668 lines
14 KiB
C++
668 lines
14 KiB
C++
// Copyright (C) 2003-2008 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#ifdef _WIN32
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#define XINPUT_ENABLE
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#endif
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#include <stdio.h>
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#include <math.h>
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#include "Common.h"
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#ifdef XINPUT_ENABLE
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#include <XInput.h>
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#endif
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#include "pluginspecs_pad.h"
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#include "IniFile.h"
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#ifdef _WIN32
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#include "DirectInputBase.h"
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#include "resource.h"
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#include "AboutDlg.h"
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#include "ConfigDlg.h"
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DInput dinput;
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#else
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#include <SDL.h>
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SDL_Joystick *joy;
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int numaxes = 0;
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int numbuttons = 0;
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int numballs = 0;
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#endif
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// controls
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enum
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{
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CTL_MAINLEFT = 0,
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CTL_MAINUP,
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CTL_MAINRIGHT,
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CTL_MAINDOWN,
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CTL_SUBLEFT,
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CTL_SUBUP,
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CTL_SUBRIGHT,
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CTL_SUBDOWN,
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CTL_DPADLEFT,
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CTL_DPADUP,
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CTL_DPADRIGHT,
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CTL_DPADDOWN,
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CTL_A,
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CTL_B,
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CTL_X,
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CTL_Y,
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CTL_Z,
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CTL_L,
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CTL_R,
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CTL_START,
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CTL_HALFMAIN,
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CTL_HALFSUB,
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CTL_HALFTRIGGER,
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NUMCONTROLS
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};
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// control names
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static const char* controlNames[] =
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{
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"Main_stick_left",
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"Main_stick_up",
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"Main_stick_right",
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"Main_stick_down",
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"Sub_stick_left",
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"Sub_stick_up",
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"Sub_stick_right",
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"Sub_stick_down",
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"D-Pad_left",
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"D-Pad_up",
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"D-Pad_right",
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"D-Pad_down",
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"A_button",
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"B_button",
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"X_button",
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"Y_button",
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"Z_trigger",
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"L_button",
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"R_button",
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"Start",
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"Soft_main_switch",
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"Soft_sub_switch",
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"Soft_triggers_switch",
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};
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int keyForControl[NUMCONTROLS];
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HINSTANCE g_hInstance = NULL;
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SPADInitialize g_PADInitialize;
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bool g_rumbleEnable = true;
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void LoadConfig();
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void SaveConfig();
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#define RECORD_SIZE (1024 * 128)
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SPADStatus recordBuffer[RECORD_SIZE];
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int count = 0;
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// #define RECORD_STORE
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// #define RECORD_REPLAY
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void RecordInput(const SPADStatus& _rPADStatus)
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{
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if (count >= RECORD_SIZE)
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{
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return;
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}
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recordBuffer[count++] = _rPADStatus;
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}
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const SPADStatus& PlayRecord()
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{
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if (count >= RECORD_SIZE){return(recordBuffer[0]);}
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return(recordBuffer[count++]);
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}
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void LoadRecord()
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{
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FILE* pStream = fopen("c:\\pad-record.bin", "rb");
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if (pStream != NULL)
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{
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fread(recordBuffer, 1, RECORD_SIZE * sizeof(SPADStatus), pStream);
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fclose(pStream);
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}
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}
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void SaveRecord()
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{
