Make reset and power cycle bindable to game pad.
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c85cd6cb03
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272f7bb4e0
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@ -348,6 +348,8 @@ GamePadConfDialog_t::GamePadConfDialog_t(QWidget *parent)
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connect(button[7], SIGNAL(clicked()), this, SLOT(changeButton7(void)));
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connect(button[7], SIGNAL(clicked()), this, SLOT(changeButton7(void)));
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connect(button[8], SIGNAL(clicked()), this, SLOT(changeButton8(void)));
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connect(button[8], SIGNAL(clicked()), this, SLOT(changeButton8(void)));
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connect(button[9], SIGNAL(clicked()), this, SLOT(changeButton9(void)));
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connect(button[9], SIGNAL(clicked()), this, SLOT(changeButton9(void)));
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connect(button[10], SIGNAL(clicked()), this, SLOT(changeButton10(void)));
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connect(button[11], SIGNAL(clicked()), this, SLOT(changeButton11(void)));
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connect(clearButton[0], SIGNAL(clicked()), this, SLOT(clearButton0(void)));
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connect(clearButton[0], SIGNAL(clicked()), this, SLOT(clearButton0(void)));
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connect(clearButton[1], SIGNAL(clicked()), this, SLOT(clearButton1(void)));
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connect(clearButton[1], SIGNAL(clicked()), this, SLOT(clearButton1(void)));
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@ -359,6 +361,8 @@ GamePadConfDialog_t::GamePadConfDialog_t(QWidget *parent)
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connect(clearButton[7], SIGNAL(clicked()), this, SLOT(clearButton7(void)));
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connect(clearButton[7], SIGNAL(clicked()), this, SLOT(clearButton7(void)));
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connect(clearButton[8], SIGNAL(clicked()), this, SLOT(clearButton8(void)));
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connect(clearButton[8], SIGNAL(clicked()), this, SLOT(clearButton8(void)));
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connect(clearButton[9], SIGNAL(clicked()), this, SLOT(clearButton9(void)));
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connect(clearButton[9], SIGNAL(clicked()), this, SLOT(clearButton9(void)));
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connect(clearButton[10], SIGNAL(clicked()), this, SLOT(clearButton10(void)));
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connect(clearButton[11], SIGNAL(clicked()), this, SLOT(clearButton11(void)));
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connect(newProfileButton, SIGNAL(clicked()), this, SLOT(newProfileCallback(void)));
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connect(newProfileButton, SIGNAL(clicked()), this, SLOT(newProfileCallback(void)));
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connect(applyProfileButton, SIGNAL(clicked()), this, SLOT(loadProfileCallback(void)));
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connect(applyProfileButton, SIGNAL(clicked()), this, SLOT(loadProfileCallback(void)));
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@ -933,6 +937,16 @@ void GamePadConfDialog_t::changeButton9(void)
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changeButton(portNum, 9);
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changeButton(portNum, 9);
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}
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}
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//----------------------------------------------------
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//----------------------------------------------------
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void GamePadConfDialog_t::changeButton10(void)
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{
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changeButton(portNum, 10);
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}
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//----------------------------------------------------
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void GamePadConfDialog_t::changeButton11(void)
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{
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changeButton(portNum, 11);
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}
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//----------------------------------------------------
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void GamePadConfDialog_t::clearButton0(void)
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void GamePadConfDialog_t::clearButton0(void)
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{
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{
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clearButton(portNum, 0);
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clearButton(portNum, 0);
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@ -983,6 +997,16 @@ void GamePadConfDialog_t::clearButton9(void)
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clearButton(portNum, 9);
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clearButton(portNum, 9);
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}
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}
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//----------------------------------------------------
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//----------------------------------------------------
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void GamePadConfDialog_t::clearButton10(void)
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{
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clearButton(portNum, 10);
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}
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//----------------------------------------------------
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void GamePadConfDialog_t::clearButton11(void)
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{
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clearButton(portNum, 11);
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}
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//----------------------------------------------------
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void GamePadConfDialog_t::clearAllCallback(void)
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void GamePadConfDialog_t::clearAllCallback(void)
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{
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{
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for (int i = 0; i < GAMEPAD_NUM_BUTTONS; i++)
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for (int i = 0; i < GAMEPAD_NUM_BUTTONS; i++)
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@ -219,6 +219,8 @@ private slots:
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void changeButton7(void);
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void changeButton7(void);
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void changeButton8(void);
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void changeButton8(void);
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void changeButton9(void);
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void changeButton9(void);
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void changeButton10(void);
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void changeButton11(void);
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void clearButton0(void);
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void clearButton0(void);
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void clearButton1(void);
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void clearButton1(void);
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void clearButton2(void);
