682 lines
20 KiB
C++
682 lines
20 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) 2003-2009 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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// TODO : we should not need a Hack in the first place :/
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////////////////////////*/
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////////////////////////////////////////////////////////////////////////////////////////
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// Variables guide
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/* ¯¯¯¯¯¯¯¯¯
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Joyinfo[1, 2, 3, 4, ..., number of attached devices]: Gamepad info that is populate by Search_Devices()
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PadMapping[1, 2, 3 and 4]: The button mapping
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Joystate[1, 2, 3 and 4]: The current button states
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The arrays PadMapping[] and PadState[] 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 PadState[].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[PadMapping[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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#define _EXCLUDE_MAIN_ // Avoid certain declarations in nJoy.h
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FILE *pFile;
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HINSTANCE nJoy_hInst = NULL;
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std::vector<InputCommon::CONTROLLER_INFO> joyinfo;
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InputCommon::CONTROLLER_STATE PadState[4];
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InputCommon::CONTROLLER_MAPPING PadMapping[4];
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bool g_EmulatorRunning = false;
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int NumPads = 0, NumGoodPads = 0, LastPad = 0;
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#ifdef _WIN32
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HWND m_hWnd = NULL, m_hConsole = NULL; // Handle to window
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#endif
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SPADInitialize *g_PADInitialize = NULL;
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PLUGIN_GLOBALS* globals = NULL;
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// Rumble
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#if 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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globals = _pPluginGlobals;
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LogManager::SetInstance((LogManager *)globals->logManager);
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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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// Debugging
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// #ifdef SHOW_PAD_STATUS
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// Console::Open(100);
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// m_hConsole = Console::GetHwnd();
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// #endif
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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(!g_EmulatorRunning)
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{
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Search_Devices(joyinfo, NumPads, NumGoodPads); // Populate joyinfo for all attached devices
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// Check if a DirectInput error occured
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if(ReloadDLL())
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{
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PostMessage(_hParent, WM_USER, NJOY_RELOAD, 0);
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return;
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}
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}
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m_frame = new ConfigBox(NULL);
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m_frame->Show();
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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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// 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() (g_EmulatorRunning 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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// #ifdef SHOW_PAD_STATUS
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// Console::Open(110);
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// m_hConsole = Console::GetHwnd();
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// #endif
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INFO_LOG(CONSOLE, "Initialize: %i\n", SDL_WasInit(0));
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g_PADInitialize = (SPADInitialize*)init;
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g_EmulatorRunning = true;
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#ifdef _WIN32
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m_hWnd = (HWND)g_PADInitialize->hWnd;
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#endif
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#ifdef _DEBUG
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DEBUG_INIT();
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#endif
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// Populate joyinfo for all attached devices if the configuration window is not already open
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#if defined(HAVE_WX) && HAVE_WX
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if(!m_frame)
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{
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Search_Devices(joyinfo, NumPads, NumGoodPads);
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// Check if a DirectInput error occured
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if(ReloadDLL()) g_PADInitialize->padNumber = -1;
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}
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#endif
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#ifdef RERECORDING
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Recording::Initialize();
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#endif
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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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INFO_LOG(CONSOLE, "Shutdown: %i\n", SDL_WasInit(0));
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// -------------------------------------------
