dolphin/Source/Plugins/Plugin_nJoy_SDL/Src/nJoy.cpp

871 lines
28 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/
//
//////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////
// Issues
/* ¯¯¯¯¯¯¯¯¯
The StrangeHack in ConfigAdvanced.cpp doesn't work in Linux, it still wont resize the
window correctly. So currently in Linux you have to have advanced controls enabled when
you open the window to see them.
////////////////////////*/
////////////////////////////////////////////////////////////////////////////////////////
// Variables guide
/* ¯¯¯¯¯¯¯¯¯
Joyinfo[1, 2, 3, 4, ..., number of attached devices]: Gamepad info that is populate by Search_Devices()
PadMapping[1, 2, 3 and 4]: The button mapping
Joystate[1, 2, 3 and 4]: The current button states
The arrays PadMapping[] and PadState[] are numbered 0 to 3 for the four different virtual
controllers. Joysticks[].ID will have the number of the physical input device mapped to that
controller (this value range between 0 and the total number of connected physical devices). The
mapping of a certain physical device to PadState[].joy is initially done by Initialize(), but
for the configuration we can remap that, like in ConfigBox::ChangeJoystick().
The joyinfo[] array holds the physical gamepad info for a certain physical device. It's therefore
used as joyinfo[PadMapping[controller].ID] if we want to get the joyinfo for a certain joystick.
////////////////////////*/
//////////////////////////////////////////////////////////////////////////////////////////
// Include
// ¯¯¯¯¯¯¯¯¯
#include "nJoy.h"
// Declare config window so that we can write debugging info to it from functions in this file
#if defined(HAVE_WX) && HAVE_WX
ConfigBox* m_frame;
#endif
/////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
// Variables
// ¯¯¯¯¯¯¯¯¯
// Rumble in windows
#define _CONTROLLER_STATE_H // Avoid certain declarations in nJoy.h
FILE *pFile;
HINSTANCE nJoy_hInst = NULL;
std::vector<CONTROLLER_INFO> joyinfo;
CONTROLLER_STATE PadState[4];
CONTROLLER_MAPPING PadMapping[4];
bool emulator_running = false;
int NumPads = 0, NumGoodPads = 0;
HWND m_hWnd; // Handle to window
SPADInitialize *g_PADInitialize = NULL;
// TODO: fix this dirty hack to stop missing symbols
void __Log(int log, const char *format, ...) {}
void __Logv(int log, int v, const char *format, ...) {}
// Rumble
#ifdef _WIN32
#elif defined(__linux__)
extern int fd;
#endif
//////////////////////////////////////////////////////////////////////////////////////////
// wxWidgets
// ¯¯¯¯¯¯¯¯¯
#if defined(HAVE_WX) && HAVE_WX
class wxDLLApp : public wxApp
{
bool OnInit()
{
return true;
}
};
IMPLEMENT_APP_NO_MAIN(wxDLLApp)
WXDLLIMPEXP_BASE void wxSetInstance(HINSTANCE hInst);
#endif
//////////////////////////////////////////////////////////////////////////////////////////
// DllMain
// ¯¯¯¯¯¯¯
#ifdef _WIN32
BOOL APIENTRY DllMain( HINSTANCE hinstDLL, // DLL module handle
DWORD dwReason, // reason called
LPVOID lpvReserved) // reserved
{
switch (dwReason)
{
case DLL_PROCESS_ATTACH:
{
//use wxInitialize() if you don't want GUI instead of the following 12 lines
wxSetInstance((HINSTANCE)hinstDLL);
int argc = 0;
char **argv = NULL;
wxEntryStart(argc, argv);
if (!wxTheApp || !wxTheApp->CallOnInit() )
return FALSE;
}
break;
case DLL_PROCESS_DETACH:
wxEntryCleanup(); //use wxUninitialize() if you don't want GUI
