vbagx/source/ngc/input.cpp

963 lines
22 KiB
C++

/****************************************************************************
* Visual Boy Advance GX
*
* Tantric 2008-2009
*
* input.cpp
*
* Wii/Gamecube controller management
***************************************************************************/
#include <gccore.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <math.h>
#include <ogcsys.h>
#include <unistd.h>
#include <wiiuse/wpad.h>
#include "vba.h"
#include "button_mapping.h"
#include "audio.h"
#include "video.h"
#include "input.h"
#include "gameinput.h"
#include "vbasupport.h"
#include "wiiusbsupport.h"
#include "gui/gui.h"
#include "gba/GBA.h"
#include "gba/bios.h"
#include "gba/GBAinline.h"
int rumbleRequest[4] = {0,0,0,0};
GuiTrigger userInput[4];
#ifdef HW_RVL
static int rumbleCount[4] = {0,0,0,0};
#endif
bool cartridgeRumble = false, possibleCartridgeRumble = false;
int gameRumbleCount = 0, menuRumbleCount = 0, rumbleCountAlready = 0;
unsigned int vbapadmap[10]; // VBA controller buttons
u32 btnmap[5][10]; // button mapping
void ResetControls()
{
memset(btnmap, 0, sizeof(btnmap));
int i;
// VBA controller buttons
// All other pads are mapped to this
i=0;
vbapadmap[i++] = VBA_BUTTON_B;
vbapadmap[i++] = VBA_BUTTON_A;
vbapadmap[i++] = VBA_BUTTON_SELECT;
vbapadmap[i++] = VBA_BUTTON_START;
vbapadmap[i++] = VBA_UP;
vbapadmap[i++] = VBA_DOWN;
vbapadmap[i++] = VBA_LEFT;
vbapadmap[i++] = VBA_RIGHT;
vbapadmap[i++] = VBA_BUTTON_L;
vbapadmap[i++] = VBA_BUTTON_R;
/*** Gamecube controller Padmap ***/
i=0;
btnmap[CTRLR_GCPAD][i++] = PAD_BUTTON_B;
btnmap[CTRLR_GCPAD][i++] = PAD_BUTTON_A;
btnmap[CTRLR_GCPAD][i++] = PAD_TRIGGER_Z;
btnmap[CTRLR_GCPAD][i++] = PAD_BUTTON_START;
btnmap[CTRLR_GCPAD][i++] = PAD_BUTTON_UP;
btnmap[CTRLR_GCPAD][i++] = PAD_BUTTON_DOWN;
btnmap[CTRLR_GCPAD][i++] = PAD_BUTTON_LEFT;
btnmap[CTRLR_GCPAD][i++] = PAD_BUTTON_RIGHT;
btnmap[CTRLR_GCPAD][i++] = PAD_TRIGGER_L;
btnmap[CTRLR_GCPAD][i++] = PAD_TRIGGER_R;
/*** Wiimote Padmap ***/
i=0;
btnmap[CTRLR_WIIMOTE][i++] = WPAD_BUTTON_1;
btnmap[CTRLR_WIIMOTE][i++] = WPAD_BUTTON_2;
btnmap[CTRLR_WIIMOTE][i++] = WPAD_BUTTON_MINUS;
btnmap[CTRLR_WIIMOTE][i++] = WPAD_BUTTON_PLUS;
btnmap[CTRLR_WIIMOTE][i++] = WPAD_BUTTON_RIGHT;
btnmap[CTRLR_WIIMOTE][i++] = WPAD_BUTTON_LEFT;
btnmap[CTRLR_WIIMOTE][i++] = WPAD_BUTTON_UP;
btnmap[CTRLR_WIIMOTE][i++] = WPAD_BUTTON_DOWN;
btnmap[CTRLR_WIIMOTE][i++] = WPAD_BUTTON_B;
btnmap[CTRLR_WIIMOTE][i++] = WPAD_BUTTON_A;
/*** Classic Controller Padmap ***/
i=0;
btnmap[CTRLR_CLASSIC][i++] = WPAD_CLASSIC_BUTTON_Y;
btnmap[CTRLR_CLASSIC][i++] = WPAD_CLASSIC_BUTTON_B;
btnmap[CTRLR_CLASSIC][i++] = WPAD_CLASSIC_BUTTON_MINUS;
btnmap[CTRLR_CLASSIC][i++] = WPAD_CLASSIC_BUTTON_PLUS;
