snes9xgx/source/ngc/button_mapping.c
michniewski edf269f97d - added: option to disable AA filtering (snes graphics 'crisper', AA now default OFF)
- added: mapped zooming and turbo mode to classic controller
- added: preliminary usb support (loading)
- changed: sram and freezes now saved by filename, not internal romname. If you have multiple versions of the same game, you can now have srams and freezes for each version. A prompt to convert to the new naming is provided for sram only.
- changed: by default, autoload/save sram and freeze enabled
2008-08-06 02:31:44 +00:00

169 lines
4.0 KiB
C

#include <gccore.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <ogcsys.h>
#include <unistd.h>
#include <wiiuse/wpad.h>
#include "button_mapping.h"
/***
* Controller Button Descriptions:
* used for identifying which buttons have been pressed when configuring
* and for displaying the name of said button
***/
//CtrlrMap ctrlr_def[4];
CtrlrMap ctrlr_def[4] = {
// Nunchuk btn def
CTRLR_NUNCHUK,
13,
WPAD_BUTTON_DOWN, "DOWN",
WPAD_BUTTON_UP, "UP",
WPAD_BUTTON_LEFT, "LEFT",
WPAD_BUTTON_RIGHT, "RIGHT",
WPAD_BUTTON_A, "A",
WPAD_BUTTON_B, "B",
WPAD_BUTTON_1, "1",
WPAD_BUTTON_2, "2",
WPAD_BUTTON_PLUS, "PLUS",
WPAD_BUTTON_MINUS, "MINUS",
WPAD_BUTTON_HOME, "HOME",
WPAD_NUNCHUK_BUTTON_Z, "Z",
WPAD_NUNCHUK_BUTTON_C, "C",
0, "",
0, "",
// Classic btn def
CTRLR_CLASSIC,
15,
WPAD_CLASSIC_BUTTON_DOWN, "DOWN",
WPAD_CLASSIC_BUTTON_UP, "UP",
WPAD_CLASSIC_BUTTON_LEFT, "LEFT",
WPAD_CLASSIC_BUTTON_RIGHT, "RIGHT",
WPAD_CLASSIC_BUTTON_A, "A",
WPAD_CLASSIC_BUTTON_B, "B",
WPAD_CLASSIC_BUTTON_X, "X",
WPAD_CLASSIC_BUTTON_Y, "Y",
WPAD_CLASSIC_BUTTON_PLUS, "PLUS",
WPAD_CLASSIC_BUTTON_MINUS, "MINUS",
WPAD_CLASSIC_BUTTON_HOME, "HOME",
WPAD_CLASSIC_BUTTON_FULL_L, "L TRIG",
WPAD_CLASSIC_BUTTON_FULL_R, "R TRIG",
WPAD_CLASSIC_BUTTON_ZL, "ZL",
WPAD_CLASSIC_BUTTON_ZR, "ZR",
// Gamecube controller btn def
CTRLR_GCPAD,
13,
PAD_BUTTON_DOWN, "DOWN",
PAD_BUTTON_UP, "UP",
PAD_BUTTON_LEFT, "LEFT",
PAD_BUTTON_RIGHT, "RIGHT",
PAD_BUTTON_A, "A",
PAD_BUTTON_B, "B",
PAD_BUTTON_X, "X",
PAD_BUTTON_Y, "Y",
PAD_BUTTON_MENU, "MENU",
PAD_BUTTON_START, "START",
PAD_TRIGGER_L, "L TRIG",
PAD_TRIGGER_R, "R TRIG",
PAD_TRIGGER_Z, "Z",
0, "",
0, "",
// Wiimote btn def
CTRLR_WIIMOTE,
11,
WPAD_BUTTON_DOWN, "DOWN",
WPAD_BUTTON_UP, "UP",
WPAD_BUTTON_LEFT, "LEFT",
WPAD_BUTTON_RIGHT, "RIGHT",
WPAD_BUTTON_A, "A",
WPAD_BUTTON_B, "B",
WPAD_BUTTON_1, "1",
WPAD_BUTTON_2, "2",
WPAD_BUTTON_PLUS, "PLUS",
WPAD_BUTTON_MINUS, "MINUS",
WPAD_BUTTON_HOME, "HOME",
0, "",
0, "",
0, "",
0, ""
};
/***
* Default controller maps
* button press on left, and corresponding snes button on right
* arguably some data is unnecessary here but lets stick to one struct type ok?