break;
default:
break;
}
nJoy_hInst = hinstDLL;
return TRUE;
}
#endif
//////////////////////////////////////////////////////////////////////////////////////////
// Input Plugin Functions (from spec's)
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
// Get properties of plugin
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
void GetDllInfo(PLUGIN_INFO* _PluginInfo)
{
_PluginInfo->Version = 0x0100;
_PluginInfo->Type = PLUGIN_TYPE_PAD;
#ifdef DEBUGFAST
sprintf(_PluginInfo->Name, "nJoy v"INPUT_VERSION" (DebugFast) by Falcon4ever");
#else
#ifndef _DEBUG
sprintf(_PluginInfo->Name, "nJoy v"INPUT_VERSION " by Falcon4ever");
#else
sprintf(_PluginInfo->Name, "nJoy v"INPUT_VERSION" (Debug) by Falcon4ever");
#endif
#endif
}
void SetDllGlobals(PLUGIN_GLOBALS* _pPluginGlobals) {}
// Call config dialog
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
void DllConfig(HWND _hParent)
{
// Debugging
//Console::Open();
#ifdef _WIN32
// Start the pads so we can use them in the configuration and advanced controls
if(!emulator_running)
{
NumPads = Search_Devices(); // Populate joyinfo for all attached devices
}
m_frame = new ConfigBox(NULL);
m_frame->ShowModal();
/* Check if any of the pads failed to open. In Windows there is a strange "IDirectInputDevice2::
SetDataFormat() DirectX error -2147024809" after a few Open and Close */
if ( (PadMapping[0].enabled && PadState[0].joy == NULL)
|| (PadMapping[1].enabled && PadState[1].joy == NULL)
|| (PadMapping[2].enabled && PadState[2].joy == NULL)
|| (PadMapping[3].enabled && PadState[3].joy == NULL))
{
//PostMessage(_hParent, 25, 0, 0);
Console::Print("%s\n", SDL_GetError());
}
#else
if (SDL_Init(SDL_INIT_JOYSTICK ) < 0)
{
printf("Could not initialize SDL! (%s)\n", SDL_GetError());
return;
}
g_Config.Load(); // load settings
#if defined(HAVE_WX) && HAVE_WX
ConfigBox frame(NULL);
frame.ShowModal();
#endif
#endif
}
void DllDebugger(HWND _hParent, bool Show) {}
// Init PAD (start emulation)
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
/* Information: This function can not be run twice without a Shutdown in between. If
it's run twice the SDL_Init() will cause a crash. One solution to this is to keep a
global function that remembers the SDL_Init() and SDL_Quit() (emulator_running does
not do that since we can open and close this without any game running). But I would
suggest that avoiding to run this twice from the Core is better. */
void Initialize(void *init)
{
// Debugging
//Console::Open();
Console::Print("Initialize: %i\n", SDL_WasInit(0));
g_PADInitialize = (SPADInitialize*)init;
emulator_running = true;
#ifdef _DEBUG
DEBUG_INIT();
#endif
#ifdef _WIN32
m_hWnd = (HWND)g_PADInitialize->hWnd;
#endif
NumPads = Search_Devices(); // Populate joyinfo for all attached devices
/* Check if any of the pads failed to open. In Windows there is a strange "IDirectInputDevice2::
SetDataFormat() DirectX error -2147024809" after a few Open and Close */
if ( (PadMapping[0].enabled && PadState[0].joy == NULL)
|| (PadMapping[1].enabled && PadState[1].joy == NULL)
|| (PadMapping[2].enabled && PadState[2].joy == NULL)
|| (PadMapping[3].enabled && PadState[3].joy == NULL))
{
g_PADInitialize->padNumber = -1;
Console::Print("%s\n", SDL_GetError());
}
}
// Search attached devices. Populate joyinfo for all attached physical devices.
