mirror of
https://github.com/wiidev/usbloadergx.git
synced 2024-11-18 09:19:17 +01:00
274 lines
7.3 KiB
C++
274 lines
7.3 KiB
C++
/****************************************************************************
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* libwiigui Template
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* Tantric 2009
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* Cyan 2015
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*
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* input.cpp
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* Wii/GameCube controller management
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***************************************************************************/
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#include <gccore.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <math.h>
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#include <ogcsys.h>
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#include <unistd.h>
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#include <wiiuse/wpad.h>
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#include "libs/libdrc/wiidrc.h"
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#include "menu.h"
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#include "video.h"
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#include "input.h"
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#include "GUI/gui.h"
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#include "sys.h"
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#include "gecko.h"
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int rumbleRequest[4] = { 0, 0, 0, 0 };
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GuiTrigger userInput[4];
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static int rumbleCount[4] = { 0, 0, 0, 0 };
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extern bool isWiiVC; // in sys.cpp
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/****************************************************************************
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* UpdatePads
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*
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* called by postRetraceCallback in InitGCVideo - scans gcpad and wpad
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***************************************************************************/
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void UpdatePads()
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{
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WPAD_ScanPads();
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PAD_ScanPads();
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for (int i = 3; i >= 0; i--)
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{
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memcpy(&userInput[i].wpad, WPAD_Data(i), sizeof(WPADData));
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userInput[i].chan = i;
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userInput[i].pad.btns_d = PAD_ButtonsDown(i);
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userInput[i].pad.btns_u = PAD_ButtonsUp(i);
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userInput[i].pad.btns_h = PAD_ButtonsHeld(i);
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userInput[i].pad.stickX = PAD_StickX(i);
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userInput[i].pad.stickY = PAD_StickY(i);
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userInput[i].pad.substickX = PAD_SubStickX(i);
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userInput[i].pad.substickY = PAD_SubStickY(i);
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userInput[i].pad.triggerL = PAD_TriggerL(i);
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userInput[i].pad.triggerR = PAD_TriggerR(i);
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if (Settings.rumble == ON) DoRumble(i);
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if(userInput[i].wpad.exp.type == WPAD_EXP_NUNCHUK)
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{
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if((userInput[i].wpad.btns_h & WPAD_NUNCHUK_BUTTON_Z) && (userInput[i].wpad.btns_d & WPAD_NUNCHUK_BUTTON_C))
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ScreenShot();
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}
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if((userInput[i].pad.btns_h & PAD_TRIGGER_R) && (userInput[i].pad.btns_d & PAD_TRIGGER_Z))
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ScreenShot();
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}
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// WiiU gamepad (DRC) when using WiiVC injected WiiU channels
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// Copy the drc state to Gamecube pad state
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if(WiiDRC_Inited() && WiiDRC_Connected())
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{
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WiiDRC_ScanPads();
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// DRC buttons state written to gamecube pad data
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userInput[0].pad.btns_d |= wiidrc_to_pad(WiiDRC_ButtonsDown());
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userInput[0].pad.btns_u |= wiidrc_to_pad(WiiDRC_ButtonsUp());
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userInput[0].pad.btns_h |= wiidrc_to_pad(WiiDRC_ButtonsHeld());
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// DRC stick state written to gamecube pad data
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int x = 0, y = 0;
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x = (WiiDRC_lStickX() * 128) / 75;
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y = (WiiDRC_lStickY() * 128) / 75;
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if (x > 127)
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x = 127;
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else if (x < -128)
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x = -128;
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if (y > 127)
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y = 127;
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else if (y < -128)
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y = -128;
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userInput[0].pad.stickX = x;
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userInput[0].pad.stickY = y;
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userInput[0].pad.substickX = WiiDRC_rStickX();
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userInput[0].pad.substickY = WiiDRC_rStickY();
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}
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}
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/****************************************************************************
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* ScreensaverTime
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***************************************************************************/
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static inline u32 ScreensaverTime(int setting)
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{
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switch (setting)
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{
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case 0:
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return 0xFFFFFF;
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case 1:
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return 180;
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case 2:
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return 300;
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case 3:
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return 600;
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case 4:
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return 1200;
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case 5:
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return 1800;
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case 6:
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return 3600;
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default:
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break;
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}
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return 0xFFFFFF;
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}
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/****************************************************************************
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* SetWPADTimeout
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***************************************************************************/
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void SetWPADTimeout()
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{
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WPAD_SetIdleTimeout(ScreensaverTime(Settings.screensaver));
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}
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/****************************************************************************
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* ControlActivityTimeOut
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***************************************************************************/
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bool ControlActivityTimeout(void)
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{
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u32 minTime = 0xFFFFFF;
