pcsx2/plugins/xpad/xpad.h

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/*
* Copyright (C) 2007 Gabest
* http://www.gabest.org
*
* 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; either version 2, or (at your option)
* any later version.
*
* 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 for more details.
*
* You should have received a copy of the GNU General Public License
* along with GNU Make; see the file COPYING. If not, write to
* the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA.
* http://www.gnu.org/copyleft/gpl.html
*
*/
#pragma once
#ifndef __AFXWIN_H__
#error include 'stdafx.h' before including this file for PCH
#endif
class xpadApp : public CWinApp
{
public:
xpadApp();
public:
virtual BOOL InitInstance();
DECLARE_MESSAGE_MAP()
};
// ps1
#define PSE_LT_PAD 8
// MOUSE SCPH-1030
#define PSE_PAD_TYPE_MOUSE 1
// NEGCON - 16 button analog controller SLPH-00001
#define PSE_PAD_TYPE_NEGCON 2
// GUN CONTROLLER - gun controller SLPH-00014 from Konami
#define PSE_PAD_TYPE_GUN 3
// STANDARD PAD SCPH-1080, SCPH-1150
#define PSE_PAD_TYPE_STANDARD 4
// ANALOG JOYSTICK SCPH-1110
#define PSE_PAD_TYPE_ANALOGJOY 5
// GUNCON - gun controller SLPH-00034 from Namco
#define PSE_PAD_TYPE_GUNCON 6
// ANALOG CONTROLLER SCPH-1150
#define PSE_PAD_TYPE_ANALOGPAD 7
struct PadDataS
{
// controler type - fill it withe predefined values above
BYTE type;
// status of buttons - every controller fills this field
WORD status;
// for analog pad fill those next 4 bytes
// values are analog in range 0-255 where 128 is center position
BYTE rightJoyX, rightJoyY, leftJoyX, leftJoyY;
// for mouse fill those next 2 bytes
// values are in range -128 - 127
BYTE moveX, moveY;
BYTE reserved[91];
} ;
// ps2
#define PS2E_LT_PAD 0x02
#define PS2E_PAD_VERSION 0x0002
struct KeyEvent
{
UINT32 key;
UINT32 event;
};
#define KEYPRESS 1
#define KEYRELEASE 2
//
class CCritSec
{
CCritSec(const CCritSec &refCritSec);
CCritSec &operator=(const CCritSec &refCritSec);
CRITICAL_SECTION m_CritSec;
public:
CCritSec() {InitializeCriticalSection(&m_CritSec);};
~CCritSec() {DeleteCriticalSection(&m_CritSec);};
void Lock() {EnterCriticalSection(&m_CritSec);};
void Unlock() {LeaveCriticalSection(&m_CritSec);};
};
class CAutoLock
{
CAutoLock(const CAutoLock &refAutoLock);
CAutoLock &operator=(const CAutoLock &refAutoLock);
protected:
CCritSec * m_pLock;
public:
CAutoLock(CCritSec * plock) {m_pLock = plock; m_pLock->Lock();};
~CAutoLock() {m_pLock->Unlock();};
};