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
int Search_Devices()
{
// Load config
#ifdef _DEBUG
DEBUG_INIT();
#endif
/* SDL 1.3 use DirectInput instead of the old Microsoft Multimeda API, and with this we need
the SDL_INIT_VIDEO flag to */
if (!SDL_WasInit(0))
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK) < 0)
{
PanicAlert("Could not initialize SDL: %s", SDL_GetError());
return 0;
}
#ifdef _DEBUG
fprintf(pFile, "Scanning for devices\n");
fprintf(pFile, "¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\n");
#endif
// Get device status
int numjoy = SDL_NumJoysticks();
for (int i = 0; i < numjoy; i++ )
{
CONTROLLER_INFO Tmp;
Tmp.joy = SDL_JoystickOpen(i);
Tmp.ID = i;
Tmp.NumAxes = SDL_JoystickNumAxes(Tmp.joy);
Tmp.NumButtons = SDL_JoystickNumButtons(Tmp.joy);
Tmp.NumBalls = SDL_JoystickNumBalls(Tmp.joy);
Tmp.NumHats = SDL_JoystickNumHats(Tmp.joy);
Tmp.Name = SDL_JoystickName(i);
// Check if the device is okay
if ( Tmp.NumAxes == 0
&& Tmp.NumBalls == 0
&& Tmp.NumButtons == 0
&& Tmp.NumHats == 0
)
{
Tmp.Good = false;
}
else
{
NumGoodPads++;
Tmp.Good = true;
}
joyinfo.push_back(Tmp);
#ifdef _DEBUG
fprintf(pFile, "ID: %d\n", i);
fprintf(pFile, "Name: %s\n", joyinfo[i].Name);
fprintf(pFile, "Buttons: %d\n", joyinfo[i].NumButtons);
fprintf(pFile, "Axes: %d\n", joyinfo[i].NumAxes);
fprintf(pFile, "Hats: %d\n", joyinfo[i].NumHats);
fprintf(pFile, "Balls: %d\n\n", joyinfo[i].NumBalls);
#endif
// We have now read the values we need so we close the device
if (SDL_JoystickOpened(i)) SDL_JoystickClose(joyinfo[i].joy);
}
// Warn the user if no gamepads are detected
if (NumGoodPads == 0 && emulator_running)
{
PanicAlert("nJoy: No Gamepad Detected");
return joyinfo.size();
}
// Load PadMapping[] etc
g_Config.Load();
// Update the PadState[].joy handle
for (int i = 0; i < 4; i++)
{
if (PadMapping[i].enabled && joyinfo.size() > PadMapping[i].ID)
if(joyinfo.at(PadMapping[i].ID).Good)
PadState[i].joy = SDL_JoystickOpen(PadMapping[i].ID);
}
return joyinfo.size();
}
// Shutdown PAD (stop emulation)
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
/* Information: This function can not be run twice without an Initialize in between. If
it's run twice the SDL_...() functions below will cause a crash.
Called from: The Dolphin Core, ConfigBox::OnClose() */
void Shutdown()
{
Console::Print("Shutdown: %i\n", SDL_WasInit(0));
/* Close all devices carefully. We must check that we are not accessing any undefined
vector elements or any bad devices */
for (int i = 0; i < 4; i++)
{
if (PadMapping[i].enabled && joyinfo.size() > PadMapping[i].ID)
if (joyinfo.at(PadMapping[i].ID).Good)
if(SDL_JoystickOpened(PadMapping[i].ID)) SDL_JoystickClose(PadState[i].joy);
}
SDL_Quit();
#ifdef _DEBUG
DEBUG_QUIT();
#endif
// Clear the physical device info
//delete [] joyinfo;
//joyinfo = NULL;
joyinfo.clear();
emulator_running = false;
#ifdef _WIN32
#ifdef USE_RUMBLE_DINPUT_HACK
FreeDirectInput();
#endif
#elif defined(__linux__)
close(fd);
#endif
}
// Set buttons status from keyboard input. Currently this is done from wxWidgets in the main application.
