mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-23 22:29:39 -06:00
Merged PadSimple with nJoy
(Linux build could be broken, X360Pad support could be broken) git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4924 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -1,35 +1,22 @@
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// Project description
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// -------------------
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// Name: nJoy
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// Description: A Dolphin Compatible Input Plugin
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//
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// Author: Falcon4ever (nJoy@falcon4ever.com)
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// Site: www.multigesture.net
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// Copyright (C) 2003 Dolphin Project.
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//
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//
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// Licensetype: GNU General Public License (GPL)
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//
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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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//
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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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//
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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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//
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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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// Include
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// ---------
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#include "../../../Core/InputCommon/Src/SDL.h" // Core
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#include "EmuDefinitions.h"
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@ -80,19 +67,16 @@ RUMBLE pRumble[MAX_WIIMOTES];
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void Pad_Use_Rumble(u8 _numPAD)
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{
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if (WiiMapping[_numPAD].Rumble)
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if (!g_Rumble)
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{
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if (!g_Rumble)
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{
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// GetForegroundWindow() always sends the good HWND
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if (FAILED(InitRumble(GetForegroundWindow())))
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PanicAlert("Could not initialize Rumble!");
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} else
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{
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// Acquire gamepad
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if (pRumble[_numPAD].g_pDevice != NULL)
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pRumble[_numPAD].g_pDevice->Acquire();
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}
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// GetForegroundWindow() always sends the good HWND
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if (FAILED(InitRumble(GetForegroundWindow())))
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PanicAlert("Could not initialize Rumble!");
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} else
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{
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// Acquire gamepad
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if (pRumble[_numPAD].g_pDevice != NULL)
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pRumble[_numPAD].g_pDevice->Acquire();
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}
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}
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@ -102,23 +86,23 @@ void Pad_Use_Rumble(u8 _numPAD)
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void PAD_Rumble(u8 _numPAD, unsigned int _uType)
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{
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if (WiiMapping[_numPAD].ID >= NumPads || !WiiMapping[_numPAD].Rumble)
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return;
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Pad_Use_Rumble(_numPAD);
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int Strenght = 0;
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if (WiiMapping[_numPAD].Rumble) // rumble activated
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if (_uType == 1)
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{
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if (_uType == 1)
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{
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// it looks like _uStrength is equal to 3 everytime anyway...
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Strenght = 1000 * (WiiMapping[_numPAD].RumbleStrength);
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Strenght = Strenght > 10000 ? 10000 : Strenght;
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}
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else
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Strenght = 0;
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SetDeviceForcesXY(_numPAD, Strenght);
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// it looks like _uStrength is equal to 3 everytime anyway...
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Strenght = 1000 * (WiiMapping[_numPAD].RumbleStrength);
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Strenght = Strenght > 10000 ? 10000 : Strenght;
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}
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else
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Strenght = 0;
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SetDeviceForcesXY(_numPAD, Strenght);
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}
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// Rumble stuff :D!
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