vs/recording: Remove the committed header files, generate them at build-time

recording: General cleanup, remove obvious code duplication

recording: Improved function arg names in VirtualPad


format: Clang-format all new files
This commit is contained in:
Tyler Wilding 2020-09-19 20:18:34 -04:00 committed by refractionpcsx2
parent 8a968a0c11
commit 4519e32586
37 changed files with 812 additions and 713 deletions

View File

@ -364,7 +364,7 @@ set(pcsx2GuiHeaders
)
# Warning: the declaration of the .h are mandatory in case of resources files. It will ensure the creation
# from the bin2cpp tools at the good moment (ie .h must be created before the pcsx2 compilation)
# from the bin2cpp tools at right good moment (ie .h must be created before the pcsx2 compilation)
# Gui resources headers
set(res_bin "${CMAKE_BINARY_DIR}/pcsx2/gui/Resources")
set(res_src "${CMAKE_SOURCE_DIR}/pcsx2/gui/Resources")
@ -502,7 +502,7 @@ set(pcsx2RecordingHeaders
)
# Warning: the declaration of the .h are mandatory in case of resources files. It will ensure the creation
# from the bin2cpp tools at the good moment (ie .h must be created before the pcsx2 compilation)
# from the bin2cpp tools at the right moment (ie .h must be created before the pcsx2 compilation)
# Recording - VirtualPad resources headers
set(res_rec_vp_bin "${CMAKE_BINARY_DIR}/pcsx2/Recording/VirtualPad/img")
set(res_rec_vp_src "${CMAKE_SOURCE_DIR}/pcsx2/Recording/VirtualPad/img")

View File

@ -51,6 +51,8 @@ void SaveStateBase::InputRecordingFreeze()
#endif
}
#ifndef DISABLE_RECORDING
InputRecording g_InputRecording;
InputRecording::InputRecording()
@ -60,7 +62,7 @@ InputRecording::InputRecording()
padData[CONTROLLER_PORT_TWO] = new PadData();
}
void InputRecording::SetVirtualPadPtr(VirtualPad *ptr, int const port)
void InputRecording::setVirtualPadPtr(VirtualPad *ptr, int const port)
{
virtualPads[port] = ptr;
}
@ -85,25 +87,11 @@ void InputRecording::ControllerInterrupt(u8 &data, u8 &port, u16 &bufCount, u8 b
{
// TODO - Multi-Tap Support
/*
This appears to try to ensure that we are only paying attention
to the frames that matter, the ones that are reading from
the controller.
See - Lilypad.cpp::PADpoll - https://github.com/PCSX2/pcsx2/blob/v1.5.0-dev/plugins/LilyPad/LilyPad.cpp#L1193
0x42 is the magic number for the default read query
*/
if (bufCount == 1)
fInterruptFrame = data == 0x42;
fInterruptFrame = data == READ_DATA_AND_VIBRATE_FIRST_BYTE;
else if (bufCount == 2)
{
/*
See - LilyPad.cpp::PADpoll - https://github.com/PCSX2/pcsx2/blob/v1.5.0-dev/plugins/LilyPad/LilyPad.cpp#L1194
0x5A is always the second byte in the buffer
when the normal READ_DATA_AND_VIBRRATE (0x42)
query is executed, this looks like a sanity check
*/
if (buf[bufCount] != 0x5A)
if (buf[bufCount] != READ_DATA_AND_VIBRATE_SECOND_BYTE)
fInterruptFrame = false;
}
// We do not want to record or save the first two bytes in the data returned from the PAD plugin
@ -112,17 +100,7 @@ void InputRecording::ControllerInterrupt(u8 &data, u8 &port, u16 &bufCount, u8 b
u8 &bufVal = buf[bufCount];
const u16 bufIndex = bufCount - 3;
// Read or Write
if (state == InputRecordingMode::Recording)
{
if (incrementUndo)
{
inputRecordingData.IncrementUndoCount();
incrementUndo = false;
}
inputRecordingData.WriteKeyBuffer(frameCounter, port, bufIndex, buf[bufCount]);
}
else if (state == InputRecordingMode::Replaying)
if (state == InputRecordingMode::Replaying)
{
u8 tmp = 0;
if (inputRecordingData.ReadKeyBuffer(tmp, frameCounter, port, bufIndex))
@ -137,40 +115,43 @@ void InputRecording::ControllerInterrupt(u8 &data, u8 &port, u16 &bufCount, u8 b
}
}
}
return;
}
// Update controller data state for future VirtualPad / logging usage.
padData[port]->UpdateControllerData(bufIndex, bufVal);
// Update controller data state for future VirtualPad / logging usage.
padData[port]->UpdateControllerData(bufIndex, bufVal);
if (virtualPads[port] && virtualPads[port]->IsShown())
{
// If the VirtualPad updated the PadData, we have to update the buffer
// before committing it to the recording / sending it to the game
// - Do not do this if we are in replay mode!
if (virtualPads[port]->UpdateControllerData(bufIndex, padData[port]) && state != INPUT_RECORDING_MODE_REPLAY)
if (virtualPads[port] && virtualPads[port]->IsShown())
{
bufVal = padData[port]->PollControllerData(bufIndex);
// If the VirtualPad updated the PadData, we have to update the buffer
// before committing it to the recording / sending it to the game
// - Do not do this if we are in replay mode!
if (virtualPads[port]->UpdateControllerData(bufIndex, padData[port]) && state != InputRecordingMode::Replaying)
{
bufVal = padData[port]->PollControllerData(bufIndex);
}
}
}
// If we have reached the end of the pad data, log it out
if (bufIndex == PadData::END_INDEX_CONTROLLER_BUFFER) {
padData[port]->LogPadData(port);
// As well as re-render the virtual pad UI, if applicable
// - Don't render if it's minimized
if (virtualPads[port] && virtualPads[port]->IsShown() && !virtualPads[port]->IsIconized())
// If we have reached the end of the pad data, log it out
if (bufIndex == PadData::END_INDEX_CONTROLLER_BUFFER) {
padData[port]->LogPadData(port);
// As well as re-render the virtual pad UI, if applicable
// - Don't render if it's minimized
if (virtualPads[port] && virtualPads[port]->IsShown() && !virtualPads[port]->IsIconized())
{
virtualPads[port]->Redraw();
}
}
// Finally, commit the byte to the movie file if we are recording
if (state == InputRecordingMode::Recording)
{
virtualPads[port]->Redraw();
if (incrementUndo)
{
inputRecordingData.IncrementUndoCount();
incrementUndo = false;
}
inputRecordingData.WriteKeyBuffer(frameCounter, port, bufIndex, bufVal);
}
}
// Finally, commit the byte to the movie file if we are recording
if (state == INPUT_RECORDING_MODE_RECORD)
{
InputRecordingData.UpdateFrameMax(g_FrameCount);
InputRecordingData.WriteKeyBuf(g_FrameCount, port, bufIndex, bufVal);
}
}
s32 InputRecording::GetFrameCounter()
@ -396,3 +377,5 @@ wxString InputRecording::resolveGameName()
}
return !gameName.IsEmpty() ? gameName : Path::GetFilename(g_Conf->CurrentIso);
}
#endif

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@ -15,6 +15,8 @@
#pragma once
#ifndef DISABLE_RECORDING
#include "Recording/InputRecordingFile.h"
@ -86,7 +88,7 @@ public:
// Stop the active input recording
void Stop();
void SetVirtualPadPtr(VirtualPad *ptr, int const port);
void setVirtualPadPtr(VirtualPad *ptr, int const port);
private:
enum class InputRecordingMode
@ -96,6 +98,16 @@ private:
Replaying,
};
static const int CONTROLLER_PORT_ONE = 0;
static const int CONTROLLER_PORT_TWO = 1;
// 0x42 is the magic number to indicate the default controller read query
// See - Lilypad.cpp::PADpoll - https://github.com/PCSX2/pcsx2/blob/v1.5.0-dev/plugins/LilyPad/LilyPad.cpp#L1193
static const u8 READ_DATA_AND_VIBRATE_FIRST_BYTE = 0x42;
// 0x5A is always the second byte in the buffer when the normal READ_DATA_AND_VIBRATE (0x42) query is executed.
// See - LilyPad.cpp::PADpoll - https://github.com/PCSX2/pcsx2/blob/v1.5.0-dev/plugins/LilyPad/LilyPad.cpp#L1194
static const u8 READ_DATA_AND_VIBRATE_SECOND_BYTE = 0x5A;
// DEPRECATED: Slated for removal
bool fInterruptFrame = false;
InputRecordingFile inputRecordingData;
@ -117,3 +129,5 @@ private:
};
extern InputRecording g_InputRecording;
#endif

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@ -15,6 +15,8 @@
#include "PrecompiledHeader.h"
#ifndef DISABLE_RECORDING
#include "App.h"
#include "Counters.h"
#include "DebugTools/Debug.h"
@ -25,11 +27,8 @@
#include "InputRecordingControls.h"
#ifndef DISABLE_RECORDING
InputRecordingControls g_InputRecordingControls;
void InputRecordingControls::HandleFrameAdvanceAndPausing()
{
// This function can be called multiple times per frame via Counters::rcntUpdate_vSync,

View File

@ -16,6 +16,7 @@
#pragma once
#ifndef DISABLE_RECORDING
class InputRecordingControls
{
public:
@ -82,4 +83,5 @@ private:
};
extern InputRecordingControls g_InputRecordingControls;
#endif

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@ -15,14 +15,14 @@
#include "PrecompiledHeader.h"
#ifndef DISABLE_RECORDING
#include "DebugTools/Debug.h"
#include "MainFrame.h"
#include "MemoryTypes.h"
#include "Recording/InputRecordingFile.h"
#ifndef DISABLE_RECORDING
void InputRecordingFileHeader::Init()
{
memset(author, 0, ArraySize(author));

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@ -15,6 +15,8 @@
#pragma once
#ifndef DISABLE_RECORDING
#include "System.h"
#include "PadData.h"
@ -22,7 +24,6 @@
// NOTE / TODOs for Version 2
// - Move fromSavestate, undoCount, and total frames into the header
#ifndef DISABLE_RECORDING
struct InputRecordingFileHeader
{
u8 version = 1;
@ -109,4 +110,5 @@ private:
bool open(const wxString path, bool newRecording);
bool verifyRecordingFileHeader();
};
#endif