btnmap[CTRLR_CLASSIC][i++] = WPAD_CLASSIC_BUTTON_UP;
btnmap[CTRLR_CLASSIC][i++] = WPAD_CLASSIC_BUTTON_DOWN;
btnmap[CTRLR_CLASSIC][i++] = WPAD_CLASSIC_BUTTON_LEFT;
btnmap[CTRLR_CLASSIC][i++] = WPAD_CLASSIC_BUTTON_RIGHT;
btnmap[CTRLR_CLASSIC][i++] = WPAD_CLASSIC_BUTTON_FULL_L;
btnmap[CTRLR_CLASSIC][i++] = WPAD_CLASSIC_BUTTON_FULL_R;
/*** Nunchuk + wiimote Padmap ***/
i=0;
btnmap[CTRLR_NUNCHUK][i++] = WPAD_NUNCHUK_BUTTON_C;
btnmap[CTRLR_NUNCHUK][i++] = WPAD_NUNCHUK_BUTTON_Z;
btnmap[CTRLR_NUNCHUK][i++] = WPAD_BUTTON_MINUS;
btnmap[CTRLR_NUNCHUK][i++] = WPAD_BUTTON_PLUS;
btnmap[CTRLR_NUNCHUK][i++] = WPAD_BUTTON_UP;
btnmap[CTRLR_NUNCHUK][i++] = WPAD_BUTTON_DOWN;
btnmap[CTRLR_NUNCHUK][i++] = WPAD_BUTTON_LEFT;
btnmap[CTRLR_NUNCHUK][i++] = WPAD_BUTTON_RIGHT;
btnmap[CTRLR_NUNCHUK][i++] = WPAD_BUTTON_2;
btnmap[CTRLR_NUNCHUK][i++] = WPAD_BUTTON_1;
/*** Keyboard map ***/
i=0;
btnmap[CTRLR_KEYBOARD][i++] = KB_X; // VBA stupidly has B on the right instead of left
btnmap[CTRLR_KEYBOARD][i++] = KB_Z;
btnmap[CTRLR_KEYBOARD][i++] = KB_BKSP;
btnmap[CTRLR_KEYBOARD][i++] = KB_ENTER;
btnmap[CTRLR_KEYBOARD][i++] = KB_UP;
btnmap[CTRLR_KEYBOARD][i++] = KB_DOWN;
btnmap[CTRLR_KEYBOARD][i++] = KB_LEFT;
btnmap[CTRLR_KEYBOARD][i++] = KB_RIGHT;
btnmap[CTRLR_KEYBOARD][i++] = KB_A;
btnmap[CTRLR_KEYBOARD][i++] = KB_S;
}
#ifdef HW_RVL
/****************************************************************************
* ShutoffRumble
***************************************************************************/
void ShutoffRumble()
{
#ifdef HW_RVL
for(int i=0;i<4;i++)
{
WPAD_Rumble(i, 0);
rumbleCount[i] = 0;
}
#endif
PAD_ControlMotor(PAD_CHAN0, PAD_MOTOR_STOP);
}
/****************************************************************************
* DoRumble
***************************************************************************/
void DoRumble(int i)
{
if(!GCSettings.Rumble) return;
if(rumbleRequest[i] && rumbleCount[i] < 3)
{
WPAD_Rumble(i, 1); // rumble on
rumbleCount[i]++;
}
else if(rumbleRequest[i])
{
rumbleCount[i] = 12;
rumbleRequest[i] = 0;
}
else
{
if(rumbleCount[i])
rumbleCount[i]--;
WPAD_Rumble(i, 0); // rumble off
}
}
#endif
static int SilenceNeeded = 0;
static void updateRumble()
{
bool r = false;
if (ConfigRequested) r = (menuRumbleCount > 0);
else r = cartridgeRumble || possibleCartridgeRumble || (gameRumbleCount > 0) || (menuRumbleCount > 0);
if (SilenceNeeded>0) {
if (r) SilenceNeeded = 5;
else SilenceNeeded--;
if (SilenceNeeded>0) r = false;
}
#ifdef HW_RVL
// Rumble wii remote 0
WPAD_Rumble(0, r);
#endif
PAD_ControlMotor(PAD_CHAN0, r?PAD_MOTOR_RUMBLE:PAD_MOTOR_STOP);
}
void updateRumbleFrame() {
// If we already rumbled continuously for more than 50 frames,
// then disable rumbling for a while.
