/**************************************************************************** * Visual Boy Advance GX * * Tantric 2008-2009 * * 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" #include "gameinput.h" #include "vbasupport.h" #include "wiiusbsupport.h" #include "gui/gui.h" #include "gba/GBA.h" #include "gba/bios.h" #include "gba/GBAinline.h" int rumbleRequest[4] = {0,0,0,0}; GuiTrigger userInput[4]; #ifdef HW_RVL static int rumbleCount[4] = {0,0,0,0}; #endif static bool cartridgeRumble = false, possibleCartridgeRumble = false; static int gameRumbleCount = 0, menuRumbleCount = 0, rumbleCountAlready = 0; static unsigned int vbapadmap[10]; // VBA controller buttons u32 btnmap[5][10]; // button mapping void ResetControls(int wiiCtrl) { int i; // 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 ***/ if(wiiCtrl == CTRLR_GCPAD || wiiCtrl == -1) { i=0; btnmap[CTRLR_GCPAD][i++] = PAD_BUTTON_B; btnmap[CTRLR_GCPAD][i++] = PAD_BUTTON_A; btnmap[CTRLR_GCPAD][i++] = PAD_TRIGGER_Z; btnmap[CTRLR_GCPAD][i++] = PAD_BUTTON_START; btnmap[CTRLR_GCPAD][i++] = PAD_BUTTON_UP; btnmap[CTRLR_GCPAD][i++] = PAD_BUTTON_DOWN; btnmap[CTRLR_GCPAD][i++] = PAD_BUTTON_LEFT; btnmap[CTRLR_GCPAD][i++] = PAD_BUTTON_RIGHT; btnmap[CTRLR_GCPAD][i++] = PAD_TRIGGER_L; btnmap[CTRLR_GCPAD][i++] = PAD_TRIGGER_R; } /*** Wiimote Padmap ***/ if(wiiCtrl == CTRLR_WIIMOTE || wiiCtrl == -1) { i=0; btnmap[CTRLR_WIIMOTE][i++] = WPAD_BUTTON_1; btnmap[CTRLR_WIIMOTE][i++] = WPAD_BUTTON_2; btnmap[CTRLR_WIIMOTE][i++] = WPAD_BUTTON_MINUS; btnmap[CTRLR_WIIMOTE][i++] = WPAD_BUTTON_PLUS; btnmap[CTRLR_WIIMOTE][i++] = WPAD_BUTTON_RIGHT; btnmap[CTRLR_WIIMOTE][i++] = WPAD_BUTTON_LEFT; btnmap[CTRLR_WIIMOTE][i++] = WPAD_BUTTON_UP; btnmap[CTRLR_WIIMOTE][i++] = WPAD_BUTTON_DOWN; btnmap[CTRLR_WIIMOTE][i++] = WPAD_BUTTON_B; btnmap[CTRLR_WIIMOTE][i++] = WPAD_BUTTON_A; } /*** Classic Controller Padmap ***/ if(wiiCtrl == CTRLR_CLASSIC || wiiCtrl == -1) { i=0; btnmap[CTRLR_CLASSIC][i++] = WPAD_CLASSIC_BUTTON_Y; btnmap[CTRLR_CLASSIC][i++] = WPAD_CLASSIC_BUTTON_B; btnmap[CTRLR_CLASSIC][i++] = WPAD_CLASSIC_BUTTON_MINUS; btnmap[CTRLR_CLASSIC][i++] = WPAD_CLASSIC_BUTTON_PLUS; btnmap[CTRLR_CLASSIC][i++] = WPAD_CLASSIC_BUTTON_UP; btnmap[CTRLR_CLASSIC][i++] = WPAD_CLASSIC_BUTTON_DOWN; btnmap[CTRLR_CLASSIC][i++] = WPAD_CLASSIC_BUTTON_LEFT; btnmap[CTRLR_CLASSIC][i++] = WPAD_CLASSIC_BUTTON_RIGHT; btnmap[CTRLR_CLASSIC][i++] = WPAD_CLASSIC_BUTTON_FULL_L; btnmap[CTRLR_CLASSIC][i++] = WPAD_CLASSIC_BUTTON_FULL_R; } /*** Nunchuk + wiimote Padmap ***/ if(wiiCtrl == CTRLR_NUNCHUK || wiiCtrl == -1) { i=0; btnmap[CTRLR_NUNCHUK][i++] = WPAD_NUNCHUK_BUTTON_C; btnmap[CTRLR_NUNCHUK][i++] = WPAD_NUNCHUK_BUTTON_Z; btnmap[CTRLR_NUNCHUK][i++] = WPAD_BUTTON_MINUS; btnmap[CTRLR_NUNCHUK][i++] = WPAD_BUTTON_PLUS; btnmap[CTRLR_NUNCHUK][i++] = WPAD_BUTTON_UP; btnmap[CTRLR_NUNCHUK][i++] = WPAD_BUTTON_DOWN; btnmap[CTRLR_NUNCHUK][i++] = WPAD_BUTTON_LEFT; btnmap[CTRLR_NUNCHUK][i++] = WPAD_BUTTON_RIGHT; btnmap[CTRLR_NUNCHUK][i++] = WPAD_BUTTON_2; btnmap[CTRLR_NUNCHUK][i++] = WPAD_BUTTON_1; } /*** Keyboard map ***/ if(wiiCtrl == CTRLR_KEYBOARD || wiiCtrl == -1) { i=0; btnmap[CTRLR_KEYBOARD][i++] = KS_X; // VBA stupidly has B on the right instead of left btnmap[CTRLR_KEYBOARD][i++] = KS_Z; btnmap[CTRLR_KEYBOARD][i++] = KS_BackSpace; btnmap[CTRLR_KEYBOARD][i++] = KS_Return; btnmap[CTRLR_KEYBOARD][i++] = KS_Up; btnmap[CTRLR_KEYBOARD][i++] = KS_Down; btnmap[CTRLR_KEYBOARD][i++] = KS_Left; btnmap[CTRLR_KEYBOARD][i++] = KS_Right; btnmap[CTRLR_KEYBOARD][i++] = KS_A; btnmap[CTRLR_KEYBOARD][i++] = KS_S; } } /**************************************************************************** * UpdatePads * * Scans pad and wpad ***************************************************************************/ void UpdatePads() { #ifdef HW_RVL WPAD_ScanPads(); #endif PAD_ScanPads(); for(int i=3; i >= 0; 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); } } /**************************************************************************** * SetupPads * * Sets up userInput triggers for use ***************************************************************************/ void SetupPads() { PAD_Init(); #ifdef HW_RVL 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); #endif for(int i=0; i < 4; i++) { userInput[i].chan = i; #ifdef HW_RVL userInput[i].wpad = WPAD_Data(i); #endif } } #ifdef HW_RVL /**************************************************************************** * ShutoffRumble ***************************************************************************/ void ShutoffRumble() { #ifdef HW_RVL for(int i=0;i<4;i++) { WPAD_Rumble(i, 0); rumbleCount[i] = 0; rumbleRequest[i] = 0; } #endif PAD_ControlMotor(PAD_CHAN0, PAD_MOTOR_STOP); } /**************************************************************************** * DoRumble ***************************************************************************/ void DoRumble(int i) { if(!GCSettings.Rumble) return; if(rumbleRequest[i] && rumbleCount[i] < 3) { WPAD_Rumble(i, 1); // rumble on rumbleCount[i]++; } else if(rumbleRequest[i]) { rumbleCount[i] = 12; rumbleRequest[i] = 0; } else { if(rumbleCount[i]) rumbleCount[i]--; WPAD_Rumble(i, 0); // rumble off } } #endif static int SilenceNeeded = 0; static void updateRumble() { bool r = false; if (ConfigRequested) r = (menuRumbleCount > 0); else r = cartridgeRumble || possibleCartridgeRumble || (gameRumbleCount > 0) || (menuRumbleCount > 0); if (SilenceNeeded>0) { if (r) SilenceNeeded = 5; else SilenceNeeded--; if (SilenceNeeded>0) r = false; } #ifdef HW_RVL // Rumble wii remote 0 WPAD_Rumble(0, r); #endif PAD_ControlMotor(PAD_CHAN0, r?PAD_MOTOR_RUMBLE:PAD_MOTOR_STOP); } void updateRumbleFrame() { // If we already rumbled continuously for more than 50 frames, // then disable rumbling for a while. if (rumbleCountAlready > 70) { SilenceNeeded = 5; rumbleCountAlready = 0; } else if (ConfigRequested) { if (menuRumbleCount>0) rumbleCountAlready++; else rumbleCountAlready=0; } else { if (gameRumbleCount>0 || menuRumbleCount>0 || possibleCartridgeRumble) rumbleCountAlready++; else rumbleCountAlready=0; } updateRumble(); if (gameRumbleCount>0 && !ConfigRequested) gameRumbleCount--; if (menuRumbleCount>0) menuRumbleCount--; } void systemPossibleCartridgeRumble(bool RumbleOn) { possibleCartridgeRumble = RumbleOn; updateRumble(); } void systemCartridgeRumble(bool RumbleOn) { cartridgeRumble = RumbleOn; possibleCartridgeRumble = false; updateRumble(); } void systemGameRumble(int RumbleForFrames) { if (RumbleForFrames > gameRumbleCount) gameRumbleCount = RumbleForFrames; } void systemGameRumbleOnlyFor(int OnlyRumbleForFrames) { gameRumbleCount = OnlyRumbleForFrames; } u32 StandardMovement(unsigned short chan) { u32 J = 0; s8 pad_x = userInput[chan].pad.stickX; s8 pad_y = userInput[chan].pad.stickY; #ifdef HW_RVL s8 wm_ax = userInput[0].WPAD_StickX(0); s8 wm_ay = userInput[0].WPAD_StickY(0); #endif /*** Gamecube Joystick input, same as normal ***/ // 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; } } } // Turbo feature, keyboard or gamecube only if(DownUsbKeys[KS_space]) J |= VBA_SPEED; // Capture feature if(DownUsbKeys[KS_Print_Screen] | DownUsbKeys[KS_F12]) J |= VBA_CAPTURE; #endif return J; } u32 StandardDPad(unsigned short pad) { u32 J = 0; u32 jp = PAD_ButtonsHeld(pad); #ifdef HW_RVL u32 exp_type; if ( WPAD_Probe(pad, &exp_type) != 0 ) exp_type = WPAD_EXP_NONE; u32 wp = WPAD_ButtonsHeld(pad); if (wp & WPAD_BUTTON_RIGHT) J |= VBA_RIGHT; if (wp & WPAD_BUTTON_LEFT) J |= VBA_LEFT; if (wp & WPAD_BUTTON_UP) J |= VBA_UP; if (wp & WPAD_BUTTON_DOWN) J |= VBA_DOWN; if (exp_type == WPAD_EXP_CLASSIC) { if (wp & WPAD_CLASSIC_BUTTON_UP) J |= VBA_UP; if (wp & WPAD_CLASSIC_BUTTON_DOWN) J |= VBA_DOWN; if (wp & WPAD_CLASSIC_BUTTON_LEFT) J |= VBA_LEFT; if (wp & WPAD_CLASSIC_BUTTON_RIGHT) J |= VBA_RIGHT; } #endif if (jp & PAD_BUTTON_UP) J |= VBA_UP; if (jp & PAD_BUTTON_DOWN) J |= VBA_DOWN; if (jp & PAD_BUTTON_LEFT) J |= VBA_LEFT; if (jp & PAD_BUTTON_RIGHT) J |= VBA_RIGHT; return J; } u32 StandardSideways(unsigned short pad) { u32 J = 0; #ifdef HW_RVL u32 wp = WPAD_ButtonsHeld(pad); if (wp & WPAD_BUTTON_RIGHT) J |= VBA_UP; if (wp & WPAD_BUTTON_LEFT) J |= VBA_DOWN; if (wp & WPAD_BUTTON_UP) J |= VBA_LEFT; if (wp & WPAD_BUTTON_DOWN) J |= VBA_RIGHT; if (wp & WPAD_BUTTON_PLUS) J |= VBA_BUTTON_START; if (wp & WPAD_BUTTON_MINUS) J |= VBA_BUTTON_SELECT; if (wp & WPAD_BUTTON_1) J |= VBA_BUTTON_B; if (wp & WPAD_BUTTON_2) J |= VBA_BUTTON_A; if (cartridgeType == 2) { if (wp & WPAD_BUTTON_A) J |= VBA_BUTTON_R; if (wp & WPAD_BUTTON_B) J |= VBA_BUTTON_L; } else { if (wp & WPAD_BUTTON_B || wp & WPAD_BUTTON_A) J |= VBA_SPEED; } #endif return J; } u32 StandardClassic(unsigned short pad) { u32 J = 0; #ifdef HW_RVL u32 wp = WPAD_ButtonsHeld(pad); if (wp & WPAD_CLASSIC_BUTTON_RIGHT) J |= VBA_RIGHT; if (wp & WPAD_CLASSIC_BUTTON_LEFT) J |= VBA_LEFT; if (wp & WPAD_CLASSIC_BUTTON_UP) J |= VBA_UP; if (wp & WPAD_CLASSIC_BUTTON_DOWN) J |= VBA_DOWN; if (wp & WPAD_CLASSIC_BUTTON_PLUS) J |= VBA_BUTTON_START; if (wp & WPAD_CLASSIC_BUTTON_MINUS) J |= VBA_BUTTON_SELECT; if (wp & WPAD_CLASSIC_BUTTON_FULL_L || wp & WPAD_CLASSIC_BUTTON_ZL) J |= VBA_BUTTON_L; if (wp & WPAD_CLASSIC_BUTTON_FULL_R || wp & WPAD_CLASSIC_BUTTON_ZR) J |= VBA_BUTTON_R; if (wp & WPAD_CLASSIC_BUTTON_A) J |= VBA_BUTTON_A; if (wp & WPAD_CLASSIC_BUTTON_B) J |= VBA_BUTTON_B; if (wp & WPAD_CLASSIC_BUTTON_Y || wp & WPAD_CLASSIC_BUTTON_X) J |= VBA_SPEED; #endif return J; } u32 StandardGamecube(unsigned short pad) { u32 J = 0; u32 jp = PAD_ButtonsHeld(pad); if (jp & PAD_BUTTON_UP) J |= VBA_UP; if (jp & PAD_BUTTON_DOWN) J |= VBA_DOWN; if (jp & PAD_BUTTON_LEFT) J |= VBA_LEFT; if (jp & PAD_BUTTON_RIGHT) J |= VBA_RIGHT; if (jp & PAD_BUTTON_A) J |= VBA_BUTTON_A; if (jp & PAD_BUTTON_B) J |= VBA_BUTTON_B; if (jp & PAD_BUTTON_START) J |= VBA_BUTTON_START; if (jp & PAD_BUTTON_X) J |= VBA_BUTTON_SELECT; if (jp & PAD_TRIGGER_L) J |= VBA_BUTTON_L; if (jp & PAD_TRIGGER_R) J |= VBA_BUTTON_R; if (jp & PAD_TRIGGER_Z || jp & PAD_BUTTON_Y) J |= VBA_SPEED; return J; } u32 StandardKeyboard(unsigned short pad) { u32 J = 0; #ifdef HW_RVL if (DownUsbKeys[KS_Up]) J |= VBA_UP; if (DownUsbKeys[KS_Down]) J |= VBA_DOWN; if (DownUsbKeys[KS_Left]) J |= VBA_LEFT; if (DownUsbKeys[KS_Right]) J |= VBA_RIGHT; if (DownUsbKeys[KS_space]) J |= VBA_SPEED; if (DownUsbKeys[KS_F12] || DownUsbKeys[KS_Print_Screen]) J |= VBA_CAPTURE; if (DownUsbKeys[KS_X]) J |= VBA_BUTTON_A; if (DownUsbKeys[KS_Z]) J |= VBA_BUTTON_B; if (DownUsbKeys[KS_A]) J |= VBA_BUTTON_L; if (DownUsbKeys[KS_S]) J |= VBA_BUTTON_R; if (DownUsbKeys[KS_Return]) J |= VBA_BUTTON_START; if (DownUsbKeys[KS_BackSpace]) J |= VBA_BUTTON_SELECT; #endif return J; } u32 DPadWASD(unsigned short pad) { u32 J = 0; #ifdef HW_RVL if (DownUsbKeys[KS_W]) J |= VBA_UP; if (DownUsbKeys[KS_S]) J |= VBA_DOWN; if (DownUsbKeys[KS_A]) J |= VBA_LEFT; if (DownUsbKeys[KS_D]) J |= VBA_RIGHT; #endif return J; } u32 DPadArrowKeys(unsigned short pad) { u32 J = 0; #ifdef HW_RVL if (DownUsbKeys[KS_Up]) J |= VBA_UP; if (DownUsbKeys[KS_Down]) J |= VBA_DOWN; if (DownUsbKeys[KS_Left]) J |= VBA_LEFT; if (DownUsbKeys[KS_Right]) J |= VBA_RIGHT; #endif return J; } u32 DecodeKeyboard(unsigned short pad) { u32 J = 0; #ifdef HW_RVL for (int i = 0; i < MAXJP; i++) { if (DownUsbKeys[btnmap[CTRLR_KEYBOARD][i]]) // keyboard J |= vbapadmap[i]; } #endif return J; } u32 DecodeGamecube(unsigned short pad) { u32 J = 0; u32 jp = PAD_ButtonsHeld(pad); for (int i = 0; i < MAXJP; i++) { if (jp & btnmap[CTRLR_GCPAD][i]) J |= vbapadmap[i]; } return J; } u32 DecodeWiimote(unsigned short pad) { u32 J = 0; #ifdef HW_RVL WPADData * wp = WPAD_Data(pad); for (int i = 0; i < MAXJP; i++) { if ( (wp->exp.type == WPAD_EXP_NONE) && (wp->btns_h & btnmap[CTRLR_WIIMOTE][i]) ) J |= vbapadmap[i]; } #endif return J; } u32 DecodeClassic(unsigned short pad) { u32 J = 0; #ifdef HW_RVL WPADData * wp = WPAD_Data(pad); for (int i = 0; i < MAXJP; i++) { if ( (wp->exp.type == WPAD_EXP_CLASSIC) && (wp->btns_h & btnmap[CTRLR_CLASSIC][i]) ) J |= vbapadmap[i]; } #endif return J; } u32 DecodeNunchuk(unsigned short pad) { u32 J = 0; #ifdef HW_RVL for (int i = 0; i < MAXJP; i++) { if ( (userInput[pad].wpad->exp.type == WPAD_EXP_NUNCHUK) && (userInput[pad].wpad->btns_h & btnmap[CTRLR_NUNCHUK][i]) ) J |= vbapadmap[i]; } #endif return J; } #ifdef HW_RVL static u32 CCToGC(u32 w) { u32 gc = 0; if (w & WPAD_CLASSIC_BUTTON_A) gc |= PAD_BUTTON_A; if (w & WPAD_CLASSIC_BUTTON_B) gc |= PAD_BUTTON_B; if (w & WPAD_CLASSIC_BUTTON_X) gc |= PAD_BUTTON_X; if (w & WPAD_CLASSIC_BUTTON_Y) gc |= PAD_BUTTON_Y; if (w & WPAD_CLASSIC_BUTTON_PLUS) gc |= PAD_BUTTON_START; if (w & WPAD_CLASSIC_BUTTON_MINUS) gc |= 0; if (w & (WPAD_CLASSIC_BUTTON_ZL | WPAD_CLASSIC_BUTTON_ZR)) gc |= PAD_TRIGGER_Z; if (w & WPAD_CLASSIC_BUTTON_FULL_L) gc |= PAD_TRIGGER_L; if (w & WPAD_CLASSIC_BUTTON_FULL_R) gc |= PAD_TRIGGER_R; if (w & WPAD_CLASSIC_BUTTON_UP) gc |= PAD_BUTTON_UP; if (w & WPAD_CLASSIC_BUTTON_DOWN) gc |= PAD_BUTTON_DOWN; if (w & WPAD_CLASSIC_BUTTON_LEFT) gc |= PAD_BUTTON_LEFT; if (w & WPAD_CLASSIC_BUTTON_RIGHT) gc |= PAD_BUTTON_RIGHT; return gc; } #endif // For developers who don't have gamecube pads but need to test gamecube input u32 PAD_ButtonsHeldFake(unsigned short pad) { u32 gc = 0; #ifdef HW_RVL if (userInput[pad].wpad->exp.type == WPAD_EXP_CLASSIC) { gc = CCToGC(userInput[pad].wpad->btns_h); } #endif return gc; } u32 PAD_ButtonsDownFake(unsigned short pad) { u32 gc = 0; #ifdef HW_RVL if (userInput[pad].wpad->exp.type == WPAD_EXP_CLASSIC) { gc = CCToGC(userInput[pad].wpad->btns_d); } #endif return gc; } u32 PAD_ButtonsUpFake(unsigned short pad) { u32 gc = 0; #ifdef HW_RVL if (userInput[pad].wpad->exp.type == WPAD_EXP_CLASSIC) { gc = CCToGC(userInput[pad].wpad->btns_u); } #endif return gc; } /**************************************************************************** * DecodeJoy * * Reads the STATE (not changes) from a controller and reports * this STATE (not changes) to VBA ****************************************************************************/ static u32 DecodeJoy(unsigned short pad) { TiltScreen = false; CursorVisible = false; #ifdef HW_RVL CursorX = userInput[pad].wpad->ir.x; CursorY = userInput[pad].wpad->ir.y; CursorValid = userInput[pad].wpad->ir.valid; #else CursorX = CursorY = CursorValid = 0; #endif // check for games that should have special Wii controls if (GCSettings.WiiControls) switch (RomIdCode & 0xFFFFFF) { // Zelda case ZELDA1: return Zelda1Input(pad); case ZELDA2: return Zelda2Input(pad); case ALINKTOTHEPAST: return ALinkToThePastInput(pad); case LINKSAWAKENING: return LinksAwakeningInput(pad); case ORACLEOFAGES: return OracleOfAgesInput(pad); case ORACLEOFSEASONS: return OracleOfSeasonsInput(pad); case MINISHCAP: return MinishCapInput(pad); // Metroid case METROID0: return MetroidZeroInput(pad); case METROID1: return Metroid1Input(pad); case METROID2: return Metroid2Input(pad); case METROID4: return MetroidFusionInput(pad); // TMNT case TMNT1: return TMNT1Input(pad); case TMNT2: return TMNT2Input(pad); case TMNT3: return TMNT3Input(pad); case TMNTGBA: return TMNTGBAInput(pad); case TMNTGBA2: return TMNTGBA2Input(pad); case TMNT: return TMNTInput(pad); // Medal Of Honor case MOHUNDERGROUND: return MohUndergroundInput(pad); case MOHINFILTRATOR: return MohInfiltratorInput(pad); // Harry Potter case HARRYPOTTER1GBC: return HarryPotter1GBCInput(pad); case HARRYPOTTER2GBC: return HarryPotter2GBCInput(pad); case HARRYPOTTER1: return HarryPotter1Input(pad); case HARRYPOTTER2: return HarryPotter2Input(pad); case HARRYPOTTER3: return HarryPotter3Input(pad); case HARRYPOTTER4: return HarryPotter4Input(pad); case HARRYPOTTER5: return HarryPotter5Input(pad); // Mario case MARIO1CLASSIC: case MARIO2CLASSIC: return Mario1ClassicInput(pad); case MARIO1DX: return Mario1DXInput(pad); case MARIO2ADV: return Mario2Input(pad); case MARIO3ADV: return Mario3Input(pad); case MARIOWORLD: return MarioWorldInput(pad); case YOSHIISLAND: return YoshiIslandInput(pad); case MARIOLAND1: return MarioLand1Input(pad); case MARIOLAND2: return MarioLand2Input(pad); case YOSHIUG: return UniversalGravitationInput(pad); // Mario Kart case MARIOKART: return MarioKartInput(pad); // Lego Star Wars case LSW1: return LegoStarWars1Input(pad); case LSW2: return LegoStarWars2Input(pad); // Star Wars case SWOBIWAN: return SWObiWanInput(pad); case SWJPB: return SWJediPowerBattlesInput(pad); case SWEP2: return SWEpisode2Input(pad); case SWEP3: return