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for(int i = 0; i < 3; ++i)
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if(pointer[i]->getLastActivCounter() < minTime)
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minTime = pointer[i]->getLastActivCounter();
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// not very accurate but it's not required here
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return (minTime/(Settings.PAL50 ? 50 : 60) > ScreensaverTime(Settings.screensaver));
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}
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/****************************************************************************
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* SetupPads
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*
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* Sets up userInput triggers for use
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***************************************************************************/
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void SetupPads()
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{
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PAD_Init();
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WPAD_Init();
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// check WiiVC to init WiiU gamepad
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WiiDRC_Init();
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isWiiVC = WiiDRC_Inited();
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// read wiimote accelerometer and IR data
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WPAD_SetDataFormat(WPAD_CHAN_ALL, WPAD_FMT_BTNS_ACC_IR);
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WPAD_SetVRes(WPAD_CHAN_ALL, screenwidth, screenheight);
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for (int i = 0; i < 4; i++)
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{
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userInput[i].chan = i;
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}
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SetWPADTimeout();
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}
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/****************************************************************************
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* ShutoffRumble
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***************************************************************************/
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void ShutoffRumble()
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{
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for (int i = 0; i < 4; i++)
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{
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WPAD_Rumble(i, 0);
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rumbleCount[i] = 0;
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}
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}
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/****************************************************************************
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* DoRumble
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***************************************************************************/
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void DoRumble(int i)
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{
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if (rumbleRequest[i] && rumbleCount[i] < 3)
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{
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WPAD_Rumble(i, 1); // rumble on
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rumbleCount[i]++;
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}
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else if (rumbleRequest[i])
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{
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rumbleCount[i] = 20;
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rumbleRequest[i] = 0;
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}
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else
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{
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if (rumbleCount[i]) rumbleCount[i]--;
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WPAD_Rumble(i, 0); // rumble off
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}
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}
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/****************************************************************************
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* WiiDRC to WPAD
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*
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* Sets WPAD button state based on WiiDRC (WiiU gamepad in WiiVC) pressed buttons.
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***************************************************************************/
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u32 wiidrc_to_wpad(u32 btns) {
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u32 ret = 0;
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if(btns & WIIDRC_BUTTON_LEFT)
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ret |= WPAD_BUTTON_LEFT;
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if(btns & WIIDRC_BUTTON_RIGHT)
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ret |= WPAD_BUTTON_RIGHT;
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if(btns & WIIDRC_BUTTON_UP)
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ret |= WPAD_BUTTON_UP;
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if(btns & WIIDRC_BUTTON_DOWN)
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ret |= WPAD_BUTTON_DOWN;
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if(btns & WIIDRC_BUTTON_A)
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ret |= WPAD_BUTTON_A;
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if(btns & WIIDRC_BUTTON_B)
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ret |= WPAD_BUTTON_B;
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if(btns & WIIDRC_BUTTON_X)
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ret |= WPAD_BUTTON_1;
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if(btns & WIIDRC_BUTTON_Y)
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ret |= WPAD_BUTTON_2;
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if((btns & WIIDRC_BUTTON_L) || (btns & WIIDRC_BUTTON_ZL) || (btns & WIIDRC_BUTTON_MINUS))
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ret |= WPAD_BUTTON_MINUS;
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if((btns & WIIDRC_BUTTON_R) || (btns & WIIDRC_BUTTON_ZR) || (btns & WIIDRC_BUTTON_PLUS))
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ret |= WPAD_BUTTON_PLUS;
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if(btns & WIIDRC_BUTTON_HOME)
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ret |= WPAD_BUTTON_HOME;
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return (ret&0xffff) ;
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}
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/****************************************************************************
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* WiiDRC to PAD
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*
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* Sets PAD button state based on WiiDRC (WiiU gamepad in WiiVC) pressed buttons.
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***************************************************************************/
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u32 wiidrc_to_pad(u32 btns) {
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u32 ret = 0;
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if(btns & WIIDRC_BUTTON_LEFT)
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ret |= PAD_BUTTON_LEFT;
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if(btns & WIIDRC_BUTTON_RIGHT)
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ret |= PAD_BUTTON_RIGHT;
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if(btns & WIIDRC_BUTTON_UP)
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ret |= PAD_BUTTON_UP;
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if(btns & WIIDRC_BUTTON_DOWN)
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ret |= PAD_BUTTON_DOWN;
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if(btns & WIIDRC_BUTTON_A)
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ret |= PAD_BUTTON_A;
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if(btns & WIIDRC_BUTTON_B)
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ret |= PAD_BUTTON_B;
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if(btns & WIIDRC_BUTTON_X)
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ret |= PAD_BUTTON_X;
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if(btns & WIIDRC_BUTTON_Y)
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ret |= PAD_BUTTON_Y;
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if((btns & WIIDRC_BUTTON_L) || (btns & WIIDRC_BUTTON_ZL) || (btns & WIIDRC_BUTTON_MINUS))
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ret |= PAD_TRIGGER_L;
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if((btns & WIIDRC_BUTTON_R) || (btns & WIIDRC_BUTTON_ZR) || (btns & WIIDRC_BUTTON_PLUS))
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ret |= PAD_TRIGGER_R;
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if(btns & WIIDRC_BUTTON_HOME)
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ret |= PAD_BUTTON_START;
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return (ret&0xffff) ;
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} |