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@ -21,79 +21,79 @@
#include "Recording/PadData.h"
void PadData::UpdateControllerData(u16 bufIndex, u8 const &bufVal)
void PadData::UpdateControllerData(u16 bufIndex, u8 const& bufVal)
{
const BufferIndex index = static_cast<BufferIndex>(bufIndex);
switch (index)
{
case BufferIndex::PressedFlagsGroupOne:
leftPressed = IsButtonPressed(LEFT, bufVal);
downPressed = IsButtonPressed(DOWN, bufVal);
rightPressed = IsButtonPressed(RIGHT, bufVal);
upPressed = IsButtonPressed(UP, bufVal);
start = IsButtonPressed(START, bufVal);
r3 = IsButtonPressed(R3, bufVal);
l3 = IsButtonPressed(L3, bufVal);
select = IsButtonPressed(SELECT, bufVal);
break;
case BufferIndex::PressedFlagsGroupTwo:
squarePressed = IsButtonPressed(SQUARE, bufVal);
crossPressed = IsButtonPressed(CROSS, bufVal);
circlePressed = IsButtonPressed(CIRCLE, bufVal);
trianglePressed = IsButtonPressed(TRIANGLE, bufVal);
r1Pressed = IsButtonPressed(R1, bufVal);
l1Pressed = IsButtonPressed(L1, bufVal);
r2Pressed = IsButtonPressed(R2, bufVal);
l2Pressed = IsButtonPressed(L2, bufVal);
break;
case BufferIndex::RightAnalogXVector:
rightAnalogX = bufVal;
break;
case BufferIndex::RightAnalogYVector:
rightAnalogY = bufVal;
break;
case BufferIndex::LeftAnalogXVector:
leftAnalogX = bufVal;
break;
case BufferIndex::LeftAnalogYVector:
leftAnalogY = bufVal;
break;
case BufferIndex::RightPressure:
rightPressure = bufVal;
break;
case BufferIndex::LeftPressure:
leftPressure = bufVal;
break;
case BufferIndex::UpPressure:
upPressure = bufVal;
break;
case BufferIndex::DownPressure:
downPressure = bufVal;
break;
case BufferIndex::TrianglePressure:
trianglePressure = bufVal;
break;
case BufferIndex::CirclePressure:
circlePressure = bufVal;
break;
case BufferIndex::CrossPressure:
crossPressure = bufVal;
break;
case BufferIndex::SquarePressure:
squarePressure = bufVal;
break;
case BufferIndex::L1Pressure:
l1Pressure = bufVal;
break;
case BufferIndex::R1Pressure:
r1Pressure = bufVal;
break;
case BufferIndex::L2Pressure:
l2Pressure = bufVal;
break;
case BufferIndex::R2Pressure:
r2Pressure = bufVal;
break;
case BufferIndex::PressedFlagsGroupOne:
leftPressed = IsButtonPressed(LEFT, bufVal);
downPressed = IsButtonPressed(DOWN, bufVal);
rightPressed = IsButtonPressed(RIGHT, bufVal);
upPressed = IsButtonPressed(UP, bufVal);
start = IsButtonPressed(START, bufVal);
r3 = IsButtonPressed(R3, bufVal);
l3 = IsButtonPressed(L3, bufVal);
select = IsButtonPressed(SELECT, bufVal);
break;
case BufferIndex::PressedFlagsGroupTwo:
squarePressed = IsButtonPressed(SQUARE, bufVal);
crossPressed = IsButtonPressed(CROSS, bufVal);
circlePressed = IsButtonPressed(CIRCLE, bufVal);
trianglePressed = IsButtonPressed(TRIANGLE, bufVal);
r1Pressed = IsButtonPressed(R1, bufVal);
l1Pressed = IsButtonPressed(L1, bufVal);
r2Pressed = IsButtonPressed(R2, bufVal);
l2Pressed = IsButtonPressed(L2, bufVal);
break;
case BufferIndex::RightAnalogXVector:
rightAnalogX = bufVal;
break;
case BufferIndex::RightAnalogYVector:
rightAnalogY = bufVal;
break;
case BufferIndex::LeftAnalogXVector:
leftAnalogX = bufVal;
break;
case BufferIndex::LeftAnalogYVector:
leftAnalogY = bufVal;
break;
case BufferIndex::RightPressure:
rightPressure = bufVal;
break;
case BufferIndex::LeftPressure:
leftPressure = bufVal;
break;
case BufferIndex::UpPressure:
upPressure = bufVal;
break;
case BufferIndex::DownPressure:
downPressure = bufVal;
break;
case BufferIndex::TrianglePressure:
trianglePressure = bufVal;
break;
case BufferIndex::CirclePressure:
circlePressure = bufVal;
break;
case BufferIndex::CrossPressure:
crossPressure = bufVal;
break;
case BufferIndex::SquarePressure:
squarePressure = bufVal;
break;
case BufferIndex::L1Pressure:
l1Pressure = bufVal;
break;
case BufferIndex::R1Pressure:
r1Pressure = bufVal;
break;
case BufferIndex::L2Pressure:
l2Pressure = bufVal;
break;
case BufferIndex::R2Pressure:
r2Pressure = bufVal;
break;
}
}
@ -103,68 +103,68 @@ u8 PadData::PollControllerData(u16 bufIndex)
BufferIndex index = static_cast<BufferIndex>(bufIndex);
switch (index)
{
case BufferIndex::PressedFlagsGroupOne:
// Construct byte by combining flags if the buttons are pressed
byte |= BitmaskOrZero(leftPressed, LEFT);
byte |= BitmaskOrZero(downPressed, DOWN);
byte |= BitmaskOrZero(rightPressed, RIGHT);
byte |= BitmaskOrZero(upPressed, UP);
byte |= BitmaskOrZero(start, START);
byte |= BitmaskOrZero(r3, R3);
byte |= BitmaskOrZero(l3, L3);
byte |= BitmaskOrZero(select, SELECT);
// We flip the bits because as mentioned below, 0 = pressed
return ~byte;
case BufferIndex::PressedFlagsGroupTwo:
// Construct byte by combining flags if the buttons are pressed
byte |= BitmaskOrZero(squarePressed, SQUARE);
byte |= BitmaskOrZero(crossPressed, CROSS);
byte |= BitmaskOrZero(circlePressed, CIRCLE);
byte |= BitmaskOrZero(trianglePressed, TRIANGLE);
byte |= BitmaskOrZero(r1Pressed, R1);
byte |= BitmaskOrZero(l1Pressed, L1);
byte |= BitmaskOrZero(r2Pressed, R2);
byte |= BitmaskOrZero(l2Pressed, L2);
// We flip the bits because as mentioned below, 0 = pressed
return ~byte;
case BufferIndex::RightAnalogXVector:
return rightAnalogX;
case BufferIndex::RightAnalogYVector:
return rightAnalogY;
case BufferIndex::LeftAnalogXVector:
return leftAnalogX;
case BufferIndex::LeftAnalogYVector:
return leftAnalogY;
case BufferIndex::RightPressure:
return rightPressure;
case BufferIndex::LeftPressure:
return leftPressure;
case BufferIndex::UpPressure:
return upPressure;
case BufferIndex::DownPressure:
return downPressure;
case BufferIndex::TrianglePressure:
return trianglePressure;
case BufferIndex::CirclePressure:
return circlePressure;
case BufferIndex::CrossPressure:
return crossPressure;
case BufferIndex::SquarePressure:
return squarePressure;
case BufferIndex::L1Pressure:
return l1Pressure;
case BufferIndex::R1Pressure:
return r1Pressure;
case BufferIndex::L2Pressure:
return l2Pressure;
case BufferIndex::R2Pressure:
return r2Pressure;
default:
return 0;
case BufferIndex::PressedFlagsGroupOne:
// Construct byte by combining flags if the buttons are pressed
byte |= BitmaskOrZero(leftPressed, LEFT);
byte |= BitmaskOrZero(downPressed, DOWN);
byte |= BitmaskOrZero(rightPressed, RIGHT);
byte |= BitmaskOrZero(upPressed, UP);
byte |= BitmaskOrZero(start, START);
byte |= BitmaskOrZero(r3, R3);
byte |= BitmaskOrZero(l3, L3);
byte |= BitmaskOrZero(select, SELECT);
// We flip the bits because as mentioned below, 0 = pressed
return ~byte;
case BufferIndex::PressedFlagsGroupTwo:
// Construct byte by combining flags if the buttons are pressed
byte |= BitmaskOrZero(squarePressed, SQUARE);
byte |= BitmaskOrZero(crossPressed, CROSS);
byte |= BitmaskOrZero(circlePressed, CIRCLE);
byte |= BitmaskOrZero(trianglePressed, TRIANGLE);
byte |= BitmaskOrZero(r1Pressed, R1);
byte |= BitmaskOrZero(l1Pressed, L1);
byte |= BitmaskOrZero(r2Pressed, R2);
byte |= BitmaskOrZero(l2Pressed, L2);
// We flip the bits because as mentioned below, 0 = pressed
return ~byte;
case BufferIndex::RightAnalogXVector:
return rightAnalogX;
case BufferIndex::RightAnalogYVector:
return rightAnalogY;
case BufferIndex::LeftAnalogXVector:
return leftAnalogX;
case BufferIndex::LeftAnalogYVector:
return leftAnalogY;
case BufferIndex::RightPressure:
return rightPressure;
case BufferIndex::LeftPressure:
return leftPressure;
case BufferIndex::UpPressure:
return upPressure;
case BufferIndex::DownPressure:
return downPressure;
case BufferIndex::TrianglePressure:
return trianglePressure;
case BufferIndex::CirclePressure:
return circlePressure;
case BufferIndex::CrossPressure:
return crossPressure;
case BufferIndex::SquarePressure:
return squarePressure;
case BufferIndex::L1Pressure:
return l1Pressure;
case BufferIndex::R1Pressure:
return r1Pressure;
case BufferIndex::L2Pressure:
return l2Pressure;
case BufferIndex::R2Pressure:
return r2Pressure;
default:
return 0;
}
}
bool PadData::IsButtonPressed(ButtonResolver buttonResolver, u8 const &bufVal)
bool PadData::IsButtonPressed(ButtonResolver buttonResolver, u8 const& bufVal)
{
// Rather than the flags being SET if the button is pressed, it is the opposite
// For example: 0111 1111 with `left` being the first bit indicates `left` is pressed.
@ -180,24 +180,29 @@ u8 PadData::BitmaskOrZero(bool pressed, ButtonResolver buttonInfo)
wxString PadData::RawPadBytesToString(int start, int end)
{
wxString str;
for (int i = start; i < end; i++) {
for (int i = start; i < end; i++)
{
str += wxString::Format("%d", PollControllerData(i));
if (i != end-1) {
if (i != end - 1)
{
str += ", ";
}
}
return str;
}
void PadData::LogPadData(u8 const &port) {
void PadData::LogPadData(u8 const& port)
{
wxString pressedBytes = RawPadBytesToString(0, 2);
wxString rightAnalogBytes = RawPadBytesToString(2, 4);
wxString leftAnalogBytes = RawPadBytesToString(4, 6);
wxString pressureBytes = RawPadBytesToString(6, 17);
wxString fullLog =
wxString::Format("[PAD %d] Raw Bytes: Pressed = [%s]\n", port + 1, pressedBytes) +
wxString::Format("[PAD %d] Raw Bytes: Right Analog = [%s]\n", port + 1, rightAnalogBytes) +
wxString::Format("[PAD %d] Raw Bytes: Left Analog = [%s]\n", port + 1, leftAnalogBytes) +
wxString::Format("[PAD %d] Raw Bytes: Pressure = [%s]\n", port + 1, pressureBytes);
wxString fullLog =
wxString::Format("[PAD %d] Raw Bytes: Pressed = [%s]\n", port + 1, pressedBytes) +
wxString::Format("[PAD %d] Raw Bytes: Right Analog = [%s]\n", port + 1, rightAnalogBytes) +
wxString::Format("[PAD %d] Raw Bytes: Left Analog = [%s]\n", port + 1, leftAnalogBytes) +
wxString::Format("[PAD %d] Raw Bytes: Pressure = [%s]\n", port + 1, pressureBytes);
controlLog(fullLog);
}
#endif

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@ -15,12 +15,14 @@
#pragma once
#ifndef DISABLE_RECORDING
class PadData
{
public:
/// Constants
static const u8 ANALOG_VECTOR_NEUTRAL = 127;
static const u16 END_INDEX_CONTROLLER_BUFFER = 17;
static const u8 ANALOG_VECTOR_NEUTRAL = 127;
static const u16 END_INDEX_CONTROLLER_BUFFER = 17;
enum class BufferIndex
{
@ -62,36 +64,36 @@ public:
/// NOTE - It shouldn't be possible to depress a button while also having no pressure
/// But for the sake of completeness, it should be tracked.
bool circlePressed = false;
bool crossPressed = false;
bool squarePressed = false;
bool trianglePressed = false;
bool downPressed = false;
bool leftPressed = false;
bool rightPressed = false;
bool upPressed = false;
bool l1Pressed = false;
bool l2Pressed = false;
bool r1Pressed = false;
bool r2Pressed = false;
bool crossPressed = false;
bool squarePressed = false;
bool trianglePressed = false;
bool downPressed = false;
bool leftPressed = false;
bool rightPressed = false;
bool upPressed = false;
bool l1Pressed = false;
bool l2Pressed = false;
bool r1Pressed = false;
bool r2Pressed = false;
/// Normal (un)pressed buttons
bool select = false;
bool start = false;
bool l3 = false;
bool r3 = false;
bool select = false;
bool start = false;
bool l3 = false;
bool r3 = false;
/// Analog Sticks - 0-255 (127 center)
u8 leftAnalogX = ANALOG_VECTOR_NEUTRAL;
u8 leftAnalogY = ANALOG_VECTOR_NEUTRAL;
u8 rightAnalogX = ANALOG_VECTOR_NEUTRAL;
u8 rightAnalogY = ANALOG_VECTOR_NEUTRAL;
u8 leftAnalogX = ANALOG_VECTOR_NEUTRAL;
u8 leftAnalogY = ANALOG_VECTOR_NEUTRAL;
u8 rightAnalogX = ANALOG_VECTOR_NEUTRAL;
u8 rightAnalogY = ANALOG_VECTOR_NEUTRAL;
// Given the input buffer and the current index, updates the correct field(s)
void UpdateControllerData(u16 bufIndex, u8 const &bufVal);
void UpdateControllerData(u16 bufIndex, u8 const& bufVal);
u8 PollControllerData(u16 bufIndex);
// Prints current PadData to the Controller Log filter which disabled by default
void LogPadData(u8 const &port);
void LogPadData(u8 const& port);
private:
struct ButtonResolver
@ -99,28 +101,29 @@ private:
u8 buttonBitmask;
};
const ButtonResolver LEFT = ButtonResolver{ 0b10000000 };
const ButtonResolver DOWN = ButtonResolver{ 0b01000000 };
const ButtonResolver RIGHT = ButtonResolver{ 0b00100000 };
const ButtonResolver UP = ButtonResolver{ 0b00010000 };
const ButtonResolver START = ButtonResolver{ 0b00001000 };
const ButtonResolver R3 = ButtonResolver{ 0b00000100 };
const ButtonResolver L3 = ButtonResolver{ 0b00000010 };
const ButtonResolver SELECT = ButtonResolver{ 0b00000001 };
const ButtonResolver LEFT = ButtonResolver{0b10000000};
const ButtonResolver DOWN = ButtonResolver{0b01000000};
const ButtonResolver RIGHT = ButtonResolver{0b00100000};
const ButtonResolver UP = ButtonResolver{0b00010000};
const ButtonResolver START = ButtonResolver{0b00001000};
const ButtonResolver R3 = ButtonResolver{0b00000100};
const ButtonResolver L3 = ButtonResolver{0b00000010};
const ButtonResolver SELECT = ButtonResolver{0b00000001};
const ButtonResolver SQUARE = ButtonResolver{ 0b10000000 };
const ButtonResolver CROSS = ButtonResolver{ 0b01000000 };
const ButtonResolver CIRCLE = ButtonResolver{ 0b00100000 };
const ButtonResolver TRIANGLE = ButtonResolver{ 0b00010000 };
const ButtonResolver R1 = ButtonResolver{ 0b00001000 };
const ButtonResolver L1 = ButtonResolver{ 0b00000100 };
const ButtonResolver R2 = ButtonResolver{ 0b00000010 };
const ButtonResolver L2 = ButtonResolver{ 0b00000001 };
const ButtonResolver SQUARE = ButtonResolver{0b10000000};
const ButtonResolver CROSS = ButtonResolver{0b01000000};
const ButtonResolver CIRCLE = ButtonResolver{0b00100000};
const ButtonResolver TRIANGLE = ButtonResolver{0b00010000};
const ButtonResolver R1 = ButtonResolver{0b00001000};
const ButtonResolver L1 = ButtonResolver{0b00000100};
const ButtonResolver R2 = ButtonResolver{0b00000010};
const ButtonResolver L2 = ButtonResolver{0b00000001};
// Checks and returns if button a is pressed or not
bool IsButtonPressed(ButtonResolver buttonResolver, u8 const &bufVal);
bool IsButtonPressed(ButtonResolver buttonResolver, u8 const& bufVal);
u8 BitmaskOrZero(bool pressed, ButtonResolver buttonInfo);
wxString RawPadBytesToString(int start, int end);
};
#endif

