mirror of
https://github.com/dborth/vbagx.git
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356 lines
8.2 KiB
C++
356 lines
8.2 KiB
C++
/****************************************************************************
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* Visual Boy Advance GX
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*
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* Tantric September 2008
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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 <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 "vba.h"
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#include "vbasupport.h"
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#include "button_mapping.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 "tbtime.h"
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#define VBA_BUTTON_A 1
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#define VBA_BUTTON_B 2
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#define VBA_BUTTON_SELECT 4
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#define VBA_BUTTON_START 8
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#define VBA_RIGHT 16
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#define VBA_LEFT 32
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#define VBA_UP 64
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#define VBA_DOWN 128
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#define VBA_BUTTON_R 256
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#define VBA_BUTTON_L 512
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#define VBA_SPEED 1024
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#define VBA_CAPTURE 2048
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// VBA controller buttons
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// All other pads are mapped to this
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unsigned int vbapadmap[] = {
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VBA_BUTTON_B, VBA_BUTTON_A,
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VBA_BUTTON_SELECT, VBA_BUTTON_START,
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VBA_UP, VBA_DOWN,
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VBA_LEFT, VBA_RIGHT,
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VBA_BUTTON_L, VBA_BUTTON_R
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};
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/*** Gamecube controller Padmap ***/
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unsigned int gcpadmap[] = {
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PAD_BUTTON_B, PAD_BUTTON_A,
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PAD_TRIGGER_Z, PAD_BUTTON_START,
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PAD_BUTTON_UP, PAD_BUTTON_DOWN,
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PAD_BUTTON_LEFT, PAD_BUTTON_RIGHT,
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PAD_TRIGGER_L, PAD_TRIGGER_R
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};
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/*** Wiimote Padmap ***/
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unsigned int wmpadmap[] = {
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WPAD_BUTTON_1, WPAD_BUTTON_2,
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WPAD_BUTTON_MINUS, WPAD_BUTTON_PLUS,
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WPAD_BUTTON_RIGHT, WPAD_BUTTON_LEFT,
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WPAD_BUTTON_UP, WPAD_BUTTON_DOWN,
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WPAD_BUTTON_B, WPAD_BUTTON_A
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};
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/*** Classic Controller Padmap ***/
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unsigned int ccpadmap[] = {
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WPAD_CLASSIC_BUTTON_Y, WPAD_CLASSIC_BUTTON_B,
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WPAD_CLASSIC_BUTTON_MINUS, WPAD_CLASSIC_BUTTON_PLUS,
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WPAD_CLASSIC_BUTTON_UP, WPAD_CLASSIC_BUTTON_DOWN,
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WPAD_CLASSIC_BUTTON_LEFT, WPAD_CLASSIC_BUTTON_RIGHT,
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WPAD_CLASSIC_BUTTON_FULL_L, WPAD_CLASSIC_BUTTON_FULL_R
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};
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/*** Nunchuk + wiimote Padmap ***/
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unsigned int ncpadmap[] = {
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WPAD_NUNCHUK_BUTTON_C, WPAD_NUNCHUK_BUTTON_Z,
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WPAD_BUTTON_MINUS, WPAD_BUTTON_PLUS,
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WPAD_BUTTON_UP, WPAD_BUTTON_DOWN,
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WPAD_BUTTON_LEFT, WPAD_BUTTON_RIGHT,
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WPAD_BUTTON_2, WPAD_BUTTON_1
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};
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#ifdef HW_RVL
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/****************************************************************************
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* WPAD_StickX
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*
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* Get X value from Wii Joystick (classic, nunchuk) input
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***************************************************************************/
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s8 WPAD_StickX(u8 chan,u8 right)
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{
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float mag = 0.0;
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float ang = 0.0;
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WPADData *data = WPAD_Data(chan);
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switch (data->exp.type)
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{
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case WPAD_EXP_NUNCHUK:
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case WPAD_EXP_GUITARHERO3:
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if (right == 0)
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{
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mag = data->exp.nunchuk.js.mag;
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ang = data->exp.nunchuk.js.ang;
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}
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break;
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case WPAD_EXP_CLASSIC:
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if (right == 0)
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{
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mag = data->exp.classic.ljs.mag;
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ang = data->exp.classic.ljs.ang;
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}
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else
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{
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mag = data->exp.classic.rjs.mag;
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ang = data->exp.classic.rjs.ang;
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}
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break;
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default:
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break;
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}
