/**************************************************************************** * Visual Boy Advance GX * * Tantric September 2008 * * input.cpp * * Wii/Gamecube controller management ***************************************************************************/ #include #include #include #include #include #include #include #include #include "vba.h" #include "button_mapping.h" #include "audio.h" #include "video.h" #include "input.h" #define VBA_BUTTON_A 1 #define VBA_BUTTON_B 2 #define VBA_BUTTON_SELECT 4 #define VBA_BUTTON_START 8 #define VBA_RIGHT 16 #define VBA_LEFT 32 #define VBA_UP 64 #define VBA_DOWN 128 #define VBA_BUTTON_R 256 #define VBA_BUTTON_L 512 #define VBA_SPEED 1024 #define VBA_CAPTURE 2048 unsigned int vbapadmap[10]; // VBA controller buttons unsigned int gcpadmap[10]; // Gamecube controller Padmap unsigned int wmpadmap[10]; // Wiimote Padmap unsigned int ccpadmap[10]; // Classic Controller Padmap unsigned int ncpadmap[10]; // Nunchuk + wiimote Padmap void ResetControls() { int i = 0; // VBA controller buttons // All other pads are mapped to this i=0; vbapadmap[i++] = VBA_BUTTON_B; vbapadmap[i++] = VBA_BUTTON_A; vbapadmap[i++] = VBA_BUTTON_SELECT; vbapadmap[i++] = VBA_BUTTON_START; vbapadmap[i++] = VBA_UP; vbapadmap[i++] = VBA_DOWN; vbapadmap[i++] = VBA_LEFT; vbapadmap[i++] = VBA_RIGHT; vbapadmap[i++] = VBA_BUTTON_L; vbapadmap[i++] = VBA_BUTTON_R; /*** Gamecube controller Padmap ***/ i=0; gcpadmap[i++] = PAD_BUTTON_B; gcpadmap[i++] = PAD_BUTTON_A; gcpadmap[i++] = PAD_TRIGGER_Z; gcpadmap[i++] = PAD_BUTTON_START; gcpadmap[i++] = PAD_BUTTON_UP; gcpadmap[i++] = PAD_BUTTON_DOWN; gcpadmap[i++] = PAD_BUTTON_LEFT; gcpadmap[i++] = PAD_BUTTON_RIGHT; gcpadmap[i++] = PAD_TRIGGER_L; gcpadmap[i++] = PAD_TRIGGER_R; /*** Wiimote Padmap ***/ i=0; wmpadmap[i++] = WPAD_BUTTON_1; wmpadmap[i++] = WPAD_BUTTON_2; wmpadmap[i++] = WPAD_BUTTON_MINUS; wmpadmap[i++] = WPAD_BUTTON_PLUS; wmpadmap[i++] = WPAD_BUTTON_RIGHT; wmpadmap[i++] = WPAD_BUTTON_LEFT; wmpadmap[i++] = WPAD_BUTTON_UP; wmpadmap[i++] = WPAD_BUTTON_DOWN; wmpadmap[i++] = WPAD_BUTTON_B; wmpadmap[i++] = WPAD_BUTTON_A; /*** Classic Controller Padmap ***/ i=0; ccpadmap[i++] = WPAD_CLASSIC_BUTTON_Y; ccpadmap[i++] = WPAD_CLASSIC_BUTTON_B; ccpadmap[i++] = WPAD_CLASSIC_BUTTON_MINUS; ccpadmap[i++] = WPAD_CLASSIC_BUTTON_PLUS; ccpadmap[i++] = WPAD_CLASSIC_BUTTON_UP; ccpadmap[i++] = WPAD_CLASSIC_BUTTON_DOWN; ccpadmap[i++] = WPAD_CLASSIC_BUTTON_LEFT; ccpadmap[i++] = WPAD_CLASSIC_BUTTON_RIGHT; ccpadmap[i++] = WPAD_CLASSIC_BUTTON_FULL_L; ccpadmap[i++] = WPAD_CLASSIC_BUTTON_FULL_R; /*** Nunchuk + wiimote Padmap ***/ i=0; ncpadmap[i++] = WPAD_NUNCHUK_BUTTON_C; ncpadmap[i++] = WPAD_NUNCHUK_BUTTON_Z; ncpadmap[i++] = WPAD_BUTTON_MINUS; ncpadmap[i++] = WPAD_BUTTON_PLUS; ncpadmap[i++] = WPAD_BUTTON_UP; ncpadmap[i++] = WPAD_BUTTON_DOWN; ncpadmap[i++] = WPAD_BUTTON_LEFT; ncpadmap[i++] = WPAD_BUTTON_RIGHT; ncpadmap[i++] = WPAD_BUTTON_2; ncpadmap[i++] = WPAD_BUTTON_1; } /**************************************************************************** * 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); } /**************************************************************************** * DecodeJoy * * Reads the changes (buttons pressed, etc) from a controller and reports * these changes to VBA ****************************************************************************/ static u32 DecodeJoy(unsigned short pad) { signed char pad_x = PAD_StickX (pad); signed char pad_y = PAD_StickY (pad); signed char gc_px = PAD_SubStickX (0); u32 jp = PAD_ButtonsHeld (pad); u32 J = 0; #ifdef HW_RVL signed char wm_ax = WPAD_Stick ((u8)pad, 0, 0); signed char wm_ay = WPAD_Stick ((u8)pad, 0, 1); u32 wp = WPAD_ButtonsHeld (pad); signed char wm_sx = WPAD_Stick (0,1,0); // CC right joystick u32 exp_type; if ( WPAD_Probe(pad, &exp_type) != 0 ) exp_type = WPAD_EXP_NONE; #endif /*** Gamecube Joystick input ***/ // Is XY inside the "zone"? if (pad_x * pad_x + pad_y * pad_y > PADCAL * PADCAL) { if (pad_x > 0 && pad_y == 0) J |= VBA_RIGHT; if (pad_x < 0 && pad_y == 0) J |= VBA_LEFT; if (pad_x == 0 && pad_y > 0) J |= VBA_UP; if (pad_x == 0 && pad_y < 0) J |= VBA_DOWN; if (pad_x != 0 && pad_y != 0) { if ((float)pad_y / pad_x >= -2.41421356237 && (float)pad_y / pad_x < 2.41421356237) { if (pad_x >= 0) J |= VBA_RIGHT; else J |= VBA_LEFT; } if ((float)pad_x / pad_y >= -2.41421356237 && (float)pad_x / pad_y < 2.41421356237) { if (pad_y >= 0) J |= VBA_UP; else J |= VBA_DOWN; } } } #ifdef HW_RVL /*** Wii Joystick (classic, nunchuk) input ***/ // Is XY inside the "zone"? if (wm_ax * wm_ax + wm_ay * wm_ay > PADCAL * PADCAL) { /*** we don't want division by zero ***/ if (wm_ax > 0 && wm_ay == 0) J |= VBA_RIGHT; if (wm_ax < 0 && wm_ay == 0) J |= VBA_LEFT; if (wm_ax == 0 && wm_ay > 0) J |= VBA_UP; if (wm_ax == 0 && wm_ay < 0) J |= VBA_DOWN; if (wm_ax != 0 && wm_ay != 0) { /*** Recalc left / right ***/ float t; t = (float) wm_ay / wm_ax; if (t >= -2.41421356237 && t < 2.41421356237) { if (wm_ax >= 0) J |= VBA_RIGHT; else J |= VBA_LEFT; } /*** Recalc up / down ***/ t = (float) wm_ax / wm_ay; if (t >= -2.41421356237 && t < 2.41421356237) { if (wm_ay >= 0) J |= VBA_UP; else J |= VBA_DOWN; } } } #endif // Turbo feature if( (gc_px > 70) #ifdef HW_RVL || (wm_sx > 70) || ((wp & WPAD_BUTTON_A) && (wp & WPAD_BUTTON_B)) #endif ) J |= VBA_SPEED; /*** Report pressed buttons (gamepads) ***/ int i; for (i = 0; i < MAXJP; i++) { if ( (jp & gcpadmap[i]) // gamecube controller #ifdef HW_RVL || ( (exp_type == WPAD_EXP_NONE) && (wp & wmpadmap[i]) ) // wiimote || ( (exp_type == WPAD_EXP_CLASSIC) && (wp & ccpadmap[i]) ) // classic controller || ( (exp_type == WPAD_EXP_NUNCHUK) && (wp & ncpadmap[i]) ) // nunchuk + wiimote #endif ) J |= vbapadmap[i]; } if ((J & 48) == 48) J &= ~16; if ((J & 192) == 192) J &= ~128; return J; } u32 GetJoy(int pad) { pad = 0; s8 gc_px = PAD_SubStickX (0); s8 gc_py = PAD_SubStickY (0); #ifdef HW_RVL s8 wm_sy = WPAD_Stick (0,1,1); u32 wm_pb = WPAD_ButtonsHeld (0); // wiimote / expansion button info #endif // Check for video zoom if (GCSettings.Zoom) { if (gc_py < -36 || gc_py > 36) zoom ((float) gc_py / -36); #ifdef HW_RVL if (wm_sy < -36 || wm_sy > 36) zoom ((float) wm_sy / -36); #endif } // request to go back to menu if ((gc_px < -70) #ifdef HW_RVL || (wm_pb & WPAD_BUTTON_HOME) || (wm_pb & WPAD_CLASSIC_BUTTON_HOME) #endif ) { ConfigRequested = 1; return 0; } else { return DecodeJoy(pad); } }