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@ -47,9 +47,8 @@
#include "Recording/VirtualPad/img/upPressed.h"
// TODO - Store position of frame in an (possibly the main) .ini file
VirtualPad::VirtualPad(wxWindow* parent, wxWindowID id, const wxString& title, int controllerPort, const wxPoint& pos, const wxSize& size, long style) :
wxFrame(parent, id, title, pos, size, wxDEFAULT_FRAME_STYLE)
VirtualPad::VirtualPad(wxWindow* parent, wxWindowID id, const wxString& title, int controllerPort, const wxPoint& pos, const wxSize& size, long style)
: wxFrame(parent, id, title, pos, size, wxDEFAULT_FRAME_STYLE)
{
// Images at 1.00 scale are designed to work well on HiDPI (4k) at 150% scaling (default recommended setting on windows)
// Therefore, on a 1080p monitor we halve the scaling, on 1440p we reduce it by 25%, which from some quick tests looks comparable
@ -57,15 +56,15 @@ VirtualPad::VirtualPad(wxWindow* parent, wxWindowID id, const wxString& title, i
// integer scaling) this is likely not reliable.
// Slight multi-monitor support, will use whatever window pcsx2 is opened with, but won't currently re-init if
// windows are dragged between differing monitors!
wxDisplay display(wxDisplay::GetFromWindow(this));
const wxRect screen = display.GetClientArea();
if (screen.height > 1080 && screen.height <= 1440) // 1440p display
{
scalingFactor = 0.75;
}
wxDisplay display(wxDisplay::GetFromWindow(this));
const wxRect screen = display.GetClientArea();
if (screen.height > 1080 && screen.height <= 1440) // 1440p display
{
scalingFactor = 0.75;
}
else if (screen.height <= 1080) // 1080p display
{
scalingFactor = 0.5;
scalingFactor = 0.5;
} // otherwise use default 1.0 scaling
virtualPadData = VirtualPadData();
@ -73,78 +72,80 @@ VirtualPad::VirtualPad(wxWindow* parent, wxWindowID id, const wxString& title, i
// Use the background image's size to define the window size
SetClientSize(virtualPadData.background.width, virtualPadData.background.height);
InitPressureButtonGuiElements(virtualPadData.cross, NewBitmap(EmbeddedImage<res_crossPressed>().Get(), wxPoint(968, 498)), this, wxPoint(1062, 660));
InitPressureButtonGuiElements(virtualPadData.circle, NewBitmap(EmbeddedImage<res_circlePressed>().Get(), wxPoint(1057, 413)), this, wxPoint(1062, 700));
InitPressureButtonGuiElements(virtualPadData.triangle, NewBitmap(EmbeddedImage<res_trianglePressed>().Get(), wxPoint(968, 325)), this, wxPoint(1062, 740));
InitPressureButtonGuiElements(virtualPadData.square, NewBitmap(EmbeddedImage<res_squarePressed>().Get(), wxPoint(879, 413)), this, wxPoint(1062, 780));
InitPressureButtonGuiElements(virtualPadData.down, NewBitmap(EmbeddedImage<res_downPressed>().Get(), wxPoint(191, 488)), this, wxPoint(199, 660), true);
InitPressureButtonGuiElements(virtualPadData.right, NewBitmap(EmbeddedImage<res_rightPressed>().Get(), wxPoint(255, 429)), this, wxPoint(199, 700), true);
InitPressureButtonGuiElements(virtualPadData.up, NewBitmap(EmbeddedImage<res_upPressed>().Get(), wxPoint(191, 354)), this, wxPoint(199, 740), true);
InitPressureButtonGuiElements(virtualPadData.left, NewBitmap(EmbeddedImage<res_leftPressed>().Get(), wxPoint(115, 429)), this, wxPoint(199, 780), true);
InitPressureButtonGuiElements(virtualPadData.l1, NewBitmap(EmbeddedImage<res_l1Pressed>().Get(), wxPoint(166, 8)), this, wxPoint(294, 20));
InitPressureButtonGuiElements(virtualPadData.l2, NewBitmap(EmbeddedImage<res_l2Pressed>().Get(), wxPoint(166, 81)), this, wxPoint(294, 100));
InitPressureButtonGuiElements(virtualPadData.r1, NewBitmap(EmbeddedImage<res_r1Pressed>().Get(), wxPoint(958, 7)), this, wxPoint(940, 20), true);
InitPressureButtonGuiElements(virtualPadData.r2, NewBitmap(EmbeddedImage<res_r2Pressed>().Get(), wxPoint(958, 81)), this, wxPoint(940, 100), true);
InitPressureButtonGuiElements(virtualPadData.cross, NewBitmap(EmbeddedImage<res_crossPressed>().Get(), wxPoint(938, 369)), this, wxPoint(1055, 525));
InitPressureButtonGuiElements(virtualPadData.circle, NewBitmap(EmbeddedImage<res_circlePressed>().Get(), wxPoint(1024, 286)), this, wxPoint(1055, 565));
InitPressureButtonGuiElements(virtualPadData.triangle, NewBitmap(EmbeddedImage<res_trianglePressed>().Get(), wxPoint(938, 201)), this, wxPoint(1055, 605));
InitPressureButtonGuiElements(virtualPadData.square, NewBitmap(EmbeddedImage<res_squarePressed>().Get(), wxPoint(852, 287)), this, wxPoint(1055, 645));
InitNormalButtonGuiElements(virtualPadData.select, NewBitmap(EmbeddedImage<res_selectPressed>().Get(), wxPoint(473, 441)), this, wxPoint(545, 448));
InitNormalButtonGuiElements(virtualPadData.start, NewBitmap(EmbeddedImage<res_startPressed>().Get(), wxPoint(710, 440)), this, wxPoint(675, 448));
InitNormalButtonGuiElements(virtualPadData.l3, NewBitmap(EmbeddedImage<res_r3Pressed>().Get(), wxPoint(347, 585)), this, wxPoint(440, 835));
InitNormalButtonGuiElements(virtualPadData.r3, NewBitmap(EmbeddedImage<res_l3Pressed>().Get(), wxPoint(750, 585)), this, wxPoint(844, 835));
InitPressureButtonGuiElements(virtualPadData.down, NewBitmap(EmbeddedImage<res_downPressed>().Get(), wxPoint(186, 359)), this, wxPoint(175, 525), true);
InitPressureButtonGuiElements(virtualPadData.right, NewBitmap(EmbeddedImage<res_rightPressed>().Get(), wxPoint(248, 302)), this, wxPoint(175, 565), true);
InitPressureButtonGuiElements(virtualPadData.up, NewBitmap(EmbeddedImage<res_upPressed>().Get(), wxPoint(186, 227)), this, wxPoint(175, 605), true);
InitPressureButtonGuiElements(virtualPadData.left, NewBitmap(EmbeddedImage<res_leftPressed>().Get(), wxPoint(110, 302)), this, wxPoint(175, 645), true);
InitAnalogStickGuiElements(virtualPadData.leftAnalog, this, wxPoint(418, 656), 105, wxPoint(326, 782), wxPoint(545, 568), false, wxPoint(522, 800), wxPoint(522, 760));
InitAnalogStickGuiElements(virtualPadData.rightAnalog, this, wxPoint(821, 656), 105, wxPoint(730, 782), wxPoint(672, 568), true, wxPoint(720, 800), wxPoint(720, 760), true);
InitPressureButtonGuiElements(virtualPadData.l1, NewBitmap(EmbeddedImage<res_l1Pressed>().Get(), wxPoint(156, 98)), this, wxPoint(170, 135));
InitPressureButtonGuiElements(virtualPadData.l2, NewBitmap(EmbeddedImage<res_l2Pressed>().Get(), wxPoint(156, 57)), this, wxPoint(170, 18));
InitPressureButtonGuiElements(virtualPadData.r1, NewBitmap(EmbeddedImage<res_r1Pressed>().Get(), wxPoint(921, 98)), this, wxPoint(1035, 135), true);
InitPressureButtonGuiElements(virtualPadData.r2, NewBitmap(EmbeddedImage<res_r2Pressed>().Get(), wxPoint(921, 57)), this, wxPoint(1035, 18), true);
ignoreRealControllerBox = new wxCheckBox(this, wxID_ANY, wxEmptyString, ScaledPoint(605, 256), wxDefaultSize);
Bind(wxEVT_CHECKBOX, &VirtualPad::OnIgnoreRealController, this, ignoreRealControllerBox->GetId());
InitNormalButtonGuiElements(virtualPadData.select, NewBitmap(EmbeddedImage<res_selectPressed>().Get(), wxPoint(457, 313)), this, wxPoint(530, 320));
InitNormalButtonGuiElements(virtualPadData.start, NewBitmap(EmbeddedImage<res_startPressed>().Get(), wxPoint(688, 311)), this, wxPoint(650, 320));
InitNormalButtonGuiElements(virtualPadData.l3, NewBitmap(EmbeddedImage<res_r3Pressed>().Get(), wxPoint(726, 453)), this, wxPoint(440, 835)); // TODO - text for L3 / R3
InitNormalButtonGuiElements(virtualPadData.r3, NewBitmap(EmbeddedImage<res_l3Pressed>().Get(), wxPoint(336, 453)), this, wxPoint(844, 835)); // TODO - text for L3 / R3
InitAnalogStickGuiElements(virtualPadData.leftAnalog, this, wxPoint(405, 522), 101, wxPoint(312, 642), wxPoint(525, 431), false, wxPoint(507, 662), wxPoint(507, 622));
InitAnalogStickGuiElements(virtualPadData.rightAnalog, this, wxPoint(795, 522), 101, wxPoint(703, 642), wxPoint(648, 431), true, wxPoint(695, 662), wxPoint(695, 622), true);
ignoreRealControllerBox = new wxCheckBox(this, wxID_ANY, wxEmptyString, ScaledPoint(575, 135), wxDefaultSize);
Bind(wxEVT_CHECKBOX, &VirtualPad::OnIgnoreRealController, this, ignoreRealControllerBox->GetId());
// Bind Window Events
Bind(wxEVT_ERASE_BACKGROUND, &VirtualPad::OnEraseBackground, this);
Bind(wxEVT_CLOSE_WINDOW, &VirtualPad::OnClose, this);
Bind(wxEVT_ICONIZE, &VirtualPad::OnIconize, this);
Bind(wxEVT_ERASE_BACKGROUND, &VirtualPad::OnEraseBackground, this);
Bind(wxEVT_CLOSE_WINDOW, &VirtualPad::OnClose, this);
Bind(wxEVT_ICONIZE, &VirtualPad::OnIconize, this);
// Temporary Paint event handler so the window displays properly before the controller-interrupt routine takes over with manual drawing.
// The reason for this is in order to minimize the performance impact, we need total control over when render is called
// Windows redraws the window _alot_ otherwise which leads to major performance problems (when GS is using the software renderer)
Bind(wxEVT_PAINT, &VirtualPad::OnPaint, this);
// DevCon.WriteLn("Paint Event Bound");
Bind(wxEVT_PAINT, &VirtualPad::OnPaint, this);
// DevCon.WriteLn("Paint Event Bound");
// Finalize layout
SetIcons(wxGetApp().GetIconBundle());
SetTitle(wxString::Format("Virtual Pad - Port %d", controllerPort + 1));
SetBackgroundColour(*wxWHITE);
SetBackgroundStyle(wxBG_STYLE_PAINT);
// This window does not allow for resizing for sake of simplicity: all images are scaled initially and stored, ready to be rendered
// This window does not allow for resizing for sake of simplicity: all images are scaled initially and stored, ready to be rendered
SetWindowStyle(style & ~wxRESIZE_BORDER);
SetDoubleBuffered(true);
}
void VirtualPad::OnClose(wxCloseEvent &event)
void VirtualPad::OnClose(wxCloseEvent& event)
{
// Re-bind the Paint event in case this is due to a game being opened/closed
manualRedrawMode = false;
Bind(wxEVT_PAINT, &VirtualPad::OnPaint, this);
// DevCon.WriteLn("Paint Event Bound");
manualRedrawMode = false;
Bind(wxEVT_PAINT, &VirtualPad::OnPaint, this);
// DevCon.WriteLn("Paint Event Bound");
Hide();
}
void VirtualPad::OnIconize(wxIconizeEvent &event)
void VirtualPad::OnIconize(wxIconizeEvent& event)
{
if (event.IsIconized())
if (event.IsIconized())
{
manualRedrawMode = false;
Bind(wxEVT_PAINT, &VirtualPad::OnPaint, this);
// DevCon.WriteLn("Paint Event Bound");
}
manualRedrawMode = false;
Bind(wxEVT_PAINT, &VirtualPad::OnPaint, this);
// DevCon.WriteLn("Paint Event Bound");
}
}
void VirtualPad::OnEraseBackground(wxEraseEvent &event)
void VirtualPad::OnEraseBackground(wxEraseEvent& event)
{
// Intentionally Empty
// See - https://wiki.wxwidgets.org/Flicker-Free_Drawing
}
void VirtualPad::OnPaint(wxPaintEvent &event)
void VirtualPad::OnPaint(wxPaintEvent& event)
{
// DevCon.WriteLn("Paint Event Called");
// DevCon.WriteLn("Paint Event Called");
wxPaintDC dc(this);
Render(dc);
}
@ -155,176 +156,150 @@ void VirtualPad::Redraw()
Render(dc);
}
void VirtualPad::Render(wxDC &dc)
void VirtualPad::Render(wxDC& dc)
{
// Update GUI Elements and figure out what needs to be rendered
virtualPadData.circle.UpdateGuiElement(renderQueue, clearScreenRequired);
virtualPadData.cross.UpdateGuiElement(renderQueue, clearScreenRequired);
virtualPadData.square.UpdateGuiElement(renderQueue, clearScreenRequired);
virtualPadData.triangle.UpdateGuiElement(renderQueue, clearScreenRequired);
virtualPadData.down.UpdateGuiElement(renderQueue, clearScreenRequired);
virtualPadData.left.UpdateGuiElement(renderQueue, clearScreenRequired);
virtualPadData.right.UpdateGuiElement(renderQueue, clearScreenRequired);
virtualPadData.up.UpdateGuiElement(renderQueue, clearScreenRequired);
virtualPadData.l1.UpdateGuiElement(renderQueue, clearScreenRequired);
virtualPadData.l2.UpdateGuiElement(renderQueue, clearScreenRequired);
virtualPadData.r1.UpdateGuiElement(renderQueue, clearScreenRequired);
virtualPadData.r2.UpdateGuiElement(renderQueue, clearScreenRequired);
virtualPadData.select.UpdateGuiElement(renderQueue, clearScreenRequired);
virtualPadData.start.UpdateGuiElement(renderQueue, clearScreenRequired);
virtualPadData.l3.UpdateGuiElement(renderQueue, clearScreenRequired);
virtualPadData.r3.UpdateGuiElement(renderQueue, clearScreenRequired);
virtualPadData.leftAnalog.UpdateGuiElement(renderQueue, clearScreenRequired);
virtualPadData.rightAnalog.UpdateGuiElement(renderQueue, clearScreenRequired);
for (VirtualPadElement* virtualPadElement : virtualPadElements)
{
virtualPadElement->UpdateGuiElement(renderQueue, clearScreenRequired);
}
// Update Graphic Elements off render stack
// Before we start rendering (if we have to) clear and re-draw the background
if (!manualRedrawMode || clearScreenRequired || !renderQueue.empty())
if (!manualRedrawMode || clearScreenRequired || !renderQueue.empty())
{
wxBufferedDC bdc(&dc, dc.GetSize());
bdc.SetBrush(*wxRED);
bdc.DrawRectangle(wxPoint(0, 0), bdc.GetSize());
bdc.SetBrush(wxNullBrush);
bdc.DrawBitmap(virtualPadData.background.image, virtualPadData.background.coords, true);
clearScreenRequired = false;
wxBufferedDC bdc(&dc, dc.GetSize());
bdc.SetBrush(*wxRED);
bdc.DrawRectangle(wxPoint(0, 0), bdc.GetSize());
bdc.SetBrush(wxNullBrush);
bdc.DrawBitmap(virtualPadData.background.image, virtualPadData.background.coords, true);
clearScreenRequired = false;
// Switch to Manual Rendering once the first user action on the VirtualPad is taken
if (!manualRedrawMode && !renderQueue.empty()) {
// DevCon.WriteLn("Paint Event Unbound");