if (rumbleCountAlready > 70) {
SilenceNeeded = 5;
rumbleCountAlready = 0;
} else if (ConfigRequested) {
if (menuRumbleCount>0) rumbleCountAlready++;
else rumbleCountAlready=0;
} else {
if (gameRumbleCount>0 || menuRumbleCount>0 || possibleCartridgeRumble)
rumbleCountAlready++;
else rumbleCountAlready=0;
}
updateRumble();
if (gameRumbleCount>0 && !ConfigRequested) gameRumbleCount--;
if (menuRumbleCount>0) menuRumbleCount--;
}
void systemPossibleCartridgeRumble(bool RumbleOn) {
possibleCartridgeRumble = RumbleOn;
updateRumble();
}
void systemCartridgeRumble(bool RumbleOn) {
cartridgeRumble = RumbleOn;
possibleCartridgeRumble = false;
updateRumble();
}
void systemGameRumble(int RumbleForFrames) {
if (RumbleForFrames > gameRumbleCount) gameRumbleCount = RumbleForFrames;
}
void systemGameRumbleOnlyFor(int OnlyRumbleForFrames) {
gameRumbleCount = OnlyRumbleForFrames;
}
void systemMenuRumble(int RumbleForFrames) {
if (RumbleForFrames > menuRumbleCount) menuRumbleCount = RumbleForFrames;
}
/****************************************************************************
* WPAD_Stick
*
* Get X/Y value from Wii Joystick (classic, nunchuk) input
***************************************************************************/
s8 WPAD_Stick(u8 chan, u8 right, int axis)
{
float mag = 0.0;
float ang = 0.0;
WPADData *data = WPAD_Data(chan);
switch (data->exp.type)
{
case WPAD_EXP_NUNCHUK:
case WPAD_EXP_GUITARHERO3:
if (right == 0)
{
mag = data->exp.nunchuk.js.mag;
ang = data->exp.nunchuk.js.ang;
}
break;
case WPAD_EXP_CLASSIC:
if (right == 0)
{
mag = data->exp.classic.ljs.mag;
ang = data->exp.classic.ljs.ang;
}
else
{
mag = data->exp.classic.rjs.mag;
ang = data->exp.classic.rjs.ang;
}
break;
default:
break;
}
/* calculate x/y value (angle need to be converted into radian) */
if (mag > 1.0) mag = 1.0;
else if (mag < -1.0) mag = -1.0;
double val;
if(axis == 0) // x-axis
val = mag * sin((PI * ang)/180.0f);
else // y-axis
val = mag * cos((PI * ang)/180.0f);
return (s8)(val * 128.0f);
}
u32 StandardMovement(unsigned short pad)
{
u32 J = 0;
signed char pad_x = PAD_StickX (pad);
signed char pad_y = PAD_StickY (pad);
#ifdef HW_RVL
signed char wm_ax = WPAD_Stick ((u8)pad, 0, 0);
signed char wm_ay = WPAD_Stick ((u8)pad, 0, 1);
#endif
/***
Gamecube Joystick input, same as normal
***/
// Is XY inside the "zone"?
if (pad_x * pad_x + pad_y * pad_y > PADCAL * PADCAL)
{
if (pad_x > 0 && pad_y == 0) J |= VBA_RIGHT;
if (pad_x < 0 && pad_y == 0) J |= VBA_LEFT;
if (pad_x == 0 && pad_y > 0) J |= VBA_UP;
if (pad_x == 0 && pad_y < 0) J |= VBA_DOWN;
if (pad_x != 0 && pad_y != 0)
{
if ((float)pad_y / pad_x >= -2.41421356237 && (float)pad_y / pad_x < 2.41421356237)
{
if (pad_x >= 0)
J |= VBA_RIGHT;
else
J |= VBA_LEFT;
}
if ((float)pad_x / pad_y >= -2.41421356237 && (float)pad_x / pad_y < 2.41421356237)
{
if (pad_y >= 0)
J |= VBA_UP;
else
J |= VBA_DOWN;
}
}
}
#ifdef HW_RVL
/***
Wii Joystick (classic, nunchuk) input
***/
// Is XY inside the "zone"?
