/**************************************************************************** * FCE Ultra 0.98.12 * Nintendo Wii/Gamecube Port * * Tantric 2008-2009 * * pad.cpp * * Controller input ****************************************************************************/ #include #include #include "fceugx.h" #include "pad.h" #include "gcaudio.h" #include "menu.h" #include "gcvideo.h" #include "filebrowser.h" #include "button_mapping.h" #include "gui/gui.h" #include "fceuload.h" extern "C" { #include "driver.h" #include "fceu.h" #include "input.h" extern INPUTC *FCEU_InitZapper(int w); } int rumbleRequest[4] = {0,0,0,0}; GuiTrigger userInput[4]; #ifdef HW_RVL static int rumbleCount[4] = {0,0,0,0}; #endif static uint32 JSReturn = 0; void *InputDPR; static INPUTC *zapperdata[2]; static unsigned int myzappers[2][3]; u32 nespadmap[11]; // Original NES controller buttons u32 zapperpadmap[11]; // Original NES Zapper controller buttons u32 btnmap[2][4][12]; // button mapping void ResetControls() { int i = 0; // Original NES controller buttons // All other pads are mapped to this i=0; nespadmap[i++] = JOY_B; nespadmap[i++] = JOY_A; nespadmap[i++] = RAPID_B; nespadmap[i++] = RAPID_A; // rapid press A/B buttons nespadmap[i++] = JOY_SELECT; nespadmap[i++] = JOY_START; nespadmap[i++] = JOY_UP; nespadmap[i++] = JOY_DOWN; nespadmap[i++] = JOY_LEFT; nespadmap[i++] = JOY_RIGHT; nespadmap[i++] = 0; // insert coin for VS games, insert/eject/select disk for FDS /*** Gamecube controller Padmap ***/ i=0; btnmap[CTRL_PAD][CTRLR_GCPAD][i++] = PAD_BUTTON_B; btnmap[CTRL_PAD][CTRLR_GCPAD][i++] = PAD_BUTTON_A; btnmap[CTRL_PAD][CTRLR_GCPAD][i++] = PAD_BUTTON_Y; btnmap[CTRL_PAD][CTRLR_GCPAD][i++] = PAD_BUTTON_X; btnmap[CTRL_PAD][CTRLR_GCPAD][i++] = PAD_TRIGGER_Z; btnmap[CTRL_PAD][CTRLR_GCPAD][i++] = PAD_BUTTON_START; btnmap[CTRL_PAD][CTRLR_GCPAD][i++] = PAD_BUTTON_UP; btnmap[CTRL_PAD][CTRLR_GCPAD][i++] = PAD_BUTTON_DOWN; btnmap[CTRL_PAD][CTRLR_GCPAD][i++] = PAD_BUTTON_LEFT; btnmap[CTRL_PAD][CTRLR_GCPAD][i++] = PAD_BUTTON_RIGHT; btnmap[CTRL_PAD][CTRLR_GCPAD][i++] = PAD_TRIGGER_L; /*** Wiimote Padmap ***/ i=0; btnmap[CTRL_PAD][CTRLR_WIIMOTE][i++] = WPAD_BUTTON_1; btnmap[CTRL_PAD][CTRLR_WIIMOTE][i++] = WPAD_BUTTON_2; btnmap[CTRL_PAD][CTRLR_WIIMOTE][i++] = 0; btnmap[CTRL_PAD][CTRLR_WIIMOTE][i++] = 0; btnmap[CTRL_PAD][CTRLR_WIIMOTE][i++] = WPAD_BUTTON_MINUS; btnmap[CTRL_PAD][CTRLR_WIIMOTE][i++] = WPAD_BUTTON_PLUS; btnmap[CTRL_PAD][CTRLR_WIIMOTE][i++] = WPAD_BUTTON_RIGHT; btnmap[CTRL_PAD][CTRLR_WIIMOTE][i++] = WPAD_BUTTON_LEFT; btnmap[CTRL_PAD][CTRLR_WIIMOTE][i++] = WPAD_BUTTON_UP; btnmap[CTRL_PAD][CTRLR_WIIMOTE][i++] = WPAD_BUTTON_DOWN; btnmap[CTRL_PAD][CTRLR_WIIMOTE][i++] = WPAD_BUTTON_A; /*** Classic Controller Padmap ***/ i=0; btnmap[CTRL_PAD][CTRLR_CLASSIC][i++] = WPAD_CLASSIC_BUTTON_Y; btnmap[CTRL_PAD][CTRLR_CLASSIC][i++] = WPAD_CLASSIC_BUTTON_B; btnmap[CTRL_PAD][CTRLR_CLASSIC][i++] = WPAD_CLASSIC_BUTTON_X; btnmap[CTRL_PAD][CTRLR_CLASSIC][i++] = WPAD_CLASSIC_BUTTON_A; btnmap[CTRL_PAD][CTRLR_CLASSIC][i++] = WPAD_CLASSIC_BUTTON_MINUS; btnmap[CTRL_PAD][CTRLR_CLASSIC][i++] = WPAD_CLASSIC_BUTTON_PLUS; btnmap[CTRL_PAD][CTRLR_CLASSIC][i++] = WPAD_CLASSIC_BUTTON_UP; btnmap[CTRL_PAD][CTRLR_CLASSIC][i++] = WPAD_CLASSIC_BUTTON_DOWN; btnmap[CTRL_PAD][CTRLR_CLASSIC][i++] = WPAD_CLASSIC_BUTTON_LEFT; btnmap[CTRL_PAD][CTRLR_CLASSIC][i++] = WPAD_CLASSIC_BUTTON_RIGHT; btnmap[CTRL_PAD][CTRLR_CLASSIC][i++] = WPAD_CLASSIC_BUTTON_FULL_L; /*** Nunchuk + wiimote Padmap ***/ i=0; btnmap[CTRL_PAD][CTRLR_NUNCHUK][i++] = WPAD_NUNCHUK_BUTTON_C; btnmap[CTRL_PAD][CTRLR_NUNCHUK][i++] = WPAD_NUNCHUK_BUTTON_Z; btnmap[CTRL_PAD][CTRLR_NUNCHUK][i++] = 0; btnmap[CTRL_PAD][CTRLR_NUNCHUK][i++] = 0; btnmap[CTRL_PAD][CTRLR_NUNCHUK][i++] = WPAD_BUTTON_MINUS; btnmap[CTRL_PAD][CTRLR_NUNCHUK][i++] = WPAD_BUTTON_PLUS; btnmap[CTRL_PAD][CTRLR_NUNCHUK][i++] = WPAD_BUTTON_UP; btnmap[CTRL_PAD][CTRLR_NUNCHUK][i++] = WPAD_BUTTON_DOWN; btnmap[CTRL_PAD][CTRLR_NUNCHUK][i++] = WPAD_BUTTON_LEFT; btnmap[CTRL_PAD][CTRLR_NUNCHUK][i++] = WPAD_BUTTON_RIGHT; btnmap[CTRL_PAD][CTRLR_NUNCHUK][i++] = WPAD_BUTTON_A; /*** Zapper : GC controller button mapping ***/ i=0; btnmap[CTRL_ZAPPER][CTRLR_GCPAD][i++] = PAD_BUTTON_A; // shoot btnmap[CTRL_ZAPPER][CTRLR_GCPAD][i++] = PAD_BUTTON_B; // insert coin /*** Zapper : wiimote button mapping ***/ i=0; btnmap[CTRL_ZAPPER][CTRLR_WIIMOTE][i++] = WPAD_BUTTON_B; // shoot btnmap[CTRL_ZAPPER][CTRLR_WIIMOTE][i++] = WPAD_BUTTON_A; // insert coin } /**************************************************************************** * SetControllers ***************************************************************************/ void SetControllers() { if(!romLoaded) return; InputDPR = &JSReturn; if(GCSettings.Controller == CTRL_PAD4) FCEUI_DisableFourScore(false); else FCEUI_DisableFourScore(true); // set defaults zapperdata[0]=NULL; zapperdata[1]=NULL; myzappers[0][0]=myzappers[1][0]=128; myzappers[0][1]=myzappers[1][1]=120; myzappers[0][2]=myzappers[1][2]=0; // Default ports back to gamepad FCEUI_SetInput(0, SI_GAMEPAD, InputDPR, 0); FCEUI_SetInput(1, SI_GAMEPAD, InputDPR, 0); if(GCSettings.Controller == CTRL_ZAPPER) { int p; if(nesGameType == 2) p = 0; else p = 1; zapperdata[p] = FCEU_InitZapper(p); FCEUI_SetInput(p, SI_ZAPPER, myzappers[p], 1); } } #ifdef HW_RVL /**************************************************************************** * ShutoffRumble ***************************************************************************/ void ShutoffRumble() { for(int i=0;i<4;i++) { WPAD_Rumble(i, 0); rumbleCount[i] = 