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// Play back input instead of accepting any user input
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// ----------------------
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#ifdef RERECORDING
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Recording::ShutDown();
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#endif
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// ----------------------
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// Always change this variable
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g_EmulatorRunning = false;
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// Stop debugging
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#ifdef _DEBUG
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DEBUG_QUIT();
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#endif
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// Don't shutdown the gamepad if the configuration window is still showing
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// Todo: Coordinate with the Wiimote plugin, SDL_Quit() will remove the pad for it to
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#if defined(HAVE_WX) && HAVE_WX
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if (m_frame) return;
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#endif
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/* Close all devices carefully. We must check that we are not accessing any undefined
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vector elements or any bad devices */
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for (int i = 0; i < 4; i++)
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{
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if (PadMapping[i].enabled && joyinfo.size() > (u32)PadMapping[i].ID)
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if (joyinfo.at(PadMapping[i].ID).Good)
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if(SDL_JoystickOpened(PadMapping[i].ID))
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{
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SDL_JoystickClose(PadState[i].joy);
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PadState[i].joy = NULL;
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}
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}
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// Clear the physical device info
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joyinfo.clear();
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NumPads = 0;
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NumGoodPads = 0;
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// Finally close SDL
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if (SDL_WasInit(0)) SDL_Quit();
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// Remove the pointer to the initialize data
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g_PADInitialize = NULL;
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#ifdef _WIN32
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FreeDirectInput();
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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 keyboard input. Currently this is done 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 that Dolphin is in focus, otherwise don't update the pad status
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if (!IsFocus()) return;
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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 = InputCommon::CTL_L_SHOULDER; j <= InputCommon::CTL_START; j++)
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{
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if (PadMapping[i].buttons[j] == _Key)
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{ PadState[i].buttons[j] = _UpDown; break; }
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}
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for(int j = InputCommon::CTL_D_PAD_UP; j <= InputCommon::CTL_D_PAD_RIGHT; j++)
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{
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if (PadMapping[i].dpad2[j] == _Key)
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{ PadState[i].dpad2[j] = _UpDown; break; }
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}
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}
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// Debugging
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//INFO_LOG(CONSOLE, "%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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{
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#ifdef RERECORDING
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Recording::DoState(ptr, mode);
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#endif
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}
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// Set PAD attached pads
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// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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unsigned int PAD_GetAttachedPads()
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{
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unsigned int connected = 0;
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g_Config.Load();
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if (PadMapping[0].enabled) connected |= 1;
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if (PadMapping[1].enabled) connected |= 2;
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if (PadMapping[2].enabled) connected |= 4;
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if (PadMapping[3].enabled) connected |= 8;
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//INFO_LOG(CONSOLE, "PAD_GetAttachedPads: %i %i %i %i\n", PadMapping[0].enabled, PadMapping[1].enabled, PadMapping[2].enabled, PadMapping[3].enabled);
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return connected;
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}
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// Set PAD status
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// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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// Called from: SI_DeviceGCController.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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//INFO_LOG(CONSOLE, "PAD_GetStatus(): %i %i %i\n", _numPAD, PadMapping[_numPAD].enabled, PadState[_numPAD].joy);
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/* Check if the pad is enabled and avaliable, currently we don't disable pads just because they are
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disconnected */
