////////////////////////////////////////////////////////////////////////////////////////// // 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/ // ////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////// // Issues /* ŻŻŻŻŻŻŻŻŻ The StrangeHack in ConfigAdvanced.cpp doesn't work in Linux, it still wont resize the window correctly. So currently in Linux you have to have advanced controls enabled when you open the window to see them. ////////////////////////*/ //////////////////////////////////////////////////////////////////////////////////////// // Variables guide /* ŻŻŻŻŻŻŻŻŻ The arrays joysticks[] and joystate[] are numbered 0 to 3 for the four different virtual controllers. Joysticks[].ID will have the number of the inputs device mapped to that controller, this value can be between 0 and the total number of connected physical devices. The mapping is initially done by PAD_Initialize(), but for the configuration we can remap them, like in ConfigBox::ChangeJoystick(). The joyinfo[] array is for a certain physical device. It's therefore used as joyinfo[joysticks[controller].ID]. ////////////////////////*/ ////////////////////////////////////////////////////////////////////////////////////////// // Include // ŻŻŻŻŻŻŻŻŻ #include "nJoy.h" // Declare config window so that we can write debugging info to it from functions in this file #if defined(HAVE_WX) && HAVE_WX ConfigBox* m_frame; #endif ///////////////////////// ////////////////////////////////////////////////////////////////////////////////////////// // 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 // TODO: fix this dirty hack to stop missing symbols void __Log(int log, const char *format, ...) {} void __Logv(int log, int v, const char *format, ...) {} // 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; } // Start the pads so we can use them in the configuration and advanced controls if(!emulator_running) { SPADInitialize _PADInitialize; _PADInitialize.hWnd = NULL; _PADInitialize.pLog = NULL; PAD_Initialize(_PADInitialize); emulator_running = FALSE; // Set it back to false } g_Config.Load(); // Load settings // We don't need a parent for this wxDialog //wxWindow win; //win.SetHWND(_hParent); //ConfigBox frame(&win); //win.SetHWND(0); m_frame = new ConfigBox(NULL); m_frame->ShowModal(); #else if (SDL_Init(SDL_INIT_JOYSTICK ) < 0) { printf("Could not initialize SDL! (%s)\n", SDL_GetError()); return; } g_Config.Load(); // 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 Search_Devices(); // Populate joyinfo for all attached devices g_Config.Load(); // Load joystick mapping, joysticks[].ID etc 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); } // Search attached devices. Populate joyinfo for all attached physical 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 if 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++ ) { // Open the device to be able to read the values 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 // We have now read the values we need so we close the device if (SDL_JoystickOpened(i)) SDL_JoystickClose(joyinfo[i].joy); } return numjoy; } // 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 buttons status from wxWidgets in the main application // ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ void PAD_Input(u8 _Key, u8 _UpDown) { // Check if the keys are interesting, and then update it for(int i = 0; i < 4; i++) { for(int j = CTL_L_SHOULDER; j <= CTL_START; j++) { if (joysticks[i].buttons[j] == _Key) { joystate[i].buttons[j] = _UpDown; break; } } } } // Set PAD status. This is called from SerialInterface_Devices.cpp // 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); /////////////////////////////////////////////////// // Set analog controllers // ----------- // Read values int i_main_stick_x = joystate[_numPAD].axis[CTL_MAIN_X]; int i_main_stick_y = -joystate[_numPAD].axis[CTL_MAIN_Y]; int i_sub_stick_x = joystate[_numPAD].axis[CTL_SUB_X]; int i_sub_stick_y = -joystate[_numPAD].axis[CTL_SUB_Y]; // Check if we should make adjustments if(g_Config.bSquareToCircle) { std::vector main_xy = Pad_Square_to_Circle(i_main_stick_x, i_main_stick_y); i_main_stick_x = main_xy.at(0); i_main_stick_y = main_xy.at(1); } // Convert button values from 0xffff to 0xff u8 main_stick_x = Pad_Convert(i_main_stick_x); u8 main_stick_y = Pad_Convert(i_main_stick_y); u8 sub_stick_x = Pad_Convert(i_sub_stick_x); u8 sub_stick_y = Pad_Convert(i_sub_stick_y); // 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)); // Send values to Dolpin if they are outside the deadzone 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; /////////////////////////////////////////////////// // Set buttons // ----------- // The L and R trigger values int triggervalue = 255; if (joystate[_numPAD].halfpress) triggervalue = 100; // Neutral button value, no button pressed _pPADStatus->button |= PAD_USE_ORIGIN; 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); } ////////////////////////////////////////////////////////////////////////////////////////// // Convert stick values, for example from circle to square analog stick radius // ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ /* Convert stick values. The value returned by SDL_JoystickGetAxis is a signed integer s16 (-32768 to 32767). The value used for the gamecube controller is an unsigned char u8 (0 to 255) with neutral at 0x80 (128), so that it's equivalent to a signed -128 to 127. */ // ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ u8 Pad_Convert(int _val) { /* If the limits on joystate[].axis[] actually is a u16 then we don't need this but if it's not actually limited to that we need to apply these limits */ if(_val > 32767) _val = 32767; // upper limit if(_val < -32768) _val = -32768; // lower limit // Convert (-32768 to 32767) to (-128 to 127) _val = _val >> 8; // Convert (-128 to 127) to (0 to 255) u8 val = 0x80 + _val; return val; } /* Convert the stick raidus from a circular to a square. I don't know what input values the actual GC controller produce for the GC, it may be a square, a circle or something in between. But one thing that is certain is that PC pads differ in their output (as shown in the list below), so it may be beneficiary to convert whatever radius they produce to the radius the GC games expect. This is the first implementation of this that convert a square radius to a circual radius. Use the advanced settings to enable and calibrate it. Observed diagonals: Perfect circle: 71% = sin(45) Logitech Dual Action: 100% Dual Shock 2 (Original) with Super Dual Box Pro: 90% XBox 360 Wireless: 85% GameCube Controller (Third Party) with EMS TrioLinker Plus II: 60% */ // ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ float SquareDistance(float deg) { // See if we have to adjust the angle deg = abs(deg); if( (deg > 45 && deg < 135) ) deg = deg - 90; float rad = deg * M_PI / 180; float val = abs(cos(rad)); float dist = 1 / val; // Calculate distance from center //m_frame->m_pStatusBar2->SetLabel(wxString::Format("Deg:%f Val:%f Dist:%f", deg, val, dist)); return dist; } std::vector Pad_Square_to_Circle(int _x, int _y) { /* Do we need this? */ if(_x > 32767) _x = 32767; if(_y > 32767) _y = 32767; // upper limit if(_x < -32768) _x = -32768; if(_y > 32767) _y = 32767; // lower limit /////////////////////////////////////////////////// // Convert to circle // ----------- int Tmp = atoi (g_Config.SDiagonal.substr(0, g_Config.SDiagonal.length() - 1).c_str()); float Diagonal = Tmp / 100.0; // First make a perfect square in case we don't have one already float OrigDist = sqrt( pow((float)_y, 2) + pow((float)_x, 2) ); // Get current distance float rad = atan2((float)_y, (float)_x); // Get current angle float deg = rad * 180 / M_PI; // A diagonal of 85% means a distance of 1.20 float corner_circle_dist = ( Diagonal / sin(45 * M_PI / 180) ); float SquareDist = SquareDistance(deg); float adj_ratio1; // The original-to-square distance adjustment float adj_ratio2 = SquareDist; // The circle-to-square distance adjustment float final_ratio; // The final adjustment to the current distance float result_dist; // The resulting distance // Calculate the corner-to-square adjustment ratio if(corner_circle_dist < SquareDist) adj_ratio1 = SquareDist / corner_circle_dist; else adj_ratio1 = 1; // Calculate the resulting distance result_dist = OrigDist * adj_ratio1 / adj_ratio2; float x = result_dist * cos(rad); // calculate x float y = result_dist * sin(rad); // calculate y int int_x = (int)floor(x); int int_y = (int)floor(y); // Debugging //m_frame->m_pStatusBar2->SetLabel(wxString::Format("%f %f %i", corner_circle_dist, Diagonal, Tmp)); std::vector vec; vec.push_back(int_x); vec.push_back(int_y); return vec; } ////////////////////////////////////////////////////////////////////////////////////////// // Set PAD attached pads // ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ unsigned int PAD_GetAttachedPads() { unsigned int connected = 0; g_Config.Load(); 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; } ////////////////////////////////////////////////////////////////////////////////////////// // Read current joystick status /* ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ The value joysticks[].buttons[] is the number of the assigned joypad button, joystate[].buttons[] is the status of the button, it becomes 0 (no pressed) or 1 (pressed) */ // 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. The input value "controller" is for a virtual controller 0 to 3. // 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); // 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]); } } //////////////////////////////////////////////////////////////////////////////////////////