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

387 lines
13 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 "wiimote_hid.h"
#include "main.h"
#include "ConfigPadDlg.h"
#include "Config.h"
#include "EmuMain.h" // for WiiMoteEmu class
#include "EmuDefinitions.h"
#if defined(HAVE_X11) && HAVE_X11
#include "X11InputBase.h"
#endif
// Replace the harder to understand -1 with "" for the sake of user friendliness
void WiimotePadConfigDialog::ToBlank(bool ToBlank, int Id)
{
if (!ControlsCreated)
return;
if(ToBlank)
{
if (GetButtonText(Id) == wxString(wxT("-1")))
SetButtonText(Id, wxString());
}
else
{
if (GetButtonText(Id).IsEmpty())
SetButtonText(Id, wxString(wxT("-1")));
}
}
void WiimotePadConfigDialog::DoChangeDeadZone()
{
float Rad;
Rad = (float)WiiMoteEmu::WiiMapping[m_Page].DeadZoneL * ((float)BoxW / 100.0) * 0.5;
m_bmpDeadZoneLeftIn[m_Page]->SetBitmap(CreateBitmapClear());
m_bmpDeadZoneLeftIn[m_Page]->SetSize(0, 0);
m_bmpDeadZoneLeftIn[m_Page]->SetBitmap(CreateBitmapDeadZone((int)Rad));
m_bmpDeadZoneLeftIn[m_Page]->SetPosition(wxPoint(BoxW / 2 - (int)Rad, BoxH / 2 - (int)Rad));
m_bmpDeadZoneLeftIn[m_Page]->Refresh();
Rad = (float)WiiMoteEmu::WiiMapping[m_Page].DeadZoneR * ((float)BoxW / 100.0) * 0.5;
m_bmpDeadZoneRightIn[m_Page]->SetBitmap(CreateBitmapClear());
m_bmpDeadZoneRightIn[m_Page]->SetSize(0, 0);
m_bmpDeadZoneRightIn[m_Page]->SetBitmap(CreateBitmapDeadZone((int)Rad));
m_bmpDeadZoneRightIn[m_Page]->SetPosition(wxPoint(BoxW / 2 - (int)Rad, BoxH / 2 - (int)Rad));
m_bmpDeadZoneRightIn[m_Page]->Refresh();
}
// Set dialog items from saved values
// Update the textbox for the buttons
void WiimotePadConfigDialog::SetButtonText(int id, const wxString &str)
{
if (IDB_ANALOG_LEFT_X <= id && id <= IDB_TRIGGER_R)
m_Button_Analog[id - IDB_ANALOG_LEFT_X][m_Page]->SetLabel(str);
else if (IDB_WM_A <= id && id <= IDB_WM_SHAKE)
m_Button_Wiimote[id - IDB_WM_A][m_Page]->SetLabel(str);
else if (IDB_NC_Z <= id && id <= IDB_NC_SHAKE)
m_Button_NunChuck[id - IDB_NC_Z][m_Page]->SetLabel(str);
else if (IDB_CC_A <= id && id <= IDB_CC_RD)
m_Button_Classic[id - IDB_CC_A][m_Page]->SetLabel(str);
else if (IDB_GH3_GREEN <= id && id <= IDB_GH3_STRUM_DOWN)
m_Button_GH3[id - IDB_GH3_GREEN][m_Page]->SetLabel(str);
}
// Get the text in the textbox for the buttons
wxString WiimotePadConfigDialog::GetButtonText(int id)
{
if (IDB_ANALOG_LEFT_X <= id && id <= IDB_TRIGGER_R)
return m_Button_Analog[id - IDB_ANALOG_LEFT_X][m_Page]->GetLabel();
else if (IDB_WM_A <= id && id <= IDB_WM_SHAKE)
return m_Button_Wiimote[id - IDB_WM_A][m_Page]->GetLabel();
else if (IDB_NC_Z <= id && id <= IDB_NC_SHAKE)
return m_Button_NunChuck[id - IDB_NC_Z][m_Page]->GetLabel();
else if (IDB_CC_A <= id && id <= IDB_CC_RD)
return m_Button_Classic[id - IDB_CC_A][m_Page]->GetLabel();
else if (IDB_GH3_GREEN <= id && id <= IDB_GH3_STRUM_DOWN)
return m_Button_GH3[id - IDB_GH3_GREEN][m_Page]->GetLabel();