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if (!PadMapping[_numPAD].enabled || !PadState[_numPAD].joy) return;
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// -------------------------------------------
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// Play back input instead of accepting any user input
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// ----------------------
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#ifdef RERECORDING
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if (g_Config.bPlayback)
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{
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*_pPADStatus = Recording::Play();
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return;
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}
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#endif
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// ----------------------
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// Clear pad status
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memset(_pPADStatus, 0, sizeof(SPADStatus));
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// Check that Dolphin is in focus, otherwise don't update the pad status
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if (g_Config.bCheckFocus || IsFocus())
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GetJoyState(PadState[_numPAD], PadMapping[_numPAD], _numPAD, joyinfo[PadMapping[_numPAD].ID].NumButtons);
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// Get type
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int TriggerType = PadMapping[_numPAD].triggertype;
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int TriggerValue = PadState[_numPAD].halfpress ? 100 : 255;
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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 = PadState[_numPAD].axis[InputCommon::CTL_MAIN_X];
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int i_main_stick_y = -PadState[_numPAD].axis[InputCommon::CTL_MAIN_Y];
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int i_sub_stick_x = PadState[_numPAD].axis[InputCommon::CTL_SUB_X];
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int i_sub_stick_y = -PadState[_numPAD].axis[InputCommon::CTL_SUB_Y];
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int TriggerLeft = PadState[_numPAD].axis[InputCommon::CTL_L_SHOULDER];
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int TriggerRight = PadState[_numPAD].axis[InputCommon::CTL_R_SHOULDER];
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// Check if we should make adjustments
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if (PadMapping[_numPAD].bSquareToCircle)
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{
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std::vector<int> main_xy = InputCommon::Square2Circle(i_main_stick_x, i_main_stick_y, _numPAD, PadMapping[_numPAD].SDiagonal);
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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 = InputCommon::Pad_Convert(i_main_stick_x);
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u8 main_stick_y = InputCommon::Pad_Convert(i_main_stick_y);
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u8 sub_stick_x = InputCommon::Pad_Convert(i_sub_stick_x);
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u8 sub_stick_y = InputCommon::Pad_Convert(i_sub_stick_y);
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// Convert the triggers values, if we are using analog triggers at all
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if (PadMapping[_numPAD].triggertype == InputCommon::CTL_TRIGGER_SDL)
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{
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if (PadMapping[_numPAD].buttons[InputCommon::CTL_L_SHOULDER] >= 1000) TriggerLeft = InputCommon::Pad_Convert(TriggerLeft);
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if (PadMapping[_numPAD].buttons[InputCommon::CTL_R_SHOULDER] >= 1000) TriggerRight = InputCommon::Pad_Convert(TriggerRight);
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}
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// Set Deadzone
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float deadzone = (128.00 * (float)(PadMapping[_numPAD].deadzone + 1.00)) / 100.00;
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float distance_main = (float)sqrt((float)(main_stick_x * main_stick_x) + (float)(main_stick_y * main_stick_y));
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float distance_sub = (float)sqrt((float)(sub_stick_x * sub_stick_x) + (float)(sub_stick_y * sub_stick_y));
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// Send values to Dolpin if they are outside the deadzone
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if (distance_main > deadzone)
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{
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_pPADStatus->stickX = main_stick_x;
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_pPADStatus->stickY = main_stick_y;
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}
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if (distance_sub > deadzone)
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{
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_pPADStatus->substickX = sub_stick_x;
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_pPADStatus->substickY = sub_stick_y;
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}
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///////////////////////////////////////////////////
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// The L and R triggers
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// -----------
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// Neutral value, no button pressed
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_pPADStatus->button |= PAD_USE_ORIGIN;
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// Check if the digital L button is pressed
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if (PadState[_numPAD].buttons[InputCommon::CTL_L_SHOULDER])
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{
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if (!PadState[_numPAD].halfpress)
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_pPADStatus->button |= PAD_TRIGGER_L;
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_pPADStatus->triggerLeft = TriggerValue;
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}
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// no the digital L button is not pressed, but the analog left trigger is
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else if (TriggerLeft > 0)
