mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-01-12 09:09:12 +01:00
926ff36489
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4544 8ced0084-cf51-0410-be5f-012b33b47a6e
287 lines
8.0 KiB
C++
287 lines
8.0 KiB
C++
// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include <vector>
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#include <string>
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#include "../../../Core/InputCommon/Src/SDL.h" // Core
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#include "../../../Core/InputCommon/Src/XInput.h"
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#include "Common.h" // Common
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#include "LogManager.h"
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#include "StringUtil.h" // for ArrayToString()
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#include "IniFile.h"
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#include "pluginspecs_wiimote.h"
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#include "EmuDefinitions.h" // Local
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#include "main.h"
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#include "wiimote_hid.h"
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#include "EmuSubroutines.h"
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#include "EmuMain.h"
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#include "Encryption.h" // for extension encryption
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#include "Config.h" // for g_Config
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#if defined(HAVE_WX) && HAVE_WX
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#include "ConfigPadDlg.h"
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#endif
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extern SWiimoteInitialize g_WiimoteInitialize;
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extern WiimotePadConfigDialog *m_PadConfigFrame;
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namespace WiiMoteEmu
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{
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bool LocalSearchDevices(std::vector<InputCommon::CONTROLLER_INFO> &_joyinfo, int &_NumPads)
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{
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//DEBUG_LOG(PAD, "LocalSearchDevices");
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bool bSuccess = InputCommon::SearchDevices(_joyinfo, _NumPads);
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DoLocalSearchDevices(_joyinfo, _NumPads);
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return bSuccess;
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}
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bool LocalSearchDevicesReset(std::vector<InputCommon::CONTROLLER_INFO> &_joyinfo, int &_NumPads)
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{
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DEBUG_LOG(CONSOLE, "LocalSearchDevicesReset");
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// Turn off device polling while resetting
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EnablePolling(false);
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bool bSuccess = InputCommon::SearchDevicesReset(_joyinfo, _NumPads);
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EnablePolling(true);
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DoLocalSearchDevices(_joyinfo, _NumPads);
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return bSuccess;
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}
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// Fill joyinfo with the current connected devices
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bool DoLocalSearchDevices(std::vector<InputCommon::CONTROLLER_INFO> &_joyinfo, int &_NumPads)
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{
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//DEBUG_LOG(WIIMOTE, "LocalSearchDevices");
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// Turn off device polling while searching
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WiiMoteEmu::EnablePolling(false);
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bool bReturn = InputCommon::SearchDevices(_joyinfo, _NumPads);
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// Warn the user if no gamepads are detected
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if (_NumPads == 0 && g_EmulatorRunning)
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{
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//PanicAlert("Wiimote: No Gamepad Detected");
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//return false;
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}
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// Load the first time
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if (!g_Config.Loaded) g_Config.Load();
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// Update the PadState[].joy handle
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// If the saved ID matches, select this device for this slot
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bool Match = false;
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for (int i = 0; i < MAX_WIIMOTES; i++)
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{
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for (int j = 0; j < joyinfo.size(); j++)
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{
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if (joyinfo.at(j).Name == PadMapping[i].Name)
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{
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PadState[i].joy = joyinfo.at(j).joy;
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Match = true;
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//INFO_LOG(WIIMOTE, "Slot %i: '%s' %06i", i, joyinfo.at(j).Name.c_str(), PadState[i].joy);
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}
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}
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if (!Match) PadState[i].joy = NULL;
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}
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WiiMoteEmu::EnablePolling(true);
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return bReturn;
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}
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// Is the device connected?
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// ----------------
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bool IsConnected(std::string Name)
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{
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for (int i = 0; i < joyinfo.size(); i++)
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{
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DEBUG_LOG(WIIMOTE, "Pad %i: IsConnected checking '%s' against '%s'", i, joyinfo.at(i).Name.c_str(), Name.c_str());
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if (joyinfo.at(i).Name == Name)
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return true;
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}
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}
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// See description of the equivalent functions in nJoy.cpp...
