// Copyright (C) 2003 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/ #include "wiimote_hid.h" #include "main.h" #include "ConfigPadDlg.h" #include "Config.h" #include "EmuMain.h" // for WiiMoteEmu class #if defined(HAVE_X11) && HAVE_X11 #include "X11InputBase.h" #endif // Change Joystick /* Function: When changing the joystick we save and load the settings and update the PadMapping and PadState array. PadState[].joy is the gamepad handle that is used to access the pad throughout the plugin. Joyinfo[].joy is only used the first time the pads are checked. */ void WiimotePadConfigDialog::DoChangeJoystick() { // Close the current pad, unless it's used by another slot //if (PadMapping[notebookpage].enabled) PadClose(notebookpage); // Before changing the pad we save potential changes to the current pad DoSave(true); // Load the settings for the new Id g_Config.Load(true); UpdateGUI(Page); // Update the GUI // Open the new pad if (WiiMoteEmu::PadMapping[Page].enabled) PadOpen(Page); } void WiimotePadConfigDialog::PadOpen(int Open) // Open for slot 1, 2, 3 or 4 { // Check that we got a good pad if (!WiiMoteEmu::joyinfo.at(WiiMoteEmu::PadMapping[Open].ID).Good) { DEBUG_LOG(WIIMOTE, "A bad pad was selected"); WiiMoteEmu::PadState[Open].joy = NULL; return; } DEBUG_LOG(WIIMOTE, "Update the Slot %i handle to Id %i", Page, WiiMoteEmu::PadMapping[Open].ID); WiiMoteEmu::PadState[Open].joy = SDL_JoystickOpen(WiiMoteEmu::PadMapping[Open].ID); } void WiimotePadConfigDialog::PadClose(int _Close) // Close for slot 1, 2, 3 or 4 { if (SDL_JoystickOpened(WiiMoteEmu::PadMapping[_Close].ID)) SDL_JoystickClose(WiiMoteEmu::PadState[_Close].joy); WiiMoteEmu::PadState[_Close].joy = NULL; } void WiimotePadConfigDialog::DoChangeDeadZone(bool Left) { if(Left) { float Rad = (float)WiiMoteEmu::PadMapping[Page].DeadZoneL * ((float)BoxW / 100.0) * 0.5; m_bmpDeadZoneLeftIn[Page]->SetBitmap(CreateBitmapClear()); m_bmpDeadZoneLeftIn[Page]->SetSize(0, 0); m_bmpDeadZoneLeftIn[Page]->SetBitmap(CreateBitmapDeadZone((int)Rad)); m_bmpDeadZoneLeftIn[Page]->SetPosition(wxPoint(BoxW / 2 - (int)Rad, BoxH / 2 - (int)Rad)); m_bmpDeadZoneLeftIn[Page]->Refresh(); } else { float Rad = (float)WiiMoteEmu::PadMapping[Page].DeadZoneR * ((float)BoxW / 100.0) * 0.5; m_bmpDeadZoneRightIn[Page]->SetBitmap(CreateBitmapClear()); m_bmpDeadZoneRightIn[Page]->SetSize(0, 0); m_bmpDeadZoneRightIn[Page]->SetBitmap(CreateBitmapDeadZone((int)Rad)); m_bmpDeadZoneRightIn[Page]->SetPosition(wxPoint(BoxW / 2 - (int)Rad, BoxH / 2 - (int)Rad)); m_bmpDeadZoneRightIn[Page]->Refresh(); } } // Change settings // Set the button text for all four Wiimotes void WiimotePadConfigDialog::SetButtonTextAll(int id, char text[128]) { for (int i = 0; i < 1; i++) // We've got only 1 currently { // Safety check to avoid crash if ((int)WiiMoteEmu::joyinfo.size() > WiiMoteEmu::PadMapping[i].ID) if (WiiMoteEmu::joyinfo[WiiMoteEmu::PadMapping[i].ID].Name == WiiMoteEmu::joyinfo[WiiMoteEmu::PadMapping[Page].ID].Name) SetButtonText(id, text, i); }; } void WiimotePadConfigDialog::SaveButtonMappingAll(int Slot) { for (int i = 0; i < 4; i++) { // This can occur when no gamepad is detected if ((int)WiiMoteEmu::joyinfo.size() > WiiMoteEmu::PadMapping[i].ID && WiiMoteEmu::PadMapping[i].ID >= 0) if (WiiMoteEmu::joyinfo[WiiMoteEmu::PadMapping[i].ID].Name == WiiMoteEmu::joyinfo[WiiMoteEmu::PadMapping[Slot].ID].Name) SaveButtonMapping(i, false, Slot); } } // Set dialog items from saved values void WiimotePadConfigDialog::UpdateGUIButtonMapping(int controller) { // Temporary storage wxString tmp; // Update selected gamepad m_Joyname[controller]->SetSelection(WiiMoteEmu::PadMapping[controller].ID); // Update the enabled checkbox //m_Joyattach[controller]->SetValue(PadMapping[controller].enabled == 1 ? true : false); tmp << WiiMoteEmu::PadMapping[controller].Axis.Lx; m_AnalogLeftX[controller]->SetValue(tmp); tmp.clear(); tmp << WiiMoteEmu::PadMapping[controller].Axis.Ly; m_AnalogLeftY[controller]->SetValue(tmp); tmp.clear(); tmp << WiiMoteEmu::PadMapping[controller].Axis.Rx; m_AnalogRightX[controller]->SetValue(tmp); tmp.clear(); tmp << WiiMoteEmu::PadMapping[controller].Axis.Ry; m_AnalogRightY[controller]->SetValue(tmp); tmp.clear(); tmp << WiiMoteEmu::PadMapping[controller].Axis.Tl; m_AnalogTriggerL[controller]->SetValue(tmp); tmp.clear(); tmp << WiiMoteEmu::PadMapping[controller].Axis.Tr; m_AnalogTriggerR[controller]->SetValue(tmp); tmp.clear(); // Update the deadzone and controller type controls m_TriggerType[controller]->SetSelection(WiiMoteEmu::PadMapping[controller].triggertype); m_ComboDeadZoneLeft[controller]->SetSelection(WiiMoteEmu::PadMapping[controller].DeadZoneL); m_ComboDeadZoneRight[controller]->SetSelection(WiiMoteEmu::PadMapping[controller].DeadZoneR); m_ComboDiagonal[controller]->SetValue(wxString::FromAscii(WiiMoteEmu::PadMapping[controller].SDiagonal.c_str())); m_CheckC2S[controller]->SetValue(WiiMoteEmu::PadMapping[controller].bCircle2Square); m_TiltInvertRoll[controller]->SetValue(WiiMoteEmu::PadMapping[controller].bRollInvert); m_TiltInvertPitch[controller]->SetValue(WiiMoteEmu::PadMapping[controller].bPitchInvert); // Wiimote #ifdef _WIN32 for (int x = 0; x < WM_CONTROLS; x++) m_Button_Wiimote[x][controller]->SetLabel(wxString::FromAscii( InputCommon::VKToString(WiiMoteEmu::PadMapping[controller].Wm.keyForControls[x]).c_str())); if(g_Config.iExtensionConnected == EXT_NUNCHUCK) { for (int x = 0; x < NC_CONTROLS; x++) m_Button_NunChuck[x][controller]->SetLabel(wxString::FromAscii( InputCommon::VKToString(WiiMoteEmu::PadMapping[controller].Nc.keyForControls[x]).c_str())); } else if(g_Config.iExtensionConnected == EXT_CLASSIC_CONTROLLER) { for (int x = 0; x < CC_CONTROLS; x++) m_Button_Classic[x][controller]->SetLabel(wxString::FromAscii( InputCommon::VKToString(WiiMoteEmu::PadMapping[controller].Cc.keyForControls[x]).c_str())); } else if(g_Config.iExtensionConnected == EXT_GUITARHERO3_CONTROLLER) { for (int x = 0; x < GH3_CONTROLS; x++) m_Button_GH3[x][controller]->SetLabel(wxString::FromAscii( InputCommon::VKToString(WiiMoteEmu::PadMapping[controller].GH3c.keyForControls[x]).c_str())); } #elif defined(HAVE_X11) && HAVE_X11 char keyStr[10] = {0}; for (int x = 0; x < WM_CONTROLS; x++) { InputCommon::XKeyToString(WiiMoteEmu::PadMapping[controller].Wm.keyForControls[x], keyStr); m_Button_Wiimote[x][controller]->SetLabel(wxString::FromAscii(keyStr)); } if(g_Config.iExtensionConnected == EXT_NUNCHUCK) { for (int x = 0; x < NC_CONTROLS; x++) { InputCommon::XKeyToString(WiiMoteEmu::PadMapping[controller].Nc.keyForControls[x], keyStr); m_Button_NunChuck[x][controller]->SetLabel(wxString::FromAscii(keyStr)); } } else if(g_Config.iExtensionConnected == EXT_CLASSIC_CONTROLLER) { for (int x = 0; x < CC_CONTROLS; x++) { InputCommon::XKeyToString(WiiMoteEmu::PadMapping[controller].Cc.keyForControls[x], keyStr); m_Button_Classic[x][controller]->SetLabel(wxString::FromAscii(keyStr)); } } else if(g_Config.iExtensionConnected == EXT_GUITARHERO3_CONTROLLER) { for (int x = 0; x < GH3_CONTROLS; x++) { InputCommon::XKeyToString(WiiMoteEmu::PadMapping[controller].GH3c.keyForControls[x], keyStr); m_Button_GH3[x][controller]->SetLabel(wxString::FromAscii(keyStr)); } } #endif //DEBUG_LOG(WIIMOTE, "m_bWmA[%i] = %i = %s", controller, WiiMoteEmu::PadMapping[controller].Wm.keyForControls[0], InputCommon::VKToString(WiiMoteEmu::PadMapping[controller].Wm.keyForControls[0]).c_str()); } /* Populate the PadMapping array with the dialog items settings (for example selected joystick, enabled or disabled status and so on) */ void WiimotePadConfigDialog::SaveButtonMapping(int controller, bool DontChangeId, int FromSlot) { // Temporary storage wxString tmp; long value; // Save from or to the same or different slots if (FromSlot == -1) FromSlot = controller; // Replace "" with "-1" in the GUI controls ToBlank(false); /* Set physical device Id. GetSelection() should never be -1 here so we don't check that it's zero or higher. If it's possible that it can be -1 that's a bug that should be fixed. Because the m_Joyname[] combo box should always show , or a gamepad name, not a a blank selection. */ if (!DontChangeId) WiiMoteEmu::PadMapping[controller].ID = m_Joyname[FromSlot]->GetSelection(); // Set enabled or disable status if (FromSlot == controller) WiiMoteEmu::PadMapping[controller].enabled = true; //m_Joyattach[FromSlot]->GetValue(); // Only enable one // Set other settings //WiiMoteEmu::PadMapping[controller].controllertype = m_ControlType[FromSlot]->GetSelection(); WiiMoteEmu::PadMapping[controller].triggertype = m_TriggerType[FromSlot]->GetSelection(); WiiMoteEmu::PadMapping[controller].DeadZoneL = m_ComboDeadZoneLeft[FromSlot]->GetSelection(); WiiMoteEmu::PadMapping[controller].DeadZoneR = m_ComboDeadZoneRight[FromSlot]->GetSelection(); WiiMoteEmu::PadMapping[controller].SDiagonal = m_ComboDiagonal[FromSlot]->GetLabel().mb_str(); WiiMoteEmu::PadMapping[controller].bCircle2Square = m_CheckC2S[FromSlot]->IsChecked(); WiiMoteEmu::PadMapping[controller].bRollInvert = m_TiltInvertRoll[FromSlot]->IsChecked(); WiiMoteEmu::PadMapping[controller].bPitchInvert = m_TiltInvertPitch[FromSlot]->IsChecked(); // The analog buttons m_AnalogLeftX[FromSlot]->GetValue().ToLong(&value); WiiMoteEmu::PadMapping[controller].Axis.Lx = value; tmp.clear(); m_AnalogLeftY[FromSlot]->GetValue().ToLong(&value); WiiMoteEmu::PadMapping[controller].Axis.Ly = value; tmp.clear(); m_AnalogRightX[FromSlot]->GetValue().ToLong(&value); WiiMoteEmu::PadMapping[controller].Axis.Rx = value; tmp.clear(); m_AnalogRightY[FromSlot]->GetValue().ToLong(&value); WiiMoteEmu::PadMapping[controller].Axis.Ry = value; tmp.clear(); // The shoulder buttons m_AnalogTriggerL[FromSlot]->GetValue().ToLong(&value); WiiMoteEmu::PadMapping[controller].Axis.Tl = value; m_AnalogTriggerR[FromSlot]->GetValue().ToLong(&value); WiiMoteEmu::PadMapping[controller].Axis.Tr = value; //DEBUG_LOG(WIIMOTE, "WiiMoteEmu::PadMapping[%i].ID = %i, m_Joyname[%i]->GetSelection() = %i", // controller, WiiMoteEmu::PadMapping[controller].ID, FromSlot, m_Joyname[FromSlot]->GetSelection()); // Replace "-1" with "" ToBlank(); } // Save keyboard key mapping void WiimotePadConfigDialog::SaveKeyboardMapping(int Controller, int Id, int Key) { if (IDB_WM_A <= Id && Id <= IDB_WM_PITCH_R) { WiiMoteEmu::PadMapping[Controller].Wm.keyForControls[Id - IDB_WM_A] = Key; } else if (IDB_NC_Z <= Id && Id <= IDB_NC_SHAKE) { WiiMoteEmu::PadMapping[Controller].Nc.keyForControls[Id - IDB_NC_Z] = Key; } else if (IDB_CC_A <= Id && Id <= IDB_CC_RD) { WiiMoteEmu::PadMapping[Controller].Cc.keyForControls[Id - IDB_CC_A] = Key; } else if (IDB_GH3_GREEN <= Id && Id <= IDB_GH3_STRUM_DOWN) { WiiMoteEmu::PadMapping[Controller].GH3c.keyForControls[Id - IDB_GH3_GREEN] = Key; } //DEBUG_LOG(WIIMOTE, "WiiMoteEmu::PadMapping[%i].Wm.A = %i", Controller, WiiMoteEmu::PadMapping[Controller].Wm.A); } // Replace the harder to understand -1 with "" for the sake of user friendliness void WiimotePadConfigDialog::ToBlank(bool _ToBlank) { if (!ControlsCreated) return; for (int j = 0; j < 1; j++) { if(_ToBlank) { for(int i = IDB_ANALOG_LEFT_X; i <= IDB_TRIGGER_R; i++) #if ! defined _WIN32 && ! wxCHECK_VERSION(2, 9, 0) if(GetButtonText(i, j).ToAscii() == "-1") SetButtonText(i, (char *)"", j); #else if(GetButtonText(i, j) == wxT("-1")) SetButtonText(i, "", j); #endif } else { for(int i = IDB_ANALOG_LEFT_X; i <= IDB_TRIGGER_R; i++) if(GetButtonText(i, j).IsEmpty()) SetButtonText(i, (char *)"-1", j); } } } // Update the textbox for the buttons void WiimotePadConfigDialog::SetButtonText(int id, const char text[128], int _Page) { // Set controller value int controller; if (_Page == -1) controller = Page; else controller = _Page; if (IDB_WM_A <= id && id <= IDB_WM_PITCH_R) m_Button_Wiimote[id - IDB_WM_A][controller]->SetLabel(wxString::FromAscii(text)); else if (IDB_NC_Z <= id && id <= IDB_NC_SHAKE) m_Button_NunChuck[id - IDB_NC_Z][controller]->SetLabel(wxString::FromAscii(text)); else if (IDB_CC_A <= id && id <= IDB_CC_RD) m_Button_Classic[id - IDB_CC_A][controller]->SetLabel(wxString::FromAscii(text)); else if (IDB_GH3_GREEN <= id && id <= IDB_GH3_STRUM_DOWN) m_Button_GH3[id - IDB_GH3_GREEN][controller]->SetLabel(wxString::FromAscii(text)); else switch(id) { case IDB_ANALOG_LEFT_X: m_AnalogLeftX[controller]->SetValue(wxString::FromAscii(text)); break; case IDB_ANALOG_LEFT_Y: m_AnalogLeftY[controller]->SetValue(wxString::FromAscii(text)); break; case IDB_ANALOG_RIGHT_X: m_AnalogRightX[controller]->SetValue(wxString::FromAscii(text)); break; case IDB_ANALOG_RIGHT_Y: m_AnalogRightY[controller]->SetValue(wxString::FromAscii(text)); break; case IDB_TRIGGER_L: m_AnalogTriggerL[controller]->SetValue(wxString::FromAscii(text)); break; case