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯
void PAD_Input(u16 _Key, u8 _UpDown)
{
// Check that Dolphin is in focus, otherwise don't update the pad status
if (!IsFocus()) return;
// Check if the keys are interesting, and then update it
for(int i = 0; i < 4; i++)
{
for(int j = CTL_L_SHOULDER; j <= CTL_START; j++)
{
if (PadMapping[i].buttons[j] == _Key)
{ PadState[i].buttons[j] = _UpDown; break; }
}
for(int j = CTL_D_PAD_UP; j <= CTL_D_PAD_RIGHT; j++)
{
if (PadMapping[i].dpad2[j] == _Key)
{ PadState[i].dpad2[j] = _UpDown; break; }
}
}
// Debugging
//Console::Print("%i", _Key);
}
// Save state
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯
void DoState(unsigned char **ptr, int mode) {}
// Set PAD attached pads
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
unsigned int PAD_GetAttachedPads()
{
unsigned int connected = 0;
g_Config.Load();
if (PadMapping[0].enabled) connected |= 1;
if (PadMapping[1].enabled) connected |= 2;
if (PadMapping[2].enabled) connected |= 4;
if (PadMapping[3].enabled) connected |= 8;
//Console::Print("PAD_GetAttachedPads: %i %i %i\n", PadMapping[0].enabled, PadMapping[1].enabled, PadMapping[2].enabled, PadMapping[3].enabled);
return connected;
}
// Set PAD status
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯
// Called from: SI_DeviceGCController.cpp
// Function: Gives the current pad status to the Core
void PAD_GetStatus(u8 _numPAD, SPADStatus* _pPADStatus)
{
//Console::Print("%i %i %i\n", _numPAD, PadMapping[_numPAD].enabled, PadState[_numPAD].joy);
// Check if the pad is enabled
if (!PadMapping[_numPAD].enabled || !PadState[_numPAD].joy) return;
// Clear pad status
memset(_pPADStatus, 0, sizeof(SPADStatus));
// Update the pad status
GetJoyState(_numPAD);
// Get type
int TriggerType = PadMapping[_numPAD].triggertype;
///////////////////////////////////////////////////
// The analog controls
// -----------
// Read axis values
int i_main_stick_x = PadState[_numPAD].axis[CTL_MAIN_X];
int i_main_stick_y = -PadState[_numPAD].axis[CTL_MAIN_Y];
int i_sub_stick_x = PadState[_numPAD].axis[CTL_SUB_X];
int i_sub_stick_y = -PadState[_numPAD].axis[CTL_SUB_Y];
int TriggerLeft = PadState[_numPAD].axis[CTL_L_SHOULDER];
int TriggerRight = PadState[_numPAD].axis[CTL_R_SHOULDER];
// Check if we should make adjustments
if(PadMapping[_numPAD].bSquareToCircle)
{
std::vector<int> main_xy = Pad_Square_to_Circle(i_main_stick_x, i_main_stick_y, _numPAD);
i_main_stick_x = main_xy.at(0);
i_main_stick_y = main_xy.at(1);
}
// Convert axis values
u8 main_stick_x = Pad_Convert(i_main_stick_x);
u8 main_stick_y = Pad_Convert(i_main_stick_y);
u8 sub_stick_x = Pad_Convert(i_sub_stick_x);
u8 sub_stick_y = Pad_Convert(i_sub_stick_y);
// Convert the triggers values, if we are using analog triggers at all
if(PadMapping[_numPAD].triggertype == CTL_TRIGGER_SDL)
{
if(PadMapping[_numPAD].buttons[CTL_L_SHOULDER] >= 1000) TriggerLeft = Pad_Convert(TriggerLeft);
if(PadMapping[_numPAD].buttons[CTL_R_SHOULDER] >= 1000) TriggerRight = Pad_Convert(TriggerRight);
}
// Set Deadzones (perhaps out of function?)
