// Copyright (C) 2003-2008 Dolphin Project. // 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/ ////////////////////////////////////////////////////////////////////////////////////////// // Includes // ŻŻŻŻŻŻŻŻŻŻŻŻŻ #include #include #include "../../../Core/InputCommon/Src/SDL.h" // Core #include "../../../Core/InputCommon/Src/XInput.h" #include "Common.h" // Common #include "StringUtil.h" // for ArrayToString() #include "IniFile.h" #include "pluginspecs_wiimote.h" #include "EmuDefinitions.h" // Local #include "main.h" #include "wiimote_hid.h" #include "EmuSubroutines.h" #include "EmuMain.h" #include "Encryption.h" // for extension encryption #include "Logging.h" // for startConsoleWin, Console::Print, GetConsoleHwnd #include "Config.h" // for g_Config //////////////////////////////////// extern SWiimoteInitialize g_WiimoteInitialize; namespace WiiMoteEmu { // =================================================== // Fill joyinfo with the current connected devices // ---------------- bool Search_Devices(std::vector &_joyinfo, int &_NumPads, int &_NumGoodPads) { bool Success = InputCommon::SearchDevices(_joyinfo, _NumPads, _NumGoodPads); // Warn the user if no gamepads are detected if (_NumGoodPads == 0 && g_EmulatorRunning) { //PanicAlert("nJoy: No Gamepad Detected"); //return false; } // Load PadMapping[] etc g_Config.Load(); // Update the PadState[].joy handle for (int i = 0; i < 1; i++) { if (PadMapping[i].enabled && joyinfo.size() > PadMapping[i].ID) if(joyinfo.at(PadMapping[i].ID).Good) PadState[i].joy = SDL_JoystickOpen(PadMapping[i].ID); } return Success; } // =========================== // Request joystick state. // ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ /* Called from: PAD_GetStatus() Input: The virtual device 0, 1, 2 or 3 Function: Updates the PadState struct with the current pad status. The input value "controller" is for a virtual controller 0 to 3. */ void GetJoyState(InputCommon::CONTROLLER_STATE_NEW &_PadState, InputCommon::CONTROLLER_MAPPING_NEW _PadMapping, int controller, int NumButtons) { // Update the gamepad status SDL_JoystickUpdate(); // Update axis states. It doesn't hurt much if we happen to ask for nonexisting axises here. _PadState.Axis.Lx = SDL_JoystickGetAxis(_PadState.joy, _PadMapping.Axis.Lx); _PadState.Axis.Ly = SDL_JoystickGetAxis(_PadState.joy, _PadMapping.Axis.Ly); _PadState.Axis.Rx = SDL_JoystickGetAxis(_PadState.joy, _PadMapping.Axis.Rx); _PadState.Axis.Ry = SDL_JoystickGetAxis(_PadState.joy, _PadMapping.Axis.Ry); // Update the analog trigger axis values #ifdef _WIN32 if (_PadMapping.triggertype == InputCommon::CTL_TRIGGER_SDL) { #endif // If we are using SDL analog triggers the buttons have to be mapped as 1000 or up, otherwise they are not used _PadState.Axis.Tl = SDL_JoystickGetAxis(_PadState.joy, _PadMapping.Axis.Tl - 1000); _PadState.Axis.Tr = SDL_JoystickGetAxis(_PadState.joy, _PadMapping.Axis.Tr - 1000); #ifdef _WIN32 } else { _PadState.Axis.Tl = XInput::GetXI(0, _PadMapping.Axis.Tl - 1000); _PadState.Axis.Tr = XInput::GetXI(0, _PadMapping.Axis.Tr - 1000); } #endif /* Debugging */ Console::ClearScreen(); Console::Print( "Controller and handle: %i %i\n" "Triggers:%i %i %i %i %i\n", controller, (int)_PadState.joy, _PadMapping.triggertype, _PadMapping.Axis.Tl, _PadMapping.Axis.Tr, _PadState.Axis.Tl, _PadState.Axis.Tr ); } } // end of namespace WiiMoteEmu