IDB_TRIGGER_R: m_AnalogTriggerR[controller]->SetValue(wxString::FromAscii(text)); break; default: break; } //DEBUG_LOG(WIIMOTE, "SetButtonText: %s", text); } // Get the text in the textbox for the buttons wxString WiimotePadConfigDialog::GetButtonText(int id, int _Page) { //DEBUG_LOG(WIIMOTE, "GetButtonText: %i", id); // Set controller value int controller; if (_Page == -1) controller = Page; else controller = _Page; switch(id) { // Analog Stick case IDB_ANALOG_LEFT_X: return m_AnalogLeftX[controller]->GetValue(); case IDB_ANALOG_LEFT_Y: return m_AnalogLeftY[controller]->GetValue(); case IDB_ANALOG_RIGHT_X: return m_AnalogRightX[controller]->GetValue(); case IDB_ANALOG_RIGHT_Y: return m_AnalogRightY[controller]->GetValue(); // Shoulder Buttons case IDB_TRIGGER_L: return m_AnalogTriggerL[controller]->GetValue(); case IDB_TRIGGER_R: return m_AnalogTriggerR[controller]->GetValue(); default: return wxString(); } } // Configure button mapping // Wait for button press /* Loop or timer: There are basically two ways to do this. With a while() or for() loop, or with a timer. The downside with the while() or for() loop is that there is no way to stop it if the user should select to configure another button while we are still in an old loop. What will happen then is that we start another parallel loop (at least in Windows) that blocks the old loop. And our only option to wait for the old loop to finish is with a new loop, and that will block the old loop for as long as it's going on. Therefore a timer is easier to control. */ void WiimotePadConfigDialog::GetButtons(wxCommandEvent& event) { if (event.GetEventType() != wxEVT_COMMAND_BUTTON_CLICKED) return; if (m_ButtonMappingTimer->IsRunning()) return; OldLabel.clear(); SetButtonText(event.GetId(), ""); DoGetButtons(event.GetId()); } void WiimotePadConfigDialog::DoGetButtons(int _GetId) { // Collect the starting values // Get the current controller int Controller = Page; int PadID = WiiMoteEmu::PadMapping[Controller].ID; // Get the controller and trigger type int TriggerType = WiiMoteEmu::PadMapping[Controller].triggertype; // Collect the accepted buttons for this slot bool LeftRight = (_GetId == IDB_TRIGGER_L || _GetId == IDB_TRIGGER_R); bool Axis = (_GetId >= IDB_ANALOG_LEFT_X && _GetId <= IDB_TRIGGER_R) // Don't allow SDL axis input for the shoulder buttons if XInput is selected && !(TriggerType == InputCommon::CTL_TRIGGER_XINPUT && (_GetId == IDB_TRIGGER_L || _GetId == IDB_TRIGGER_R) ); bool XInput = (TriggerType == InputCommon::CTL_TRIGGER_XINPUT); bool Button = (_GetId >= IDB_WM_A && _GetId <= IDB_GH3_STRUM_DOWN); bool Hat = (_GetId >= IDB_WM_A && _GetId <= IDB_GH3_STRUM_DOWN); bool NoTriggerFilter = g_Config.bNoTriggerFilter; // Values used in this function char format[128]; int Seconds = 4; // Seconds to wait for int TimesPerSecond = 40; // How often to run the check // Values returned from InputCommon::GetButton() int value; // Axis value or Hat value int type; // Button type int pressed = 0; bool Succeed = false; bool Stop = false; // Stop the timer //DEBUG_LOG(WIIMOTE, "Before (%i) Id:%i %i IsRunning:%i", // GetButtonWaitingTimer, GetButtonWaitingID, _GetId, m_ButtonMappingTimer->IsRunning()); // If