mirror of
https://github.com/dborth/vbagx.git
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341 lines
8.1 KiB
C++
341 lines
8.1 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 "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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#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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unsigned int vbapadmap[10]; // VBA controller buttons
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unsigned int gcpadmap[10]; // Gamecube controller Padmap
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unsigned int wmpadmap[10]; // Wiimote Padmap
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unsigned int ccpadmap[10]; // Classic Controller Padmap
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unsigned int ncpadmap[10]; // Nunchuk + wiimote Padmap
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void ResetControls()
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{
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int i = 0;
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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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i=0;
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gcpadmap[i++] = PAD_BUTTON_B;
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gcpadmap[i++] = PAD_BUTTON_A;
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gcpadmap[i++] = PAD_TRIGGER_Z;
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gcpadmap[i++] = PAD_BUTTON_START;
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gcpadmap[i++] = PAD_BUTTON_UP;
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gcpadmap[i++] = PAD_BUTTON_DOWN;
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gcpadmap[i++] = PAD_BUTTON_LEFT;
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gcpadmap[i++] = PAD_BUTTON_RIGHT;
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gcpadmap[i++] = PAD_TRIGGER_L;
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gcpadmap[i++] = PAD_TRIGGER_R;
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/*** Wiimote Padmap ***/
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i=0;
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wmpadmap[i++] = WPAD_BUTTON_1;
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wmpadmap[i++] = WPAD_BUTTON_2;
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wmpadmap[i++] = WPAD_BUTTON_MINUS;
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wmpadmap[i++] = WPAD_BUTTON_PLUS;
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wmpadmap[i++] = WPAD_BUTTON_RIGHT;
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wmpadmap[i++] = WPAD_BUTTON_LEFT;
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wmpadmap[i++] = WPAD_BUTTON_UP;
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wmpadmap[i++] = WPAD_BUTTON_DOWN;
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wmpadmap[i++] = WPAD_BUTTON_B;
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wmpadmap[i++] = WPAD_BUTTON_A;
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/*** Classic Controller Padmap ***/
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i=0;
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ccpadmap[i++] = WPAD_CLASSIC_BUTTON_Y;
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ccpadmap[i++] = WPAD_CLASSIC_BUTTON_B;
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ccpadmap[i++] = WPAD_CLASSIC_BUTTON_MINUS;
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ccpadmap[i++] = WPAD_CLASSIC_BUTTON_PLUS;
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ccpadmap[i++] = WPAD_CLASSIC_BUTTON_UP;
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ccpadmap[i++] = WPAD_CLASSIC_BUTTON_DOWN;
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ccpadmap[i++] = WPAD_CLASSIC_BUTTON_LEFT;
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ccpadmap[i++] = WPAD_CLASSIC_BUTTON_RIGHT;
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ccpadmap[i++] = WPAD_CLASSIC_BUTTON_FULL_L;
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ccpadmap[i++] = WPAD_CLASSIC_BUTTON_FULL_R;
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/*** Nunchuk + wiimote Padmap ***/
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i=0;
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ncpadmap[i++] = WPAD_NUNCHUK_BUTTON_C;
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ncpadmap[i++] = WPAD_NUNCHUK_BUTTON_Z;
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ncpadmap[i++] = WPAD_BUTTON_MINUS;
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ncpadmap[i++] = WPAD_BUTTON_PLUS;
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ncpadmap[i++] = WPAD_BUTTON_UP;
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ncpadmap[i++] = WPAD_BUTTON_DOWN;
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ncpadmap[i++] = WPAD_BUTTON_LEFT;
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ncpadmap[i++] = WPAD_BUTTON_RIGHT;
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ncpadmap[i++] = WPAD_BUTTON_2;
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ncpadmap[i++] = WPAD_BUTTON_1;
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}
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/****************************************************************************
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* WPAD_Stick
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*
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* Get X/Y value from Wii Joystick (classic, nunchuk) input
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***************************************************************************/
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s8 WPAD_Stick(u8 chan, u8 right, int axis)
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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/y 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;
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if(axis == 0) // x-axis
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val = mag * sin((PI * ang)/180.0f);
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else // y-axis
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val = mag * cos((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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* 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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static 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_Stick ((u8)pad, 0, 0);
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signed char wm_ay = WPAD_Stick ((u8)pad, 0, 1);
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u32 wp = WPAD_ButtonsHeld (pad);
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signed char wm_sx = WPAD_Stick (0,1,0); // 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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// Turbo 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(int pad)
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{
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pad = 0;
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s8 gc_px = PAD_SubStickX (0);
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s8 gc_py = PAD_SubStickY (0);
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#ifdef HW_RVL
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s8 wm_sy = WPAD_Stick (0,1,1);
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u32 wm_pb = WPAD_ButtonsHeld (0); // wiimote / expansion button info
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#endif
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// Check for video zoom
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if (GCSettings.Zoom)
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{
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if (gc_py < -36 || gc_py > 36)
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zoom ((float) gc_py / -36);
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#ifdef HW_RVL
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if (wm_sy < -36 || wm_sy > 36)
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zoom ((float) wm_sy / -36);
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#endif
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}
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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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#endif
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)
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{
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ConfigRequested = 1;
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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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