usbloadergx/source/input.cpp
Cyan db6517256e * Added WiiU pro controller support.
Some menus or buttons might not work. (Thanks Airline38)
  L3+R3 to shutdown the pad.
* Added PS3 controller support over USB, requires loader's
  IOS set to IOS58. Button mapped as Classic Controller.
* Added a WiiU Auto aspect fixer based on current WiiU setting.
* Added a WiiU Widescreen switcher in Features menu.


Nintendont:
* Fixed detection for nintendont v2.263+ issue 2294
* Added a WiiU Widescreen setting. issue 2296
  Default value based on current WiiU aspect ratio settings.
* Added a setting to choose Nincfg.bin behavior at launch issue 2297
  Always delete; Always create; No change. 
* Removed unused game specific settings section (MGS2)
* Renamed MCEmu ON setting to Multi
* Added Disc launching feature
* Added user prompt to select where MCEmu should be
  located when using Disc launching.
  The device is auto-detected if Gamecube source setting 
  is set to SD or Main(USB) only.
* Changed prompt type to warning if Nintendont version
  detection fails.


Thanks to Airline38 for the WiiU pro base patch.
2015-01-04 20:22:06 +00:00

213 lines
6.0 KiB
C++

/****************************************************************************
* libwiigui Template
* Tantric 2009
* Cyan 2015
*
* 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 <wupc/wupc.h>
#include <sicksaxis.h>
#include "sicksaxis-wrapper.h"
#include "menu.h"
#include "video.h"
#include "input.h"
#include "GUI/gui.h"
#include "sys.h"
#include "gecko.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()
{
WUPC_UpdateButtonStats();
WPAD_ScanPads();
PAD_ScanPads();
DS3_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);
// WiiU Pro Controller
userInput[i].wupcdata.btns_d = WUPC_ButtonsDown(i);
userInput[i].wupcdata.btns_u = WUPC_ButtonsUp(i);
userInput[i].wupcdata.btns_h = WUPC_ButtonsHeld(i);
userInput[i].wupcdata.stickX = WUPC_lStickX(i);
userInput[i].wupcdata.stickY = WUPC_lStickY(i);
userInput[i].wupcdata.substickX = WUPC_rStickX(i);
userInput[i].wupcdata.substickY = WUPC_rStickY(i);
// Don't use only held to disconnect, on reconnect the pad sends last held state for a short time.
if((WUPC_ButtonsHeld(i) & WUPC_EXTRA_BUTTON_RSTICK && WUPC_ButtonsDown(i) & WUPC_EXTRA_BUTTON_LSTICK) // R3+L3
||(WUPC_ButtonsHeld(i) & WUPC_EXTRA_BUTTON_LSTICK && WUPC_ButtonsDown(i) & WUPC_EXTRA_BUTTON_RSTICK))
WUPC_Disconnect(i);
// Playstation 3 controller (required IOS58)
if (DS3_Connected() && i==0)
{
// Maps PS3 controller to Classic Controller Exp.
userInput[0].wpad.btns_d |= DS3_ButtonsDown();
userInput[0].wpad.btns_u |= DS3_ButtonsUp();
userInput[0].wpad.btns_h |= DS3_ButtonsHeld();
if(DS3_ButtonsDown() || DS3_ButtonsHeld())
userInput[i].wpad.exp.type = WPAD_EXP_CLASSIC; // Fake the Classic Controller expansion checking even if wiimote/cc not powered
userInput[0].pad.stickX = abs(DS3_StickX()) > 10 ? DS3_StickX() : PAD_StickX(i);
userInput[0].pad.stickY = abs(DS3_StickY()) > 10 ? DS3_StickY() : PAD_StickY(i);
userInput[0].pad.substickX = abs(DS3_SubStickX()) > 10 ? DS3_SubStickX() : PAD_SubStickX(i);
userInput[0].pad.substickY = abs(DS3_SubStickY()) > 10 ? DS3_SubStickY() : PAD_SubStickY(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();
}
if((userInput[i].pad.btns_h & PAD_TRIGGER_R) && (userInput[i].pad.btns_d & PAD_TRIGGER_Z))
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/(Settings.PAL50 ? 50 : 60) > ScreensaverTime(Settings.screensaver));
}
/****************************************************************************
* SetupPads
*
* Sets up userInput triggers for use
***************************************************************************/
void SetupPads()
{
WUPC_Init();
PAD_Init();
WPAD_Init();
DS3_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++)
{
WUPC_Rumble(i, 0);
WPAD_Rumble(i, 0);
rumbleCount[i] = 0;
}
}
/****************************************************************************
* DoRumble
***************************************************************************/
void DoRumble(int i)
{
if (rumbleRequest[i] && rumbleCount[i] < 3)
{
WUPC_Rumble(i, 1);
WPAD_Rumble(i, 1); // rumble on
rumbleCount[i]++;
}
else if (rumbleRequest[i])
{
rumbleCount[i] = 20;
rumbleRequest[i] = 0;
if(DS3_Connected()) DS3_Rumble();
}
else
{
if (rumbleCount[i]) rumbleCount[i]--;
WPAD_Rumble(i, 0); // rumble off
WUPC_Rumble(i, 0);
}
}