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Initialize now just takes the handle directly. Reinitialize is added because it is much more straightforward in comparison to doing the Shutdown-Initialize manually.
143 lines
3.7 KiB
C++
143 lines
3.7 KiB
C++
// Copyright 2013 Dolphin Emulator Project
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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#include "Common/CommonTypes.h"
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#include "Core/ConfigManager.h"
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#include "Core/HW/GCPad.h"
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#include "Core/HW/GCPadEmu.h"
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#include "InputCommon/GCPadStatus.h"
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#include "InputCommon/InputConfig.h"
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#include "InputCommon/ControllerInterface/ControllerInterface.h"
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namespace Pad
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{
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static InputConfig s_config("GCPadNew", _trans("Pad"), "GCPad");
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InputConfig* GetConfig()
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{
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return &s_config;
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}
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void Shutdown()
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{
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std::vector<ControllerEmu*>::const_iterator
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i = s_config.controllers.begin(),
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e = s_config.controllers.end();
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for ( ; i!=e; ++i )
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delete *i;
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s_config.controllers.clear();
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g_controller_interface.Shutdown();
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}
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// if plugin isn't initialized, init and load config
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void Initialize(void* const hwnd)
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{
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// add 4 gcpads
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for (unsigned int i=0; i<4; ++i)
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s_config.controllers.push_back(new GCPad(i));
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g_controller_interface.Initialize(hwnd);
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// load the saved controller config
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s_config.LoadConfig(true);
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}
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void GetStatus(u8 _numPAD, GCPadStatus* _pPADStatus)
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{
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memset(_pPADStatus, 0, sizeof(*_pPADStatus));
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_pPADStatus->err = PAD_ERR_NONE;
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std::unique_lock<std::recursive_mutex> lk(s_config.controls_lock, std::try_to_lock);
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if (!lk.owns_lock())
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{
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// if gui has lock (messing with controls), skip this input cycle
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// center axes and return
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_pPADStatus->stickX = GCPadStatus::MAIN_STICK_CENTER_X;
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_pPADStatus->stickY = GCPadStatus::MAIN_STICK_CENTER_Y;
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_pPADStatus->substickX = GCPadStatus::C_STICK_CENTER_X;
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_pPADStatus->substickY = GCPadStatus::C_STICK_CENTER_Y;
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return;
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}
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// if we are on the next input cycle, update output and input
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// if we can get a lock
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static int _last_numPAD = 4;
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if (_numPAD <= _last_numPAD)
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{
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g_controller_interface.UpdateOutput();
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g_controller_interface.UpdateInput();
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}
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_last_numPAD = _numPAD;
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// get input
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((GCPad*)s_config.controllers[_numPAD])->GetInput(_pPADStatus);
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}
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// __________________________________________________________________________________________________
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// Function: Rumble
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// Purpose: Pad rumble!
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// input: _numPad - Which pad to rumble.
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// _uType - Command type (Stop=0, Rumble=1, Stop Hard=2).
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// _uStrength - Strength of the Rumble
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// output: none
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//
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void Rumble(u8 _numPAD, unsigned int _uType, unsigned int _uStrength)
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{
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std::unique_lock<std::recursive_mutex> lk(s_config.controls_lock, std::try_to_lock);
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if (lk.owns_lock())
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{
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// TODO: this has potential to not stop rumble if user is messing with GUI at the perfect time
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// set rumble
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if (1 == _uType && _uStrength > 2)
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{
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((GCPad*)s_config.controllers[ _numPAD ])->SetOutput(255);
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}
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else
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{
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((GCPad*)s_config.controllers[ _numPAD ])->SetOutput(0);
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}
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}
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}
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// __________________________________________________________________________________________________
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// Function: Motor
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// Purpose: For devices with constant Force feedback
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// input: _numPAD - The pad to operate on
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// _uType - 06 = Motor On, 04 = Motor Off
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// _uStrength - 00 = Left Strong, 127 = Left Weak, 128 = Right Weak, 255 = Right Strong
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// output: none
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//
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void Motor(u8 _numPAD, unsigned int _uType, unsigned int _uStrength)
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{
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std::unique_lock<std::recursive_mutex> lk(s_config.controls_lock, std::try_to_lock);
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if (lk.owns_lock())
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{
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// TODO: this has potential to not stop rumble if user is messing with GUI at the perfect time
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// set rumble
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if (_uType == 6)
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{
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((GCPad*)s_config.controllers[ _numPAD ])->SetMotor(_uStrength);
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}
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}
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}
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bool GetMicButton(u8 pad)
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{
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std::unique_lock<std::recursive_mutex> lk(s_config.controls_lock, std::try_to_lock);
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if (!lk.owns_lock())
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return false;
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return ((GCPad*)s_config.controllers[pad])->GetMicButton();
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}
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}
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