Unbind(wxEVT_PAINT, &VirtualPad::OnPaint, this);
manualRedrawMode = true;
}
if (!manualRedrawMode && !renderQueue.empty())
{
// DevCon.WriteLn("Paint Event Unbound");
Unbind(wxEVT_PAINT, &VirtualPad::OnPaint, this);
manualRedrawMode = true;
}
// NOTE - there is yet another (and I think final) micro-optimization that can be done:
// It can be assumed that if the element has already been drawn to the screen (and not cleared) that we can skip rendering it
//
// For example - you hold a single button for several frames, it will currently draw that every frame
// despite the screen never being cleared, this is not strictly necessary.
// despite the screen never being cleared - so this is not strictly necessary.
//
// After some tests, the performance impact is well within reason, and on the hardware renderer modes, is almost non-existant.
while (!renderQueue.empty()) {
VirtualPadElement *element = renderQueue.front();
if (element)
// Though after some tests, the performance impact is well within reason, and on the hardware renderer modes, is almost non-existant.
while (!renderQueue.empty())
{
VirtualPadElement* element = renderQueue.front();
if (element)
{
element->Render(bdc);
}
renderQueue.pop();
}
element->Render(bdc);
}
renderQueue.pop();
}
}
}
bool VirtualPad::UpdateControllerData(u16 const bufIndex, PadData *padData)
bool VirtualPad::UpdateControllerData(u16 const bufIndex, PadData* padData)
{
return virtualPadData.UpdateVirtualPadData(bufIndex, padData, ignoreRealController && !readOnlyMode, readOnlyMode);
return virtualPadData.UpdateVirtualPadData(bufIndex, padData, ignoreRealController && !readOnlyMode, readOnlyMode);
}
void VirtualPad::enablePadElements(bool enable)
{
virtualPadData.circle.EnableWidgets(enable);
virtualPadData.cross.EnableWidgets(enable);
virtualPadData.square.EnableWidgets(enable);
virtualPadData.triangle.EnableWidgets(enable);
virtualPadData.down.EnableWidgets(enable);
virtualPadData.left.EnableWidgets(enable);
virtualPadData.right.EnableWidgets(enable);
virtualPadData.up.EnableWidgets(enable);
virtualPadData.l1.EnableWidgets(enable);
virtualPadData.l2.EnableWidgets(enable);
virtualPadData.r1.EnableWidgets(enable);
virtualPadData.r2.EnableWidgets(enable);
virtualPadData.select.EnableWidgets(enable);
virtualPadData.start.EnableWidgets(enable);
virtualPadData.l3.EnableWidgets(enable);
virtualPadData.r3.EnableWidgets(enable);
virtualPadData.leftAnalog.EnableWidgets(enable);
virtualPadData.rightAnalog.EnableWidgets(enable);
for (VirtualPadElement* virtualPadElement : virtualPadElements)
{
virtualPadElement->EnableWidgets(enable);
}
}
void VirtualPad::SetReadOnlyMode()
{
enablePadElements(false);
readOnlyMode = true;
enablePadElements(false);
readOnlyMode = true;
}
void VirtualPad::ClearReadOnlyMode()
{
enablePadElements(true);
readOnlyMode = false;
enablePadElements(true);
readOnlyMode = false;
}
void VirtualPad::OnIgnoreRealController(wxCommandEvent const &event)
void VirtualPad::OnIgnoreRealController(wxCommandEvent const& event)
{
const wxCheckBox* ignoreButton = (wxCheckBox*) event.GetEventObject();
if (ignoreButton)
const wxCheckBox* ignoreButton = (wxCheckBox*)event.GetEventObject();
if (ignoreButton)
{
ignoreRealController = ignoreButton->GetValue();
}
}
void VirtualPad::OnNormalButtonPress(wxCommandEvent &event)
{
const wxCheckBox* pressedButton = (wxCheckBox*) event.GetEventObject();
ControllerNormalButton *eventBtn = buttonElements[pressedButton->GetId()];
if (pressedButton)
{
eventBtn->pressed = pressedButton->GetValue();
}
if (!eventBtn->isControllerPressBypassed) {
eventBtn->isControllerPressBypassed = true;
ignoreRealController = ignoreButton->GetValue();
}
}
void VirtualPad::OnPressureButtonPressureChange(wxCommandEvent &event)
void VirtualPad::OnNormalButtonPress(wxCommandEvent& event)
{
const wxSpinCtrl* pressureSpinner = (wxSpinCtrl*) event.GetEventObject();
ControllerPressureButton *eventBtn = pressureElements[pressureSpinner->GetId()];
const wxCheckBox* pressedButton = (wxCheckBox*)event.GetEventObject();
ControllerNormalButton* eventBtn = buttonElements[pressedButton->GetId()];
if (pressedButton)
{
eventBtn->pressed = pressedButton->GetValue();
}
if (!eventBtn->isControllerPressBypassed)
{
eventBtn->isControllerPressBypassed = true;
}
}
void VirtualPad::OnPressureButtonPressureChange(wxCommandEvent& event)
{
const wxSpinCtrl* pressureSpinner = (wxSpinCtrl*)event.GetEventObject();
ControllerPressureButton* eventBtn = pressureElements[pressureSpinner->GetId()];
if (pressureSpinner)
{
eventBtn->pressure = pressureSpinner->GetValue();
}
eventBtn->pressure = pressureSpinner->GetValue();
}
eventBtn->pressed = eventBtn->pressure > 0;
if (!eventBtn->isControllerPressureBypassed || !eventBtn->isControllerPressBypassed) {
if (!eventBtn->isControllerPressureBypassed || !eventBtn->isControllerPressBypassed)
{
eventBtn->isControllerPressureBypassed = true;
eventBtn->isControllerPressBypassed = true;
}
}
void VirtualPad::OnAnalogSpinnerChange(wxCommandEvent &event)
void VirtualPad::OnAnalogSpinnerChange(wxCommandEvent& event)
{
const wxSpinCtrl* analogSpinner = (wxSpinCtrl*) event.GetEventObject();
AnalogVector *eventVector = analogElements[analogSpinner->GetId()];
const wxSpinCtrl* analogSpinner = (wxSpinCtrl*)event.GetEventObject();
AnalogVector* eventVector = analogElements[analogSpinner->GetId()];
if (analogSpinner)
{
eventVector->val = analogSpinner->GetValue();
}
eventVector->val = analogSpinner->GetValue();
}
eventVector->slider->SetValue(eventVector->val);
if (!eventVector->isControllerBypassed) {
if (!eventVector->isControllerBypassed)
{
eventVector->isControllerBypassed = true;
}
}
void VirtualPad::OnAnalogSliderChange(wxCommandEvent &event)
void VirtualPad::OnAnalogSliderChange(wxCommandEvent& event)
{
const wxSlider* analogSlider = (wxSlider*) event.GetEventObject();
AnalogVector *eventVector = analogElements[analogSlider->GetId()];
const wxSlider* analogSlider = (wxSlider*)event.GetEventObject();
AnalogVector* eventVector = analogElements[analogSlider->GetId()];
if (analogSlider)
{
eventVector->val = analogSlider->GetValue();
}
eventVector->val = analogSlider->GetValue();
}
eventVector->spinner->SetValue(eventVector->val);
if (!eventVector->isControllerBypassed) {
if (!eventVector->isControllerBypassed)
{
eventVector->isControllerBypassed = true;
}
}
@ -338,28 +313,29 @@ wxPoint VirtualPad::ScaledPoint(wxPoint point, int widgetWidth, bool rightAligne
wxPoint VirtualPad::ScaledPoint(int x, int y, int widgetWidth, bool rightAligned)
{
wxPoint scaledPoint = wxPoint(x * scalingFactor, y * scalingFactor);
if (rightAligned) {
scaledPoint.x -= widgetWidth * scalingFactor;
if (scaledPoint.x < 0)
wxPoint scaledPoint = wxPoint(x * scalingFactor, y * scalingFactor);
if (rightAligned)
{
scaledPoint.x -= widgetWidth * scalingFactor;
if (scaledPoint.x < 0)
{
scaledPoint.x = 0;
}
scaledPoint.x = 0;
}
}
return scaledPoint;
}
wxSize VirtualPad::ScaledSize(int x, int y)
{
return wxSize(x * scalingFactor, y * scalingFactor);
return wxSize(x * scalingFactor, y * scalingFactor);
}
ImageFile VirtualPad::NewBitmap(wxImage resource, wxPoint point)
ImageFile VirtualPad::NewBitmap(wxImage resource, wxPoint imgCoord)
{
return NewBitmap(scalingFactor, resource, point);
return NewBitmap(scalingFactor, resource, imgCoord);
}
ImageFile VirtualPad::NewBitmap(float scalingFactor, wxImage resource, wxPoint point)
ImageFile VirtualPad::NewBitmap(float scalingFactor, wxImage resource, wxPoint imgCoord)
{
wxBitmap bitmap = wxBitmap(resource.Rescale(resource.GetWidth() * scalingFactor, resource.GetHeight() * scalingFactor, wxIMAGE_QUALITY_HIGH));
@ -367,31 +343,33 @@ ImageFile VirtualPad::NewBitmap(float scalingFactor, wxImage resource, wxPoint p
image.image = bitmap;
image.width = bitmap.GetWidth();
image.height = bitmap.GetHeight();
image.coords = ScaledPoint(point);
image.coords = ScaledPoint(imgCoord);
return image;
}
void VirtualPad::InitNormalButtonGuiElements(ControllerNormalButton &button, ImageFile image, wxWindow *parentWindow, wxPoint point)
void VirtualPad::InitNormalButtonGuiElements(ControllerNormalButton& button, ImageFile image, wxWindow* parentWindow, wxPoint checkboxCoord)
{
button.icon = image;
button.pressedBox = new wxCheckBox(parentWindow, wxID_ANY, wxEmptyString, ScaledPoint(point), wxDefaultSize);
button.pressedBox = new wxCheckBox(parentWindow, wxID_ANY, wxEmptyString, ScaledPoint(checkboxCoord), wxDefaultSize);
Bind(wxEVT_CHECKBOX, &VirtualPad::OnNormalButtonPress, this, button.pressedBox->GetId());
buttonElements[button.pressedBox->GetId()] = &button;
virtualPadElements.push_back(&button);
}
void VirtualPad::InitPressureButtonGuiElements(ControllerPressureButton &button, ImageFile image, wxWindow *parentWindow, wxPoint point, bool rightAlignedPoint)
void VirtualPad::InitPressureButtonGuiElements(ControllerPressureButton& button, ImageFile image, wxWindow* parentWindow, wxPoint pressureSpinnerCoord, bool rightAlignedCoord)
{
const int spinnerWidth = 100;
const wxPoint scaledPoint = ScaledPoint(point.x, point.y, spinnerWidth, rightAlignedPoint);
wxSpinCtrl *spinner = new wxSpinCtrl(parentWindow, wxID_ANY, wxEmptyString, scaledPoint, ScaledSize(spinnerWidth, wxDefaultSize.GetHeight()), wxSP_ARROW_KEYS, 0, 255, 0);
const int spinnerWidth = 100;
const wxPoint scaledPoint = ScaledPoint(pressureSpinnerCoord.x, pressureSpinnerCoord.y, spinnerWidth, rightAlignedCoord);
wxSpinCtrl* spinner = new wxSpinCtrl(parentWindow, wxID_ANY, wxEmptyString, scaledPoint, ScaledSize(spinnerWidth, wxDefaultSize.GetHeight()), wxSP_ARROW_KEYS, 0, 255, 0);
button.icon = image;
button.pressureSpinner = spinner;
Bind(wxEVT_SPINCTRL, &VirtualPad::OnPressureButtonPressureChange, this, button.pressureSpinner->GetId());
pressureElements[button.pressureSpinner->GetId()] = &button;
virtualPadElements.push_back(&button);
}
void VirtualPad::InitAnalogStickGuiElements(AnalogStick &analog, wxWindow *parentWindow, wxPoint centerPoint, int radius, wxPoint xSliderPoint, wxPoint ySliderPoint, bool flipYSlider, wxPoint xSpinnerPoint, wxPoint ySpinnerPoint, bool rightAlignedSpinners)
void VirtualPad::InitAnalogStickGuiElements(AnalogStick& analog, wxWindow* parentWindow, wxPoint centerPoint, int radius, wxPoint xSliderPoint, wxPoint ySliderPoint, bool flipYSlider, wxPoint xSpinnerPoint, wxPoint ySpinnerPoint, bool rightAlignedSpinners)
{
AnalogPosition analogPos = AnalogPosition();
analogPos.centerCoords = ScaledPoint(centerPoint);
@ -401,12 +379,12 @@ void VirtualPad::InitAnalogStickGuiElements(AnalogStick &analog, wxWindow *paren
const int spinnerWidth = 90;
const wxPoint xSpinnerScaledPoint = ScaledPoint(xSpinnerPoint, spinnerWidth, rightAlignedSpinners);
const wxPoint ySpinnerScaledPoint = ScaledPoint(ySpinnerPoint, spinnerWidth, rightAlignedSpinners);
const wxPoint ySpinnerScaledPoint = ScaledPoint(ySpinnerPoint, spinnerWidth, rightAlignedSpinners);
wxSlider *xSlider = new wxSlider(parentWindow, wxID_ANY, 127, 0, 255, ScaledPoint(xSliderPoint), ScaledSize(185, 30));
wxSlider *ySlider = new wxSlider(parentWindow, wxID_ANY, 127, 0, 255, ScaledPoint(ySliderPoint), ScaledSize(30, 185), flipYSlider ? wxSL_LEFT : wxSL_RIGHT);
wxSpinCtrl *xSpinner = new wxSpinCtrl(parentWindow, wxID_ANY, wxEmptyString, xSpinnerScaledPoint, ScaledSize(90, wxDefaultSize.GetHeight()), wxSP_ARROW_KEYS, 0, 255, 127);
wxSpinCtrl *ySpinner = new wxSpinCtrl(parentWindow, wxID_ANY, wxEmptyString, ySpinnerScaledPoint, ScaledSize(90, wxDefaultSize.GetHeight()), wxSP_ARROW_KEYS, 0, 255, 127);
wxSlider* xSlider = new wxSlider(parentWindow, wxID_ANY, 127, 0, 255, ScaledPoint(xSliderPoint), ScaledSize(185, 30));
wxSlider* ySlider = new wxSlider(parentWindow, wxID_ANY, 127, 0, 255, ScaledPoint(ySliderPoint), ScaledSize(30, 185), flipYSlider ? wxSL_LEFT : wxSL_RIGHT);
wxSpinCtrl* xSpinner = new wxSpinCtrl(parentWindow, wxID_ANY, wxEmptyString, xSpinnerScaledPoint, ScaledSize(90, wxDefaultSize.GetHeight()), wxSP_ARROW_KEYS, 0, 255, 127);
wxSpinCtrl* ySpinner = new wxSpinCtrl(parentWindow, wxID_ANY, wxEmptyString, ySpinnerScaledPoint, ScaledSize(90, wxDefaultSize.GetHeight()), wxSP_ARROW_KEYS, 0, 255, 127);
analog.xVector.slider = xSlider;
analog.yVector.slider = ySlider;
@ -415,10 +393,13 @@ void VirtualPad::InitAnalogStickGuiElements(AnalogStick &analog, wxWindow *paren
analog.positionGraphic = analogPos;
Bind(wxEVT_SLIDER, &VirtualPad::OnAnalogSliderChange, this, xSlider->GetId());
Bind(wxEVT_SLIDER, &VirtualPad::OnAnalogSliderChange, this, ySlider->GetId());
Bind(wxEVT_SPINCTRL, &VirtualPad::OnAnalogSpinnerChange, this, xSpinner->GetId());
Bind(wxEVT_SPINCTRL, &VirtualPad::OnAnalogSpinnerChange, this, ySpinner->GetId());
Bind(wxEVT_SPINCTRL, &VirtualPad::OnAnalogSpinnerChange, this, xSpinner->GetId());
Bind(wxEVT_SPINCTRL, &VirtualPad::OnAnalogSpinnerChange, this, ySpinner->GetId());
analogElements[xSlider->GetId()] = &analog.xVector;
analogElements[ySlider->GetId()] = &analog.yVector;
analogElements[xSpinner->GetId()] = &analog.xVector;
analogElements[ySpinner->GetId()] = &analog.yVector;
analogElements[xSpinner->GetId()] = &analog.xVector;
analogElements[ySpinner->GetId()] = &analog.yVector;
virtualPadElements.push_back(&analog);
}
#endif