0; } } /**************************************************************************** * DoRumble ***************************************************************************/ void DoRumble(int i) { if(!GCSettings.Rumble) return; if(rumbleRequest[i] && rumbleCount[i] < 3) { WPAD_Rumble(i, 1); // rumble on rumbleCount[i]++; } else if(rumbleRequest[i]) { rumbleCount[i] = 12; rumbleRequest[i] = 0; } else { if(rumbleCount[i]) rumbleCount[i]--; WPAD_Rumble(i, 0); // rumble off } } s8 WPAD_StickX(u8 chan,u8 right) { float mag = 0.0; float ang = 0.0; WPADData *data = WPAD_Data(chan); switch (data->exp.type) { case WPAD_EXP_NUNCHUK: case WPAD_EXP_GUITARHERO3: if (right == 0) { mag = data->exp.nunchuk.js.mag; ang = data->exp.nunchuk.js.ang; } break; case WPAD_EXP_CLASSIC: if (right == 0) { mag = data->exp.classic.ljs.mag; ang = data->exp.classic.ljs.ang; } else { mag = data->exp.classic.rjs.mag; ang = data->exp.classic.rjs.ang; } break; default: break; } /* calculate X value (angle need to be converted into radian) */ if (mag > 1.0) mag = 1.0; else if (mag < -1.0) mag = -1.0; double val = mag * sin((PI * ang)/180.0f); return (s8)(val * 128.0f); } s8 WPAD_StickY(u8 chan, u8 right) { float mag = 0.0; float ang = 0.0; WPADData *data = WPAD_Data(chan); switch (data->exp.type) { case WPAD_EXP_NUNCHUK: case WPAD_EXP_GUITARHERO3: if (right == 0) { mag = data->exp.nunchuk.js.mag; ang = data->exp.nunchuk.js.ang; } break; case WPAD_EXP_CLASSIC: if (right == 0) { mag = data->exp.classic.ljs.mag; ang = data->exp.classic.ljs.ang; } else { mag = data->exp.classic.rjs.mag; ang = data->exp.classic.rjs.ang; } break; default: break; } /* calculate X value (angle need to be converted into radian) */ if (mag > 1.0) mag = 1.0; else if (mag < -1.0) mag = -1.0; double val = mag * cos((PI * ang)/180.0f); return (s8)(val * 128.0f); } #endif // hold zapper cursor positions static int pos_x = 0; static int pos_y = 0; static void UpdateCursorPosition (int pad) { #define ZAPPERPADCAL 20 // gc left joystick signed char pad_x = PAD_StickX (pad); signed char pad_y = PAD_StickY (pad); if (pad_x > ZAPPERPADCAL){ pos_x += (pad_x*1.0)/ZAPPERPADCAL; if (pos_x > 256) pos_x = 256; } if (pad_x < -ZAPPERPADCAL){ pos_x -= (pad_x*-1.0)/ZAPPERPADCAL; if (pos_x < 0) pos_x = 0; } if (pad_y < -ZAPPERPADCAL){ pos_y += (pad_y*-1.0)/ZAPPERPADCAL; if (pos_y > 224) pos_y = 224; } if (pad_y > ZAPPERPADCAL){ pos_y -= (pad_y*1.0)/ZAPPERPADCAL; if (pos_y < 0) pos_y = 0; } #ifdef HW_RVL struct ir_t ir; // wiimote ir WPAD_IR(pad, &ir); if (ir.valid) { pos_x = (ir.x * 256) / 640; pos_y = (ir.y * 224) / 480; } else { signed char wm_ax = WPAD_StickX (pad, 0); signed char wm_ay = WPAD_StickY (pad, 0); if (wm_ax > ZAPPERPADCAL){ pos_x += (wm_ax*1.0)/ZAPPERPADCAL; if (pos_x > 256) pos_x = 256; } if (wm_ax < -ZAPPERPADCAL){ pos_x -= (wm_ax*-1.0)/ZAPPERPADCAL; if (pos_x < 0) pos_x = 0; } if (wm_ay < -ZAPPERPADCAL){ pos_y += (wm_ay*-1.0)/ZAPPERPADCAL; if (pos_y > 224) pos_y = 224; } if (wm_ay > ZAPPERPADCAL){ pos_y -= (wm_ay*1.0)/ZAPPERPADCAL; if (pos_y < 0) pos_y = 0; } } #endif } /**************************************************************************** * Convert GC Joystick Readings to JOY ****************************************************************************/ static int RAPID_SKIP = 2; // frames to skip between rapid button presses static int RAPID_PRESS = 2; // number of rapid button presses to execute static int rapidbutton[4][2] = {{0}}; static unsigned char DecodeJoy( unsigned short pad ) { signed char pad_x = PAD_StickX (pad); signed char pad_y = PAD_StickY (pad); u32 jp = PAD_ButtonsHeld (pad); unsigned char J = 0; #ifdef HW_RVL signed char wm_ax = 0; signed char wm_ay = 0; u32 wp = 0; wm_ax = WPAD_StickX ((u8)pad, 0); wm_ay = WPAD_StickY ((u8)pad, 0); wp = WPAD_ButtonsHeld (pad); u32 exp_type; if ( WPAD_Probe(pad, &exp_type) != 0 ) exp_type = WPAD_EXP_NONE; #endif /*** Gamecube Joystick input ***/ // Is XY inside the "zone"? if (pad_x * pad_x + pad_y * pad_y > PADCAL * PADCAL) { if (pad_x > 0 && pad_y == 0) J |= JOY_RIGHT; if (pad_x < 0 && pad_y == 0) J |= JOY_LEFT; if (pad_x == 0 && pad_y > 0) J |= JOY_UP; if (pad_x == 0 && pad_y < 0) J |= JOY_DOWN; if (pad_x != 0 && pad_y != 0) { if ((float)pad_y / pad_x >= -2.41421356237 && (float)pad_y / pad_x < 2.41421356237) { if (pad_x >= 0) J |= JOY_RIGHT; else J |= JOY_LEFT; } if ((float)pad_x / pad_y >= -2.41421356237 && (float)pad_x / pad_y < 2.41421356237) { if (pad_y >= 0) J |= JOY_UP; else J |= JOY_DOWN; } } } #ifdef HW_RVL /*** Wii Joystick (classic, nunchuk) input ***/ // Is XY inside the "zone"? if (wm_ax * wm_ax + wm_ay * wm_ay > PADCAL * PADCAL) { /*** we don't want division by zero ***/ if (wm_ax > 0 && wm_ay == 0) J |= JOY_RIGHT; if (wm_ax < 0 && wm_ay == 0) J |= JOY_LEFT; if (wm_ax == 0 && wm_ay > 0) J |= JOY_UP; if (wm_ax == 0 && wm_ay < 0) J |= JOY_DOWN; if (wm_ax != 0 && wm_ay != 0) { /*** Recalc left / right ***/ float t; t = (float) wm_ay / wm_ax; if (t >= -2.41421356237 && t < 2.41421356237) { if (wm_ax >= 0) J |= JOY_RIGHT; else J |= JOY_LEFT; } /*** Recalc up / down ***/ t = (float) wm_ax / wm_ay; if (t >= -2.41421356237 && t < 2.41421356237) { if (wm_ay >= 0) J |= JOY_UP; else J |= JOY_DOWN; } } } #endif // Report pressed buttons (gamepads) int i; for (i = 0; i < MAXJP; i++) { if ( (jp & btnmap[CTRL_PAD][CTRLR_GCPAD][i]) // gamecube controller #ifdef HW_RVL || ( (exp_type == WPAD_EXP_NONE) && (wp & btnmap[CTRL_PAD][CTRLR_WIIMOTE][i]) ) // wiimote || ( (exp_type == WPAD_EXP_CLASSIC) && (wp & btnmap[CTRL_PAD][CTRLR_CLASSIC][i]) ) // classic controller || ( (exp_type == WPAD_EXP_NUNCHUK) && (wp & btnmap[CTRL_PAD][CTRLR_NUNCHUK][i]) ) // nunchuk + wiimote #endif ) { // if zapper is on, ignore all buttons except START and SELECT if(GCSettings.Controller != CTRL_ZAPPER || nespadmap[i] == JOY_START || nespadmap[i] == JOY_SELECT) { if(nespadmap[i] == RAPID_A) { // activate rapid fire for A button rapidbutton[pad][0] = RAPID_PRESS; } else if(nespadmap[i] == RAPID_B) { // activate rapid fire for B button rapidbutton[pad][1] = RAPID_PRESS; } else if(nespadmap[i] > 0) { J |= nespadmap[i]; } else { if(nesGameType == 4) // FDS { /* the commands shouldn't be issued in parallel so * we'll delay them so the virtual FDS has a chance * to process them */ FDSSwitchRequested = 1; } else FCEUI_VSUniCoin(); // insert coin for VS Games } } } } // rapid fire buttons if(FrameTimer % RAPID_SKIP == 0) // only press button every X frames { if(rapidbutton[pad][0] > 0) // rapid A { J |= JOY_A; rapidbutton[pad][0]--; } if(rapidbutton[pad][1] > 0) // rapid B { J |= JOY_B; rapidbutton[pad][1]--; } } // zapper enabled if(GCSettings.Controller == CTRL_ZAPPER) { int z = 1; // NES port # (0 or 1) myzappers[z][2] = 0; // reset trigger to not pressed // is trigger pressed? if ( (jp & btnmap[CTRL_ZAPPER][CTRLR_GCPAD][0]) // gamecube controller #ifdef HW_RVL || ( (exp_type == WPAD_EXP_NONE) && (wp & btnmap[CTRL_ZAPPER][CTRLR_WIIMOTE][0]) ) // wiimote #endif ) { // report trigger press myzappers[z][2] |= 2; } // VS zapper games if ( (jp & btnmap[CTRL_ZAPPER][CTRLR_GCPAD][1]) // gamecube controller #ifdef HW_RVL || ( (exp_type == WPAD_EXP_NONE) && (wp & btnmap[CTRL_ZAPPER][CTRLR_WIIMOTE][1]) ) // wiimote #endif ) { FCEUI_VSUniCoin(); // insert coin for VS zapper games } // cursor position UpdateCursorPosition(0); // update cursor for wiimote 1 myzappers[z][0] = pos_x; myzappers[z][1] = pos_y; // Report changes to FCE Ultra zapperdata[z]->Update(z,myzappers[z],0); } return J; } bool MenuRequested() { for(int i=0; i<4; i++) { if ( (userInput[i].pad.substickX < -70) || (userInput[i].pad.btns_h & PAD_BUTTON_START && userInput[i].pad.btns_h & PAD_BUTTON_A && userInput[i].pad.btns_h & PAD_BUTTON_B && userInput[i].pad.btns_h & PAD_TRIGGER_Z ) || (userInput[i].wpad.btns_h & WPAD_BUTTON_HOME) || (userInput[i].wpad.btns_h & WPAD_CLASSIC_BUTTON_HOME) ) { return true; } } return false; } void GetJoy() { JSReturn = 0; // reset buttons pressed unsigned char pad[4]; short i; // Turbo mode // RIGHT on c-stick and on classic ctrlr right joystick if(userInput[0].pad.substickX > 70 || userInput[0].WPAD_Stick(1,0) > 70) frameskip = 3; else frameskip = 0; // request to go back to menu if(MenuRequested()) ScreenshotRequested = 1; // go to the menu for (i = 0; i < 4; i++) pad[i] = DecodeJoy(i); JSReturn = pad[0] | pad[1] << 8 | pad[2] << 16 | pad[3] << 24; }