196 lines
6.0 KiB
C++
196 lines
6.0 KiB
C++
// Copyright (C) 2003-2008 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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//////////////////////////////////////////////////////////////////////////////////////////
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// Includes
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// ¯¯¯¯¯¯¯¯¯¯¯¯¯
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#include <vector>
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#include <string>
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#include "../../../Core/InputCommon/Src/SDL.h" // Core
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#include "../../../Core/InputCommon/Src/XInput.h"
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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 "Logging.h" // for startConsoleWin, Console::Print, GetConsoleHwnd
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#include "Config.h" // for g_Config
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////////////////////////////////////
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extern SWiimoteInitialize g_WiimoteInitialize;
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namespace WiiMoteEmu
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{
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// ===================================================
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// Fill joyinfo with the current connected devices
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// ----------------
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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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bool Success = InputCommon::SearchDevices(_joyinfo, _NumPads, _NumGoodPads);
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// Warn the user if no gamepads are detected
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if (_NumGoodPads == 0 && g_EmulatorRunning)
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{
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//PanicAlert("nJoy: No Gamepad Detected");
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//return false;
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}
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// Load PadMapping[] etc
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g_Config.Load();
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// Update the PadState[].joy handle
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for (int i = 0; i < 1; i++)
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{
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if (PadMapping[i].enabled && joyinfo.size() > PadMapping[i].ID)
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if(joyinfo.at(PadMapping[i].ID).Good)
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PadState[i].joy = SDL_JoystickOpen(PadMapping[i].ID);
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}
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return Success;
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}
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// ===========================
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//////////////////////////////////////////////////////////////////////////////////////////
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// Return adjusted input values
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// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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void PadStateAdjustments(int &Lx, int &Ly, int &Rx, int &Ry, int &Tl, int &Tr)
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{
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// This has to be changed if multiple Wiimotes are to be supported later
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const int Page = 0;
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// Copy all states to a local variable
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Lx = PadState[Page].Axis.Lx;
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Ly = PadState[Page].Axis.Ly;
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Rx = PadState[Page].Axis.Rx;
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Ry = PadState[Page].Axis.Ry;
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Tl = PadState[Page].Axis.Tl;
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Tr = PadState[Page].Axis.Tr;
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// Check the circle to square option
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if(PadMapping[Page].bCircle2Square)
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{
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std::vector<int> main_xy = InputCommon::Square2Circle(Lx, Ly, Page, PadMapping[Page].SDiagonal, true);
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Lx = main_xy.at(0);
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Ly = main_xy.at(1);
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}
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// Dead zone adjustment
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float DeadZoneLeft = (float)PadMapping[Page].DeadZoneL / 100.0f;
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float DeadZoneRight = (float)PadMapping[Page].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 (PadMapping[Page].triggertype == InputCommon::CTL_TRIGGER_SDL)
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{
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Tl = InputCommon::Pad_Convert(PadState[Page].Axis.Tl);
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Tr = InputCommon::Pad_Convert(PadState[Page].Axis.Tr);
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}
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}
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////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////////////////
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// Request joystick state
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// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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/* Called from: PAD_GetStatus()
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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 value "controller" is
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for a virtual controller 0 to 3. */
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void GetJoyState(InputCommon::CONTROLLER_STATE_NEW &_PadState, InputCommon::CONTROLLER_MAPPING_NEW _PadMapping, int controller, int NumButtons)
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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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// 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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_PadState.Axis.Lx = SDL_JoystickGetAxis(_PadState.joy, _PadMapping.Axis.Lx);
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_PadState.Axis.Ly = SDL_JoystickGetAxis(_PadState.joy, _PadMapping.Axis.Ly);
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_PadState.Axis.Rx = SDL_JoystickGetAxis(_PadState.joy, _PadMapping.Axis.Rx);
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_PadState.Axis.Ry = SDL_JoystickGetAxis(_PadState.joy, _PadMapping.Axis.Ry);
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// Update the analog trigger axis values
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#ifdef _WIN32
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if (_PadMapping.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 ((_PadMapping.Axis.Tl - 1000) >= 0) _PadState.Axis.Tl = SDL_JoystickGetAxis(_PadState.joy, _PadMapping.Axis.Tl - 1000);
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if ((_PadMapping.Axis.Tr - 1000) >= 0) _PadState.Axis.Tr = SDL_JoystickGetAxis(_PadState.joy, _PadMapping.Axis.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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_PadState.Axis.Tl = XInput::GetXI(0, _PadMapping.Axis.Tl - 1000);
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_PadState.Axis.Tr = XInput::GetXI(0, _PadMapping.Axis.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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Console::Print(
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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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////////////////////////////////////////////
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} // end of namespace WiiMoteEmu
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