View File

@ -15,6 +15,8 @@
#pragma once
#ifndef DISABLE_RECORDING
#include <map>
#include <queue>
@ -34,65 +36,68 @@
class VirtualPad : public wxFrame
{
public:
VirtualPad(wxWindow *parent, wxWindowID id, const wxString& title, int controllerPort,
const wxPoint &pos = wxDefaultPosition, const wxSize &size = wxDefaultSize, long style = wxDEFAULT_FRAME_STYLE);
VirtualPad(wxWindow* parent, wxWindowID id, const wxString& title, int controllerPort,
const wxPoint& pos = wxDefaultPosition, const wxSize& size = wxDefaultSize, long style = wxDEFAULT_FRAME_STYLE);
// Updates the VirtualPad's data if necessary, as well as updates the provided PadData if the VirtualPad overrides it
// - PadData will not be updated if ReadOnly mode is set
// - returns a bool to indicate if the PadData has been updated
bool UpdateControllerData(u16 const bufIndex, PadData *padData);
bool UpdateControllerData(u16 const bufIndex, PadData* padData);
// Enables ReadOnly mode and disables GUI widgets
void SetReadOnlyMode();
void SetReadOnlyMode();
// Disables ReadOnly mode and re-enables GUI widgets
void ClearReadOnlyMode();
void ClearReadOnlyMode();
// To be called at maximum, once per frame to update widget's value and re-render the VirtualPad's graphics
void Redraw();
private:
bool clearScreenRequired = false;
bool ignoreRealController = false;
bool clearScreenRequired = false;
bool ignoreRealController = false;
// When enabled, forces the VirtualPad to be re-rendered even if no updates are made.
// This helps to make sure the UI is rendered prior to receiving data from the controller
bool manualRedrawMode = false;
bool readOnlyMode = false;
bool manualRedrawMode = false;
bool readOnlyMode = false;
VirtualPadData virtualPadData;
std::queue<VirtualPadElement *> renderQueue;
std::vector<VirtualPadElement*> virtualPadElements;
std::queue<VirtualPadElement*> renderQueue;
void enablePadElements(bool enable);
void enablePadElements(bool enable);
/// GUI Elements
wxCheckBox *ignoreRealControllerBox;
wxCheckBox* ignoreRealControllerBox;
std::map<wxWindowID, ControllerNormalButton *> buttonElements;
std::map<wxWindowID, ControllerPressureButton *> pressureElements;
std::map<wxWindowID, AnalogVector *> analogElements;
std::map<wxWindowID, ControllerNormalButton*> buttonElements;
std::map<wxWindowID, ControllerPressureButton*> pressureElements;
std::map<wxWindowID, AnalogVector*> analogElements;
/// Event Listeners
void OnClose(wxCloseEvent &event);
void OnIconize(wxIconizeEvent &event);
void OnEraseBackground(wxEraseEvent &event);
void OnPaint(wxPaintEvent &event);
void Render(wxDC &dc);
void OnClose(wxCloseEvent& event);
void OnIconize(wxIconizeEvent& event);
void OnEraseBackground(wxEraseEvent& event);
void OnPaint(wxPaintEvent& event);
void Render(wxDC& dc);
void OnAnalogSliderChange(wxCommandEvent &event);
void OnAnalogSpinnerChange(wxCommandEvent &event);
void OnIgnoreRealController(wxCommandEvent const &event);
void OnNormalButtonPress(wxCommandEvent &event);
void OnPressureButtonPressureChange(wxCommandEvent &event);
void OnAnalogSliderChange(wxCommandEvent& event);
void OnAnalogSpinnerChange(wxCommandEvent& event);
void OnIgnoreRealController(wxCommandEvent const& event);
void OnNormalButtonPress(wxCommandEvent& event);
void OnPressureButtonPressureChange(wxCommandEvent& event);
/// GUI Creation Utility Functions
float scalingFactor = 1.0;
float scalingFactor = 1.0;
wxSize ScaledSize(int x, int y);
wxPoint ScaledPoint(wxPoint point, int widgetWidth = 0, bool rightAligned = false);
wxPoint ScaledPoint(int x, int y, int widgetWidth = 0, bool rightAligned = false);
wxSize ScaledSize(int x, int y);
wxPoint ScaledPoint(wxPoint point, int widgetWidth = 0, bool rightAligned = false);
wxPoint ScaledPoint(int x, int y, int widgetWidth = 0, bool rightAligned = false);
ImageFile NewBitmap(wxImage resource, wxPoint point);
ImageFile NewBitmap(float scalingFactor, wxImage resource, wxPoint point);
ImageFile NewBitmap(wxImage resource, wxPoint imgCoord);
ImageFile NewBitmap(float scalingFactor, wxImage resource, wxPoint imgCoord);
void InitPressureButtonGuiElements(ControllerPressureButton &button, ImageFile image, wxWindow *parentWindow, wxPoint point, bool rightAlignedPoint = false);
void InitNormalButtonGuiElements(ControllerNormalButton &btn, ImageFile image, wxWindow *parentWindow, wxPoint point);
void InitAnalogStickGuiElements(AnalogStick &analog, wxWindow *parentWindow, wxPoint centerPoint, int radius, wxPoint xSliderPoint,
wxPoint ySliderPoint, bool flipYSlider, wxPoint xSpinnerPoint, wxPoint ySpinnerPoint, bool rightAlignedSpinners = false);
void InitPressureButtonGuiElements(ControllerPressureButton& button, ImageFile image, wxWindow* parentWindow, wxPoint pressureSpinnerCoord, bool rightAlignedCoord = false);
void InitNormalButtonGuiElements(ControllerNormalButton& btn, ImageFile image, wxWindow* parentWindow, wxPoint checkboxCoord);
void InitAnalogStickGuiElements(AnalogStick& analog, wxWindow* parentWindow, wxPoint centerPoint, int radius, wxPoint xSliderPoint,
wxPoint ySliderPoint, bool flipYSlider, wxPoint xSpinnerPoint, wxPoint ySpinnerPoint, bool rightAlignedSpinners = false);
};
#endif

