793 lines
25 KiB
C++
793 lines
25 KiB
C++
//////////////////////////////////////////////////////////////////////////////////////////
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// Project description
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// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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// Name: nJoy
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// Description: A Dolphin Compatible Input Plugin
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//
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// Author: Falcon4ever (nJoy@falcon4ever.com)
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// Site: www.multigesture.net
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// Copyright (C) 2003-2008 Dolphin Project.
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//
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//////////////////////////////////////////////////////////////////////////////////////////
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//
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// Licensetype: GNU General Public License (GPL)
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//
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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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//
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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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//
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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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//
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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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//
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//////////////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////////////
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// Issues
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/* ¯¯¯¯¯¯¯¯¯
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The StrangeHack in ConfigAdvanced.cpp doesn't work in Linux, it still wont resize the
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window correctly. So currently in Linux you have to have advanced controls enabled when
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you open the window to see them.
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////////////////////////*/
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////////////////////////////////////////////////////////////////////////////////////////
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// Variables guide
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/* ¯¯¯¯¯¯¯¯¯
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Joyinfo: A hardcoded struct of with gamepad info that is populate by Search_Devices()
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Joysticks: A custom struct with the button mapping
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Joystate: A custom struct with the current button states
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The arrays joysticks[] and joystate[] are numbered 0 to 3 for the four different virtual
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controllers. Joysticks[].ID will have the number of the physical input device mapped to that
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controller (this value range between 0 and the total number of connected physical devices). The
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mapping of a certain physical device to joystate[].joy is initially done by Initialize(), but
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for the configuration we can remap that, like in ConfigBox::ChangeJoystick().
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The joyinfo[] array holds the physical gamepad info for a certain physical device. It's therefore
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used as joyinfo[joysticks[controller].ID] if we want to get the joyinfo for a certain joystick.
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////////////////////////*/
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//////////////////////////////////////////////////////////////////////////////////////////
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// Include
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// ¯¯¯¯¯¯¯¯¯
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#include "nJoy.h"
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// Declare config window so that we can write debugging info to it from functions in this file
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#if defined(HAVE_WX) && HAVE_WX
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ConfigBox* m_frame;
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#endif
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/////////////////////////
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//////////////////////////////////////////////////////////////////////////////////////////
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// Variables
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// ¯¯¯¯¯¯¯¯¯
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// Rumble in windows
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#define _CONTROLLER_STATE_H // Avoid certain declarations in nJoy.h
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FILE *pFile;
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HINSTANCE nJoy_hInst = NULL;
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CONTROLLER_INFO *joyinfo = 0;
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CONTROLLER_STATE joystate[4];
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CONTROLLER_MAPPING joysticks[4];
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bool emulator_running = FALSE;
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HWND m_hWnd; // Handle to window
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// TODO: fix this dirty hack to stop missing symbols
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void __Log(int log, const char *format, ...) {}
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void __Logv(int log, int v, const char *format, ...) {}
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// Rumble
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#ifdef _WIN32
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#elif defined(__linux__)
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extern int fd;
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#endif
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//////////////////////////////////////////////////////////////////////////////////////////
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// wxWidgets
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// ¯¯¯¯¯¯¯¯¯
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#if defined(HAVE_WX) && HAVE_WX
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class wxDLLApp : public wxApp
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{
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bool OnInit()
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{
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return true;
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}
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};
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IMPLEMENT_APP_NO_MAIN(wxDLLApp)
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WXDLLIMPEXP_BASE void wxSetInstance(HINSTANCE hInst);
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#endif
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//////////////////////////////////////////////////////////////////////////////////////////
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// DllMain
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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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{
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//use wxInitialize() if you don't want GUI instead of the following 12 lines
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wxSetInstance((HINSTANCE)hinstDLL);
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int argc = 0;
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char **argv = NULL;
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wxEntryStart(argc, argv);
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if (!wxTheApp || !wxTheApp->CallOnInit() )
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return FALSE;
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}
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break;
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case DLL_PROCESS_DETACH:
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wxEntryCleanup(); //use wxUninitialize() if you don't want GUI
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break;
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default:
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break;
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}
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nJoy_hInst = hinstDLL;
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return TRUE;
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}
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#endif
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//////////////////////////////////////////////////////////////////////////////////////////
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// Input Plugin Functions (from spec's)
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// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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// Get properties of plugin
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// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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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, "nJoy v"INPUT_VERSION" (DebugFast) by Falcon4ever");
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#else
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#ifndef _DEBUG
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sprintf(_PluginInfo->Name, "nJoy v"INPUT_VERSION " by Falcon4ever");
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#else
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sprintf(_PluginInfo->Name, "nJoy v"INPUT_VERSION" (Debug) by Falcon4ever");
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#endif
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#endif
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}
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void SetDllGlobals(PLUGIN_GLOBALS* _pPluginGlobals) {
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}
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// Call config dialog
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// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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void DllConfig(HWND _hParent)
