fceugx/source/ngc/pad.c

480 lines
10 KiB
C

/****************************************************************************
* FCE Ultra 0.98.12
* Nintendo Wii/Gamecube Port
*
* Tantric September 2008
*
* pad.c
*
* Controller input
****************************************************************************/
#include <gccore.h>
#include <wiiuse/wpad.h>
#include <math.h>
#include "driver.h"
#include "fceu.h"
#include "input.h"
#include "fceuconfig.h"
#include "pad.h"
#include "gcaudio.h"
#include "menu.h"
#include "gcvideo.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_Z, PAD_BUTTON_START,
PAD_BUTTON_UP, PAD_BUTTON_DOWN,
PAD_BUTTON_LEFT, PAD_BUTTON_RIGHT,
PAD_TRIGGER_L
};
/*** 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 zapper is on, ignore all buttons except START and SELECT
if(!GCSettings.zapper || nespadmap[i] == JOY_START || nespadmap[i] == JOY_SELECT)
{
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
}
}
}
}
// 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;
}
// VS zapper games
if ( (jp & PAD_BUTTON_B) // gamecube controller
#ifdef HW_RVL
|| (wp & WPAD_BUTTON_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;
}
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) && (jp & PAD_BUTTON_A))
#ifdef HW_RVL
|| (wm_pb & WPAD_BUTTON_HOME)
|| (wm_pb & WPAD_CLASSIC_BUTTON_HOME)
|| (wm_sx < -70)
#endif
)
{
StopAudio();
ConfigRequested = 1;
}
else
{
for (i = 0; i < 4; i++)
pad[i] = DecodeJoy(i);
JSReturn = pad[0] | pad[1] << 8 | pad[2] << 16 | pad[3] << 24;
}
}