Plugin that should eventually replace the GCPad and emulated Wiimote plugin:

It's currently only really usable on Windows. Linux/OS X will need keyboard support added in, but SDL should work for joysticks on non-Windows without too many modifications.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5254 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Jordan Woyak 2010-03-30 19:14:11 +00:00
parent d69abeac43
commit f51d8fffa0
31 changed files with 6108 additions and 0 deletions

View File

@ -193,6 +193,15 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Plugin_GCPad", "Plugins\Plu
{C573CAF7-EE6A-458E-8049-16C0BF34C2E9} = {C573CAF7-EE6A-458E-8049-16C0BF34C2E9}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Plugin_GCPadNew", "Plugins\Plugin_GCPadNew\Plugin_GCPadNew.vcproj", "{1C3A7A91-A97F-4C7C-B45D-26F2242904D7}"
ProjectSection(ProjectDependencies) = postProject
{05C75041-D67D-4903-A362-8395A7B35C75} = {05C75041-D67D-4903-A362-8395A7B35C75}
{11F55366-12EC-4C44-A8CB-1D4E315D61ED} = {11F55366-12EC-4C44-A8CB-1D4E315D61ED}
{0E231FB1-F3C9-4724-ACCB-DE8BCB3C089E} = {0E231FB1-F3C9-4724-ACCB-DE8BCB3C089E}
{1C8436C9-DBAF-42BE-83BC-CF3EC9175ABE} = {1C8436C9-DBAF-42BE-83BC-CF3EC9175ABE}
{C573CAF7-EE6A-458E-8049-16C0BF34C2E9} = {C573CAF7-EE6A-458E-8049-16C0BF34C2E9}
EndProjectSection
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Win32 = Debug|Win32
@ -553,6 +562,18 @@ Global
{9FF603F8-B3BB-4144-9688-B2B802FA0F16}.Release|Win32.Build.0 = Release|Win32
{9FF603F8-B3BB-4144-9688-B2B802FA0F16}.Release|x64.ActiveCfg = Release|x64
{9FF603F8-B3BB-4144-9688-B2B802FA0F16}.Release|x64.Build.0 = Release|x64
{1C3A7A91-A97F-4C7C-B45D-26F2242904D7}.Debug|Win32.ActiveCfg = Debug|Win32
{1C3A7A91-A97F-4C7C-B45D-26F2242904D7}.Debug|Win32.Build.0 = Debug|Win32
{1C3A7A91-A97F-4C7C-B45D-26F2242904D7}.Debug|x64.ActiveCfg = Debug|x64
{1C3A7A91-A97F-4C7C-B45D-26F2242904D7}.Debug|x64.Build.0 = Debug|x64
{1C3A7A91-A97F-4C7C-B45D-26F2242904D7}.DebugFast|Win32.ActiveCfg = DebugFast|Win32
{1C3A7A91-A97F-4C7C-B45D-26F2242904D7}.DebugFast|Win32.Build.0 = DebugFast|Win32
{1C3A7A91-A97F-4C7C-B45D-26F2242904D7}.DebugFast|x64.ActiveCfg = DebugFast|x64
{1C3A7A91-A97F-4C7C-B45D-26F2242904D7}.DebugFast|x64.Build.0 = DebugFast|x64
{1C3A7A91-A97F-4C7C-B45D-26F2242904D7}.Release|Win32.ActiveCfg = Release|Win32
{1C3A7A91-A97F-4C7C-B45D-26F2242904D7}.Release|Win32.Build.0 = Release|Win32
{1C3A7A91-A97F-4C7C-B45D-26F2242904D7}.Release|x64.ActiveCfg = Release|x64
{1C3A7A91-A97F-4C7C-B45D-26F2242904D7}.Release|x64.Build.0 = Release|x64
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE

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@ -0,0 +1,680 @@
<?xml version="1.0" encoding="Windows-1252"?>
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ProjectType="Visual C++"
Version="9.00"
Name="Plugin_GCPadNew"
ProjectGUID="{1C3A7A91-A97F-4C7C-B45D-26F2242904D7}"
RootNamespace="Plugin_GCPadNew"
Keyword="Win32Proj"
TargetFrameworkVersion="131072"
>
<Platforms>
<Platform
Name="Win32"
/>
<Platform
Name="x64"
/>
</Platforms>
<ToolFiles>
</ToolFiles>
<Configurations>
<Configuration
Name="Debug|Win32"
OutputDirectory="$(PlatformName)\$(ConfigurationName)"
IntermediateDirectory="$(PlatformName)\$(ConfigurationName)"
ConfigurationType="2"
CharacterSet="1"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
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<Tool
Name="VCXMLDataGeneratorTool"
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<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
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<Tool
Name="VCCLCompilerTool"
Optimization="0"
AdditionalIncludeDirectories="..\..\PluginSpecs;..\..\..\Externals\SDL\include;..\..\Core\Common\Src;..\..\..\Externals\wxWidgets\Include;..\..\..\Externals\wxWidgets\Include\msvc"
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MinimalRebuild="true"
BasicRuntimeChecks="3"
RuntimeLibrary="1"
UsePrecompiledHeader="0"
WarningLevel="3"
WarnAsError="false"
DebugInformationFormat="4"
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<Tool
Name="VCManagedResourceCompilerTool"
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<Tool
Name="VCResourceCompilerTool"
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<Tool
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<Tool
Name="VCLinkerTool"
AdditionalDependencies="comctl32.lib rpcrt4.lib xinput.lib winmm.lib wxbase28ud.lib wxmsw28ud_core.lib"
OutputFile="..\..\..\Binary\Win32\Plugins\$(ProjectName)D.dll"
LinkIncremental="2"
AdditionalLibraryDirectories="..\..\..\Externals\SDL\win32;..\..\..\Externals\wxWidgets\lib\vc_lib\Win32"
GenerateManifest="false"
GenerateDebugInformation="true"
ProgramDatabaseFile="$(PlatformName)\$(ConfigurationName)\$(TargetName).pdb"
SubSystem="2"
RandomizedBaseAddress="1"
DataExecutionPrevention="0"
ImportLibrary="$(PlatformName)\$(ConfigurationName)\$(TargetName).lib"
TargetMachine="1"
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<Tool
Name="VCALinkTool"
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Name="VCXDCMakeTool"
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<Tool
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<Tool
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<Tool
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<Tool
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</Configuration>
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OutputDirectory="$(PlatformName)\$(ConfigurationName)"
IntermediateDirectory="$(PlatformName)\$(ConfigurationName)"
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CharacterSet="1"
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<Tool
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Name="VCXMLDataGeneratorTool"
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<Tool
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MinimalRebuild="true"
BasicRuntimeChecks="3"
RuntimeLibrary="1"
UsePrecompiledHeader="0"
WarningLevel="3"
DebugInformationFormat="3"
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<Tool
Name="VCManagedResourceCompilerTool"
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<Tool
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Name="VCLinkerTool"
AdditionalDependencies="comctl32.lib rpcrt4.lib xinput.lib winmm.lib wxbase28ud.lib wxmsw28ud_core.lib"
OutputFile="..\..\..\Binary\x64\Plugins\$(ProjectName)D.dll"
LinkIncremental="2"
AdditionalLibraryDirectories="..\..\..\Externals\SDL\x64;..\..\..\Externals\wxWidgets\lib\vc_lib\x64"
GenerateManifest="false"
GenerateDebugInformation="true"
ProgramDatabaseFile="$(PlatformName)\$(ConfigurationName)\$(TargetName).pdb"
SubSystem="2"
RandomizedBaseAddress="1"
DataExecutionPrevention="0"
ImportLibrary="$(PlatformName)\$(ConfigurationName)\$(TargetName).lib"
TargetMachine="17"
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<Tool
Name="VCALinkTool"
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Name="VCXDCMakeTool"
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<Tool
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<Tool
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<Tool
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<Tool
Name="VCCLCompilerTool"
AdditionalIncludeDirectories="..\..\PluginSpecs;..\..\..\Externals\SDL\include;..\..\Core\Common\Src;..\..\..\Externals\wxWidgets\Include;..\..\..\Externals\wxWidgets\Include\msvc"
PreprocessorDefinitions="WIN32;NDEBUG;_WINDOWS;_USRDLL;PLUGIN_NJOY_SDL_EXPORTS;_CRT_SECURE_NO_DEPRECATE;_SECURE_SCL=0"
RuntimeLibrary="0"
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LinkIncremental="1"
AdditionalLibraryDirectories="..\..\..\Externals\SDL\win32;..\..\..\Externals\wxWidgets\lib\vc_lib\Win32"
GenerateManifest="false"
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ProgramDatabaseFile="$(PlatformName)\$(ConfigurationName)\$(TargetName).pdb"
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OutputDirectory="$(PlatformName)\$(ConfigurationName)"
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<Tool
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RuntimeLibrary="0"
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<Tool
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AdditionalDependencies="comctl32.lib rpcrt4.lib xinput.lib winmm.lib wxbase28u.lib wxmsw28u_core.lib"
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GenerateManifest="false"
GenerateDebugInformation="true"
ProgramDatabaseFile="$(PlatformName)\$(ConfigurationName)\$(TargetName).pdb"
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OptimizeReferences="2"
EnableCOMDATFolding="2"
RandomizedBaseAddress="1"
DataExecutionPrevention="0"
ImportLibrary="$(PlatformName)\$(ConfigurationName)\$(TargetName).lib"
TargetMachine="1"
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<Tool
Name="VCALinkTool"
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Name="VCManifestTool"
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Name="VCXDCMakeTool"
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</Configuration>
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IntermediateDirectory="$(PlatformName)\$(ConfigurationName)"
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WholeProgramOptimization="1"
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<Tool
Name="VCPreBuildEventTool"
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Name="VCXMLDataGeneratorTool"
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TargetEnvironment="3"
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<Tool
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WarningLevel="3"
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AdditionalDependencies="comctl32.lib rpcrt4.lib xinput.lib winmm.lib wxbase28u.lib wxmsw28u_core.lib"
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<Files>
<Filter
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<File
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>
</File>
<File
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>
</File>
<Filter
Name="GUI"
>
<File
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</File>
<File
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<File
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<File
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<File
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>
<File
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>
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<File
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<File
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>
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<File
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>
<File
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>
</File>
<File
RelativePath=".\Src\ControllerInterface\SDL\SDL.h"
>
</File>
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<Filter
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>
<File
RelativePath=".\Src\ControllerInterface\DirectInput\DirectInput.cpp"
>
</File>
<File
RelativePath=".\Src\ControllerInterface\DirectInput\DirectInput.h"
>
</File>
<File
RelativePath=".\Src\ControllerInterface\DirectInput\DirectInputJoystick.cpp"
>
</File>
<File
RelativePath=".\Src\ControllerInterface\DirectInput\DirectInputJoystick.h"
>
</File>
<File
RelativePath=".\Src\ControllerInterface\DirectInput\DirectInputKeyboardMouse.cpp"
>
</File>
<File
RelativePath=".\Src\ControllerInterface\DirectInput\DirectInputKeyboardMouse.h"
>
</File>
<File
RelativePath=".\Src\ControllerInterface\DirectInput\NamedKeys.h"
>
</File>
</Filter>
<Filter
Name="Xlib"
>
<File
RelativePath=".\Src\ControllerInterface\Xlib\Xlib.cpp"
>
</File>
<File
RelativePath=".\Src\ControllerInterface\Xlib\Xlib.h"
>
</File>
</Filter>
</Filter>
<Filter
Name="ControllerEmu"
>
<File
RelativePath=".\Src\ControllerEmu.cpp"
>
</File>
<File
RelativePath=".\Src\ControllerEmu.h"
>
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<Filter
Name="GCPad"
>
<File
RelativePath=".\Src\ControllerEmu\GCPad\GCPad.cpp"
>
</File>
<File
RelativePath=".\Src\ControllerEmu\GCPad\GCPad.h"
>
</File>
</Filter>
<Filter
Name="Wiimote"
>
<File
RelativePath=".\Src\ControllerEmu\Wiimote\Wiimote.cpp"
>
</File>
<File
RelativePath=".\Src\ControllerEmu\Wiimote\Wiimote.h"
>
</File>
</Filter>
</Filter>
<File
RelativePath=".\Src\GCPadNew.cpp"
>
</File>
</Files>
<Globals>
</Globals>
</VisualStudioProject>

View File

@ -0,0 +1,54 @@
#include "Config.h"
Plugin::Plugin()
{
// GCPads
for ( unsigned int i = 0; i<4; ++i )
controllers.push_back( new GCPad( i ) );
// Wiimotes / disabled, cause it only the GUI half is done
//for ( unsigned int i = 0; i<4; ++i )
// controllers.push_back( new Wiimote( i ) );
};
Plugin::~Plugin()
{
// delete pads
std::vector<ControllerEmu*>::const_iterator i = controllers.begin(),
e = controllers.end();
for ( ; i != e; ++i )
delete *i;
}
void Plugin::LoadConfig()
{
IniFile inifile;
std::ifstream file;
file.open( (std::string(File::GetUserPath(D_CONFIG_IDX)) + CONFIG_FILE_NAME ).c_str() );
inifile.Load( file );
file.close();
std::vector< ControllerEmu* >::const_iterator i = controllers.begin(),
e = controllers.end();
for ( ; i!=e; ++i )
(*i)->LoadConfig( inifile[ (*i)->GetName() ] );
}
void Plugin::SaveConfig()
{
IniFile inifile;
std::vector< ControllerEmu* >::const_iterator i = controllers.begin(),
e = controllers.end();
for ( ; i!=e; ++i )
(*i)->SaveConfig( inifile[ (*i)->GetName() ] );
// dont need to save empty values
inifile.Clean();
std::ofstream file;
file.open( (std::string(File::GetUserPath(D_CONFIG_IDX)) + CONFIG_FILE_NAME ).c_str() );
inifile.Save( file );
file.close();
}

View File

@ -0,0 +1,51 @@
#ifndef _CONFIG_H_
#define _CONFIG_H_
#define CONFIG_FILE_NAME "GCPadNew.ini"
#include "ControllerInterface/ControllerInterface.h"
#include "../../../Core/Common/Src/thread.h"
#include "../../../Core/Common/Src/FileUtil.h"
#include "IniFile.h"
#include "ControllerEmu.h"
#include "ControllerEmu/GCPad/GCPad.h"
#include "ControllerEmu/Wiimote/Wiimote.h"
#include <string>
#include <vector>
#include <map>
#include <sstream>
class Plugin
{
public:
Plugin();
~Plugin();
void LoadConfig();
void SaveConfig();
class Pad : public std::vector<ControllerInterface::ControlReference*>
{
public:
class Options
{
public:
Options() : adjust_diagonal(1), allow_background_input(false) {}
ControlState adjust_diagonal; // will contain the full diagonal value from the input device
bool allow_background_input;
} options;
};
std::vector< ControllerEmu* > controllers;
Common::CriticalSection controls_crit, interface_crit; // lock controls first
ControllerInterface controller_interface;
const std::string name;
};
#endif