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FILE* pStream = fopen("c:\\pad-record.bin", "wb");
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if (pStream != NULL)
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{
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fwrite(recordBuffer, 1, RECORD_SIZE * sizeof(SPADStatus), pStream);
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fclose(pStream);
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}
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}
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#ifdef _WIN32
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BOOL APIENTRY DllMain(HINSTANCE hinstDLL, // DLL module handle
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DWORD dwReason, // reason called
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LPVOID lpvReserved) // reserved
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{
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switch (dwReason)
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{
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case DLL_PROCESS_ATTACH:
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break;
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case DLL_PROCESS_DETACH:
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break;
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default:
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break;
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}
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g_hInstance = hinstDLL;
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return(TRUE);
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}
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#endif
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void GetDllInfo(PLUGIN_INFO* _PluginInfo)
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{
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_PluginInfo->Version = 0x0100;
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_PluginInfo->Type = PLUGIN_TYPE_PAD;
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#ifdef DEBUGFAST
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sprintf(_PluginInfo->Name, "Dolphin KB/X360pad (DebugFast)");
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#else
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#ifndef _DEBUG
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sprintf(_PluginInfo->Name, "Dolphin KB/X360pad ");
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#else
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sprintf(_PluginInfo->Name, "Dolphin KB/X360pad (Debug)");
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#endif
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#endif
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}
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void DllAbout(HWND _hParent)
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{
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#ifdef _WIN32
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CAboutDlg aboutDlg;
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aboutDlg.DoModal(_hParent);
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#endif
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}
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#ifndef _WIN32
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void SDL_Inputinit()
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{
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if ( SDL_Init(SDL_INIT_JOYSTICK) < 0 )
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{
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printf("Unable to init SDL: %s\n", SDL_GetError());
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exit(1);
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}
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for(int a = 0; a < SDL_NumJoysticks();a ++)
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printf("Name:%s\n",SDL_JoystickName(a));
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// Open joystick
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joy=SDL_JoystickOpen(0);
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if(joy)
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{
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printf("Opened Joystick 0\n");
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printf("Name: %s\n", SDL_JoystickName(0));
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printf("Number of Axes: %d\n", SDL_JoystickNumAxes(joy));
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printf("Number of Buttons: %d\n", SDL_JoystickNumButtons(joy));
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printf("Number of Balls: %d\n", SDL_JoystickNumBalls(joy));
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numaxes = SDL_JoystickNumAxes(joy);
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numbuttons = SDL_JoystickNumButtons(joy);
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numballs = SDL_JoystickNumBalls(joy);
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}
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else
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printf("Couldn't open Joystick 0\n");
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}
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#endif
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void DllConfig(HWND _hParent)
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{
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#ifdef _WIN32
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LoadConfig();
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CConfigDlg configDlg;
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configDlg.DoModal(_hParent);
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SaveConfig();
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#else
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SDL_Inputinit();
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#endif
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}
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void PAD_Initialize(SPADInitialize _PADInitialize)
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{
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#ifdef RECORD_REPLAY
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LoadRecord();
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#endif
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g_PADInitialize = _PADInitialize;
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#ifdef _WIN32
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dinput.Init((HWND)g_PADInitialize.hWnd);
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#else
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SDL_Inputinit();
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#endif
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LoadConfig();
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}
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void PAD_Shutdown()
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{
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#ifdef RECORD_STORE
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SaveRecord();
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#endif
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#ifdef _WIN32
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dinput.Free();
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#else
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// Close if opened
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if(SDL_JoystickOpened(0))
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SDL_JoystickClose(joy);
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#endif