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/* calculate X value (angle need to be converted into radian) */
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if (mag > 1.0) mag = 1.0;
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else if (mag < -1.0) mag = -1.0;
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double val = mag * sin((PI * ang)/180.0f);
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return (s8)(val * 128.0f);
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}
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/****************************************************************************
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* WPAD_StickY
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*
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* Get Y value from Wii Joystick (classic, nunchuk) input
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***************************************************************************/
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s8 WPAD_StickY(u8 chan, u8 right)
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{
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float mag = 0.0;
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float ang = 0.0;
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WPADData *data = WPAD_Data(chan);
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switch (data->exp.type)
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{
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case WPAD_EXP_NUNCHUK:
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case WPAD_EXP_GUITARHERO3:
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if (right == 0)
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{
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mag = data->exp.nunchuk.js.mag;
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ang = data->exp.nunchuk.js.ang;
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}
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break;
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case WPAD_EXP_CLASSIC:
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if (right == 0)
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{
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mag = data->exp.classic.ljs.mag;
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ang = data->exp.classic.ljs.ang;
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}
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else
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{
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mag = data->exp.classic.rjs.mag;
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ang = data->exp.classic.rjs.ang;
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}
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break;
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default:
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break;
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}
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/* calculate X value (angle need to be converted into radian) */
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if (mag > 1.0) mag = 1.0;
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else if (mag < -1.0) mag = -1.0;
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double val = mag * cos((PI * ang)/180.0f);
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return (s8)(val * 128.0f);
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}
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#endif
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/****************************************************************************
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* DecodeJoy
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*
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* Reads the changes (buttons pressed, etc) from a controller and reports
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* these changes to VBA
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****************************************************************************/
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u32 DecodeJoy(unsigned short pad)
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{
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signed char pad_x = PAD_StickX (pad);
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signed char pad_y = PAD_StickY (pad);
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signed char gc_px = PAD_SubStickX (0);
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u32 jp = PAD_ButtonsHeld (pad);
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u32 J = 0;
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#ifdef HW_RVL
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signed char wm_ax = WPAD_StickX ((u8)pad, 0);
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signed char wm_ay = WPAD_StickY ((u8)pad, 0);
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u32 wp = WPAD_ButtonsHeld (pad);
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signed char wm_sx = WPAD_StickX (0,1); // CC right joystick
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u32 exp_type;
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if ( WPAD_Probe(pad, &exp_type) != 0 ) exp_type = WPAD_EXP_NONE;
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#endif
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/***
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Gamecube Joystick input
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***/
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// Is XY inside the "zone"?
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if (pad_x * pad_x + pad_y * pad_y > PADCAL * PADCAL)
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{
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if (pad_x > 0 && pad_y == 0) J |= VBA_RIGHT;
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if (pad_x < 0 && pad_y == 0) J |= VBA_LEFT;
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if (pad_x == 0 && pad_y > 0) J |= VBA_UP;
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if (pad_x == 0 && pad_y < 0) J |= VBA_DOWN;
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if (pad_x != 0 && pad_y != 0)
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{
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if ((float)pad_y / pad_x >= -2.41421356237 && (float)pad_y / pad_x < 2.41421356237)
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{
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if (pad_x >= 0)
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J |= VBA_RIGHT;
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else
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J |= VBA_LEFT;
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}
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if ((float)pad_x / pad_y >= -2.41421356237 && (float)pad_x / pad_y < 2.41421356237)
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{
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if (pad_y >= 0)
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J |= VBA_UP;
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else
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J |= VBA_DOWN;
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}
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}
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}
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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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// Is XY inside the "zone"?