View File

@ -0,0 +1,781 @@
#include "ConfigDiag.h"
SettingCBox::SettingCBox( wxWindow* const parent, ControlState& _value, int min, int max )
: wxChoice( parent, -1, wxDefaultPosition, wxSize( 48, -1 ) )
, value(_value)
{
Append( wxT("0") );
for ( ; min<=max; ++min )
{
std::ostringstream ss;
ss << min;
Append( wxString::FromAscii( ss.str().c_str() ) );
}
std::ostringstream ss;
ss << int(value * 100);
SetSelection( FindString( wxString::FromAscii( ss.str().c_str() ) ) );
}
ControlDialog::ControlDialog( wxWindow* const parent, ControllerInterface::ControlReference* const ref, const std::vector<ControllerInterface::Device*>& devs )
:wxDialog( parent, -1, wxT("Configure Control"), wxDefaultPosition )
,control_reference(ref)
{
device_cbox = new wxComboBox( this, -1, wxString::FromAscii( ref->device_qualifier.ToString().c_str() ), wxDefaultPosition, wxSize(256,-1), wxArrayString(), wxTE_PROCESS_ENTER );
#define _connect_macro2_( b, f, c ) (b)->Connect( wxID_ANY, c, wxCommandEventHandler( GamepadPage::f ), (wxObject*)0, (wxEvtHandler*)parent );
_connect_macro2_( device_cbox, SetDevice, wxEVT_COMMAND_COMBOBOX_SELECTED );
_connect_macro2_( device_cbox, SetDevice, wxEVT_COMMAND_TEXT_ENTER );
std::vector< ControllerInterface::Device* >::const_iterator i = devs.begin(),
e = devs.end();
ControllerInterface::DeviceQualifier dq;
for ( ; i!=e; ++i )
{
dq.FromDevice( *i );
device_cbox->Append( wxString::FromAscii( dq.ToString().c_str() ) );
}
control_chooser = new ControlChooser( this, ref, parent );
wxStaticBoxSizer* d_szr = new wxStaticBoxSizer( wxVERTICAL, this, wxT("Device") );
d_szr->Add( device_cbox, 0, wxEXPAND|wxALL, 5 );
wxBoxSizer* szr = new wxBoxSizer( wxVERTICAL );
szr->Add( d_szr, 0, wxEXPAND|wxLEFT|wxRIGHT|wxTOP, 5 );
szr->Add( control_chooser, 0, wxEXPAND|wxALL, 5 );
SetSizerAndFit( szr );
}
ControlButton::ControlButton( wxWindow* const parent, ControllerInterface::ControlReference* const _ref, const unsigned int width, const std::string& label )
: wxButton( parent, -1, wxT(""), wxDefaultPosition, wxSize( width,20) )
, control_reference( _ref )
{
if ( label.empty() )
SetLabel( wxString::FromAscii( _ref->control_qualifier.name.c_str() ) );
else
SetLabel( wxString::FromAscii( label.c_str() ) );
}
void ConfigDialog::UpdateProfileComboBox()
{
std::string pname( File::GetUserPath(D_CONFIG_IDX) );
pname += PROFILES_PATH;
CFileSearch::XStringVector exts;
exts.push_back("*.ini");
CFileSearch::XStringVector dirs;
dirs.push_back( pname );
CFileSearch cfs( exts, dirs );
const CFileSearch::XStringVector& sv = cfs.GetFileNames();
wxArrayString strs;
CFileSearch::XStringVector::const_iterator si = sv.begin(),
se = sv.end();
for ( ; si!=se; ++si )
{
std::string str( si->begin() + si->find_last_of('/') + 1 , si->end() - 4 ) ;
strs.push_back( wxString::FromAscii( str.c_str() ) );
}
std::vector< GamepadPage* >::iterator i = m_padpages.begin(),
e = m_padpages.end();
for ( ; i != e; ++i )
{
(*i)->profile_cbox->Clear();
(*i)->profile_cbox->Append(strs);
}
}
void ConfigDialog::UpdateControlReferences()
{
std::vector< GamepadPage* >::iterator i = m_padpages.begin(),
e = m_padpages.end();
for ( ; i != e; ++i )
(*i)->controller->UpdateReferences( m_plugin.controller_interface );
}
void ConfigDialog::ClickSave( wxCommandEvent& event )
{
m_plugin.SaveConfig();
Close();
};
void ControlChooser::UpdateGUI()
{
control_lbox->Clear();
// make sure it's a valid device
if ( control_reference->device )
if ( control_reference->is_input )
{
// for inputs
std::vector<ControllerInterface::Device::Input*>::const_iterator i = control_reference->device->Inputs().begin(),
e = control_reference->device->Inputs().end();
for ( ; i!=e; ++i )
control_lbox->Append( wxString::FromAscii( (*i)->GetName().c_str() ) );
}
else
{
// for outputs
std::vector<ControllerInterface::Device::Output*>::const_iterator i = control_reference->device->Outputs().begin(),
e = control_reference->device->Outputs().end();
for ( ; i!=e; ++i )
control_lbox->Append( wxString::FromAscii( (*i)->GetName().c_str() ) );
}
// logic not 100% right here for a poorly formated qualifier
// but its just for selecting crap in the listbox
wxArrayString control_names = control_lbox->GetStrings();
const std::string cname = control_reference->control_qualifier.name;
for ( int i = int(control_names.size()) - 1; i >=0; --i )
{
if ( cname == std::string(control_names[i].ToAscii()) ||
cname.find( control_names[i].Prepend(wxT('|')).Append(wxT('|')).ToAscii() ) != std::string::npos )
control_lbox->Select( i );
else
control_lbox->Deselect( i );
}
size_t bound = control_reference->controls.size();
std::ostringstream ss;
ss << "Bound Controls: ";
if ( bound ) ss << bound; else ss << "None";
m_bound_label->SetLabel( wxString::FromAscii(ss.str().c_str()) );
textctrl->SetLabel( wxString::FromAscii( control_reference->control_qualifier.name.c_str() ) );
};
void GamepadPage::UpdateGUI()
{
device_cbox->SetLabel( wxString::FromAscii( controller->default_device.ToString().c_str() ) );
std::vector< ControlGroupBox* >::const_iterator g = control_groups.begin(),
ge = control_groups.end();
for ( ; g!=ge; ++g )
{
// buttons
std::vector<ControlButton*>::const_iterator i = (*g)->control_buttons.begin()
, e = (*g)->control_buttons.end();
for ( ; i!=e; ++i )
(*i)->SetLabel( wxString::FromAscii( (*i)->control_reference->control_qualifier.name.c_str() ) );
// cboxes
std::vector<SettingCBox*>::const_iterator si = (*g)->options.begin()
, se = (*g)->options.end();
for ( ; si!=se; ++si )
{
std::ostringstream ss;
ss << int((*si)->value * 100);
(*si)->SetSelection( (*si)->FindString( wxString::FromAscii( ss.str().c_str() ) ) );
}
}
}
void GamepadPage::ClearAll( wxCommandEvent& event )
{
m_plugin.controls_crit.Enter(); // enter
// just load an empty ini section to clear everything :P
controller->LoadConfig( IniSection() );
// no point in using the real ControllerInterface i guess
controller->UpdateReferences( ControllerInterface() );
UpdateGUI();
m_plugin.controls_crit.Leave(); // leave
}
void GamepadPage::SetControl( wxCommandEvent& event )
{
m_plugin.controls_crit.Enter(); // enter
m_control_dialog->control_reference->control_qualifier.name = std::string( m_control_dialog->control_chooser->textctrl->GetLabel().ToAscii() );
m_control_dialog->control_reference->UpdateControls();
m_control_dialog->control_chooser->UpdateGUI();
UpdateGUI();
m_plugin.controls_crit.Leave(); // leave
}
void GamepadPage::SetDevice( wxCommandEvent& event )
{
m_plugin.controls_crit.Enter(); // enter
// TODO: need to handle the ConfigControl device in here
// default device
if ( event.GetEventObject() == device_cbox )
{
controller->default_device.FromString( std::string( device_cbox->GetLabel().ToAscii() ) );
// show user what it was validated as
device_cbox->SetLabel( wxString::FromAscii( controller->default_device.ToString().c_str() ) );
// this will set all the controls to this default device
controller->UpdateDefaultDevice();
// update references
controller->UpdateReferences( m_plugin.controller_interface );
}
// control dialog
else
{
m_control_dialog->control_reference->device_qualifier.FromString( std::string( m_control_dialog->device_cbox->GetLabel().ToAscii() ) );
m_control_dialog->device_cbox->SetLabel( wxString::FromAscii( m_control_dialog->control_reference->device_qualifier.ToString().c_str() ) );
m_plugin.controller_interface.UpdateReference( m_control_dialog->control_reference );
m_control_dialog->control_chooser->UpdateGUI();
}
m_plugin.controls_crit.Leave(); // leave
}
void GamepadPage::ClearControl( wxCommandEvent& event )
{
m_control_dialog->control_reference->control_qualifier.name.clear();
m_control_dialog->control_reference->UpdateControls();
m_control_dialog->control_chooser->UpdateGUI();
UpdateGUI();
}
void GamepadPage::AdjustSetting( wxCommandEvent& event )
{
m_plugin.controls_crit.Enter(); // enter
float setting = atoi( ((SettingCBox*)event.GetEventObject())->GetStringSelection().mb_str() );
((SettingCBox*)event.GetEventObject())->value = setting / 100;
m_plugin.controls_crit.Leave(); // leave
}
void GamepadPage::AdjustControlOption( wxCommandEvent& event )
{
m_plugin.controls_crit.Enter(); // enter
m_control_dialog->control_reference->range = ControlState( m_control_dialog->control_chooser->range_slider->GetValue() ) / SLIDER_TICK_COUNT;
if ( m_control_dialog->control_reference->is_input )
{
((ControllerInterface::InputReference*)m_control_dialog->control_reference)->mode = m_control_dialog->control_chooser->mode_cbox->GetSelection();
}
m_plugin.controls_crit.Leave(); // leave
}
void GamepadPage::ConfigControl( wxCommandEvent& event )
{
m_control_dialog = new ControlDialog( this, ((ControlButton*)event.GetEventObject())->control_reference, m_plugin.controller_interface.Devices() );
m_control_dialog->ShowModal();
m_control_dialog->Destroy();
}
void GamepadPage::ConfigDetectControl( wxCommandEvent& event )
{
m_plugin.controls_crit.Enter(); // enter
// major major hacks
wxChar num = ((wxButton*)event.GetEventObject())->GetLabel()[0];
if ( num > '9' )
num = 1;
else
num -= 0x30;
if ( m_control_dialog->control_reference->Detect( DETECT_WAIT_TIME, num ) ) // if we got input, update control
{
UpdateGUI();
m_control_dialog->control_chooser->UpdateGUI();
}
m_plugin.controls_crit.Leave(); // leave
}
void GamepadPage::DetectControl( wxCommandEvent& event )
{
ControlButton* btn = (ControlButton*)event.GetEventObject();
m_plugin.controls_crit.Enter(); // enter
btn->control_reference->Detect( DETECT_WAIT_TIME );
btn->SetLabel( wxString::FromAscii( btn->control_reference->control_qualifier.name.c_str() ) );
m_plugin.controls_crit.Leave(); // leave
}
void ControlDialog::SelectControl( wxCommandEvent& event )
{
wxListBox* lb = (wxListBox*)event.GetEventObject();
wxArrayInt sels;
lb->GetSelections( sels );
wxArrayString names = lb->GetStrings();
wxString final_label;
if ( sels.size() == 1 )
final_label = names[ sels[0] ];
//else if ( sels.size() == lb->GetCount() )
// final_label = "||";
else
{
final_label = wxT('|');
for ( unsigned int i=0; i<sels.size(); ++i )
final_label += names[ sels[i] ] + wxT('|');
}
control_chooser->textctrl->SetLabel( final_label );
// kinda dumb
wxCommandEvent nullevent;
((GamepadPage*)m_parent)->SetControl( nullevent );
}
ControlChooser::ControlChooser( wxWindow* const parent, ControllerInterface::ControlReference* const ref, wxWindow* const eventsink )
: wxStaticBoxSizer( wxVERTICAL, parent, ref->is_input ? wxT("Input") : wxT("Output") )
, control_reference(ref)
{
#define _connect_macro_( b, f, c ) (b)->Connect( wxID_ANY, (c), wxCommandEventHandler( GamepadPage::f ), (wxObject*)0, (wxEvtHandler*)eventsink );
textctrl = new wxTextCtrl( parent, -1 );
wxButton* detect_button = new wxButton( parent, -1, ref->is_input ? wxT("Detect 1") : wxT("Test") );
wxButton* clear_button = new wxButton( parent, -1, wxT("Clear"), wxDefaultPosition );
wxButton* set_button = new wxButton( parent, -1, wxT("Set")/*, wxDefaultPosition, wxSize( 32, -1 )*/ );
control_lbox = new wxListBox( parent, -1, wxDefaultPosition, wxSize( 256, 128 ), wxArrayString(), wxLB_EXTENDED );
control_lbox->Connect( wxID_ANY, wxEVT_COMMAND_LISTBOX_SELECTED, wxCommandEventHandler( ControlDialog::SelectControl ), (wxObject*)0, parent );
wxBoxSizer* button_sizer = new wxBoxSizer( wxHORIZONTAL );
button_sizer->Add( detect_button, 1, 0, 5 );
if ( ref->is_input )
for ( unsigned int i = 2; i<5; ++i )
{
wxButton* d_btn = new wxButton( parent, -1, wxChar( '0'+i ), wxDefaultPosition, wxSize(16,-1) );
_connect_macro_( d_btn, ConfigDetectControl, wxEVT_COMMAND_BUTTON_CLICKED);
button_sizer->Add( d_btn );
}
button_sizer->Add( clear_button, 1, 0, 5 );
button_sizer->Add( set_button, 1, 0, 5 );
range_slider = new wxSlider( parent, -1, SLIDER_TICK_COUNT, 0, SLIDER_TICK_COUNT, wxDefaultPosition, wxDefaultSize, wxSL_TOP | wxSL_LABELS /*| wxSL_AUTOTICKS*/ );
range_slider->SetValue( control_reference->range * SLIDER_TICK_COUNT );
_connect_macro_( detect_button, ConfigDetectControl, wxEVT_COMMAND_BUTTON_CLICKED);
_connect_macro_( clear_button, ClearControl, wxEVT_COMMAND_BUTTON_CLICKED);
_connect_macro_( set_button, SetControl, wxEVT_COMMAND_BUTTON_CLICKED);
_connect_macro_( range_slider, AdjustControlOption, wxEVT_SCROLL_CHANGED);
wxStaticText* range_label = new wxStaticText( parent, -1, wxT("Range"));
m_bound_label = new wxStaticText( parent, -1, wxT("") );
wxBoxSizer* range_sizer = new wxBoxSizer( wxHORIZONTAL );
range_sizer->Add( range_label, 0, wxCENTER|wxLEFT, 5 );
range_sizer->Add( range_slider, 1, wxEXPAND|wxLEFT, 5 );
wxBoxSizer* txtbox_szr = new wxBoxSizer( wxHORIZONTAL );
txtbox_szr->Add( textctrl, 1, wxEXPAND, 0 );
wxBoxSizer* mode_szr;
if ( control_reference->is_input )
{
mode_cbox = new wxChoice( parent, -1 );
mode_cbox->Append( wxT("OR") );
mode_cbox->Append( wxT("AND") );
mode_cbox->Append( wxT("NOT") );
mode_cbox->Select( ((ControllerInterface::InputReference*)control_reference)->mode );
_connect_macro_( mode_cbox, AdjustControlOption, wxEVT_COMMAND_CHOICE_SELECTED );
mode_szr = new wxBoxSizer( wxHORIZONTAL );
mode_szr->Add( new wxStaticText( parent, -1, wxT("Mode") ), 0, wxCENTER|wxLEFT|wxRIGHT, 5 );
mode_szr->Add( mode_cbox, 0, wxLEFT, 5 );
}
Add( range_sizer, 0, wxEXPAND|wxLEFT|wxRIGHT, 5 );
if ( control_reference->is_input )
Add( mode_szr, 0, wxEXPAND|wxLEFT|wxRIGHT, 5 );
Add( txtbox_szr, 0, wxEXPAND|wxTOP|wxLEFT|wxRIGHT, 5 );
Add( button_sizer, 0, wxEXPAND|wxBOTTOM|wxLEFT|wxRIGHT, 5 );
Add( control_lbox, 0, wxEXPAND|wxLEFT|wxRIGHT|wxBOTTOM, 5 );
Add( m_bound_label, 0, wxEXPAND|wxLEFT, 80 );
UpdateGUI();
}
void GamepadPage::LoadProfile( wxCommandEvent& event )
{
// TODO: check for dumb characters maybe
if ( profile_cbox->GetValue().empty() )
return;
m_plugin.controls_crit.Enter();
std::ifstream file;
std::string fname( File::GetUserPath(D_CONFIG_IDX) );
fname += PROFILES_PATH; fname += profile_cbox->GetValue().ToAscii(); fname += ".ini";
if ( false == File::Exists( fname.c_str() ) )
return;
file.open( fname.c_str() );
IniFile inifile;
inifile.Load( file );
controller->LoadConfig( inifile["Profile"] );
file.close();
controller->UpdateReferences( m_plugin.controller_interface );
m_plugin.controls_crit.Leave();
UpdateGUI();
}
void GamepadPage::SaveProfile( wxCommandEvent& event )
{
// TODO: check for dumb characters
if ( profile_cbox->GetValue().empty() )
return;
// don't need lock
IniFile inifile;
controller->SaveConfig( inifile["Profile"] );
std::ofstream file;
std::string fname( File::GetUserPath(D_CONFIG_IDX) );
fname += PROFILES_PATH;
if ( false == File::Exists( fname.c_str() ) )
File::CreateFullPath( fname.c_str() );
fname += profile_cbox->GetValue().ToAscii(); fname += ".ini";
file.open( fname.c_str() );
inifile.Save( file );
file.close();
m_config_dialog->UpdateProfileComboBox();
}
void GamepadPage::DeleteProfile( wxCommandEvent& event )
{
// TODO: check for dumb characters maybe
if ( profile_cbox->GetValue().empty() )
return;
// don't need lock
std::string fname( File::GetUserPath(D_CONFIG_IDX) );
fname += PROFILES_PATH; fname += profile_cbox->GetValue().ToAscii(); fname += ".ini";
if ( File::Exists( fname.c_str() ) )
File::Delete( fname.c_str() );
m_config_dialog->UpdateProfileComboBox();
}
void ConfigDialog::UpdateDeviceComboBox()
{
std::vector< GamepadPage* >::iterator i = m_padpages.begin(),
e = m_padpages.end();
ControllerInterface::DeviceQualifier dq;
for ( ; i != e; ++i )
{
(*i)->device_cbox->Clear();
std::vector<ControllerInterface::Device*>::const_iterator di = m_plugin.controller_interface.Devices().begin(),
de = m_plugin.controller_interface.Devices().end();
for ( ; di!=de; ++di )
{
dq.FromDevice( *di );
(*i)->device_cbox->Append( wxString::FromAscii( dq.ToString().c_str() ) );
}
(*i)->device_cbox->SetValue( wxString::FromAscii( (*i)->controller->default_device.ToString().c_str() ) );
}
}
void GamepadPage::RefreshDevices( wxCommandEvent& event )
{
m_plugin.controls_crit.Enter(); // enter
// refresh devices
m_plugin.controller_interface.DeInit();
m_plugin.controller_interface.Init();
// update all control references
m_config_dialog->UpdateControlReferences();
// update device cbox
m_config_dialog->UpdateDeviceComboBox();
m_plugin.controls_crit.Leave(); // leave
}
ControlGroupBox::ControlGroupBox( ControllerEmu::ControlGroup* const group, wxWindow* const parent )
: wxStaticBoxSizer( wxVERTICAL, parent, wxString::FromAscii( group->name ) )
{
control_group = group;
static_bitmap = NULL;
for ( unsigned int c = 0; c < group->controls.size(); ++c )
{
wxStaticText* label = new wxStaticText( parent, -1, wxString::FromAscii( group->controls[c]->name )/*.append(wxT(" :"))*/ );
ControlButton* control_button = new ControlButton( parent, group->controls[c]->control_ref, 80 );
controls.push_back( control_button );
ControlButton* adv_button = new ControlButton( parent, group->controls[c]->control_ref, 16, "+" );
control_buttons.push_back( control_button );
control_button->Connect( wxID_ANY, wxEVT_COMMAND_BUTTON_CLICKED, wxCommandEventHandler( GamepadPage::DetectControl ),
(wxObject*)0, (wxEvtHandler*)parent );
adv_button->Connect( wxID_ANY, wxEVT_COMMAND_BUTTON_CLICKED, wxCommandEventHandler( GamepadPage::ConfigControl ),
(wxObject*)0, (wxEvtHandler*)parent );
wxBoxSizer* control_sizer = new wxBoxSizer( wxHORIZONTAL );
control_sizer->AddStretchSpacer( 1 );
control_sizer->Add( label, 0, wxCENTER | wxRIGHT, 5 );
control_sizer->Add( control_button, 0, 0, 0 );
control_sizer->Add( adv_button, 0, 0, 5 );
Add( control_sizer, 0, wxEXPAND|wxLEFT|wxRIGHT, 5 );
}
switch ( group->type )
{
case GROUP_TYPE_STICK :
{
wxBitmap bitmap(64, 64);
wxMemoryDC dc;
dc.SelectObject(bitmap);
dc.Clear();
dc.SelectObject(wxNullBitmap);
static_bitmap = new wxStaticBitmap( parent, -1, bitmap, wxDefaultPosition, wxDefaultSize, wxBITMAP_TYPE_BMP );
SettingCBox* deadzone_cbox = new SettingCBox( parent, group->settings[0]->value, 1, 50 );
SettingCBox* diagonal_cbox = new SettingCBox( parent, group->settings[1]->value, 1, 100 );
deadzone_cbox->Connect( wxID_ANY, wxEVT_COMMAND_CHOICE_SELECTED, wxCommandEventHandler( GamepadPage::AdjustSetting ), (wxObject*)0, (wxEvtHandler*)parent );
diagonal_cbox->Connect( wxID_ANY, wxEVT_COMMAND_CHOICE_SELECTED, wxCommandEventHandler( GamepadPage::AdjustSetting ), (wxObject*)0, (wxEvtHandler*)parent );
options.push_back( deadzone_cbox );
options.push_back( diagonal_cbox );
wxBoxSizer* szr = new wxBoxSizer( wxVERTICAL );
szr->Add( new wxStaticText( parent, -1, wxString::FromAscii( group->settings[0]->name ) ) );
szr->Add( deadzone_cbox, 0, wxLEFT, 0 );
szr->Add( new wxStaticText( parent, -1, wxString::FromAscii( group->settings[1]->name ) ) );
szr->Add( diagonal_cbox, 0, wxLEFT, 0 );
wxBoxSizer* h_szr = new wxBoxSizer( wxHORIZONTAL );
h_szr->Add( szr, 1, 0, 5 );
h_szr->Add( static_bitmap, 0, wxALL|wxCENTER, 5 );
Add( h_szr, 0, wxEXPAND|wxLEFT|wxCENTER|wxTOP, 5 );
}
break;
case GROUP_TYPE_BUTTONS :
{
wxBitmap bitmap(int(12*group->controls.size()+1), 12);
wxMemoryDC dc;
dc.SelectObject(bitmap);
dc.Clear();
dc.SelectObject(wxNullBitmap);
static_bitmap = new wxStaticBitmap( parent, -1, bitmap, wxDefaultPosition, wxDefaultSize, wxBITMAP_TYPE_BMP );
SettingCBox* threshold_cbox = new SettingCBox( parent, group->settings[0]->value, 1, 99 );
threshold_cbox->Connect( wxID_ANY, wxEVT_COMMAND_CHOICE_SELECTED, wxCommandEventHandler( GamepadPage::AdjustSetting ), (wxObject*)0, (wxEvtHandler*)parent );
options.push_back( threshold_cbox );
wxBoxSizer* szr = new wxBoxSizer( wxHORIZONTAL );
szr->Add( new wxStaticText( parent, -1, wxString::FromAscii( group->settings[0]->name ) ), 0, wxCENTER|wxRIGHT, 5 );
szr->Add( threshold_cbox, 0, wxRIGHT, 5 );
Add( szr, 0, wxALL|wxCENTER, 5 );
Add( static_bitmap, 0, wxALL|wxCENTER, 5 );
}
break;
case GROUP_TYPE_MIXED_TRIGGERS :
{
wxBitmap bitmap(64+12+1, int(6*group->controls.size())+1);
wxMemoryDC dc;
dc.SelectObject(bitmap);
dc.Clear();
dc.SelectObject(wxNullBitmap);
static_bitmap = new wxStaticBitmap( parent, -1, bitmap, wxDefaultPosition, wxDefaultSize, wxBITMAP_TYPE_BMP );
SettingCBox* threshold_cbox = new SettingCBox( parent, group->settings[0]->value, 1, 99 );
threshold_cbox->Connect( wxID_ANY, wxEVT_COMMAND_CHOICE_SELECTED, wxCommandEventHandler( GamepadPage::AdjustSetting ), (wxObject*)0, (wxEvtHandler*)parent );
options.push_back( threshold_cbox );
wxBoxSizer* szr = new wxBoxSizer( wxHORIZONTAL );
szr->Add( new wxStaticText( parent, -1, wxString::FromAscii( group->settings[0]->name ) ), 0, wxCENTER|wxRIGHT, 5 );
szr->Add( threshold_cbox, 0, wxRIGHT, 5 );
Add( szr, 0, wxALL|wxCENTER, 5 );
Add( static_bitmap, 0, wxALL|wxCENTER, 5 );
}
break;
default :
break;
}
//AddStretchSpacer( 0 );
}
GamepadPage::GamepadPage( wxWindow* parent, Plugin& plugin, const unsigned int pad_num, ConfigDialog* const config_dialog )
: wxNotebookPage( parent, -1 , wxDefaultPosition, wxDefaultSize )
,controller(plugin.controllers[pad_num])
,m_plugin(plugin)
,m_config_dialog(config_dialog)
{
wxBoxSizer* control_group_sizer = new wxBoxSizer( wxHORIZONTAL );
wxBoxSizer* stacked_groups = NULL;
for ( unsigned int i = 0; i < m_plugin.controllers[pad_num]->groups.size(); ++i )
{
ControlGroupBox* control_group = new ControlGroupBox( m_plugin.controllers[pad_num]->groups[i], this );
if ( control_group->control_buttons.size() > 3 )
{
if ( stacked_groups )
control_group_sizer->Add( stacked_groups, 0, /*wxEXPAND|*/wxBOTTOM|wxRIGHT, 5 );
stacked_groups = new wxBoxSizer( wxVERTICAL );
stacked_groups->Add( control_group, 1 );
}
else
stacked_groups->Add( control_group );
control_groups.push_back( control_group );
}
if ( stacked_groups )
control_group_sizer->Add( stacked_groups, 0, /*wxEXPAND|*/wxBOTTOM|wxRIGHT, 5 );
wxStaticBoxSizer* profile_sbox = new wxStaticBoxSizer( wxHORIZONTAL, this, wxT("Profile") );
// device chooser
wxStaticBoxSizer* device_sbox = new wxStaticBoxSizer( wxHORIZONTAL, this, wxT("Device") );
device_cbox = new wxComboBox( this, -1, wxT(""), wxDefaultPosition, wxSize(128,-1), 0, 0, wxTE_PROCESS_ENTER );
wxButton* refresh_button = new wxButton( this, -1, wxT("Refresh"), wxDefaultPosition, wxSize(48,-1) );
#define _connect_macro3_( b, f, c ) (b)->Connect( wxID_ANY, c, wxCommandEventHandler( GamepadPage::f ), (wxObject*)0, (wxEvtHandler*)this );
_connect_macro3_( device_cbox, SetDevice, wxEVT_COMMAND_COMBOBOX_SELECTED );
_connect_macro3_( device_cbox, SetDevice, wxEVT_COMMAND_TEXT_ENTER );
_connect_macro3_( refresh_button, RefreshDevices, wxEVT_COMMAND_BUTTON_CLICKED );
device_sbox->Add( device_cbox, 1, wxLEFT|wxRIGHT, 5 );
device_sbox->Add( refresh_button, 0, wxRIGHT|wxBOTTOM, 5 );
wxStaticBoxSizer* clear_sbox = new wxStaticBoxSizer( wxHORIZONTAL, this, wxT("Clear") );
wxButton* all_button = new wxButton( this, -1, wxT("All"), wxDefaultPosition, wxSize(48,-1) );
clear_sbox->Add( all_button, 1, wxLEFT|wxRIGHT, 5 );
all_button->Connect( wxID_ANY, wxEVT_COMMAND_BUTTON_CLICKED, wxCommandEventHandler( GamepadPage::ClearAll ),
(wxObject*)0, (wxEvtHandler*)this );
profile_cbox = new wxComboBox( this, -1, wxT(""), wxDefaultPosition, wxSize(128,-1) );
wxButton* const pload_btn = new wxButton( this, -1, wxT("Load"), wxDefaultPosition, wxSize(48,-1) );
wxButton* const psave_btn = new wxButton( this, -1, wxT("Save"), wxDefaultPosition, wxSize(48,-1) );
wxButton* const pdelete_btn = new wxButton( this, -1, wxT("Delete"), wxDefaultPosition, wxSize(48,-1) );
pload_btn->Connect( wxID_ANY, wxEVT_COMMAND_BUTTON_CLICKED, wxCommandEventHandler( GamepadPage::LoadProfile ),
(wxObject*)0, (wxEvtHandler*)this );
psave_btn->Connect( wxID_ANY, wxEVT_COMMAND_BUTTON_CLICKED, wxCommandEventHandler( GamepadPage::SaveProfile ),
(wxObject*)0, (wxEvtHandler*)this );
pdelete_btn->Connect( wxID_ANY, wxEVT_COMMAND_BUTTON_CLICKED, wxCommandEventHandler( GamepadPage::DeleteProfile ),
(wxObject*)0, (wxEvtHandler*)this );
profile_sbox->Add( profile_cbox, 1, wxLEFT, 5 );
profile_sbox->Add( pload_btn, 0, wxLEFT, 5 );
profile_sbox->Add( psave_btn, 0, 0, 5 );
profile_sbox->Add( pdelete_btn, 0, wxRIGHT|wxBOTTOM, 5 );
wxBoxSizer* dio = new wxBoxSizer( wxHORIZONTAL );
dio->Add( device_sbox, 1, wxEXPAND|wxRIGHT, 5 );
dio->Add( clear_sbox, 0, wxEXPAND|wxRIGHT, 5 );
dio->Add( profile_sbox, 1, wxEXPAND|wxRIGHT, 5 );
wxBoxSizer* mapping = new wxBoxSizer( wxVERTICAL );
mapping->Add( dio, 1, wxEXPAND|wxLEFT|wxTOP|wxBOTTOM, 5 );
mapping->Add( control_group_sizer, 0, wxLEFT|wxEXPAND, 5 );
UpdateGUI();
SetSizerAndFit( mapping );
Layout();
};
ConfigDialog::~ConfigDialog()
{
m_update_timer->Stop();
}
ConfigDialog::ConfigDialog( wxWindow* const parent, Plugin& plugin, const std::string& name, const bool _is_game_running )
: wxDialog( parent, wxID_ANY, wxString::FromAscii(name.c_str()), wxPoint(128,-1), wxDefaultSize )
, is_game_running(_is_game_running)
, m_plugin(plugin)
{
m_pad_notebook = new wxNotebook( this, -1, wxDefaultPosition, wxDefaultSize, wxNB_DEFAULT );
for ( unsigned int i = 0; i < plugin.controllers.size(); ++i )
{
GamepadPage* gp = new GamepadPage( m_pad_notebook, plugin, i, this );
m_padpages.push_back( gp );
m_pad_notebook->AddPage( gp, wxString::FromAscii((plugin.controllers[i]->GetName().c_str())) );
}
UpdateDeviceComboBox();
UpdateProfileComboBox();
wxButton* close_button = new wxButton( this, -1, wxT("Save"));
close_button->Connect( wxID_ANY, wxEVT_COMMAND_BUTTON_CLICKED, wxCommandEventHandler( ConfigDialog::ClickSave ), (wxObject*)0, (wxEvtHandler*)this );
wxBoxSizer* btns = new wxBoxSizer( wxHORIZONTAL );
//btns->Add( new wxStaticText( this, -1, wxString::FromAscii(ver.c_str())), 0, wxLEFT|wxTOP, 5 );
btns->AddStretchSpacer();
btns->Add( close_button, 0, 0, 0 );
wxBoxSizer* szr = new wxBoxSizer( wxVERTICAL );
szr->Add( m_pad_notebook, 0, wxEXPAND|wxTOP|wxLEFT|wxRIGHT, 5 );
szr->Add( btns, 0, wxEXPAND|wxALL, 5 );
SetSizerAndFit( szr );
// not needed here it seems, but it cant hurt
Layout();
Center();
// live preview update timer
m_update_timer = new wxTimer( this, -1 );
Connect( wxID_ANY, wxEVT_TIMER, wxTimerEventHandler( ConfigDialog::UpdateBitmaps ), (wxObject*)0, this );
m_update_timer->Start( PREVIEW_UPDATE_TIME, wxTIMER_CONTINUOUS);
}

