mirror of
https://github.com/dborth/vbagx.git
synced 2024-11-21 18:19:16 +01:00
1009 lines
25 KiB
C++
1009 lines
25 KiB
C++
/****************************************************************************
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* Visual Boy Advance GX
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*
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* Tantric 2008-2023
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*
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* input.cpp
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*
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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 <ogcsys.h>
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#include <unistd.h>
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#include <wiiuse/wpad.h>
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#include <ogc/lwp_watchdog.h>
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#include "vbagx.h"
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#include "button_mapping.h"
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#include "audio.h"
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#include "video.h"
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#include "input.h"
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#include "gameinput.h"
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#include "vbasupport.h"
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#include "fastmath.h"
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#include "gui/gui.h"
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#include "vba/gba/GBA.h"
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#include "vba/gba/bios.h"
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#include "vba/gba/GBAinline.h"
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#define ANALOG_SENSITIVITY 30
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int rumbleRequest[4] = {0,0,0,0};
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int playerMapping[4] = {0,1,2,3};
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GuiTrigger userInput[4];
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#ifdef HW_RVL
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static int rumbleCount[4] = {0,0,0,0};
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#endif
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static bool cartridgeRumble = false, possibleCartridgeRumble = false;
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static int gameRumbleCount = 0, menuRumbleCount = 0, rumbleCountAlready = 0;
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static unsigned int vbapadmap[10]; // VBA controller buttons
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u32 btnmap[6][10]; // button mapping
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void ResetControls(int wiiCtrl)
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{
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int i;
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// VBA controller buttons
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// All other pads are mapped to this
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i=0;
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vbapadmap[i++] = VBA_BUTTON_B;
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vbapadmap[i++] = VBA_BUTTON_A;
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vbapadmap[i++] = VBA_BUTTON_SELECT;
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vbapadmap[i++] = VBA_BUTTON_START;
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vbapadmap[i++] = VBA_UP;
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vbapadmap[i++] = VBA_DOWN;
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vbapadmap[i++] = VBA_LEFT;
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vbapadmap[i++] = VBA_RIGHT;
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vbapadmap[i++] = VBA_BUTTON_L;
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vbapadmap[i++] = VBA_BUTTON_R;
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/*** Gamecube controller Padmap ***/
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if(wiiCtrl == CTRLR_GCPAD || wiiCtrl == -1)
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{
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i=0;
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btnmap[CTRLR_GCPAD][i++] = PAD_BUTTON_B;
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btnmap[CTRLR_GCPAD][i++] = PAD_BUTTON_A;
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btnmap[CTRLR_GCPAD][i++] = PAD_TRIGGER_Z;
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btnmap[CTRLR_GCPAD][i++] = PAD_BUTTON_START;
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btnmap[CTRLR_GCPAD][i++] = PAD_BUTTON_UP;
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btnmap[CTRLR_GCPAD][i++] = PAD_BUTTON_DOWN;
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btnmap[CTRLR_GCPAD][i++] = PAD_BUTTON_LEFT;
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btnmap[CTRLR_GCPAD][i++] = PAD_BUTTON_RIGHT;
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btnmap[CTRLR_GCPAD][i++] = PAD_TRIGGER_L;
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btnmap[CTRLR_GCPAD][i++] = PAD_TRIGGER_R;
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}
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/*** Wiimote Padmap ***/
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if(wiiCtrl == CTRLR_WIIMOTE || wiiCtrl == -1)
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{
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i=0;
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btnmap[CTRLR_WIIMOTE][i++] = WPAD_BUTTON_1;
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btnmap[CTRLR_WIIMOTE][i++] = WPAD_BUTTON_2;
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btnmap[CTRLR_WIIMOTE][i++] = WPAD_BUTTON_MINUS;
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btnmap[CTRLR_WIIMOTE][i++] = WPAD_BUTTON_PLUS;
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btnmap[CTRLR_WIIMOTE][i++] = WPAD_BUTTON_RIGHT;
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btnmap[CTRLR_WIIMOTE][i++] = WPAD_BUTTON_LEFT;
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btnmap[CTRLR_WIIMOTE][i++] = WPAD_BUTTON_UP;
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btnmap[CTRLR_WIIMOTE][i++] = WPAD_BUTTON_DOWN;
