (dinput.diks[pad[_numPAD].keyForControl[CTL_SUBUP]] & 0xFF){_pPADStatus->substickY += stickvalue;}
if (dinput.diks[pad[_numPAD].keyForControl[CTL_L]] & 0xFF)
{
_pPADStatus->button |= PAD_TRIGGER_L;
_pPADStatus->triggerLeft = triggervalue;
}
if (dinput.diks[pad[_numPAD].keyForControl[CTL_R]] & 0xFF)
{
_pPADStatus->button |= PAD_TRIGGER_R;
_pPADStatus->triggerRight = triggervalue;
}
if (dinput.diks[pad[_numPAD].keyForControl[CTL_A]] & 0xFF)
{
_pPADStatus->button |= PAD_BUTTON_A;
_pPADStatus->analogA = 255;
}
if (dinput.diks[pad[_numPAD].keyForControl[CTL_B]] & 0xFF)
{
_pPADStatus->button |= PAD_BUTTON_B;
_pPADStatus->analogB = 255;
}
if (dinput.diks[pad[_numPAD].keyForControl[CTL_X]] & 0xFF){_pPADStatus->button |= PAD_BUTTON_X;}
if (dinput.diks[pad[_numPAD].keyForControl[CTL_Y]] & 0xFF){_pPADStatus->button |= PAD_BUTTON_Y;}
if (dinput.diks[pad[_numPAD].keyForControl[CTL_Z]] & 0xFF){_pPADStatus->button |= PAD_TRIGGER_Z;}
if (dinput.diks[pad[_numPAD].keyForControl[CTL_DPADUP]] & 0xFF){_pPADStatus->button |= PAD_BUTTON_UP;}
if (dinput.diks[pad[_numPAD].keyForControl[CTL_DPADDOWN]] & 0xFF){_pPADStatus->button |= PAD_BUTTON_DOWN;}
if (dinput.diks[pad[_numPAD].keyForControl[CTL_DPADLEFT]] & 0xFF){_pPADStatus->button |= PAD_BUTTON_LEFT;}
if (dinput.diks[pad[_numPAD].keyForControl[CTL_DPADRIGHT]]& 0xFF){_pPADStatus->button |= PAD_BUTTON_RIGHT;}
if (dinput.diks[pad[_numPAD].keyForControl[CTL_START]] & 0xFF){_pPADStatus->button |= PAD_BUTTON_START;}
}
bool XInput_Read(int XPadPlayer, SPADStatus* _pPADStatus)
{
const int base = 0x80;
XINPUT_STATE xstate;
DWORD xresult = XInputGetState(XPadPlayer, &xstate);
// Let's .. yes, let's use XINPUT!
if (xresult == ERROR_SUCCESS)
{
const XINPUT_GAMEPAD& xpad = xstate.Gamepad;
if ((_pPADStatus->stickX == base) && (_pPADStatus->stickY == base))
{
ScaleStickValues(
&_pPADStatus->stickX,
&_pPADStatus->stickY,
xpad.sThumbLX,
xpad.sThumbLY);
}
if ((_pPADStatus->substickX == base) && (_pPADStatus->substickY == base))
{
ScaleStickValues(
&_pPADStatus->substickX,
&_pPADStatus->substickY,
xpad.sThumbRX,
xpad.sThumbRY);
}
_pPADStatus->triggerLeft = xpad.bLeftTrigger;
_pPADStatus->triggerRight = xpad.bRightTrigger;
if (xpad.bLeftTrigger > 200) {_pPADStatus->button |= PAD_TRIGGER_L;}
if (xpad.bRightTrigger > 200) {_pPADStatus->button |= PAD_TRIGGER_R;}
if (xpad.wButtons & XINPUT_GAMEPAD_A) {_pPADStatus->button |= PAD_BUTTON_A;}
if (xpad.wButtons & XINPUT_GAMEPAD_X) {_pPADStatus->button |= PAD_BUTTON_B;}
if (xpad.wButtons & XINPUT_GAMEPAD_B) {_pPADStatus->button |= PAD_BUTTON_X;}
if (xpad.wButtons & XINPUT_GAMEPAD_Y) {_pPADStatus->button |= PAD_BUTTON_Y;}
if (xpad.wButtons & XINPUT_GAMEPAD_RIGHT_SHOULDER){_pPADStatus->button |= PAD_TRIGGER_Z;}
if (xpad.wButtons & XINPUT_GAMEPAD_START) {_pPADStatus->button |= PAD_BUTTON_START;}
if (xpad.wButtons & XINPUT_GAMEPAD_DPAD_LEFT) {_pPADStatus->button |= PAD_BUTTON_LEFT;}
if (xpad.wButtons & XINPUT_GAMEPAD_DPAD_RIGHT) {_pPADStatus->button |= PAD_BUTTON_RIGHT;}
if (xpad.wButtons & XINPUT_GAMEPAD_DPAD_UP) {_pPADStatus->button |= PAD_BUTTON_UP;}
if (xpad.wButtons & XINPUT_GAMEPAD_DPAD_DOWN) {_pPADStatus->button |= PAD_BUTTON_DOWN;}
return true;
}
else
{
return false;
}
}
#endif
#if defined(HAVE_X11) && HAVE_X11
// The graphics plugin in the PCSX2 design leaves a lot of the window processing to the pad plugin, weirdly enough.
