////////////////////////////////////////////////////////////////////////////////////////// // Project description // ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ // Name: nJoy // Description: A Dolphin Compatible Input Plugin // // Author: Falcon4ever (nJoy@falcon4ever.com) // Site: www.multigesture.net // Copyright (C) 2003-2008 Dolphin Project. // ////////////////////////////////////////////////////////////////////////////////////////// // // Licensetype: GNU General Public License (GPL) // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, version 2.0. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License 2.0 for more details. // // A copy of the GPL 2.0 should have been included with the program. // If not, see http://www.gnu.org/licenses/ // // Official SVN repository and contact information can be found at // http://code.google.com/p/dolphin-emu/ // ////////////////////////////////////////////////////////////////////////////////////////// //////////////////////// // Include // ŻŻŻŻŻŻŻŻŻ #include "nJoy.h" ////////////////////////////////////////////////////////////////////////////////////////// // Variables // ŻŻŻŻŻŻŻŻŻ // Rumble in windows #define _CONTROLLER_STATE_H // avoid certain declarations in nJoy.h FILE *pFile; HINSTANCE nJoy_hInst = NULL; CONTROLLER_INFO *joyinfo = 0; CONTROLLER_STATE joystate[4]; CONTROLLER_MAPPING joysticks[4]; bool emulator_running = FALSE; HWND m_hWnd; // Handle to window // Rumble #ifdef _WIN32 #elif defined(__linux__) extern int fd; #endif ////////////////////////////////////////////////////////////////////////////////////////// // wxWidgets // ŻŻŻŻŻŻŻŻŻ #if defined(HAVE_WX) && HAVE_WX class wxDLLApp : public wxApp { bool OnInit() { return true; } }; IMPLEMENT_APP_NO_MAIN(wxDLLApp) WXDLLIMPEXP_BASE void wxSetInstance(HINSTANCE hInst); #endif ////////////////////////////////////////////////////////////////////////////////////////// // DllMain // ŻŻŻŻŻŻŻ #ifdef _WIN32 BOOL APIENTRY DllMain( HINSTANCE hinstDLL, // DLL module handle DWORD dwReason, // reason called LPVOID lpvReserved) // reserved { switch (dwReason) { case DLL_PROCESS_ATTACH: { //use wxInitialize() if you don't want GUI instead of the following 12 lines wxSetInstance((HINSTANCE)hinstDLL); int argc = 0; char **argv = NULL; wxEntryStart(argc, argv); if (!wxTheApp || !wxTheApp->CallOnInit() ) return FALSE; } break; case DLL_PROCESS_DETACH: wxEntryCleanup(); //use wxUninitialize() if you don't want GUI break; default: break; } nJoy_hInst = hinstDLL; return TRUE; } #endif ////////////////////////////////////////////////////////////////////////////////////////// // Input Plugin Functions (from spec's) // ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ // Get properties of plugin // ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ void GetDllInfo(PLUGIN_INFO* _PluginInfo) { _PluginInfo->Version = 0x0100; _PluginInfo->Type = PLUGIN_TYPE_PAD; #ifdef DEBUGFAST sprintf(_PluginInfo->Name, "nJoy v"INPUT_VERSION" (DebugFast) by Falcon4ever"); #else #ifndef _DEBUG sprintf(_PluginInfo->Name, "nJoy v"INPUT_VERSION " by Falcon4ever"); #else sprintf(_PluginInfo->Name, "nJoy v"INPUT_VERSION" (Debug) by Falcon4ever"); #endif #endif } // Call config dialog // ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ void DllConfig(HWND _hParent) { #ifdef _WIN32 if (SDL_Init(SDL_INIT_JOYSTICK ) < 0) { MessageBox(NULL, SDL_GetError(), "Could