dolphin/Source/Plugins/Plugin_nJoy_SDL/Src/GUI/ConfigJoypad.cpp

438 lines
19 KiB
C++

//////////////////////////////////////////////////////////////////////////////////////////
// Project description
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
// Name: nJoy
// Description: A Dolphin Compatible Input Plugin
//
// Author: Falcon4ever (nJoy@falcon4ever.com)
// Site: www.multigesture.net
// Copyright (C) 2003-2008 Dolphin Project.
//
//////////////////////////////////////////////////////////////////////////////////////////
//
// Licensetype: GNU General Public License (GPL)
//
// 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
// ¯¯¯¯¯¯¯¯¯
#include "math.h" // System
#include "ConfigBox.h" // Local
#include "../nJoy.h"
#include "Images/controller.xpm"
extern bool g_EmulatorRunning;
////////////////////////
// Set dialog items from saved values
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
void PADConfigDialognJoy::UpdateGUIButtonMapping(int controller)
{
// http://wiki.wxwidgets.org/Converting_everything_to_and_from_wxString
wxString tmp;
// Update selected gamepad
m_Joyname[controller]->SetSelection(PadMapping[controller].ID);
// Update the enabled checkbox
m_Joyattach[controller]->SetValue(PadMapping[controller].enabled == 1 ? true : false);
tmp << PadMapping[controller].buttons[InputCommon::CTL_L_SHOULDER]; m_JoyShoulderL[controller]->SetValue(tmp); tmp.clear();
tmp << PadMapping[controller].buttons[InputCommon::CTL_R_SHOULDER]; m_JoyShoulderR[controller]->SetValue(tmp); tmp.clear();
tmp << PadMapping[controller].buttons[InputCommon::CTL_A_BUTTON]; m_JoyButtonA[controller]->SetValue(tmp); tmp.clear();
tmp << PadMapping[controller].buttons[InputCommon::CTL_B_BUTTON]; m_JoyButtonB[controller]->SetValue(tmp); tmp.clear();
tmp << PadMapping[controller].buttons[InputCommon::CTL_X_BUTTON]; m_JoyButtonX[controller]->SetValue(tmp); tmp.clear();
tmp << PadMapping[controller].buttons[InputCommon::CTL_Y_BUTTON]; m_JoyButtonY[controller]->SetValue(tmp); tmp.clear();
tmp << PadMapping[controller].buttons[InputCommon::CTL_Z_TRIGGER]; m_JoyButtonZ[controller]->SetValue(tmp); tmp.clear();
tmp << PadMapping[controller].buttons[InputCommon::CTL_START]; m_JoyButtonStart[controller]->SetValue(tmp); tmp.clear();
tmp << PadMapping[controller].halfpress; m_JoyButtonHalfpress[controller]->SetValue(tmp); tmp.clear();
tmp << PadMapping[controller].axis[InputCommon::CTL_MAIN_X]; m_JoyAnalogMainX[controller]->SetValue(tmp); tmp.clear();
tmp << PadMapping[controller].axis[InputCommon::CTL_MAIN_Y]; m_JoyAnalogMainY[controller]->SetValue(tmp); tmp.clear();
tmp << PadMapping[controller].axis[InputCommon::CTL_SUB_X]; m_JoyAnalogSubX[controller]->SetValue(tmp); tmp.clear();
tmp << PadMapping[controller].axis[InputCommon::CTL_SUB_Y]; m_JoyAnalogSubY[controller]->SetValue(tmp); tmp.clear();
// Update the deadzone and controller type controls
m_ControlType[controller]->SetSelection(PadMapping[controller].controllertype);
m_TriggerType[controller]->SetSelection(PadMapping[controller].triggertype);
m_Deadzone[controller]->SetSelection(PadMapping[controller].deadzone);
m_CoBRadius[controller]->SetValue(wxString::FromAscii(PadMapping[controller].SRadius.c_str()));
m_CBRadius[controller]->SetValue(PadMapping[controller].bRadiusOnOff);
m_CoBDiagonal[controller]->SetValue(wxString::FromAscii(PadMapping[controller].SDiagonal.c_str()));