View File

@ -19,64 +19,66 @@
#include "Recording/VirtualPad/VirtualPadData.h"
bool VirtualPadData::UpdateVirtualPadData(u16 bufIndex, PadData *padData, bool ignoreRealController, bool readOnly)
bool VirtualPadData::UpdateVirtualPadData(u16 bufIndex, PadData* padData, bool ignoreRealController, bool readOnly)
{
bool changeDetected = false;
PadData::BufferIndex index = static_cast<PadData::BufferIndex>(bufIndex);
switch (index)
{
case PadData::BufferIndex::PressedFlagsGroupOne:
changeDetected |= left.UpdateData(padData->leftPressed, ignoreRealController, readOnly);
changeDetected |= down.UpdateData(padData->downPressed, ignoreRealController, readOnly);
changeDetected |= right.UpdateData(padData->rightPressed, ignoreRealController, readOnly);
changeDetected |= up.UpdateData(padData->upPressed, ignoreRealController, readOnly);
changeDetected |= start.UpdateData(padData->start, ignoreRealController, readOnly);
changeDetected |= r3.UpdateData(padData->r3, ignoreRealController, readOnly);
changeDetected |= l3.UpdateData(padData->l3, ignoreRealController, readOnly);
changeDetected |= select.UpdateData(padData->select, ignoreRealController, readOnly);
return changeDetected;
case PadData::BufferIndex::PressedFlagsGroupTwo:
changeDetected |= square.UpdateData(padData->squarePressed, ignoreRealController, readOnly);
changeDetected |= cross.UpdateData(padData->crossPressed, ignoreRealController, readOnly);
changeDetected |= circle.UpdateData(padData->circlePressed, ignoreRealController, readOnly);
changeDetected |= triangle.UpdateData(padData->trianglePressed, ignoreRealController, readOnly);
changeDetected |= r1.UpdateData(padData->r1Pressed, ignoreRealController, readOnly);
changeDetected |= l1.UpdateData(padData->l1Pressed, ignoreRealController, readOnly);
changeDetected |= r2.UpdateData(padData->r2Pressed, ignoreRealController, readOnly);
changeDetected |= l2.UpdateData(padData->l2Pressed, ignoreRealController, readOnly);
return changeDetected;
case PadData::BufferIndex::RightAnalogXVector:
return rightAnalog.xVector.UpdateData(padData->rightAnalogX, ignoreRealController, readOnly);
case PadData::BufferIndex::RightAnalogYVector:
return rightAnalog.yVector.UpdateData(padData->rightAnalogY, ignoreRealController, readOnly);
case PadData::BufferIndex::LeftAnalogXVector:
return leftAnalog.xVector.UpdateData(padData->leftAnalogX, ignoreRealController, readOnly);
case PadData::BufferIndex::LeftAnalogYVector:
return leftAnalog.yVector.UpdateData(padData->leftAnalogY, ignoreRealController, readOnly);
case PadData::BufferIndex::RightPressure:
return right.UpdateData(padData->rightPressure, ignoreRealController, readOnly);
case PadData::BufferIndex::LeftPressure:
return left.UpdateData(padData->leftPressure, ignoreRealController, readOnly);
case PadData::BufferIndex::UpPressure:
return up.UpdateData(padData->upPressure, ignoreRealController, readOnly);
case PadData::BufferIndex::DownPressure:
return down.UpdateData(padData->downPressure, ignoreRealController, readOnly);
case PadData::BufferIndex::TrianglePressure:
return triangle.UpdateData(padData->trianglePressure, ignoreRealController, readOnly);
case PadData::BufferIndex::CirclePressure:
return circle.UpdateData(padData->circlePressure, ignoreRealController, readOnly);
case PadData::BufferIndex::CrossPressure:
return cross.UpdateData(padData->crossPressure, ignoreRealController, readOnly);
case PadData::BufferIndex::SquarePressure:
return square.UpdateData(padData->squarePressure, ignoreRealController, readOnly);
case PadData::BufferIndex::L1Pressure:
return l1.UpdateData(padData->l1Pressure, ignoreRealController, readOnly);
case PadData::BufferIndex::R1Pressure:
return r1.UpdateData(padData->r1Pressure, ignoreRealController, readOnly);
case PadData::BufferIndex::L2Pressure:
return l2.UpdateData(padData->l2Pressure, ignoreRealController, readOnly);
case PadData::BufferIndex::R2Pressure:
return r2.UpdateData(padData->r2Pressure, ignoreRealController, readOnly);
case PadData::BufferIndex::PressedFlagsGroupOne:
changeDetected |= left.UpdateData(padData->leftPressed, ignoreRealController, readOnly);
changeDetected |= down.UpdateData(padData->downPressed, ignoreRealController, readOnly);
changeDetected |= right.UpdateData(padData->rightPressed, ignoreRealController, readOnly);
changeDetected |= up.UpdateData(padData->upPressed, ignoreRealController, readOnly);
changeDetected |= start.UpdateData(padData->start, ignoreRealController, readOnly);
changeDetected |= r3.UpdateData(padData->r3, ignoreRealController, readOnly);
changeDetected |= l3.UpdateData(padData->l3, ignoreRealController, readOnly);
changeDetected |= select.UpdateData(padData->select, ignoreRealController, readOnly);
return changeDetected;
case PadData::BufferIndex::PressedFlagsGroupTwo:
changeDetected |= square.UpdateData(padData->squarePressed, ignoreRealController, readOnly);
changeDetected |= cross.UpdateData(padData->crossPressed, ignoreRealController, readOnly);
changeDetected |= circle.UpdateData(padData->circlePressed, ignoreRealController, readOnly);
changeDetected |= triangle.UpdateData(padData->trianglePressed, ignoreRealController, readOnly);
changeDetected |= r1.UpdateData(padData->r1Pressed, ignoreRealController, readOnly);
changeDetected |= l1.UpdateData(padData->l1Pressed, ignoreRealController, readOnly);
changeDetected |= r2.UpdateData(padData->r2Pressed, ignoreRealController, readOnly);
changeDetected |= l2.UpdateData(padData->l2Pressed, ignoreRealController, readOnly);
return changeDetected;
case PadData::BufferIndex::RightAnalogXVector:
return rightAnalog.xVector.UpdateData(padData->rightAnalogX, ignoreRealController, readOnly);
case PadData::BufferIndex::RightAnalogYVector:
return rightAnalog.yVector.UpdateData(padData->rightAnalogY, ignoreRealController, readOnly);
case PadData::BufferIndex::LeftAnalogXVector:
return leftAnalog.xVector.UpdateData(padData->leftAnalogX, ignoreRealController, readOnly);
case PadData::BufferIndex::LeftAnalogYVector:
return leftAnalog.yVector.UpdateData(padData->leftAnalogY, ignoreRealController, readOnly);
case PadData::BufferIndex::RightPressure:
return right.UpdateData(padData->rightPressure, ignoreRealController, readOnly);
case PadData::BufferIndex::LeftPressure:
return left.UpdateData(padData->leftPressure, ignoreRealController, readOnly);
case PadData::BufferIndex::UpPressure:
return up.UpdateData(padData->upPressure, ignoreRealController, readOnly);
case PadData::BufferIndex::DownPressure:
return down.UpdateData(padData->downPressure, ignoreRealController, readOnly);
case PadData::BufferIndex::TrianglePressure:
return triangle.UpdateData(padData->trianglePressure, ignoreRealController, readOnly);
case PadData::BufferIndex::CirclePressure:
return circle.UpdateData(padData->circlePressure, ignoreRealController, readOnly);
case PadData::BufferIndex::CrossPressure:
return cross.UpdateData(padData->crossPressure, ignoreRealController, readOnly);
case PadData::BufferIndex::SquarePressure:
return square.UpdateData(padData->squarePressure, ignoreRealController, readOnly);
case PadData::BufferIndex::L1Pressure:
return l1.UpdateData(padData->l1Pressure, ignoreRealController, readOnly);
case PadData::BufferIndex::R1Pressure:
return r1.UpdateData(padData->r1Pressure, ignoreRealController, readOnly);
case PadData::BufferIndex::L2Pressure:
return l2.UpdateData(padData->l2Pressure, ignoreRealController, readOnly);
case PadData::BufferIndex::R2Pressure:
return r2.UpdateData(padData->r2Pressure, ignoreRealController, readOnly);
}
return changeDetected;
}
#endif

View File

@ -15,6 +15,8 @@
#pragma once
#ifndef DISABLE_RECORDING
#include "Pcsx2Types.h"
#include "Recording/PadData.h"
@ -55,5 +57,7 @@ public:
// - If ignoreRealController is true (and readOnly is false) PadData will always be updated
// - else if the VirtualPad has overwritten the value, and the real controller has not changed since that moment in time
// returns a boolean to indicate if it has updated the PadData
bool UpdateVirtualPadData(u16 bufIndex, PadData *padData, bool ignoreRealController = false, bool readOnly = false);
bool UpdateVirtualPadData(u16 bufIndex, PadData* padData, bool ignoreRealController = false, bool readOnly = false);
};
#endif