the Id has changed or the timer is not running we should start one if( GetButtonWaitingID != _GetId || !m_ButtonMappingTimer->IsRunning() ) { if(m_ButtonMappingTimer->IsRunning()) m_ButtonMappingTimer->Stop(); // Save the button Id GetButtonWaitingID = _GetId; GetButtonWaitingTimer = 0; // Reset the key in case we happen to have an old one g_Pressed = 0; // Start the timer #if wxUSE_TIMER m_ButtonMappingTimer->Start( floor((double)(1000 / TimesPerSecond)) ); #endif DEBUG_LOG(WIIMOTE, "Timer Started for Pad:%i _GetId:%i" "Allowed input is Axis:%i LeftRight:%i XInput:%i Button:%i Hat:%i\n", WiiMoteEmu::PadMapping[Controller].ID, _GetId, Axis, LeftRight, XInput, Button, Hat); } // Check for buttons // If there is a timer but we should not create a new one else { InputCommon::GetButton( WiiMoteEmu::joyinfo[PadID].joy, PadID, WiiMoteEmu::joyinfo[PadID].NumButtons, WiiMoteEmu::joyinfo[PadID].NumAxes, WiiMoteEmu::joyinfo[PadID].NumHats, g_Pressed, value, type, pressed, Succeed, Stop, LeftRight, Axis, XInput, Button, Hat, NoTriggerFilter); } // Process results // Count each time GetButtonWaitingTimer++; // This is run every second if(GetButtonWaitingTimer % TimesPerSecond == 0) { // Current time int TmpTime = Seconds - (GetButtonWaitingTimer / TimesPerSecond); // Update text sprintf(format, "[ %d ]", TmpTime); SetButtonText(_GetId, format); } // Time's up if( (GetButtonWaitingTimer / TimesPerSecond) >= Seconds ) { Stop = true; // Revert back to old label SetButtonText(_GetId, OldLabel.ToAscii()); } // If we got a button if(Succeed) { Stop = true; // We need to assign hat special code if (type == InputCommon::CTL_HAT) { // Index of pressed starts from 0 if (value & SDL_HAT_UP) pressed = 0x0100 + 0x0010 * pressed + SDL_HAT_UP; else if (value & SDL_HAT_DOWN) pressed = 0x0100 + 0x0010 * pressed + SDL_HAT_DOWN; else if (value & SDL_HAT_LEFT) pressed = 0x0100 + 0x0010 * pressed + SDL_HAT_LEFT; else if (value & SDL_HAT_RIGHT) pressed = 0x0100 + 0x0010 * pressed + SDL_HAT_RIGHT; else pressed = -1; } if (_GetId >= IDB_WM_A && _GetId <= IDB_GH3_STRUM_DOWN) { // Better make the pad button code far from virtual key code SaveKeyboardMapping(Page, ClickedButton->GetId(), 0x1000 + pressed); sprintf(format, "PAD: %d", pressed); } else { /* Update the button mapping for all slots that use this device. (It doesn't make sense to have several slots controlled by the same device, but several DirectInput instances of different but identical devices may possible have the same id, I don't know. So we have to do this. The user may also have selected the same device for several disabled slots. */ SaveButtonMappingAll(Controller); // Write the number of the pressed button to the text box sprintf(format, "%d", pressed); } SetButtonTextAll(_GetId, format); } // Stop the timer if(Stop) { DEBUG_LOG(WIIMOTE, "Timer Stopped for Pad:%i _GetId:%i", WiiMoteEmu::PadMapping[Controller].ID, _GetId); m_ButtonMappingTimer->Stop(); GetButtonWaitingTimer = 0; GetButtonWaitingID = 0; ClickedButton = NULL; } // If we got a bad button if(g_Pressed == -1) { // Update text SetButtonTextAll(_GetId, (char *)"PAD: -1"); // Notify the user