210 lines
5.8 KiB
C++
210 lines
5.8 KiB
C++
// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include <vector>
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#include <string>
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#include "Common.h" // Common
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#include "StringUtil.h" // for ArrayToString()
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#include "IniFile.h"
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#include "pluginspecs_wiimote.h"
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#include "EmuDefinitions.h" // Local
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#include "main.h"
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#include "wiimote_hid.h"
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#include "EmuSubroutines.h"
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#include "EmuMain.h"
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#include "Encryption.h" // for extension encryption
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#include "Config.h" // for g_Config
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#ifdef _WIN32
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#include "XInput.h"
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#endif
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extern SWiimoteInitialize g_WiimoteInitialize;
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namespace WiiMoteEmu
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{
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extern void PAD_RumbleClose();
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// Close joypads
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void Close_Devices()
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{
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PAD_RumbleClose();
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// Close all devices carefully. We must check that we are not accessing any
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// undefined vector elements or any bad devices
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if (SDL_WasInit(0))
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{
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for (int i = 0; i < NumPads; i++)
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{
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if (joyinfo.at(i).joy)
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{
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if(SDL_JoystickOpened(i))
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{
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INFO_LOG(WIIMOTE, "Shut down Joypad: %i", i);
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SDL_JoystickClose(joyinfo.at(i).joy);
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}
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}
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}
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}
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for (int i = 0; i < MAX_WIIMOTES; i++)
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WiiMapping[i].joy = NULL;
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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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}
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// Fill joyinfo with the current connected devices
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bool Search_Devices(std::vector<InputCommon::CONTROLLER_INFO> &_joyinfo, int &_NumPads, int &_NumGoodPads)
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{
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// Close opened pad first
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Close_Devices();
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bool WasGotten = InputCommon::SearchDevices(_joyinfo, _NumPads, _NumGoodPads);
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if (_NumGoodPads == 0)
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return false;
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for (int i = 0; i < MAX_WIIMOTES; i++)
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{
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if (_NumPads > WiiMapping[i].ID)
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if(_joyinfo.at(WiiMapping[i].ID).Good)
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{
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WiiMapping[i].joy = _joyinfo.at(WiiMapping[i].ID).joy;
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#ifdef _WIN32
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XINPUT_STATE xstate;
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DWORD xresult = XInputGetState(WiiMapping[i].ID, &xstate);
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if (xresult == ERROR_SUCCESS)
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WiiMapping[i].TriggerType = InputCommon::CTL_TRIGGER_XINPUT;
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#endif
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}
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}
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return WasGotten;
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}
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// Request joystick state
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/* Called from: PAD_GetStatus() Input: The virtual device 0, 1, 2 or 3
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Function: Updates the PadState struct with the current pad status. The input
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value "controller" is for a virtual controller 0 to 3. */
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void GetAxisState(CONTROLLER_MAPPING_WII &_WiiMapping)
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{
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// Update the gamepad status
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SDL_JoystickUpdate();
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// Update axis states. It doesn't hurt much if we happen to ask for nonexisting axises here.
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_WiiMapping.AxisState.Lx = SDL_JoystickGetAxis(_WiiMapping.joy, _WiiMapping.AxisMapping.Lx);
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_WiiMapping.AxisState.Ly = SDL_JoystickGetAxis(_WiiMapping.joy, _WiiMapping.AxisMapping.Ly);
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_WiiMapping.AxisState.Rx = SDL_JoystickGetAxis(_WiiMapping.joy, _WiiMapping.AxisMapping.Rx);
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_WiiMapping.AxisState.Ry = SDL_JoystickGetAxis(_WiiMapping.joy, _WiiMapping.AxisMapping.Ry);
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// Update the analog trigger axis values
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#ifdef _WIN32
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if (_WiiMapping.TriggerType == InputCommon::CTL_TRIGGER_SDL)
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{
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#endif
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// If we are using SDL analog triggers the buttons have to be mapped as 1000 or up, otherwise they are not used
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// We must also check that we are not asking for a negative axis number because SDL_JoystickGetAxis() has
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// no good way of handling that
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if ((_WiiMapping.AxisMapping.Tl - 1000) >= 0)
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_WiiMapping.AxisState.Tl = SDL_JoystickGetAxis(_WiiMapping.joy, _WiiMapping.AxisMapping.Tl - 1000);
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if ((_WiiMapping.AxisMapping.Tr - 1000) >= 0)
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_WiiMapping.AxisState.Tr = SDL_JoystickGetAxis(_WiiMapping.joy, _WiiMapping.AxisMapping.Tr - 1000);
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#ifdef _WIN32
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}
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else
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{
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_WiiMapping.AxisState.Tl = XInput::GetXI(_WiiMapping.ID, _WiiMapping.AxisMapping.Tl - 1000);
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_WiiMapping.AxisState.Tr = XInput::GetXI(_WiiMapping.ID, _WiiMapping.AxisMapping.Tr - 1000);
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}
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#endif
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/* Debugging
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// Console::ClearScreen();
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DEBUG_LOG(CONSOLE,
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"Controller and handle: %i %i\n"
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"Triggers:%i %i %i %i %i\n"
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"Analog:%06i %06i \n",
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controller, (int)_PadState.joy,
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_PadMapping.triggertype,
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_PadMapping.Axis.Tl, _PadMapping.Axis.Tr,
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_PadState.Axis.Tl, _PadState.Axis.Tr,
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_PadState.Axis.Lx, _PadState.Axis.Ly
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);*/
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}
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void UpdatePadState(CONTROLLER_MAPPING_WII &_WiiMapping)
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{
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// Return if we have no pads
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if (NumGoodPads == 0) return;
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GetAxisState(_WiiMapping);
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int &Lx = _WiiMapping.AxisState.Lx;
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int &Ly = _WiiMapping.AxisState.Ly;
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int &Rx = _WiiMapping.AxisState.Rx;
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int &Ry = _WiiMapping.AxisState.Ry;
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int &Tl = _WiiMapping.AxisState.Tl;
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int &Tr = _WiiMapping.AxisState.Tr;
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// Check the circle to square option
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if(_WiiMapping.bCircle2Square)
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{
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InputCommon::Square2Circle(Lx, Ly, _WiiMapping.Diagonal, true);
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InputCommon::Square2Circle(Rx, Ry, _WiiMapping.Diagonal, true);
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}
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// Dead zone adjustment
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float DeadZoneLeft = (float)_WiiMapping.DeadZoneL / 100.0f;
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float DeadZoneRight = (float)_WiiMapping.DeadZoneR / 100.0f;
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if (InputCommon::IsDeadZone(DeadZoneLeft, Lx, Ly))
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{
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Lx = 0;
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Ly = 0;
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}
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if (InputCommon::IsDeadZone(DeadZoneRight, Rx, Ry))
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{
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Rx = 0;
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Ry = 0;
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}
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// Downsize the values from 0x8000 to 0x80
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Lx = InputCommon::Pad_Convert(Lx);
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Ly = InputCommon::Pad_Convert(Ly);
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Rx = InputCommon::Pad_Convert(Rx);
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Ry = InputCommon::Pad_Convert(Ry);
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// The XInput range is already 0 to 0x80
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if (_WiiMapping.TriggerType == InputCommon::CTL_TRIGGER_SDL)
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{
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Tl = InputCommon::Pad_Convert(Tl);
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Tr = InputCommon::Pad_Convert(Tr);
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}
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}
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} // end of namespace WiiMoteEmu
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