512 lines
19 KiB
C++
512 lines
19 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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// Include
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// ¯¯¯¯¯¯¯¯¯
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#include "math.h" // System
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#include "ConfigBox.h" // Local
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#include "../nJoy.h"
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#include "Images/controller.xpm"
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extern CONTROLLER_INFO *joyinfo;
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//extern CONTROLLER_MAPPING PadMapping[4];
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extern bool emulator_running;
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////////////////////////
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// Set dialog items from saved values
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// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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void ConfigBox::UpdateGUIKeys(int controller)
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{
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// http://wiki.wxwidgets.org/Converting_everything_to_and_from_wxString
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wxString tmp;
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// Update selected gamepad
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m_Joyname[controller]->SetSelection(PadMapping[controller].ID);
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// Update the enabled checkbox
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m_Joyattach[controller]->SetValue(PadMapping[controller].enabled == 1 ? true : false);
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tmp << PadMapping[controller].buttons[CTL_L_SHOULDER]; m_JoyShoulderL[controller]->SetValue(tmp); tmp.clear();
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tmp << PadMapping[controller].buttons[CTL_R_SHOULDER]; m_JoyShoulderR[controller]->SetValue(tmp); tmp.clear();
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tmp << PadMapping[controller].buttons[CTL_A_BUTTON]; m_JoyButtonA[controller]->SetValue(tmp); tmp.clear();
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tmp << PadMapping[controller].buttons[CTL_B_BUTTON]; m_JoyButtonB[controller]->SetValue(tmp); tmp.clear();
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tmp << PadMapping[controller].buttons[CTL_X_BUTTON]; m_JoyButtonX[controller]->SetValue(tmp); tmp.clear();
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tmp << PadMapping[controller].buttons[CTL_Y_BUTTON]; m_JoyButtonY[controller]->SetValue(tmp); tmp.clear();
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tmp << PadMapping[controller].buttons[CTL_Z_TRIGGER]; m_JoyButtonZ[controller]->SetValue(tmp); tmp.clear();
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tmp << PadMapping[controller].buttons[CTL_START]; m_JoyButtonStart[controller]->SetValue(tmp); tmp.clear();
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tmp << PadMapping[controller].halfpress; m_JoyButtonHalfpress[controller]->SetValue(tmp); tmp.clear();
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tmp << PadMapping[controller].axis[CTL_MAIN_X]; m_JoyAnalogMainX[controller]->SetValue(tmp); tmp.clear();
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tmp << PadMapping[controller].axis[CTL_MAIN_Y]; m_JoyAnalogMainY[controller]->SetValue(tmp); tmp.clear();
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tmp << PadMapping[controller].axis[CTL_SUB_X]; m_JoyAnalogSubX[controller]->SetValue(tmp); tmp.clear();
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tmp << PadMapping[controller].axis[CTL_SUB_Y]; m_JoyAnalogSubY[controller]->SetValue(tmp); tmp.clear();
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// Update the deadzone and controller type controls
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m_ControlType[controller]->SetSelection(PadMapping[controller].controllertype);
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m_TriggerType[controller]->SetSelection(PadMapping[controller].triggertype);
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m_Deadzone[controller]->SetSelection(PadMapping[controller].deadzone);
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m_CoBDiagonal[controller]->SetValue(wxString::FromAscii(PadMapping[controller].SDiagonal.c_str()));
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m_CBS_to_C[controller]->SetValue(PadMapping[controller].bSquareToCircle);
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LogMsg("bSquareToCircle: %i\n", PadMapping[controller].bSquareToCircle);
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// Update D-Pad
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if(PadMapping[controller].controllertype == CTL_DPAD_HAT)
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{
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tmp << PadMapping[controller].dpad; m_JoyDpadUp[controller]->SetValue(tmp); tmp.clear();
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}
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else
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{
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tmp << PadMapping[controller].dpad2[CTL_D_PAD_UP]; m_JoyDpadUp[controller]->SetValue(tmp); tmp.clear();
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tmp << PadMapping[controller].dpad2[CTL_D_PAD_DOWN]; m_JoyDpadDown[controller]->SetValue(tmp); tmp.clear();
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tmp << PadMapping[controller].dpad2[CTL_D_PAD_LEFT]; m_JoyDpadLeft[controller]->SetValue(tmp); tmp.clear();
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tmp << PadMapping[controller].dpad2[CTL_D_PAD_RIGHT]; m_JoyDpadRight[controller]->SetValue(tmp); tmp.clear();
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}
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}
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/* Populate the PadMapping array with the dialog items settings (for example
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selected joystick, enabled or disabled status and so on) */
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// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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void ConfigBox::SaveButtonMapping(int controller, bool DontChangeId, int FromSlot)
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{
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// Temporary storage
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wxString tmp;
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long value;
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// Save from or to the same or different slots
