// Copyright (C) 2003-2009 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 #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 "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() > (u32)PadMapping[i].ID) if(joyinfo.at(PadMapping[i].ID).Good) PadState[i].joy = SDL_JoystickOpen(PadMapping[i].ID); } return Success; } // =========================== ////////////////////////////////////////////////////////////////////////////////////////// // Return adjusted input values // ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ void PadStateAdjustments(int &Lx, int &Ly, int &Rx, int &Ry, int &Tl, int &Tr) { // This has to be changed if multiple Wiimotes are to be supported later const int Page = 0; // Copy all states to a local variable Lx = PadState[Page].Axis.Lx; Ly = PadState[Page].Axis.Ly; Rx = PadState[Page].Axis.Rx; Ry = PadState[Page].Axis.Ry; Tl = PadState[Page].Axis.Tl; Tr = PadState[Page].Axis.Tr; // Check the circle to square option if(PadMapping[Page].bCircle2Square) { std::vector main_xy = InputCommon::Square2Circle(Lx, Ly, Page, PadMapping[Page].SDiagonal, true); Lx = main_xy.at(0); Ly = main_xy.at(1); } // Dead zone adjustment float DeadZoneLeft = (float)PadMapping[Page].DeadZoneL / 100.0f; float DeadZoneRight = (float)PadMapping[Page].DeadZoneR / 100.0f; if (InputCommon::IsDeadZone(DeadZoneLeft, Lx, Ly)) { Lx = 0; Ly = 0; } if (InputCommon::IsDeadZone(DeadZoneRight, Rx, Ry)) { Rx = 0; Ry = 0; } // Downsize the values from 0x8000 to 0x80 Lx = InputCommon::Pad_Convert(Lx); Ly = InputCommon::Pad_Convert(Ly); Rx = InputCommon::Pad_Convert(Rx); Ry = InputCommon::Pad_Convert(Ry); // The XInput range is already 0 to 0x80 if (PadMapping[Page].triggertype == InputCommon::CTL_TRIGGER_SDL) { Tl = InputCommon::Pad_Convert(PadState[Page].Axis.Tl); Tr = InputCommon::Pad_Convert(PadState[Page].Axis.Tr); } } //////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////////////// // 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) { // Return if we have no pads if (NumGoodPads == 0) return; // 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 // We must also check that we are not asking for a negative axis number because SDL_JoystickGetAxis() has // no good way of handling that if ((_PadMapping.Axis.Tl - 1000) >= 0) _PadState.Axis.Tl = SDL_JoystickGetAxis(_PadState.joy, _PadMapping.Axis.Tl - 1000); if ((_PadMapping.Axis.Tr - 1000) >= 0) _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(); DEBUG_LOG(CONSOLE, "Controller and handle: %i %i\n" "Triggers:%i %i %i %i %i\n" "Analog:%06i %06i \n", controller, (int)_PadState.joy, _PadMapping.triggertype, _PadMapping.Axis.Tl, _PadMapping.Axis.Tr, _PadState.Axis.Tl, _PadState.Axis.Tr, _PadState.Axis.Lx, _PadState.Axis.Ly );*/ } //////////////////////////////////////////// } // end of namespace WiiMoteEmu