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btnmap[CTRLR_WIIMOTE][i++] = WPAD_BUTTON_B;
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btnmap[CTRLR_WIIMOTE][i++] = WPAD_BUTTON_A;
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}
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/*** Classic Controller Padmap ***/
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if(wiiCtrl == CTRLR_CLASSIC || wiiCtrl == -1)
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{
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i=0;
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btnmap[CTRLR_CLASSIC][i++] = WPAD_CLASSIC_BUTTON_Y;
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btnmap[CTRLR_CLASSIC][i++] = WPAD_CLASSIC_BUTTON_B;
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btnmap[CTRLR_CLASSIC][i++] = WPAD_CLASSIC_BUTTON_MINUS;
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btnmap[CTRLR_CLASSIC][i++] = WPAD_CLASSIC_BUTTON_PLUS;
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btnmap[CTRLR_CLASSIC][i++] = WPAD_CLASSIC_BUTTON_UP;
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btnmap[CTRLR_CLASSIC][i++] = WPAD_CLASSIC_BUTTON_DOWN;
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btnmap[CTRLR_CLASSIC][i++] = WPAD_CLASSIC_BUTTON_LEFT;
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btnmap[CTRLR_CLASSIC][i++] = WPAD_CLASSIC_BUTTON_RIGHT;
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btnmap[CTRLR_CLASSIC][i++] = WPAD_CLASSIC_BUTTON_FULL_L;
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btnmap[CTRLR_CLASSIC][i++] = WPAD_CLASSIC_BUTTON_FULL_R;
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}
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/*** Nunchuk + wiimote Padmap ***/
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if(wiiCtrl == CTRLR_NUNCHUK || wiiCtrl == -1)
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{
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i=0;
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btnmap[CTRLR_NUNCHUK][i++] = WPAD_NUNCHUK_BUTTON_C;
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btnmap[CTRLR_NUNCHUK][i++] = WPAD_NUNCHUK_BUTTON_Z;
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btnmap[CTRLR_NUNCHUK][i++] = WPAD_BUTTON_MINUS;
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btnmap[CTRLR_NUNCHUK][i++] = WPAD_BUTTON_PLUS;
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btnmap[CTRLR_NUNCHUK][i++] = WPAD_BUTTON_UP;
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btnmap[CTRLR_NUNCHUK][i++] = WPAD_BUTTON_DOWN;
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btnmap[CTRLR_NUNCHUK][i++] = WPAD_BUTTON_LEFT;
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btnmap[CTRLR_NUNCHUK][i++] = WPAD_BUTTON_RIGHT;
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btnmap[CTRLR_NUNCHUK][i++] = WPAD_BUTTON_2;
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btnmap[CTRLR_NUNCHUK][i++] = WPAD_BUTTON_1;
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}
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/*** Wii U Pro Padmap ***/
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if(wiiCtrl == CTRLR_WUPC || wiiCtrl == -1)
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{
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i=0;
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btnmap[CTRLR_WUPC][i++] = WPAD_CLASSIC_BUTTON_Y;
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btnmap[CTRLR_WUPC][i++] = WPAD_CLASSIC_BUTTON_B;
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btnmap[CTRLR_WUPC][i++] = WPAD_CLASSIC_BUTTON_MINUS;
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btnmap[CTRLR_WUPC][i++] = WPAD_CLASSIC_BUTTON_PLUS;
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btnmap[CTRLR_WUPC][i++] = WPAD_CLASSIC_BUTTON_UP;
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btnmap[CTRLR_WUPC][i++] = WPAD_CLASSIC_BUTTON_DOWN;
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btnmap[CTRLR_WUPC][i++] = WPAD_CLASSIC_BUTTON_LEFT;
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btnmap[CTRLR_WUPC][i++] = WPAD_CLASSIC_BUTTON_RIGHT;
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btnmap[CTRLR_WUPC][i++] = WPAD_CLASSIC_BUTTON_FULL_L;
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btnmap[CTRLR_WUPC][i++] = WPAD_CLASSIC_BUTTON_FULL_R;
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}
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/*** Wii U Gamepad Padmap ***/
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if(wiiCtrl == CTRLR_WIIDRC || wiiCtrl == -1)
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{
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i=0;
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btnmap[CTRLR_WIIDRC][i++] = WIIDRC_BUTTON_Y;
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btnmap[CTRLR_WIIDRC][i++] = WIIDRC_BUTTON_B;
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btnmap[CTRLR_WIIDRC][i++] = WIIDRC_BUTTON_MINUS;
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btnmap[CTRLR_WIIDRC][i++] = WIIDRC_BUTTON_PLUS;
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btnmap[CTRLR_WIIDRC][i++] = WIIDRC_BUTTON_UP;
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btnmap[CTRLR_WIIDRC][i++] = WIIDRC_BUTTON_DOWN;
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btnmap[CTRLR_WIIDRC][i++] = WIIDRC_BUTTON_LEFT;
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btnmap[CTRLR_WIIDRC][i++] = WIIDRC_BUTTON_RIGHT;
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btnmap[CTRLR_WIIDRC][i++] = WIIDRC_BUTTON_L;
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btnmap[CTRLR_WIIDRC][i++] = WIIDRC_BUTTON_R;
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}
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}
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/****************************************************************************
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* UpdatePads
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*
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* Scans pad and wpad
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***************************************************************************/
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void
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UpdatePads()