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 WiimotePadConfigDialog::GetButtons(wxCommandEvent& event)
{
if (event.GetEventType() != wxEVT_COMMAND_BUTTON_CLICKED)
return;
if (m_ButtonMappingTimer->IsRunning())
return;
wxButton* pButton = (wxButton *)event.GetEventObject();
OldLabel = pButton->GetLabel();
pButton->SetLabel(wxT("<Move Axis>"));
DoGetButtons(pButton->GetId());
}
void WiimotePadConfigDialog::DoGetButtons(int _GetId)
{
// Collect the starting values
// Get the current controller
int PadID = WiiMoteEmu::WiiMapping[m_Page].ID;
// Get the controller and trigger type
int TriggerType = WiiMoteEmu::WiiMapping[m_Page].TriggerType;
// Collect the accepted buttons for this slot
bool LeftRight = (_GetId == IDB_TRIGGER_L || _GetId == IDB_TRIGGER_R);
bool Axis = (_GetId >= IDB_ANALOG_LEFT_X && _GetId <= IDB_TRIGGER_R)
// Don't allow SDL axis input for the shoulder buttons if XInput is selected
&& !(TriggerType == InputCommon::CTL_TRIGGER_XINPUT && (_GetId == IDB_TRIGGER_L || _GetId == IDB_TRIGGER_R) );
bool XInput = (TriggerType == InputCommon::CTL_TRIGGER_XINPUT);
bool Button = (_GetId >= IDB_WM_A && _GetId <= IDB_GH3_STRUM_DOWN);
bool Hat = (_GetId >= IDB_WM_A && _GetId <= IDB_GH3_STRUM_DOWN);
bool NoTriggerFilter = false;
// Values used in this function
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 or Hat value
int type; // Button type
int KeyPressed = 0;
int pressed = 0;
bool Succeed = false;
bool Stop = false; // Stop the timer
//DEBUG_LOG(WIIMOTE, "Before (%i) Id:%i %i IsRunning:%i",
// 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();
// Save the button Id
GetButtonWaitingID = _GetId;
GetButtonWaitingTimer = 0;
// Start the timer
#if wxUSE_TIMER
m_ButtonMappingTimer->Start(1000 / TimesPerSecond);
#endif
DEBUG_LOG(WIIMOTE, "Timer Started: Pad:%i _GetId:%i "
"Allowed input is Axis:%i LeftRight:%i XInput:%i Button:%i Hat:%i",
WiiMoteEmu::WiiMapping[m_Page].ID, _GetId,
Axis, LeftRight, XInput, Button, Hat);
}
// Check for buttons
// If there is a timer we should not create a new one
else if (WiiMoteEmu::NumGoodPads > 0)
{
InputCommon::GetButton(
WiiMoteEmu::joyinfo[PadID].joy, PadID, WiiMoteEmu::joyinfo[PadID].NumButtons, WiiMoteEmu::joyinfo[PadID].NumAxes, WiiMoteEmu::joyinfo[PadID].NumHats,
KeyPressed, value, type, pressed, Succeed, Stop,
LeftRight, Axis, XInput, Button, Hat, NoTriggerFilter);
}
// Process results
// Count each time
GetButtonWaitingTimer++;
// This is run every second
if (GetButtonWaitingTimer % TimesPerSecond == 0)
{
// Current time
int TmpTime = Seconds - (GetButtonWaitingTimer / TimesPerSecond);
// Update text
SetButtonText(_GetId, wxString::Format(wxT("[ %d ]"), TmpTime));
}
// Time's up
if (GetButtonWaitingTimer / TimesPerSecond >= Seconds)
{
Stop = true;
// Revert back to old label
SetButtonText(_GetId, OldLabel);
}
// If we got a button
if(Succeed)
{
Stop = true;
// We need to assign hat special code
if (type == InputCommon::CTL_HAT)
{