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#ifndef _CONFIGBOX_H_
#define _CONFIGBOX_H_
#define SLIDER_TICK_COUNT 100
#define DETECT_WAIT_TIME 1500
#define PREVIEW_UPDATE_TIME 25
// might have to change this setup for wiimote
#define PROFILES_PATH "Profiles/GCPad/"
#include <wx/wx.h>
#include <wx/listbox.h>
#include <wx/textctrl.h>
#include <wx/button.h>
#include <wx/stattext.h>
#include <wx/combobox.h>
#include <wx/checkbox.h>
#include <wx/notebook.h>
#include <wx/panel.h>
#include <sstream>
#include <vector>
#include "ControllerInterface/ControllerInterface.h"
#include "Config.h"
#include "FileSearch.h"
class SettingCBox : public wxChoice
{
public:
SettingCBox( wxWindow* const parent, ControlState& _value, int min, int max );
ControlState& value;
};
class ControlChooser : public wxStaticBoxSizer
{
public:
ControlChooser( wxWindow* const parent, ControllerInterface::ControlReference* const ref, wxWindow* const eventsink );
void UpdateGUI();
ControllerInterface::ControlReference* control_reference;
wxTextCtrl* textctrl;
wxListBox* control_lbox;
wxChoice* mode_cbox;
wxSlider* range_slider;
private:
wxStaticText* m_bound_label;
};
class ControlList : public wxDialog
{
public:
ControlList( wxWindow* const parent, ControllerInterface::ControlReference* const ref, ControlChooser* const chooser );
private:
ControlChooser* const m_control_chooser;
};
class ControlDialog : public wxDialog
{
public:
ControlDialog( wxWindow* const parent, ControllerInterface::ControlReference* const ref, const std::vector<ControllerInterface::Device*>& devs );
void SelectControl( wxCommandEvent& event );
ControllerInterface::ControlReference* const control_reference;
wxComboBox* device_cbox;
ControlChooser* control_chooser;
};
class ControlButton : public wxButton
{
public:
ControlButton( wxWindow* const parent, ControllerInterface::ControlReference* const _ref, const unsigned int width, const std::string& label = "" );
ControllerInterface::ControlReference* const control_reference;
};
class ControlGroupBox : public wxStaticBoxSizer
{
public:
ControlGroupBox( ControllerEmu::ControlGroup* const group, wxWindow* const parent );
ControllerEmu::ControlGroup* control_group;
wxStaticBitmap* static_bitmap;
std::vector< SettingCBox* > options;
std::vector< wxButton* > controls;
std::vector<ControlButton*> control_buttons;
};
class ConfigDialog;
class GamepadPage : public wxNotebookPage
{
friend class ConfigDialog;
public:
GamepadPage( wxWindow* parent, Plugin& plugin, const unsigned int pad_num, ConfigDialog* const config_dialog );
void UpdateGUI();
void RefreshDevices( wxCommandEvent& event );
void LoadProfile( wxCommandEvent& event );
void SaveProfile( wxCommandEvent& event );
void DeleteProfile( wxCommandEvent& event );
void ConfigControl( wxCommandEvent& event );
void ConfigDetectControl( wxCommandEvent& event );
void DetectControl( wxCommandEvent& event );
void ClearControl( wxCommandEvent& event );
void SetDevice( wxCommandEvent& event );
void SetControl( wxCommandEvent& event );
void ClearAll( wxCommandEvent& event );
void AdjustControlOption( wxCommandEvent& event );
void AdjustSetting( wxCommandEvent& event );
wxComboBox* profile_cbox;
wxComboBox* device_cbox;
std::vector<ControlGroupBox*> control_groups;
protected:
ControllerEmu* const controller;
private:
ControlDialog* m_control_dialog;
Plugin& m_plugin;
ConfigDialog* const m_config_dialog;
};
class ConfigDialog : public wxDialog
{
public:
ConfigDialog( wxWindow* const parent, Plugin& plugin, const std::string& name, const bool _is_game_running );
~ConfigDialog();
void ClickSave( wxCommandEvent& event );
void UpdateDeviceComboBox();
void UpdateProfileComboBox();
void UpdateControlReferences();
void UpdateBitmaps(wxTimerEvent&);
const bool is_game_running;
private:
wxNotebook* m_pad_notebook;
std::vector<GamepadPage*> m_padpages;
Plugin& m_plugin;
wxTimer* m_update_timer;
};
#endif

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#include "ConfigDiag.h"
void ConfigDialog::UpdateBitmaps(wxTimerEvent& WXUNUSED(event))
{
GamepadPage* const current_page = (GamepadPage*)m_pad_notebook->GetPage( m_pad_notebook->GetSelection() );
std::vector< ControlGroupBox* >::iterator g = current_page->control_groups.begin(),
ge = current_page->control_groups.end();
for ( ; g != ge; ++g )
{
if ( (*g)->static_bitmap )
{
// don't want game thread updating input when we are using it here
if ( false == m_plugin.interface_crit.TryEnter() )
return;
if ( false == is_game_running )
m_plugin.controller_interface.UpdateInput();
switch ( (*g)->control_group->type )
{
case GROUP_TYPE_STICK :
{
float x, y;
float xx, yy;
((ControllerEmu::AnalogStick*)(*g)->control_group)->GetState( &x, &y, 32.0, 32-1.5 );
xx = ((ControllerEmu::AnalogStick*)(*g)->control_group)->controls[3]->control_ref->State();
xx -= ((ControllerEmu::AnalogStick*)(*g)->control_group)->controls[2]->control_ref->State();
yy = ((ControllerEmu::AnalogStick*)(*g)->control_group)->controls[1]->control_ref->State();
yy -= ((ControllerEmu::AnalogStick*)(*g)->control_group)->controls[0]->control_ref->State();
xx *= 32 - 1; xx += 32;
yy *= 32 - 1; yy += 32;
// setup
wxBitmap bitmap(64, 64);
wxMemoryDC dc;
dc.SelectObject(bitmap);
dc.Clear();
// draw the shit
// circle for visual aid for diagonal adjustment
dc.SetPen(*wxLIGHT_GREY_PEN);
dc.SetBrush(*wxTRANSPARENT_BRUSH);
dc.DrawCircle( 32, 32, 32);
// deadzone circle
dc.SetBrush(*wxLIGHT_GREY_BRUSH);
dc.DrawCircle( 32, 32, ((ControllerEmu::AnalogStick*)(*g)->control_group)->settings[0]->value * 32 );
// raw dot
dc.SetPen(*wxGREY_PEN);
dc.SetBrush(*wxGREY_BRUSH);
// i like the dot better than the cross i think
dc.DrawRectangle( xx - 2, yy - 2, 4, 4 );
//dc.DrawRectangle( xx-1, 64-yy-4, 2, 8 );
//dc.DrawRectangle( xx-4, 64-yy-1, 8, 2 );
// adjusted dot
if ( x!=32 || y!=32 )
{
dc.SetPen(*wxRED_PEN);
dc.SetBrush(*wxRED_BRUSH);
dc.DrawRectangle( x-2, 64-y-2, 4, 4 );
// i like the dot better than the cross i think
//dc.DrawRectangle( x-1, 64-y-4, 2, 8 );
//dc.DrawRectangle( x-4, 64-y-1, 8, 2 );
}
// box outline
// Windows XP color
dc.SetPen(wxPen(_T("#7f9db9")));
dc.SetBrush(*wxTRANSPARENT_BRUSH);
dc.DrawRectangle(0, 0, 64, 64);
// done drawing
dc.SelectObject(wxNullBitmap);
// set the shit
(*g)->static_bitmap->SetBitmap( bitmap );
}
break;
case GROUP_TYPE_BUTTONS :
{
const unsigned int button_count = ((unsigned int)(*g)->control_group->controls.size());
// setup
wxBitmap bitmap(12*button_count+1, 12);
wxMemoryDC dc;
dc.SelectObject(bitmap);
dc.Clear();
// draw the shit
dc.SetPen(*wxGREY_PEN);
unsigned int * const bitmasks = new unsigned int[ button_count ];
for ( unsigned int n = 0; n<button_count; ++n )
bitmasks[n] = ( 1 << n );
unsigned int buttons = 0;
((ControllerEmu::Buttons*)(*g)->control_group)->GetState( &buttons, bitmasks );
for ( unsigned int n = 0; n<button_count; ++n )
{
// TODO: threshold stuff, actually redo this crap with the GetState func
if ( buttons & bitmasks[n] )
dc.SetBrush( *wxRED_BRUSH );
else
{
unsigned char amt = 255 - (*g)->control_group->controls[n]->control_ref->State() * 128;
dc.SetBrush( wxBrush( wxColor( amt, amt, amt ) ) );
}
dc.DrawRectangle(n*12, 0, 14, 12);
}
delete bitmasks;
// box outline
// Windows XP color
dc.SetPen(wxPen(_T("#7f9db9")));
dc.SetBrush(*wxTRANSPARENT_BRUSH);
dc.DrawRectangle(0, 0, bitmap.GetWidth(), bitmap.GetHeight());
// done drawing
dc.SelectObject(wxNullBitmap);
// set the shit
(*g)->static_bitmap->SetBitmap( bitmap );
}
break;
case GROUP_TYPE_MIXED_TRIGGERS :
{
const unsigned int trigger_count = ((unsigned int)((*g)->control_group->controls.size() / 2));
// setup
wxBitmap bitmap( 64+12+1, 12*trigger_count+1);
wxMemoryDC dc;
dc.SelectObject(bitmap);
dc.Clear();
// draw the shit
dc.SetPen(*wxGREY_PEN);
ControlState thresh = (*g)->control_group->settings[0]->value;
for ( unsigned int n = 0; n < trigger_count; ++n )
{
dc.SetBrush(*wxRED_BRUSH);
ControlState trig_d = (*g)->control_group->controls[n]->control_ref->State();
ControlState trig_a = trig_d > thresh ? 1
: (*g)->control_group->controls[n+trigger_count]->control_ref->State();
dc.DrawRectangle(0, n*12, 64+20, 14);
if ( trig_d <= thresh )
dc.SetBrush(*wxWHITE_BRUSH);
dc.DrawRectangle(trig_a*64, n*12, 64+20, 14);
dc.DrawRectangle(64, n*12, 32, 14);
}
dc.SetBrush(*wxTRANSPARENT_BRUSH);
dc.DrawRectangle(thresh*64, 0, 128, trigger_count*14);
// box outline
// Windows XP color
dc.SetPen(wxPen(_T("#7f9db9")));
dc.DrawRectangle(0, 0, bitmap.GetWidth(), bitmap.GetHeight());
// done drawing
dc.SelectObject(wxNullBitmap);
// set the shit
(*g)->static_bitmap->SetBitmap( bitmap );
}
break;
default :
break;
}
m_plugin.interface_crit.Leave();
}
}
}

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#include "ControllerEmu.h"
#include "ControllerEmu/GCPad/GCPad.h"
const char modifier[] = "Modifier";
// TODO: make this use iterators
ControllerEmu::~ControllerEmu()
{
for ( unsigned int g = 0; g<groups.size(); ++g )
delete groups[g];
}
// TODO: make this use iterators
ControllerEmu::ControlGroup::~ControlGroup()
{
for ( unsigned int i = 0; i < controls.size(); ++i )
delete controls[i];
for ( unsigned int i = 0; i < settings.size(); ++i )
delete settings[i];
}
// TODO: make this use iterators
void ControllerEmu::UpdateReferences( ControllerInterface& devi )
{
for ( unsigned int g = 0; g<groups.size(); ++g )
for ( unsigned int i = 0; i < groups[g]->controls.size(); ++i )
devi.UpdateReference( groups[g]->controls[i]->control_ref );
}
void ControllerEmu::UpdateDefaultDevice()
{
std::vector<ControlGroup*>::const_iterator i = groups.begin(),
e = groups.end();
for ( ; i!=e; ++i )
{
std::vector<ControlGroup::Control*>::const_iterator ci = (*i)->controls.begin(),
ce = (*i)->controls.end();
for ( ; ci!=ce; ++ci )
(*ci)->control_ref->device_qualifier = default_device;
}
}
void ControllerEmu::LoadConfig( IniFile::Section& sec )
{
const std::string default_dev = sec[ "Device" ];
default_device.FromString( default_dev );
std::vector<ControlGroup*>::const_iterator i = groups.begin(),
e = groups.end();
for ( ; i!=e; ++i )
{
std::string group( (*i)->name ); group += "/";
// settings
std::vector<ControlGroup::Setting*>::const_iterator si = (*i)->settings.begin(),
se = (*i)->settings.end();
for ( ; si!=se; ++si )
(*si)->value = sec.GetValue(group+(*si)->name, (*si)->default_value*100) / 100;
// controls
std::vector<ControlGroup::Control*>::const_iterator ci = (*i)->controls.begin(),
ce = (*i)->controls.end();
for ( ; ci!=ce; ++ci )
{
// control and dev qualifier
(*ci)->control_ref->control_qualifier.name = sec[group + (*ci)->name];
(*ci)->control_ref->device_qualifier.FromString( sec.GetValue( group+(*ci)->name+"/Device", default_dev ) );
// range
(*ci)->control_ref->range = sec.GetValue( group+(*ci)->name+"/Range", 100.0f ) / 100;
// input mode
if ( (*ci)->control_ref->is_input )
((ControllerInterface::InputReference*)((*ci)->control_ref))->mode
= sec.GetValue( group+(*ci)->name+"/Mode", 0 );
}
}
}
void ControllerEmu::SaveConfig( IniFile::Section& sec )
{
const std::string default_dev = default_device.ToString();
sec[ " Device" ] = default_dev;
std::vector<ControlGroup*>::const_iterator i = groups.begin(),
e = groups.end();
for ( ; i!=e; ++i )
{
std::string group( (*i)->name ); group += "/";
// settings
std::vector<ControlGroup::Setting*>::const_iterator si = (*i)->settings.begin(),
se = (*i)->settings.end();
for ( ; si!=se; ++si )
sec.SetValue( group+(*si)->name, (*si)->value*100, (*si)->default_value*100 );
// controls
std::vector<ControlGroup::Control*>::const_iterator ci = (*i)->controls.begin(),
ce = (*i)->controls.end();
for ( ; ci!=ce; ++ci )
{
// control and dev qualifier
sec[group + (*ci)->name] = (*ci)->control_ref->control_qualifier.name;
sec.SetValue( group+(*ci)->name+"/Device", (*ci)->control_ref->device_qualifier.ToString(), default_dev );
// range
sec.SetValue( group+(*ci)->name+"/Range", (*ci)->control_ref->range*100, 100 );
// input mode
if ( (*ci)->control_ref->is_input )
sec.SetValue( group+(*ci)->name+"/Mode",
((ControllerInterface::InputReference*)((*ci)->control_ref))->mode, 0 );
}
}
}
ControllerEmu::AnalogStick::AnalogStick( const char* const _name ) : ControlGroup( _name, GROUP_TYPE_STICK )
{
for ( unsigned int i = 0; i < 4; ++i )
controls.push_back( new Input( named_directions[i] ) );
controls.push_back( new Input( modifier ) );
settings.push_back( new Setting("Dead Zone", 0 ) );
settings.push_back( new Setting("Square Stick", 0 ) );
}
ControllerEmu::Buttons::Buttons( const char* const _name ) : ControlGroup( _name, GROUP_TYPE_BUTTONS )
{
settings.push_back( new Setting("Threshold", 0.5f ) );
}
ControllerEmu::MixedTriggers::MixedTriggers( const char* const _name ) : ControlGroup( _name, GROUP_TYPE_MIXED_TRIGGERS )
{
settings.push_back( new Setting("Threshold", 0.9f ) );
}