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if (wm_ax * wm_ax + wm_ay * wm_ay > PADCAL * PADCAL)
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{
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/*** we don't want division by zero ***/
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if (wm_ax > 0 && wm_ay == 0)
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J |= VBA_RIGHT;
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if (wm_ax < 0 && wm_ay == 0)
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J |= VBA_LEFT;
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if (wm_ax == 0 && wm_ay > 0)
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J |= VBA_UP;
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if (wm_ax == 0 && wm_ay < 0)
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J |= VBA_DOWN;
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if (wm_ax != 0 && wm_ay != 0)
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{
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/*** Recalc left / right ***/
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float t;
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t = (float) wm_ay / wm_ax;
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if (t >= -2.41421356237 && t < 2.41421356237)
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{
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if (wm_ax >= 0)
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J |= VBA_RIGHT;
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else
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J |= VBA_LEFT;
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}
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/*** Recalc up / down ***/
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t = (float) wm_ax / wm_ay;
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if (t >= -2.41421356237 && t < 2.41421356237)
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{
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if (wm_ay >= 0)
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J |= VBA_UP;
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else
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J |= VBA_DOWN;
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}
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}
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}
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#endif
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// Zoom feature
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if(
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(gc_px > 70)
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#ifdef HW_RVL
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|| (wm_sx > 70)
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|| ((wp & WPAD_BUTTON_A) && (wp & WPAD_BUTTON_B))
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#endif
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)
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J |= VBA_SPEED;
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/*** Report pressed buttons (gamepads) ***/
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int i;
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for (i = 0; i < MAXJP; i++)
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{
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if ( (jp & gcpadmap[i]) // gamecube controller
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#ifdef HW_RVL
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|| ( (exp_type == WPAD_EXP_NONE) && (wp & wmpadmap[i]) ) // wiimote
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|| ( (exp_type == WPAD_EXP_CLASSIC) && (wp & ccpadmap[i]) ) // classic controller
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|| ( (exp_type == WPAD_EXP_NUNCHUK) && (wp & ncpadmap[i]) ) // nunchuk + wiimote
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#endif
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)
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J |= vbapadmap[i];
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}
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if ((J & 48) == 48)
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J &= ~16;
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if ((J & 192) == 192)
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J &= ~128;
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return J;
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}
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u32 GetJoy()
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{
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int pad = 0;
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s8 gc_px = PAD_SubStickX (0);
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#ifdef HW_RVL
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s8 wm_sx = WPAD_StickX (0,1);
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u32 wm_pb = WPAD_ButtonsHeld (0); // wiimote / expansion button info
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#endif
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// request to go back to menu
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if ((gc_px < -70)
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#ifdef HW_RVL
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|| (wm_pb & WPAD_BUTTON_HOME)
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|| (wm_pb & WPAD_CLASSIC_BUTTON_HOME)
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|| (wm_sx < -70)
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#endif
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)
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{
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if (GCSettings.AutoSave == 1)
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{
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SaveBatteryOrState(GCSettings.SaveMethod, 0, SILENT); // save battery
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}
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else if (GCSettings.AutoSave == 2)
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{
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SaveBatteryOrState(GCSettings.SaveMethod, 1, SILENT); // save state
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}
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else if(GCSettings.AutoSave == 3)
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{
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SaveBatteryOrState(GCSettings.SaveMethod, 0, SILENT); // save battery
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SaveBatteryOrState(GCSettings.SaveMethod, 1, SILENT); // save state
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}
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MainMenu(3);
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return 0;
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}
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else
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{
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return DecodeJoy(pad);
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}
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}
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