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if (FromSlot == -1) FromSlot = controller;
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// Replace "" with "-1"
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ToBlank(false);
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// Set enabled or disable status and other settings
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if(!DontChangeId) PadMapping[controller].ID = m_Joyname[FromSlot]->GetSelection();
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if(FromSlot == controller) PadMapping[controller].enabled = m_Joyattach[FromSlot]->GetValue(); // Only enable one
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PadMapping[controller].controllertype = m_ControlType[FromSlot]->GetSelection();
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PadMapping[controller].triggertype = m_TriggerType[FromSlot]->GetSelection();
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PadMapping[controller].deadzone = m_Deadzone[FromSlot]->GetSelection();
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PadMapping[controller].SDiagonal = m_CoBDiagonal[FromSlot]->GetLabel().mb_str();
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PadMapping[controller].bSquareToCircle = m_CBS_to_C[FromSlot]->IsChecked();
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// The analog buttons
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m_JoyAnalogMainX[FromSlot]->GetValue().ToLong(&value); PadMapping[controller].axis[CTL_MAIN_X] = value; tmp.clear();
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m_JoyAnalogMainY[FromSlot]->GetValue().ToLong(&value); PadMapping[controller].axis[CTL_MAIN_Y] = value; tmp.clear();
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m_JoyAnalogSubX[FromSlot]->GetValue().ToLong(&value); PadMapping[controller].axis[CTL_SUB_X] = value; tmp.clear();
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m_JoyAnalogSubY[FromSlot]->GetValue().ToLong(&value); PadMapping[controller].axis[CTL_SUB_Y] = value; tmp.clear();
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// The shoulder buttons
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m_JoyShoulderL[FromSlot]->GetValue().ToLong(&value); PadMapping[controller].buttons[CTL_L_SHOULDER] = value;
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m_JoyShoulderR[FromSlot]->GetValue().ToLong(&value); PadMapping[controller].buttons[CTL_R_SHOULDER] = value;
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// The digital buttons
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m_JoyButtonA[FromSlot]->GetValue().ToLong(&value); PadMapping[controller].buttons[CTL_A_BUTTON] = value; tmp.clear();
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m_JoyButtonB[FromSlot]->GetValue().ToLong(&value); PadMapping[controller].buttons[CTL_B_BUTTON] = value; tmp.clear();
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m_JoyButtonX[FromSlot]->GetValue().ToLong(&value); PadMapping[controller].buttons[CTL_X_BUTTON] = value; tmp.clear();
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m_JoyButtonY[FromSlot]->GetValue().ToLong(&value); PadMapping[controller].buttons[CTL_Y_BUTTON] = value; tmp.clear();
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m_JoyButtonZ[FromSlot]->GetValue().ToLong(&value); PadMapping[controller].buttons[CTL_Z_TRIGGER] = value; tmp.clear();
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m_JoyButtonStart[FromSlot]->GetValue().ToLong(&value); PadMapping[controller].buttons[CTL_START] = value; tmp.clear();
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LogMsg("SaveButtonMapping: Key:%i From:%i To:%i\n", m_TriggerType[FromSlot]->GetSelection(), FromSlot, controller);
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// The halfpress button
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m_JoyButtonHalfpress[FromSlot]->GetValue().ToLong(&value); PadMapping[controller].halfpress = value; tmp.clear();
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// The digital pad
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if(PadMapping[controller].controllertype == CTL_DPAD_HAT)
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{
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m_JoyDpadUp[FromSlot]->GetValue().ToLong(&value); PadMapping[controller].dpad = value; tmp.clear();
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}
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else
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{
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m_JoyDpadUp[FromSlot]->GetValue().ToLong(&value); PadMapping[controller].dpad2[CTL_D_PAD_UP] = value; tmp.clear();
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m_JoyDpadDown[FromSlot]->GetValue().ToLong(&value); PadMapping[controller].dpad2[CTL_D_PAD_DOWN] = value; tmp.clear();
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m_JoyDpadLeft[FromSlot]->GetValue().ToLong(&value); PadMapping[controller].dpad2[CTL_D_PAD_LEFT] = value; tmp.clear();
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m_JoyDpadRight[FromSlot]->GetValue().ToLong(&value); PadMapping[controller].dpad2[CTL_D_PAD_RIGHT] = value; tmp.clear();
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}
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// Replace "-1" with ""
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ToBlank();
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}
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// Update the textbox for the buttons
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// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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void ConfigBox::SetButtonText(int id, char text[128])
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{
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int controller = notebookpage;
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switch(id)
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{
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case IDB_DPAD_RIGHT: m_JoyDpadRight[controller]->SetValue(wxString::FromAscii(text)); break;
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case IDB_DPAD_UP: m_JoyDpadUp[controller]->SetValue(wxString::FromAscii(text)); break;
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case IDB_DPAD_DOWN: m_JoyDpadDown[controller]->SetValue(wxString::FromAscii(text)); break;
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case IDB_DPAD_LEFT: m_JoyDpadLeft[controller]->SetValue(wxString::FromAscii(text)); break;
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case IDB_ANALOG_MAIN_X: m_JoyAnalogMainX[controller]->SetValue(wxString::FromAscii(text)); break;
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case IDB_ANALOG_MAIN_Y: m_JoyAnalogMainY[controller]->SetValue(wxString::FromAscii(text)); break;
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case IDB_ANALOG_SUB_X: m_JoyAnalogSubX[controller]->SetValue(wxString::FromAscii(text)); break;