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{
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#ifdef HW_RVL
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WiiDRC_ScanPads();
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WPAD_ScanPads();
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#endif
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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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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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}
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#ifdef HW_RVL
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if(WiiDRC_Inited() && WiiDRC_Connected())
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{
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userInput[0].wiidrcdata.btns_d = WiiDRC_ButtonsDown();
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userInput[0].wiidrcdata.btns_u = WiiDRC_ButtonsUp();
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userInput[0].wiidrcdata.btns_h = WiiDRC_ButtonsHeld();
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userInput[0].wiidrcdata.stickX = WiiDRC_lStickX();
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userInput[0].wiidrcdata.stickY = WiiDRC_lStickY();
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userInput[0].wiidrcdata.substickX = WiiDRC_rStickX();
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userInput[0].wiidrcdata.substickY = WiiDRC_rStickY();
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}
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#endif
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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
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SetupPads()
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{
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PAD_Init();
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#ifdef HW_RVL
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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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#endif
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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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#ifdef HW_RVL
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userInput[i].wpad = WPAD_Data(i);
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#endif
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}
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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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#ifdef HW_RVL
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if(CONF_GetPadMotorMode() == 0)
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return;
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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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rumbleRequest[i] = 0;
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}
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#endif
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PAD_ControlMotor(PAD_CHAN0, PAD_MOTOR_STOP);
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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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#ifdef HW_RVL
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if(CONF_GetPadMotorMode() == 0 || !GCSettings.Rumble) return;
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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] = 12;
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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])
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rumbleCount[i]--;
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WPAD_Rumble(i, 0); // rumble off
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}
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#endif
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}
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static int SilenceNeeded = 0;
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static void updateRumble()
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{
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if(!GCSettings.Rumble) return;
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bool r = false;
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if (ConfigRequested) r = (menuRumbleCount > 0);
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else r = cartridgeRumble || possibleCartridgeRumble || (gameRumbleCount > 0) || (menuRumbleCount > 0);
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if (SilenceNeeded > 0)
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{
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if (r)
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{
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SilenceNeeded = 5;
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// It will always be greater than 0 after that!
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r = false;
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}
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else
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{
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if (--SilenceNeeded > 0) r = false;
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}
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}
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#ifdef HW_RVL
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// Rumble wii remote 0
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WPAD_Rumble(0, r);
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#endif
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PAD_ControlMotor(PAD_CHAN0, r?PAD_MOTOR_RUMBLE:PAD_MOTOR_STOP);
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}
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void updateRumbleFrame()
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{
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if(!GCSettings.Rumble) return;
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// If we already rumbled continuously for more than 50 frames,
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// then disable rumbling for a while.