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{
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#ifdef _WIN32
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// Start the pads so we can use them in the configuration and advanced controls
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if(!emulator_running)
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{
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SPADInitialize _PADInitialize;
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_PADInitialize.hWnd = NULL;
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_PADInitialize.pLog = NULL;
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Initialize((void*)&_PADInitialize);
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emulator_running = false; // Set it back to false
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}
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g_Config.Load(); // Load settings
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// We don't need a parent for this wxDialog
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//wxWindow win;
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//win.SetHWND(_hParent);
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//ConfigBox frame(&win);
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//win.SetHWND(0);
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m_frame = new ConfigBox(NULL);
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m_frame->ShowModal();
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#else
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if (SDL_Init(SDL_INIT_JOYSTICK ) < 0)
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{
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printf("Could not initialize SDL! (%s)\n", SDL_GetError());
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return;
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}
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g_Config.Load(); // load settings
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#if defined(HAVE_WX) && HAVE_WX
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ConfigBox frame(NULL);
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frame.ShowModal();
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#endif
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#endif
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}
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void DllDebugger(HWND _hParent, bool Show) {
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}
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// Init PAD (start emulation)
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// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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/* Information: This function can not be run twice without a Shutdown in between. If
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it's run twice the SDL_Init() will cause a crash. One solution to this is to keep a
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global function that remembers the SDL_Init() and SDL_Quit() (emulator_running does
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not do that since we can open and close this without any game running). But I would
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suggest that avoiding to run this twice from the Core is better. */
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void Initialize(void *init)
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{
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// Debugging
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//Console::Open();
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SPADInitialize _PADInitialize = *(SPADInitialize*)init;
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emulator_running = true;
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#ifdef _DEBUG
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DEBUG_INIT();
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#endif
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/* SDL 1.3 use DirectInput instead of the old Microsoft Multimeda API, and with this we need
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the SDL_INIT_VIDEO flag to */
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK) < 0)
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{
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#ifdef _WIN32
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MessageBox(NULL, SDL_GetError(), "Could not initialize SDL!", MB_ICONERROR);
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#else
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printf("Could not initialize SDL! (%s)\n", SDL_GetError());
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#endif
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return;
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}
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#ifdef _WIN32
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m_hWnd = (HWND)_PADInitialize.hWnd;
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#endif
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Search_Devices(); // Populate joyinfo for all attached devices
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g_Config.Load(); // Load joystick mapping, joysticks[].ID etc
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if (joysticks[0].enabled)
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joystate[0].joy = SDL_JoystickOpen(joysticks[0].ID);
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if (joysticks[1].enabled)
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joystate[1].joy = SDL_JoystickOpen(joysticks[1].ID);
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if (joysticks[2].enabled)
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joystate[2].joy = SDL_JoystickOpen(joysticks[2].ID);
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if (joysticks[3].enabled)
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joystate[3].joy = SDL_JoystickOpen(joysticks[3].ID);
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}
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// Search attached devices. Populate joyinfo for all attached physical devices.
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// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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int Search_Devices()
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{
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// Load config
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#ifdef _DEBUG
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DEBUG_INIT();
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#endif
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int numjoy = SDL_NumJoysticks();
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if (joyinfo)
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{
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delete [] joyinfo;
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joyinfo = new CONTROLLER_INFO [numjoy];
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}
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else
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{
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joyinfo = new CONTROLLER_INFO [numjoy];
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}
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// Warn the user if no joysticks are detected
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if (numjoy == 0)
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{
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#ifdef _WIN32
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//MessageBox(NULL, "No Joystick detected!", NULL, MB_ICONWARNING);
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#else
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printf("No Joystick detected!\n");
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#endif
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return 0;
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}
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#ifdef _DEBUG
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fprintf(pFile, "Scanning for devices\n");
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fprintf(pFile, "¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\n");
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#endif
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for(int i = 0; i < numjoy; i++ )
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{
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// Open the device to be able to read the values
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joyinfo[i].joy = SDL_JoystickOpen(i);
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joyinfo[i].ID = i;
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joyinfo[i].NumAxes = SDL_JoystickNumAxes(joyinfo[i].joy);
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joyinfo[i].NumButtons = SDL_JoystickNumButtons(joyinfo[i].joy);
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joyinfo[i].NumBalls = SDL_JoystickNumBalls(joyinfo[i].joy);
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joyinfo[i].NumHats = SDL_JoystickNumHats(joyinfo[i].joy);
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joyinfo[i].Name = SDL_JoystickName(i);
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#ifdef _DEBUG
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fprintf(pFile, "ID: %d\n", i);
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fprintf(pFile, "Name: %s\n", joyinfo[i].Name);
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fprintf(pFile, "Buttons: %d\n", joyinfo[i].NumButtons);
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fprintf(pFile, "Axes: %d\n", joyinfo[i].NumAxes);
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fprintf(pFile, "Hats: %d\n", joyinfo[i].NumHats);
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fprintf(pFile, "Balls: %d\n\n", joyinfo[i].NumBalls);
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#endif
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// We have now read the values we need so we close the device
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if (SDL_JoystickOpened(i)) SDL_JoystickClose(joyinfo[i].joy);
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}
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return numjoy;
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}
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// Shutdown PAD (stop emulation)
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// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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/* Information: This function can not be run twice without an Initialize in between. If
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it's run twice the SDL_...() functions below will cause a crash.