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case IDB_ANALOG_SUB_Y: m_JoyAnalogSubY[controller]->SetValue(wxString::FromAscii(text)); break;
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case IDB_SHOULDER_L: m_JoyShoulderL[controller]->SetValue(wxString::FromAscii(text)); break;
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case IDB_SHOULDER_R: m_JoyShoulderR[controller]->SetValue(wxString::FromAscii(text)); break;
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case IDB_BUTTON_A: m_JoyButtonA[controller]->SetValue(wxString::FromAscii(text)); break;
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case IDB_BUTTON_B: m_JoyButtonB[controller]->SetValue(wxString::FromAscii(text)); break;
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case IDB_BUTTON_X: m_JoyButtonX[controller]->SetValue(wxString::FromAscii(text)); break;
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case IDB_BUTTON_Y: m_JoyButtonY[controller]->SetValue(wxString::FromAscii(text)); break;
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case IDB_BUTTON_Z: m_JoyButtonZ[controller]->SetValue(wxString::FromAscii(text)); break;
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case IDB_BUTTONSTART: m_JoyButtonStart[controller]->SetValue(wxString::FromAscii(text)); break;
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case IDB_BUTTONHALFPRESS: m_JoyButtonHalfpress[controller]->SetValue(wxString::FromAscii(text)); break;
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default: break;
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}
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}
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// Get the text in the textbox for the buttons
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// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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wxString ConfigBox::GetButtonText(int id)
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{
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int controller = notebookpage;
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switch(id)
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{
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// D-Pad
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case IDB_DPAD_RIGHT: return m_JoyDpadRight[controller]->GetValue();
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case IDB_DPAD_UP: return m_JoyDpadUp[controller]->GetValue();
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case IDB_DPAD_DOWN: return m_JoyDpadDown[controller]->GetValue();
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case IDB_DPAD_LEFT: return m_JoyDpadLeft[controller]->GetValue();
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// Analog Stick
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case IDB_ANALOG_MAIN_X: return m_JoyAnalogMainX[controller]->GetValue();
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case IDB_ANALOG_MAIN_Y: return m_JoyAnalogMainY[controller]->GetValue();
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case IDB_ANALOG_SUB_X: return m_JoyAnalogSubX[controller]->GetValue();
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case IDB_ANALOG_SUB_Y: return m_JoyAnalogSubY[controller]->GetValue();
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// Shoulder Buttons
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case IDB_SHOULDER_L: return m_JoyShoulderL[controller]->GetValue();
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case IDB_SHOULDER_R: return m_JoyShoulderR[controller]->GetValue();
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// Buttons
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case IDB_BUTTON_A: return m_JoyButtonA[controller]->GetValue();
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case IDB_BUTTON_B: return m_JoyButtonB[controller]->GetValue();
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case IDB_BUTTON_X: return m_JoyButtonX[controller]->GetValue();
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case IDB_BUTTON_Y: return m_JoyButtonY[controller]->GetValue();
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case IDB_BUTTON_Z: return m_JoyButtonZ[controller]->GetValue();
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case IDB_BUTTONSTART: return m_JoyButtonStart[controller]->GetValue();
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case IDB_BUTTONHALFPRESS: return m_JoyButtonHalfpress[controller]->GetValue();
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default: return wxString("");
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}
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}
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//////////////////////////////////////////////////////////////////////////////////////////
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// Configure button mapping
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// ¯¯¯¯¯¯¯¯¯¯
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// Avoid extreme axis values
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// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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/* Function: We have to avoid very big values to becuse some triggers are -0x8000 in the
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unpressed state (and then go from -0x8000 to 0x8000 as they are fully pressed) */
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bool AvoidValues(int value)
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{
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// Avoid detecting very small or very big (for triggers) values
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if( (value > -0x2000 && value < 0x2000) // Small values
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|| (value < -0x6000 || value > 0x6000)) // Big values
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return true; // Avoid
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else
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return false; // Keep
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}
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// Wait for button press
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// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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/* Loop or timer: There are basically two ways to do this. With a while() or for() loop, or with a
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timer. The downside with the while() or for() loop is that there is no way to stop it if the user
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should select to configure another button while we are still in an old loop. What will happen then
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is that we start another parallel loop (at least in Windows) that blocks the old loop. And our only