not initialize SDL!", MB_ICONERROR); return; } LoadConfig(); // load settings wxWindow win; win.SetHWND(_hParent); ConfigBox frame(&win); frame.ShowModal(); win.SetHWND(0); #else if (SDL_Init(SDL_INIT_JOYSTICK ) < 0) { printf("Could not initialize SDL! (%s)\n", SDL_GetError()); return; } LoadConfig(); // load settings #if defined(HAVE_WX) && HAVE_WX ConfigBox frame(NULL); frame.ShowModal(); #endif #endif } void DllDebugger(HWND _hParent, bool Show) { } // Init PAD (start emulation) // ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ void PAD_Initialize(SPADInitialize _PADInitialize) { emulator_running = TRUE; #ifdef _DEBUG DEBUG_INIT(); #endif if (SDL_Init(SDL_INIT_JOYSTICK ) < 0) { #ifdef _WIN32 MessageBox(NULL, SDL_GetError(), "Could not initialize SDL!", MB_ICONERROR); #else printf("Could not initialize SDL! (%s)\n", SDL_GetError()); #endif return; } #ifdef _WIN32 m_hWnd = (HWND)_PADInitialize.hWnd; #endif LoadConfig(); // Load joystick mapping Search_Devices(); if (joysticks[0].enabled) joystate[0].joy = SDL_JoystickOpen(joysticks[0].ID); if (joysticks[1].enabled) joystate[1].joy = SDL_JoystickOpen(joysticks[1].ID); if (joysticks[2].enabled) joystate[2].joy = SDL_JoystickOpen(joysticks[2].ID); if (joysticks[3].enabled) joystate[3].joy = SDL_JoystickOpen(joysticks[3].ID); } // Shutdown PAD (stop emulation) // ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ void PAD_Shutdown() { if (joysticks[0].enabled) SDL_JoystickClose(joystate[0].joy); if (joysticks[1].enabled) SDL_JoystickClose(joystate[1].joy); if (joysticks[2].enabled) SDL_JoystickClose(joystate[2].joy); if (joysticks[3].enabled) SDL_JoystickClose(joystate[3].joy); SDL_Quit(); #ifdef _DEBUG DEBUG_QUIT(); #endif delete [] joyinfo; emulator_running = FALSE; #ifdef _WIN32 #ifdef USE_RUMBLE_DINPUT_HACK FreeDirectInput(); #endif #elif defined(__linux__) close(fd); #endif } // Set PAD status // ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ void PAD_GetStatus(u8 _numPAD, SPADStatus* _pPADStatus) { if (!joysticks[_numPAD].enabled) return; // Clear pad status memset(_pPADStatus, 0, sizeof(SPADStatus)); // Get pad status GetJoyState(_numPAD); // Reset! int base = 0x80; _pPADStatus->stickY = base; _pPADStatus->stickX = base; _pPADStatus->substickX = base; _pPADStatus->substickY = base; _pPADStatus->button |= PAD_USE_ORIGIN; // Set analog controllers // Set Deadzones perhaps out of function int deadzone = (int)(((float)(128.00/100.00)) * (float)(joysticks[_numPAD].deadzone+1)); int deadzone2 = (int)(((float)(-128.00/100.00)) * (float)(joysticks[_numPAD].deadzone+1)); // Adjust range // The value returned by SDL_JoystickGetAxis is a signed integer (-32768 to 32768) // The value used for the gamecube controller is an unsigned char (0 to 255) int main_stick_x = (joystate[_numPAD].axis[CTL_MAIN_X] >> 8); int main_stick_y = -(joystate[_numPAD].axis[CTL_MAIN_Y] >> 8); int sub_stick_x = (joystate[_numPAD].axis[CTL_SUB_X] >> 8); int sub_stick_y = -(joystate[_numPAD].axis[CTL_SUB_Y] >> 8); // Quick fix if (main_stick_x > 127) main_stick_x = 127; if (main_stick_y > 127) main_stick_y = 127; if (sub_stick_x > 127) sub_stick_x = 127; if (sub_stick_y > 127) sub_stick_y = 127; if (main_stick_x < -128) main_stick_x = -128; if (main_stick_y < -128) main_stick_y = -128; if (sub_stick_x < -128) sub_stick_x = -128; if (sub_stick_y < -128) sub_stick_y = -128; // Send values to Dolpin if ((main_stick_x < deadzone2) || (main_stick_x > deadzone)) _pPADStatus->stickX += main_stick_x; if ((main_stick_y < deadzone2) || (main_stick_y > deadzone)) _pPADStatus->stickY += main_stick_y; if ((sub_stick_x < deadzone2) || (sub_stick_x > deadzone)) _pPADStatus->substickX += sub_stick_x; if ((sub_stick_y < deadzone2) || (sub_stick_y > deadzone)) _pPADStatus->substickY += sub_stick_y; int triggervalue = 255; if (joystate[_numPAD].halfpress) triggervalue = 100; // Set buttons if (joystate[_numPAD].buttons[CTL_L_SHOULDER]) { _pPADStatus->button|=PAD_TRIGGER_L; _pPADStatus->triggerLeft = triggervalue; } if (joystate[_numPAD].buttons[CTL_R_SHOULDER]) { _pPADStatus->button|=PAD_TRIGGER_R; _pPADStatus->triggerRight = triggervalue; } if (joystate[_numPAD].buttons[CTL_A_BUTTON]) { _pPADStatus->button|=PAD_BUTTON_A; _pPADStatus->analogA = 255; // Perhaps support pressure? } if (joystate[_numPAD].buttons[CTL_B_BUTTON]) { _pPADStatus->button|=PAD_BUTTON_B; _pPADStatus->analogB = 255; // Perhaps support pressure? } if (joystate[_numPAD].buttons[CTL_X_BUTTON]) _pPADStatus->button|=PAD_BUTTON_X; if (joystate[_numPAD].buttons[CTL_Y_BUTTON]) _pPADStatus->button|=PAD_BUTTON_Y; if (joystate[_numPAD].buttons[CTL_Z_TRIGGER]) _pPADStatus->button|=PAD_TRIGGER_Z; if (joystate[_numPAD].buttons[CTL_START]) _pPADStatus->button|=PAD_BUTTON_START; // Set D-pad if (joysticks[_numPAD].controllertype == CTL_TYPE_JOYSTICK) { if (joystate[_numPAD].dpad == SDL_HAT_LEFTUP || joystate[_numPAD].dpad == SDL_HAT_UP || joystate[_numPAD].dpad == SDL_HAT_RIGHTUP ) _pPADStatus->button|=PAD_BUTTON_UP; if (joystate[_numPAD].dpad == SDL_HAT_LEFTUP || joystate[_numPAD].dpad == SDL_HAT_LEFT || joystate[_numPAD].dpad == SDL_HAT_LEFTDOWN ) _pPADStatus->button|=PAD_BUTTON_LEFT; if (joystate[_numPAD].dpad == SDL_HAT_LEFTDOWN || joystate[_numPAD].dpad == SDL_HAT_DOWN || joystate[_numPAD].dpad == SDL_HAT_RIGHTDOWN ) _pPADStatus->button|=PAD_BUTTON_DOWN; if (joystate[_numPAD].dpad == SDL_HAT_RIGHTUP || joystate[_numPAD].dpad == SDL_HAT_RIGHT || joystate[_numPAD].dpad == SDL_HAT_RIGHTDOWN ) _pPADStatus->button|=PAD_BUTTON_RIGHT; } else { if (joystate[_numPAD].dpad2[CTL_D_PAD_UP]) _pPADStatus->button|=PAD_BUTTON_UP; if (joystate[_numPAD].dpad2[CTL_D_PAD_DOWN]) _pPADStatus->button|=PAD_BUTTON_DOWN; if (joystate[_numPAD].dpad2[CTL_D_PAD_LEFT]) _pPADStatus->button|=PAD_BUTTON_LEFT; if (joystate[_numPAD].dpad2[CTL_D_PAD_RIGHT]) _pPADStatus->button|=PAD_BUTTON_RIGHT; } // _pPADStatus->err = PAD_ERR_NONE; // Use rumble PAD_Use_Rumble(_numPAD, _pPADStatus); } // Set PAD attached pads // ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ unsigned int PAD_GetAttachedPads() { unsigned int connected = 0; LoadConfig(); if (joysticks[0].enabled) connected |= 1; if (joysticks[1].enabled) connected |= 2; if (joysticks[2].enabled) connected |= 4; if (joysticks[3].enabled) connected |= 8; return connected; } ////////////////////////////////////////////////////////////////////////////////////////// // Custom Functions // ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ // Read buttons status. Called from GetJoyState(). // ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ void ReadButton(int controller, int button) { int ctl_button = joysticks[controller].buttons[button]; if (ctl_button < joyinfo[joysticks[controller].ID].NumButtons) { joystate[controller].buttons[button] = SDL_JoystickGetButton(joystate[controller].joy, ctl_button); } } // Request