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#ifndef _CONTROLLEREMU_H_
#define _CONTROLLEREMU_H_
// windows crap
#define NOMINMAX
#include "pluginspecs_pad.h"
#include "pluginspecs_wiimote.h"
//#include <CommonTypes.h>
#include "ControllerInterface/ControllerInterface.h"
#include "IniFile.h"
#include <vector>
#include <string>
#include <algorithm>
#define sign(x) ((x)?(x)<0?-1:1:0)
enum
{
GROUP_TYPE_OTHER
,GROUP_TYPE_STICK
,GROUP_TYPE_MIXED_TRIGGERS
,GROUP_TYPE_BUTTONS
};
const char * const named_directions[] =
{
"Up",
"Down",
"Left",
"Right"
};
class ControllerEmu
{
public:
class ControlGroup
{
public:
class Control
{
protected:
Control( ControllerInterface::ControlReference* const _ref, const char * const _name )
: control_ref(_ref), name(_name){}
public:
//virtual std::string GetName() const = 0;
ControllerInterface::ControlReference* const control_ref;
const char * const name;
};
class Input : public Control
{
public:
Input( const char * const _name )
: Control( new ControllerInterface::InputReference, _name ) {}
};
class Output : public Control
{
public:
Output( const char * const _name )
: Control( new ControllerInterface::OutputReference, _name ) {}
};
class Setting
{
public:
Setting(const char* const _name, const float def_value ) : name(_name), value(def_value), default_value(def_value) {}
const char* const name;
ControlState value;
const ControlState default_value;
};
ControlGroup( const char* const _name, const unsigned int _type = GROUP_TYPE_OTHER ) : name(_name), type(_type) {}
virtual ~ControlGroup();
//ControlGroup( const ControlGroup& ctrl );
//const unsigned int type;
const char* const name;
const unsigned int type;
std::vector< Control* > controls;
std::vector< Setting* > settings;
};
class AnalogStick : public ControlGroup
{
public:
template <typename C>
void GetState( C* const x, C* const y, const unsigned int base, const unsigned int range )
{
// this is all a mess
ControlState yy = controls[0]->control_ref->State() - controls[1]->control_ref->State();
ControlState xx = controls[3]->control_ref->State() - controls[2]->control_ref->State();
ControlState deadzone = settings[0]->value;
ControlState square = settings[1]->value;
ControlState m = controls[4]->control_ref->State();
// modifier code
if ( m )
{
yy = (abs(yy)>deadzone) * sign(yy) * m;
xx = (abs(xx)>deadzone) * sign(xx) * m;
}
// deadzone / square stick code
if ( deadzone || square )
{
// this section might be all wrong, but its working good enough, i think
ControlState ang = atan2( yy, xx );
ControlState ang_sin = sin(ang);
ControlState ang_cos = cos(ang);
// the amt a full square stick would have at current angle
ControlState square_full = std::min( 1/abs(ang_sin), 1/abs(ang_cos) );
// the amt a full stick would have that was ( user setting squareness) at current angle
// i think this is more like a pointed circle rather than a rounded square like it should be
ControlState stick_full = ( 1 + ( square_full - 1 ) * square );
ControlState dist = sqrt(xx*xx + yy*yy);
// dead zone code
dist = std::max( 0.0f, dist - deadzone * stick_full );
dist /= ( 1 - deadzone );
// square stick code
ControlState amt = ( dist ) / stick_full;
dist -= ((square_full - 1) * amt * square);
yy = std::max( -1.0f, std::min( 1.0f, ang_sin * dist ) );
xx = std::max( -1.0f, std::min( 1.0f, ang_cos * dist ) );
}
*y = C( yy * range + base );
*x = C( xx * range + base );
}
AnalogStick( const char* const _name );
};
class Buttons : public ControlGroup
{
public:
Buttons( const char* const _name );
template <typename C>
void GetState( C* const buttons, const C* bitmasks )
{
std::vector<Control*>::iterator i = controls.begin(),
e = controls.end();
for ( ; i!=e; ++i, ++bitmasks )
if ( (*i)->control_ref->State() > settings[0]->value ) // threshold
*buttons |= *bitmasks;
}
};
class MixedTriggers : public ControlGroup
{
public:
template <typename C, typename S>
void GetState( C* const digital, const C* bitmasks, S* analog, const unsigned int range )
{
const unsigned int trig_count = ((unsigned int) (controls.size() / 2));
for ( unsigned int i=0; i<trig_count; ++i,++bitmasks,++analog )
{
if ( controls[i]->control_ref->State() > settings[0]->value ) //threshold
{
*analog = range;
*digital |= *bitmasks;
}
else
*analog = controls[i+trig_count]->control_ref->State() * range;
}
}
MixedTriggers( const char* const _name );
};
virtual ~ControllerEmu();
virtual std::string GetName() const = 0;
void LoadConfig( IniFile::Section& sec );
void SaveConfig( IniFile::Section& sec );
void UpdateDefaultDevice();
void UpdateReferences( ControllerInterface& devi );
std::vector< ControlGroup* > groups;
ControllerInterface::DeviceQualifier default_device;
};
#endif

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#include "GCPad.h"
// this is all temporary, but sticking with the padspecs ...for now
const u16 button_bitmasks[] =
{
PAD_BUTTON_A,
PAD_BUTTON_B,
PAD_BUTTON_X,
PAD_BUTTON_Y,
PAD_TRIGGER_Z,
PAD_BUTTON_START
};
const u16 trigger_bitmasks[] =
{
PAD_TRIGGER_L,
PAD_TRIGGER_R,
};
const u16 dpad_bitmasks[] =
{
PAD_BUTTON_UP, PAD_BUTTON_DOWN, PAD_BUTTON_LEFT, PAD_BUTTON_RIGHT
};
const char* const named_buttons[] =
{
"A",
"B",
"X",
"Y",
"Z",
"Start",
};
const char* const named_triggers[] =
{
"L", "R", "L-Analog", "R-Analog"
};
GCPad::GCPad( const unsigned int index ) : m_index(index)
{
// buttons
groups.push_back( m_buttons = new Buttons( "Buttons" ) );
for ( unsigned int i=0; i < sizeof(named_buttons)/sizeof(*named_buttons); ++i )
m_buttons->controls.push_back( new ControlGroup::Input( named_buttons[i] ) );
// sticks
groups.push_back( m_main_stick = new AnalogStick( "Main Stick" ) );
groups.push_back( m_c_stick = new AnalogStick( "C-Stick" ) );
// triggers
groups.push_back( m_triggers = new MixedTriggers( "Triggers" ) );
for ( unsigned int i=0; i < sizeof(named_triggers)/sizeof(*named_triggers); ++i )
m_triggers->controls.push_back( new ControlGroup::Input( named_triggers[i] ) );
// dpad
groups.push_back( m_dpad = new Buttons( "D-Pad" ) );
for ( unsigned int i=0; i < 4; ++i )
m_dpad->controls.push_back( new ControlGroup::Input( named_directions[i] ) );
// rumble
groups.push_back( m_rumble = new ControlGroup( "Rumble" ) );
m_rumble->controls.push_back( new ControlGroup::Output( "Motor" ) );
}
std::string GCPad::GetName() const
{
return std::string("GCPad") + char('1'+m_index);
}
void GCPad::GetInput( SPADStatus* const pad )
{
std::vector< ControlGroup::Control* >::iterator i,e;
// buttons
m_buttons->GetState( &pad->button, button_bitmasks );
// TODO: set analog A/B to full or w/e
// dpad
m_dpad->GetState( &pad->button, dpad_bitmasks );
// sticks
m_main_stick->GetState( &pad->stickX, &pad->stickY, 0x80, 127 );
m_c_stick->GetState( &pad->substickX, &pad->substickY, 0x80, 127 );
// triggers
m_triggers->GetState( &pad->button, trigger_bitmasks, &pad->triggerLeft, 0xFF );
}
void GCPad::SetOutput( const bool on )
{
m_rumble->controls[0]->control_ref->State( on );
}

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#ifndef _CONEMU_GCPAD_H_
#define _CONEMU_GCPAD_H_
#include "../../ControllerEmu.h"
class GCPad : public ControllerEmu
{
public:
GCPad( const unsigned int index );
void GetInput( SPADStatus* const pad );
void SetOutput( const bool on );
std::string GetName() const;
private:
Buttons* m_buttons;
AnalogStick* m_main_stick;
AnalogStick* m_c_stick;
Buttons* m_dpad;
MixedTriggers* m_triggers;
ControlGroup* m_rumble;
const unsigned int m_index;
};
#endif

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#include "Wiimote.h"
// buttons
#define WIIMOTE_PAD_LEFT 0x01
#define WIIMOTE_PAD_RIGHT 0x02
#define WIIMOTE_PAD_DOWN 0x04
#define WIIMOTE_PAD_UP 0x08
#define WIIMOTE_PLUS 0x10
#define WIIMOTE_TWO 0x0100
#define WIIMOTE_ONE 0x0200
#define WIIMOTE_B 0x0400
#define WIIMOTE_A 0x0800
#define WIIMOTE_MINUS 0x1000
#define WIIMOTE_HOME 0x8000
// reports
#define REPORT_UNKNOWN 0x10
#define REPORT_LEDS 0x11
#define REPORT_DATA_MODE 0x12
#define REPORT_IR_ENABLE 0x13
#define REPORT_SPEAKER_ENABLE 0x14
#define REPORT_STATUS_REQUEST 0x15
#define REPORT_WRITE_MEMORY 0x16
#define REPORT_READ_MEMORY 0x17
#define REPORT_SPEAKER_DATA 0x18
#define REPORT_SPEAKER_MUTE 0x19
#define REPORT_IR_ENABLE_2 0x1a
#define REPORT_STATUS 0x20
#define REPORT_READ_MEMORY_DATA 0x21
#define REPORT_ACKNOWLEDGE_OUTPUT 0x22
//#define REPORT_DATA_REPORTS 0x30-0x3f
// reporting modes
#define REPORT_MODE_CORE 0x30
#define REPORT_MODE_CORE_ACCEL 0x31
#define REPORT_MODE_CORE_EXTEN8 0x32
#define REPORT_MODE_CORE_ACCEL_IR12 0x33
#define REPORT_MODE_CORE_EXTEN19 0x34
#define REPORT_MODE_CORE_ACCEL_EXTEN16 0x35
#define REPORT_MODE_CORE_IR10_EXTEN9 0x36
#define REPORT_MODE_CORE_ACCEL_IR10_EXTEN6 0x37
#define REPORT_MODE_EXTEN21 0x3d
#define REPORT_MODE_IL_CORE_ACCEL_IR36_1 0x3e
#define REPORT_MODE_IL_CORE_ACCEL_IR36_2 0x3f
// this is all temporary, but sticking with the padspecs ...for now
const u16 button_bitmasks[] =
{
WIIMOTE_A, WIIMOTE_B, WIIMOTE_ONE, WIIMOTE_TWO, WIIMOTE_MINUS, WIIMOTE_PLUS, WIIMOTE_HOME
};
const u16 dpad_bitmasks[] =
{
WIIMOTE_PAD_UP, WIIMOTE_PAD_DOWN, WIIMOTE_PAD_LEFT, WIIMOTE_PAD_RIGHT
};
const char* const named_buttons[] =
{
"A",
"B",
"One",
"Two",
"Minus",
"Plus",
"Home",
};
const char * const named_groups[] =
{
"Buttons", "D-Pad"
};
Wiimote::Wiimote( const unsigned int index ) : m_index(index), m_report_mode(REPORT_MODE_CORE)
{
// buttons
groups.push_back( m_buttons = new Buttons( named_groups[0] ) );
for ( unsigned int i=0; i < sizeof(named_buttons)/sizeof(*named_buttons); ++i )
m_buttons->controls.push_back( new ControlGroup::Input( named_buttons[i] ) );
// dpad
groups.push_back( m_dpad = new Buttons( named_groups[1] ) );
for ( unsigned int i=0; i < 4; ++i )
m_dpad->controls.push_back( new ControlGroup::Input( named_directions[i] ) );
// rumble
groups.push_back( m_rumble = new ControlGroup( "Rumble" ) );
m_rumble->controls.push_back( new ControlGroup::Output( "Motor" ) );
}
std::string Wiimote::GetName() const
{
return std::string("Wiimote") + char('1'+m_index);
}
void Wiimote::Cycle()
{
HIDReport rpt;
rpt << (u8)m_report_mode;
switch ( m_report_mode )
{
//(a1) 30 BB BB
case REPORT_MODE_CORE :
{
u16 buttons;
m_buttons->GetState( &buttons, button_bitmasks );
m_dpad->GetState( &buttons, dpad_bitmasks );
rpt << buttons;
}
break;
//(a1) 31 BB BB AA AA AA
case REPORT_MODE_CORE_ACCEL :
{
u16 buttons;
m_buttons->GetState( &buttons, button_bitmasks );
m_dpad->GetState( &buttons, dpad_bitmasks );
rpt << buttons << (u16)0 << (u8)0;
}
break;
//(a1) 32 BB BB EE EE EE EE EE EE EE EE
case REPORT_MODE_CORE_EXTEN8 :
{
u16 buttons;
m_buttons->GetState( &buttons, button_bitmasks );
m_dpad->GetState( &buttons, dpad_bitmasks );
rpt << buttons << (u64)0;
}
break;
//(a1) 33 BB BB AA AA AA II II II II II II II II II II II II
case REPORT_MODE_CORE_ACCEL_IR12 :
{
u16 buttons;
m_buttons->GetState( &buttons, button_bitmasks );
m_dpad->GetState( &buttons, dpad_bitmasks );
rpt << buttons << (u64)0 << (u32)0 << (u16)0 << (u8)0;
}
break;
//(a1) 34 BB BB EE EE EE EE EE EE EE EE EE EE EE EE EE EE EE EE EE EE EE
case REPORT_MODE_CORE_EXTEN19 :
{
u16 buttons;
m_buttons->GetState( &buttons, button_bitmasks );
m_dpad->GetState( &buttons, dpad_bitmasks );
rpt << buttons << (u64)0 << (u64)0 << (u16)0 << (u8)0;
}
break;
//(a1) 35 BB BB AA AA AA EE EE EE EE EE EE EE EE EE EE EE EE EE EE EE EE
case REPORT_MODE_CORE_ACCEL_EXTEN16 :
{
u16 buttons;
m_buttons->GetState( &buttons, button_bitmasks );
m_dpad->GetState( &buttons, dpad_bitmasks );
rpt << buttons << (u64)0 << (u64)0 << (u16)0 << (u8)0;
}
break;
//(a1) 36 BB BB II II II II II II II II II II EE EE EE EE EE EE EE EE EE
case REPORT_MODE_CORE_IR10_EXTEN9 :
{
u16 buttons;
m_buttons->GetState( &buttons, button_bitmasks );
m_dpad->GetState( &buttons, dpad_bitmasks );
rpt << buttons << (u64)0 << (u64)0 << (u16)0 << (u8)0;
}
break;
//(a1) 37 BB BB AA AA AA II II II II II II II II II II EE EE EE EE EE EE
case REPORT_MODE_CORE_ACCEL_IR10_EXTEN6 :
{
u16 buttons;
m_buttons->GetState( &buttons, button_bitmasks );
m_dpad->GetState( &buttons, dpad_bitmasks );
rpt << buttons << (u64)0 << (u64)0 << (u16)0 << (u8)0;
}
break;
//(a1) 3d EE EE EE EE EE EE EE EE EE EE EE EE EE EE EE EE EE EE EE EE EE
case REPORT_MODE_EXTEN21 :
{
u16 buttons;
m_buttons->GetState( &buttons, button_bitmasks );
m_dpad->GetState( &buttons, dpad_bitmasks );
rpt << buttons << (u64)0 << (u64)0 << (u16)0 << (u8)0;
}
break;
//(a1) 3e/3f BB BB AA II II II II II II II II II II II II II II II II II II
case REPORT_MODE_IL_CORE_ACCEL_IR36_1 :
case REPORT_MODE_IL_CORE_ACCEL_IR36_2 :
{
u16 buttons;
m_buttons->GetState( &buttons, button_bitmasks );
m_dpad->GetState( &buttons, dpad_bitmasks );
//rpt << buttons << (u64)0 << (u64)0 << (u64)0 << (u64)0 << (u32)0 << (u8)0;
rpt << buttons << (u64)0 << (u64)0 << (u16)0 << (u8)0;
}
break;
default :
break;
}
}
Wiimote& Wiimote::operator<<( HIDReport& rpt_in )
{
const u8 report_id = rpt_in.front(); rpt_in.pop();
HIDReport rpt_out;
switch ( report_id )
{
case REPORT_LEDS :
break;
case REPORT_DATA_MODE :
{
rpt_in.pop(); // continuous
m_report_mode = rpt_in.front();
}
break;
case REPORT_IR_ENABLE :
break;
case REPORT_SPEAKER_ENABLE :
break;
case REPORT_STATUS_REQUEST :
{
u16 buttons;
m_buttons->GetState( &buttons, button_bitmasks );
m_dpad->GetState( &buttons, dpad_bitmasks );
rpt_out << (u8)REPORT_STATUS << buttons << (u16)0 << (u8)0 << (u8)0xFF;
}
break;
case REPORT_WRITE_MEMORY :
break;
case REPORT_READ_MEMORY :
break;
case REPORT_SPEAKER_DATA :
break;
case REPORT_SPEAKER_MUTE :
break;
case REPORT_IR_ENABLE_2 :
break;
case REPORT_STATUS :
break;
case REPORT_READ_MEMORY_DATA :
break;
case REPORT_ACKNOWLEDGE_OUTPUT :
break;
default :
break;
}
return *this;
}

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#ifndef _CONEMU_WIIMOTE_H_
#define _CONEMU_WIIMOTE_H_
#include "../../ControllerEmu.h"
#include <queue>
class HIDReport : public std::queue<u8>
{
public:
template <typename T>
HIDReport& operator<<( const T& t )
{
const u8* const e = ((u8*)&t) + sizeof(t);
const u8* i = (u8*)&t;
for ( ;i<e; ++i )
push(*i);
return *this;
}
};
class Wiimote : public ControllerEmu
{
public:
Wiimote( const unsigned int index );
void Cycle();
Wiimote& operator<<( HIDReport& );
std::string GetName() const;
private:
Buttons* m_buttons;
Buttons* m_dpad;
ControlGroup* m_rumble;
// TODO: add forces
// TODO: add ir
const unsigned int m_index;
unsigned int m_report_mode;
};
#endif