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option to wait for the old loop to finish is with a new loop, and that will block the old loop for as
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long as it's going on. Therefore a timer is easier to control. */
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void ConfigBox::GetButtons(wxCommandEvent& event)
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{
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DoGetButtons(event.GetId());
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}
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void ConfigBox::DoGetButtons(int GetId)
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{
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// =============================================
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// Collect the starting values
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// ----------------
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// Get the current controller
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int Controller = notebookpage;
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// Get the controller and trigger type
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int ControllerType = PadMapping[Controller].controllertype;
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int TriggerType = PadMapping[Controller].triggertype;
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// Collect the accepted buttons for this slot
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bool LeftRight = (GetId == IDB_SHOULDER_L || GetId == IDB_SHOULDER_R);
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bool Axis = (GetId >= IDB_ANALOG_MAIN_X && GetId <= IDB_SHOULDER_R)
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&& !(TriggerType == CTL_TRIGGER_XINPUT && (GetId == IDB_SHOULDER_L || GetId == IDB_SHOULDER_R) ); // Don't allow SDL here
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bool XInput = (TriggerType == CTL_TRIGGER_XINPUT);
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bool Button = (GetId >= IDB_BUTTON_A && GetId <= IDB_BUTTONHALFPRESS) // All digital buttons
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|| (GetId == IDB_SHOULDER_L || GetId == IDB_SHOULDER_R) // both shoulder buttons
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|| (GetId >= IDB_DPAD_UP && GetId <= IDB_DPAD_RIGHT && ControllerType == CTL_DPAD_CUSTOM); // Or the custom hat mode
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bool Hat = (GetId >= IDB_DPAD_UP && GetId <= IDB_DPAD_RIGHT) // All DPads
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&& (PadMapping[Controller].controllertype == CTL_DPAD_HAT); // Not with the hat option defined
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/* Open a new joystick. Joysticks[controller].GetId is the system GetId of the physical joystick
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that is mapped to controller, for example 0, 1, 2, 3 for the first four PadMapping */
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SDL_Joystick *joy = SDL_JoystickOpen(PadMapping[Controller].ID);
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// Get the number of axes, hats and buttons
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int buttons = SDL_JoystickNumButtons(joy);
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int axes = SDL_JoystickNumAxes(joy);
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int hats = SDL_JoystickNumHats(joy);
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// Declare values
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char format[128];
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int value; // Axis value
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int type; // Button type
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bool Succeed = false;
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bool Stop = false; // Stop the timer
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int pressed = 0;
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int Seconds = 4; // Seconds to wait for
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int TimesPerSecond = 40; // How often to run the check
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// =======================
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//Console::Print("Before (%i) Id:%i %i IsRunning:%i\n",
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// GetButtonWaitingTimer, GetButtonWaitingID, GetId, m_ButtonMappingTimer->IsRunning());
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// If the Id has changed or the timer is not running we should start one
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if( GetButtonWaitingID != GetId || !m_ButtonMappingTimer->IsRunning() )
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{
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if(m_ButtonMappingTimer->IsRunning())
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{
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m_ButtonMappingTimer->Stop();
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GetButtonWaitingTimer = 0;
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// Update the old textbox
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SetButtonText(GetButtonWaitingID, "");
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}
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// Save the button Id
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GetButtonWaitingID = GetId;
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// Reset the key in case we happen to have an old one
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g_Pressed = 0;
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// Update the text box
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sprintf(format, "[%d]", Seconds);
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SetButtonText(GetId, format);
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// Start the timer
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#if wxUSE_TIMER
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m_ButtonMappingTimer->Start( floor((double)(1000 / TimesPerSecond)) );
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#endif
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}
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// ===============================================
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// Check for buttons
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// ----------------
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// If there is a timer but we should not create a new one
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else
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{