joystick state // ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ void GetJoyState(int controller) { SDL_JoystickUpdate(); joystate[controller].axis[CTL_MAIN_X] = SDL_JoystickGetAxis(joystate[controller].joy, joysticks[controller].axis[CTL_MAIN_X]); joystate[controller].axis[CTL_MAIN_Y] = SDL_JoystickGetAxis(joystate[controller].joy, joysticks[controller].axis[CTL_MAIN_Y]); joystate[controller].axis[CTL_SUB_X] = SDL_JoystickGetAxis(joystate[controller].joy, joysticks[controller].axis[CTL_SUB_X]); joystate[controller].axis[CTL_SUB_Y] = SDL_JoystickGetAxis(joystate[controller].joy, joysticks[controller].axis[CTL_SUB_Y]); ReadButton(controller, CTL_L_SHOULDER); ReadButton(controller, CTL_R_SHOULDER); ReadButton(controller, CTL_A_BUTTON); ReadButton(controller, CTL_B_BUTTON); ReadButton(controller, CTL_X_BUTTON); ReadButton(controller, CTL_Y_BUTTON); ReadButton(controller, CTL_Z_TRIGGER); ReadButton(controller, CTL_START); PanicAlert("%i", CTL_A_BUTTON); // if (joysticks[controller].halfpress < joyinfo[controller].NumButtons) joystate[controller].halfpress = SDL_JoystickGetButton(joystate[controller].joy, joysticks[controller].halfpress); // Check if we have an analog or digital joypad if (joysticks[controller].controllertype == CTL_TYPE_JOYSTICK) { joystate[controller].dpad = SDL_JoystickGetHat(joystate[controller].joy, joysticks[controller].dpad); } else { joystate[controller].dpad2[CTL_D_PAD_UP] = SDL_JoystickGetButton(joystate[controller].joy, joysticks[controller].dpad2[CTL_D_PAD_UP]); joystate[controller].dpad2[CTL_D_PAD_DOWN] = SDL_JoystickGetButton(joystate[controller].joy, joysticks[controller].dpad2[CTL_D_PAD_DOWN]); joystate[controller].dpad2[CTL_D_PAD_LEFT] = SDL_JoystickGetButton(joystate[controller].joy, joysticks[controller].dpad2[CTL_D_PAD_LEFT]); joystate[controller].dpad2[CTL_D_PAD_RIGHT] = SDL_JoystickGetButton(joystate[controller].joy, joysticks[controller].dpad2[CTL_D_PAD_RIGHT]); } } // Search attached devices // ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ int Search_Devices() { // load config #ifdef _DEBUG DEBUG_INIT(); #endif int numjoy = SDL_NumJoysticks(); if (joyinfo) { delete [] joyinfo; joyinfo = new CONTROLLER_INFO [numjoy]; } else { joyinfo = new CONTROLLER_INFO [numjoy]; } // Warn the user of no joysticks are detected if (numjoy == 0) { #ifdef _WIN32 MessageBox(NULL, "No Joystick detected!", NULL, MB_ICONWARNING); #else printf("No Joystick detected!\n"); #endif return 0; } #ifdef _DEBUG fprintf(pFile, "Scanning for devices\n"); fprintf(pFile, "ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\n"); #endif for(int i = 0; i < numjoy; i++ ) { joyinfo[i].joy = SDL_JoystickOpen(i); joyinfo[i].ID = i; joyinfo[i].NumAxes = SDL_JoystickNumAxes(joyinfo[i].joy); joyinfo[i].NumButtons = SDL_JoystickNumButtons(joyinfo[i].joy); joyinfo[i].NumBalls = SDL_JoystickNumBalls(joyinfo[i].joy); joyinfo[i].NumHats = SDL_JoystickNumHats(joyinfo[i].joy); joyinfo[i].Name = SDL_JoystickName(i); #ifdef _DEBUG fprintf(pFile, "ID: %d\n", i); fprintf(pFile, "Name: %s\n", joyinfo[i].Name); fprintf(pFile, "Buttons: %d\n", joyinfo[i].NumButtons); fprintf(pFile, "Axes: %d\n", joyinfo[i].NumAxes); fprintf(pFile, "Hats: %d\n", joyinfo[i].NumHats); fprintf(pFile, "Balls: %d\n\n", joyinfo[i].NumBalls); #endif // Close if opened if (SDL_JoystickOpened(i)) SDL_JoystickClose(joyinfo[i].joy); } return numjoy; }