m_CBS_to_C[controller]->SetValue(PadMapping[controller].bSquareToCircle);
m_AdvancedMapFilter[controller]->SetValue(g_Config.bNoTriggerFilter);
// Update Rumble checkbox
m_Rumble[controller]->SetValue(PadMapping[controller].rumble);
#ifdef RERECORDING
m_CheckRecording[controller]->SetValue(g_Config.bRecording);
m_CheckPlayback[controller]->SetValue(g_Config.bPlayback);
#endif
// Update D-Pad
if(PadMapping[controller].controllertype == InputCommon::CTL_DPAD_HAT)
{
tmp << PadMapping[controller].dpad; m_JoyDpadDown[controller]->SetValue(tmp); tmp.clear();
}
else
{
tmp << PadMapping[controller].dpad2[InputCommon::CTL_D_PAD_UP]; m_JoyDpadUp[controller]->SetValue(tmp); tmp.clear();
tmp << PadMapping[controller].dpad2[InputCommon::CTL_D_PAD_DOWN]; m_JoyDpadDown[controller]->SetValue(tmp); tmp.clear();
tmp << PadMapping[controller].dpad2[InputCommon::CTL_D_PAD_LEFT]; m_JoyDpadLeft[controller]->SetValue(tmp); tmp.clear();
tmp << PadMapping[controller].dpad2[InputCommon::CTL_D_PAD_RIGHT]; m_JoyDpadRight[controller]->SetValue(tmp); tmp.clear();
}
}
/* Populate the PadMapping array with the dialog items settings (for example
selected joystick, enabled or disabled status and so on) */
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
void PADConfigDialognJoy::SaveButtonMapping(int controller, bool DontChangeId, int FromSlot)
{
// Temporary storage
wxString tmp;
long value;
// Save from or to the same or different slots
if (FromSlot == -1) FromSlot = controller;
// Replace "" with "-1" in the GUI controls
ToBlank(false);
// Set enabled or disable status and other settings
if(!DontChangeId) PadMapping[controller].ID = m_Joyname[FromSlot]->GetSelection();
if(FromSlot == controller) PadMapping[controller].enabled = m_Joyattach[FromSlot]->GetValue(); // Only enable one
PadMapping[controller].controllertype = m_ControlType[FromSlot]->GetSelection();
PadMapping[controller].triggertype = m_TriggerType[FromSlot]->GetSelection();
PadMapping[controller].deadzone = m_Deadzone[FromSlot]->GetSelection();
PadMapping[controller].SRadius = m_CoBRadius[FromSlot]->GetLabel().mb_str();
PadMapping[controller].bRadiusOnOff = m_CBRadius[FromSlot]->IsChecked();
PadMapping[controller].SDiagonal = m_CoBDiagonal[FromSlot]->GetLabel().mb_str();
PadMapping[controller].bSquareToCircle = m_CBS_to_C[FromSlot]->IsChecked();
// The analog buttons
m_JoyAnalogMainX[FromSlot]->GetValue().ToLong(&value); PadMapping[controller].axis[InputCommon::CTL_MAIN_X] = value; tmp.clear();
m_JoyAnalogMainY[FromSlot]->GetValue().ToLong(&value); PadMapping[controller].axis[InputCommon::CTL_MAIN_Y] = value; tmp.clear();
m_JoyAnalogSubX[FromSlot]->GetValue().ToLong(&value); PadMapping[controller].axis[InputCommon::CTL_SUB_X] = value; tmp.clear();
m_JoyAnalogSubY[FromSlot]->GetValue().ToLong(&value); PadMapping[controller].axis[InputCommon::CTL_SUB_Y] = value; tmp.clear();
// The shoulder buttons
m_JoyShoulderL[FromSlot]->GetValue().ToLong(&value); PadMapping[controller].buttons[InputCommon::CTL_L_SHOULDER] = value;
m_JoyShoulderR[FromSlot]->GetValue().ToLong(&value); PadMapping[controller].buttons[InputCommon::CTL_R_SHOULDER] = value;
// The digital buttons
m_JoyButtonA[FromSlot]->GetValue().ToLong(&value); PadMapping[controller].buttons[InputCommon::CTL_A_BUTTON] = value; tmp.clear();
m_JoyButtonB[FromSlot]->GetValue().ToLong(&value); PadMapping[controller].buttons[InputCommon::CTL_B_BUTTON] = value; tmp.clear();