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#include "ControllerInterface.h"
#ifdef CIFACE_USE_XINPUT
#include "XInput/XInput.h"
#endif
#ifdef CIFACE_USE_DIRECTINPUT
#include "DirectInput/DirectInput.h"
#endif
#ifdef CIFACE_USE_XLIB
#include "Xlib/Xlib.h"
#endif
#ifdef CIFACE_USE_SDL
#include "SDL/SDL.h"
#endif
//#define MAX_DOUBLE_TAP_TIME 400
//#define MAX_HOLD_DOWN_TIME 400
#define INPUT_DETECT_THRESHOLD 0.85
//
// Init
//
// detect devices and inputs outputs / will make refresh function later
//
void ControllerInterface::Init()
{
if ( m_is_init )
return;
#ifdef CIFACE_USE_XINPUT
ciface::XInput::Init( m_devices );
#endif
#ifdef CIFACE_USE_DIRECTINPUT
ciface::DirectInput::Init( m_devices/*, (HWND)m_hwnd*/ );
#endif
#ifdef CIFACE_USE_XLIB
ciface::XLIB::Init( m_devices, m_hwnd );
#endif
#ifdef CIFACE_USE_SDL
ciface::SDL::Init( m_devices );
#endif
m_is_init = true;
}
//
// DeInit
//
// remove all devices/ call library cleanup functions
//
void ControllerInterface::DeInit()
{
if ( false == m_is_init )
return;
std::vector<Device*>::const_iterator d = m_devices.begin(),
Devices_end = m_devices.end();
for ( ;d != Devices_end; ++d )
{
std::vector<Device::Output*>::const_iterator o = (*d)->Outputs().begin(),
e = (*d)->Outputs().end();
// set outputs to ZERO before destroying device
for ( ;o!=e; ++o)
(*d)->SetOutputState( *o, 0 );
// update output
(*d)->UpdateOutput();
//delete device
delete *d;
}
m_devices.clear();
#ifdef CIFACE_USE_XINPUT
// nothing needed
#endif
#ifdef CIFACE_USE_DIRECTINPUT
// nothing needed
#endif
#ifdef CIFACE_USE_XLIB
// nothing needed
#endif
#ifdef CIFACE_USE_SDL
// there seems to be some sort of memory leak with SDL, quit isn't freeing everything up
SDL_Quit();
#endif
m_is_init = false;
}
//
// SetHwnd
//
// sets the hwnd used for some crap when initializing, use before calling Init
//
void ControllerInterface::SetHwnd( void* const hwnd )
{
m_hwnd = hwnd;
}
//
// UpdateInput
//
// update input for all devices, return true if all devices returned successful
//
bool ControllerInterface::UpdateInput()
{
size_t ok_count = 0;
std::vector<Device*>::const_iterator d = m_devices.begin(),
e = m_devices.end();
for ( ;d != e; ++d )
{
if ( (*d)->UpdateInput() )
++ok_count;
else
(*d)->ClearInputState();
}
return ( m_devices.size() == ok_count );
}
//
// UpdateOutput
//
// update output for all devices, return true if all devices returned successful
//
bool ControllerInterface::UpdateOutput()
{
size_t ok_count = 0;
std::vector<Device*>::const_iterator d = m_devices.begin(),
e = m_devices.end();
for ( ;d != e; ++d )
(*d)->UpdateOutput();
return ( m_devices.size() == ok_count );
}
//
// Devices
//
// i dont really like this but,
// return : constant copy of the devices vector
//
const std::vector<ControllerInterface::Device*>& ControllerInterface::Devices()
{
return m_devices;
}
//
// Device :: ~Device
//
// dtor, delete all inputs/outputs on device destruction
//
ControllerInterface::Device::~Device()
{
{
// delete inputs
std::vector<Device::Input*>::iterator i = inputs.begin(),
e = inputs.end();
for ( ;i!=e; ++i)
delete *i;
}
{
// delete outputs
std::vector<Device::Output*>::iterator o = outputs.begin(),
e = outputs.end();
for ( ;o!=e; ++o)
delete *o;
}
}
//
// Device :: ClearInputState
//
// device classes should override this func
// ControllerInterface will call this when the device returns failure durring UpdateInput
// used to try to set all buttons and axes to their default state when user unplugs a gamepad durring play
// buttons/axes that were held down at the time of unplugging should be seen as not pressed after unplugging
//
void ControllerInterface::Device::ClearInputState()
{
// this is going to be called for every UpdateInput call that fails
// kinda slow but, w/e, should only happen when user unplugs a device while playing
}
//
// Device :: Inputs
//
// get a const version of the device's input vector
//
const std::vector<ControllerInterface::Device::Input*>& ControllerInterface::Device::Inputs()
{
return inputs;
}
//
// Device :: Outputs
//
// get a const version of the device's outputs vector
//
const std::vector<ControllerInterface::Device::Output*>& ControllerInterface::Device::Outputs()
{
return outputs;
}
//
// HasInit
//
// check if interface is inited
//
bool ControllerInterface::IsInit()
{
return m_is_init;
}
//
// InputReference :: State
//
// get the state of an input reference
// override function for ControlReference::State ...
//
ControlState ControllerInterface::InputReference::State( const ControlState ignore )
{
if ( NULL == device )
return 0;
ControlState state;
// this mode thing will be turned into a switch statement
switch ( mode )
{
// OR
case 0 :
{
state = 0;
std::vector<Device::Control*>::const_iterator ci = controls.begin(),
ce = controls.end();
for ( ; ci != ce; ++ci )
state = std::max( state, device->GetInputState( (Device::Input*)*ci ) ); // meh casting
break;
}
// AND
case 1 :
{
// TODO: i think i can remove the if here
state = 1;
bool is_bound = false;
std::vector<Device::Control*>::const_iterator ci = controls.begin(),
ce = controls.end();
for ( ; ci != ce; ++ci )
{
is_bound = true;
state = std::min( state, device->GetInputState( (Device::Input*)*ci ) ); // meh casting
}
if ( !is_bound )
state = 0;
break;
}
// NOT
case 2 :
{
state = 0;
std::vector<Device::Control*>::const_iterator ci = controls.begin(),
ce = controls.end();
for ( ; ci != ce; ++ci )
state = std::max( state, device->GetInputState( (Device::Input*)*ci ) ); // meh casting
state = std::max( 0.0, 1.0 - state );
break;
}
}
return std::min( 1.0f, state * range );
}
//
// OutputReference :: State
//
// set the state of all binded outputs
// overrides ControlReference::State .. combined them so i could make the gui simple / inputs == same as outputs one list
// i was lazy and it works so watever
//
ControlState ControllerInterface::OutputReference::State( const ControlState state )
{
std::vector<Device::Control*>::iterator ci = controls.begin(),
ce = controls.end();
for ( ; ci != ce; ++ci )
device->SetOutputState( (Device::Output*)*ci, state * range ); // casting again
return state; // just return the output, watever
}
//
// DeviceQualifier :: ToString
//
// get string from a device qualifier / serialize
//
std::string ControllerInterface::DeviceQualifier::ToString() const
{
if ( source.empty() && (id < 0) && name.empty() )
return "";
std::ostringstream ss;
ss << source << '/';
if ( id > -1 )
ss << id;
ss << '/' << name;
return ss.str();
}
//
// DeviceQualifier :: FromString
//
// set a device qualifier from a string / unserialize
//
void ControllerInterface::DeviceQualifier::FromString(const std::string& str)
{
std::istringstream ss(str);
// good
std::getline( ss, source = "", '/' );
// dum
std::getline( ss, name, '/' );
std::istringstream(name) >> (id = -1);
// good
std::getline( ss, name = "");
}
//
// DeviceQualifier :: FromDevice
//
// set a device qualifier from a device
//
void ControllerInterface::DeviceQualifier::FromDevice(const ControllerInterface::Device* const dev)
{
name = dev->GetName();
id = dev->GetId();
source= dev->GetSource();
}
//
// DeviceQualifier = = Device*
//
// check if a device matches a device qualifier
//
bool ControllerInterface::DeviceQualifier::operator==(const ControllerInterface::Device* const dev) const
{
if ( dev->GetName() == name )
if ( dev->GetId() == id )
if ( dev->GetSource() == source )
return true;
return false;
}
//
// ControlQualifier = FromControl
//
// set a control qualifier from a device control
//
void ControllerInterface::ControlQualifier::FromControl(const ControllerInterface::Device::Control* const c)
{
// hardly needs a function for this
name = c->GetName();
}
//
// ControlQualifier = = Device :: Control*
//
// check if a control qualifier matches a device control
// if qualifier name is /.../ form, uses a regular expression match
// also |control1|control2| form, || matches all
//
bool ControllerInterface::ControlQualifier::operator==(const ControllerInterface::Device::Control* const control) const
{
if ( name.size() )
{
#ifdef CIFACE_USE_REGEX
if ( '/' == name[0] && '/' == (*name.rbegin()) ) // check if regex
{
wxRegEx re(
wxString::FromAscii(name.substr( 1, name.size()-2).c_str()).Prepend(wxT("^(")).Append(wxT(")$"))
, wxRE_ADVANCED | wxRE_EXTENDED | wxRE_NOSUB | wxRE_ICASE );
if ( re.IsValid() )
return re.Matches( wxString::FromAscii( control->GetName().c_str() ) );
else
return true;
}
#endif
if ( '|' == name[0] && '|' == (*name.rbegin()) ) // check if using |button1|button2| format
{
return ( name.find( '|' + control->GetName() + '|' ) != name.npos || "||" == name );
}
}
return (control->GetName() == name);
}
//
// UpdateReference
//
// updates a controlreference's binded devices then update binded controls
// need to call this after changing a device qualifier on a control reference
// if the device qualifier hasnt changed, the below functions: "UpdateControls" can be used
//
void ControllerInterface::UpdateReference( ControllerInterface::ControlReference* ref )
{
ref->device = NULL;
std::vector<Device*>::const_iterator d = m_devices.begin(),
e = m_devices.end();
for ( ; d!=e; ++d )
if ( ref->device_qualifier == *d )
{
ref->device = *d;
break;
}
ref->UpdateControls();
}
//
// InputReference :: UpdateControls
//
// after changing a control qualifier, need to call this to rebind the new matching controls
//
void ControllerInterface::InputReference::UpdateControls()
{
controls.clear();
if ( device )
{
std::vector<Device::Input*>::const_iterator i = device->Inputs().begin(),
e = device->Inputs().end();
for ( ;i != e; ++i )
if ( control_qualifier == *i )
controls.push_back( *i );
}
}
//
// OutputReference :: UpdateControls
//
// same as the inputRef version
// after changing a control qualifier, need to call this to rebind the new matching controls
//
void ControllerInterface::OutputReference::UpdateControls()
{
controls.clear();
if ( device )
{
std::vector<Device::Output*>::const_iterator i = device->Outputs().begin(),
e = device->Outputs().end();
for ( ;i != e; ++i )
if ( control_qualifier == *i )
controls.push_back( *i );
}
}
//
// InputReference :: Detect
//
// wait for input on all binded devices
// supports waiting for n number of inputs
// supports not detecting inputs that were held down at the time of Detect start,
// which is useful for those crazy flightsticks that have certain buttons that are always held down
// or some crazy axes or something
// upon input, set control qualifier, update controls and return true
// else return false
//
bool ControllerInterface::InputReference::Detect( const unsigned int ms, const unsigned int count )
{
unsigned int time = 0;
// don't wait if we don't have a device
if ( device )
{
bool* const states = new bool[device->Inputs().size()];
std::vector<Device::Input*>::const_iterator i = device->Inputs().begin(),
e = device->Inputs().end();
for ( unsigned int n=0;i != e; ++i,++n )
states[n] = ( device->GetInputState( *i ) > INPUT_DETECT_THRESHOLD );
std::vector<Device::Control*> detected;
while ( (time < ms) && (detected.size() < count) )
{
device->UpdateInput();
std::vector<Device::Input*>::const_iterator i = device->Inputs().begin(),
e = device->Inputs().end();
for ( unsigned int n=0;i != e; ++i,++n )
{
if ( device->GetInputState( *i ) > INPUT_DETECT_THRESHOLD )
{
if ( false == states[n] )
if ( std::find( detected.begin(), detected.end(), *i ) == detected.end() )
detected.push_back( *i );
}
else
states[n] = false;
}
wxMilliSleep( 10 ); time += 10;
}
delete states;
if ( detected.size() == count )
{
controls = detected;
if ( controls.size() > 1 )
{
control_qualifier.name = '|';
std::vector<Device::Control*>::const_iterator i = controls.begin(),
e = controls.end();
for ( ; i!=e; ++i )
control_qualifier.name += (*i)->GetName() + '|';
}
else
control_qualifier.FromControl( controls[0] );
return true;
}
}
return false;
}
//
// OutputReference :: Detect
//
// totally different from the inputReference detect / i have them combined so it was simplier to make the gui.
// the gui doesnt know the difference between an input and an output / its odd but i was lazy and it was easy
//
// set all binded outputs to <range> power for x milliseconds return false
//
bool ControllerInterface::OutputReference::Detect( const unsigned int ms, const unsigned int ignored )
{
// dont hang if we dont even have any controls mapped
if ( controls.size() )
{
State( 1 );
unsigned int slept = 0;
// this loop is to make stuff like flashing keyboard LEDs work
while ( ms > ( slept += 10 ) )
{
device->UpdateOutput();
wxMilliSleep( 10 );
}
State( 0 );
device->UpdateOutput();
}
return false;
}

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#ifndef _DEVICEINTERFACE_H_
#define _DEVICEINTERFACE_H_
#include <vector>
#include <string>
#include <sstream>
#include <map>
#include <algorithm>
//#define CIFACE_USE_REGEX
// enable disable sources
#ifdef _WIN32
#define CIFACE_USE_XINPUT
#define CIFACE_USE_DIRECTINPUT_JOYSTICK
#define CIFACE_USE_DIRECTINPUT_KBM
#define CIFACE_USE_DIRECTINPUT
#endif
#if defined(HAVE_X11) && HAVE_X11
// Xlib is not tested at all currently, it is like 80% complete at least though
#define CIFACE_USE_XLIB
#endif
#ifndef CIFACE_USE_DIRECTINPUT_JOYSTICK
#define CIFACE_USE_SDL
#endif
#ifdef CIFACE_USE_REGEX
#include <wx/regex.h>
#endif
#include <wx/stopwatch.h>
#include <wx/utils.h>
// idk in case i wanted to change it to double or somethin, idk what's best
typedef float ControlState;
//
// ControllerInterface
//
// some crazy shit i made to control different device inputs and outputs
// from lots of different sources, hopefully more easily
//
class ControllerInterface
{
public:
//
// Device
//
// Pretty obviously, a device class
//
class Device
{
public:
//
// Control
//
// control includes inputs and outputs
//
class Control // input or output
{
public:
virtual std::string GetName() const = 0;
};
//
// Input
//
// an input on a device
//
class Input : public Control
{
public:
virtual ~Input() {}
};
//
// Output
//
// guess wut it is, yup and output
//
class Output : public Control
{
public:
virtual ~Output() {}
};
virtual ~Device();
virtual std::string GetName() const = 0;
virtual int GetId() const = 0;
virtual std::string GetSource() const = 0;
virtual ControlState GetInputState( const Input* const input ) = 0;
virtual void SetOutputState( const Output* const output, const ControlState state ) = 0;
virtual bool UpdateInput() = 0;
virtual bool UpdateOutput() = 0;
virtual void ClearInputState();
const std::vector< Input* >& Inputs();
const std::vector< Output* >& Outputs();
protected:
std::vector<Input*> inputs;
std::vector<Output*> outputs;
};
//
// DeviceQualifier
//
// device qualifier used to match devices
// currently has ( source, id, name ) properties which match a device
//
class DeviceQualifier
{
public:
DeviceQualifier() : id(-1){}
DeviceQualifier( const std::string& _source, const int _id, const std::string& _name )
: source(_source), id(_id), name(_name) {}
bool operator==(const Device* const dev) const;
void FromDevice(const Device* const dev);
void FromString(const std::string& str);
std::string ToString() const;
std::string source;
int id;
std::string name;
};
//
// ControlQualifier
//
// control qualifier includes input and output qualifiers
// used to match controls on devices, only has name property
// if name is blank it matches nothing, if name is /../ form, it matches controls using a regex
// |input1|input2| form as well, || matches anything, might change this to * or something
//
class ControlQualifier
{
public:
ControlQualifier() {};
ControlQualifier( const std::string& _name ) : name(_name) {}
virtual bool operator==(const Device::Control* const in) const;
void FromControl(const Device::Control* const in);
std::string name;
};
//
// InputQualifier
//
// ControlQualifier for inputs
//
class InputQualifier : public ControlQualifier
{
public:
InputQualifier() {};
InputQualifier( const std::string& _name ) : ControlQualifier(_name) {}
};
//
// OutputQualifier
//
// ControlQualifier for outputs
//
class OutputQualifier : public ControlQualifier
{
public:
OutputQualifier() {};
OutputQualifier( const std::string& _name ) : ControlQualifier(_name) {}
};
//
// ControlReference
//
// these are what you create to actually use the inputs, InputReference or OutputReference
// they have a vector < struct { device , vector < controls > } >
//
// after being binded to devices and controls with ControllerInterface::UpdateReference,
// each one can binded to 0+ devices, and 0+ controls on each device
// ControlReference can update its own controls when you change its control qualifier
// using ControlReference::UpdateControls but when you change its device qualifer
// you must use ControllerInterface::UpdateReference
//
class ControlReference
{
public:
ControlReference( const bool _is_input ) : range(1), is_input(_is_input), device(NULL) {}
virtual ControlState State( const ControlState state = 0 ) = 0;
virtual bool Detect( const unsigned int ms, const unsigned int count = 1 ) = 0;
virtual void UpdateControls() = 0;
ControlState range;
DeviceQualifier device_qualifier;
ControlQualifier control_qualifier;
const bool is_input;
Device* device;
std::vector<Device::Control*> controls;
};
//
// InputReference
//
// control reference for inputs
//
class InputReference : public ControlReference
{
public:
InputReference() : ControlReference( true ) {}
ControlState State( const ControlState state );
bool Detect( const unsigned int ms, const unsigned int count );
void UpdateControls();
unsigned int mode;
};
//
// OutputReference
//
// control reference for outputs
//
class OutputReference : public ControlReference
{
public:
OutputReference() : ControlReference( false ) {}
ControlState State( const ControlState state );
bool Detect( const unsigned int ms, const unsigned int count );
void UpdateControls();
};
ControllerInterface() : m_is_init(false) {}
void SetHwnd( void* const hwnd );
void Init();
void DeInit();
bool IsInit();
void UpdateReference( ControlReference* control );
bool UpdateInput();
bool UpdateOutput();
const std::vector<Device*>& Devices();
private:
bool m_is_init;
std::vector<Device*> m_devices;
void* m_hwnd;
};
#endif

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#include "../ControllerInterface.h"
#ifdef CIFACE_USE_DIRECTINPUT
#include "DirectInput.h"
#pragma comment(lib, "Dinput8.lib")
#pragma comment(lib, "dxguid.lib")
namespace ciface
{
namespace DirectInput
{
void Init( std::vector<ControllerInterface::Device*>& devices/*, HWND hwnd*/ )
{
IDirectInput8* idi8;
if ( DI_OK != DirectInput8Create( GetModuleHandle(NULL), DIRECTINPUT_VERSION, IID_IDirectInput8, (LPVOID*)&idi8, NULL ) )
return;
#ifdef CIFACE_USE_DIRECTINPUT_KBM
InitKeyboardMouse( idi8, devices );
#endif
#ifdef CIFACE_USE_DIRECTINPUT_JOYSTICK
InitJoystick( idi8, devices/*, hwnd*/ );
#endif
idi8->Release();
}
}
}
#endif

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#ifndef _CIFACE_DIRECTINPUT_H_
#define _CIFACE_DIRECTINPUT_H_
#include "../ControllerInterface.h"
#define DIRECTINPUT_VERSION 0x0800
#define WIN32_LEAN_AND_MEAN
#define NOMINMAX
#include <Windows.h>
#include <dinput.h>
#ifdef CIFACE_USE_DIRECTINPUT_JOYSTICK
#include "DirectInputJoystick.h"
#endif
#ifdef CIFACE_USE_DIRECTINPUT_KBM
#include "DirectInputKeyboardMouse.h"
#endif
namespace ciface
{
namespace DirectInput
{
void Init( std::vector<ControllerInterface::Device*>& devices/*, HWND hwnd*/ );
}
}
#endif