int deadzone = (int)(((float)(128.00/100.00)) * (float)(PadMapping[_numPAD].deadzone + 1));
int deadzone2 = (int)(((float)(-128.00/100.00)) * (float)(PadMapping[_numPAD].deadzone + 1));
// Send values to Dolpin if they are outside the deadzone
if ((main_stick_x < deadzone2) || (main_stick_x > deadzone)) _pPADStatus->stickX = main_stick_x;
if ((main_stick_y < deadzone2) || (main_stick_y > deadzone)) _pPADStatus->stickY = main_stick_y;
if ((sub_stick_x < deadzone2) || (sub_stick_x > deadzone)) _pPADStatus->substickX = sub_stick_x;
if ((sub_stick_y < deadzone2) || (sub_stick_y > deadzone)) _pPADStatus->substickY = sub_stick_y;
///////////////////////////////////////////////////
// The L and R triggers
// -----------
int TriggerValue = 255;
if (PadState[_numPAD].halfpress) TriggerValue = 100;
_pPADStatus->button |= PAD_USE_ORIGIN; // Neutral value, no button pressed
// Check if the digital L button is pressed
if (PadState[_numPAD].buttons[CTL_L_SHOULDER])
{
_pPADStatus->button |= PAD_TRIGGER_L;
_pPADStatus->triggerLeft = TriggerValue;
}
else if(TriggerLeft > 0)
_pPADStatus->triggerLeft = TriggerLeft;
// Check if the digital R button is pressed
if (PadState[_numPAD].buttons[CTL_R_SHOULDER])
{
_pPADStatus->button |= PAD_TRIGGER_R;
_pPADStatus->triggerRight = TriggerValue;
}
else if(TriggerRight > 0)
_pPADStatus->triggerRight = TriggerRight;
// Update the buttons in analog mode to
if(TriggerLeft == 0xff) _pPADStatus->button |= PAD_TRIGGER_L;
if(TriggerRight == 0xff) _pPADStatus->button |= PAD_TRIGGER_R;
///////////////////////////////////////////////////
// The digital buttons
// -----------
if (PadState[_numPAD].buttons[CTL_A_BUTTON])
{
_pPADStatus->button |= PAD_BUTTON_A;
_pPADStatus->analogA = 255; // Perhaps support pressure?
}
if (PadState[_numPAD].buttons[CTL_B_BUTTON])
{
_pPADStatus->button |= PAD_BUTTON_B;
_pPADStatus->analogB = 255; // Perhaps support pressure?
}
if (PadState[_numPAD].buttons[CTL_X_BUTTON]) _pPADStatus->button|=PAD_BUTTON_X;
if (PadState[_numPAD].buttons[CTL_Y_BUTTON]) _pPADStatus->button|=PAD_BUTTON_Y;
if (PadState[_numPAD].buttons[CTL_Z_TRIGGER]) _pPADStatus->button|=PAD_TRIGGER_Z;
if (PadState[_numPAD].buttons[CTL_START]) _pPADStatus->button|=PAD_BUTTON_START;
///////////////////////////////////////////////////
// The D-pad
// -----------
if (PadMapping[_numPAD].controllertype == CTL_DPAD_HAT)
{
if (PadState[_numPAD].dpad == SDL_HAT_LEFTUP || PadState[_numPAD].dpad == SDL_HAT_UP || PadState[_numPAD].dpad == SDL_HAT_RIGHTUP ) _pPADStatus->button|=PAD_BUTTON_UP;
if (PadState[_numPAD].dpad == SDL_HAT_LEFTUP || PadState[_numPAD].dpad == SDL_HAT_LEFT || PadState[_numPAD].dpad == SDL_HAT_LEFTDOWN ) _pPADStatus->button|=PAD_BUTTON_LEFT;
if (PadState[_numPAD].dpad == SDL_HAT_LEFTDOWN || PadState[_numPAD].dpad == SDL_HAT_DOWN || PadState[_numPAD].dpad == SDL_HAT_RIGHTDOWN ) _pPADStatus->button|=PAD_BUTTON_DOWN;
if (PadState[_numPAD].dpad == SDL_HAT_RIGHTUP || PadState[_numPAD].dpad == SDL_HAT_RIGHT || PadState[_numPAD].dpad == SDL_HAT_RIGHTDOWN ) _pPADStatus->button|=PAD_BUTTON_RIGHT;
}
else
{
if (PadState[_numPAD].dpad2[CTL_D_PAD_UP])
_pPADStatus->button |= PAD_BUTTON_UP;
if (PadState[_numPAD].dpad2[CTL_D_PAD_DOWN])
_pPADStatus->button |= PAD_BUTTON_DOWN;
if (PadState[_numPAD].dpad2[CTL_D_PAD_LEFT])
_pPADStatus->button |= PAD_BUTTON_LEFT;
if (PadState[_numPAD].dpad2[CTL_D_PAD_RIGHT])