m_JoyButtonX[FromSlot]->GetValue().ToLong(&value); PadMapping[controller].buttons[InputCommon::CTL_X_BUTTON] = value; tmp.clear();
m_JoyButtonY[FromSlot]->GetValue().ToLong(&value); PadMapping[controller].buttons[InputCommon::CTL_Y_BUTTON] = value; tmp.clear();
m_JoyButtonZ[FromSlot]->GetValue().ToLong(&value); PadMapping[controller].buttons[InputCommon::CTL_Z_TRIGGER] = value; tmp.clear();
m_JoyButtonStart[FromSlot]->GetValue().ToLong(&value); PadMapping[controller].buttons[InputCommon::CTL_START] = value; tmp.clear();
//LogMsg("PadMapping[%i].triggertype = %i, m_TriggerType[%i]->GetSelection() = %i\n",
// controller, PadMapping[controller].triggertype, FromSlot, m_TriggerType[FromSlot]->GetSelection());
// The halfpress button
m_JoyButtonHalfpress[FromSlot]->GetValue().ToLong(&value); PadMapping[controller].halfpress = value; tmp.clear();
// The digital pad
if(PadMapping[controller].controllertype == InputCommon::CTL_DPAD_HAT)
{
m_JoyDpadDown[FromSlot]->GetValue().ToLong(&value); PadMapping[controller].dpad = value; tmp.clear();
}
else
{
m_JoyDpadUp[FromSlot]->GetValue().ToLong(&value); PadMapping[controller].dpad2[InputCommon::CTL_D_PAD_UP] = value; tmp.clear();
m_JoyDpadDown[FromSlot]->GetValue().ToLong(&value); PadMapping[controller].dpad2[InputCommon::CTL_D_PAD_DOWN] = value; tmp.clear();
m_JoyDpadLeft[FromSlot]->GetValue().ToLong(&value); PadMapping[controller].dpad2[InputCommon::CTL_D_PAD_LEFT] = value; tmp.clear();
m_JoyDpadRight[FromSlot]->GetValue().ToLong(&value); PadMapping[controller].dpad2[InputCommon::CTL_D_PAD_RIGHT] = value; tmp.clear();
}
// Replace "-1" with ""
ToBlank();
}
// Update the textbox for the buttons
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
void PADConfigDialognJoy::SetButtonText(int id, const char *text, int Page)
{
// Set controller value
int controller;
if (Page == -1) controller = notebookpage; else controller = Page;
switch(id)
{
case IDB_DPAD_RIGHT: m_JoyDpadRight[controller]->SetValue(wxString::FromAscii(text)); break;
case IDB_DPAD_UP: m_JoyDpadUp[controller]->SetValue(wxString::FromAscii(text)); break;
case IDB_DPAD_DOWN: m_JoyDpadDown[controller]->SetValue(wxString::FromAscii(text)); break;
case IDB_DPAD_LEFT: m_JoyDpadLeft[controller]->SetValue(wxString::FromAscii(text)); break;
case IDB_ANALOG_MAIN_X: m_JoyAnalogMainX[controller]->SetValue(wxString::FromAscii(text)); break;
case IDB_ANALOG_MAIN_Y: m_JoyAnalogMainY[controller]->SetValue(wxString::FromAscii(text)); break;
case IDB_ANALOG_SUB_X: m_JoyAnalogSubX[controller]->SetValue(wxString::FromAscii(text)); break;
case IDB_ANALOG_SUB_Y: m_JoyAnalogSubY[controller]->SetValue(wxString::FromAscii(text)); break;
case IDB_SHOULDER_L: m_JoyShoulderL[controller]->SetValue(wxString::FromAscii(text)); break;
case IDB_SHOULDER_R: m_JoyShoulderR[controller]->SetValue(wxString::FromAscii(text)); break;
case IDB_BUTTON_A: m_JoyButtonA[controller]->SetValue(wxString::FromAscii(text)); break;
case IDB_BUTTON_B: m_JoyButtonB[controller]->SetValue(wxString::FromAscii(text)); break;
case IDB_BUTTON_X: m_JoyButtonX[controller]->SetValue(wxString::FromAscii(text)); break;
case IDB_BUTTON_Y: m_JoyButtonY[controller]->SetValue(wxString::FromAscii(text)); break;
case IDB_BUTTON_Z: m_JoyButtonZ[controller]->SetValue(wxString::FromAscii(text)); break;
case IDB_BUTTONSTART: m_JoyButtonStart[controller]->SetValue(wxString::FromAscii(text)); break;
