mirror of
https://github.com/dborth/fceugx.git
synced 2024-12-26 00:21:53 +01:00
605 lines
15 KiB
C++
605 lines
15 KiB
C++
/****************************************************************************
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* FCE Ultra 0.98.12
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* Nintendo Wii/Gamecube Port
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*
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* Tantric 2008-2009
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*
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* pad.cpp
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*
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* Controller input
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****************************************************************************/
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#include <gccore.h>
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#include <math.h>
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#include "fceugx.h"
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#include "pad.h"
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#include "gcaudio.h"
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#include "menu.h"
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#include "gcvideo.h"
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#include "filebrowser.h"
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#include "button_mapping.h"
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#include "gui/gui.h"
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#include "fceuload.h"
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extern "C" {
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#include "driver.h"
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#include "fceu.h"
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#include "input.h"
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extern INPUTC *FCEU_InitZapper(int w);
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}
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int rumbleRequest[4] = {0,0,0,0};
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GuiTrigger userInput[4];
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#ifdef HW_RVL
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static int rumbleCount[4] = {0,0,0,0};
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#endif
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static uint32 JSReturn = 0;
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void *InputDPR;
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static INPUTC *zapperdata[2];
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static unsigned int myzappers[2][3];
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u32 nespadmap[11]; // Original NES controller buttons
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u32 zapperpadmap[11]; // Original NES Zapper controller buttons
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u32 btnmap[2][4][12]; // button mapping
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void ResetControls()
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{
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int i = 0;
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// Original NES controller buttons
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// All other pads are mapped to this
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i=0;
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nespadmap[i++] = JOY_B;
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nespadmap[i++] = JOY_A;
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nespadmap[i++] = RAPID_B;
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nespadmap[i++] = RAPID_A; // rapid press A/B buttons
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nespadmap[i++] = JOY_SELECT;
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nespadmap[i++] = JOY_START;
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nespadmap[i++] = JOY_UP;
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nespadmap[i++] = JOY_DOWN;
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nespadmap[i++] = JOY_LEFT;
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nespadmap[i++] = JOY_RIGHT;
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nespadmap[i++] = 0; // insert coin for VS games, insert/eject/select disk for FDS
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/*** Gamecube controller Padmap ***/
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i=0;
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btnmap[CTRL_PAD][CTRLR_GCPAD][i++] = PAD_BUTTON_B;
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btnmap[CTRL_PAD][CTRLR_GCPAD][i++] = PAD_BUTTON_A;
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btnmap[CTRL_PAD][CTRLR_GCPAD][i++] = PAD_BUTTON_Y;
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btnmap[CTRL_PAD][CTRLR_GCPAD][i++] = PAD_BUTTON_X;
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btnmap[CTRL_PAD][CTRLR_GCPAD][i++] = PAD_TRIGGER_Z;
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btnmap[CTRL_PAD][CTRLR_GCPAD][i++] = PAD_BUTTON_START;
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btnmap[CTRL_PAD][CTRLR_GCPAD][i++] = PAD_BUTTON_UP;
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btnmap[CTRL_PAD][CTRLR_GCPAD][i++] = PAD_BUTTON_DOWN;
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btnmap[CTRL_PAD][CTRLR_GCPAD][i++] = PAD_BUTTON_LEFT;
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btnmap[CTRL_PAD][CTRLR_GCPAD][i++] = PAD_BUTTON_RIGHT;
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btnmap[CTRL_PAD][CTRLR_GCPAD][i++] = PAD_TRIGGER_L;
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/*** Wiimote Padmap ***/
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i=0;
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btnmap[CTRL_PAD][CTRLR_WIIMOTE][i++] = WPAD_BUTTON_1;
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btnmap[CTRL_PAD][CTRLR_WIIMOTE][i++] = WPAD_BUTTON_2;
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btnmap[CTRL_PAD][CTRLR_WIIMOTE][i++] = 0;
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btnmap[CTRL_PAD][CTRLR_WIIMOTE][i++] = 0;
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btnmap[CTRL_PAD][CTRLR_WIIMOTE][i++] = WPAD_BUTTON_MINUS;
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btnmap[CTRL_PAD][CTRLR_WIIMOTE][i++] = WPAD_BUTTON_PLUS;
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btnmap[CTRL_PAD][CTRLR_WIIMOTE][i++] = WPAD_BUTTON_RIGHT;
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btnmap[CTRL_PAD][CTRLR_WIIMOTE][i++] = WPAD_BUTTON_LEFT;
