mirror of
https://github.com/Fledge68/WiiFlow_Lite.git
synced 2024-12-27 04:11:57 +01:00
8a5a0fd438
- fixed reloading wiiflow after any changes on Startup Settings menu. - changed the order of functions for ShutdownBeforeExit() to possible fix any shutdown and gameboot issues. - v5.5.2 beta 1
112 lines
3.1 KiB
C
112 lines
3.1 KiB
C
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// A simple wrapper for libsicksaxis, to make it resemble WPAD/PAD more closely.
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// Written by daxtsu/thedax. I'm releasing this code into the public domain, so do whatever you want with it.
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#include <sicksaxis.h>
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#include "sicksaxis-wrapper.h"
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static DS3 Controller1;
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static bool psPressed = false;
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bool DS3_Init()// does not check for and connect controller
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{
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USB_Initialize();
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ss_init();// add controller to ios heap
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ss_initialize(&Controller1);// set all values to initial states
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return true;
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}
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void DS3_Rumble()
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{
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//if (DS3_Connected())
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if (Controller1.connected && psPressed)
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{
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ss_set_rumble(&Controller1, 2, 255, 2, 255);
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}
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}
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void DS3_Cleanup()
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{
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psPressed = false;
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ss_close(&Controller1);
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//USB_Deinitialize();
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}
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unsigned int DS3_ButtonsDown()
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{
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//if (!DS3_Connected())
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if (!ss_is_connected(&Controller1) || !psPressed)
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return 0;
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DS3 *controller;
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controller = &Controller1;
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unsigned int pressed = 0;
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pressed |= controller->pad.buttons.PS ? DS3_BUTTON_PS : 0;
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pressed |= controller->pad.buttons.start ? DS3_BUTTON_START : 0;
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pressed |= controller->pad.buttons.select ? DS3_BUTTON_SELECT : 0;
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pressed |= controller->pad.buttons.triangle ? DS3_BUTTON_TRIANGLE : 0;
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pressed |= controller->pad.buttons.circle ? DS3_BUTTON_CIRCLE : 0;
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pressed |= controller->pad.buttons.cross ? DS3_BUTTON_CROSS : 0;
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pressed |= controller->pad.buttons.square ? DS3_BUTTON_SQUARE : 0;
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pressed |= controller->pad.buttons.up ? DS3_BUTTON_UP : 0;
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pressed |= controller->pad.buttons.right ? DS3_BUTTON_RIGHT : 0;
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pressed |= controller->pad.buttons.down ? DS3_BUTTON_DOWN : 0;
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pressed |= controller->pad.buttons.left ? DS3_BUTTON_LEFT : 0;
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pressed |= controller->pad.buttons.L1 ? DS3_BUTTON_L1 : 0;
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pressed |= controller->pad.buttons.L2 ? DS3_BUTTON_L2 : 0;
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pressed |= controller->pad.buttons.L3 ? DS3_BUTTON_L3 : 0;
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pressed |= controller->pad.buttons.R1 ? DS3_BUTTON_R1 : 0;
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pressed |= controller->pad.buttons.R2 ? DS3_BUTTON_R2 : 0;
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pressed |= controller->pad.buttons.R3 ? DS3_BUTTON_R3 : 0;
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return pressed;
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}
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bool DS3_Connected()// not used but could be used in the functions ButtonsDown() and Rumble() above
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{
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return Controller1.connected > 0 && psPressed;
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}
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/* does not scan pads. simply connects with the controller and starts a thread to read the controller. */
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/* on later calls it simply checks if the PS button on the controller has been pressed and lights up the LED */
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void DS3_ScanPads()
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{
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if (!ss_is_connected(&Controller1))
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{
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psPressed = false;
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ss_initialize(&Controller1);
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if (ss_open(&Controller1) > 0)
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{
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ss_start_reading(&Controller1);
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ss_set_led(&Controller1, 0);
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}
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}
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else if (Controller1.pad.buttons.PS && !psPressed)
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{
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psPressed = true;
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ss_set_led(&Controller1, 1);
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}
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}
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int DS3_LStickX()
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{
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return psPressed? Controller1.pad.left_analog.x - 128 : 0;
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}
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int DS3_RStickX()
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{
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return psPressed? Controller1.pad.right_analog.x - 128 : 0;
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}
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int DS3_LStickY()
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{
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return psPressed? Controller1.pad.left_analog.y - 128 : 0;
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}
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int DS3_RStickY()
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{
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return psPressed? Controller1.pad.right_analog.y - 128 : 0;
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}
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