wxMessageBox(wxString::Format( wxT("You selected a key with a to low key code (%i), please") wxT(" select another key with a higher key code."), pressed) , wxT("Notice"), wxICON_INFORMATION); } // Debugging /* DEBUG_LOG(WIIMOTE, "Change: %i %i %i %i '%s' '%s' '%s' '%s'", WiiMoteEmu::PadMapping[0].halfpress, WiiMoteEmu::PadMapping[1].halfpress, WiiMoteEmu::PadMapping[2].halfpress, WiiMoteEmu::PadMapping[3].halfpress, m_JoyButtonHalfpress[0]->GetValue().c_str(), m_JoyButtonHalfpress[1]->GetValue().c_str(), m_JoyButtonHalfpress[2]->GetValue().c_str(), m_JoyButtonHalfpress[3]->GetValue().c_str() );*/ } // Show current input status // Convert the 0x8000 range values to BoxW and BoxH for the plot void WiimotePadConfigDialog::Convert2Box(int &x) { // Border adjustment int BoxW_ = BoxW - 2; int BoxH_ = BoxH - 2; // Convert values x = (BoxW_ / 2) + (x * BoxW_ / (32767 * 2)); } // Update the input status boxes void WiimotePadConfigDialog::PadGetStatus() { //DEBUG_LOG(WIIMOTE, "SDL_WasInit: %i", SDL_WasInit(0)); /* Return if it's not detected. The ID should never be less than zero here, it can only be that because of a manual ini file change, but we make that check anway. */ if(WiiMoteEmu::PadMapping[Page].ID < 0 || WiiMoteEmu::PadMapping[Page].ID >= SDL_NumJoysticks()) { m_TStatusLeftIn[Page]->SetLabel(wxT("Not connected")); m_TStatusLeftOut[Page]->SetLabel(wxT("Not connected")); m_TStatusRightIn[Page]->SetLabel(wxT("Not connected")); m_TStatusRightOut[Page]->SetLabel(wxT("Not connected")); m_TriggerStatusLx[Page]->SetLabel(wxT("0")); m_TriggerStatusRx[Page]->SetLabel(wxT("0")); return; } // Return if it's not enabled if (!WiiMoteEmu::PadMapping[Page].enabled) { m_TStatusLeftIn[Page]->SetLabel(wxT("Not enabled")); m_TStatusLeftOut[Page]->SetLabel(wxT("Not enabled")); m_TStatusRightIn[Page]->SetLabel(wxT("Not enabled")); m_TStatusRightOut[Page]->SetLabel(wxT("Not enabled")); m_TriggerStatusLx[Page]->SetLabel(wxT("0")); m_TriggerStatusRx[Page]->SetLabel(wxT("0")); return; } // Get physical device status int PhysicalDevice = WiiMoteEmu::PadMapping[Page].ID; int TriggerType = WiiMoteEmu::PadMapping[Page].triggertype; // Check that Dolphin is in focus, otherwise don't update the pad status //if (IsFocus()) WiiMoteEmu::GetJoyState(WiiMoteEmu::PadState[Page], WiiMoteEmu::PadMapping[Page], Page, WiiMoteEmu::joyinfo.at(WiiMoteEmu::PadMapping[Page].ID).NumButtons); // Analog stick // Set Deadzones perhaps out of function //int deadzone = (int)(((float)(128.00/100.00)) * (float)(PadMapping[_numPAD].deadzone+1)); //int deadzone2 = (int)(((float)(-128.00/100.00)) * (float)(PadMapping[_numPAD].deadzone+1)); // Get original values int main_x = WiiMoteEmu::PadState[Page].Axis.Lx; int main_y = WiiMoteEmu::PadState[Page].Axis.Ly; int right_x = WiiMoteEmu::PadState[Page].Axis.Rx; int right_y = WiiMoteEmu::PadState[Page].Axis.Ry; // Get adjusted values int main_x_after = main_x, main_y_after = main_y; int right_x_after = right_x, right_y_after = right_y; // Produce square if(WiiMoteEmu::PadMapping[Page].bCircle2Square) { InputCommon::Square2Circle(main_x_after, main_y_after, Page, WiiMoteEmu::PadMapping[Page].SDiagonal, true); } // Check dead zone float