mirror of
https://github.com/dborth/vbagx.git
synced 2024-11-23 02:59:17 +01:00
919 lines
21 KiB
C++
919 lines
21 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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#include "gameinput.h"
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#include "vbasupport.h"
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#include "wiiusbsupport.h"
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#include "gui/gui.h"
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#include "gba/GBA.h"
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#include "gba/bios.h"
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#include "gba/GBAinline.h"
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int rumbleRequest[4] = {0,0,0,0};
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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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bool cartridgeRumble = false;
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int gameRumbleCount = 0, menuRumbleCount = 0, rumbleCountAlready = 0;
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unsigned int vbapadmap[10]; // VBA controller buttons
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u32 btnmap[5][10]; // button mapping
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void ResetControls()
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{
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memset(btnmap, 0, sizeof(btnmap));
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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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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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/*** Wiimote Padmap ***/
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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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/*** Classic Controller Padmap ***/
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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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/*** Nunchuk + wiimote Padmap ***/
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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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/*** Keyboard map ***/
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i=0;
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btnmap[CTRLR_KEYBOARD][i++] = KB_X; // VBA stupidly has B on the right instead of left
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btnmap[CTRLR_KEYBOARD][i++] = KB_Z;
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btnmap[CTRLR_KEYBOARD][i++] = KB_BKSP;
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btnmap[CTRLR_KEYBOARD][i++] = KB_ENTER;
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btnmap[CTRLR_KEYBOARD][i++] = KB_UP;
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btnmap[CTRLR_KEYBOARD][i++] = KB_DOWN;
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btnmap[CTRLR_KEYBOARD][i++] = KB_LEFT;
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btnmap[CTRLR_KEYBOARD][i++] = KB_RIGHT;
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btnmap[CTRLR_KEYBOARD][i++] = KB_A;
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btnmap[CTRLR_KEYBOARD][i++] = KB_S;
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}
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#ifdef HW_RVL
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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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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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}
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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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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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}
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#endif
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static void updateRumble()
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{
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bool r = false;
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if (ConfigRequested) r = (menuRumbleCount > 0);
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else r = cartridgeRumble || (gameRumbleCount > 0) || (menuRumbleCount > 0);
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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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// 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 > 50) {
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gameRumbleCount = 0;
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menuRumbleCount = 0;
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// disable rumbling for 10 more frames
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if (rumbleCountAlready > 50+10)
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rumbleCountAlready = 0;
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else rumbleCountAlready++;
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} else if (ConfigRequested) {
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if (menuRumbleCount>0)
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rumbleCountAlready++;
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} else {
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if (gameRumbleCount>0 || menuRumbleCount>0 || cartridgeRumble)
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rumbleCountAlready++;
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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 systemCartridgeRumble(bool RumbleOn) {
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cartridgeRumble = RumbleOn;
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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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void systemMenuRumble(int RumbleForFrames) {
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if (RumbleForFrames > menuRumbleCount) menuRumbleCount = RumbleForFrames;
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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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u32 StandardMovement(unsigned short pad)
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{
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u32 J = 0;
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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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#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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#endif
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/***
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Gamecube Joystick input, same as normal
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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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// Turbo feature, keyboard or gamecube only
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if(DownUsbKeys[KB_SPACE])
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J |= VBA_SPEED;
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// Capture feature
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if(DownUsbKeys[KB_PRTSC] | DownUsbKeys[KB_F12])