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void clearButton2(void);
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@ -229,6 +231,8 @@ private slots:
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void clearButton7(void);
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void clearButton7(void);
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void clearButton8(void);
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void clearButton8(void);
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void clearButton9(void);
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void clearButton9(void);
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void clearButton10(void);
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void clearButton11(void);
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void clearAllCallback(void);
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void clearAllCallback(void);
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void ena4score(int state);
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void ena4score(int state);
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void oppDirEna(int state);
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void oppDirEna(int state);
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@ -1476,6 +1476,18 @@ UpdateGamepad(void)
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}
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}
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}
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}
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}
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}
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if (DTestButton(&GamePad[wg].bmap[10])) {
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// reset
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fceuWrapperLock();
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fceuWrapperSoftReset();
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fceuWrapperUnLock();
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}
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if (DTestButton(&GamePad[wg].bmap[11])) {
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// power cycle
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fceuWrapperLock();
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fceuWrapperHardReset();
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fceuWrapperUnLock();
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}
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}
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}
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// for(x=0;x<32;x+=8) /* Now, test to see if anything weird(up+down at same time)
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// for(x=0;x<32;x+=8) /* Now, test to see if anything weird(up+down at same time)
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@ -2763,15 +2775,15 @@ void UpdateInput(Config *config)
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// Definitions from main.h:
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// Definitions from main.h:
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// GamePad defaults
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// GamePad defaults
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const char *GamePadNames[GAMEPAD_NUM_BUTTONS] = {"A", "B", "Select", "Start",
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const char *GamePadNames[GAMEPAD_NUM_BUTTONS] = {"A", "B", "Select", "Start",
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"Up", "Down", "Left", "Right", "TurboA", "TurboB"};
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"Up", "Down", "Left", "Right", "TurboA", "TurboB", "Reset", "PowerCycle"};
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const char *DefaultGamePadDevice[GAMEPAD_NUM_DEVICES] =
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const char *DefaultGamePadDevice[GAMEPAD_NUM_DEVICES] =
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{"Keyboard", "None", "None", "None"};
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{"Keyboard", "None", "None", "None"};
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const int DefaultGamePad[GAMEPAD_NUM_DEVICES][GAMEPAD_NUM_BUTTONS] =
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const int DefaultGamePad[GAMEPAD_NUM_DEVICES][GAMEPAD_NUM_BUTTONS] =
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{{SDLK_f, SDLK_d, SDLK_s, SDLK_RETURN,
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{{SDLK_f, SDLK_d, SDLK_s, SDLK_RETURN,
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SDLK_UP, SDLK_DOWN, SDLK_LEFT, SDLK_RIGHT, -1, -1},
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SDLK_UP, SDLK_DOWN, SDLK_LEFT, SDLK_RIGHT, -1, -1, -1, -1},
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{-1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
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{-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
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{-1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
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{-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
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{-1, -1, -1, -1, -1, -1, -1, -1, -1, -1}};
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{-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1}};
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// PowerPad defaults
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// PowerPad defaults
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const char *PowerPadNames[POWERPAD_NUM_BUTTONS] =
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const char *PowerPadNames[POWERPAD_NUM_BUTTONS] =
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@ -49,7 +49,7 @@ int CLImain(int argc, char *argv[]);
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// GamePad defaults
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// GamePad defaults
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#define GAMEPAD_NUM_DEVICES 4
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#define GAMEPAD_NUM_DEVICES 4
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#define GAMEPAD_NUM_BUTTONS 10
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#define GAMEPAD_NUM_BUTTONS 12
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extern const char *GamePadNames[GAMEPAD_NUM_BUTTONS];
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extern const char *GamePadNames[GAMEPAD_NUM_BUTTONS];
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extern const char *DefaultGamePadDevice[GAMEPAD_NUM_DEVICES];
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extern const char *DefaultGamePadDevice[GAMEPAD_NUM_DEVICES];
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extern const int DefaultGamePad[GAMEPAD_NUM_DEVICES][GAMEPAD_NUM_BUTTONS];
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extern const int DefaultGamePad[GAMEPAD_NUM_DEVICES][GAMEPAD_NUM_BUTTONS];
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@ -46,7 +46,7 @@ static const char *buttonNames[GAMEPAD_NUM_BUTTONS] =
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{
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{
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"a", "b", "back", "start",
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"a", "b", "back", "start",
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"dpup", "dpdown", "dpleft", "dpright",
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"dpup", "dpdown", "dpleft", "dpright",
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"turboA", "turboB"};
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"turboA", "turboB", "reset", "powerCycle"};
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//********************************************************************************
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//********************************************************************************
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// Joystick Device
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// Joystick Device
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