if (wm_ax * wm_ax + wm_ay * wm_ay > PADCAL * PADCAL)
{
/*** we don't want division by zero ***/
if (wm_ax > 0 && wm_ay == 0)
J |= VBA_RIGHT;
if (wm_ax < 0 && wm_ay == 0)
J |= VBA_LEFT;
if (wm_ax == 0 && wm_ay > 0)
J |= VBA_UP;
if (wm_ax == 0 && wm_ay < 0)
J |= VBA_DOWN;
if (wm_ax != 0 && wm_ay != 0)
{
/*** Recalc left / right ***/
float t;
t = (float) wm_ay / wm_ax;
if (t >= -2.41421356237 && t < 2.41421356237)
{
if (wm_ax >= 0)
J |= VBA_RIGHT;
else
J |= VBA_LEFT;
}
/*** Recalc up / down ***/
t = (float) wm_ax / wm_ay;
if (t >= -2.41421356237 && t < 2.41421356237)
{
if (wm_ay >= 0)
J |= VBA_UP;
else
J |= VBA_DOWN;
}
}
}
// Turbo feature, keyboard or gamecube only
if(DownUsbKeys[KB_SPACE])
J |= VBA_SPEED;
// Capture feature
if(DownUsbKeys[KB_PRTSC] | DownUsbKeys[KB_F12])
J |= VBA_CAPTURE;
#endif
return J;
}
u32 StandardDPad(unsigned short pad)
{
u32 J = 0;
u32 jp = PAD_ButtonsHeld(pad);
#ifdef HW_RVL
u32 exp_type;
if ( WPAD_Probe(pad, &exp_type) != 0 )
exp_type = WPAD_EXP_NONE;
u32 wp = WPAD_ButtonsHeld(pad);
if (wp & WPAD_BUTTON_RIGHT)
J |= VBA_RIGHT;
if (wp & WPAD_BUTTON_LEFT)
J |= VBA_LEFT;
if (wp & WPAD_BUTTON_UP)
J |= VBA_UP;
if (wp & WPAD_BUTTON_DOWN)
J |= VBA_DOWN;
if (exp_type == WPAD_EXP_CLASSIC)
{
if (wp & WPAD_CLASSIC_BUTTON_UP)
J |= VBA_UP;
if (wp & WPAD_CLASSIC_BUTTON_DOWN)
J |= VBA_DOWN;
if (wp & WPAD_CLASSIC_BUTTON_LEFT)
J |= VBA_LEFT;
if (wp & WPAD_CLASSIC_BUTTON_RIGHT)
J |= VBA_RIGHT;
}
#endif
if (jp & PAD_BUTTON_UP)
J |= VBA_UP;
if (jp & PAD_BUTTON_DOWN)
J |= VBA_DOWN;
if (jp & PAD_BUTTON_LEFT)
J |= VBA_LEFT;
if (jp & PAD_BUTTON_RIGHT)
J |= VBA_RIGHT;
return J;
}
u32 StandardSideways(unsigned short pad)
{
u32 J = 0;
#ifdef HW_RVL
u32 wp = WPAD_ButtonsHeld(pad);
if (wp & WPAD_BUTTON_RIGHT)
J |= VBA_UP;
if (wp & WPAD_BUTTON_LEFT)
J |= VBA_DOWN;
if (wp & WPAD_BUTTON_UP)
J |= VBA_LEFT;
if (wp & WPAD_BUTTON_DOWN)
J |= VBA_RIGHT;
if (wp & WPAD_BUTTON_PLUS)
J |= VBA_BUTTON_START;
if (wp & WPAD_BUTTON_MINUS)
J |= VBA_BUTTON_SELECT;
if (wp & WPAD_BUTTON_1)
J |= VBA_BUTTON_B;
if (wp & WPAD_BUTTON_2)
J |= VBA_BUTTON_A;
if (cartridgeType == 2)
{
if (wp & WPAD_BUTTON_A)
J |= VBA_BUTTON_R;
if (wp & WPAD_BUTTON_B)
J |= VBA_BUTTON_L;
}
else
{
if (wp & WPAD_BUTTON_B || wp & WPAD_BUTTON_A)
J |= VBA_SPEED;
}
#endif
return J;
}
u32 StandardClassic(unsigned short pad)
{
u32 J = 0;
#ifdef HW_RVL
u32 wp = WPAD_ButtonsHeld(pad);
if (wp & WPAD_CLASSIC_BUTTON_RIGHT)
J |= VBA_RIGHT;
if (wp & WPAD_CLASSIC_BUTTON_LEFT)
J |= VBA_LEFT;
