dolphin/Source/Plugins/Plugin_Wiimote/Src/EmuPad.cpp

213 lines
5.9 KiB
C++

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