DeadZoneLeft = (float)WiiMoteEmu::PadMapping[Page].DeadZoneL / 100.0; float DeadZoneRight = (float)WiiMoteEmu::PadMapping[Page].DeadZoneR / 100.0; if (InputCommon::IsDeadZone(DeadZoneLeft, main_x_after, main_y_after)) { main_x_after = 0; main_y_after = 0; } if (InputCommon::IsDeadZone(DeadZoneRight, right_x_after, right_y_after)) { right_x_after = 0; right_y_after = 0; } // Show the adjusted angles in the status box // Change 0x8000 to 180 /* float x8000 = 0x8000; main_x_after = main_x_after * (180 / x8000); main_y_after = main_y_after * (180 / x8000); float f_main_x_after = (float)main_x_after; float f_main_y_after = (float)main_y_after; WiiMoteEmu::AdjustAngles(f_main_x_after, f_main_y_after); //WiiMoteEmu::AdjustAngles(f_main_x_after, f_main_y_after, true); main_x_after = (int)f_main_x_after; main_y_after = (int)f_main_y_after; // Change back 180 to 0x8000 main_x_after = main_x_after * (x8000 / 180); main_y_after = main_y_after * (x8000 / 180); */ // Convert the values to fractions float f_x = main_x / 32767.0; float f_y = main_y / 32767.0; float f_x_aft = main_x_after / 32767.0; float f_y_aft = main_y_after / 32767.0; float f_Rx = right_x / 32767.0; float f_Ry = right_y / 32767.0; float f_Rx_aft = right_x_after / 32767.0; float f_Ry_aft = right_y_after / 32767.0; m_TStatusLeftIn[Page]->SetLabel(wxString::Format( wxT("x:%1.2f y:%1.2f"), f_x, f_y )); m_TStatusLeftOut[Page]->SetLabel(wxString::Format( wxT("x:%1.2f y:%1.2f"), f_x_aft, f_y_aft )); m_TStatusRightIn[Page]->SetLabel(wxString::Format( wxT("x:%1.2f y:%1.2f"), f_Rx, f_Ry )); m_TStatusRightOut[Page]->SetLabel(wxString::Format( wxT("x:%1.2f y:%1.2f"), f_Rx_aft, f_Ry_aft )); // Adjust the values for the plot Convert2Box(main_x); Convert2Box(main_y); Convert2Box(right_x); Convert2Box(right_y); Convert2Box(main_x_after); Convert2Box(main_y_after); Convert2Box(right_x_after); Convert2Box(right_y_after); // Adjust the dot m_bmpDotLeftIn[Page]->SetPosition(wxPoint(main_x, main_y)); m_bmpDotLeftOut[Page]->SetPosition(wxPoint(main_x_after, main_y_after)); m_bmpDotRightIn[Page]->SetPosition(wxPoint(right_x, right_y)); m_bmpDotRightOut[Page]->SetPosition(wxPoint(right_x_after, right_y_after)); // Triggers // Get the selected keys long Left, Right; m_AnalogTriggerL[Page]->GetValue().ToLong(&Left); m_AnalogTriggerR[Page]->GetValue().ToLong(&Right); // Get the trigger values int TriggerLeft = WiiMoteEmu::PadState[Page].Axis.Tl; int TriggerRight = WiiMoteEmu::PadState[Page].Axis.Tr; // Convert the triggers values if (WiiMoteEmu::PadMapping[Page].triggertype == InputCommon::CTL_TRIGGER_SDL) { TriggerLeft = InputCommon::Pad_Convert(TriggerLeft); TriggerRight = InputCommon::Pad_Convert(TriggerRight); } m_TriggerStatusLx[Page]->SetLabel(wxString::Format( wxT("%03i"), TriggerLeft)); m_TriggerStatusRx[Page]->SetLabel(wxString::Format( wxT("%03i"), TriggerRight)); } // Populate the advanced tab void WiimotePadConfigDialog::UpdatePad(wxTimerEvent& WXUNUSED(event)) { // Show the current status /* #ifdef SHOW_PAD_STATUS m_pStatusBar->SetLabel(wxString::Format( "%s", ShowStatus(notebookpage).c_str() )); #endif*/ //LogMsg("Abc%s\n", ShowStatus(notebookpage).c_str()); PadGetStatus(); }