if (wp & WPAD_CLASSIC_BUTTON_UP)
J |= VBA_UP;
if (wp & WPAD_CLASSIC_BUTTON_DOWN)
J |= VBA_DOWN;
if (wp & WPAD_CLASSIC_BUTTON_PLUS)
J |= VBA_BUTTON_START;
if (wp & WPAD_CLASSIC_BUTTON_MINUS)
J |= VBA_BUTTON_SELECT;
if (wp & WPAD_CLASSIC_BUTTON_FULL_L || wp & WPAD_CLASSIC_BUTTON_ZL)
J |= VBA_BUTTON_L;
if (wp & WPAD_CLASSIC_BUTTON_FULL_R || wp & WPAD_CLASSIC_BUTTON_ZR)
J |= VBA_BUTTON_R;
if (wp & WPAD_CLASSIC_BUTTON_A)
J |= VBA_BUTTON_A;
if (wp & WPAD_CLASSIC_BUTTON_B)
J |= VBA_BUTTON_B;
if (wp & WPAD_CLASSIC_BUTTON_Y || wp & WPAD_CLASSIC_BUTTON_X)
J |= VBA_SPEED;
#endif
return J;
}
u32 StandardGamecube(unsigned short pad)
{
u32 J = 0;
u32 jp = PAD_ButtonsHeld(pad);
if (jp & PAD_BUTTON_UP)
J |= VBA_UP;
if (jp & PAD_BUTTON_DOWN)
J |= VBA_DOWN;
if (jp & PAD_BUTTON_LEFT)
J |= VBA_LEFT;
if (jp & PAD_BUTTON_RIGHT)
J |= VBA_RIGHT;
if (jp & PAD_BUTTON_A)
J |= VBA_BUTTON_A;
if (jp & PAD_BUTTON_B)
J |= VBA_BUTTON_B;
if (jp & PAD_BUTTON_START)
J |= VBA_BUTTON_START;
if (jp & PAD_BUTTON_X)
J |= VBA_BUTTON_SELECT;
if (jp & PAD_TRIGGER_L)
J |= VBA_BUTTON_L;
if (jp & PAD_TRIGGER_R)
J |= VBA_BUTTON_R;
if (jp & PAD_TRIGGER_Z || jp & PAD_BUTTON_Y)
J |= VBA_SPEED;
return J;
}
u32 StandardKeyboard(unsigned short pad)
{
u32 J = 0;
#ifdef HW_RVL
if (DownUsbKeys[KB_UP])
J |= VBA_UP;
if (DownUsbKeys[KB_DOWN])
J |= VBA_DOWN;
if (DownUsbKeys[KB_LEFT])
J |= VBA_LEFT;
if (DownUsbKeys[KB_RIGHT])
J |= VBA_RIGHT;
if (DownUsbKeys[KB_SPACE])
J |= VBA_SPEED;
if (DownUsbKeys[KB_F12] || DownUsbKeys[KB_PRTSC])
J |= VBA_CAPTURE;
if (DownUsbKeys[KB_X])
J |= VBA_BUTTON_A;
if (DownUsbKeys[KB_Z])
J |= VBA_BUTTON_B;
if (DownUsbKeys[KB_A])
J |= VBA_BUTTON_L;
if (DownUsbKeys[KB_S])
J |= VBA_BUTTON_R;
if (DownUsbKeys[KB_ENTER])
J |= VBA_BUTTON_START;
if (DownUsbKeys[KB_BKSP])
J |= VBA_BUTTON_SELECT;
#endif
return J;
}
u32 DPadWASD(unsigned short pad)
{
u32 J = 0;
#ifdef HW_RVL
if (DownUsbKeys[KB_W])
J |= VBA_UP;
if (DownUsbKeys[KB_S])
J |= VBA_DOWN;
if (DownUsbKeys[KB_A])
J |= VBA_LEFT;
if (DownUsbKeys[KB_D])
J |= VBA_RIGHT;
#endif
return J;
}
u32 DPadArrowKeys(unsigned short pad)
{
u32 J = 0;
#ifdef HW_RVL
if (DownUsbKeys[KB_UP])
J |= VBA_UP;
if (DownUsbKeys[KB_DOWN])
J |= VBA_DOWN;
if (DownUsbKeys[KB_LEFT])
J |= VBA_LEFT;
if (DownUsbKeys[KB_RIGHT])
J |= VBA_RIGHT;
#endif
return J;
}
u32 DecodeKeyboard(unsigned short pad)
{
u32 J = 0;
#ifdef HW_RVL
for (int i = 0; i < MAXJP; i++)
{
if (DownUsbKeys[btnmap[CTRLR_KEYBOARD][i]]) // keyboard
J |= vbapadmap[i];
}
#endif
return J;
}