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if (rumbleCountAlready > 70) {
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SilenceNeeded = 5;
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rumbleCountAlready = 0;
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} else if (ConfigRequested) {
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if (menuRumbleCount>0) ++rumbleCountAlready;
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else rumbleCountAlready=0;
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} else {
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if (gameRumbleCount>0 || menuRumbleCount>0 || possibleCartridgeRumble)
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++rumbleCountAlready;
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else rumbleCountAlready=0;
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}
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updateRumble();
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if (gameRumbleCount>0 && !ConfigRequested) --gameRumbleCount;
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if (menuRumbleCount>0) --menuRumbleCount;
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}
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void systemPossibleCartridgeRumble(bool RumbleOn) {
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possibleCartridgeRumble = RumbleOn;
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updateRumble();
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}
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void systemCartridgeRumble(bool RumbleOn) {
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cartridgeRumble = RumbleOn;
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possibleCartridgeRumble = false;
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updateRumble();
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}
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void systemGameRumble(int RumbleForFrames) {
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if (RumbleForFrames > gameRumbleCount) gameRumbleCount = RumbleForFrames;
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}
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void systemGameRumbleOnlyFor(int OnlyRumbleForFrames) {
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gameRumbleCount = OnlyRumbleForFrames;
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}
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u32 StandardMovement(unsigned short chan)
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{
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u32 J = 0;
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s8 pad_x = userInput[chan].pad.stickX;
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s8 pad_y = userInput[chan].pad.stickY;
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#ifdef HW_RVL
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s8 wm_ax = userInput[0].WPAD_StickX(0);
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s8 wm_ay = userInput[0].WPAD_StickY(0);
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s16 wiidrc_ax = userInput[chan].wiidrcdata.stickX;
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s16 wiidrc_ay = userInput[chan].wiidrcdata.stickY;
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#endif
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/***
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Gamecube Joystick input, same as normal
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***/
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if (pad_y > ANALOG_SENSITIVITY)
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J |= VBA_UP;
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else if (pad_y < -ANALOG_SENSITIVITY)
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J |= VBA_DOWN;
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if (pad_x < -ANALOG_SENSITIVITY)
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J |= VBA_LEFT;
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else if (pad_x > ANALOG_SENSITIVITY)
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J |= VBA_RIGHT;
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#ifdef HW_RVL
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/***
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Wii Joystick (classic, nunchuk) input
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***/
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if (wm_ay > ANALOG_SENSITIVITY)
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J |= VBA_UP;
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else if (wm_ay < -ANALOG_SENSITIVITY)
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J |= VBA_DOWN;
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if (wm_ax < -ANALOG_SENSITIVITY)
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J |= VBA_LEFT;
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else if (wm_ax > ANALOG_SENSITIVITY)
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J |= VBA_RIGHT;
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/* Wii U Gamepad */
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if (wiidrc_ay > ANALOG_SENSITIVITY)
