/**************************************************************************** * FCE Ultra * Nintendo Wii/Gamecube Port * * Tantric 2008-2009 * * pad.cpp * * Controller input ****************************************************************************/ #include #include #include #include "fceugx.h" #include "fceusupport.h" #include "pad.h" #include "gcaudio.h" #include "menu.h" #include "gcvideo.h" #include "filebrowser.h" #include "button_mapping.h" #include "fceuload.h" #include "gui/gui.h" 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 consoleCtrl, int wiiCtrl) { 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 ***/ if(consoleCtrl == -1 || (consoleCtrl == CTRL_PAD && wiiCtrl == CTRLR_GCPAD)) { 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 ***/ if(consoleCtrl == -1 || (consoleCtrl == CTRL_PAD && wiiCtrl == CTRLR_WIIMOTE)) { 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 ***/ if(consoleCtrl == -1 || (consoleCtrl == CTRL_PAD && wiiCtrl == CTRLR_CLASSIC)) { 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 ***/ if(consoleCtrl == -1 || (consoleCtrl == CTRL_PAD && wiiCtrl == CTRLR_NUNCHUK)) { 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 ***/ if(consoleCtrl == -1 || (consoleCtrl == CTRL_ZAPPER && wiiCtrl == CTRLR_GCPAD)) { 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 ***/ if(consoleCtrl == -1 || (consoleCtrl == CTRL_ZAPPER && wiiCtrl == CTRLR_WIIMOTE)) { 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_SetInputFourscore(1); else FCEUI_SetInputFourscore(0); // 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(GameInfo->type == GIT_VSUNI) p = 0; else p = 1; zapperdata[p] = FCEU_InitZapper(p); FCEUI_SetInput(p, SI_ZAPPER, myzappers[p], 1); } } /**************************************************************************** * UpdatePads * * Scans pad and wpad ***************************************************************************/ static int padsConnected = 0; static u64 prev, now; void UpdatePads() { #ifdef HW_RVL WPAD_ScanPads(); #endif now = gettime(); if(!padsConnected && diff_sec(prev, now) < 2) return; prev = now; padsConnected = PAD_ScanPads(); if(!padsConnected) return; for(int i=3; i >= 0; i--) { userInput[i].pad.btns_d = PAD_ButtonsDown(i); userInput[i].pad.btns_u = PAD_ButtonsUp(i); userInput[i].pad.btns_h = PAD_ButtonsHeld(i); userInput[i].pad.stickX = PAD_StickX(i); userInput[i].pad.stickY = PAD_StickY(i); userInput[i].pad.substickX = PAD_SubStickX(i); userInput[i].pad.substickY = PAD_SubStickY(i); userInput[i].pad.triggerL = PAD_TriggerL(i); userInput[i].pad.triggerR = PAD_TriggerR(i); } } /**************************************************************************** * SetupPads * * Sets up userInput triggers for use ***************************************************************************/ void SetupPads() { PAD_Init(); #ifdef HW_RVL WPAD_Init(); // read wiimote accelerometer and IR data WPAD_SetDataFormat(WPAD_CHAN_ALL,WPAD_FMT_BTNS_ACC_IR); WPAD_SetVRes(WPAD_CHAN_ALL, screenwidth, screenheight); #endif for(int i=0; i < 4; i++) { userInput[i].chan = i; #ifdef HW_RVL userInput[i].wpad = WPAD_Data(i); #endif } } #ifdef HW_RVL /**************************************************************************** * ShutoffRumble ***************************************************************************/ void ShutoffRumble() { if(CONF_GetPadMotorMode() == 0) return; for(int i=0;i<4;i++) { WPAD_Rumble(i, 0); rumbleCount[i] = 0; rumbleRequest[i] = 0; } } /**************************************************************************** * DoRumble ***************************************************************************/ void DoRumble(int i) { if(CONF_GetPadMotorMode() == 0 || !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 } } #endif // hold zapper cursor positions static int pos_x = 0; static int pos_y = 0; static void UpdateCursorPosition (int chan) { #define ZAPPERPADCAL 20 // gc left joystick if (userInput[chan].pad.stickX > ZAPPERPADCAL) { pos_x += (userInput[chan].pad.stickX*1.0)/ZAPPERPADCAL; if (pos_x > 256) pos_x = 256; } if (userInput[chan].pad.stickX < -ZAPPERPADCAL) { pos_x -= (userInput[chan].pad.stickX*-1.0)/ZAPPERPADCAL; if (pos_x < 0) pos_x = 0; } if (userInput[chan].pad.stickY < -ZAPPERPADCAL) { pos_y += (userInput[chan].pad.stickY*-1.0)/ZAPPERPADCAL; if (pos_y > 224) pos_y = 224; } if (userInput[chan].pad.stickY > ZAPPERPADCAL) { pos_y -= (userInput[chan].pad.stickY*1.0)/ZAPPERPADCAL; if (pos_y < 0) pos_y = 0; } #ifdef HW_RVL if (userInput[chan].wpad->ir.valid) { pos_x = (userInput[chan].wpad->ir.x * 256) / 640; pos_y = (userInput[chan].wpad->ir.y * 224) / 480; } else { s8 wm_ax = userInput[chan].WPAD_StickX(0); s8 wm_ay = userInput[chan].WPAD_StickY(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 ****************************************************************************/ extern int rapidAlternator; static unsigned char DecodeJoy(unsigned short chan) { s8 pad_x = userInput[chan].pad.stickX; s8 pad_y = userInput[chan].pad.stickY; u32 jp = userInput[chan].pad.btns_h; unsigned char J = 0; #ifdef HW_RVL s8 wm_ax = userInput[chan].WPAD_StickX(0); s8 wm_ay = userInput[chan].WPAD_StickY(0); u32 wp = userInput[chan].wpad->btns_h; u32 exp_type; if ( WPAD_Probe(chan, &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(rapidAlternator && nespadmap[i] == RAPID_A) { // activate rapid fire for A button J |= JOY_A; } else if(rapidAlternator && nespadmap[i] == RAPID_B) { // activate rapid fire for B button J |= JOY_B; } else if(nespadmap[i] > 0) { J |= nespadmap[i]; } else { if(GameInfo->type == GIT_FDS) // FDS { /* the commands shouldn't be issued in parallel so * we'll delay them so the virtual FDS has a chance * to process them */ if(FDSSwitchRequested == 0) FDSSwitchRequested = 1; } else FCEUI_VSUniCoin(); // insert coin for VS Games } } } } // zapper enabled if(GCSettings.Controller == CTRL_ZAPPER) { int z; // NES port # (0 or 1) if(GameInfo->type == GIT_VSUNI) z = 0; else z = 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; UpdatePads(); // Turbo mode // RIGHT on c-stick and on classic ctrlr right joystick if(userInput[0].pad.substickX > 70 || userInput[0].WPAD_StickX(1) > 70) turbomode = 1; else turbomode = 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; }