u32 DecodeGamecube(unsigned short pad)
{
u32 J = 0;
u32 jp = PAD_ButtonsHeld(pad);
for (int i = 0; i < MAXJP; i++)
{
if (jp & btnmap[CTRLR_GCPAD][i])
J |= vbapadmap[i];
}
return J;
}
u32 DecodeWiimote(unsigned short pad)
{
u32 J = 0;
#ifdef HW_RVL
WPADData * wp = WPAD_Data(pad);
for (int i = 0; i < MAXJP; i++)
{
if ( (wp->exp.type == WPAD_EXP_NONE) && (wp->btns_h & btnmap[CTRLR_WIIMOTE][i]) )
J |= vbapadmap[i];
}
#endif
return J;
}
u32 DecodeClassic(unsigned short pad)
{
u32 J = 0;
#ifdef HW_RVL
WPADData * wp = WPAD_Data(pad);
for (int i = 0; i < MAXJP; i++)
{
if ( (wp->exp.type == WPAD_EXP_CLASSIC) && (wp->btns_h & btnmap[CTRLR_CLASSIC][i]) )
J |= vbapadmap[i];
}
#endif
return J;
}
u32 DecodeNunchuk(unsigned short pad)
{
u32 J = 0;
#ifdef HW_RVL
WPADData * wp = WPAD_Data(pad);
for (int i = 0; i < MAXJP; i++)
{
if ( (wp->exp.type == WPAD_EXP_NUNCHUK) && (wp->btns_h & btnmap[CTRLR_NUNCHUK][i]) )
J |= vbapadmap[i];
}
#endif
return J;
}
#ifdef HW_RVL
static u32 CCToGC(u32 w) {
u32 gc = 0;
if (w & WPAD_CLASSIC_BUTTON_A) gc |= PAD_BUTTON_A;
if (w & WPAD_CLASSIC_BUTTON_B) gc |= PAD_BUTTON_B;
if (w & WPAD_CLASSIC_BUTTON_X) gc |= PAD_BUTTON_X;
if (w & WPAD_CLASSIC_BUTTON_Y) gc |= PAD_BUTTON_Y;
if (w & WPAD_CLASSIC_BUTTON_PLUS) gc |= PAD_BUTTON_START;
if (w & WPAD_CLASSIC_BUTTON_MINUS) gc |= 0;
if (w & (WPAD_CLASSIC_BUTTON_ZL | WPAD_CLASSIC_BUTTON_ZR)) gc |= PAD_TRIGGER_Z;
if (w & WPAD_CLASSIC_BUTTON_FULL_L) gc |= PAD_TRIGGER_L;
if (w & WPAD_CLASSIC_BUTTON_FULL_R) gc |= PAD_TRIGGER_R;
if (w & WPAD_CLASSIC_BUTTON_UP) gc |= PAD_BUTTON_UP;
if (w & WPAD_CLASSIC_BUTTON_DOWN) gc |= PAD_BUTTON_DOWN;
if (w & WPAD_CLASSIC_BUTTON_LEFT) gc |= PAD_BUTTON_LEFT;
if (w & WPAD_CLASSIC_BUTTON_RIGHT) gc |= PAD_BUTTON_RIGHT;
return gc;
}
#endif
// For developers who don't have gamecube pads but need to test gamecube input
u32 PAD_ButtonsHeldFake(unsigned short pad)
{
u32 gc = 0;
#ifdef HW_RVL
WPADData * wp = WPAD_Data(pad);
if (wp->exp.type == WPAD_EXP_CLASSIC) {
gc = CCToGC(wp->btns_h);
}
#endif
return gc;
}
u32 PAD_ButtonsDownFake(unsigned short pad)
{
u32 gc = 0;
#ifdef HW_RVL
WPADData * wp = WPAD_Data(pad);
if (wp->exp.type == WPAD_EXP_CLASSIC) {
gc = CCToGC(wp->btns_d);
}
#endif
return gc;
}
u32 PAD_ButtonsUpFake(unsigned short pad)
{
u32 gc = 0;
#ifdef HW_RVL
WPADData * wp = WPAD_Data(pad);
if (wp->exp.type == WPAD_EXP_CLASSIC) {
gc = CCToGC(wp->btns_u);
}
#endif
return gc;
}
/****************************************************************************
* DecodeJoy
*