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SaveConfig();
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}
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const float kDeadZone = 0.1f;
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// Implement circular deadzone
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void ScaleStickValues(unsigned char* outx,
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unsigned char* outy,
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short inx, short iny)
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{
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float x = ((float)inx + 0.5f) / 32767.5f;
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float y = ((float)iny + 0.5f) / 32767.5f;
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if ((x == 0.0f) && (y == 0.0f)) // to be safe
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{
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*outx = 0;
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*outy = 0;
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return;
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}
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float magnitude = sqrtf(x * x + y * y);
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float nx = x / magnitude;
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float ny = y / magnitude;
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if (magnitude < kDeadZone){magnitude = kDeadZone;}
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magnitude = (magnitude - kDeadZone) / (1.0f - kDeadZone);
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magnitude *= magnitude; // another power may be more appropriate
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nx *= magnitude;
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ny *= magnitude;
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int ix = (int)(nx * 100);
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int iy = (int)(ny * 100);
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*outx = 0x80 + ix;
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*outy = 0x80 + iy;
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}
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#ifdef _WIN32
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void DInput_Read(int _numPad, SPADStatus* _pPADStatus)
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{
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if (_numPad != 0)
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{
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return;
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}
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dinput.Read();
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int mainvalue = (dinput.diks[keyForControl[CTL_HALFMAIN]] & 0xFF) ? 40 : 100;
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int subvalue = (dinput.diks[keyForControl[CTL_HALFSUB]] & 0xFF) ? 40 : 100;
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int triggervalue = (dinput.diks[keyForControl[CTL_HALFTRIGGER]] & 0xFF) ? 100 : 255;
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// get the new keys
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if (dinput.diks[keyForControl[CTL_MAINLEFT]] & 0xFF){_pPADStatus->stickX -= mainvalue;}
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if (dinput.diks[keyForControl[CTL_MAINRIGHT]] & 0xFF){_pPADStatus->stickX += mainvalue;}
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if (dinput.diks[keyForControl[CTL_MAINDOWN]] & 0xFF){_pPADStatus->stickY -= mainvalue;}
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if (dinput.diks[keyForControl[CTL_MAINUP]] & 0xFF){_pPADStatus->stickY += mainvalue;}
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if (dinput.diks[keyForControl[CTL_SUBLEFT]] & 0xFF){_pPADStatus->substickX -= subvalue;}
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if (dinput.diks[keyForControl[CTL_SUBRIGHT]] & 0xFF){_pPADStatus->substickX += subvalue;}
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if (dinput.diks[keyForControl[CTL_SUBDOWN]] & 0xFF){_pPADStatus->substickY -= subvalue;}
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if (dinput.diks[keyForControl[CTL_SUBUP]] & 0xFF){_pPADStatus->substickY += subvalue;}
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if (dinput.diks[keyForControl[CTL_L]] & 0xFF)
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{
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_pPADStatus->button |= PAD_TRIGGER_L;
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_pPADStatus->triggerLeft = triggervalue;
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}
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if (dinput.diks[keyForControl[CTL_R]] & 0xFF)
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{
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_pPADStatus->button |= PAD_TRIGGER_R;
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_pPADStatus->triggerRight = triggervalue;
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}
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if (dinput.diks[keyForControl[CTL_A]] & 0xFF)
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{
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_pPADStatus->button |= PAD_BUTTON_A;
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_pPADStatus->analogA = 255;
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}
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if (dinput.diks[keyForControl[CTL_B]] & 0xFF)
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{
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_pPADStatus->button |= PAD_BUTTON_B;
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_pPADStatus->analogB = 255;
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}
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if (dinput.diks[keyForControl[CTL_X]] & 0xFF){_pPADStatus->button |= PAD_BUTTON_X;}
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if (dinput.diks[keyForControl[CTL_Y]] & 0xFF){_pPADStatus->button |= PAD_BUTTON_Y;}
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if (dinput.diks[keyForControl[CTL_Z]] & 0xFF){_pPADStatus->button |= PAD_TRIGGER_Z;}
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if (dinput.diks[keyForControl[CTL_DPADUP]] & 0xFF){_pPADStatus->button |= PAD_BUTTON_UP;}
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if (dinput.diks[keyForControl[CTL_DPADDOWN]] & 0xFF){_pPADStatus->button |= PAD_BUTTON_DOWN;}
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if (dinput.diks[keyForControl[CTL_DPADLEFT]] & 0xFF){_pPADStatus->button |= PAD_BUTTON_LEFT;}
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if (dinput.diks[keyForControl[CTL_DPADRIGHT]] & 0xFF){_pPADStatus->button |= PAD_BUTTON_RIGHT;}
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if (dinput.diks[keyForControl[CTL_START]] & 0xFF){_pPADStatus->button |= PAD_BUTTON_START;}
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}
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void XInput_Read(int _numPAD, SPADStatus* _pPADStatus)
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{
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#ifdef XINPUT_ENABLE
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const int base = 0x80;
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XINPUT_STATE xstate;
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DWORD xresult = XInputGetState(_numPAD, &xstate);
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if ((xresult != ERROR_SUCCESS) && (_numPAD != 0))
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{
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return;
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}
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// In addition, let's .. yes, let's use XINPUT!