SWEpisode3Input(pad); case SWEP4: return SWEpisode4Input(pad); case SWEP5: return SWEpisode5Input(pad); case SWEP6: return SWEpisode6Input(pad); case SWTRILOGY: return SWTrilogyInput(pad); case SWNDA: return SWNDAInput(pad); case SWYODA: return SWYodaStoriesInput(pad); // Mortal Kombat case MK1: return MK1Input(pad); case MK12: return MK12Input(pad); case MK2: return MK2Input(pad); case MK3: return MK3Input(pad); case MK4: return MK4Input(pad); case MKA: return MKAInput(pad); case MKDA: return MKDAInput(pad); case MKTE: return MKTEInput(pad); // WarioWare case TWISTED: return TwistedInput(pad); // Kirby case KIRBYTNT: case KIRBYTNTJ: return KirbyTntInput(pad); // Boktai case BOKTAI1: return BoktaiInput(pad); case BOKTAI2: case BOKTAI3: return Boktai2Input(pad); // One Piece case ONEPIECE: return OnePieceInput(pad); // Lord of the Rings case HOBBIT: return HobbitInput(pad); case LOTR1: return FellowshipOfTheRingInput(pad); case LOTR2: case LOTR3: return ReturnOfTheKingInput(pad); // Castlevania case CVADVENTURE: return CastlevaniaAdventureInput(pad); case CVBELMONT: return CastlevaniaBelmontInput(pad); case CVLEGENDS: return CastlevaniaLegendsInput(pad); case CVCIRCLEMOON: case CVHARMONY: case CVARIA: return CastlevaniaCircleMoonInput(pad); } // the function result, J, is a combination of flags for all the VBA buttons that are down u32 J = StandardMovement(pad); // Turbo feature if( userInput[0].pad.substickX > 70 || userInput[0].WPAD_Stick(1,0) > 70 ) J |= VBA_SPEED; // Report pressed buttons (gamepads) int i; for (i = 0; i < MAXJP; i++) { if ((userInput[pad].pad.btns_h & btnmap[CTRLR_GCPAD][i]) // gamecube controller #ifdef HW_RVL || ( (userInput[pad].wpad->exp.type == WPAD_EXP_NONE) && (userInput[pad].wpad->btns_h & btnmap[CTRLR_WIIMOTE][i]) ) // wiimote || ( (userInput[pad].wpad->exp.type == WPAD_EXP_CLASSIC) && (userInput[pad].wpad->btns_h & btnmap[CTRLR_CLASSIC][i]) ) // classic controller || ( (userInput[pad].wpad->exp.type == WPAD_EXP_NUNCHUK) && (userInput[pad].wpad->btns_h & btnmap[CTRLR_NUNCHUK][i]) ) // nunchuk + wiimote || ( (DownUsbKeys[btnmap[CTRLR_KEYBOARD][i]]) ) // keyboard #endif ) J |= vbapadmap[i]; } return J; } bool MenuRequested() { for(int i=0; i<4; i++) { if ( (userInput[i].pad.substickX < -70) || (userInput[i].wpad->btns_h & WPAD_BUTTON_HOME) || (userInput[i].wpad->btns_h & WPAD_CLASSIC_BUTTON_HOME) || (DownUsbKeys[KS_Escape]) ) { return true; } } return false; } u32 GetJoy(int pad) { UpdatePads(); // request to go back to menu if (MenuRequested()) { ScreenshotRequested = 1; updateRumbleFrame(); return 0; } u32 J = DecodeJoy(pad); // don't allow up+down or left+right if ((J & 48) == 48) J &= ~16; if ((J & 192) == 192) J &= ~128; updateRumbleFrame(); return J; }