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* "Match Wii Game" controls option! Games that have a Wii equivalent can be played using the controls for that Wii game. For example all Zelda games can be played with Twilight Princess controls. See the Instructions section below for important details. * Rotation/Tilt sensor games all work * Solar sensors (Boktai 1/2/3) * Rumble (except for games that rely on Gameboy Player) * Keyboard * PAL support, finally! * New scaling options, choose how much stretching you want * Colourised games now partially work but still have distortion * "Corvette" no longer has a screwed up palette (but still crashes) * Triggers net reconnection on SMB failure * Source code refactored, and project file added * Instructions section added to this readme file
51 lines
1.2 KiB
C
51 lines
1.2 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.h
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*
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* Wii/Gamecube controller management
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***************************************************************************/
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#ifndef _INPUT_H_
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#define _INPUT_H_
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#include <gccore.h>
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#define PI 3.14159265f
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#define PADCAL 50
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#define MAXJP 10
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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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extern int rumbleRequest[4];
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extern unsigned int gcpadmap[];
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extern unsigned int wmpadmap[];
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extern unsigned int ccpadmap[];
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extern unsigned int ncpadmap[];
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extern unsigned int kbpadmap[];
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void ResetControls();
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void ShutoffRumble();
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void DoRumble(int i);
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void systemGameRumble(int RumbleForFrames);
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void systemGameRumbleOnlyFor(int OnlyRumbleForFrames);
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void updateRumbleFrame();
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s8 WPAD_Stick(u8 chan,u8 right, int axis);
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u32 GetJoy(int which);
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#endif
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