case IDB_BUTTONHALFPRESS: m_JoyButtonHalfpress[controller]->SetValue(wxString::FromAscii(text)); break;
default: break;
}
}
// Get the text in the textbox for the buttons
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
wxString PADConfigDialognJoy::GetButtonText(int id, int Page)
{
// Set controller value
int controller;
if (Page == -1) controller = notebookpage; else controller = Page;
switch(id)
{
// D-Pad
case IDB_DPAD_RIGHT: return m_JoyDpadRight[controller]->GetValue();
case IDB_DPAD_UP: return m_JoyDpadUp[controller]->GetValue();
case IDB_DPAD_DOWN: return m_JoyDpadDown[controller]->GetValue();
case IDB_DPAD_LEFT: return m_JoyDpadLeft[controller]->GetValue();
// Analog Stick
case IDB_ANALOG_MAIN_X: return m_JoyAnalogMainX[controller]->GetValue();
case IDB_ANALOG_MAIN_Y: return m_JoyAnalogMainY[controller]->GetValue();
case IDB_ANALOG_SUB_X: return m_JoyAnalogSubX[controller]->GetValue();
case IDB_ANALOG_SUB_Y: return m_JoyAnalogSubY[controller]->GetValue();
// Shoulder Buttons
case IDB_SHOULDER_L: return m_JoyShoulderL[controller]->GetValue();
case IDB_SHOULDER_R: return m_JoyShoulderR[controller]->GetValue();
// Buttons
case IDB_BUTTON_A: return m_JoyButtonA[controller]->GetValue();
case IDB_BUTTON_B: return m_JoyButtonB[controller]->GetValue();
case IDB_BUTTON_X: return m_JoyButtonX[controller]->GetValue();
case IDB_BUTTON_Y: return m_JoyButtonY[controller]->GetValue();
case IDB_BUTTON_Z: return m_JoyButtonZ[controller]->GetValue();
case IDB_BUTTONSTART: return m_JoyButtonStart[controller]->GetValue();
case IDB_BUTTONHALFPRESS: return m_JoyButtonHalfpress[controller]->GetValue();
default: return wxString();
}
}
//////////////////////////////////////////////////////////////////////////////////////////
// Configure button mapping
// ¯¯¯¯¯¯¯¯¯¯
// Wait for button press
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
/* Loop or timer: There are basically two ways to do this. With a while() or for() loop, or with a
timer. The downside with the while() or for() loop is that there is no way to stop it if the user
should select to configure another button while we are still in an old loop. What will happen then
is that we start another parallel loop (at least in Windows) that blocks the old loop. And our only
option to wait for the old loop to finish is with a new loop, and that will block the old loop for as
long as it's going on. Therefore a timer is easier to control. */
void PADConfigDialognJoy::GetButtons(wxCommandEvent& event)
{
DoGetButtons(event.GetId());
}
void PADConfigDialognJoy::DoGetButtons(int GetId)
{
// =============================================
// Collect the starting values
// ----------------
// Get the current controller
int Controller = notebookpage;
int PadID = PadMapping[Controller].ID;
// Create a shortcut for the pad handle
SDL_Joystick *joy = PadState[Controller].joy;
// Get the number of axes, hats and buttons
int Buttons = SDL_JoystickNumButtons(joy);
int Axes = SDL_JoystickNumAxes(joy);
int Hats = SDL_JoystickNumHats(joy);
INFO_LOG(CONSOLE, "PadID: %i Axes: %i\n", PadID, joyinfo[PadID].NumAxes, joyinfo[PadID].joy);
// Get the controller and trigger type
int ControllerType = PadMapping[Controller].controllertype;
int TriggerType = PadMapping[Controller].triggertype;
// Collect the accepted buttons for this slot
bool LeftRight = (GetId == IDB_SHOULDER_L || GetId == IDB_SHOULDER_R);
bool Axis = (GetId >= IDB_ANALOG_MAIN_X && GetId <= IDB_SHOULDER_R)