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#include "../ControllerInterface.h"
#ifdef CIFACE_USE_DIRECTINPUT_JOYSTICK
#include "DirectInputJoystick.h"
namespace ciface
{
namespace DirectInput
{
std::string TStringToString( const std::basic_string<TCHAR>& in )
{
const int size = WideCharToMultiByte( CP_UTF8, 0, in.data(), int(in.length()), NULL, 0, NULL, NULL );
if ( 0 == size )
return "";
char* const data = new char[size];
WideCharToMultiByte( CP_UTF8, 0, in.data(), int(in.length()), data, size, NULL, NULL );
const std::string out( data, size );
delete[] data;
return out;
}
//BOOL CALLBACK DIEnumEffectsCallback( LPCDIEFFECTINFO pdei, LPVOID pvRef )
//{
// ((std::vector<DIEFFECTINFO>*)pvRef)->push_back( *pdei );
// return DIENUM_CONTINUE;
//}
BOOL CALLBACK DIEnumDeviceObjectsCallback( LPCDIDEVICEOBJECTINSTANCE lpddoi, LPVOID pvRef )
{
((std::vector<DIDEVICEOBJECTINSTANCE>*)pvRef)->push_back( *lpddoi );
return DIENUM_CONTINUE;
}
BOOL CALLBACK DIEnumDevicesCallback( LPCDIDEVICEINSTANCE lpddi, LPVOID pvRef )
{
((std::vector<DIDEVICEINSTANCE>*)pvRef)->push_back( *lpddi );
return DIENUM_CONTINUE;
}
void InitJoystick( IDirectInput8* const idi8, std::vector<ControllerInterface::Device*>& devices/*, HWND hwnd*/ )
{
std::vector<DIDEVICEINSTANCE> joysticks;
idi8->EnumDevices( DI8DEVCLASS_GAMECTRL, DIEnumDevicesCallback, (LPVOID)&joysticks, DIEDFL_ATTACHEDONLY );
// just a struct with an int that is set to ZERO by default
struct ZeroedInt{ZeroedInt():value(0){}unsigned int value;};
// this is used to number the joysticks
// multiple joysticks with the same name shall get unique ids starting at 0
std::map< std::basic_string<TCHAR>, ZeroedInt > name_counts;
std::vector<DIDEVICEINSTANCE>::iterator i = joysticks.begin(),
e = joysticks.end();
for ( ; i!=e; ++i )
{
// TODO: this has potential to mess up on createdev or setdatafmt failure
LPDIRECTINPUTDEVICE8 js_device;
if ( DI_OK == idi8->CreateDevice( i->guidInstance, &js_device, NULL ) )
if ( DI_OK == js_device->SetDataFormat( &c_dfDIJoystick ) )
// using foregroundwindow seems like a hack
if ( DI_OK != js_device->SetCooperativeLevel( GetForegroundWindow(), DISCL_BACKGROUND | DISCL_EXCLUSIVE ) )
{
// fall back to non-exclusive mode, with no rumble
if ( DI_OK != js_device->SetCooperativeLevel( NULL, DISCL_BACKGROUND | DISCL_NONEXCLUSIVE ) )
{
js_device->Release();
continue;
}
}
if ( DI_OK == js_device->Acquire() )
{
Joystick* js = new Joystick( /*&*i, */js_device, name_counts[i->tszInstanceName].value++ );
// only add if it has some inputs/outpus
if ( js->Inputs().size() || js->Outputs().size() )
devices.push_back( js );
else
delete js;
}
else
js_device->Release();
}
}
Joystick::Joystick( /*const LPCDIDEVICEINSTANCE lpddi, */const LPDIRECTINPUTDEVICE8 device, const unsigned int index )
: m_device(device)
, m_index(index)
//, m_name(TStringToString(lpddi->tszInstanceName))
{
// get joystick caps
DIDEVCAPS js_caps;
ZeroMemory( &js_caps, sizeof(js_caps) );
js_caps.dwSize = sizeof(js_caps);
m_device->GetCapabilities(&js_caps);
// max of 32 buttons and 4 hats / the limit of the data format i am using
js_caps.dwButtons = std::min((DWORD)32, js_caps.dwButtons);
js_caps.dwPOVs = std::min((DWORD)4, js_caps.dwPOVs);
m_must_poll = ( ( js_caps.dwFlags & DIDC_POLLEDDATAFORMAT ) > 0 );
// buttons
for ( unsigned int i = 0; i < js_caps.dwButtons; ++i )
inputs.push_back( new Button( i ) );
// hats
for ( unsigned int i = 0; i < js_caps.dwPOVs; ++i )
{
// each hat gets 4 input instances associated with it, (up down left right)
for ( unsigned int d = 0; d<4; ++d )
inputs.push_back( new Hat( i, d ) );
}
// axes / only the first 6 currently
std::vector<DIDEVICEOBJECTINSTANCE> axes;
m_device->EnumObjects( DIEnumDeviceObjectsCallback, (LPVOID)&axes, DIDFT_AXIS );
for( unsigned int i = 0; i<axes.size() && i<6; ++i )
{
DIPROPRANGE range;
ZeroMemory( &range, sizeof(range ) );
range.diph.dwSize = sizeof(range);
range.diph.dwHeaderSize = sizeof(range.diph);
range.diph.dwHow = DIPH_BYID;
range.diph.dwObj = axes[i].dwType;
// try to set some nice power of 2 values (8192)
range.lMin = -(1<<13);
range.lMax = (1<<13);
// but i guess not all devices support setting range
m_device->SetProperty( DIPROP_RANGE, &range.diph );
// so i getproperty right afterward incase it didn't set :P
if ( DI_OK == m_device->GetProperty( DIPROP_RANGE, &range.diph ) )
{
const LONG base = (range.lMin + range.lMax) / 2;
// each axis gets a negative and a positive input instance associated with it
inputs.push_back( new Axis( i, base, range.lMin-base ) );
inputs.push_back( new Axis( i, base, range.lMax-base ) );
}
}
// do people need sliders? maybe later
// get supported ff effects
std::vector<DIDEVICEOBJECTINSTANCE> objects;
m_device->EnumObjects( DIEnumDeviceObjectsCallback, (LPVOID)&objects, DIDFT_AXIS );
// got some ff axes or something
if ( objects.size() )
{
// temporary
DWORD rgdwAxes[] = { DIJOFS_X, DIJOFS_Y };
LONG rglDirection[] = { 0, 0 };
DICONSTANTFORCE cf = { 0 };
DIEFFECT eff;
ZeroMemory( &eff, sizeof( DIEFFECT ) );
eff.dwSize = sizeof( DIEFFECT );
eff.dwFlags = DIEFF_CARTESIAN | DIEFF_OBJECTOFFSETS;
eff.dwDuration = INFINITE;
eff.dwGain = DI_FFNOMINALMAX;
eff.dwTriggerButton = DIEB_NOTRIGGER;
eff.cAxes = std::min( (DWORD)2, (DWORD)objects.size() );
eff.rgdwAxes = rgdwAxes;
eff.rglDirection = rglDirection;
eff.cbTypeSpecificParams = sizeof( DICONSTANTFORCE );
eff.lpvTypeSpecificParams = &cf;
LPDIRECTINPUTEFFECT pEffect;
if ( DI_OK == m_device->CreateEffect( GUID_ConstantForce, &eff, &pEffect, NULL ) )
{
// temp
outputs.push_back( new Force( 0 ) );
m_state_out.push_back( EffectState( pEffect ) );
}
}
// disable autocentering
if ( outputs.size() )
{
DIPROPDWORD dipdw;
dipdw.diph.dwSize = sizeof( DIPROPDWORD );
dipdw.diph.dwHeaderSize = sizeof( DIPROPHEADER );
dipdw.diph.dwObj = 0;
dipdw.diph.dwHow = DIPH_DEVICE;
dipdw.dwData = FALSE;
m_device->SetProperty( DIPROP_AUTOCENTER, &dipdw.diph );
}
ClearInputState();
}
Joystick::~Joystick()
{
// release the ff effect iface's
std::vector<EffectState>::iterator i = m_state_out.begin(),
e = m_state_out.end();
for ( ; i!=e; ++i )
{
i->iface->Stop();
i->iface->Unload();
i->iface->Release();
}
m_device->Unacquire();
m_device->Release();
}
void Joystick::ClearInputState()
{
ZeroMemory(&m_state_in, sizeof(m_state_in));
// set hats to center
memset( m_state_in.rgdwPOV, 0xFF, sizeof(m_state_in.rgdwPOV) );
}
std::string Joystick::GetName() const
{
DIPROPSTRING str;
ZeroMemory( &str, sizeof(str) );
str.diph.dwSize = sizeof(str);
str.diph.dwHeaderSize = sizeof(str.diph);
str.diph.dwHow = DIPH_DEVICE;
m_device->GetProperty( DIPROP_PRODUCTNAME, &str.diph );
return TStringToString( str.wsz );
//return m_name;
}
int Joystick::GetId() const
{
return m_index;
}
std::string Joystick::GetSource() const
{
return "DirectInput";
}
// update IO
bool Joystick::UpdateInput()
{
if ( m_must_poll )
if ( DI_OK != m_device->Poll() )
return false;
return ( DI_OK == m_device->GetDeviceState( sizeof(m_state_in), &m_state_in ) );
}
bool Joystick::UpdateOutput()
{
// temporary
size_t ok_count = 0;
std::vector<EffectState>::iterator i = m_state_out.begin(),
e = m_state_out.end();
for ( ; i!=e; ++i )
{
if ( i->changed )
{
i->changed = false;
DICONSTANTFORCE cf;
cf.lMagnitude = 10000 * i->magnitude;
if ( cf.lMagnitude )
{
DIEFFECT eff;
ZeroMemory( &eff, sizeof( eff ) );
eff.dwSize = sizeof( DIEFFECT );
eff.dwFlags = DIEFF_CARTESIAN | DIEFF_OBJECTOFFSETS;
eff.cbTypeSpecificParams = sizeof( cf );
eff.lpvTypeSpecificParams = &cf;
// set params and start effect
ok_count += ( DI_OK == i->iface->SetParameters( &eff, DIEP_TYPESPECIFICPARAMS | DIEP_START ) );
}
else
ok_count += ( DI_OK == i->iface->Stop() );
}
else
++ok_count;
}
return ( m_state_out.size() == ok_count );
}
// get name
std::string Joystick::Button::GetName() const
{
std::ostringstream ss;
ss << "Button " << m_index;
return ss.str();
}
std::string Joystick::Axis::GetName() const
{
std::ostringstream ss;
ss << "Axis " << m_index << ( m_range>0 ? '+' : '-' );
return ss.str();
}
std::string Joystick::Hat::GetName() const
{
std::ostringstream ss;
ss << "Hat " << m_index << ' ' << "NESW"[m_direction];
return ss.str();
}
std::string Joystick::Force::GetName() const
{
// temporary
return "Constant";
}
// get / set state
ControlState Joystick::GetInputState( const ControllerInterface::Device::Input* const input )
{
return ((Input*)input)->GetState( &m_state_in );
}
void Joystick::SetOutputState( const ControllerInterface::Device::Output* const output, const ControlState state )
{
((Output*)output)->SetState( state, &m_state_out[0] );
}
// get / set state
ControlState Joystick::Axis::GetState( const DIJOYSTATE* const joystate )
{
return std::max( 0.0f, ControlState((&joystate->lX)[m_index]-m_base) / m_range );
}
ControlState Joystick::Button::GetState( const DIJOYSTATE* const joystate )
{
return ControlState( joystate->rgbButtons[m_index] > 0 );
}
ControlState Joystick::Hat::GetState( const DIJOYSTATE* const joystate )
{
// can this func be simplified ?
const DWORD val = joystate->rgdwPOV[m_index];
// hat centered code from msdn
if ( 0xFFFF == LOWORD(val) )
return 0;
return ( abs( (int)(val/4500-m_direction*2+8)%8 - 4) > 2 );
}
void Joystick::Force::SetState( const ControlState state, Joystick::EffectState* const joystate )
{
joystate[m_index].magnitude = state;
joystate[m_index].changed = true;
}
}
}
#endif

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#ifndef _CIFACE_DIRECTINPUT_JOYSTICK_H_
#define _CIFACE_DIRECTINPUT_JOYSTICK_H_
#include "../ControllerInterface.h"
#define DIRECTINPUT_VERSION 0x0800
#define WIN32_LEAN_AND_MEAN
#define NOMINMAX
#include <Windows.h>
#include <dinput.h>
namespace ciface
{
namespace DirectInput
{
void InitJoystick( IDirectInput8* const idi8, std::vector<ControllerInterface::Device*>& devices/*, HWND hwnd*/ );
class Joystick : public ControllerInterface::Device
{
friend class ControllerInterface;
friend class ControllerInterface::ControlReference;
protected:
struct EffectState
{
EffectState( LPDIRECTINPUTEFFECT eff ) : changed(0), iface(eff) {}
LPDIRECTINPUTEFFECT iface;
ControlState magnitude;
bool changed;
};
class Input : public ControllerInterface::Device::Input
{
friend class Joystick;
protected:
virtual ControlState GetState( const DIJOYSTATE* const joystate ) = 0;
};
// can probably eliminate this base class
class Output : public ControllerInterface::Device::Output
{
friend class Joystick;
protected:
virtual void SetState( const ControlState state, EffectState* const joystate ) = 0;
};
class Button : public Input
{
friend class Joystick;
public:
std::string GetName() const;
protected:
Button( const unsigned int index ) : m_index(index) {}
ControlState GetState( const DIJOYSTATE* const joystate );
private:
const unsigned int m_index;
};
class Axis : public Input
{
friend class Joystick;
public:
std::string GetName() const;
protected:
Axis( const unsigned int index, const LONG base, const LONG range ) : m_index(index), m_base(base), m_range(range) {}
ControlState GetState( const DIJOYSTATE* const joystate );
private:
const unsigned int m_index;
const LONG m_base;
const LONG m_range;
};
class Hat : public Input
{
friend class Joystick;
public:
std::string GetName() const;
protected:
Hat( const unsigned int index, const unsigned int direction ) : m_index(index), m_direction(direction) {}
ControlState GetState( const DIJOYSTATE* const joystate );
private:
const unsigned int m_index;
const unsigned int m_direction;
};
class Force : public Output
{
friend class Joystick;
public:
std::string GetName() const;
protected:
Force( const unsigned int index ) : m_index(index) {}
void SetState( const ControlState state, EffectState* const joystate );
private:
const unsigned int m_index;
};
bool UpdateInput();
bool UpdateOutput();
ControlState GetInputState( const ControllerInterface::Device::Input* const input );
void SetOutputState( const ControllerInterface::Device::Output* const input, const ControlState state );
void ClearInputState();
public:
Joystick( /*const LPCDIDEVICEINSTANCE lpddi, */const LPDIRECTINPUTDEVICE8 device, const unsigned int index );
~Joystick();
std::string GetName() const;
int GetId() const;
std::string GetSource() const;
private:
const LPDIRECTINPUTDEVICE8 m_device;
const unsigned int m_index;
//const std::string m_name;
DIJOYSTATE m_state_in;
std::vector<EffectState> m_state_out;
bool m_must_poll;
};
}
}
#endif

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#include "../ControllerInterface.h"
#ifdef CIFACE_USE_DIRECTINPUT_KBM
#include "DirectInputKeyboardMouse.h"
// TODO: maybe add a ClearInputState function to this device
// (lower would be more sensitive) user can lower sensitivity by setting range
// seems decent here ( at 8 ), I dont think anyone would need more sensitive than this
// and user can lower it much farther than they would want to with the range
#define MOUSE_AXIS_SENSITIVITY 8
// if input hasn't been received for this many ms, mouse input will be skipped
// otherwise it is just some crazy value
#define DROP_INPUT_TIME 250
namespace ciface
{
namespace DirectInput
{
struct
{
const BYTE code;
const char* const name;
} named_keys[] =
{
#include "NamedKeys.h"
};
struct
{
const BYTE code;
const char* const name;
} named_lights[] =
{
{ VK_NUMLOCK, "NUM LOCK" },
{ VK_CAPITAL, "CAPS LOCK" },
{ VK_SCROLL, "SCROLL LOCK" }
};
void InitKeyboardMouse( IDirectInput8* const idi8, std::vector<ControllerInterface::Device*>& devices )
{
// mouse and keyboard are a combined device, to allow shift+click and stuff
// if thats dumb, i will make a VirtualDevice class that just uses ranges of inputs/outputs from other devices
// so there can be a separated Keyboard and mouse, as well as combined KeyboardMouse
// TODO: this has potential to not release devices if set datafmt or cooplevel fails
LPDIRECTINPUTDEVICE8 kb_device;
LPDIRECTINPUTDEVICE8 mo_device;
if ( DI_OK == idi8->CreateDevice( GUID_SysKeyboard, &kb_device, NULL ) )
if ( DI_OK == kb_device->SetDataFormat( &c_dfDIKeyboard ) )
if ( DI_OK == kb_device->SetCooperativeLevel( NULL, DISCL_BACKGROUND | DISCL_NONEXCLUSIVE) )
if ( DI_OK == kb_device->Acquire() )
{
if ( DI_OK == idi8->CreateDevice( GUID_SysMouse, &mo_device, NULL ) )
if ( DI_OK == mo_device->SetDataFormat( &c_dfDIMouse2 ) )
if ( DI_OK == mo_device->SetCooperativeLevel( NULL, DISCL_BACKGROUND | DISCL_NONEXCLUSIVE) )
if ( DI_OK == mo_device->Acquire() )
{
devices.push_back( new KeyboardMouse( kb_device, mo_device ) );
return;
}
else
goto release_mouse;
goto unacquire_kb;
}
else
goto release_kb;
release_mouse:
mo_device->Release();
unacquire_kb:
kb_device->Unacquire();
release_kb:
kb_device->Release();
}
KeyboardMouse::~KeyboardMouse()
{
// kb
m_kb_device->Unacquire();
m_kb_device->Release();
// mouse
m_mo_device->Unacquire();
m_mo_device->Release();
}
KeyboardMouse::KeyboardMouse( const LPDIRECTINPUTDEVICE8 kb_device, const LPDIRECTINPUTDEVICE8 mo_device )
: m_kb_device(kb_device)
, m_mo_device(mo_device)
{
m_last_update = wxGetLocalTimeMillis();
ZeroMemory( &m_state_in, sizeof(m_state_in) );
ZeroMemory( m_state_out, sizeof(m_state_out) );
ZeroMemory( &m_current_state_out, sizeof(m_current_state_out) );
// KEYBOARD
// add keys
for ( unsigned int i = 0; i < sizeof(named_keys)/sizeof(*named_keys); ++i )
inputs.push_back( new Key( i ) );
// add lights
for ( unsigned int i = 0; i < sizeof(named_lights)/sizeof(*named_lights); ++i )
outputs.push_back( new Light( i ) );
// MOUSE
// get caps
DIDEVCAPS mouse_caps;
ZeroMemory( &mouse_caps, sizeof(mouse_caps) );
mouse_caps.dwSize = sizeof(mouse_caps);
m_mo_device->GetCapabilities(&mouse_caps);
// mouse buttons
for ( unsigned int i = 0; i < mouse_caps.dwButtons; ++i )
inputs.push_back( new Button( i ) );
// mouse axes
for ( unsigned int i = 0; i < mouse_caps.dwAxes; ++i )
{
// each axis gets a negative and a positive input instance associated with it
inputs.push_back( new Axis( i, (2==i) ? -1 : -MOUSE_AXIS_SENSITIVITY ) );
inputs.push_back( new Axis( i, -(2==i) ? 1 : MOUSE_AXIS_SENSITIVITY ) );
}
}
bool KeyboardMouse::UpdateInput()
{
DIMOUSESTATE2 tmp_mouse;
// if mouse position hasn't been updated in a short while, skip a dev state
wxLongLong cur_time = wxGetLocalTimeMillis();
if ( cur_time - m_last_update > DROP_INPUT_TIME )
{
// set axes to zero
ZeroMemory( &m_state_in.mouse, sizeof(m_state_in.mouse) );
// skip this input state
m_mo_device->GetDeviceState( sizeof(tmp_mouse), &tmp_mouse );
}
m_last_update = cur_time;
if ( DI_OK == m_kb_device->GetDeviceState( sizeof(m_state_in.keyboard), &m_state_in.keyboard )
&& DI_OK == m_mo_device->GetDeviceState( sizeof(tmp_mouse), &tmp_mouse ) )
{
// need to smooth out the axes, otherwise it doesnt work for shit
for ( unsigned int i = 0; i < 3; ++i )
((&m_state_in.mouse.lX)[i] += (&tmp_mouse.lX)[i]) /= 2;
// copy over the buttons
memcpy( m_state_in.mouse.rgbButtons, tmp_mouse.rgbButtons, sizeof(m_state_in.mouse.rgbButtons) );
return true;
}
else
return false;
}
bool KeyboardMouse::UpdateOutput()
{
class KInput : public INPUT
{
public:
KInput( const unsigned char key, const bool up = false )
{
memset( this, 0, sizeof(*this) );
type = INPUT_KEYBOARD;
ki.wVk = key;
if (up) ki.dwFlags = KEYEVENTF_KEYUP;
}
};
std::vector< KInput > kbinputs;
for ( unsigned int i = 0; i < sizeof(m_state_out)/sizeof(*m_state_out); ++i )
{
bool want_on = false;
if ( m_state_out[i] )
want_on = m_state_out[i] > wxGetLocalTimeMillis() % 255 ; // light should flash when output is 0.5
// lights are set to their original state when output is zero
if ( want_on ^ m_current_state_out[i] )
{
kbinputs.push_back( KInput( named_lights[i].code ) ); // press
kbinputs.push_back( KInput( named_lights[i].code, true ) ); // release
m_current_state_out[i] ^= 1;
}
}
return ( kbinputs.size() == SendInput( (UINT)kbinputs.size(), &kbinputs[0], sizeof( kbinputs[0] ) ) );
}
std::string KeyboardMouse::GetName() const
{
return "Keyboard Mouse";
}
int KeyboardMouse::GetId() const
{
// should this be -1, idk
return 0;
}
std::string KeyboardMouse::GetSource() const
{
return "DirectInput";
}
ControlState KeyboardMouse::GetInputState( const ControllerInterface::Device::Input* const input )
{
return ( ((Input*)input)->GetState( &m_state_in ) );
}
void KeyboardMouse::SetOutputState( const ControllerInterface::Device::Output* const output, const ControlState state )
{
((Output*)output)->SetState( state, m_state_out );
}
// names
std::string KeyboardMouse::Key::GetName() const
{
return named_keys[m_index].name;
}
std::string KeyboardMouse::Button::GetName() const
{
return std::string("Button ") + char('0'+m_index);
}
std::string KeyboardMouse::Axis::GetName() const
{
std::string tmpstr("Mouse ");
tmpstr += "XYZ"[m_index]; tmpstr += ( m_range>0 ? '+' : '-' );
return tmpstr;
}
std::string KeyboardMouse::Light::GetName() const
{
return named_lights[ m_index ].name;
}
// get/set state
ControlState KeyboardMouse::Key::GetState( const State* const state )
{
return ( state->keyboard[named_keys[m_index].code] > 0 );
}
ControlState KeyboardMouse::Button::GetState( const State* const state )
{
return ( state->mouse.rgbButtons[m_index] > 0 );
}
ControlState KeyboardMouse::Axis::GetState( const State* const state )
{
return std::max( 0.0f, ControlState((&state->mouse.lX)[m_index]) / m_range );
}
void KeyboardMouse::Light::SetState( const ControlState state, unsigned char* const state_out )
{
state_out[ m_index ] = state * 255;
}
}
}
#endif

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#ifndef _CIFACE_DIRECTINPUT_KBM_H_
#define _CIFACE_DIRECTINPUT_KBM_H_
#include "../ControllerInterface.h"
#define DIRECTINPUT_VERSION 0x0800
#define WIN32_LEAN_AND_MEAN
#define NOMINMAX
#include <Windows.h>
#include <dinput.h>
namespace ciface
{
namespace DirectInput
{
void InitKeyboardMouse( IDirectInput8* const idi8, std::vector<ControllerInterface::Device*>& devices );
class KeyboardMouse : public ControllerInterface::Device
{
friend class ControllerInterface;
friend class ControllerInterface::ControlReference;
protected:
struct State
{
BYTE keyboard[256];
DIMOUSESTATE2 mouse;
};
class Input : public ControllerInterface::Device::Input
{
friend class KeyboardMouse;
protected:
virtual ControlState GetState( const State* const boardstate ) = 0;
};
class Output : public ControllerInterface::Device::Output
{
friend class KeyboardMouse;
protected:
virtual void SetState( const ControlState state, unsigned char* const state_out ) = 0;
};
class Key : public Input
{
friend class KeyboardMouse;
public:
std::string GetName() const;
protected:
Key( const unsigned int index ) : m_index(index) {}
ControlState GetState( const State* const state );
private:
const unsigned int m_index;
};
class Button : public Input
{
friend class KeyboardMouse;
public:
std::string GetName() const;
protected:
Button( const unsigned int index ) : m_index(index) {}
ControlState GetState( const State* const state );
private:
const unsigned int m_index;
};
class Axis : public Input
{
friend class KeyboardMouse;
public:
std::string GetName() const;
protected:
Axis( const unsigned int index, const LONG range ) : m_index(index), m_range(range) {}
ControlState GetState( const State* const state );
private:
const unsigned int m_index;
const LONG m_range;
};
class Light : public Output
{
friend class KeyboardMouse;
public:
std::string GetName() const;
protected:
Light( const unsigned int index ) : m_index(index) {}
void SetState( const ControlState state, unsigned char* const state_out );
private:
const unsigned int m_index;
};
bool UpdateInput();
bool UpdateOutput();
ControlState GetInputState( const ControllerInterface::Device::Input* const input );
void SetOutputState( const ControllerInterface::Device::Output* const input, const ControlState state );
public:
KeyboardMouse( const LPDIRECTINPUTDEVICE8 kb_device, const LPDIRECTINPUTDEVICE8 mo_device );
~KeyboardMouse();
std::string GetName() const;
int GetId() const;
std::string GetSource() const;
private:
const LPDIRECTINPUTDEVICE8 m_kb_device;
const LPDIRECTINPUTDEVICE8 m_mo_device;
wxLongLong m_last_update;
State m_state_in;
unsigned char m_state_out[3]; // NUM CAPS SCROLL
bool m_current_state_out[3]; // NUM CAPS SCROLL
};
}
}
#endif

