mirror of
https://github.com/wiidev/usbloadergx.git
synced 2024-11-05 02:55:07 +01:00
db6517256e
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.
136 lines
3.0 KiB
C
136 lines
3.0 KiB
C
/*
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// A simple wrapper for libsicksaxis, to make it resemble WPAD/PAD more closely.
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// Written by daxtsu/thedax. I'm releasing this code into the public domain, so do whatever you want with it.
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//
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// 2015-01 Cyan
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// Added Buttons state Up and Held.
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//
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*/
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#include <sicksaxis.h>
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#include "sicksaxis-wrapper.h"
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static DS3 first;
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static bool psPressed = false;
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static unsigned int ButtonsUp;
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static unsigned int ButtonsDown;
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static unsigned int ButtonsHeld;
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bool DS3_Init()
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{
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USB_Initialize();
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if (ss_init() < 0)
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{
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return false;
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}
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ss_initialize(&first);
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return true;
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}
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void DS3_Rumble()
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{
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if (first.connected && psPressed)
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{
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ss_set_rumble(&first, 2, 255, 2, 255);
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}
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}
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void DS3_Cleanup()
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{
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psPressed = false;
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ss_close(&first);
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USB_Deinitialize();
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}
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unsigned int DS3_ButtonsDown()
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{
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if (!ss_is_connected(&first) || !psPressed)
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return 0;
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DS3 *controller;
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controller = &first;
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unsigned int pressed = 0;
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pressed |= controller->pad.buttons.PS ? DS3_BUTTON_PS : 0;
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pressed |= controller->pad.buttons.start ? DS3_BUTTON_START : 0;
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pressed |= controller->pad.buttons.select ? DS3_BUTTON_SELECT : 0;
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pressed |= controller->pad.buttons.triangle ? DS3_BUTTON_TRIANGLE : 0;
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pressed |= controller->pad.buttons.circle ? DS3_BUTTON_CIRCLE : 0;
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pressed |= controller->pad.buttons.cross ? DS3_BUTTON_CROSS : 0;
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pressed |= controller->pad.buttons.square ? DS3_BUTTON_SQUARE : 0;
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pressed |= controller->pad.buttons.up ? DS3_BUTTON_UP : 0;
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pressed |= controller->pad.buttons.right ? DS3_BUTTON_RIGHT : 0;
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pressed |= controller->pad.buttons.down ? DS3_BUTTON_DOWN : 0;
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pressed |= controller->pad.buttons.left ? DS3_BUTTON_LEFT : 0;
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pressed |= controller->pad.buttons.L1 ? DS3_BUTTON_L1 : 0;
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pressed |= controller->pad.buttons.L2 ? DS3_BUTTON_L2 : 0;
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// pressed |= controller->pad.buttons.L3 ? DS3_BUTTON_L3 : 0;
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pressed |= controller->pad.buttons.R1 ? DS3_BUTTON_R1 : 0;
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pressed |= controller->pad.buttons.R2 ? DS3_BUTTON_R2 : 0;
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// pressed |= controller->pad.buttons.R3 ? DS3_BUTTON_R3 : 0;
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ButtonsUp = ButtonsHeld & ~pressed;
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ButtonsDown = ~ButtonsHeld & pressed;
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ButtonsHeld = pressed;
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return ButtonsDown;
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}
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unsigned int DS3_ButtonsHeld()
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{
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return ButtonsHeld;
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}
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unsigned int DS3_ButtonsUp()
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{
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return ButtonsUp;
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}
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bool DS3_Connected()
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{
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return first.connected > 0 && psPressed;
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}
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void DS3_ScanPads()
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{
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if (!ss_is_connected(&first))
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{
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psPressed = false;
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ss_initialize(&first);
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if (ss_open(&first) > 0)
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{
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ss_start_reading(&first);
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ss_set_led(&first, 0);
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}
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}
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else if (first.pad.buttons.PS && !psPressed)
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{
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psPressed = true;
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ss_set_led(&first, 1);
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}
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}
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int DS3_StickX()
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{
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return psPressed? first.pad.left_analog.x - 128 : 0;
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}
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int DS3_SubStickX()
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{
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return psPressed? first.pad.right_analog.x - 128 : 0;
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}
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int DS3_StickY()
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{
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return psPressed? 127 - first.pad.left_analog.y : 0;
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}
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int DS3_SubStickY()
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{
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return psPressed? 127 - first.pad.right_analog.y : 0;
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}
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