// Index of pressed starts from 0
if (value & SDL_HAT_UP) pressed = 0x0100 + 0x0010 * pressed + SDL_HAT_UP;
else if (value & SDL_HAT_DOWN) pressed = 0x0100 + 0x0010 * pressed + SDL_HAT_DOWN;
else if (value & SDL_HAT_LEFT) pressed = 0x0100 + 0x0010 * pressed + SDL_HAT_LEFT;
else if (value & SDL_HAT_RIGHT) pressed = 0x0100 + 0x0010 * pressed + SDL_HAT_RIGHT;
else pressed = -1;
}
if (IDB_WM_A <= _GetId && _GetId <= IDB_GH3_STRUM_DOWN)
{
// Better make the pad button code far from virtual key code
SaveButtonMapping(_GetId, 0x1000 + pressed);
SetButtonText(_GetId, wxString::Format(wxT("PAD: %d"), pressed));
}
else if (IDB_ANALOG_LEFT_X <= _GetId && _GetId <= IDB_TRIGGER_R)
{
SaveButtonMapping(_GetId, pressed);
SetButtonText(_GetId, wxString::Format(wxT("%d"), pressed));
}
}
// Stop the timer
if(Stop)
{
DEBUG_LOG(WIIMOTE, "Timer Stopped for Pad:%i _GetId:%i",
WiiMoteEmu::WiiMapping[m_Page].ID, _GetId);
m_ButtonMappingTimer->Stop();
GetButtonWaitingTimer = 0;
GetButtonWaitingID = 0;
ClickedButton = NULL;
}
// If we got a bad button
if(KeyPressed == -1)
{
// Update text
SetButtonText(_GetId, wxString(wxT("PAD: -1")));
// Notify the user
wxMessageBox(wxString::Format(
wxT("You selected a key with a to low key code (%i), please")
wxT(" select another key with a higher key code."), pressed)
, wxT("Notice"), wxICON_INFORMATION);
}
}
// Convert the 0x8000 range values to BoxW and BoxH for the plot
void WiimotePadConfigDialog::Convert2Box(int &x)
{
// Border adjustment
int BoxW_ = BoxW - 2; int BoxH_ = BoxH - 2;
// Convert values
x = (BoxW_ / 2) + (x * BoxW_ / (32767 * 2));
}
// Update the input status boxes
void WiimotePadConfigDialog::UpdatePadInfo(wxTimerEvent& WXUNUSED(event))
{
//DEBUG_LOG(WIIMOTE, "SDL_WasInit: %i", SDL_WasInit(0));
/* Return if it's not enabled or not detected. The ID should never be less than zero here,
it can only be that because of a manual ini file change, but we make that check anway. */
if (WiiMoteEmu::WiiMapping[m_Page].ID < 0 || WiiMoteEmu::WiiMapping[m_Page].ID >= WiiMoteEmu::NumGoodPads)
{
m_tStatusLeftIn[m_Page]->SetLabel(wxT("Not connected"));
m_tStatusLeftOut[m_Page]->SetLabel(wxT("Not connected"));
m_tStatusRightIn[m_Page]->SetLabel(wxT("Not connected"));
m_tStatusRightOut[m_Page]->SetLabel(wxT("Not connected"));
m_TriggerStatusL[m_Page]->SetLabel(wxT("000"));
m_TriggerStatusR[m_Page]->SetLabel(wxT("000"));
return;
}
// Check that Dolphin is in focus, otherwise don't update the pad status
//if (IsFocus())
WiiMoteEmu::GetAxisState(WiiMoteEmu::WiiMapping[m_Page]);
// Analog stick
// Get original values
int main_x = WiiMoteEmu::WiiMapping[m_Page].AxisState.Lx;
int main_y = WiiMoteEmu::WiiMapping[m_Page].AxisState.Ly;
int right_x = WiiMoteEmu::WiiMapping[m_Page].AxisState.Rx;
int right_y = WiiMoteEmu::WiiMapping[m_Page].AxisState.Ry;
// Get adjusted values
int main_x_after = main_x, main_y_after = main_y;
int right_x_after = right_x, right_y_after = right_y;
