fceugx/source/pad.cpp
2018-08-16 09:22:50 -06:00

575 lines
15 KiB
C++

/****************************************************************************
* FCE Ultra
* Nintendo Wii/Gamecube Port
*
* Tantric 2008-2009
*
* pad.cpp
*
* Controller input
****************************************************************************/
#include <gccore.h>
#include <math.h>
#include <ogc/lwp_watchdog.h>
#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][5][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;
}
/*** Classic Controller Padmap ***/
if(consoleCtrl == -1 || (consoleCtrl == CTRL_PAD && wiiCtrl == CTRLR_WUPC))
{
i=0;
btnmap[CTRL_PAD][CTRLR_WUPC][i++] = WPAD_CLASSIC_BUTTON_Y;
btnmap[CTRL_PAD][CTRLR_WUPC][i++] = WPAD_CLASSIC_BUTTON_B;
btnmap[CTRL_PAD][CTRLR_WUPC][i++] = WPAD_CLASSIC_BUTTON_X;
btnmap[CTRL_PAD][CTRLR_WUPC][i++] = WPAD_CLASSIC_BUTTON_A;
btnmap[CTRL_PAD][CTRLR_WUPC][i++] = WPAD_CLASSIC_BUTTON_MINUS;
btnmap[CTRL_PAD][CTRLR_WUPC][i++] = WPAD_CLASSIC_BUTTON_PLUS;
btnmap[CTRL_PAD][CTRLR_WUPC][i++] = WPAD_CLASSIC_BUTTON_UP;
btnmap[CTRL_PAD][CTRLR_WUPC][i++] = WPAD_CLASSIC_BUTTON_DOWN;
btnmap[CTRL_PAD][CTRLR_WUPC][i++] = WPAD_CLASSIC_BUTTON_LEFT;
btnmap[CTRL_PAD][CTRLR_WUPC][i++] = WPAD_CLASSIC_BUTTON_RIGHT;
btnmap[CTRL_PAD][CTRLR_WUPC][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
***************************************************************************/
void
UpdatePads()
{
#ifdef HW_RVL
WPAD_ScanPads();
#endif
PAD_ScanPads();
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
// 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;
double angle;
static const double THRES = 0.38268343236508984; // cos(67.5)
#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;
bool isWUPC = userInput[chan].wpad->exp.classic.type == 2;
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)
{
angle = atan2(pad_y, pad_x);
if(cos(angle) > THRES)
J |= JOY_RIGHT;
else if(cos(angle) < -THRES)
J |= JOY_LEFT;
if(sin(angle) > THRES)
J |= JOY_UP;
else if(sin(angle) < -THRES)
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)
{
angle = atan2(wm_ay, wm_ax);
if(cos(angle) > THRES)
J |= JOY_RIGHT;
else if(cos(angle) < -THRES)
J |= JOY_LEFT;
if(sin(angle) > THRES)
J |= JOY_UP;
else if(sin(angle) < -THRES)
J |= JOY_DOWN;
}
#endif
bool zapper_triggered = false;
// 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;
zapper_triggered = true;
}
// 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
zapper_triggered = true;
}
// cursor position
int channel = 0; // by default, use wiimote 1
#ifdef HW_RVL
if (userInput[1].wpad->ir.valid)
{
channel = 1; // if wiimote 2 is connected, use wiimote 2 as zapper
}
#endif
UpdateCursorPosition(channel); // update cursor for wiimote
myzappers[z][0] = pos_x;
myzappers[z][1] = pos_y;
// Report changes to FCE Ultra
zapperdata[z]->Update(z,myzappers[z],0);
}
// 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 && !isWUPC) && (wp & btnmap[CTRL_PAD][CTRLR_CLASSIC][i]) ) // classic controller
|| ( (exp_type == WPAD_EXP_CLASSIC && isWUPC) && (wp & btnmap[CTRL_PAD][CTRLR_WUPC][i]) ) // wii u pro 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 (!zapper_triggered)
{
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
}
}
}
}
return J;
}
bool MenuRequested()
{
for(int i=0; i<4; i++)
{
if (
(userInput[i].pad.substickX < -70)
#ifdef HW_RVL
|| (userInput[i].wpad->btns_h & WPAD_BUTTON_HOME) ||
(userInput[i].wpad->btns_h & WPAD_CLASSIC_BUTTON_HOME)
#endif
)
{
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;
}