CtrlrMap defaultmap[4];
// Nunchuk Default
defaultmap[0].type = CTRLR_NUNCHUK;
defaultmap[0].num_btns = 12;
defaultmap[0].map[] = { WPAD_BUTTON_A, "A",
WPAD_BUTTON_B, "B",
WPAD_NUNCHUK_BUTTON_C, "X",
WPAD_NUNCHUK_BUTTON_Z, "Y",
WPAD_BUTTON_MINUS, "L",
WPAD_BUTTON_PLUS, "R",
WPAD_BUTTON_2, "SELECT",
WPAD_BUTTON_1, "START",
WPAD_BUTTON_UP, "UP",
WPAD_BUTTON_DOWN, "DOWN",
WPAD_BUTTON_LEFT, "LEFT",
WPAD_BUTTON_RIGHT, "RIGHT"
};
// Classic Default
defaultmap[1].type = CTRLR_CLASSIC;
defaultmap[1].num_btns = 12;
defaultmap[1].map[] = { WPAD_CLASSIC_BUTTON_A, "A",
WPAD_CLASSIC_BUTTON_B, "B",
WPAD_CLASSIC_BUTTON_Y, "X",
WPAD_CLASSIC_BUTTON_X, "Y",
WPAD_CLASSIC_BUTTON_FULL_L, "L",
WPAD_CLASSIC_BUTTON_FULL_R, "R",
WPAD_CLASSIC_BUTTON_MINUS, "SELECT",
WPAD_CLASSIC_BUTTON_PLUS, "START",
WPAD_CLASSIC_BUTTON_UP, "UP",
WPAD_CLASSIC_BUTTON_DOWN, "DOWN",
WPAD_CLASSIC_BUTTON_LEFT, "LEFT",
WPAD_CLASSIC_BUTTON_RIGHT, "RIGHT"
};
// Gamecube Controller Default
defaultmap[2].type = CTRLR_GCPAD;
defaultmap[2].num_btns = 12;
defaultmap[2].map[] = {PAD_BUTTON_A, "A",
PAD_BUTTON_B, "B",
PAD_BUTTON_X, "X",
PAD_BUTTON_Y, "Y",
PAD_TRIGGER_L, "L",
PAD_TRIGGER_R, "R",
PAD_TRIGGER_Z, "SELECT",
PAD_BUTTON_START, "START",
PAD_BUTTON_UP, "UP",
PAD_BUTTON_DOWN, "DOWN",
PAD_BUTTON_LEFT, "LEFT",
PAD_BUTTON_RIGHT, "RIGHT"
};
// Wiimote Default
defaultmap[3].type = CTRLR_WIIMOTE;
defaultmap[3].num_btns = 12;
defaultmap[3].map[] = { WPAD_BUTTON_B, "A",
WPAD_BUTTON_2, "B",
WPAD_BUTTON_1, "X",
WPAD_BUTTON_A, "Y",
0x0000, "L",
0x0000, "R",
WPAD_BUTTON_MINUS, "SELECT",
WPAD_BUTTON_PLUS, "START",
WPAD_BUTTON_RIGHT, "UP",
WPAD_BUTTON_LEFT, "DOWN",
WPAD_BUTTON_UP, "LEFT",
WPAD_BUTTON_DOWN, "RIGHT"
};
// end default padmaps
***/
// eof