_pPADStatus->button |= PAD_BUTTON_RIGHT;
}
// Update error code
_pPADStatus->err = PAD_ERR_NONE;
// Use rumble
Pad_Use_Rumble(_numPAD, _pPADStatus);
/* Debugging
if(_numPAD == 1)
{
Console::ClearScreen();
Console::Print(
"Pad %i: %i %i\n"
"State: L:%i R:%i HalfPress:%i\n"
"Trigger type: %s StatusLeft:%04x StatusRight:%04x TriggerLeft:%04x TriggerRight:%04x TriggerValue:%i\n"
"Buttons: %i X:%i\n"
"D-Pad type: %s L:%i R:%i U:%i D:%i",
_numPAD, PadMapping[_numPAD].enabled, PadState[_numPAD].joy,
PadState[_numPAD].buttons[CTL_L_SHOULDER], PadState[_numPAD].buttons[CTL_R_SHOULDER], PadState[_numPAD].halfpress,
(PadMapping[_numPAD].triggertype ? "CTL_TRIGGER_XINPUT" : "CTL_TRIGGER_SDL"),
_pPADStatus->triggerLeft, _pPADStatus->triggerRight, TriggerLeft, TriggerRight, TriggerValue,
_pPADStatus->button, PadState[_numPAD].buttons[CTL_X_BUTTON],
(PadMapping[_numPAD].controllertype ? "CTL_DPAD_CUSTOM" : "CTL_DPAD_HAT"),
0, 0, 0, 0
);
}*/
}
///////////////////////////////////////////////// Spec functions
//******************************************************************************
// Supporting functions
//******************************************************************************
//////////////////////////////////////////////////////////////////////////////////////////
// Check if Dolphin is in focus
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
bool IsFocus()
{
#ifdef _WIN32
HWND RenderingWindow = NULL; if (g_PADInitialize) RenderingWindow = g_PADInitialize->hWnd;
HWND Parent = GetParent(RenderingWindow);
HWND TopLevel = GetParent(Parent);
HWND Config = NULL; if (m_frame) Config = (HWND)m_frame->GetHWND();
// Support both rendering to main window and not
if (GetForegroundWindow() == TopLevel || GetForegroundWindow() == RenderingWindow || GetForegroundWindow() == Config)
return true;
else
return false;
#else
return true;
#endif
}
//////////////////////////////////////////////////////////////////////////////////////////
// Convert stick values
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
/* Convert stick values.
The value returned by SDL_JoystickGetAxis is a signed integer s16
(-32768 to 32767). The value used for the gamecube controller is an unsigned
char u8 (0 to 255) with neutral at 0x80 (128), so that it's equivalent to a signed
-128 to 127.
*/
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
int Pad_Convert(int _val)
{
/* If the limits on PadState[].axis[] actually is a u16 then we don't need this
but if it's not actually limited to that we need to apply these limits */
if(_val > 32767) _val = 32767; // upper limit
if(_val < -32768) _val = -32768; // lower limit
// Convert the range (-0x8000 to 0x7fff) to (0 to 0xffff)
_val = 0x8000 +_val;
// Convert the range (-32768 to 32767) to (-128 to 127)
_val = _val >> 8;
//Console::Print("0x%04x %06i\n\n", _val, _val);
return _val;
}
/* Convert the stick raidus from a circular to a square. I don't know what input values
the actual GC controller produce for the GC, it may be a square, a circle or something
in between. But one thing that is certain is that PC pads differ in their output (as
shown in the list below), so it may be beneficiary to convert whatever radius they
produce to the radius the GC games expect. This is the first implementation of this
that convert a square radius to a circual radius. Use the advanced settings to enable
and calibrate it.