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btnmap[CTRL_PAD][CTRLR_WIIMOTE][i++] = WPAD_BUTTON_UP;
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btnmap[CTRL_PAD][CTRLR_WIIMOTE][i++] = WPAD_BUTTON_DOWN;
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btnmap[CTRL_PAD][CTRLR_WIIMOTE][i++] = WPAD_BUTTON_A;
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/*** Classic Controller Padmap ***/
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i=0;
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btnmap[CTRL_PAD][CTRLR_CLASSIC][i++] = WPAD_CLASSIC_BUTTON_Y;
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btnmap[CTRL_PAD][CTRLR_CLASSIC][i++] = WPAD_CLASSIC_BUTTON_B;
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btnmap[CTRL_PAD][CTRLR_CLASSIC][i++] = WPAD_CLASSIC_BUTTON_X;
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btnmap[CTRL_PAD][CTRLR_CLASSIC][i++] = WPAD_CLASSIC_BUTTON_A;
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btnmap[CTRL_PAD][CTRLR_CLASSIC][i++] = WPAD_CLASSIC_BUTTON_MINUS;
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btnmap[CTRL_PAD][CTRLR_CLASSIC][i++] = WPAD_CLASSIC_BUTTON_PLUS;
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btnmap[CTRL_PAD][CTRLR_CLASSIC][i++] = WPAD_CLASSIC_BUTTON_UP;
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btnmap[CTRL_PAD][CTRLR_CLASSIC][i++] = WPAD_CLASSIC_BUTTON_DOWN;
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btnmap[CTRL_PAD][CTRLR_CLASSIC][i++] = WPAD_CLASSIC_BUTTON_LEFT;
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btnmap[CTRL_PAD][CTRLR_CLASSIC][i++] = WPAD_CLASSIC_BUTTON_RIGHT;
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btnmap[CTRL_PAD][CTRLR_CLASSIC][i++] = WPAD_CLASSIC_BUTTON_FULL_L;
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/*** Nunchuk + wiimote Padmap ***/
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i=0;
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btnmap[CTRL_PAD][CTRLR_NUNCHUK][i++] = WPAD_NUNCHUK_BUTTON_C;
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btnmap[CTRL_PAD][CTRLR_NUNCHUK][i++] = WPAD_NUNCHUK_BUTTON_Z;
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btnmap[CTRL_PAD][CTRLR_NUNCHUK][i++] = 0;
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btnmap[CTRL_PAD][CTRLR_NUNCHUK][i++] = 0;
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btnmap[CTRL_PAD][CTRLR_NUNCHUK][i++] = WPAD_BUTTON_MINUS;
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btnmap[CTRL_PAD][CTRLR_NUNCHUK][i++] = WPAD_BUTTON_PLUS;
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btnmap[CTRL_PAD][CTRLR_NUNCHUK][i++] = WPAD_BUTTON_UP;
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btnmap[CTRL_PAD][CTRLR_NUNCHUK][i++] = WPAD_BUTTON_DOWN;
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btnmap[CTRL_PAD][CTRLR_NUNCHUK][i++] = WPAD_BUTTON_LEFT;
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btnmap[CTRL_PAD][CTRLR_NUNCHUK][i++] = WPAD_BUTTON_RIGHT;
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btnmap[CTRL_PAD][CTRLR_NUNCHUK][i++] = WPAD_BUTTON_A;
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/*** Zapper : GC controller button mapping ***/
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i=0;
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btnmap[CTRL_ZAPPER][CTRLR_GCPAD][i++] = PAD_BUTTON_A; // shoot
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btnmap[CTRL_ZAPPER][CTRLR_GCPAD][i++] = PAD_BUTTON_B; // insert coin
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/*** Zapper : wiimote button mapping ***/
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i=0;
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btnmap[CTRL_ZAPPER][CTRLR_WIIMOTE][i++] = WPAD_BUTTON_B; // shoot
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btnmap[CTRL_ZAPPER][CTRLR_WIIMOTE][i++] = WPAD_BUTTON_A; // insert coin
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}
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/****************************************************************************
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* SetControllers
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***************************************************************************/
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void SetControllers()
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{
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if(!romLoaded)
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return;
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InputDPR = &JSReturn;
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if(GCSettings.Controller == CTRL_PAD4)
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FCEUI_DisableFourScore(false);
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else
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FCEUI_DisableFourScore(true);
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// set defaults
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zapperdata[0]=NULL;
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zapperdata[1]=NULL;
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myzappers[0][0]=myzappers[1][0]=128;
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myzappers[0][1]=myzappers[1][1]=120;
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myzappers[0][2]=myzappers[1][2]=0;
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// Default ports back to gamepad
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FCEUI_SetInput(0, SI_GAMEPAD, InputDPR, 0);
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FCEUI_SetInput(1, SI_GAMEPAD, InputDPR, 0);
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if(GCSettings.Controller == CTRL_ZAPPER)
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{
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int p;
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if(nesGameType == 2) p = 0;
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else p = 1;
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zapperdata[p] = FCEU_InitZapper(p);
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FCEUI_SetInput(p, SI_ZAPPER, myzappers[p], 1);
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}
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}
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#ifdef HW_RVL
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/****************************************************************************
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* ShutoffRumble
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***************************************************************************/
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void ShutoffRumble()
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{
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for(int i=0;i<4;i++)