* Reads the STATE (not changes) from a controller and reports
* this STATE (not changes) to VBA
****************************************************************************/
static u32 DecodeJoy(unsigned short pad)
{
TiltScreen = false;
CursorVisible = false;
#ifdef HW_RVL
CursorX = userInput[pad].wpad.ir.x;
CursorY = userInput[pad].wpad.ir.y;
CursorValid = userInput[pad].wpad.ir.valid;
#else
CursorX = CursorY = CursorValid = 0;
#endif
// check for games that should have special Wii controls
if (GCSettings.WiiControls)
switch (RomIdCode & 0xFFFFFF)
{
// Zelda
case ZELDA1:
return Zelda1Input(pad);
case ZELDA2:
return Zelda2Input(pad);
case ALINKTOTHEPAST:
return ALinkToThePastInput(pad);
case LINKSAWAKENING:
return LinksAwakeningInput(pad);
case ORACLEOFAGES:
return OracleOfAgesInput(pad);
case ORACLEOFSEASONS:
return OracleOfSeasonsInput(pad);
case MINISHCAP:
return MinishCapInput(pad);
// Metroid
case METROID0:
return MetroidZeroInput(pad);
case METROID1:
return Metroid1Input(pad);
case METROID2:
return Metroid2Input(pad);
case METROID4:
return MetroidFusionInput(pad);
// TMNT
case TMNT1:
return TMNT1Input(pad);
case TMNT2:
return TMNT2Input(pad);
case TMNT3:
return TMNT3Input(pad);
case TMNTGBA:
return TMNTGBAInput(pad);
case TMNTGBA2:
return TMNTGBA2Input(pad);
case TMNT:
return TMNTInput(pad);
// Medal Of Honor
case MOHUNDERGROUND:
return MohUndergroundInput(pad);
case MOHINFILTRATOR:
return MohInfiltratorInput(pad);
// Harry Potter
case HARRYPOTTER1GBC:
return HarryPotter1GBCInput(pad);
case HARRYPOTTER2GBC:
return HarryPotter2GBCInput(pad);
case HARRYPOTTER1:
return HarryPotter1Input(pad);
case HARRYPOTTER2:
return HarryPotter2Input(pad);
case HARRYPOTTER3:
return HarryPotter3Input(pad);
case HARRYPOTTER4:
return HarryPotter4Input(pad);
case HARRYPOTTER5:
return HarryPotter5Input(pad);
// Mario
case MARIO1CLASSIC:
case MARIO2CLASSIC:
return Mario1ClassicInput(pad);
case MARIO1DX:
return Mario1DXInput(pad);
case MARIO2ADV:
return Mario2Input(pad);
case MARIO3ADV:
return Mario3Input(pad);
case MARIOWORLD:
return MarioWorldInput(pad);
case YOSHIISLAND:
return YoshiIslandInput(pad);
case MARIOLAND1:
return MarioLand1Input(pad);
case MARIOLAND2:
return MarioLand2Input(pad);
case YOSHIUG:
return UniversalGravitationInput(pad);
// Mario Kart
case MARIOKART:
return MarioKartInput(pad);
// Lego Star Wars
case LSW1:
return LegoStarWars1Input(pad);
case LSW2:
return LegoStarWars2Input(pad);
// Star Wars
case SWOBIWAN:
return SWObiWanInput(pad);