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_pPADStatus->triggerLeft = TriggerLeft;
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// Check if the digital R button is pressed
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if (PadState[_numPAD].buttons[InputCommon::CTL_R_SHOULDER])
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{
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if (!PadState[_numPAD].halfpress)
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_pPADStatus->button |= PAD_TRIGGER_R;
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_pPADStatus->triggerRight = TriggerValue;
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}
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// no the digital R button is not pressed, but the analog right trigger is
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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 too
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if (TriggerLeft > 0xf0) _pPADStatus->button |= PAD_TRIGGER_L;
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if (TriggerRight > 0xf0) _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 (PadState[_numPAD].buttons[InputCommon::CTL_A_BUTTON])
|
|
{
|
|
_pPADStatus->button |= PAD_BUTTON_A;
|
|
_pPADStatus->analogA = 255; // Perhaps support pressure?
|
|
}
|
|
if (PadState[_numPAD].buttons[InputCommon::CTL_B_BUTTON])
|
|
{
|
|
_pPADStatus->button |= PAD_BUTTON_B;
|
|
_pPADStatus->analogB = 255; // Perhaps support pressure?
|
|
}
|
|
if (PadState[_numPAD].buttons[InputCommon::CTL_X_BUTTON]) _pPADStatus->button|=PAD_BUTTON_X;
|
|
if (PadState[_numPAD].buttons[InputCommon::CTL_Y_BUTTON]) _pPADStatus->button|=PAD_BUTTON_Y;
|
|
if (PadState[_numPAD].buttons[InputCommon::CTL_Z_TRIGGER]) _pPADStatus->button|=PAD_TRIGGER_Z;
|
|
if (PadState[_numPAD].buttons[InputCommon::CTL_START]) _pPADStatus->button|=PAD_BUTTON_START;
|
|
|
|
|
|
///////////////////////////////////////////////////
|
|
// The D-pad
|
|
// -----------
|
|
if (PadMapping[_numPAD].controllertype == InputCommon::CTL_DPAD_HAT)
|
|
{
|
|
if (PadState[_numPAD].dpad == SDL_HAT_LEFTUP || PadState[_numPAD].dpad == SDL_HAT_UP || PadState[_numPAD].dpad == SDL_HAT_RIGHTUP ) _pPADStatus->button|=PAD_BUTTON_UP;
|
|
if (PadState[_numPAD].dpad == SDL_HAT_LEFTUP || PadState[_numPAD].dpad == SDL_HAT_LEFT || PadState[_numPAD].dpad == SDL_HAT_LEFTDOWN ) _pPADStatus->button|=PAD_BUTTON_LEFT;
|
|
if (PadState[_numPAD].dpad == SDL_HAT_LEFTDOWN || PadState[_numPAD].dpad == SDL_HAT_DOWN || PadState[_numPAD].dpad == SDL_HAT_RIGHTDOWN ) _pPADStatus->button|=PAD_BUTTON_DOWN;
|
|
if (PadState[_numPAD].dpad == SDL_HAT_RIGHTUP || PadState[_numPAD].dpad == SDL_HAT_RIGHT || PadState[_numPAD].dpad == SDL_HAT_RIGHTDOWN ) _pPADStatus->button|=PAD_BUTTON_RIGHT;
|
|
}
|
|
else
|
|
{
|
|
if (PadState[_numPAD].dpad2[InputCommon::CTL_D_PAD_UP])
|
|
_pPADStatus->button |= PAD_BUTTON_UP;
|
|
if (PadState[_numPAD].dpad2[InputCommon::CTL_D_PAD_DOWN])
|
|
_pPADStatus->button |= PAD_BUTTON_DOWN;
|
|
if (PadState[_numPAD].dpad2[InputCommon::CTL_D_PAD_LEFT])
|
|
_pPADStatus->button |= PAD_BUTTON_LEFT;
|
|
if (PadState[_numPAD].dpad2[InputCommon::CTL_D_PAD_RIGHT])
|
|
_pPADStatus->button |= PAD_BUTTON_RIGHT;
|
|
}
|
|
|
|
// Update error code
|
|
_pPADStatus->err = PAD_ERR_NONE;
|
|
|
|
// -------------------------------------------
|
|
// Rerecording
|
|
// ----------------------
|
|
#ifdef RERECORDING
|
|
// Record input
|
|
if (g_Config.bRecording) Recording::RecordInput(*_pPADStatus);
|
|
#endif
|
|
// ----------------------
|
|
|
|
// Debugging
|
|
/*
|
|
// Show the status of all connected pads
|
|
// if ((LastPad == 0 && _numPAD == 0) || _numPAD < LastPad) Console::ClearScreen();
|
|
LastPad = _numPAD;
|
|
// Console::ClearScreen();
|
|
INFO_LOG(CONSOLE,
|
|
"Pad | Number:%i Enabled:%i Handle:%i\n"
|
|
"Trigger | StatusL:%04x StatusR:%04x TriggerL:%04x TriggerR:%04x TriggerValue:%i\n"
|
|
"Buttons | Overall:%i A:%i X:%i\n"
|
|
"======================================================\n",
|
|
|
|
_numPAD, PadMapping[_numPAD].enabled, PadState[_numPAD].joy,
|
|
|
|
_pPADStatus->triggerLeft, _pPADStatus->triggerRight, TriggerLeft, TriggerRight, TriggerValue,
|
|
|
|
_pPADStatus->button,
|
|
PadState[_numPAD].buttons[InputCommon::CTL_A_BUTTON],
|
|
PadState[_numPAD].buttons[InputCommon::CTL_X_BUTTON]
|
|
);
|
|
*/
|
|
}
|
|
|
|
|
|
///////////////////////////////////////////////// Spec functions
|
|
|
|
|
|
//******************************************************************************
|
|
// Supporting functions
|
|
//******************************************************************************
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////////////////////
|
|
// Search for SDL devices
|
|
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
|
|
bool Search_Devices(std::vector<InputCommon::CONTROLLER_INFO> &_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 < 4; 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;
|
|
}
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////////////////////
|
|
/* Check if any of the pads failed to open. In Windows there is a strange "IDirectInputDevice2::
|
|
SetDataFormat() DirectX error -2147024809" after exactly four SDL_Init() and SDL_Quit() */
|
|
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
|
|
bool ReloadDLL()
|
|
{
|
|
if ( (PadMapping[0].enabled && PadState[0].joy == NULL)
|
|
|| (PadMapping[1].enabled && PadState[1].joy == NULL)
|
|
|| (PadMapping[2].enabled && PadState[2].joy == NULL)
|
|
|| (PadMapping[3].enabled && PadState[3].joy == NULL))
|
|
{
|
|
// Check if it was an error and not just no pads connected
|
|
std::string StrError = SDL_GetError();
|
|
if (StrError.find("IDirectInputDevice2") != std::string::npos)
|
|
{
|
|
// Clear the physical device info
|
|
joyinfo.clear();
|
|
NumPads = 0;
|
|
NumGoodPads = 0;
|
|
// Close SDL
|
|
if (SDL_WasInit(0)) SDL_Quit();
|
|
// Log message
|
|
INFO_LOG(CONSOLE, "Error: %s\n", StrError.c_str());
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////////////////////
|
|
// Check if Dolphin is in focus
|
|
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
|
|
bool IsFocus()
|
|
{
|
|
return true;
|
|
|
|
#ifdef _WIN32
|
|
HWND RenderingWindow = NULL; if (g_PADInitialize) RenderingWindow = g_PADInitialize->hWnd;
|
|
HWND Parent = GetParent(RenderingWindow);
|
|
HWND TopLevel = GetParent(Parent);
|
|
HWND Config = NULL; if (m_frame) Config = (HWND)m_frame->GetHWND();
|
|
// Support both rendering to main window and not, and the config and eventual console window
|
|
if (GetForegroundWindow() == TopLevel || GetForegroundWindow() == RenderingWindow || GetForegroundWindow() == Config || GetForegroundWindow() == m_hConsole)
|
|
return true;
|
|
else
|
|
return false;
|
|
#else
|
|
return true;
|
|
#endif
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|