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{
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WPAD_Rumble(i, 0);
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rumbleCount[i] = 0;
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}
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}
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/****************************************************************************
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* DoRumble
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***************************************************************************/
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void DoRumble(int i)
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{
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if(!GCSettings.Rumble) return;
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if(rumbleRequest[i] && rumbleCount[i] < 3)
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{
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WPAD_Rumble(i, 1); // rumble on
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rumbleCount[i]++;
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}
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else if(rumbleRequest[i])
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{
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rumbleCount[i] = 12;
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rumbleRequest[i] = 0;
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}
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else
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{
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if(rumbleCount[i])
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rumbleCount[i]--;
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WPAD_Rumble(i, 0); // rumble off
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}
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}
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s8 WPAD_StickX(u8 chan,u8 right)
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{
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float mag = 0.0;
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float ang = 0.0;
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WPADData *data = WPAD_Data(chan);
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switch (data->exp.type)
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{
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case WPAD_EXP_NUNCHUK:
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case WPAD_EXP_GUITARHERO3:
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if (right == 0)
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{
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mag = data->exp.nunchuk.js.mag;
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ang = data->exp.nunchuk.js.ang;
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}
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break;
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case WPAD_EXP_CLASSIC:
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if (right == 0)
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{
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mag = data->exp.classic.ljs.mag;
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ang = data->exp.classic.ljs.ang;
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}
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else
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{
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mag = data->exp.classic.rjs.mag;
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ang = data->exp.classic.rjs.ang;
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}
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break;
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default:
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break;
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}
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/* calculate X value (angle need to be converted into radian) */
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if (mag > 1.0) mag = 1.0;
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else if (mag < -1.0) mag = -1.0;
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double val = mag * sin((PI * ang)/180.0f);
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return (s8)(val * 128.0f);
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}
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s8 WPAD_StickY(u8 chan, u8 right)
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{
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float mag = 0.0;
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float ang = 0.0;
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WPADData *data = WPAD_Data(chan);
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switch (data->exp.type)
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{
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case WPAD_EXP_NUNCHUK:
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case WPAD_EXP_GUITARHERO3:
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if (right == 0)
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{
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mag = data->exp.nunchuk.js.mag;
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ang = data->exp.nunchuk.js.ang;
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}
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break;
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case WPAD_EXP_CLASSIC:
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if (right == 0)
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{
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mag = data->exp.classic.ljs.mag;
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ang = data->exp.classic.ljs.ang;
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}
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else
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{
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mag = data->exp.classic.rjs.mag;
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ang = data->exp.classic.rjs.ang;
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}
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break;
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default:
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break;
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}
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/* calculate X value (angle need to be converted into radian) */
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if (mag > 1.0) mag = 1.0;