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{ DIK_A, "A" },
{ DIK_B, "B" },
{ DIK_C, "C" },
{ DIK_D, "D" },
{ DIK_E, "E" },
{ DIK_F, "F" },
{ DIK_G, "G" },
{ DIK_H, "H" },
{ DIK_I, "I" },
{ DIK_J, "J" },
{ DIK_K, "K" },
{ DIK_L, "L" },
{ DIK_M, "M" },
{ DIK_N, "N" },
{ DIK_O, "O" },
{ DIK_P, "P" },
{ DIK_Q, "Q" },
{ DIK_R, "R" },
{ DIK_S, "S" },
{ DIK_T, "T" },
{ DIK_U, "U" },
{ DIK_V, "V" },
{ DIK_W, "W" },
{ DIK_X, "X" },
{ DIK_Y, "Y" },
{ DIK_Z, "Z" },
{ DIK_0, "0" },
{ DIK_1, "1" },
{ DIK_2, "2" },
{ DIK_3, "3" },
{ DIK_4, "4" },
{ DIK_5, "5" },
{ DIK_6, "6" },
{ DIK_7, "7" },
{ DIK_8, "8" },
{ DIK_9, "9" },
{ DIK_UP, "UP" },
{ DIK_DOWN, "DOWN" },
{ DIK_LEFT, "LEFT" },
{ DIK_RIGHT, "RIGHT" },
{ DIK_ABNT_C1, "ABNT_C1" },
{ DIK_ABNT_C2, "ABNT_C2" },
{ DIK_ADD, "ADD" },
{ DIK_APOSTROPHE, "APOSTROPHE" },
{ DIK_APPS, "APPS" },
{ DIK_AT, "AT" },
{ DIK_AX, "AX" },
{ DIK_BACK, "BACK" },
{ DIK_BACKSLASH, "BACKSLASH" },
{ DIK_CALCULATOR, "CALCULATOR" },
{ DIK_CAPITAL, "CAPITAL" },
{ DIK_COLON, "COLON" },
{ DIK_COMMA, "COMMA" },
{ DIK_CONVERT, "CONVERT" },
{ DIK_DECIMAL, "DECIMAL" },
{ DIK_DELETE, "DELETE" },
{ DIK_DIVIDE, "DIVIDE" },
{ DIK_EQUALS, "EQUALS" },
{ DIK_ESCAPE, "ESCAPE" },
{ DIK_F1, "F1" },
{ DIK_F2, "F2" },
{ DIK_F3, "F3" },
{ DIK_F4, "F4" },
{ DIK_F5, "F5" },
{ DIK_F6, "F6" },
{ DIK_F7, "F7" },
{ DIK_F8, "F8" },
{ DIK_F9, "F9" },
{ DIK_F10, "F10" },
{ DIK_F11, "F11" },
{ DIK_F12, "F12" },
{ DIK_F13, "F13" },
{ DIK_F14, "F14" },
{ DIK_F15, "F15" },
{ DIK_GRAVE, "GRAVE" },
{ DIK_HOME, "HOME" },
{ DIK_END, "END" },
{ DIK_INSERT, "INSERT" },
{ DIK_KANA, "KANA" },
{ DIK_KANJI, "KANJI" },
{ DIK_MAIL, "MAIL" },
{ DIK_MEDIASELECT, "MEDIASELECT" },
{ DIK_MEDIASTOP, "MEDIASTOP" },
{ DIK_MINUS, "MINUS" },
{ DIK_MULTIPLY, "MULTIPLY" },
{ DIK_MUTE, "MUTE" },
{ DIK_MYCOMPUTER, "MYCOMPUTER" },
{ DIK_NEXTTRACK, "NEXTTRACK" },
{ DIK_NOCONVERT, "NOCONVERT" },
{ DIK_NUMLOCK, "NUMLOCK" },
{ DIK_NUMPAD0, "NUMPAD0" },
{ DIK_NUMPAD1, "NUMPAD1" },
{ DIK_NUMPAD2, "NUMPAD2" },
{ DIK_NUMPAD3, "NUMPAD3" },
{ DIK_NUMPAD4, "NUMPAD4" },
{ DIK_NUMPAD5, "NUMPAD5" },
{ DIK_NUMPAD6, "NUMPAD6" },
{ DIK_NUMPAD7, "NUMPAD7" },
{ DIK_NUMPAD8, "NUMPAD8" },
{ DIK_NUMPAD9, "NUMPAD9" },
{ DIK_NUMPADCOMMA, "NUMPADCOMMA" },
{ DIK_NUMPADENTER, "NUMPADENTER" },
{ DIK_NUMPADEQUALS, "NUMPADEQUALS" },
{ DIK_OEM_102, "OEM_102" },
{ DIK_PAUSE, "PAUSE" },
{ DIK_PERIOD, "PERIOD" },
{ DIK_PLAYPAUSE, "PLAYPAUSE" },
{ DIK_POWER, "POWER" },
{ DIK_PREVTRACK, "PREVTRACK" },
{ DIK_PRIOR, "PRIOR" },
{ DIK_NEXT, "NEXT" },
{ DIK_RETURN, "RETURN" },
{ DIK_LBRACKET, "LBRACKET" },
{ DIK_RBRACKET, "RBRACKET" },
{ DIK_LCONTROL, "LCONTROL" },
{ DIK_RCONTROL, "RCONTROL" },
{ DIK_LMENU, "LMENU" },
{ DIK_RMENU, "RMENU" },
{ DIK_LSHIFT, "LSHIFT" },
{ DIK_RSHIFT, "RSHIFT" },
{ DIK_LWIN, "LWIN" },
{ DIK_RWIN, "RWIN" },
{ DIK_SCROLL, "SCROLL" },
{ DIK_SEMICOLON, "SEMICOLON" },
{ DIK_SLASH, "SLASH" },
{ DIK_SLEEP, "SLEEP" },
{ DIK_SPACE, "SPACE" },
{ DIK_STOP, "STOP" },
{ DIK_SUBTRACT, "SUBTRACT" },
{ DIK_SYSRQ, "SYSRQ" },
{ DIK_TAB, "TAB" },
{ DIK_UNDERLINE, "UNDERLINE" },
{ DIK_UNLABELED, "UNLABELED" },
{ DIK_VOLUMEDOWN, "VOLUMEDOWN" },
{ DIK_VOLUMEUP, "VOLUMEUP" },
{ DIK_WAKE, "WAKE" },
{ DIK_WEBBACK, "WEBBACK" },
{ DIK_WEBFAVORITES, "WEBFAVORITES" },
{ DIK_WEBFORWARD, "WEBFORWARD" },
{ DIK_WEBHOME, "WEBHOME" },
{ DIK_WEBREFRESH, "WEBREFRESH" },
{ DIK_WEBSEARCH, "WEBSEARCH" },
{ DIK_WEBSTOP, "WEBSTOP" },
{ DIK_YEN, "YEN" },

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#include "../ControllerInterface.h"
#ifdef CIFACE_USE_SDL
#include "SDL.h"
#ifdef _WIN32
#pragma comment(lib, "SDL.1.3.lib")
#endif
// temp for debuggin
//#include <fstream>
namespace ciface
{
namespace SDL
{
void Init( std::vector<ControllerInterface::Device*>& devices )
{
if ( SDL_Init( SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC ) >= 0 )
{
// joysticks
for( int i = 0; i < SDL_NumJoysticks(); ++i )
{
SDL_Joystick* dev;
if ( dev = SDL_JoystickOpen( i ) )
{
Joystick* js = new Joystick( dev, i );
// only add if it has some inputs/outputs
if ( js->Inputs().size() || js->Outputs().size() )
devices.push_back( js );
else
delete js;
}
}
}
}
Joystick::Joystick( SDL_Joystick* const joystick, const unsigned int index ) : m_joystick(joystick), m_index(index)
{
// get buttons
for ( int i = 0; i < SDL_JoystickNumButtons( m_joystick ); ++i )
{
inputs.push_back( new Button( i ) );
}
// get hats
for ( int i = 0; i < SDL_JoystickNumHats( m_joystick ); ++i )
{
// each hat gets 4 input instances associated with it, (up down left right)
for ( unsigned int d = 0; d < 4; ++d )
inputs.push_back( new Hat( i, d ) );
}
// get axes
for ( int i = 0; i < SDL_JoystickNumAxes( m_joystick ); ++i )
{
// each axis gets a negative and a positive input instance associated with it
inputs.push_back( new Axis( i, -32768 ) );
inputs.push_back( new Axis( i, 32767 ) );
}
// try to get supported ff effects
if ( m_haptic = SDL_HapticOpenFromJoystick( m_joystick ) )
{
//SDL_HapticSetGain( m_haptic, 1000 );
//SDL_HapticSetAutocenter( m_haptic, 0 );
const unsigned int supported_effects = SDL_HapticQuery( m_haptic ); // use this later
// constant effect
if ( supported_effects & SDL_HAPTIC_CONSTANT )
{
outputs.push_back( new ConstantEffect( m_state_out.size() ) );
m_state_out.push_back( EffectIDState() );
}
// ramp effect
if ( supported_effects & SDL_HAPTIC_RAMP )
{
outputs.push_back( new RampEffect( m_state_out.size() ) );
m_state_out.push_back( EffectIDState() );
}
}
}
Joystick::~Joystick()
{
if ( m_haptic )
{
// stop/destroy all effects
//SDL_HapticStopAll( m_haptic ); // ControllerInterface handles this
std::vector<EffectIDState>::iterator i = m_state_out.begin(),
e = m_state_out.end();
for ( ; i!=e; ++i )
if ( i->id != -1 )
SDL_HapticDestroyEffect( m_haptic, i->id );
// close haptic first
SDL_HapticClose( m_haptic );
}
// close joystick
SDL_JoystickClose( m_joystick );
}
//std::string Joystick::Effect::GetName() const
//{
// return haptic_named_effects[m_index].name;
//}
std::string Joystick::ConstantEffect::GetName() const
{
return "Constant";
}
std::string Joystick::RampEffect::GetName() const
{
return "Ramp";
}
void Joystick::ConstantEffect::SetState( const ControlState state, Joystick::EffectIDState* const effect )
{
if ( state )
{
//debuggin here ...
//memset( &effect->effect, 0, sizeof(effect->effect) );
effect->effect.type = SDL_HAPTIC_CONSTANT;
effect->effect.constant.length = SDL_HAPTIC_INFINITY;
//effect->effect.constant.attack_length = 3000;
//effect->effect.constant.direction.type = SDL_HAPTIC_CARTESIAN;
//effect->effect
//effect->effect.constant.button = 0xFFFFFFFF;
}
else
effect->effect.type = 0;
Sint16 old = effect->effect.constant.level;
effect->effect.constant.level = state * 0x7FFF;
if ( old != effect->effect.constant.level )
effect->changed = true;
}
void Joystick::RampEffect::SetState( const ControlState state, Joystick::EffectIDState* const effect )
{
if ( state )
{
effect->effect.type = SDL_HAPTIC_RAMP;
effect->effect.ramp.length = SDL_HAPTIC_INFINITY;
}
else
effect->effect.type = 0;
Sint16 old = effect->effect.ramp.start;
effect->effect.ramp.start = state * 0x7FFF;
if ( old != effect->effect.ramp.start )
effect->changed = true;
}
ControlState Joystick::GetInputState(const ControllerInterface::Device::Input* input)
{
return ((Input*)input)->GetState( m_joystick );
}
void Joystick::SetOutputState(const ControllerInterface::Device::Output* output, const ControlState state)
{
((Output*)output)->SetState( state, &m_state_out[ ((Output*)output)->m_index ] );
}
bool Joystick::UpdateInput()
{
SDL_JoystickUpdate(); // each joystick is doin this, o well
return true;
}
bool Joystick::UpdateOutput()
{
std::vector<EffectIDState>::iterator i = m_state_out.begin(),
e = m_state_out.end();
for ( ; i!=e; ++i )
if ( i->changed ) // if SetState was called on this output
{
if ( -1 == i->id ) // effect isn't currently uploaded
{
if ( i->effect.type ) // if outputstate is >0 this would be true
if ( (i->id = SDL_HapticNewEffect( m_haptic, &i->effect )) > -1 ) // upload the effect
{
//std::ofstream file( "SDLgood.txt" );
/*if ( 0 == */SDL_HapticRunEffect( m_haptic, i->id, 1 );//) // run the effect
// file << "all good";
//else
// file << "not good";
//file.close();
}
else
{
// DEBUG
//std::ofstream file( "SDLerror.txt" );
//file << SDL_GetError();
//file.close();
}
}
else // effect is already uploaded
{
if ( i->effect.type ) // if ouputstate >0
SDL_HapticUpdateEffect( m_haptic, i->id, &i->effect ); // update the effect
else
{
SDL_HapticStopEffect( m_haptic, i->id ); // else, stop and remove the effect
SDL_HapticDestroyEffect( m_haptic, i->id );
i->id = -1; // mark it as not uploaded
}
}
i->changed = false;
}
return true;
}
std::string Joystick::GetName() const
{
return SDL_JoystickName( m_index );
}
std::string Joystick::GetSource() const
{
return "SDL";
}
int Joystick::GetId() const
{
return m_index;
}
std::string Joystick::Button::GetName() const
{
std::ostringstream ss;
ss << "Button " << m_index;
return ss.str();
}
std::string Joystick::Axis::GetName() const
{
std::ostringstream ss;
ss << "Axis " << m_index << ( m_range>0 ? '+' : '-' );
return ss.str();
}
std::string Joystick::Hat::GetName() const
{
std::ostringstream ss;
ss << "Hat " << m_index << ' ' << "NESW"[m_direction];
return ss.str();
}
ControlState Joystick::Button::GetState( SDL_Joystick* const js ) const
{
return SDL_JoystickGetButton( js, m_index );
}
ControlState Joystick::Axis::GetState( SDL_Joystick* const js ) const
{
return std::max( 0.0f, ControlState(SDL_JoystickGetAxis( js, m_index )) / m_range );
}
ControlState Joystick::Hat::GetState( SDL_Joystick* const js ) const
{
return (SDL_JoystickGetHat( js, m_index ) & ( 1 << m_direction )) > 0;
}
}
}
#endif

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#ifndef _CIFACE_SDL_H_
#define _CIFACE_SDL_H_
#include "../ControllerInterface.h"
// getting rid of warning, sdl/wxwidgets both define it
#undef M_PI
// really dum
#ifdef _WIN32
#include <sdl.h>
#include <sdl_haptic.h>
#else
#include <SDL/sdl.h>
#include <SDL/sdl_haptic.h>
#endif
namespace ciface
{
namespace SDL
{
void Init( std::vector<ControllerInterface::Device*>& devices );
class Joystick : public ControllerInterface::Device
{
friend class ControllerInterface;
friend class ControllerInterface::ControlReference;
protected:
class EffectIDState
{
friend class Joystick;
protected:
EffectIDState() : id(-1), changed(false) { memset( &effect, 0, sizeof(effect)); }
protected:
SDL_HapticEffect effect;
int id;
bool changed;
};
class Input : public ControllerInterface::Device::Input
{
friend class Joystick;
protected:
Input( const unsigned int index ) : m_index(index) {}
virtual ControlState GetState( SDL_Joystick* const js ) const = 0;
const unsigned int m_index;
};
class Output : public ControllerInterface::Device::Output
{
friend class Joystick;
protected:
Output( const size_t index ) : m_index(index) {}
virtual void SetState( const ControlState state, EffectIDState* const effect ) = 0;
const size_t m_index;
};
class Button : public Input
{
friend class Joystick;
public:
std::string GetName() const;
protected:
Button( const unsigned int index ) : Input(index) {}
ControlState GetState( SDL_Joystick* const js ) const;
};
class Axis : public Input
{
friend class Joystick;
public:
std::string GetName() const;
protected:
Axis( const unsigned int index, const Sint16 range ) : Input(index), m_range(range) {}
ControlState GetState( SDL_Joystick* const js ) const;
private:
const Sint16 m_range;
};
class Hat : public Input
{
friend class Joystick;
public:
std::string GetName() const;
protected:
Hat( const unsigned int index, const unsigned int direction ) : Input(index), m_direction(direction) {}
ControlState GetState( SDL_Joystick* const js ) const;
private:
const unsigned int m_direction;
};
class ConstantEffect : public Output
{
friend class Joystick;
public:
std::string GetName() const;
protected:
ConstantEffect( const size_t index ) : Output(index) {}
void SetState( const ControlState state, EffectIDState* const effect );
};
class RampEffect : public Output
{
friend class Joystick;
public:
std::string GetName() const;
protected:
RampEffect( const size_t index ) : Output(index) {}
void SetState( const ControlState state, EffectIDState* const effect );
};
bool UpdateInput();
bool UpdateOutput();
ControlState GetInputState( const ControllerInterface::Device::Input* const input );
void SetOutputState( const ControllerInterface::Device::Output* const output, const ControlState state );
public:
Joystick( SDL_Joystick* const joystick, const unsigned int index );
~Joystick();
std::string GetName() const;
int GetId() const;
std::string GetSource() const;
private:
std::vector<EffectIDState> m_state_out;
SDL_Haptic* m_haptic;
SDL_Joystick* const m_joystick;
const unsigned int m_index;
};
}
}
#endif

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#include "../ControllerInterface.h"
#ifdef CIFACE_USE_XINPUT
#include "XInput.h"
namespace ciface
{
namespace XInput
{
struct
{
const char* const name;
const WORD bitmask;
} named_buttons[] =
{
{ "Button A", XINPUT_GAMEPAD_A },
{ "Button B", XINPUT_GAMEPAD_B },
{ "Button X", XINPUT_GAMEPAD_X },
{ "Button Y", XINPUT_GAMEPAD_Y },
{ "Pad N", XINPUT_GAMEPAD_DPAD_UP },
{ "Pad S", XINPUT_GAMEPAD_DPAD_DOWN },
{ "Pad W", XINPUT_GAMEPAD_DPAD_LEFT },
{ "Pad E", XINPUT_GAMEPAD_DPAD_RIGHT },
{ "Start", XINPUT_GAMEPAD_START },
{ "Back", XINPUT_GAMEPAD_BACK },
{ "Shoulder L", XINPUT_GAMEPAD_LEFT_SHOULDER },
{ "Shoulder R", XINPUT_GAMEPAD_RIGHT_SHOULDER },
{ "Thumb L", XINPUT_GAMEPAD_LEFT_THUMB },
{ "Thumb R", XINPUT_GAMEPAD_RIGHT_THUMB }
};
const char* named_triggers[] =
{
"Trigger L",
"Trigger R"
};
const char* named_axes[] =
{
"Left X",
"Left Y",
"Right X",
"Right Y"
};
const char* named_motors[] =
{
"Motor L",
"Motor R"
};
void Init( std::vector<ControllerInterface::Device*>& devices )
{
XINPUT_CAPABILITIES caps;
for ( int i = 0; i < 4; ++i )
if ( ERROR_SUCCESS == XInputGetCapabilities( i, 0, &caps ) )
devices.push_back( new Device( &caps, i ) );
}
Device::Device( const XINPUT_CAPABILITIES* const caps, const unsigned int index )
: m_index(index), m_subtype(caps->SubType)
{
ZeroMemory( &m_state_out, sizeof(m_state_out) );
// XInputGetCaps seems to always claim all capabilities are supported
// but i will leave all this stuff in, incase m$ fixes xinput up a bit
// get supported buttons
for ( int i = 0; i < sizeof(named_buttons)/sizeof(*named_buttons); ++i )
if ( named_buttons[i].bitmask & caps->Gamepad.wButtons )
inputs.push_back( new Button( /*xinput_named_buttons[i].bitmask, */i ) );
// get supported triggers
for ( int i = 0; i < sizeof(named_triggers)/sizeof(*named_triggers); ++i )
{
//BYTE val = (&caps->Gamepad.bLeftTrigger)[i]; // should be max value / msdn lies
if ( (&caps->Gamepad.bLeftTrigger)[i] )
inputs.push_back( new Trigger( i, 255 ) );
}
// get supported axes
for ( int i = 0; i < sizeof(named_axes)/sizeof(*named_axes); ++i )
{
//SHORT val = (&caps->Gamepad.sThumbLX)[i]; // xinput doesnt give the range / msdn is lier
if ( (&caps->Gamepad.sThumbLX)[i] )
{
// each axis gets a negative and a positive input instance associated with it
inputs.push_back( new Axis( i, -32768 ) );
inputs.push_back( new Axis( i, 32767 ) );
}
}
// get supported motors
for ( int i = 0; i < sizeof(named_motors)/sizeof(*named_motors); ++i )
{
//WORD val = (&caps->Vibration.wLeftMotorSpeed)[i]; // should be max value / nope, more lies
if ( (&caps->Vibration.wLeftMotorSpeed)[i] )
outputs.push_back( new Motor(i, 65535 ) );
}
ClearInputState();
}
void Device::ClearInputState()
{
ZeroMemory( &m_state_in, sizeof(m_state_in) );
}
std::string Device::GetName() const
{
// why aren't these defined
// subtype doesn't seem to work, i tested with 2 diff arcade sticks, both were shown as gamepad
// ill leave it in anyway, maybe m$ will fix it
switch ( m_subtype )
{
case XINPUT_DEVSUBTYPE_GAMEPAD : return "Gamepad"; break;
case 0x02 /*XINPUT_DEVSUBTYPE_WHEEL*/ : return "Wheel"; break;
case 0x03 /*XINPUT_DEVSUBTYPE_ARCADE_STICK*/ : return "Arcade Stick"; break;
case 0x04 /*XINPUT_DEVSUBTYPE_FLIGHT_STICK*/ : return "Flight Stick"; break;
case 0x05 /*XINPUT_DEVSUBTYPE_DANCE_PAD*/ : return "Dance Pad"; break;
case 0x06 /*XINPUT_DEVSUBTYPE_GUITAR*/ : return "Guitar"; break;
case 0x08 /*XINPUT_DEVSUBTYPE_DRUM_KIT*/ : return "Drum Kit"; break;
default : return "Device"; break;
}
}
int Device::GetId() const
{
return m_index;
}
std::string Device::GetSource() const
{
return "XInput";
}
// update i/o
bool Device::UpdateInput()
{
return ( ERROR_SUCCESS == XInputGetState( m_index, &m_state_in ) );
}
bool Device::UpdateOutput()
{
return ( ERROR_SUCCESS == XInputSetState( m_index, &m_state_out ) );
}
// GET name/source/id
std::string Device::Button::GetName() const
{
return named_buttons[m_index].name;
}
std::string Device::Axis::GetName() const
{
return std::string(named_axes[m_index]) + ( m_range>0 ? '+' : '-' );
}
std::string Device::Trigger::GetName() const
{
return named_triggers[m_index];
}
std::string Device::Motor::GetName() const
{
return named_motors[m_index];
}
// get/set control state
ControlState Device::GetInputState( const ControllerInterface::Device::Input* const input )
{
return ((Input*)input)->GetState( &m_state_in.Gamepad );
}
void Device::SetOutputState( const ControllerInterface::Device::Output* const output, const ControlState state )
{
return ((Output*)output)->SetState( state, &m_state_out );
}
// GET / SET STATES
ControlState Device::Button::GetState( const XINPUT_GAMEPAD* const gamepad )
{
return (gamepad->wButtons & named_buttons[m_index].bitmask) > 0;
}
ControlState Device::Trigger::GetState( const XINPUT_GAMEPAD* const gamepad )
{
return ControlState((&gamepad->bLeftTrigger)[m_index]) / m_range;
}
ControlState Device::Axis::GetState( const XINPUT_GAMEPAD* const gamepad )
{
return std::max( 0.0f, ControlState((&gamepad->sThumbLX)[m_index]) / m_range );
}
void Device::Motor::SetState( const ControlState state, XINPUT_VIBRATION* const vibration )
{
(&vibration->wLeftMotorSpeed)[m_index] = (WORD)(state * m_range);
}
}
}
#endif