Observed diagonals:
Perfect circle: 71% = sin(45)
Logitech Dual Action: 100%
Dual Shock 2 (Original) with Super Dual Box Pro: 90%
XBox 360 Wireless: 85%
GameCube Controller (Third Party) with EMS TrioLinker Plus II: 60%
*/
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
float SquareDistance(float deg)
{
// See if we have to adjust the angle
deg = abs(deg);
if( (deg > 45 && deg < 135) ) deg = deg - 90;
float rad = deg * M_PI / 180;
float val = abs(cos(rad));
float dist = 1 / val; // Calculate distance from center
//m_frame->m_pStatusBar2->SetLabel(wxString::Format("Deg:%f Val:%f Dist:%f", deg, val, dist));
return dist;
}
std::vector<int> Pad_Square_to_Circle(int _x, int _y, int _pad)
{
/* Do we need this? */
if(_x > 32767) _x = 32767; if(_y > 32767) _y = 32767; // upper limit
if(_x < -32768) _x = -32768; if(_y > 32767) _y = 32767; // lower limit
// ====================================
// Convert to circle
// -----------
int Tmp = atoi (PadMapping[_pad].SDiagonal.substr(0, PadMapping[_pad].SDiagonal.length() - 1).c_str());
float Diagonal = Tmp / 100.0;
// First make a perfect square in case we don't have one already
float OrigDist = sqrt( pow((float)_y, 2) + pow((float)_x, 2) ); // Get current distance
float rad = atan2((float)_y, (float)_x); // Get current angle
float deg = rad * 180 / M_PI;
// A diagonal of 85% means a distance of 1.20
float corner_circle_dist = ( Diagonal / sin(45 * M_PI / 180) );
float SquareDist = SquareDistance(deg);
float adj_ratio1; // The original-to-square distance adjustment
float adj_ratio2 = SquareDist; // The circle-to-square distance adjustment
// float final_ratio; // The final adjustment to the current distance //TODO: This is not used
float result_dist; // The resulting distance
// Calculate the corner-to-square adjustment ratio
if(corner_circle_dist < SquareDist) adj_ratio1 = SquareDist / corner_circle_dist;
else adj_ratio1 = 1;
// Calculate the resulting distance
result_dist = OrigDist * adj_ratio1 / adj_ratio2;
float x = result_dist * cos(rad); // calculate x
float y = result_dist * sin(rad); // calculate y
int int_x = (int)floor(x);
int int_y = (int)floor(y);
// Debugging
//m_frame->m_pStatusBar2->SetLabel(wxString::Format("%f %f %i", corner_circle_dist, Diagonal, Tmp));
std::vector<int> vec;
vec.push_back(int_x);
vec.push_back(int_y);
return vec;
}
///////////////////////////////////////////////////////////////////// Convert stick values
//////////////////////////////////////////////////////////////////////////////////////////
// Supporting functions
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
// Read current joystick status
/* ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
The value PadMapping[].buttons[] is the number of the assigned joypad button,
PadState[].buttons[] is the status of the button, it becomes 0 (no pressed) or 1 (pressed) */
// Read buttons status. Called from GetJoyState().
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
void ReadButton(int controller, int button)
{
int ctl_button = PadMapping[controller].buttons[button];
if (ctl_button < joyinfo[PadMapping[controller].ID].NumButtons)
{
PadState[controller].buttons[button] = SDL_JoystickGetButton(PadState[controller].joy, ctl_button);
}
}
// 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(int controller)
{
// Check that Dolphin is in focus, otherwise don't update the pad status
if (!g_Config.bCheckFocus && !IsFocus()) return;
// Update the gamepad status
SDL_JoystickUpdate();
// Save the number of buttons
int Buttons = joyinfo[PadMapping[controller].ID].NumButtons;
// Update axis states. It doesn't hurt much if we happen to ask for nonexisting axises here.