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else if (mag < -1.0) mag = -1.0;
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double val = mag * cos((PI * ang)/180.0f);
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return (s8)(val * 128.0f);
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}
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#endif
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// hold zapper cursor positions
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static int pos_x = 0;
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static int pos_y = 0;
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static void UpdateCursorPosition (int pad)
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{
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#define ZAPPERPADCAL 20
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// gc left joystick
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signed char pad_x = PAD_StickX (pad);
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signed char pad_y = PAD_StickY (pad);
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if (pad_x > ZAPPERPADCAL){
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pos_x += (pad_x*1.0)/ZAPPERPADCAL;
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if (pos_x > 256) pos_x = 256;
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}
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if (pad_x < -ZAPPERPADCAL){
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pos_x -= (pad_x*-1.0)/ZAPPERPADCAL;
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if (pos_x < 0) pos_x = 0;
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}
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if (pad_y < -ZAPPERPADCAL){
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pos_y += (pad_y*-1.0)/ZAPPERPADCAL;
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if (pos_y > 224) pos_y = 224;
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}
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if (pad_y > ZAPPERPADCAL){
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pos_y -= (pad_y*1.0)/ZAPPERPADCAL;
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if (pos_y < 0) pos_y = 0;
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}
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#ifdef HW_RVL
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struct ir_t ir; // wiimote ir
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WPAD_IR(pad, &ir);
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if (ir.valid)
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{
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pos_x = (ir.x * 256) / 640;
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pos_y = (ir.y * 224) / 480;
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}
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else
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{
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signed char wm_ax = WPAD_StickX (pad, 0);
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signed char wm_ay = WPAD_StickY (pad, 0);
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if (wm_ax > ZAPPERPADCAL){
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pos_x += (wm_ax*1.0)/ZAPPERPADCAL;
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if (pos_x > 256) pos_x = 256;
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}
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if (wm_ax < -ZAPPERPADCAL){
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pos_x -= (wm_ax*-1.0)/ZAPPERPADCAL;
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if (pos_x < 0) pos_x = 0;
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}
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if (wm_ay < -ZAPPERPADCAL){
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pos_y += (wm_ay*-1.0)/ZAPPERPADCAL;
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if (pos_y > 224) pos_y = 224;
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}
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if (wm_ay > ZAPPERPADCAL){
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pos_y -= (wm_ay*1.0)/ZAPPERPADCAL;
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if (pos_y < 0) pos_y = 0;
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}
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}
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#endif
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}
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/****************************************************************************
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* Convert GC Joystick Readings to JOY
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****************************************************************************/
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static int RAPID_SKIP = 2; // frames to skip between rapid button presses
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static int RAPID_PRESS = 2; // number of rapid button presses to execute
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static int rapidbutton[4][2] = {{0}};
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static unsigned char DecodeJoy( unsigned short pad )
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{
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signed char pad_x = PAD_StickX (pad);
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signed char pad_y = PAD_StickY (pad);
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u32 jp = PAD_ButtonsHeld (pad);
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unsigned char J = 0;
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#ifdef HW_RVL
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signed char wm_ax = 0;
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signed char wm_ay = 0;
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u32 wp = 0;
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wm_ax = WPAD_StickX ((u8)pad, 0);
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wm_ay = WPAD_StickY ((u8)pad, 0);
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wp = WPAD_ButtonsHeld (pad);
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u32 exp_type;
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if ( WPAD_Probe(pad, &exp_type) != 0 ) exp_type = WPAD_EXP_NONE;
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#endif
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/***
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Gamecube Joystick input
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***/
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// Is XY inside the "zone"?