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// Update the internal status
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SDL_JoystickUpdate();
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// For the triggers we accept both a digital or an analog button
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if(Axis)
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{
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for(int i = 0; i < axes; i++)
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{
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value = SDL_JoystickGetAxis(joy, i);
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if(AvoidValues(value)) continue; // Avoid values
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pressed = i + (LeftRight ? 1000 : 0); // Identify the analog triggers
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type = CTL_AXIS;
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Succeed = true;
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}
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}
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// Check for a hat
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if(Hat)
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{
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for(int i = 0; i < hats; i++)
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{
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if(SDL_JoystickGetHat(joy, i))
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{
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pressed = i;
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type = CTL_HAT;
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Succeed = true;
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}
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}
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}
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// Check for a button
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if(Button)
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{
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for(int i = 0; i < buttons; i++)
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{
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if(SDL_JoystickGetButton(joy, i))
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{
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pressed = i;
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type = CTL_BUTTON;
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Succeed = true;
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}
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}
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}
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// Check for a XInput trigger
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#ifdef _WIN32
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if(XInput)
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{
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for(int i = 0; i <= XI_TRIGGER_R; i++)
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{
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if(XInput::GetXI(0, i))
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{
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pressed = i + 1000;
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type = CTL_AXIS;
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Succeed = true;
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}
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}
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}
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#endif
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// Check for keyboard action
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if (g_Pressed && Button)
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{
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// Todo: Add a separate keyboard vector to remove this restriction
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if(g_Pressed >= buttons)
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{
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pressed = g_Pressed;
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type = CTL_BUTTON;
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Succeed = true;
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g_Pressed = 0;
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if(pressed == WXK_ESCAPE) pressed = -1; // Check for the exape key
|
|
}
|
|
else
|
|
{
|
|
pressed = g_Pressed;
|
|
g_Pressed = -1;
|
|
Stop = true;
|
|
}
|
|
}
|
|
}
|
|
// ========================= Check for keys
|
|
|
|
// ===============================================
|
|
// Process results
|
|
// ----------------
|
|
|
|
// Count each time
|
|
GetButtonWaitingTimer++;
|
|
|
|
// This is run every second
|
|
if(GetButtonWaitingTimer % TimesPerSecond == 0)
|
|
{
|
|
// Current time
|
|
int TmpTime = Seconds - (GetButtonWaitingTimer / TimesPerSecond);
|
|
|
|
// Update text
|
|
sprintf(format, "[%d]", TmpTime);
|
|
SetButtonText(GetId, format);
|
|
}
|
|
|
|
// Time's up
|
|
if( (GetButtonWaitingTimer / TimesPerSecond) >= Seconds )
|
|
{
|
|
Stop = true;
|
|
// Leave a blank mapping
|
|
SetButtonText(GetId, "-1");
|
|
}
|
|
|
|
// If we got a button
|
|
if(Succeed)
|
|
{
|
|
Stop = true;
|
|
// Write the number of the pressed button to the text box
|
|
sprintf(format, "%d", pressed);
|
|
SetButtonText(GetId, format);
|
|
}
|
|
|
|
// Stop the timer
|
|
if(Stop)
|
|
{
|
|
m_ButtonMappingTimer->Stop();
|
|
GetButtonWaitingTimer = 0;
|
|
|
|
// Update the button mapping and GUI
|
|
SaveButtonMapping(Controller);
|
|
UpdateGUI(Controller);
|
|
|
|
/* Update the button mapping for all slots that use this device. (It doesn't make sense to have several slots
|
|
controlled by the same device, but several DirectInput instances of different but identical devices may possible
|
|
have the same id, I don't know. So we have to do this. The user may also have selected the same device for
|
|
several disabled slots. */
|
|
if(g_Config.bSaveByID) UpdateAllSlots(Controller);
|
|
|
|
}
|
|
|
|
// If we got a bad button
|
|
if(g_Pressed == -1)
|
|
{
|
|
SetButtonText(GetId, "-1"); // Update text
|
|
|
|
// Notify the user
|
|
wxMessageBox(wxString::Format(wxT(
|
|
"You selected a key with a to low key code (%i), please"
|
|
" select another key with a higher key code."), pressed)
|
|
, wxT("Notice"), wxICON_INFORMATION);
|
|
}
|
|
// ======================== Process results
|
|
|
|
// We don't need this gamepad handle any more
|
|
if(SDL_JoystickOpened(PadMapping[Controller].ID)) SDL_JoystickClose(joy);
|
|
|
|
// Debugging
|
|
//Console::Print("IsRunning: %i\n", m_ButtonMappingTimer->IsRunning());
|
|
}
|
|
|
|
/////////////////////////////////////////////////////////// Configure button mapping
|