PadState[controller].axis[CTL_MAIN_X] = SDL_JoystickGetAxis(PadState[controller].joy, PadMapping[controller].axis[CTL_MAIN_X]);
PadState[controller].axis[CTL_MAIN_Y] = SDL_JoystickGetAxis(PadState[controller].joy, PadMapping[controller].axis[CTL_MAIN_Y]);
PadState[controller].axis[CTL_SUB_X] = SDL_JoystickGetAxis(PadState[controller].joy, PadMapping[controller].axis[CTL_SUB_X]);
PadState[controller].axis[CTL_SUB_Y] = SDL_JoystickGetAxis(PadState[controller].joy, PadMapping[controller].axis[CTL_SUB_Y]);
// Update the analog trigger axis values
#ifdef _WIN32
if (PadMapping[controller].triggertype == 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
if(PadMapping[controller].buttons[CTL_L_SHOULDER] >= 1000) PadState[controller].axis[CTL_L_SHOULDER] = SDL_JoystickGetAxis(PadState[controller].joy, PadMapping[controller].buttons[CTL_L_SHOULDER] - 1000); else PadState[controller].axis[CTL_L_SHOULDER] = 0;
if(PadMapping[controller].buttons[CTL_R_SHOULDER] >= 1000) PadState[controller].axis[CTL_R_SHOULDER] = SDL_JoystickGetAxis(PadState[controller].joy, PadMapping[controller].buttons[CTL_R_SHOULDER] - 1000); else PadState[controller].axis[CTL_R_SHOULDER] = 0;
#ifdef _WIN32
}
else
{
PadState[controller].axis[CTL_L_SHOULDER] = XInput::GetXI(0, PadMapping[controller].buttons[CTL_L_SHOULDER] - 1000);
PadState[controller].axis[CTL_R_SHOULDER] = XInput::GetXI(0, PadMapping[controller].buttons[CTL_R_SHOULDER] - 1000);
}
#endif
// Update button states to on or off
ReadButton(controller, CTL_L_SHOULDER);
ReadButton(controller, CTL_R_SHOULDER);
ReadButton(controller, CTL_A_BUTTON);
ReadButton(controller, CTL_B_BUTTON);
ReadButton(controller, CTL_X_BUTTON);
ReadButton(controller, CTL_Y_BUTTON);
ReadButton(controller, CTL_Z_TRIGGER);
ReadButton(controller, CTL_START);
//
if (PadMapping[controller].halfpress < joyinfo[controller].NumButtons)
PadState[controller].halfpress = SDL_JoystickGetButton(PadState[controller].joy, PadMapping[controller].halfpress);
// Check if we have an analog or digital joypad
if (PadMapping[controller].controllertype == CTL_DPAD_HAT)
{
PadState[controller].dpad = SDL_JoystickGetHat(PadState[controller].joy, PadMapping[controller].dpad);
}
else
{
/* Only do this if the assigned button is in range (to allow for the current way of saving keyboard
keys in the same array) */
if(PadMapping[controller].dpad2[CTL_D_PAD_UP] <= Buttons)
PadState[controller].dpad2[CTL_D_PAD_UP] = SDL_JoystickGetButton(PadState[controller].joy, PadMapping[controller].dpad2[CTL_D_PAD_UP]);
if(PadMapping[controller].dpad2[CTL_D_PAD_DOWN] <= Buttons)
PadState[controller].dpad2[CTL_D_PAD_DOWN] = SDL_JoystickGetButton(PadState[controller].joy, PadMapping[controller].dpad2[CTL_D_PAD_DOWN]);
if(PadMapping[controller].dpad2[CTL_D_PAD_LEFT] <= Buttons)
PadState[controller].dpad2[CTL_D_PAD_LEFT] = SDL_JoystickGetButton(PadState[controller].joy, PadMapping[controller].dpad2[CTL_D_PAD_LEFT]);
if(PadMapping[controller].dpad2[CTL_D_PAD_RIGHT] <= Buttons)
PadState[controller].dpad2[CTL_D_PAD_RIGHT] = SDL_JoystickGetButton(PadState[controller].joy, PadMapping[controller].dpad2[CTL_D_PAD_RIGHT]);
}
/* Debugging
Console::ClearScreen();
Console::Print(
"Controller and handle: %i %i\n"
"Triggers:%i %i %i %i %i | HalfPress: %i Mapping: %i\n",
controller, (int)PadState[controller].joy,
PadMapping[controller].triggertype,
PadMapping[controller].buttons[CTL_L_SHOULDER], PadMapping[controller].buttons[CTL_R_SHOULDER],
PadState[controller].axis[CTL_L_SHOULDER], PadState[controller].axis[CTL_R_SHOULDER],
PadState[controller].halfpress, PadMapping[controller].halfpress
); */
}
//////////////////////////////////////////////////////////////////////////////////////////