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if (pad_x * pad_x + pad_y * pad_y > PADCAL * PADCAL)
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{
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if (pad_x > 0 && pad_y == 0) J |= JOY_RIGHT;
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if (pad_x < 0 && pad_y == 0) J |= JOY_LEFT;
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if (pad_x == 0 && pad_y > 0) J |= JOY_UP;
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if (pad_x == 0 && pad_y < 0) J |= JOY_DOWN;
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if (pad_x != 0 && pad_y != 0)
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{
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if ((float)pad_y / pad_x >= -2.41421356237 && (float)pad_y / pad_x < 2.41421356237)
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{
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if (pad_x >= 0)
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J |= JOY_RIGHT;
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else
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J |= JOY_LEFT;
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}
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if ((float)pad_x / pad_y >= -2.41421356237 && (float)pad_x / pad_y < 2.41421356237)
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{
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if (pad_y >= 0)
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J |= JOY_UP;
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else
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J |= JOY_DOWN;
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}
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}
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}
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#ifdef HW_RVL
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/***
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Wii Joystick (classic, nunchuk) input
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***/
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// Is XY inside the "zone"?
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if (wm_ax * wm_ax + wm_ay * wm_ay > PADCAL * PADCAL)
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{
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/*** we don't want division by zero ***/
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if (wm_ax > 0 && wm_ay == 0)
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J |= JOY_RIGHT;
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if (wm_ax < 0 && wm_ay == 0)
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J |= JOY_LEFT;
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if (wm_ax == 0 && wm_ay > 0)
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J |= JOY_UP;
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if (wm_ax == 0 && wm_ay < 0)
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J |= JOY_DOWN;
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if (wm_ax != 0 && wm_ay != 0)
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{
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/*** Recalc left / right ***/
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float t;
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t = (float) wm_ay / wm_ax;
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if (t >= -2.41421356237 && t < 2.41421356237)
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{
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if (wm_ax >= 0)
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J |= JOY_RIGHT;
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else
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J |= JOY_LEFT;
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}
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/*** Recalc up / down ***/
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t = (float) wm_ax / wm_ay;
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if (t >= -2.41421356237 && t < 2.41421356237)
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{
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if (wm_ay >= 0)
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J |= JOY_UP;
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else
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J |= JOY_DOWN;
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}
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}
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}
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#endif
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// Report pressed buttons (gamepads)
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int i;
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for (i = 0; i < MAXJP; i++)
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{
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if ( (jp & btnmap[CTRL_PAD][CTRLR_GCPAD][i]) // gamecube controller
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#ifdef HW_RVL
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|| ( (exp_type == WPAD_EXP_NONE) && (wp & btnmap[CTRL_PAD][CTRLR_WIIMOTE][i]) ) // wiimote
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|| ( (exp_type == WPAD_EXP_CLASSIC) && (wp & btnmap[CTRL_PAD][CTRLR_CLASSIC][i]) ) // classic controller
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|| ( (exp_type == WPAD_EXP_NUNCHUK) && (wp & btnmap[CTRL_PAD][CTRLR_NUNCHUK][i]) ) // nunchuk + wiimote
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#endif
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)
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{
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// 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;
|
|
}
|