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J |= VBA_UP;
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else if (wiidrc_ay < -ANALOG_SENSITIVITY)
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J |= VBA_DOWN;
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if (wiidrc_ax < -ANALOG_SENSITIVITY)
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J |= VBA_LEFT;
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else if (wiidrc_ax > ANALOG_SENSITIVITY)
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J |= VBA_RIGHT;
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#endif
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return J;
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}
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u32 StandardDPad(unsigned short pad)
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{
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u32 J = 0;
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u32 jp = userInput[pad].pad.btns_h;
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#ifdef HW_RVL
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u32 exp_type;
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if ( WPAD_Probe(pad, &exp_type) != 0 )
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exp_type = WPAD_EXP_NONE;
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u32 wp = userInput[pad].wpad->btns_h;
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if (wp & WPAD_BUTTON_RIGHT)
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J |= VBA_RIGHT;
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else if (wp & WPAD_BUTTON_LEFT)
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J |= VBA_LEFT;
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if (wp & WPAD_BUTTON_UP)
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J |= VBA_UP;
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else if (wp & WPAD_BUTTON_DOWN)
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J |= VBA_DOWN;
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if (exp_type == WPAD_EXP_CLASSIC)
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{
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if (wp & WPAD_CLASSIC_BUTTON_UP)
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J |= VBA_UP;
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else if (wp & WPAD_CLASSIC_BUTTON_DOWN)
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J |= VBA_DOWN;
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if (wp & WPAD_CLASSIC_BUTTON_LEFT)
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J |= VBA_LEFT;
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else if (wp & WPAD_CLASSIC_BUTTON_RIGHT)
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J |= VBA_RIGHT;
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}
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/* Wii U Gamepad */
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u32 wiidrcp = userInput[pad].wiidrcdata.btns_h;
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if (wiidrcp & WIIDRC_BUTTON_UP)
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J |= VBA_UP;
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else if (wiidrcp & WIIDRC_BUTTON_DOWN)
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J |= VBA_DOWN;
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if (wiidrcp & WIIDRC_BUTTON_LEFT)
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J |= VBA_LEFT;
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else if (wiidrcp & WIIDRC_BUTTON_RIGHT)
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J |= VBA_RIGHT;
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#endif
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if (jp & PAD_BUTTON_UP)
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J |= VBA_UP;
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else if (jp & PAD_BUTTON_DOWN)
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J |= VBA_DOWN;
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if (jp & PAD_BUTTON_LEFT)
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J |= VBA_LEFT;
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else if (jp & PAD_BUTTON_RIGHT)
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J |= VBA_RIGHT;
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return J;
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}
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u32 StandardSideways(unsigned short pad)
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{
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u32 J = 0;
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#ifdef HW_RVL
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u32 wp = userInput[pad].wpad->btns_h;
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if (wp & WPAD_BUTTON_RIGHT)
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J |= VBA_UP;
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else if (wp & WPAD_BUTTON_LEFT)
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J |= VBA_DOWN;
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if (wp & WPAD_BUTTON_UP)
|
|
J |= VBA_LEFT;
|
|