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// ----------------
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bool IsPolling()
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{
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return true;
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/*
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if (!SDLPolling || SDL_JoystickEventState(SDL_QUERY) == SDL_ENABLE)
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return false;
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else
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return true;
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*/
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}
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void EnablePolling(bool Enable)
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{
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/*
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if (Enable)
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{
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SDLPolling = true;
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SDL_JoystickEventState(SDL_IGNORE);
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}
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else
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{
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SDLPolling = false;
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SDL_JoystickEventState(SDL_ENABLE);
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}
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*/
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}
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// ID to Name
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// ----------------
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std::string IDToName(int ID)
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{
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for (int i = 0; i < joyinfo.size(); i++)
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{
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//DEBUG_LOG(WIIMOTE, "IDToName: ID %i id %i %s", ID, i, joyinfo.at(i).Name.c_str());
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if (joyinfo.at(i).ID == ID)
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return joyinfo.at(i).Name;
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}
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return "";
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}
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// Return adjusted input values
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void PadStateAdjustments(int &Lx, int &Ly, int &Rx, int &Ry, int &Tl, int &Tr)
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{
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// This has to be changed if multiple Wiimotes are to be supported later
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const int Page = 0;
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// Copy all states to a local variable
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Lx = PadState[Page].Axis.Lx;
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Ly = PadState[Page].Axis.Ly;
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Rx = PadState[Page].Axis.Rx;
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Ry = PadState[Page].Axis.Ry;
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Tl = PadState[Page].Axis.Tl;
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Tr = PadState[Page].Axis.Tr;
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// Check the circle to square option
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if(PadMapping[Page].bCircle2Square)
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{
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InputCommon::Square2Circle(Lx, Ly, Page, PadMapping[Page].SDiagonal, true);
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}
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// Dead zone adjustment
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float DeadZoneLeft = (float)PadMapping[Page].DeadZoneL / 100.0f;
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float DeadZoneRight = (float)PadMapping[Page].DeadZoneR / 100.0f;
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if (InputCommon::IsDeadZone(DeadZoneLeft, Lx, Ly))
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{
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Lx = 0;
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Ly = 0;
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}
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if (InputCommon::IsDeadZone(DeadZoneRight, Rx, Ry))
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{
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Rx = 0;
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Ry = 0;
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}
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// Downsize the values from 0x8000 to 0x80
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Lx = InputCommon::Pad_Convert(Lx);
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Ly = InputCommon::Pad_Convert(Ly);
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Rx = InputCommon::Pad_Convert(Rx);
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Ry = InputCommon::Pad_Convert(Ry);
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// The XInput range is already 0 to 0x80
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if (PadMapping[Page].triggertype == InputCommon::CTL_TRIGGER_SDL)
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{
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Tl = InputCommon::Pad_Convert(PadState[Page].Axis.Tl);
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Tr = InputCommon::Pad_Convert(PadState[Page].Axis.Tr);
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}
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}
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// Request joystick state
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/* Called from: PAD_GetStatus() Input: The virtual device 0, 1, 2 or 3
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Function: Updates the PadState struct with the current pad status. The input
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value "controller" is for a virtual controller 0 to 3. */
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void GetJoyState(InputCommon::CONTROLLER_STATE_NEW &_PadState, InputCommon::CONTROLLER_MAPPING_NEW _PadMapping, int controller)
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{
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//DEBUG_LOG(WIIMOTE, "GetJoyState: Polling:%i NumPads:%i", SDLPolling, NumPads);
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// Return if polling is off
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if (!IsPolling) return;
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// Update joyinfo handles. This is in case the Wiimote plugin has restarted SDL after a pad was conencted/disconnected
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// so that the handles are updated. We don't need to run this this often. Once a second would be enough.
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LocalSearchDevices(joyinfo, NumPads);
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// Return if we have no pads
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if (NumPads == 0) return;
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// Read info
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int NumButtons = SDL_JoystickNumButtons(_PadState.joy);
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// Update the gamepad status
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SDL_JoystickUpdate();
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// Update axis states. It doesn't hurt much if we happen to ask for nonexisting axises here.
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_PadState.Axis.Lx = SDL_JoystickGetAxis(_PadState.joy, _PadMapping.Axis.Lx);
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_PadState.Axis.Ly = SDL_JoystickGetAxis(_PadState.joy, _PadMapping.Axis.Ly);
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_PadState.Axis.Rx = SDL_JoystickGetAxis(_PadState.joy, _PadMapping.Axis.Rx);
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_PadState.Axis.Ry = SDL_JoystickGetAxis(_PadState.joy, _PadMapping.Axis.Ry);
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// Update the analog trigger axis values
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#ifdef _WIN32
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if (_PadMapping.triggertype == InputCommon::CTL_TRIGGER_SDL)
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{
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#endif
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// If we are using SDL analog triggers the buttons have to be mapped as 1000 or up, otherwise they are not used
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// We must also check that we are not asking for a negative axis number because SDL_JoystickGetAxis() has
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// no good way of handling that
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if ((_PadMapping.Axis.Tl - 1000) >= 0) _PadState.Axis.Tl = SDL_JoystickGetAxis(_PadState.joy, _PadMapping.Axis.Tl - 1000);
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if ((_PadMapping.Axis.Tr - 1000) >= 0) _PadState.Axis.Tr = SDL_JoystickGetAxis(_PadState.joy, _PadMapping.Axis.Tr - 1000);
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#ifdef _WIN32
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}
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else
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{
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_PadState.Axis.Tl = XInput::GetXI(0, _PadMapping.Axis.Tl - 1000);
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_PadState.Axis.Tr = XInput::GetXI(0, _PadMapping.Axis.Tr - 1000);
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}
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#endif
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/* Debugging
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ConsoleListener* Console = LogManager::GetInstance()->getConsoleListener();
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Console->ClearScreen();
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Console->CustomLog(StringFromFormat(
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"Controller: %i Handle: %i\n"
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"Triggers: %i %i %i %i %i\n"
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"Analog: %06i %06i \n",
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controller, (int)_PadState.joy,
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_PadMapping.triggertype,
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_PadMapping.Axis.Tl, _PadMapping.Axis.Tr,
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_PadState.Axis.Tl, _PadState.Axis.Tr,
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_PadState.Axis.Lx, _PadState.Axis.Ly
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).c_str());
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*/
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}
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} // end of namespace WiiMoteEmu
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