void X11_Read(int _numPAD, SPADStatus* _pPADStatus)
{
// Do all the stuff we need to do once per frame here
if (_numPAD != 0) {
return;
}
// This code is from Zerofrog's pcsx2 pad plugin
XEvent E;
//int keyPress=0, keyRelease=0;
KeySym key;
// keyboard input
int num_events;
for (num_events = XPending(GXdsp);num_events > 0;num_events--) {
XNextEvent(GXdsp, &E);
switch (E.type) {
case KeyPress:
//_KeyPress(pad, XLookupKeysym((XKeyEvent *)&E, 0)); break;
key = XLookupKeysym((XKeyEvent*)&E, 0);
if((key >= XK_F1 && key <= XK_F9) ||
key == XK_Shift_L || key == XK_Shift_R ||
key == XK_Control_L || key == XK_Control_R) {
XPutBackEvent(GXdsp, &E);
break;
}
int i;
for (i = 0; i < NUMCONTROLS; i++) {
if (key == pad[_numPAD].keyForControl[i]) {
KeyStatus[i] = true;
break;
}
}
break;
case KeyRelease:
key = XLookupKeysym((XKeyEvent*)&E, 0);
if((key >= XK_F1 && key <= XK_F9) ||
key == XK_Shift_L || key == XK_Shift_R ||
key == XK_Control_L || key == XK_Control_R) {
XPutBackEvent(GXdsp, &E);
break;
}
//_KeyRelease(pad, XLookupKeysym((XKeyEvent *)&E, 0));
for (i = 0; i < NUMCONTROLS; i++) {
if (key == pad[_numPAD].keyForControl[i]) {
KeyStatus[i] = false;
break;
}
}
break;
default:
break;
}
}
int stickvalue = (KeyStatus[CTL_HALFPRESS]) ? 40 : 100;
int stickvalue = (KeyStatus[CTL_HALFPRESS]) ? 40 : 100;
int triggervalue = (KeyStatus[CTL_HALFPRESS]) ? 100 : 255;
if (KeyStatus[CTL_MAINLEFT]){_pPADStatus->stickX -= stickvalue;}
@ -471,8 +221,6 @@ void X11_Read(int _numPAD, SPADStatus* _pPADStatus)
}
#endif
void PAD_GetStatus(u8 _numPAD, SPADStatus* _pPADStatus)
{
// Check if all is okay
@ -495,22 +243,8 @@ void PAD_GetStatus(u8 _numPAD, SPADStatus* _pPADStatus)
_pPADStatus->substickX = base;
_pPADStatus->substickY = base;
_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;
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
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 connected = 0;
@ -571,83 +273,49 @@ unsigned int PAD_GetAttachedPads()
void LoadConfig()
{
// Initialize first pad to standard controls
#ifdef _WIN32
const int defaultKeyForControl[NUMCONTROLS] =
{
DIK_X, //A
DIK_Z,
DIK_S,
DIK_C,
DIK_D,
DIK_RETURN,
DIK_Q,
DIK_W,
DIK_UP, //mainstick
DIK_DOWN,
DIK_LEFT,
DIK_RIGHT,
DIK_I, //substick
DIK_K,
DIK_J,
DIK_L,
DIK_T, //dpad
DIK_G,
DIK_F,
DIK_H,
DIK_LSHIFT
const int defaultKeyForControl[NUMCONTROLS] = {
sf::Key::X, //A
sf::Key::Z,
sf::Key::S,
sf::Key::C,
sf::Key::D,
sf::Key::Return,
sf::Key::Q,
sf::Key::W,
sf::Key::Up, //mainstick
sf::Key::Down,
sf::Key::Left,
sf::Key::Right,
sf::Key::I, //substick
sf::Key::K,
sf::Key::J,
sf::Key::L,
sf::Key::T, //dpad
sf::Key::G,
sf::Key::F,
sf::Key::H,
sf::Key::LShift, //halfpress
sf::Key::P
};
#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;
file.Load(FULL_CONFIG_DIR "pad.ini");
for(int i = 0; i < 4; i++)
{
char SectionName[32];
sprintf(SectionName, "PAD%i", i+1);
for(int i = 0; i < 4; i++) {
char SectionName[32];
sprintf(SectionName, "PAD%i", i+1);
file.Get(SectionName, "UseXPad", &pad[i].bEnableXPad, i==0);
file.Get(SectionName, "Attached", &pad[i].bAttached, i==0);
file.Get(SectionName, "DisableOnBackground", &pad[i].bDisable, false);
file.Get(SectionName, "Rumble", &pad[i].bRumble, true);
file.Get(SectionName, "XPad#", &pad[i].XPadPlayer);
file.Get(SectionName, "UseXPad", &pad[i].bEnableXPad, i==0);
file.Get(SectionName, "Attached", &pad[i].bAttached, i==0);
file.Get(SectionName, "DisableOnBackground", &pad[i].bDisable, false);
file.Get(SectionName, "Rumble", &pad[i].bRumble, true);
file.Get(SectionName, "XPad#", &pad[i].XPadPlayer);
for (int x = 0; x < NUMCONTROLS; x++)
{
file.Get(SectionName, controlNames[x], &pad[i].keyForControl[x],
(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
}
for (int x = 0; x < NUMCONTROLS; x++) {
file.Get(SectionName, controlNames[x],
&pad[i].keyForControl[x],
(i==0)?defaultKeyForControl[x]:0);
}
}
}

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@ -18,6 +18,7 @@
#ifndef __PADSIMPLE_H__
#define __PADSIMPLE_H__
#include "EventHandler.h"
// Controls
enum
{