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Wiimote: Configure gamepad in Wiimote plugin
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2172 8ced0084-cf51-0410-be5f-012b33b47a6e
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129
Source/Plugins/Plugin_Wiimote/Src/EmuPad.cpp
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129
Source/Plugins/Plugin_Wiimote/Src/EmuPad.cpp
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// Copyright (C) 2003-2008 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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//////////////////////////////////////////////////////////////////////////////////////////
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// Includes
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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#include <vector>
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#include <string>
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#include "../../../Core/InputCommon/Src/SDL.h" // Core
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#include "../../../Core/InputCommon/Src/XInput.h"
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#include "Common.h" // Common
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#include "StringUtil.h" // for ArrayToString()
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#include "IniFile.h"
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#include "pluginspecs_wiimote.h"
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#include "EmuDefinitions.h" // Local
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#include "main.h"
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#include "wiimote_hid.h"
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#include "EmuSubroutines.h"
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#include "EmuMain.h"
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#include "Encryption.h" // for extension encryption
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#include "Logging.h" // for startConsoleWin, Console::Print, GetConsoleHwnd
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#include "Config.h" // for g_Config
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////////////////////////////////////
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extern SWiimoteInitialize g_WiimoteInitialize;
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namespace WiiMoteEmu
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{
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// ===================================================
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// Fill joyinfo with the current connected devices
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// ----------------
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bool Search_Devices(std::vector<InputCommon::CONTROLLER_INFO> &_joyinfo, int &_NumPads, int &_NumGoodPads)
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{
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bool Success = InputCommon::SearchDevices(_joyinfo, _NumPads, _NumGoodPads);
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// Warn the user if no gamepads are detected
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if (_NumGoodPads == 0 && g_EmulatorRunning)
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{
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//PanicAlert("nJoy: No Gamepad Detected");
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//return false;
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}
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// Load PadMapping[] etc
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g_Config.Load();
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// Update the PadState[].joy handle
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for (int i = 0; i < 1; i++)
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{
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if (PadMapping[i].enabled && joyinfo.size() > PadMapping[i].ID)
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if(joyinfo.at(PadMapping[i].ID).Good)
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PadState[i].joy = SDL_JoystickOpen(PadMapping[i].ID);
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}
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return Success;
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}
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// ===========================
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// Request joystick state.
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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/* Called from: PAD_GetStatus()
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Input: The virtual device 0, 1, 2 or 3
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Function: Updates the PadState struct with the current pad status. The input value "controller" is
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for a virtual controller 0 to 3. */
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void GetJoyState(InputCommon::CONTROLLER_STATE_NEW &_PadState, InputCommon::CONTROLLER_MAPPING_NEW _PadMapping, int controller, int NumButtons)
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{
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// Update the gamepad status
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SDL_JoystickUpdate();
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// Update axis states. It doesn't hurt much if we happen to ask for nonexisting axises here.
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_PadState.Axis.Lx = SDL_JoystickGetAxis(_PadState.joy, _PadMapping.Axis.Lx);
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_PadState.Axis.Ly = SDL_JoystickGetAxis(_PadState.joy, _PadMapping.Axis.Ly);
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_PadState.Axis.Rx = SDL_JoystickGetAxis(_PadState.joy, _PadMapping.Axis.Rx);
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_PadState.Axis.Ry = SDL_JoystickGetAxis(_PadState.joy, _PadMapping.Axis.Ry);
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// Update the analog trigger axis values
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#ifdef _WIN32
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if (_PadMapping.triggertype == InputCommon::CTL_TRIGGER_SDL)
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{
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#endif
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// If we are using SDL analog triggers the buttons have to be mapped as 1000 or up, otherwise they are not used
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_PadState.Axis.Tl = SDL_JoystickGetAxis(_PadState.joy, _PadMapping.Axis.Tl - 1000);
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_PadState.Axis.Tr = SDL_JoystickGetAxis(_PadState.joy, _PadMapping.Axis.Tr - 1000);
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#ifdef _WIN32
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}
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else
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{
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_PadState.Axis.Tl = XInput::GetXI(0, _PadMapping.Axis.Tl - 1000);
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_PadState.Axis.Tr = XInput::GetXI(0, _PadMapping.Axis.Tr - 1000);
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}
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#endif
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/* Debugging */
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Console::ClearScreen();
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Console::Print(
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"Controller and handle: %i %i\n"
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"Triggers:%i %i %i %i %i\n",
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controller, (int)_PadState.joy,
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_PadMapping.triggertype,
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_PadMapping.Axis.Tl, _PadMapping.Axis.Tr,
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_PadState.Axis.Tl, _PadState.Axis.Tr
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);
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}
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} // end of namespace WiiMoteEmu
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