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Called from: The Dolphin Core, ConfigBox::OnClose() */
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void Shutdown()
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{
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if (joysticks[0].enabled && SDL_JoystickOpened(joysticks[0].ID))
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SDL_JoystickClose(joystate[0].joy);
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if (joysticks[1].enabled && SDL_JoystickOpened(joysticks[1].ID))
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SDL_JoystickClose(joystate[1].joy);
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if (joysticks[2].enabled && SDL_JoystickOpened(joysticks[2].ID))
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SDL_JoystickClose(joystate[2].joy);
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if (joysticks[3].enabled && SDL_JoystickOpened(joysticks[3].ID))
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SDL_JoystickClose(joystate[3].joy);
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SDL_Quit();
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#ifdef _DEBUG
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DEBUG_QUIT();
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#endif
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delete [] joyinfo;
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emulator_running = false;
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#ifdef _WIN32
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#ifdef USE_RUMBLE_DINPUT_HACK
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FreeDirectInput();
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#endif
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#elif defined(__linux__)
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close(fd);
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#endif
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}
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// Set buttons status from wxWidgets in the main application
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// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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void PAD_Input(u16 _Key, u8 _UpDown)
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{
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// Check if the keys are interesting, and then update it
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for(int i = 0; i < 4; i++)
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{
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for(int j = CTL_L_SHOULDER; j <= CTL_START; j++)
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{
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if (joysticks[i].buttons[j] == _Key)
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{ joystate[i].buttons[j] = _UpDown; break; }
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}
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for(int j = CTL_D_PAD_UP; j <= CTL_D_PAD_RIGHT; j++)
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{
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if (joysticks[i].dpad2[j] == _Key)
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{ joystate[i].dpad2[j] = _UpDown; break; }
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}
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}
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// Debugging
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//Console::Print("%i", _Key);
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}
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// Save state
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// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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void DoState(unsigned char **ptr, int mode) {}
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// Set PAD status
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// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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// Called from: SerialInterface_Devices.cpp
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// Function: Gives the current pad status to the Core
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void PAD_GetStatus(u8 _numPAD, SPADStatus* _pPADStatus)
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{
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if (!joysticks[_numPAD].enabled)
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return;
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// Clear pad status
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memset(_pPADStatus, 0, sizeof(SPADStatus));
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// Update the pad status
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GetJoyState(_numPAD);
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// Get type
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int TriggerType = joysticks[_numPAD].triggertype;
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///////////////////////////////////////////////////
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// The analog controls
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// -----------
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// Read axis values
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int i_main_stick_x = joystate[_numPAD].axis[CTL_MAIN_X];
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int i_main_stick_y = -joystate[_numPAD].axis[CTL_MAIN_Y];
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int i_sub_stick_x = joystate[_numPAD].axis[CTL_SUB_X];
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int i_sub_stick_y = -joystate[_numPAD].axis[CTL_SUB_Y];
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int TriggerLeft = joystate[_numPAD].axis[CTL_L_SHOULDER];
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int TriggerRight = joystate[_numPAD].axis[CTL_R_SHOULDER];
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// Check if we should make adjustments
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if(g_Config.bSquareToCircle.at(_numPAD))
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{
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std::vector<int> main_xy = Pad_Square_to_Circle(i_main_stick_x, i_main_stick_y, _numPAD);
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i_main_stick_x = main_xy.at(0);
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i_main_stick_y = main_xy.at(1);
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}
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// Convert axis values
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u8 main_stick_x = Pad_Convert(i_main_stick_x);
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u8 main_stick_y = Pad_Convert(i_main_stick_y);
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u8 sub_stick_x = Pad_Convert(i_sub_stick_x);
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u8 sub_stick_y = Pad_Convert(i_sub_stick_y);
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// Convert the triggers values
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if(joysticks[_numPAD].triggertype == CTL_TRIGGER_SDL)
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{
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TriggerLeft = Pad_Convert(TriggerLeft);
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TriggerRight = Pad_Convert(TriggerRight);
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}
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// Set Deadzones (perhaps out of function?)
