/**************************************************************************** * FCE Ultra 0.98.12 * Nintendo Wii/Gamecube Port * * Tantric September 2008 * * pad.c * * Controller input ****************************************************************************/ #include #include #include #include "driver.h" #include "fceu.h" #include "input.h" #include "fceuconfig.h" #include "pad.h" #include "gcaudio.h" #include "menu.h" #include "fceustate.h" #include "fceuram.h" #include "filesel.h" extern bool romLoaded; // Original NES controller buttons // All other pads are mapped to this unsigned int nespadmap[] = { JOY_B, JOY_A, JOY_SELECT, JOY_START, JOY_UP, JOY_DOWN, JOY_LEFT, JOY_RIGHT, 0 // insert coin for VS games, insert/eject/select disk for FDS }; /*** Gamecube controller Padmap ***/ unsigned int gcpadmap[] = { PAD_BUTTON_B, PAD_BUTTON_A, PAD_TRIGGER_L, PAD_TRIGGER_R, PAD_BUTTON_UP, PAD_BUTTON_DOWN, PAD_BUTTON_LEFT, PAD_BUTTON_RIGHT, PAD_TRIGGER_Z }; /*** Wiimote Padmap ***/ unsigned int wmpadmap[] = { WPAD_BUTTON_1, WPAD_BUTTON_2, WPAD_BUTTON_MINUS, WPAD_BUTTON_PLUS, WPAD_BUTTON_RIGHT, WPAD_BUTTON_LEFT, WPAD_BUTTON_UP, WPAD_BUTTON_DOWN, WPAD_BUTTON_A }; /*** Classic Controller Padmap ***/ unsigned int ccpadmap[] = { WPAD_CLASSIC_BUTTON_Y, WPAD_CLASSIC_BUTTON_B, WPAD_CLASSIC_BUTTON_MINUS, WPAD_CLASSIC_BUTTON_PLUS, WPAD_CLASSIC_BUTTON_UP, WPAD_CLASSIC_BUTTON_DOWN, WPAD_CLASSIC_BUTTON_LEFT, WPAD_CLASSIC_BUTTON_RIGHT, WPAD_CLASSIC_BUTTON_A }; /*** Nunchuk + wiimote Padmap ***/ unsigned int ncpadmap[] = { WPAD_NUNCHUK_BUTTON_C, WPAD_NUNCHUK_BUTTON_Z, WPAD_BUTTON_MINUS, WPAD_BUTTON_PLUS, WPAD_BUTTON_UP, WPAD_BUTTON_DOWN, WPAD_BUTTON_LEFT, WPAD_BUTTON_RIGHT, WPAD_BUTTON_A }; static uint32 JSReturn = 0; void *InputDPR; INPUTC *zapperdata[2]; unsigned int myzappers[2][3]; extern INPUTC *FCEU_InitZapper(int w); /**************************************************************************** * Initialise Pads ****************************************************************************/ void InitialisePads() { InputDPR = &JSReturn; FCEUI_SetInput(0, SI_GAMEPAD, InputDPR, 0); FCEUI_SetInput(1, SI_GAMEPAD, InputDPR, 0); ToggleFourScore(GCSettings.FSDisable, true); ToggleZapper(GCSettings.zapper, true); } void ToggleFourScore(int set, bool loaded) { if(loaded) FCEUI_DisableFourScore(set); } void ToggleZapper(int set, bool loaded) { if(loaded) { // 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(set) { // enable Zapper zapperdata[set-1] = FCEU_InitZapper(set-1); FCEUI_SetInput(set-1, SI_ZAPPER, myzappers[set-1], 1); } } } 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); } // hold zapper cursor positions int pos_x = 0; int pos_y = 0; 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 ****************************************************************************/ u8 PADTUR = 2; 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 & gcpadmap[i]) // gamecube controller #ifdef HW_RVL || ( (exp_type == WPAD_EXP_NONE) && (wp & wmpadmap[i]) ) // wiimote || ( (exp_type == WPAD_EXP_CLASSIC) && (wp & ccpadmap[i]) ) // classic controller || ( (exp_type == WPAD_EXP_NUNCHUK) && (wp & ncpadmap[i]) ) // nunchuk + wiimote #endif ) { if(nespadmap[i] > 0) J |= nespadmap[i]; else { if(nesGameType == 4) // FDS { /* these commands shouldn't be issued in parallel but this * allows us to only map one button for both! * the gamer must just have to press the button twice */ FCEUI_FDSInsert(0); // eject / insert disk FCEUI_FDSSelect(); // select other side } else FCEU_DoSimpleCommand(0x07); // insert coin for VS Games } } } // zapper enabled if(GCSettings.zapper) { int z = GCSettings.zapper-1; // NES port # (0 or 1) myzappers[z][2] = 0; // reset trigger to not pressed // is trigger pressed? if ( (jp & PAD_BUTTON_A) // gamecube controller #ifdef HW_RVL || (wp & WPAD_BUTTON_A) // wiimote || (wp & WPAD_BUTTON_B) || (wp & WPAD_CLASSIC_BUTTON_A) // classic controller #endif ) { // report trigger press myzappers[z][2] |= 2; } // 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; } void GetJoy() { JSReturn = 0; // reset buttons pressed unsigned char pad[4]; short i; s8 gc_px = PAD_SubStickX (0); u32 jp = PAD_ButtonsHeld (0); // gamecube controller button info #ifdef HW_RVL s8 wm_sx = WPAD_StickX (0,1); u32 wm_pb = WPAD_ButtonsHeld (0); // wiimote / expansion button info #endif // request to go back to menu if ((gc_px < -70) || (jp & PAD_BUTTON_START) #ifdef HW_RVL || (wm_pb & WPAD_BUTTON_HOME) || (wm_pb & WPAD_CLASSIC_BUTTON_HOME) || (wm_sx < -70) #endif ) { StopAudio(); if (GCSettings.AutoSave == 1) { SaveRAM(GCSettings.SaveMethod, SILENT); } else if (GCSettings.AutoSave == 2) { SaveState(GCSettings.SaveMethod, SILENT); } else if(GCSettings.AutoSave == 3) { SaveRAM(GCSettings.SaveMethod, SILENT); SaveState(GCSettings.SaveMethod, SILENT); } MainMenu(4); } else { for (i = 0; i < 4; i++) pad[i] = DecodeJoy(i); JSReturn = pad[0] | pad[1] << 8 | pad[2] << 16 | pad[3] << 24; } }