usbloadergx/source/input.cpp
strtoul a66a30a771 *removed buggy focus system completely (it was never working correct)
*added support to control screen pointer with gc pad or classic controller. you are always able to control as long as the corresponding wii control does not point to the screen (e.g. wiimote 1 not pointing to screen -> gcpad/classic controller 1 can control pointer 1). a speed factor is added to the gui option. need feedback about a proper default value, currently 15% (only tested gc pad on dolphin-emu)
*fix reinit of cheatcount on download of new file
*moved installation window to be on top of main window
*added game installation cancel
*added nand extract cancel
*added back extract of save feature for a real nand channels
*added auto position of progress window messages in vertical direction depending of how many are used at the same time
2011-12-28 16:27:30 +00:00

222 lines
5.1 KiB
C++

/****************************************************************************
* libwiigui Template
* Tantric 2009
*
* input.cpp
* Wii/GameCube controller management
***************************************************************************/
#include <gccore.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <math.h>
#include <ogcsys.h>
#include <unistd.h>
#include <wiiuse/wpad.h>
#include "menu.h"
#include "video.h"
#include "input.h"
#include "GUI/gui.h"
#include "sys.h"
int rumbleRequest[4] = { 0, 0, 0, 0 };
GuiTrigger userInput[4];
static int rumbleCount[4] = { 0, 0, 0, 0 };
/****************************************************************************
* UpdatePads
*
* called by postRetraceCallback in InitGCVideo - scans gcpad and wpad
***************************************************************************/
void UpdatePads()
{
WPAD_ScanPads();
PAD_ScanPads();
for (int i = 3; i >= 0; i--)
{
memcpy(&userInput[i].wpad, WPAD_Data(i), sizeof(WPADData));
userInput[i].chan = 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);
if (Settings.rumble == ON) DoRumble(i);
if(userInput[i].wpad.exp.type == WPAD_EXP_NUNCHUK)
{
if((userInput[i].wpad.btns_h & WPAD_NUNCHUK_BUTTON_Z) && (userInput[i].wpad.btns_d & WPAD_NUNCHUK_BUTTON_C))
ScreenShot();
}
}
}
/****************************************************************************
* ScreensaverTime
***************************************************************************/
static inline u32 ScreensaverTime(int setting)
{
switch (setting)
{
case 0:
return 0xFFFFFF;
case 1:
return 180;
case 2:
return 300;
case 3:
return 600;
case 4:
return 1200;
case 5:
return 1800;
case 6:
return 3600;
default:
break;
}
return 0xFFFFFF;
}
/****************************************************************************
* SetWPADTimeout
***************************************************************************/
void SetWPADTimeout()
{
WPAD_SetIdleTimeout(ScreensaverTime(Settings.screensaver));
}
/****************************************************************************
* ControlActivityTimeOut
***************************************************************************/
bool ControlActivityTimeout(void)
{
u32 minTime = 0xFFFFFF;
for(int i = 0; i < 3; ++i)
if(pointer[i]->getLastActivCounter() < minTime)
minTime = pointer[i]->getLastActivCounter();
// not very accurate but it's not required here
return (minTime/60 > ScreensaverTime(Settings.screensaver));
}
/****************************************************************************
* SetupPads
*
* Sets up userInput triggers for use
***************************************************************************/
void SetupPads()
{
PAD_Init();
WPAD_Init();
// read wiimote accelerometer and IR data
WPAD_SetDataFormat(WPAD_CHAN_ALL, WPAD_FMT_BTNS_ACC_IR);
WPAD_SetVRes(WPAD_CHAN_ALL, screenwidth, screenheight);
for (int i = 0; i < 4; i++)
{
userInput[i].chan = i;
}
SetWPADTimeout();
}
/****************************************************************************
* ShutoffRumble
***************************************************************************/
void ShutoffRumble()
{
for (int i = 0; i < 4; i++)
{
WPAD_Rumble(i, 0);
rumbleCount[i] = 0;
}
}
/****************************************************************************
* DoRumble
***************************************************************************/
void DoRumble(int i)
{
if (rumbleRequest[i] && rumbleCount[i] < 3)
{
WPAD_Rumble(i, 1); // rumble on
rumbleCount[i]++;
}
else if (rumbleRequest[i])
{
rumbleCount[i] = 20;
rumbleRequest[i] = 0;
}
else
{
if (rumbleCount[i]) rumbleCount[i]--;
WPAD_Rumble(i, 0); // rumble off
}
}
/****************************************************************************
* WPAD_Stick
*
* Get X/Y value from Wii Joystick (classic, nunchuk) input
***************************************************************************/
s8 WPAD_Stick(u8 chan, u8 right, int axis)
{
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/y 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;
if (axis == 0) // x-axis
val = mag * sin((PI * ang) / 180.0f);
else // y-axis
val = mag * cos((PI * ang) / 180.0f);
return (s8) (val * 128.0f);
}