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https://github.com/dborth/fceugx.git
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480 lines
10 KiB
C
480 lines
10 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 September 2008
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*
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* pad.c
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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 <wiiuse/wpad.h>
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#include <math.h>
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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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#include "fceuconfig.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 "filesel.h"
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extern bool romLoaded;
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// Original NES controller buttons
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// All other pads are mapped to this
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unsigned int nespadmap[] = {
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JOY_B, JOY_A,
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JOY_SELECT, JOY_START,
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JOY_UP, JOY_DOWN,
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JOY_LEFT, JOY_RIGHT,
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0 // insert coin for VS games, insert/eject/select disk for FDS
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};
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/*** Gamecube controller Padmap ***/
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unsigned int gcpadmap[] = {
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PAD_BUTTON_B, PAD_BUTTON_A,
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PAD_TRIGGER_Z, PAD_BUTTON_START,
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PAD_BUTTON_UP, PAD_BUTTON_DOWN,
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PAD_BUTTON_LEFT, PAD_BUTTON_RIGHT,
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PAD_TRIGGER_L
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};
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/*** Wiimote Padmap ***/
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unsigned int wmpadmap[] = {
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WPAD_BUTTON_1, WPAD_BUTTON_2,
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WPAD_BUTTON_MINUS, WPAD_BUTTON_PLUS,
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WPAD_BUTTON_RIGHT, WPAD_BUTTON_LEFT,
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WPAD_BUTTON_UP, WPAD_BUTTON_DOWN,
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WPAD_BUTTON_A
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};
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/*** Classic Controller Padmap ***/
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unsigned int ccpadmap[] = {
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WPAD_CLASSIC_BUTTON_Y, WPAD_CLASSIC_BUTTON_B,
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WPAD_CLASSIC_BUTTON_MINUS, WPAD_CLASSIC_BUTTON_PLUS,
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WPAD_CLASSIC_BUTTON_UP, WPAD_CLASSIC_BUTTON_DOWN,
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WPAD_CLASSIC_BUTTON_LEFT, WPAD_CLASSIC_BUTTON_RIGHT,
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WPAD_CLASSIC_BUTTON_A
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};
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/*** Nunchuk + wiimote Padmap ***/
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unsigned int ncpadmap[] = {
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WPAD_NUNCHUK_BUTTON_C, WPAD_NUNCHUK_BUTTON_Z,
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WPAD_BUTTON_MINUS, WPAD_BUTTON_PLUS,
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WPAD_BUTTON_UP, WPAD_BUTTON_DOWN,
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WPAD_BUTTON_LEFT, WPAD_BUTTON_RIGHT,
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WPAD_BUTTON_A
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};
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static uint32 JSReturn = 0;
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void *InputDPR;
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INPUTC *zapperdata[2];
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unsigned int myzappers[2][3];
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extern INPUTC *FCEU_InitZapper(int w);
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/****************************************************************************
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* Initialise Pads
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****************************************************************************/
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void InitialisePads()
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{
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InputDPR = &JSReturn;
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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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ToggleFourScore(GCSettings.FSDisable, true);
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ToggleZapper(GCSettings.zapper, true);
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}
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void ToggleFourScore(int set, bool loaded)
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{
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if(loaded)
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FCEUI_DisableFourScore(set);
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}
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void ToggleZapper(int set, bool loaded)
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{
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if(loaded)
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{
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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(set)
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{
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// enable Zapper
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zapperdata[set-1] = FCEU_InitZapper(set-1);
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FCEUI_SetInput(set-1, SI_ZAPPER, myzappers[set-1], 1);
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}
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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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// hold zapper cursor positions
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int pos_x = 0;
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int pos_y = 0;
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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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u8 PADTUR = 2;
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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 & gcpadmap[i]) // gamecube controller
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#ifdef HW_RVL
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|| ( (exp_type == WPAD_EXP_NONE) && (wp & wmpadmap[i]) ) // wiimote
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|| ( (exp_type == WPAD_EXP_CLASSIC) && (wp & ccpadmap[i]) ) // classic controller
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|| ( (exp_type == WPAD_EXP_NUNCHUK) && (wp & ncpadmap[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
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if(!GCSettings.zapper || nespadmap[i] == JOY_START || nespadmap[i] == JOY_SELECT)
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{
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if(nespadmap[i] > 0)
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{
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J |= nespadmap[i];
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}
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else
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{
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if(nesGameType == 4) // FDS
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{
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/* the commands shouldn't be issued in parallel so
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* we'll delay them so the virtual FDS has a chance
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* to process them
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*/
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FDSSwitchRequested = 1;
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}
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else
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FCEUI_VSUniCoin(); // insert coin for VS Games
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}
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}
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}
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}
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// zapper enabled
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if(GCSettings.zapper)
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{
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int z = GCSettings.zapper-1; // NES port # (0 or 1)
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myzappers[z][2] = 0; // reset trigger to not pressed
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// is trigger pressed?
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if ( (jp & PAD_BUTTON_A) // gamecube controller
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#ifdef HW_RVL
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|| (wp & WPAD_BUTTON_A) // wiimote
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|| (wp & WPAD_BUTTON_B)
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|| (wp & WPAD_CLASSIC_BUTTON_A) // classic controller
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#endif
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)
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{
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// report trigger press
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myzappers[z][2] |= 2;
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}
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// VS zapper games
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if ( (jp & PAD_BUTTON_B) // gamecube controller
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#ifdef HW_RVL
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|| (wp & WPAD_BUTTON_1) // wiimote
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#endif
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)
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{
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FCEUI_VSUniCoin(); // insert coin for VS zapper games
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}
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// cursor position
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UpdateCursorPosition(0); // update cursor for wiimote 1
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myzappers[z][0] = pos_x;
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myzappers[z][1] = pos_y;
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// Report changes to FCE Ultra
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zapperdata[z]->Update(z,myzappers[z],0);
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}
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return J;
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}
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void GetJoy()
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{
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JSReturn = 0; // reset buttons pressed
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unsigned char pad[4];
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short i;
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s8 gc_px = PAD_SubStickX (0);
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u32 jp = PAD_ButtonsHeld (0); // gamecube controller button info
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#ifdef HW_RVL
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s8 wm_sx = WPAD_StickX (0,1);
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u32 wm_pb = WPAD_ButtonsHeld (0); // wiimote / expansion button info
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#endif
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// request to go back to menu
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if ((gc_px < -70) || ((jp & PAD_BUTTON_START) && (jp & PAD_BUTTON_A))
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#ifdef HW_RVL
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|| (wm_pb & WPAD_BUTTON_HOME)
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|| (wm_pb & WPAD_CLASSIC_BUTTON_HOME)
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|| (wm_sx < -70)
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#endif
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)
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{
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StopAudio();
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ConfigRequested = 1;
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}
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else
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{
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for (i = 0; i < 4; i++)
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pad[i] = DecodeJoy(i);
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JSReturn = pad[0] | pad[1] << 8 | pad[2] << 16 | pad[3] << 24;
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}
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}
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