else 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 = userInput[pad].wpad->btns_h;
|
|
|
|
if (wp & WPAD_CLASSIC_BUTTON_RIGHT)
|
|
J |= VBA_RIGHT;
|
|
else if (wp & WPAD_CLASSIC_BUTTON_LEFT)
|
|
J |= VBA_LEFT;
|
|
if (wp & WPAD_CLASSIC_BUTTON_UP)
|
|
J |= VBA_UP;
|
|
else 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 = userInput[pad].pad.btns_h;
|
|
if (jp & PAD_BUTTON_UP)
|
|
J |= VBA_UP;
|
|
else if (jp & PAD_BUTTON_DOWN)
|
|
J |= VBA_DOWN;
|
|
if (jp & PAD_BUTTON_LEFT)
|
|
J |= VBA_LEFT;
|
|
else 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 DecodeGamecube(unsigned short pad)
|
|
{
|
|
u32 J = 0;
|
|
u32 jp = userInput[pad].pad.btns_h;
|
|
for (u32 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);
|
|
|
|
u32 wpad_btns_h = wp->btns_h;
|
|
|
|
if(wp->exp.type == WPAD_EXP_NONE)
|
|
{
|
|
for (u32 i = 0; i < MAXJP; ++i)
|
|
{
|
|
if (wpad_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);
|
|
u32 wpad_btns_h = wp->btns_h;
|
|
|
|
if(wp->exp.type == WPAD_EXP_CLASSIC){
|
|
if (wp->exp.classic.type == 2) {
|
|
for (u32 i = 0; i < MAXJP; ++i){
|
|
if (wpad_btns_h & btnmap[CTRLR_WUPC][i] )
|
|
J |= vbapadmap[i];
|
|
}
|
|
}
|
|
else {
|
|
for (u32 i = 0; i < MAXJP; ++i){
|
|
if (wpad_btns_h & btnmap[CTRLR_CLASSIC][i] )
|
|
J |= vbapadmap[i];
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
return J;
|
|
}
|
|
|
|
u32 DecodeNunchuk(unsigned short pad)
|
|
{
|
|
u32 J = 0;
|
|
#ifdef HW_RVL
|
|
WPADData * wp = WPAD_Data(pad);
|
|
u32 wpad_btns_h = wp->btns_h;
|
|
|
|
if(wp->exp.type == WPAD_EXP_NUNCHUK){
|
|
for (u32 i = 0; i < MAXJP; ++i){
|
|
if (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;
|
|
else if (w & WPAD_CLASSIC_BUTTON_DOWN) gc |= PAD_BUTTON_DOWN;
|
|
if (w & WPAD_CLASSIC_BUTTON_LEFT) gc |= PAD_BUTTON_LEFT;
|
|
else 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)
|
|
{
|
|
#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);
|
|
|
|
case KIDDRACULA:
|
|
return KidDraculaInput(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 (GCSettings.TurboModeEnabled == 1)
|
|
{
|
|
if(userInput[0].pad.substickX > 70 ||
|
|
userInput[0].WPAD_Stick(1,0) > 70 ||
|
|
userInput[0].wiidrcdata.substickX > 45)
|
|
J |= VBA_SPEED;
|
|
}
|
|
// Report pressed buttons (gamepads)
|
|
u32 pad_btns_h = userInput[pad].pad.btns_h; // GCN
|
|
u32 wiidrcp_btns_h = userInput[pad].wiidrcdata.btns_h;
|
|
#ifdef HW_RVL
|
|
u32 wpad_btns_h = userInput[pad].wpad->btns_h;
|
|
int wpad_exp_type = userInput[pad].wpad->exp.type;
|
|
bool isWUPC = userInput[pad].wpad->exp.classic.type == 2;
|
|
|
|
if(wpad_exp_type == WPAD_EXP_NONE)
|
|
{ // wiimote
|
|
|
|
for (u32 i =0; i < MAXJP; ++i)
|
|
{
|
|
if ((pad_btns_h & btnmap[CTRLR_GCPAD][i]) // gamecube controller
|
|
|| ( wiidrcp_btns_h & btnmap[CTRLR_WIIDRC][i] ) //wii u gamepad
|
|
|| ( (wpad_btns_h & btnmap[CTRLR_WIIMOTE][i]) ))
|
|
J |= vbapadmap[i];
|
|
}
|
|
|
|
}
|
|
else if(wpad_exp_type == WPAD_EXP_CLASSIC)
|
|
{ // classic controller
|
|
if (isWUPC) {
|
|
for (u32 i = 0; i < MAXJP; ++i)
|
|
{
|
|
if (wpad_btns_h & btnmap[CTRLR_WUPC][i] )
|
|
J |= vbapadmap[i];
|
|
}
|
|
}
|
|
else {
|
|
for (u32 i = 0; i < MAXJP; ++i)
|
|
{
|
|
if ((pad_btns_h & btnmap[CTRLR_GCPAD][i]) // gamecube controller
|
|
|| ( wiidrcp_btns_h & btnmap[CTRLR_WIIDRC][i] ) //wiiu gamepad
|
|
|| ( (wpad_btns_h & btnmap[CTRLR_CLASSIC][i]) ))
|
|
J |= vbapadmap[i];
|
|
}
|
|
}
|
|
}
|
|
else if(wpad_exp_type == WPAD_EXP_NUNCHUK)
|
|
{ // nunchuk + wiimote
|
|
|
|
for (u32 i =0; i < MAXJP; ++i)
|
|
{
|
|
if ((pad_btns_h & btnmap[CTRLR_GCPAD][i]) // gamecube controller
|
|
|| ( (wpad_btns_h & btnmap[CTRLR_NUNCHUK][i]) ))
|
|
J |= vbapadmap[i];
|
|
}
|
|
}
|
|
else
|
|
// Check out this trickery!
|
|
// If all else fails OR if HW_RVL is undefined, the result is the same
|
|
#endif
|
|
{
|
|
for (u32 i = 0; i < MAXJP; ++i)
|
|
{
|
|
if ((pad_btns_h & btnmap[CTRLR_GCPAD][i]) || (wiidrcp_btns_h & btnmap[CTRLR_WIIDRC][i]))
|
|
J |= vbapadmap[i];
|
|
}
|
|
}
|
|
return J;
|
|
}
|
|
|
|
bool MenuRequested()
|
|
{
|
|
for(int i=0; i<4; i++) {
|
|
if (
|
|
(userInput[i].pad.substickX < -70) ||
|
|
(userInput[i].pad.btns_h & PAD_TRIGGER_L &&
|
|
userInput[i].pad.btns_h & PAD_TRIGGER_R &&
|
|
userInput[i].pad.btns_h & PAD_BUTTON_START)
|
|
#ifdef HW_RVL
|
|
|| (userInput[i].wpad->btns_h & WPAD_BUTTON_HOME) ||
|
|
(userInput[i].wpad->btns_h & WPAD_CLASSIC_BUTTON_HOME) ||
|
|
(userInput[i].wiidrcdata.btns_h & WIIDRC_BUTTON_HOME) ||
|
|
(userInput[i].wpad->btns_h & WPAD_CLASSIC_BUTTON_FULL_L &&
|
|
userInput[i].wpad->btns_h & WPAD_CLASSIC_BUTTON_FULL_R &&
|
|
userInput[i].wpad->btns_h & WPAD_CLASSIC_BUTTON_PLUS)
|
|
#endif
|
|
)
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
static int GetPlayerChan(int pad)
|
|
{
|
|
for(int i=3; i >= 0; i--) {
|
|
if(playerMapping[i] == pad) {
|
|
return i;
|
|
}
|
|
}
|
|
return pad;
|
|
}
|
|
|
|
u32 GetJoy(int pad)
|
|
{
|
|
// request to go back to menu
|
|
if (MenuRequested())
|
|
{
|
|
ScreenshotRequested = 1;
|
|
updateRumbleFrame();
|
|
return 0;
|
|
}
|
|
|
|
int chan = GetPlayerChan(pad);
|
|
|
|
u32 J = DecodeJoy(chan);
|
|
// don't allow up+down or left+right
|
|
if ((J & 48) == 48)
|
|
J &= ~16;
|
|
if ((J & 192) == 192)
|
|
J &= ~128;
|
|
updateRumbleFrame();
|
|
|
|
return J;
|
|
}
|