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if (xresult == ERROR_SUCCESS)
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{
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const XINPUT_GAMEPAD& pad = xstate.Gamepad;
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if ((_pPADStatus->stickX == base) && (_pPADStatus->stickY == base))
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{
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ScaleStickValues(
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&_pPADStatus->stickX,
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&_pPADStatus->stickY,
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pad.sThumbLX,
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pad.sThumbLY);
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}
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if ((_pPADStatus->substickX == base) && (_pPADStatus->substickY == base))
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{
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ScaleStickValues(
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&_pPADStatus->substickX,
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&_pPADStatus->substickY,
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pad.sThumbRX,
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pad.sThumbRY);
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}
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_pPADStatus->triggerLeft = pad.bLeftTrigger;
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_pPADStatus->triggerRight = pad.bRightTrigger;
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if (pad.bLeftTrigger > 20){_pPADStatus->button |= PAD_TRIGGER_L;}
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if (pad.bRightTrigger > 20){_pPADStatus->button |= PAD_TRIGGER_R;}
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if (pad.wButtons & XINPUT_GAMEPAD_A){_pPADStatus->button |= PAD_BUTTON_A;}
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if (pad.wButtons & XINPUT_GAMEPAD_X){_pPADStatus->button |= PAD_BUTTON_B;}
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if (pad.wButtons & XINPUT_GAMEPAD_B){_pPADStatus->button |= PAD_BUTTON_X;}
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if (pad.wButtons & XINPUT_GAMEPAD_Y){_pPADStatus->button |= PAD_BUTTON_Y;}
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if (pad.wButtons & XINPUT_GAMEPAD_RIGHT_SHOULDER){_pPADStatus->button |= PAD_TRIGGER_Z;}
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if (pad.wButtons & XINPUT_GAMEPAD_START){_pPADStatus->button |= PAD_BUTTON_START;}
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if (pad.wButtons & XINPUT_GAMEPAD_DPAD_LEFT){_pPADStatus->button |= PAD_BUTTON_LEFT;}
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if (pad.wButtons & XINPUT_GAMEPAD_DPAD_RIGHT){_pPADStatus->button |= PAD_BUTTON_RIGHT;}
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if (pad.wButtons & XINPUT_GAMEPAD_DPAD_UP){_pPADStatus->button |= PAD_BUTTON_UP;}
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if (pad.wButtons & XINPUT_GAMEPAD_DPAD_DOWN){_pPADStatus->button |= PAD_BUTTON_DOWN;}
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}
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#endif
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}
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#endif
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int a = 0;
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#ifndef _WIN32
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// The graphics plugin in the PCSX2 design leaves a lot of the window processing to the pad plugin, weirdly enough.
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void X11_Read(int _numPAD, SPADStatus* _pPADStatus)
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{
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// Do all the stuff we need to do once per frame here
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if (_numPAD != 0)
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{
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return;
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}
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SDL_JoystickUpdate();
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for(int a = 0;a < numbuttons;a++)
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{
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if(SDL_JoystickGetButton(joy, a))
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{
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switch(a)
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{
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case 0://A
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_pPADStatus->button |= PAD_BUTTON_A;
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_pPADStatus->analogA = 255;
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break;
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case 1://B
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_pPADStatus->button |= PAD_BUTTON_B;
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_pPADStatus->analogB = 255;
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break;
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case 2://X
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_pPADStatus->button |= PAD_BUTTON_Y;
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break;
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case 3://Y
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_pPADStatus->button |= PAD_BUTTON_X;
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break;
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case 5://RB
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_pPADStatus->button |= PAD_TRIGGER_Z;
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break;
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case 6://Start
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_pPADStatus->button |= PAD_BUTTON_START;
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break;
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}
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}
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}
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}
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#endif
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unsigned int PAD_GetAttachedPads()
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{
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unsigned int connected = 0;
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connected |= 1;
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return connected;
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}
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void PAD_GetStatus(BYTE _numPAD, SPADStatus* _pPADStatus)
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{
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// check if all is okay
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if ((_pPADStatus == NULL))
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{
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return;
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}
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#ifdef RECORD_REPLAY
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*_pPADStatus = PlayRecord();
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return;
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#endif
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const int base = 0x80;
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// clear pad
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memset(_pPADStatus, 0, sizeof(SPADStatus));
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_pPADStatus->stickY = base;
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_pPADStatus->stickX = base;
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_pPADStatus->substickX = base;
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_pPADStatus->substickY = base;
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_pPADStatus->button |= PAD_USE_ORIGIN;
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#ifdef _WIN32
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// just update pad on focus
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//if (g_PADInitialize.hWnd != ::GetForegroundWindow())
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// return;
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#endif
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_pPADStatus->err = PAD_ERR_NONE;
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// keyboard is hardwired to player 1.