View File

@ -22,226 +22,245 @@
#include "Recording/VirtualPad/VirtualPadResources.h"
#include "Recording/PadData.h"
void ControllerNormalButton::UpdateGuiElement(std::queue<VirtualPadElement*> &renderQueue, bool &clearScreenRequired)
void ControllerNormalButton::UpdateGuiElement(std::queue<VirtualPadElement*>& renderQueue, bool& clearScreenRequired)
{
ControllerNormalButton &button = *this;
ControllerNormalButton& button = *this;
// This boolean is set when we parse the PadData in VirtualPadData::UpdateVirtualPadData
// Updating wxWidget elements can be expensive, we only want to do this if required
if (button.widgetUpdateRequired)
if (button.widgetUpdateRequired)
{
button.pressedBox->SetValue(button.pressed);
button.pressedBox->SetValue(button.pressed);
}
// We only render the button if it is pressed
if (button.pressed)
if (button.pressed)
{
renderQueue.push(this);
}
renderQueue.push(this);
}
// However, if the button has been drawn to the screen in the past
// we need to ensure the screen is cleared.
// This is needed in the scenario where only a single button is being pressed/released
// As no other elements will trigger a clear
else if (button.currentlyRendered)
{
button.currentlyRendered = false;
clearScreenRequired = true;
button.currentlyRendered = false;
clearScreenRequired = true;
}
}
void ControllerPressureButton::UpdateGuiElement(std::queue<VirtualPadElement *> &renderQueue, bool &clearScreenRequired)
void ControllerPressureButton::UpdateGuiElement(std::queue<VirtualPadElement*>& renderQueue, bool& clearScreenRequired)
{
ControllerPressureButton &button = *this;
if (button.widgetUpdateRequired)
ControllerPressureButton& button = *this;
if (button.widgetUpdateRequired)
{
button.pressureSpinner->SetValue(button.pressure);
}
button.pressureSpinner->SetValue(button.pressure);
}
if (button.pressed)
if (button.pressed)
{
renderQueue.push(this);
}
renderQueue.push(this);
}
else if (button.currentlyRendered)
{
button.currentlyRendered = false;
clearScreenRequired = true;
}
button.currentlyRendered = false;
clearScreenRequired = true;
}
}
void AnalogStick::UpdateGuiElement(std::queue<VirtualPadElement *> &renderQueue, bool &clearScreenRequired)
void AnalogStick::UpdateGuiElement(std::queue<VirtualPadElement*>& renderQueue, bool& clearScreenRequired)
{
AnalogStick &analogStick = *this;
if (analogStick.xVector.widgetUpdateRequired)
AnalogStick& analogStick = *this;
if (analogStick.xVector.widgetUpdateRequired)
{
analogStick.xVector.slider->SetValue(analogStick.xVector.val);
analogStick.xVector.spinner->SetValue(analogStick.xVector.val);
}
if (analogStick.yVector.widgetUpdateRequired)
analogStick.xVector.slider->SetValue(analogStick.xVector.val);
analogStick.xVector.spinner->SetValue(analogStick.xVector.val);
}
if (analogStick.yVector.widgetUpdateRequired)
{
analogStick.yVector.slider->SetValue(analogStick.yVector.val);
analogStick.yVector.slider->SetValue(analogStick.yVector.val);
analogStick.yVector.spinner->SetValue(analogStick.yVector.val);
}
}
// We render the analog sticks as long as they are not in the neutral position
if (!(analogStick.xVector.val == PadData::ANALOG_VECTOR_NEUTRAL && analogStick.yVector.val == PadData::ANALOG_VECTOR_NEUTRAL))
if (!(analogStick.xVector.val == PadData::ANALOG_VECTOR_NEUTRAL && analogStick.yVector.val == PadData::ANALOG_VECTOR_NEUTRAL))
{
renderQueue.push(this);
renderQueue.push(this);
}
else if (analogStick.currentlyRendered)
{
analogStick.currentlyRendered = false;
clearScreenRequired = true;
}
else if (analogStick.currentlyRendered) {
analogStick.currentlyRendered = false;
clearScreenRequired = true;
}
}
void ControllerNormalButton::EnableWidgets(bool enable)
{
ControllerNormalButton &button = *this;
if (enable)
ControllerNormalButton& button = *this;
if (enable)
{
button.pressedBox->Enable();
}
button.pressedBox->Enable();
}
else
{
button.pressedBox->Disable();
}
button.pressedBox->Disable();
}
}
void ControllerPressureButton::EnableWidgets(bool enable)
{
ControllerPressureButton &button = *this;
if (enable) {
button.pressureSpinner->Enable();
} else {
button.pressureSpinner->Disable();
}
ControllerPressureButton& button = *this;
if (enable)
{
button.pressureSpinner->Enable();
}
else
{
button.pressureSpinner->Disable();
}
}
void AnalogStick::EnableWidgets(bool enable)
{
AnalogStick &analog = *this;
if (enable) {
analog.xVector.slider->Enable();
analog.yVector.slider->Enable();
analog.xVector.spinner->Enable();
analog.yVector.spinner->Enable();
} else {
analog.xVector.slider->Disable();
analog.yVector.slider->Disable();
analog.xVector.spinner->Disable();
analog.yVector.spinner->Disable();
}
AnalogStick& analog = *this;
if (enable)
{
analog.xVector.slider->Enable();
analog.yVector.slider->Enable();
analog.xVector.spinner->Enable();
analog.yVector.spinner->Enable();
}
else
{
analog.xVector.slider->Disable();
analog.yVector.slider->Disable();
analog.xVector.spinner->Disable();
analog.yVector.spinner->Disable();
}
}
void ControllerNormalButton::Render(wxDC &dc)
void ControllerNormalButton::Render(wxDC& dc)
{
ControllerNormalButton &button = *this;
ImageFile &img = button.icon;
dc.DrawBitmap(img.image, img.coords, true);
button.currentlyRendered = true;
ControllerNormalButton& button = *this;
ImageFile& img = button.icon;
dc.DrawBitmap(img.image, img.coords, true);
button.currentlyRendered = true;
}
void ControllerPressureButton::Render(wxDC &dc)
void ControllerPressureButton::Render(wxDC& dc)
{
ControllerPressureButton &button = *this;
ImageFile &img = button.icon;
dc.DrawBitmap(img.image, img.coords, true);
button.currentlyRendered = true;
ControllerPressureButton& button = *this;
ImageFile& img = button.icon;
dc.DrawBitmap(img.image, img.coords, true);
button.currentlyRendered = true;
}
void AnalogStick::Render(wxDC &dc)
void AnalogStick::Render(wxDC& dc)
{
AnalogStick &analogStick = *this;
// Render graphic
AnalogPosition analogPos = analogStick.positionGraphic;
// Determine new end coordinates
int newXCoord = analogPos.centerCoords.x + ((analogStick.xVector.val - 127) / 127.0) * analogPos.radius;
int newYCoord = analogPos.centerCoords.y + ((analogStick.yVector.val - 127) / 127.0) * analogPos.radius;
// We want to ensure the line segment length is capped at the defined radius
AnalogStick& analogStick = *this;
// Render graphic
AnalogPosition analogPos = analogStick.positionGraphic;
// Determine new end coordinates
int newXCoord = analogPos.centerCoords.x + ((analogStick.xVector.val - 127) / 127.0) * analogPos.radius;
int newYCoord = analogPos.centerCoords.y + ((analogStick.yVector.val - 127) / 127.0) * analogPos.radius;
// We want to ensure the line segment length is capped at the defined radius
// NOTE - The conventional way to do this is using arctan2, but the analog values that come out
// of the Pad plugins in pcsx2 do not permit this, the coordinates returned do not define a circle.
const float lengthOfLine = sqrt(pow(newXCoord - analogPos.centerCoords.x, 2) + pow(newYCoord - analogPos.centerCoords.y, 2));
if (lengthOfLine > analogPos.radius) {
newXCoord = ((1 - analogPos.radius / lengthOfLine) * analogPos.centerCoords.x) + analogPos.radius / lengthOfLine * newXCoord;
newYCoord = ((1 - analogPos.radius / lengthOfLine) * analogPos.centerCoords.y) + analogPos.radius / lengthOfLine * newYCoord;
}
// Set the new end coordinate
analogPos.endCoords = wxPoint(newXCoord, newYCoord);
// Draw line and tip
dc.SetPen(wxPen(*wxBLUE, analogPos.lineThickness));
dc.DrawLine(analogPos.centerCoords, analogPos.endCoords);
dc.DrawCircle(analogPos.endCoords, wxCoord(analogPos.lineThickness));
dc.SetPen(wxNullPen);
analogStick.currentlyRendered = true;
const float lengthOfLine = sqrt(pow(newXCoord - analogPos.centerCoords.x, 2) + pow(newYCoord - analogPos.centerCoords.y, 2));
if (lengthOfLine > analogPos.radius)
{
newXCoord = ((1 - analogPos.radius / lengthOfLine) * analogPos.centerCoords.x) + analogPos.radius / lengthOfLine * newXCoord;
newYCoord = ((1 - analogPos.radius / lengthOfLine) * analogPos.centerCoords.y) + analogPos.radius / lengthOfLine * newYCoord;
}
// Set the new end coordinate
analogPos.endCoords = wxPoint(newXCoord, newYCoord);
// Draw line and tip
dc.SetPen(wxPen(*wxBLUE, analogPos.lineThickness));
dc.DrawLine(analogPos.centerCoords, analogPos.endCoords);
dc.DrawCircle(analogPos.endCoords, wxCoord(analogPos.lineThickness));
dc.SetPen(wxNullPen);
analogStick.currentlyRendered = true;
}
bool ControllerNormalButton::UpdateData(bool &padDataVal, bool ignoreRealController, bool readOnly)
bool ControllerNormalButton::UpdateData(bool& padDataVal, bool ignoreRealController, bool readOnly)
{
return this->UpdateButtonData(padDataVal, ignoreRealController, readOnly);
return this->UpdateButtonData(padDataVal, ignoreRealController, readOnly);
}
bool ControllerPressureButton::UpdateData(bool &padDataVal, bool ignoreRealController, bool readOnly)
bool ControllerPressureButton::UpdateData(bool& padDataVal, bool ignoreRealController, bool readOnly)
{
return this->UpdateButtonData(padDataVal, ignoreRealController, readOnly);
return this->UpdateButtonData(padDataVal, ignoreRealController, readOnly);
}
bool ControllerButton::UpdateButtonData(bool &padDataVal, bool ignoreRealController, bool readOnly)
bool ControllerButton::UpdateButtonData(bool& padDataVal, bool ignoreRealController, bool readOnly)
{
ControllerButton &button = *this;
if (!ignoreRealController || readOnly) {
// If controller is being bypassed and controller's state has changed
const bool bypassedWithChangedState = button.isControllerPressBypassed && padDataVal != button.prevPressedVal;
if (bypassedWithChangedState) {
button.prevPressedVal = padDataVal;
button.isControllerPressBypassed = false;
}
// If we aren't bypassing the controller OR the previous condition was met
if (bypassedWithChangedState || !button.isControllerPressBypassed || readOnly) {
button.widgetUpdateRequired = button.pressed != padDataVal;
button.pressed = padDataVal;
return false;
}
}
// Otherwise, we update the real PadData value, which will in turn be used to update the interrupt's buffer
button.prevPressedVal = padDataVal;
padDataVal = button.pressed;
return button.prevPressedVal != button.pressed;
ControllerButton& button = *this;
if (!ignoreRealController || readOnly)
{
// If controller is being bypassed and controller's state has changed
const bool bypassedWithChangedState = button.isControllerPressBypassed && padDataVal != button.prevPressedVal;
if (bypassedWithChangedState)
{
button.prevPressedVal = padDataVal;
button.isControllerPressBypassed = false;
}
// If we aren't bypassing the controller OR the previous condition was met
if (bypassedWithChangedState || !button.isControllerPressBypassed || readOnly)
{
button.widgetUpdateRequired = button.pressed != padDataVal;
button.pressed = padDataVal;
return false;
}
}
// Otherwise, we update the real PadData value, which will in turn be used to update the interrupt's buffer
button.prevPressedVal = padDataVal;
padDataVal = button.pressed;
return button.prevPressedVal != button.pressed;
}
bool ControllerPressureButton::UpdateData(u8 &padDataVal, bool ignoreRealController, bool readOnly)
bool ControllerPressureButton::UpdateData(u8& padDataVal, bool ignoreRealController, bool readOnly)
{
ControllerPressureButton &button = *this;
if (!ignoreRealController || readOnly) {
const bool bypassedWithChangedState = button.isControllerPressureBypassed && padDataVal != button.prevPressureVal;
if (bypassedWithChangedState) {
button.prevPressureVal = padDataVal;
button.isControllerPressureBypassed = false;
}
if (bypassedWithChangedState || !button.isControllerPressureBypassed || readOnly) {
button.widgetUpdateRequired = button.pressure != padDataVal;
button.pressure = padDataVal;
return false;
}
}
button.prevPressureVal = padDataVal;
padDataVal = button.pressure;
return button.prevPressureVal != button.pressure;
ControllerPressureButton& button = *this;
if (!ignoreRealController || readOnly)
{
const bool bypassedWithChangedState = button.isControllerPressureBypassed && padDataVal != button.prevPressureVal;
if (bypassedWithChangedState)
{
button.prevPressureVal = padDataVal;
button.isControllerPressureBypassed = false;
}
if (bypassedWithChangedState || !button.isControllerPressureBypassed || readOnly)
{
button.widgetUpdateRequired = button.pressure != padDataVal;
button.pressure = padDataVal;
return false;
}
}
button.prevPressureVal = padDataVal;
padDataVal = button.pressure;
return button.prevPressureVal != button.pressure;
}
bool AnalogVector::UpdateData(u8 &padDataVal, bool ignoreRealController, bool readOnly)
bool AnalogVector::UpdateData(u8& padDataVal, bool ignoreRealController, bool readOnly)
{
AnalogVector &vector = *this;
if (!ignoreRealController || readOnly) {
const bool bypassedWithChangedState = vector.isControllerBypassed && padDataVal != vector.prevVal;
if (bypassedWithChangedState) {
vector.prevVal = padDataVal;
vector.isControllerBypassed = false;
}
if (bypassedWithChangedState || !vector.isControllerBypassed || readOnly) {
vector.widgetUpdateRequired = vector.val != padDataVal;
vector.val = padDataVal;
return false;
}
}
vector.prevVal = padDataVal;
padDataVal = vector.val;
return vector.prevVal != vector.val;
AnalogVector& vector = *this;
if (!ignoreRealController || readOnly)
{
const bool bypassedWithChangedState = vector.isControllerBypassed && padDataVal != vector.prevVal;
if (bypassedWithChangedState)
{
vector.prevVal = padDataVal;
vector.isControllerBypassed = false;
}
if (bypassedWithChangedState || !vector.isControllerBypassed || readOnly)
{
vector.widgetUpdateRequired = vector.val != padDataVal;
vector.val = padDataVal;
return false;
}
}
vector.prevVal = padDataVal;
padDataVal = vector.val;
return vector.prevVal != vector.val;
}
#endif