// Produce square
if(WiiMoteEmu::WiiMapping[m_Page].bCircle2Square)
InputCommon::Square2Circle(main_x_after, main_y_after, 0, WiiMoteEmu::WiiMapping[m_Page].Diagonal, true);
// Check dead zone
float DeadZoneLeft = (float)WiiMoteEmu::WiiMapping[m_Page].DeadZoneL / 100.0;
float DeadZoneRight = (float)WiiMoteEmu::WiiMapping[m_Page].DeadZoneR / 100.0;
if (InputCommon::IsDeadZone(DeadZoneLeft, main_x_after, main_y_after))
{
main_x_after = 0;
main_y_after = 0;
}
if (InputCommon::IsDeadZone(DeadZoneRight, right_x_after, right_y_after))
{
right_x_after = 0;
right_y_after = 0;
}
// Show the adjusted angles in the status box
// Change 0x8000 to 180
/*
float x8000 = 0x8000;
main_x_after = main_x_after * (180 / x8000);
main_y_after = main_y_after * (180 / x8000);
float f_main_x_after = (float)main_x_after;
float f_main_y_after = (float)main_y_after;
WiiMoteEmu::AdjustAngles(f_main_x_after, f_main_y_after);
//WiiMoteEmu::AdjustAngles(f_main_x_after, f_main_y_after, true);
main_x_after = (int)f_main_x_after;
main_y_after = (int)f_main_y_after;
// Change back 180 to 0x8000
main_x_after = main_x_after * (x8000 / 180);
main_y_after = main_y_after * (x8000 / 180);
*/
// Convert the values to fractions
float f_x = main_x / 32767.0;
float f_y = main_y / 32767.0;
float f_x_aft = main_x_after / 32767.0;
float f_y_aft = main_y_after / 32767.0;
float f_Rx = right_x / 32767.0;
float f_Ry = right_y / 32767.0;
float f_Rx_aft = right_x_after / 32767.0;
float f_Ry_aft = right_y_after / 32767.0;
m_tStatusLeftIn[m_Page]->SetLabel(wxString::Format(wxT("x:%1.2f y:%1.2f"), f_x, f_y ));
m_tStatusLeftOut[m_Page]->SetLabel(wxString::Format(wxT("x:%1.2f y:%1.2f"), f_x_aft, f_y_aft));
m_tStatusRightIn[m_Page]->SetLabel(wxString::Format(wxT("x:%1.2f y:%1.2f"), f_Rx, f_Ry));
m_tStatusRightOut[m_Page]->SetLabel(wxString::Format(wxT("x:%1.2f y:%1.2f"), f_Rx_aft, f_Ry_aft));
// Adjust the values for the plot
Convert2Box(main_x); Convert2Box(main_y);
Convert2Box(right_x); Convert2Box(right_y);
Convert2Box(main_x_after); Convert2Box(main_y_after);
Convert2Box(right_x_after); Convert2Box(right_y_after);
// Adjust the dot
m_bmpDotLeftIn[m_Page]->SetPosition(wxPoint(main_x, main_y));
m_bmpDotLeftOut[m_Page]->SetPosition(wxPoint(main_x_after, main_y_after));
m_bmpDotRightIn[m_Page]->SetPosition(wxPoint(right_x, right_y));
m_bmpDotRightOut[m_Page]->SetPosition(wxPoint(right_x_after, right_y_after));
// Get the trigger values
int TriggerLeft = WiiMoteEmu::WiiMapping[m_Page].AxisState.Tl;
int TriggerRight = WiiMoteEmu::WiiMapping[m_Page].AxisState.Tr;
// Convert the triggers values
if (WiiMoteEmu::WiiMapping[m_Page].TriggerType == InputCommon::CTL_TRIGGER_SDL)
{
TriggerLeft = InputCommon::Pad_Convert(TriggerLeft);
TriggerRight = InputCommon::Pad_Convert(TriggerRight);
}
m_TriggerStatusL[m_Page]->SetLabel(wxString::Format(wxT("%03i"), TriggerLeft));
m_TriggerStatusR[m_Page]->SetLabel(wxString::Format(wxT("%03i"), TriggerRight));
}