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int deadzone = (int)(((float)(128.00/100.00)) * (float)(joysticks[_numPAD].deadzone + 1));
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int deadzone2 = (int)(((float)(-128.00/100.00)) * (float)(joysticks[_numPAD].deadzone + 1));
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// Send values to Dolpin if they are outside the deadzone
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if ((main_stick_x < deadzone2) || (main_stick_x > deadzone)) _pPADStatus->stickX = main_stick_x;
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if ((main_stick_y < deadzone2) || (main_stick_y > deadzone)) _pPADStatus->stickY = main_stick_y;
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if ((sub_stick_x < deadzone2) || (sub_stick_x > deadzone)) _pPADStatus->substickX = sub_stick_x;
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if ((sub_stick_y < deadzone2) || (sub_stick_y > deadzone)) _pPADStatus->substickY = sub_stick_y;
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///////////////////////////////////////////////////
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// The L and R triggers
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// -----------
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int TriggerValue = 255;
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if (joystate[_numPAD].halfpress) TriggerValue = 100;
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_pPADStatus->button |= PAD_USE_ORIGIN; // Neutral value, no button pressed
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if (joystate[_numPAD].buttons[CTL_L_SHOULDER])
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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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else if(TriggerLeft > 0)
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_pPADStatus->triggerLeft = TriggerLeft;
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if (joystate[_numPAD].buttons[CTL_R_SHOULDER])
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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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else if(TriggerRight > 0)
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_pPADStatus->triggerRight = TriggerRight;
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// Update the buttons in analog mode to
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if(TriggerLeft == 0xff) _pPADStatus->button |= PAD_TRIGGER_L;
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if(TriggerRight == 0xff) _pPADStatus->button |= PAD_TRIGGER_R;
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///////////////////////////////////////////////////
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// The digital buttons
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// -----------
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if (joystate[_numPAD].buttons[CTL_A_BUTTON])
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{
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_pPADStatus->button |= PAD_BUTTON_A;
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_pPADStatus->analogA = 255; // Perhaps support pressure?
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}
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if (joystate[_numPAD].buttons[CTL_B_BUTTON])
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{
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_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;
|
|
|
|
|
|
///////////////////////////////////////////////////
|
|
// The D-pad
|
|
// -----------
|
|
if (joysticks[_numPAD].controllertype == CTL_DPAD_HAT)
|
|
{
|
|
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;
|
|
}
|
|
|
|
// Update error code
|
|
_pPADStatus->err = PAD_ERR_NONE;
|
|
|
|
// Use rumble
|
|
Pad_Use_Rumble(_numPAD, _pPADStatus);
|
|
|
|
/* Debugging
|
|
Console::ClearScreen();
|
|
Console::Print(
|
|
"Trigger type: %s Left:%04x Right:%04x Value:%i\n"
|
|
"D-Pad type: %s L:%i R:%i U:%i D:%i",
|
|
(joysticks[_numPAD].triggertype ? "CTL_TRIGGER_XINPUT" : "CTL_TRIGGER_SDL"),
|
|
TriggerLeft, TriggerRight, TriggerValue,
|
|
(joysticks[_numPAD].controllertype ? "CTL_DPAD_CUSTOM" : "CTL_DPAD_HAT"),
|
|
0, 0, 0, 0
|
|
);*/
|
|
}
|
|
|
|
|
|
// Set PAD attached pads
|
|
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
|
|
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;
|
|
}
|
|
|
|
///////////////////////////////////////////////// Spec functions
|
|
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////////////////////
|
|
// Convert stick values
|
|
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
|
|
|
|
/* 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.