// Don't allow SDL input for the triggers when XInput is selected
&& !(TriggerType == InputCommon::CTL_TRIGGER_XINPUT && (GetId == IDB_SHOULDER_L || GetId == IDB_SHOULDER_R) );
bool XInput = (TriggerType == InputCommon::CTL_TRIGGER_XINPUT);
bool Button = (GetId >= IDB_BUTTON_A && GetId <= IDB_BUTTONHALFPRESS) // All digital buttons
|| (GetId == IDB_SHOULDER_L || GetId == IDB_SHOULDER_R) // both shoulder buttons
|| (GetId >= IDB_DPAD_UP && GetId <= IDB_DPAD_RIGHT && ControllerType == InputCommon::CTL_DPAD_CUSTOM); // Or the custom hat mode
bool Hat = (GetId >= IDB_DPAD_UP && GetId <= IDB_DPAD_RIGHT) // All DPads
&& (PadMapping[Controller].controllertype == InputCommon::CTL_DPAD_HAT); // Not with the hat option defined
bool NoTriggerFilter = g_Config.bNoTriggerFilter;
// Values used in this function
char format[128];
int Seconds = 4; // Seconds to wait for
int TimesPerSecond = 40; // How often to run the check
// Values returned from InputCommon::GetButton()
int value; // Axis value
int type; // Button type
int pressed = 0;
bool Succeed = false;
bool Stop = false; // Stop the timer
// =======================
//INFO_LOG(CONSOLE, "Before (%i) Id:%i %i IsRunning:%i\n",
// GetButtonWaitingTimer, GetButtonWaitingID, GetId, m_ButtonMappingTimer->IsRunning());
// If the Id has changed or the timer is not running we should start one
if( GetButtonWaitingID != GetId || !m_ButtonMappingTimer->IsRunning() )
{
if(m_ButtonMappingTimer->IsRunning())
{
m_ButtonMappingTimer->Stop();
GetButtonWaitingTimer = 0;
// Update the old textbox
SetButtonText(GetButtonWaitingID, "");
}
// Save the button Id
GetButtonWaitingID = GetId;
// Reset the key in case we happen to have an old one
g_Pressed = 0;
// Update the text box
sprintf(format, "[%d]", Seconds);
SetButtonText(GetId, format);
// Start the timer
#if wxUSE_TIMER
m_ButtonMappingTimer->Start( floor((double)(1000 / TimesPerSecond)) );
#endif
}
// ===============================================
// Check for buttons
// ----------------
// If there is a timer but we should not create a new one
else
{
InputCommon::GetButton(
joy, PadID, Buttons, Axes, Hats,
g_Pressed, value, type, pressed, Succeed, Stop,
LeftRight, Axis, XInput, Button, Hat, NoTriggerFilter);
}
// ========================= 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
if(g_Config.bSaveByID) SetButtonTextAll(GetId, "-1"); else 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);
if(g_Config.bSaveByID) SetButtonTextAll(GetId, format); else SetButtonText(GetId, format);
}
// Stop the timer
if(Stop)
{
m_ButtonMappingTimer->Stop();
GetButtonWaitingTimer = 0;
/* 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) SaveButtonMappingAll(Controller); else SaveButtonMapping(Controller);
}
// If we got a bad button
if(g_Pressed == -1)
{
// Update text
if(g_Config.bSaveByID) SetButtonTextAll(GetId, "-1"); else SetButtonText(GetId, "-1");
// 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
// Debugging
/*
INFO_LOG(CONSOLE, "Change: %i %i %i %i '%s' '%s' '%s' '%s'\n",
PadMapping[0].halfpress, PadMapping[1].halfpress, PadMapping[2].halfpress, PadMapping[3].halfpress,
m_JoyButtonHalfpress[0]->GetValue().c_str(), m_JoyButtonHalfpress[1]->GetValue().c_str(), m_JoyButtonHalfpress[2]->GetValue().c_str(), m_JoyButtonHalfpress[3]->GetValue().c_str()
);*/
}
/////////////////////////////////////////////////////////// Configure button mapping