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

196 lines
6.0 KiB
C++

// Copyright (C) 2003-2008 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/
//////////////////////////////////////////////////////////////////////////////////////////
// Includes
// ¯¯¯¯¯¯¯¯¯¯¯¯¯
#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 "Logging.h" // for startConsoleWin, Console::Print, GetConsoleHwnd
#include "Config.h" // for g_Config
////////////////////////////////////
extern SWiimoteInitialize g_WiimoteInitialize;
namespace WiiMoteEmu
{
// ===================================================
// Fill joyinfo with the current connected devices
// ----------------
bool Search_Devices(std::vector<InputCommon::CONTROLLER_INFO> &_joyinfo, int &_NumPads, int &_NumGoodPads)
{
bool Success = InputCommon::SearchDevices(_joyinfo, _NumPads, _NumGoodPads);
// Warn the user if no gamepads are detected
if (_NumGoodPads == 0 && g_EmulatorRunning)
{
//PanicAlert("nJoy: No Gamepad Detected");
//return false;
}
// Load PadMapping[] etc
g_Config.Load();
// Update the PadState[].joy handle
for (int i = 0; i < 1; i++)
{
if (PadMapping[i].enabled && joyinfo.size() > (u32)PadMapping[i].ID)
if(joyinfo.at(PadMapping[i].ID).Good)
PadState[i].joy = SDL_JoystickOpen(PadMapping[i].ID);
}
return Success;
}
// ===========================
//////////////////////////////////////////////////////////////////////////////////////////
// Return adjusted input values
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
void PadStateAdjustments(int &Lx, int &Ly, int &Rx, int &Ry, int &Tl, int &Tr)
{
// This has to be changed if multiple Wiimotes are to be supported later
const int Page = 0;
// Copy all states to a local variable
Lx = PadState[Page].Axis.Lx;
Ly = PadState[Page].Axis.Ly;
Rx = PadState[Page].Axis.Rx;
Ry = PadState[Page].Axis.Ry;
Tl = PadState[Page].Axis.Tl;
Tr = PadState[Page].Axis.Tr;
// Check the circle to square option
if(PadMapping[Page].bCircle2Square)
{
std::vector<int> main_xy = InputCommon::Square2Circle(Lx, Ly, Page, PadMapping[Page].SDiagonal, true);
Lx = main_xy.at(0);
Ly = main_xy.at(1);
}
// Dead zone adjustment
float DeadZoneLeft = (float)PadMapping[Page].DeadZoneL / 100.0f;
float DeadZoneRight = (float)PadMapping[Page].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 (PadMapping[Page].triggertype == InputCommon::CTL_TRIGGER_SDL)
{
Tl = InputCommon::Pad_Convert(PadState[Page].Axis.Tl);
Tr = InputCommon::Pad_Convert(PadState[Page].Axis.Tr);
}
}
////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
// 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 GetJoyState(InputCommon::CONTROLLER_STATE_NEW &_PadState, InputCommon::CONTROLLER_MAPPING_NEW _PadMapping, int controller, int NumButtons)
{
// Return if we have no pads
if (NumGoodPads == 0) return;
// Update the gamepad status
SDL_JoystickUpdate();
// Update axis states. It doesn't hurt much if we happen to ask for nonexisting axises here.
_PadState.Axis.Lx = SDL_JoystickGetAxis(_PadState.joy, _PadMapping.Axis.Lx);
_PadState.Axis.Ly = SDL_JoystickGetAxis(_PadState.joy, _PadMapping.Axis.Ly);
_PadState.Axis.Rx = SDL_JoystickGetAxis(_PadState.joy, _PadMapping.Axis.Rx);
_PadState.Axis.Ry = SDL_JoystickGetAxis(_PadState.joy, _PadMapping.Axis.Ry);
// Update the analog trigger axis values
#ifdef _WIN32
if (_PadMapping.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 ((_PadMapping.Axis.Tl - 1000) >= 0) _PadState.Axis.Tl = SDL_JoystickGetAxis(_PadState.joy, _PadMapping.Axis.Tl - 1000);
if ((_PadMapping.Axis.Tr - 1000) >= 0) _PadState.Axis.Tr = SDL_JoystickGetAxis(_PadState.joy, _PadMapping.Axis.Tr - 1000);
#ifdef _WIN32
}
else
{
_PadState.Axis.Tl = XInput::GetXI(0, _PadMapping.Axis.Tl - 1000);
_PadState.Axis.Tr = XInput::GetXI(0, _PadMapping.Axis.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
);*/
}
////////////////////////////////////////////
} // end of namespace WiiMoteEmu