259 lines
6.3 KiB
C++
259 lines
6.3 KiB
C++
//////////////////////////////////////////////////////////////////////////////////////////
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// Project description
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// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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// Name: SDL Input
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// Description: Common SDL Input Functions
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//
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// Author: Falcon4ever (nJoy@falcon4ever.com, www.multigesture.net), JPeterson etc
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// Copyright (C) 2003-2008 Dolphin Project.
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//
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//////////////////////////////////////////////////////////////////////////////////////////
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//
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// Licensetype: GNU General Public License (GPL)
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//
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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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//
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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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//
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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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//
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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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//////////////////////////////////////////////////////////////////////////////////////////
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#ifndef _SDL_h
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#define _SDL_h
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//////////////////////////////////////////////////////////////////////////////////////////
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// Include
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// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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#include <iostream> // System
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#include <vector>
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#include <cmath>
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#ifdef _WIN32
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#include <SDL.h> // Externals
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#else
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#include <SDL/SDL.h>
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#endif
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#include "Common.h" // Common
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////////////////////////////
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namespace InputCommon
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{
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//////////////////////////////////////////////////////////////////////////////////////////
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// Settings
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// ¯¯¯¯¯¯¯¯¯¯
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// Show a status window with the detected axes, buttons and so on
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//#define SHOW_PAD_STATUS
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//////////////////////////
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//////////////////////////////////////////////////////////////////////////////////////////
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// Structures
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/* ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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CONTROLLER_STATE buttons (PadState) = 0 or 1
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CONTROLLER_MAPPING buttons (joystick) = 0 or 1, 2, 3, 4, a certain joypad button
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Please remember: The axis limit is hardcoded here, if you allow more axises (for
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example for analog A and B buttons) you must first incrase the size of the axis array
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size here
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*/
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struct CONTROLLER_STATE // GC PAD INFO/STATE
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{
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int buttons[8]; // Amount of buttons (A B X Y Z, L-Trigger R-Trigger Start) might need to change the triggers buttons
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int dpad; // Automatic SDL D-Pad (8 directions + neutral)
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int dpad2[4]; // D-pad using buttons
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int axis[6]; // 2 x 2 Axes (Main & Sub)
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int halfpress; // Halfpress... you know, like not fully pressed ;)...
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SDL_Joystick *joy; // SDL joystick device
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};
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struct CONTROLLER_MAPPING // GC PAD MAPPING
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{
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int buttons[8]; // (See above)
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int dpad; // (See above)
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int dpad2[4]; // (See above)
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int axis[6]; // (See above)
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int halfpress; // (See above)
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int enabled; // Pad attached?
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int deadzone; // Deadzone... what else?
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int ID; // SDL joystick device ID
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int controllertype; // Hat: Hat or custom buttons
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int triggertype; // Triggers range
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std::string SDiagonal;
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bool bSquareToCircle;
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bool rumble;
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int eventnum; // Linux Event Number, Can't be found dynamically yet
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};
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struct CONTROLLER_INFO // CONNECTED WINDOWS DEVICES INFO
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{
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int NumAxes; // Amount of Axes
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int NumButtons; // Amount of Buttons
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int NumBalls; // Amount of Balls
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int NumHats; // Amount of Hats (POV)
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std::string Name; // Joypad/stickname
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int ID; // SDL joystick device ID
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bool Good; // Pad is good (it has at least one button or axis)
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SDL_Joystick *joy; // SDL joystick device
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};
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enum
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{
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// CTL_L_SHOULDER and CTL_R_SHOULDER = 0 and 1
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CTL_MAIN_X = 2,
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CTL_MAIN_Y,
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CTL_SUB_X,
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CTL_SUB_Y
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};
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enum
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{
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CTL_L_SHOULDER = 0,
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CTL_R_SHOULDER,
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CTL_A_BUTTON,
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CTL_B_BUTTON,
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CTL_X_BUTTON,
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CTL_Y_BUTTON,
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CTL_Z_TRIGGER,
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CTL_START
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};
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// DPad Type
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enum
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{
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CTL_DPAD_HAT = 0, // Automatically use the first hat that SDL finds
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CTL_DPAD_CUSTOM // Custom directional pad settings
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};
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// Trigger Type
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enum
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{
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CTL_TRIGGER_SDL = 0, //
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CTL_TRIGGER_XINPUT // The XBox 360 pad
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};
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enum
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{
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CTL_D_PAD_UP = 0,
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CTL_D_PAD_DOWN,
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CTL_D_PAD_LEFT,
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CTL_D_PAD_RIGHT
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};
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// Button type for the configuration
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enum
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{
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CTL_AXIS = 0,
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CTL_HAT,
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CTL_BUTTON,
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CTL_KEY
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};
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// XInput buttons
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enum
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{
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XI_TRIGGER_L = 0,
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XI_TRIGGER_R
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};
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struct PadAxis
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{
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int Lx;
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int Ly;
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int Rx;
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int Ry;
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int Tl; // Triggers
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int Tr;
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};
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struct PadWiimote
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{
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int A;
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int B;
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int One;
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int Two;
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int P;
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int M;
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int H;
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int L, R, U, D;
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int Shake;
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int PitchL, PitchR;
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};
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struct PadNunchuck
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{
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int Z;
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int C;
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int L, R, U, D;
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int Shake;
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};
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struct PadClassicController
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{
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int A, B, X, Y;
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int P, M, H;
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int Tl, Zl, Zr, Tr;
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int Dl, Du, Dr, Dd;
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int Ll, Lu, Lr, Ld;
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int Rl, Ru, Rr, Rd;
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};
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struct CONTROLLER_STATE_NEW // GC PAD INFO/STATE
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{
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PadAxis Axis; // 6 Axes (Main, Sub, Triggers)
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SDL_Joystick *joy; // SDL joystick device
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};
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struct CONTROLLER_MAPPING_NEW // GC PAD MAPPING
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{
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PadAxis Axis; // (See above)
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PadWiimote Wm;
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PadNunchuck Nc;
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PadClassicController Cc;
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bool enabled; // Pad attached?
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int DeadZoneL; // Analog 1 Deadzone
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int DeadZoneR; // Analog 2 Deadzone
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int ID; // SDL joystick device ID
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int controllertype; // D-Pad type: Hat or custom buttons
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int triggertype; // SDL or XInput trigger
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std::string SDiagonal;
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bool bSquareToCircle;
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bool bCircle2Square;
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bool bRollInvert;
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bool bPitchInvert;
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};
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////////////////////////////
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//////////////////////////////////////////////////////////////////////////////////////////
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// Declarations
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// ¯¯¯¯¯¯¯¯¯
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// General functions
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bool SearchDevices(std::vector<CONTROLLER_INFO> &_joyinfo, int &NumPads, int &NumGoodPads);
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void GetJoyState(CONTROLLER_STATE &_PadState, CONTROLLER_MAPPING _PadMapping, int controller, int NumButtons);
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void GetButton(SDL_Joystick*, int,int,int,int, int&,int&,int&,int&,bool&,bool&, bool,bool,bool,bool,bool,bool);
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// Value conversion
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float Deg2Rad(float Deg);
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float Rad2Deg(float Rad);
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int Pad_Convert(int _val);
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float SquareDistance(float deg);
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bool IsDeadZone(float DeadZone, int x, int y);
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std::vector<int> Square2Circle(int _x, int _y, int _pad, std::string SDiagonal, bool Circle2Square = false);
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// Input configuration
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std::string VKToString(int keycode);
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#ifndef _SDL_MAIN_
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extern int g_LastPad;
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#endif
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////////////////////////////
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} // InputCommon
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#endif // _SDL_h
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