|
|
*/
|
|
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
|
|
int 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 the range (-0x8000 to 0x7fff) to (0 to 0xffff)
|
|
_val = 0x8000 +_val;
|
|
|
|
// Convert the range (-32768 to 32767) to (-128 to 127)
|
|
_val = _val >> 8;
|
|
|
|
//Console::Print("0x%04x %06i\n\n", _val, _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%
|
|
*/
|
|
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
|
|
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<int> Pad_Square_to_Circle(int _x, int _y, int _pad)
|
|
{
|
|
/* 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.at(_pad).substr(0, g_Config.SDiagonal.at(_pad).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<int> vec;
|
|
vec.push_back(int_x);
|
|
vec.push_back(int_y);
|
|
return vec;
|
|
}
|
|
///////////////////////////////////////////////////////////////////// Convert stick values
|
|
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////////////////////
|
|
// Supporting functions
|
|
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
|
|
|
|
// Read current joystick status
|
|
/* ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
|
|
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().
|
|
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
|
|
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.
|
|
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
|
|
/* Called from: PAD_GetStatus()
|
|
Input: The virtual device 0, 1, 2 or 3
|
|
Function: Updates the joystate struct with the current pad status. The input value "controller" is
|
|
for a virtual controller 0 to 3. */
|
|
void GetJoyState(int controller)
|
|
{
|
|
// Update the gamepad status
|
|
SDL_JoystickUpdate();
|
|
|
|
// Save the number of buttons
|
|
int Buttons = joyinfo[joysticks[controller].ID].NumButtons;
|
|
|
|
// Update axis states. It doesn't hurt much if we happen to ask for nonexisting axises here.
|
|
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]);
|
|
|
|
// Update trigger axises
|
|
#ifdef _WIN32
|
|
if (joysticks[controller].triggertype == CTL_TRIGGER_SDL)
|
|
{
|
|
#endif
|
|
joystate[controller].axis[CTL_L_SHOULDER] = SDL_JoystickGetAxis(joystate[controller].joy, joysticks[controller].buttons[CTL_L_SHOULDER] - 1000);
|
|
joystate[controller].axis[CTL_R_SHOULDER] = SDL_JoystickGetAxis(joystate[controller].joy, joysticks[controller].buttons[CTL_R_SHOULDER] - 1000);
|
|
#ifdef _WIN32
|
|
}
|
|
else
|
|
{
|
|
joystate[controller].axis[CTL_L_SHOULDER] = XInput::GetXI(0, joysticks[controller].buttons[CTL_L_SHOULDER] - 1000);
|
|
joystate[controller].axis[CTL_R_SHOULDER] = XInput::GetXI(0, joysticks[controller].buttons[CTL_R_SHOULDER] - 1000);
|
|
}
|
|
#endif
|
|
|
|
/* Debugging
|
|
Console::ClearScreen();
|
|
Console::Print(
|
|
"Controller and handle: %i %i\n"
|
|
"Triggers:%i %i %i %i %i\n",
|
|
controller, (int)joystate[controller].joy,
|
|
joysticks[controller].triggertype,
|
|
joysticks[controller].buttons[CTL_L_SHOULDER], joysticks[controller].buttons[CTL_R_SHOULDER],
|
|
joystate[controller].axis[CTL_L_SHOULDER], joystate[controller].axis[CTL_R_SHOULDER]
|
|
); */
|
|
|
|
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_DPAD_HAT)
|
|
{
|
|
joystate[controller].dpad = SDL_JoystickGetHat(joystate[controller].joy, joysticks[controller].dpad);
|
|
}
|
|
else
|
|
{
|
|
/* Only do this if the assigned button is in range (to allow for the current way of saving keyboard
|
|
keys in the same array) */
|
|
if(joysticks[controller].dpad2[CTL_D_PAD_UP] <= Buttons)
|
|
joystate[controller].dpad2[CTL_D_PAD_UP] = SDL_JoystickGetButton(joystate[controller].joy, joysticks[controller].dpad2[CTL_D_PAD_UP]);
|
|
if(joysticks[controller].dpad2[CTL_D_PAD_DOWN] <= Buttons)
|
|
joystate[controller].dpad2[CTL_D_PAD_DOWN] = SDL_JoystickGetButton(joystate[controller].joy, joysticks[controller].dpad2[CTL_D_PAD_DOWN]);
|
|
if(joysticks[controller].dpad2[CTL_D_PAD_LEFT] <= Buttons)
|
|
joystate[controller].dpad2[CTL_D_PAD_LEFT] = SDL_JoystickGetButton(joystate[controller].joy, joysticks[controller].dpad2[CTL_D_PAD_LEFT]);
|
|
if(joysticks[controller].dpad2[CTL_D_PAD_RIGHT] <= Buttons)
|
|
joystate[controller].dpad2[CTL_D_PAD_RIGHT] = SDL_JoystickGetButton(joystate[controller].joy, joysticks[controller].dpad2[CTL_D_PAD_RIGHT]);
|
|
}
|
|
}
|
|
//////////////////////////////////////////////////////////////////////////////////////////
|