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#ifndef _CIFACE_XINPUT_H_
#define _CIFACE_XINPUT_H_
#include "../ControllerInterface.h"
#define NOMINMAX
#include <Windows.h>
#include <XInput.h>
namespace ciface
{
namespace XInput
{
void Init( std::vector<ControllerInterface::Device*>& devices );
class Device : public ControllerInterface::Device
{
friend class ControllerInterface;
friend class ControllerInterface::ControlReference;
protected:
class Input : public ControllerInterface::Device::Input
{
friend class Device;
protected:
virtual ControlState GetState( const XINPUT_GAMEPAD* const gamepad ) = 0;
};
class Output : public ControllerInterface::Device::Output
{
friend class Device;
protected:
virtual void SetState( const ControlState state, XINPUT_VIBRATION* const vibration ) = 0;
};
class Button : public Input
{
friend class Device;
public:
std::string GetName() const;
protected:
Button( const unsigned int index ) : m_index(index) {}
ControlState GetState( const XINPUT_GAMEPAD* const gamepad );
private:
const unsigned int m_index;
};
class Axis : public Input
{
friend class Device;
public:
std::string GetName() const;
protected:
Axis( const unsigned int index, const SHORT range ) : m_index(index), m_range(range) {}
ControlState GetState( const XINPUT_GAMEPAD* const gamepad );
private:
const unsigned int m_index;
const SHORT m_range;
};
class Trigger : public Input
{
friend class Device;
public:
std::string GetName() const;
protected:
Trigger( const unsigned int index, const BYTE range ) : m_index(index), m_range(range) {}
ControlState GetState( const XINPUT_GAMEPAD* const gamepad );
private:
const unsigned int m_index;
const BYTE m_range;
};
class Motor : public Output
{
friend class Device;
public:
std::string GetName() const;
protected:
Motor( const unsigned int index, const WORD range ) : m_index(index), m_range(range) {}
void SetState( const ControlState state, XINPUT_VIBRATION* const vibration );
private:
const unsigned int m_index;
const WORD m_range;
};
bool UpdateInput();
bool UpdateOutput();
ControlState GetInputState( const ControllerInterface::Device::Input* const input );
void SetOutputState( const ControllerInterface::Device::Output* const input, const ControlState state );
void ClearInputState();
public:
Device( const XINPUT_CAPABILITIES* const capabilities, const unsigned int index );
std::string GetName() const;
int GetId() const;
std::string GetSource() const;
private:
const unsigned int m_index;
XINPUT_STATE m_state_in;
XINPUT_VIBRATION m_state_out;
const unsigned int m_subtype;
};
}
}
#endif

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#include "../ControllerInterface.h"
#ifdef CIFACE_USE_XLIB
#include "Xlib.h"
namespace ciface
{
namespace Xlib
{
void Init( std::vector<ControllerInterface::Device*>& devices, void* const hwnd )
{
// mouse will be added to this, Keyboard class will be turned into KeyboardMouse
// single device for combined keyboard/mouse, this will allow combinations like shift+click more easily
devices.push_back( new Keyboard( (Display*)display ) );
}
Keyboard::Keyboard( Display* const display ) : m_display(display)
{
memset( &m_state, 0, sizeof(m_state) );
// this is probably dumb
for ( KeySym i = 0; i < 1024; ++i )
{
if ( XKeysymToString( m_keysym ) ) // if it isnt NULL
inputs.push_back( new Key( i ) );
}
}
Keyboard::~Keyboard()
{
// might not need this func
}
ControlState Keyboard::GetInputState( const ControllerInterface::Device::Input* const input )
{
return ((Input*)input)->GetState( &m_state );
}
void Keyboard::SetOutputState( const ControllerInterface::Device::Output* const output, const ControlState state )
{
}
bool Keyboard::UpdateInput()
{
XQueryKeymap( m_display, m_state.keyboard );
// mouse stuff in here too
return true;
}
bool Keyboard::UpdateOutput()
{
return true;
}
std::string Keyboard::GetName() const
{
return "Keyboard";
//return "Keyboard Mouse"; // change to this later
}
std::string Keyboard::GetSource() const
{
return "Xlib";
}
int Keyboard::GetId() const
{
return 0;
}
ControlState Keyboard::Key::GetState( const State* const state )
{
key_code = XKeysymToKeycode(m_display, m_keysym );
return (state->keyboard[key_code/8] & (1 << (key_code%8))); // need >0 ?
}
std::string Keyboard::Key::GetName() const
{
return XKeysymToString( m_keysym );
}
}
}
#endif

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#ifndef _CIFACE_XLIB_H_
#define _CIFACE_XLIB_H_
#include "../ControllerInterface.h"
#include <X11/Xlib.h>
namespace ciface
{
namespace XInput
{
void Init( std::vector<ControllerInterface::Device*>& devices, void* const hwnd );
class Keyboard : public ControllerInterface::Device
{
friend class ControllerInterface;
friend class ControllerInterface::ControlReference;
protected:
struct State
{
char keyboard[32];
// mouse crap will go here
};
class Input : public ControllerInterface::Input
{
friend class Keyboard;
protected:
ControlState GetState( const State* const state ) = 0;
}
class Key : public Input
{
friend class Keyboard;
public:
std::string GetName() const;
protected:
Key( KeySym keysym ) : m_keysym(keysym) {}
ControlState GetState( const State* const state );
private:
const KeySym m_keysym
};
bool UpdateInput();
bool UpdateOutput();
ControlState Keyboard::GetInputState( const ControllerInterface::Device::Input* const input );
void Keyboard::SetOutputState( const ControllerInterface::Device::Output* const output, const ControlState state );
public:
Keyboard( Display* const display );
~Keyboard();
std::string GetName() const;
std::string GetSource() const;
int GetId() const;
private:
Display* const m_display;
State m_state;
};
}
}
#endif

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#include <math.h>
#include "pluginspecs_pad.h"
#include "pluginspecs_wiimote.h"
#include "ControllerInterface/ControllerInterface.h"
#include "ConfigDiag.h"
#define CIFACE_PLUGIN_VERSION 0x0100
#define CIFACE_PLUGIN_BRANDING /*"Billiard's"//*/"Dolphin"
#define CIFACE_PLUGIN_TYPE "GCPad"
#define CIFACE_PLUGIN_NAME "New"
//#define CIFACE_PLUGIN_VERSTR "v1.0"
#define CIFACE_PLUGIN_FULL_NAME CIFACE_PLUGIN_BRANDING" "CIFACE_PLUGIN_TYPE" "CIFACE_PLUGIN_NAME//" "CIFACE_PLUGIN_VERSTR
#ifdef _WIN32
class wxDLLApp : public wxApp
{
bool OnInit()
{
return true;
};
};
IMPLEMENT_APP_NO_MAIN(wxDLLApp)
WXDLLIMPEXP_BASE void wxSetInstance(HINSTANCE hInst);
#endif
// copied from GCPad
SPADInitialize *g_PADInitialize = NULL;
// Check if Dolphin is in focus
// ----------------
bool IsFocus()
{
#ifdef _WIN32
HWND RenderingWindow = (g_PADInitialize) ? g_PADInitialize->hWnd : NULL;
HWND Parent = GetParent(RenderingWindow);
HWND TopLevel = GetParent(Parent);
if (GetForegroundWindow() == TopLevel || GetForegroundWindow() == RenderingWindow)
return true;
else
return false;
#elif defined HAVE_X11 && HAVE_X11
Window GLWin = *(Window *)g_PADInitialize->pXWindow;
Window FocusWin;
int Revert;
XGetInputFocus((Display*)g_PADInitialize->hWnd, &FocusWin, &Revert);
XWindowAttributes WinAttribs;
XGetWindowAttributes (GCdisplay, GLWin, &WinAttribs);
return (GLWin != 0 && (GLWin == FocusWin || WinAttribs.override_redirect));
#else
return true;
#endif
}
// copied from GCPad
HINSTANCE g_hInstance;
// copied from GCPad
#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
// /
// the plugin
Plugin g_plugin;
#ifdef _WIN32
BOOL WINAPI DllMain(HINSTANCE hinstDLL, DWORD fdwReason, LPVOID lpvReserved )
{
switch (fdwReason)
{
case DLL_PROCESS_ATTACH:
wxSetInstance(hinstDLL);
wxInitialize();
break;
case DLL_PROCESS_DETACH:
wxUninitialize();
break;
default:
break;
}
g_hInstance = hinstDLL;
return TRUE;
}
#endif
// wut ??
#define EXPORT
#define CALL
int _last_numPAD = 4;
// if plugin isn't initialized, init and load config
void InitPlugin( void* const hwnd )
{
//g_plugin.controls_crit.Enter(); // enter
//g_plugin.interface_crit.Enter();
if ( false == g_plugin.controller_interface.IsInit() )
{
// load the saved controller config
g_plugin.LoadConfig();
// needed for Xlib and exclusive dinput
g_plugin.controller_interface.SetHwnd( hwnd );
g_plugin.controller_interface.Init();
// update control refs
std::vector<ControllerEmu*>::const_iterator i = g_plugin.controllers.begin(),
e = g_plugin.controllers.end();
for ( ; i!=e; ++i )
(*i)->UpdateReferences( g_plugin.controller_interface );
}
//g_plugin.interface_crit.Leave();
//g_plugin.controls_crit.Leave(); // leave
}
// I N T E R F A C E
// __________________________________________________________________________________________________
// Function:
// Purpose:
// input:
// output:
//
EXPORT void CALL PAD_GetStatus(u8 _numPAD, SPADStatus* _pPADStatus)
{
// why not, i guess
if ( NULL == _pPADStatus )
return;
memset( _pPADStatus, 0, sizeof(*_pPADStatus) );
_pPADStatus->err = PAD_ERR_NONE;
// wtf is this?
_pPADStatus->button |= PAD_USE_ORIGIN;
// TODO: this will need changing
// need focus ?
// i'm not inside CritSec when I access this bool
//if ( false == (g_plugin.pads[_numPAD].options.allow_background_input || IsFocus()) )
//{
// // center axes and return
// memset( &_pPADStatus->stickX, 0x80, 4 );
// return;
//}
// try lock
if ( false == g_plugin.controls_crit.TryEnter() )
{
// if gui has lock (messing with controls), skip this input cycle
// center axes and return
memset( &_pPADStatus->stickX, 0x80, 4 );
return;
}
// if we are on the next input cycle, update output and input
// if we can get a lock
if ( _numPAD <= _last_numPAD && g_plugin.interface_crit.TryEnter() )
{
g_plugin.controller_interface.UpdateOutput();
g_plugin.controller_interface.UpdateInput();
g_plugin.interface_crit.Leave();
}
_last_numPAD = _numPAD;
// get input
((GCPad*)g_plugin.controllers[ _numPAD ])->GetInput( _pPADStatus );
// leave
g_plugin.controls_crit.Leave();
}
// __________________________________________________________________________________________________
// Function: Send keyboard input to the plugin
// Purpose:
// input: The key and if it's pressed or released
// output: None
//
EXPORT void CALL PAD_Input(u16 _Key, u8 _UpDown)
{
// nofin
}
// __________________________________________________________________________________________________
// Function: PAD_Rumble
// Purpose: Pad rumble!
// input: PAD number, Command type (Stop=0, Rumble=1, Stop Hard=2) and strength of Rumble
// output: none
//
EXPORT void CALL PAD_Rumble(u8 _numPAD, unsigned int _uType, unsigned int _uStrength)
{
// enter
if ( g_plugin.controls_crit.TryEnter() )
{
// only on/off rumble
((GCPad*)g_plugin.controllers[ _numPAD ])->SetOutput( 1 == _uType && _uStrength > 2 );
// leave
g_plugin.controls_crit.Leave();
}
}
// GLOBAL I N T E R F A C E
// Function: GetDllInfo
// Purpose: This function allows the emulator to gather information
// about the DLL by filling in the PluginInfo structure.
// input: A pointer to a PLUGIN_INFO structure that needs to be
// filled by the function. (see def above)
// output: none
//
EXPORT void CALL GetDllInfo(PLUGIN_INFO* _pPluginInfo)
{
// don't feel like messing around with all those strcpy functions and warnings
//char *s1 = CIFACE_PLUGIN_FULL_NAME, *s2 = _pPluginInfo->Name;
//while ( *s2++ = *s1++ );
memcpy( _pPluginInfo->Name, CIFACE_PLUGIN_FULL_NAME, sizeof(CIFACE_PLUGIN_FULL_NAME) );
_pPluginInfo->Type = PLUGIN_TYPE_PAD;
_pPluginInfo->Version = CIFACE_PLUGIN_VERSION;
}
// ___________________________________________________________________________
// Function: DllConfig
// Purpose: This function is optional function that is provided
// to allow the user to configure the DLL
// input: A handle to the window that calls this function
// output: none
//
EXPORT void CALL DllConfig(HWND _hParent)
{
bool was_init = false;
if ( g_plugin.controller_interface.IsInit() ) // hack for showing dialog when game isnt running
was_init = true;
else
InitPlugin( _hParent );
// copied from GCPad
#if defined(HAVE_WX) && HAVE_WX
wxWindow *frame = GetParentedWxWindow(_hParent);
ConfigDialog* m_ConfigFrame = new ConfigDialog( frame, g_plugin, CIFACE_PLUGIN_FULL_NAME, was_init );
#ifdef _WIN32
frame->Disable();
m_ConfigFrame->ShowModal();
frame->Enable();
#else
m_ConfigFrame->ShowModal();
#endif
#ifdef _WIN32
wxMilliSleep( 50 ); // hooray for hacks
frame->SetFocus();
frame->SetHWND(NULL);
#endif
m_ConfigFrame->Destroy();
m_ConfigFrame = NULL;
frame->Destroy();
#endif
// /
if ( false == was_init ) // hack for showing dialog when game isnt running
g_plugin.controller_interface.DeInit();
}
// ___________________________________________________________________________
// Function: DllDebugger
// Purpose: Open the debugger
// input: a handle to the window that calls this function
// output: none
//
EXPORT void CALL DllDebugger(HWND _hParent, bool Show)
{
// wut?
}
// ___________________________________________________________________________
// Function: DllSetGlobals
// Purpose: Set the pointer for globals variables
// input: a pointer to the global struct
// output: none
//
EXPORT void CALL SetDllGlobals(PLUGIN_GLOBALS* _pPluginGlobals)
{
// wut?
}
// ___________________________________________________________________________
// Function: Initialize
// Purpose: Initialize the plugin
// input: Init
// output: none
//
EXPORT void CALL Initialize(void *init)
{
if ( false == g_plugin.controller_interface.IsInit() )
InitPlugin( ((SPADInitialize*)init)->hWnd );
}
// ___________________________________________________________________________
// Function: Shutdown
// Purpose: This function is called when the emulator is shutting down
// a game allowing the dll to de-initialise.
// input: none
// output: none
//
EXPORT void CALL Shutdown(void)
{
//plugin.controls_crit.Enter(); // enter
if ( g_plugin.controller_interface.IsInit() )
g_plugin.controller_interface.DeInit();
//plugin.controls_crit.Leave(); // leave
}
// ___________________________________________________________________________
// Function: DoState
// Purpose: Saves/load state
// input/output: ptr
// input: mode
//
EXPORT void CALL DoState(unsigned char **ptr, int mode)
{
// prolly won't need this
}
// ___________________________________________________________________________
// Function: EmuStateChange
// Purpose: Notifies the plugin of a change in emulation state
// input: newState
// output: none
//
EXPORT void CALL EmuStateChange(PLUGIN_EMUSTATE newState)
{
// maybe use this later
}

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#include "IniFile.h"
//
// TrimChars
//
// trim whitespace, or any, chars from both ends
//
template <typename S>
std::string TrimChars( const std::string& str, const S space )
{
const size_t start = str.find_first_not_of( space );
if ( str.npos == start )
return "";
return str.substr( start, str.find_last_not_of( space ) - start + 1 );
}
//
// IniSection :: SetValue
//
// set key's value if it doesn't match the default
// otherwise remove the key from the section if it exists
//
void IniSection::SetValue( const std::string& key, const std::string& val, const std::string& def )
{
if ( val != def )
operator[](key) = val;
else
{
const const_iterator f = find(key);
if ( f != end() )
erase( f );
}
}
//
// IniSection :: GetValue
//
// return a key's value if it exists
// otherwise return the default
//
std::string IniSection::GetValue( const std::string& key, const std::string& def )
{
const const_iterator f = find(key);
if ( f != end() )
if ( false == f->second.empty() )
return f->second;
return def;
}
//
// IniFile :: Save
//
// save a file
//
void IniFile::Save( std::ostream& file )
{
const_iterator i = begin(),
e = end();
for ( ; i != e; ++i )
{
// skip a line at new sections
file << "\n[" << i->first << "]\n";
Section::const_iterator si = i->second.begin(),
se = i->second.end();
for ( ; si != se; ++si )
file << si->first << " = " << si->second << '\n';
}
}
//
// IniFile :: Load
//
// load a file
//
void IniFile::Load( std::istream& file )
{
const char* const space = "\t\r ";
std::string line;
// start off with an empty section
Section* section = &(*this)[""];
while ( std::getline( file, line ).good() ) // read a line
{
line = TrimChars(line,space);
if ( line.size() )
{
switch ( line[0] )
{
// comment
case '#' :
case ';' :
break;
// section
case '[' :
// kinda odd trimming
section = &(*this)[ TrimChars(line,"][\t\r ") ];
break;
// key/value
default :
{
std::istringstream ss(line);
std::string key; std::getline( ss, key, '=' );
std::string val; std::getline( ss, val );
(*section)[ TrimChars(key,space) ] = TrimChars(val,space);
break;
}
}
}
}
Clean();
}
//
// IniFile :: Clean
//
// remove empty key/values and sections
// after trying to access ini sections/values, they are automatically allocated
// this deletes the empty stuff
//
void IniFile::Clean()
{
iterator i = begin(),
e = end();
for ( ; i != e; )
{
Section::const_iterator si = i->second.begin(),
se = i->second.end();
for ( ; si != se; )
{
if ( si->second.empty() )
i->second.erase( si++ );
else
++si;
}
if ( i->second.empty() )
erase( i++ );
else
++i;
}
}

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@ -0,0 +1,61 @@
#ifndef _INIFILE_H_
#define _INIFILE_H_
#include <fstream>
#include <map>
#include <string>
#include <sstream>
//
// IniFile
//
class IniSection : public std::map< std::string, std::string >
{
public:
void SetValue( const std::string& key, const std::string& val, const std::string& def = "" );
std::string GetValue( const std::string& key, const std::string& def = "" );
template <typename V, typename D>
void SetValue( const std::string& key, const V& val, const D& def = 0 )
{
if ( val != def )
{
std::ostringstream ss;
ss << long(val);
operator[](key) = ss.str();
}
else
{
const const_iterator f = find(key);
if ( f != end() )
erase( f );
}
}
template <typename V>
V GetValue( const std::string& key, const V& def = 0 )
{
const const_iterator f = find(key);
if ( f != end() )
if ( false == f->second.empty() )
{
std::istringstream ss(f->second);
int val;
ss >> val;
return V(val);
}
return def;
}
};
class IniFile : public std::map< std::string, IniSection >
{
public:
typedef IniSection Section;
void Clean();
void Save( std::ostream& file );
void Load( std::istream& file );
};
#endif