View File

@ -15,6 +15,8 @@
#pragma once
#ifndef DISABLE_RECORDING
#include <queue>
#include "Pcsx2Types.h"
@ -34,16 +36,16 @@ struct ImageFile
struct AnalogVector
{
wxSlider *slider = 0;
wxSpinCtrl *spinner = 0;
wxSlider* slider = 0;
wxSpinCtrl* spinner = 0;
u8 val = 127;
u8 val = 127;
bool isControllerBypassed = false;
bool widgetUpdateRequired = false;
u8 prevVal = 127;
bool isControllerBypassed = false;
bool widgetUpdateRequired = false;
u8 prevVal = 127;
bool UpdateData(u8 &padDataVal, bool ignoreRealController, bool readOnly);
bool UpdateData(u8& padDataVal, bool ignoreRealController, bool readOnly);
};
@ -59,52 +61,52 @@ struct AnalogPosition
class VirtualPadElement
{
public:
bool currentlyRendered = false;
bool currentlyRendered = false;
virtual void EnableWidgets(bool enable) = 0;
virtual void Render(wxDC &dc) = 0;
virtual void UpdateGuiElement(std::queue<VirtualPadElement *> &renderQueue, bool &clearScreenRequired) = 0;
virtual void EnableWidgets(bool enable) = 0;
virtual void Render(wxDC& dc) = 0;
virtual void UpdateGuiElement(std::queue<VirtualPadElement*>& renderQueue, bool& clearScreenRequired) = 0;
};
class ControllerButton
{
public:
bool isControllerPressBypassed = false;
bool pressed = false;
bool prevPressedVal = false;
bool widgetUpdateRequired = false;
bool isControllerPressBypassed = false;
bool pressed = false;
bool prevPressedVal = false;
bool widgetUpdateRequired = false;
bool UpdateButtonData(bool &padDataVal, bool ignoreRealController, bool readOnly);
bool UpdateButtonData(bool& padDataVal, bool ignoreRealController, bool readOnly);
};
class ControllerNormalButton : public ControllerButton, public VirtualPadElement
{
public:
ImageFile icon;
wxCheckBox *pressedBox = 0;
wxCheckBox* pressedBox = 0;
bool UpdateData(bool &padDataVal, bool ignoreRealController, bool readOnly);
void EnableWidgets(bool enable) override;
void Render(wxDC &dc) override;
void UpdateGuiElement(std::queue<VirtualPadElement *> &renderQueue, bool &clearScreenRequired) override;
bool UpdateData(bool& padDataVal, bool ignoreRealController, bool readOnly);
void EnableWidgets(bool enable) override;
void Render(wxDC& dc) override;
void UpdateGuiElement(std::queue<VirtualPadElement*>& renderQueue, bool& clearScreenRequired) override;
};
class ControllerPressureButton : public ControllerButton, public VirtualPadElement
{
public:
ImageFile icon;
wxSpinCtrl *pressureSpinner = 0;
wxSpinCtrl* pressureSpinner = 0;
u8 pressure = 0;
bool isControllerPressureBypassed = false;
u8 prevPressureVal = 0;
bool UpdateData(bool &padDataVal, bool ignoreRealController, bool readOnly);
bool UpdateData(u8 &padDataVal, bool ignoreRealController, bool readOnly);
void EnableWidgets(bool enable) override;
void Render(wxDC &dc) override;
void UpdateGuiElement(std::queue<VirtualPadElement *> &renderQueue, bool &clearScreenRequired) override;
bool UpdateData(bool& padDataVal, bool ignoreRealController, bool readOnly);
bool UpdateData(u8& padDataVal, bool ignoreRealController, bool readOnly);
void EnableWidgets(bool enable) override;
void Render(wxDC& dc) override;
void UpdateGuiElement(std::queue<VirtualPadElement*>& renderQueue, bool& clearScreenRequired) override;
};
class AnalogStick : public VirtualPadElement
@ -115,7 +117,9 @@ public:
AnalogPosition positionGraphic;
void EnableWidgets(bool enable) override;
void Render(wxDC &dc) override;
void UpdateGuiElement(std::queue<VirtualPadElement *> &renderQueue, bool &clearScreenRequired) override;
void EnableWidgets(bool enable) override;
void Render(wxDC& dc) override;
void UpdateGuiElement(std::queue<VirtualPadElement*>& renderQueue, bool& clearScreenRequired) override;
};
#endif

View File

@ -0,0 +1 @@
*.h

View File

@ -0,0 +1,18 @@
:: Probably self-explanatory: This batch file compiles a single souce image into a
:: CPP header file for use by pcsx2.
::
:: bin2cpp.cmd SrcImage
::
:: Parameters
:: SrcImage - Complete filename with extension.
::
@echo off
SETLOCAL ENABLEEXTENSIONS
cd "%~0\..\"
"..\..\..\..\tools\bin\bin2cpp.exe" %1
ENDLOCAL

View File

@ -1,12 +0,0 @@
# ----
# Runs all *.png files in the current directory
# through tools/bin/bin2cpp.exe
# which creates a header file with the image data to be used
# with wxWidgets (wxBitmap / wxImage specifically)
# ----
$files = Get-ChildItem -Path $PSScriptRoot -Filter *.png
foreach ($f in $files ) {
..\..\..\..\tools\bin\bin2cpp.exe $f.Name
}

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@ -79,11 +79,11 @@ void Pcsx2App::OpenMainFrame()
#ifndef DISABLE_RECORDING
VirtualPad* virtualPad0 = new VirtualPad(mainFrame, wxID_ANY, wxEmptyString, 0);
g_inputRecording.setVirtualPadPtr(virtualPad0, 0);
g_InputRecording.setVirtualPadPtr(virtualPad0, 0);
m_id_VirtualPad[0] = virtualPad0->GetId();
VirtualPad *virtualPad1 = new VirtualPad(mainFrame, wxID_ANY, wxEmptyString, 1);
g_inputRecording.setVirtualPadPtr(virtualPad1, 1);
g_InputRecording.setVirtualPadPtr(virtualPad1, 1);
m_id_VirtualPad[1] = virtualPad1->GetId();
NewRecordingFrame* newRecordingFrame = new NewRecordingFrame(mainFrame);

View File

@ -144,6 +144,75 @@
<Command>cmd.exe /c %(RelativeDir)bin2cpp.cmd %(Filename)%(Extension)</Command>
<Outputs>%(RelativeDir)%(Filename).h</Outputs>
</CustomBuild>
<!-- Generate Recording GUI Image Headers -->
<CustomBuild Include="..\..\Recording\VirtualPad\img\controller.png">
<Command>cmd.exe /c %(RelativeDir)bin2cpp.cmd %(Filename)%(Extension)</Command>
<Outputs>%(RelativeDir)%(Filename).h</Outputs>
</CustomBuild>
<CustomBuild Include="..\..\Recording\VirtualPad\img\circlePressed.png">
<Command>cmd.exe /c %(RelativeDir)bin2cpp.cmd %(Filename)%(Extension)</Command>
<Outputs>%(RelativeDir)%(Filename).h</Outputs>
</CustomBuild>
<CustomBuild Include="..\..\Recording\VirtualPad\img\crossPressed.png">
<Command>cmd.exe /c %(RelativeDir)bin2cpp.cmd %(Filename)%(Extension)</Command>
<Outputs>%(RelativeDir)%(Filename).h</Outputs>
</CustomBuild>
<CustomBuild Include="..\..\Recording\VirtualPad\img\downPressed.png">
<Command>cmd.exe /c %(RelativeDir)bin2cpp.cmd %(Filename)%(Extension)</Command>
<Outputs>%(RelativeDir)%(Filename).h</Outputs>
</CustomBuild>
<CustomBuild Include="..\..\Recording\VirtualPad\img\l1Pressed.png">
<Command>cmd.exe /c %(RelativeDir)bin2cpp.cmd %(Filename)%(Extension)</Command>
<Outputs>%(RelativeDir)%(Filename).h</Outputs>
</CustomBuild>
<CustomBuild Include="..\..\Recording\VirtualPad\img\l2Pressed.png">
<Command>cmd.exe /c %(RelativeDir)bin2cpp.cmd %(Filename)%(Extension)</Command>
<Outputs>%(RelativeDir)%(Filename).h</Outputs>
</CustomBuild>
<CustomBuild Include="..\..\Recording\VirtualPad\img\l3Pressed.png">
<Command>cmd.exe /c %(RelativeDir)bin2cpp.cmd %(Filename)%(Extension)</Command>
<Outputs>%(RelativeDir)%(Filename).h</Outputs>
</CustomBuild>
<CustomBuild Include="..\..\Recording\VirtualPad\img\leftPressed.png">
<Command>cmd.exe /c %(RelativeDir)bin2cpp.cmd %(Filename)%(Extension)</Command>
<Outputs>%(RelativeDir)%(Filename).h</Outputs>
</CustomBuild>
<CustomBuild Include="..\..\Recording\VirtualPad\img\r1Pressed.png">
<Command>cmd.exe /c %(RelativeDir)bin2cpp.cmd %(Filename)%(Extension)</Command>
<Outputs>%(RelativeDir)%(Filename).h</Outputs>
</CustomBuild>
<CustomBuild Include="..\..\Recording\VirtualPad\img\r2Pressed.png">
<Command>cmd.exe /c %(RelativeDir)bin2cpp.cmd %(Filename)%(Extension)</Command>
<Outputs>%(RelativeDir)%(Filename).h</Outputs>
</CustomBuild>
<CustomBuild Include="..\..\Recording\VirtualPad\img\r3Pressed.png">
<Command>cmd.exe /c %(RelativeDir)bin2cpp.cmd %(Filename)%(Extension)</Command>
<Outputs>%(RelativeDir)%(Filename).h</Outputs>
</CustomBuild>
<CustomBuild Include="..\..\Recording\VirtualPad\img\rightPressed.png">
<Command>cmd.exe /c %(RelativeDir)bin2cpp.cmd %(Filename)%(Extension)</Command>
<Outputs>%(RelativeDir)%(Filename).h</Outputs>
</CustomBuild>
<CustomBuild Include="..\..\Recording\VirtualPad\img\selectPressed.png">
<Command>cmd.exe /c %(RelativeDir)bin2cpp.cmd %(Filename)%(Extension)</Command>
<Outputs>%(RelativeDir)%(Filename).h</Outputs>
</CustomBuild>
<CustomBuild Include="..\..\Recording\VirtualPad\img\squarePressed.png">
<Command>cmd.exe /c %(RelativeDir)bin2cpp.cmd %(Filename)%(Extension)</Command>
<Outputs>%(RelativeDir)%(Filename).h</Outputs>
</CustomBuild>
<CustomBuild Include="..\..\Recording\VirtualPad\img\startPressed.png">
<Command>cmd.exe /c %(RelativeDir)bin2cpp.cmd %(Filename)%(Extension)</Command>
<Outputs>%(RelativeDir)%(Filename).h</Outputs>
</CustomBuild>
<CustomBuild Include="..\..\Recording\VirtualPad\img\trianglePressed.png">
<Command>cmd.exe /c %(RelativeDir)bin2cpp.cmd %(Filename)%(Extension)</Command>
<Outputs>%(RelativeDir)%(Filename).h</Outputs>
</CustomBuild>
<CustomBuild Include="..\..\Recording\VirtualPad\img\upPressed.png">
<Command>cmd.exe /c %(RelativeDir)bin2cpp.cmd %(Filename)%(Extension)</Command>
<Outputs>%(RelativeDir)%(Filename).h</Outputs>
</CustomBuild>
</ItemGroup>
<ItemGroup>
<ClCompile Include="..\..\CDVD\BlockdumpFileReader.cpp" />