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J |= VBA_CAPTURE;
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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 = PAD_ButtonsHeld(pad);
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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 = WPAD_ButtonsHeld(pad);
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if (wp & WPAD_BUTTON_RIGHT)
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J |= VBA_RIGHT;
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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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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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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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if (wp & WPAD_CLASSIC_BUTTON_RIGHT)
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J |= VBA_RIGHT;
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}
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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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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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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 = WPAD_ButtonsHeld(pad);
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if (wp & WPAD_BUTTON_RIGHT)
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J |= VBA_UP;
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if (wp & WPAD_BUTTON_LEFT)
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J |= VBA_DOWN;
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if (wp & WPAD_BUTTON_UP)
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J |= VBA_LEFT;
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if (wp & WPAD_BUTTON_DOWN)
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J |= VBA_RIGHT;
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if (wp & WPAD_BUTTON_PLUS)
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J |= VBA_BUTTON_START;
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if (wp & WPAD_BUTTON_MINUS)
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J |= VBA_BUTTON_SELECT;
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if (wp & WPAD_BUTTON_1)
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J |= VBA_BUTTON_B;
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if (wp & WPAD_BUTTON_2)
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J |= VBA_BUTTON_A;
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if (cartridgeType == 2)
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{
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if (wp & WPAD_BUTTON_A)
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J |= VBA_BUTTON_R;
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if (wp & WPAD_BUTTON_B)
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J |= VBA_BUTTON_L;
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}
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else
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{
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if (wp & WPAD_BUTTON_B || wp & WPAD_BUTTON_A)
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J |= VBA_SPEED;
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}
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#endif
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return J;
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}
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u32 StandardClassic(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 = WPAD_ButtonsHeld(pad);
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if (wp & WPAD_CLASSIC_BUTTON_RIGHT)
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J |= VBA_RIGHT;
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if (wp & WPAD_CLASSIC_BUTTON_LEFT)
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J |= VBA_LEFT;
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if (wp & WPAD_CLASSIC_BUTTON_UP)
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J |= VBA_UP;
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if (wp & WPAD_CLASSIC_BUTTON_DOWN)
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J |= VBA_DOWN;
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if (wp & WPAD_CLASSIC_BUTTON_PLUS)
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J |= VBA_BUTTON_START;
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if (wp & WPAD_CLASSIC_BUTTON_MINUS)
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J |= VBA_BUTTON_SELECT;
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if (wp & WPAD_CLASSIC_BUTTON_FULL_L || wp & WPAD_CLASSIC_BUTTON_ZL)
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J |= VBA_BUTTON_L;
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if (wp & WPAD_CLASSIC_BUTTON_FULL_R || wp & WPAD_CLASSIC_BUTTON_ZR)
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J |= VBA_BUTTON_R;
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if (wp & WPAD_CLASSIC_BUTTON_A)
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J |= VBA_BUTTON_A;
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if (wp & WPAD_CLASSIC_BUTTON_B)
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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
|
|
WPADData * wp = WPAD_Data(pad);
|
|
CursorX = wp->ir.x;
|
|
CursorY = wp->ir.y;
|
|
CursorValid = wp->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 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);
|
|
|
|
// Mortal Kombat
|
|
case MK1:
|
|
return MK1Input(pad);
|
|
case MK2:
|
|
case MK3:
|
|
case MK4:
|
|
return MK4Input(pad);
|
|
case MKA:
|
|
return MKAInput(pad);
|
|
case MKDA:
|
|
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);
|
|
}
|
|
|
|
// the function result, J, is a combination of flags for all the VBA buttons that are down
|
|
u32 J = StandardMovement(pad);
|
|
|
|
signed char gc_px = PAD_SubStickX(0);
|
|
u32 jp = PAD_ButtonsHeld(pad);
|
|
|
|
#ifdef HW_RVL
|
|
signed char wm_sx = WPAD_Stick (0,1,0); // CC right joystick
|
|
#endif
|
|
|
|
// Turbo feature
|
|
if(
|
|
(gc_px > 70)
|
|
#ifdef HW_RVL
|
|
|| (wm_sx > 70)
|
|
|| ((wp->btns_h & WPAD_BUTTON_A) && (wp->btns_h & WPAD_BUTTON_B))
|
|
#endif
|
|
)
|
|
J |= VBA_SPEED;
|
|
|
|
/*** Report pressed buttons (gamepads) ***/
|
|
int i;
|
|
|
|
for (i = 0; i < MAXJP; i++)
|
|
{
|
|
if ((jp & btnmap[CTRLR_GCPAD][i]) // gamecube controller
|
|
#ifdef HW_RVL
|
|
|| ( (wp->exp.type == WPAD_EXP_NONE) && (wp->btns_h & btnmap[CTRLR_WIIMOTE][i]) ) // wiimote
|
|
|| ( (wp->exp.type == WPAD_EXP_CLASSIC) && (wp->btns_h & btnmap[CTRLR_CLASSIC][i]) ) // classic controller
|
|
|| ( (wp->exp.type == WPAD_EXP_NUNCHUK) && (wp->btns_h & btnmap[CTRLR_NUNCHUK][i]) ) // nunchuk + wiimote
|
|
|| ( (DownUsbKeys[btnmap[CTRLR_KEYBOARD][i]]) ) // keyboard
|
|
#endif
|
|
)
|
|
J |= vbapadmap[i];
|
|
}
|
|
|
|
return J;
|
|
}
|
|
|
|
u32 GetJoy(int pad)
|
|
{
|
|
pad = 0;
|
|
|
|
s8 gc_px = PAD_SubStickX(0);
|
|
|
|
#ifdef HW_RVL
|
|
u32 wm_pb = WPAD_ButtonsDown(0); // wiimote / expansion button info
|
|
#endif
|
|
|
|
// request to go back to menu
|
|
if ((gc_px < -70)
|
|
#ifdef HW_RVL
|
|
|| (wm_pb & WPAD_BUTTON_HOME)
|
|
|| (wm_pb & WPAD_CLASSIC_BUTTON_HOME)
|
|
|| (DownUsbKeys[KB_ESC])
|
|
#endif
|
|
)
|
|
{
|
|
ConfigRequested = 1;
|
|
updateRumbleFrame();
|
|
return 0;
|
|
}
|
|
else
|
|
{
|
|
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;
|
|
}
|
|
}
|