case SWEP2:
return SWEpisode2Input(pad);
// Mortal Kombat
case MK1:
return MK1Input(pad);
case MK12:
return MK12Input(pad);
case MK2:
return MK2Input(pad);
case MK3:
return MK3Input(pad);
case MK4:
return MK4Input(pad);
case MKA:
return MKAInput(pad);
case MKDA:
return MKDAInput(pad);
case MKTE:
return MKTEInput(pad);
// WarioWare
case TWISTED:
return TwistedInput(pad);
// Kirby
case KIRBYTNT:
case KIRBYTNTJ:
return KirbyTntInput(pad);
// Boktai
case BOKTAI1:
return BoktaiInput(pad);
case BOKTAI2:
case BOKTAI3:
return Boktai2Input(pad);
// One Piece
case ONEPIECE:
return OnePieceInput(pad);
// Lord of the Rings
case HOBBIT:
return HobbitInput(pad);
case LOTR1:
return FellowshipOfTheRingInput(pad);
case LOTR2:
case LOTR3:
return ReturnOfTheKingInput(pad);
// Castlevania
case CVADVENTURE:
return CastlevaniaAdventureInput(pad);
case CVBELMONT:
return CastlevaniaBelmontInput(pad);
case CVLEGENDS:
return CastlevaniaLegendsInput(pad);
case CVCIRCLEMOON:
case CVHARMONY:
case CVARIA:
return CastlevaniaCircleMoonInput(pad);
}
// the function result, J, is a combination of flags for all the VBA buttons that are down
u32 J = StandardMovement(pad);
// Turbo feature
if(
userInput[0].pad.substickX > 70 ||
userInput[0].WPAD_Stick(1,0) > 70
)
J |= VBA_SPEED;
// Report pressed buttons (gamepads)
int i;
for (i = 0; i < MAXJP; i++)
{
if ((userInput[pad].pad.btns_h & btnmap[CTRLR_GCPAD][i]) // gamecube controller
#ifdef HW_RVL
|| ( (userInput[pad].wpad.exp.type == WPAD_EXP_NONE) && (userInput[pad].wpad.btns_h & btnmap[CTRLR_WIIMOTE][i]) ) // wiimote
|| ( (userInput[pad].wpad.exp.type == WPAD_EXP_CLASSIC) && (userInput[pad].wpad.btns_h & btnmap[CTRLR_CLASSIC][i]) ) // classic controller
|| ( (userInput[pad].wpad.exp.type == WPAD_EXP_NUNCHUK) && (userInput[pad].wpad.btns_h & btnmap[CTRLR_NUNCHUK][i]) ) // nunchuk + wiimote
|| ( (DownUsbKeys[btnmap[CTRLR_KEYBOARD][i]]) ) // keyboard
#endif
)
J |= vbapadmap[i];
}
return J;
}
bool MenuRequested()
{
for(int i=0; i<4; i++)
{
if (
(userInput[i].pad.substickX < -70) ||
(userInput[i].wpad.btns_h & WPAD_BUTTON_HOME) ||
(userInput[i].wpad.btns_h & WPAD_CLASSIC_BUTTON_HOME) ||
(DownUsbKeys[KB_ESC])
)
{
return true;
}
}
return false;
}
u32 GetJoy(int pad)
{
// request to go back to menu
if (MenuRequested())
{
ScreenshotRequested = 1;
updateRumbleFrame();
return 0;
}
u32 J = DecodeJoy(pad);
// don't allow up+down or left+right
if ((J & 48) == 48)
J &= ~16;
if ((J & 192) == 192)
J &= ~128;
updateRumbleFrame();
return J;
}