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#ifdef _WIN32
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DInput_Read(_numPAD, _pPADStatus);
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XInput_Read(_numPAD, _pPADStatus);
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|
#else
|
|
X11_Read(_numPAD, _pPADStatus);
|
|
#endif
|
|
|
|
#ifdef RECORD_STORE
|
|
RecordInput(*_pPADStatus);
|
|
#endif
|
|
}
|
|
|
|
|
|
// Rough approximation of GC behaviour - needs improvement.
|
|
void PAD_Rumble(BYTE _numPAD, unsigned int _uType, unsigned int _uStrength)
|
|
{
|
|
#ifdef _WIN32
|
|
static int a = 0;
|
|
|
|
if ((_uType == 0) || (_uType == 2))
|
|
{
|
|
a = 0;
|
|
}
|
|
else if (_uType == 1)
|
|
{
|
|
a = _uStrength > 2 ? 8000 : 0;
|
|
}
|
|
|
|
a = int ((float)a * 0.96f);
|
|
|
|
if (!g_rumbleEnable)
|
|
{
|
|
a = 0;
|
|
}
|
|
|
|
#ifdef XINPUT_ENABLE
|
|
XINPUT_VIBRATION vib;
|
|
vib.wLeftMotorSpeed = a; //_uStrength*100;
|
|
vib.wRightMotorSpeed = a; //_uStrength*100;
|
|
XInputSetState(_numPAD, &vib);
|
|
#endif
|
|
#endif
|
|
}
|
|
|
|
|
|
unsigned int SaveLoadState(char* _ptr, BOOL _bSave)
|
|
{
|
|
return(0);
|
|
}
|
|
|
|
|
|
void LoadConfig()
|
|
{
|
|
#ifdef _WIN32
|
|
// Initialize pad 1 to standard controls
|
|
const int defaultKeyForControl[NUMCONTROLS] =
|
|
{
|
|
DIK_LEFT, //mainstick
|
|
DIK_UP,
|
|
DIK_RIGHT,
|
|
DIK_DOWN,
|
|
DIK_J, //substick
|
|
DIK_I,
|
|
DIK_L,
|
|
DIK_K,
|
|
DIK_F, //dpad
|
|
DIK_T,
|
|
DIK_H,
|
|
DIK_G,
|
|
DIK_X, //buttons
|
|
DIK_Z,
|
|
DIK_S,
|
|
DIK_C,
|
|
DIK_D,
|
|
DIK_Q,
|
|
DIK_W,
|
|
DIK_RETURN,
|
|
DIK_LSHIFT,
|
|
DIK_LSHIFT,
|
|
DIK_LCONTROL
|
|
};
|
|
#endif
|
|
IniFile file;
|
|
file.Load("pad.ini");
|
|
|
|
for (int i = 0; i < NUMCONTROLS; i++)
|
|
{
|
|
#ifdef _WIN32
|
|
file.Get("Bindings", controlNames[i], &keyForControl[i], defaultKeyForControl[i]);
|
|
#endif
|
|
}
|
|
|
|
file.Get("XPad1", "Rumble", &g_rumbleEnable, true);
|
|
}
|
|
|
|
|
|
void SaveConfig()
|
|
{
|
|
IniFile file;
|
|
file.Load("pad.ini");
|
|
|
|
for (int i = 0; i < NUMCONTROLS; i++)
|
|
{
|
|
file.Set("Bindings", controlNames[i], keyForControl[i]);
|
|
}
|
|
|
|
file.Set("XPad1", "Rumble", g_rumbleEnable);
|
|
file.Save("pad.ini");
|
|
}
|
|
|
|
|