Wiimote and nJoy > Gamepad changes

1. Added LiveUpdates, while the configuration window is open nJoy and Wiimote will check for connected/disconnected pads
2. Removed the 'Nintendo RVL-CNT-01' device from the device list, and other SDL devices with no axes/buttons
3. Added SDL (from the current SVN) to get debugging information for SDL.dll
4. Added 'Upright Wiimote' option to emulated Wiimote options

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4534 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
John Peterson
2009-11-12 18:57:35 +00:00
parent b858befba2
commit 71506bc0f7
590 changed files with 197210 additions and 17135 deletions

View File

@ -35,46 +35,63 @@
#define _SDL_MAIN_ // Avoid certain declarations in SDL.h
#include "SDL.h" // Local
#include "XInput.h"
#ifdef _WIN32
#include <windows.h>
#include <dinput.h>
#pragma comment(lib, "dxguid.lib")
#pragma comment(lib, "dinput8.lib")
#endif
// Definitions
// -------------------
int g_LastPad = 0;
namespace InputCommon
{
// Definitions
// -------------------
int g_LastPad = 0;
int NumDIDevices = 0;
// Search attached devices. Populate joyinfo for all attached physical devices.
// Reset and search for devices
// -----------------------
bool SearchDevices(std::vector<CONTROLLER_INFO> &_joyinfo, int &_NumPads, int &_NumGoodPads)
bool SearchDevicesReset(std::vector<CONTROLLER_INFO> &_joyinfo, int &_NumPads)
{
// This is needed to update SDL_NumJoysticks
if (SDL_WasInit(0))
SDL_Quit();
return SearchDevices(_joyinfo, _NumPads);
}
// Initialize if not previously initialized
// -----------------------
bool SearchDevices(std::vector<CONTROLLER_INFO> &_joyinfo, int &_NumPads)
{
// Init Joystick + Haptic (force feedback) subsystem on SDL 1.3
if (!SDL_WasInit(0))
#if SDL_VERSION_ATLEAST(1, 3, 0)
{
#if SDL_VERSION_ATLEAST(1, 3, 0) && !defined(_WIN32)
NOTICE_LOG(PAD, "SDL_Init | HAPTIC");
if (SDL_Init(SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC) < 0)
#else
//NOTICE_LOG(PAD, "SDL_Init");
if (SDL_Init(SDL_INIT_JOYSTICK) < 0)
#endif
{
PanicAlert("Could not initialize SDL: %s", SDL_GetError());
return false;
}
}
// Clear joyinfo
_joyinfo.clear();
// Get device status
int numjoy = SDL_NumJoysticks();
for (int i = 0; i < numjoy; i++ )
{
{
CONTROLLER_INFO Tmp;
Tmp.joy = SDL_JoystickOpen(i);
@ -86,39 +103,160 @@ bool SearchDevices(std::vector<CONTROLLER_INFO> &_joyinfo, int &_NumPads, int &_
Tmp.Name = SDL_JoystickName(i);
// Check if the device is okay
if ( Tmp.NumAxes == 0
if ( !( Tmp.NumAxes == 0
&& Tmp.NumBalls == 0
&& Tmp.NumButtons == 0
&& Tmp.NumHats == 0
&& Tmp.NumHats == 0)
)
{
Tmp.Good = false;
_joyinfo.push_back(Tmp);
}
else
{
_NumGoodPads++;
Tmp.Good = true;
}
_joyinfo.push_back(Tmp);
// We have now read the values we need so we close the device
if (SDL_JoystickOpened(i)) SDL_JoystickClose(_joyinfo[i].joy);
//if (SDL_JoystickOpened(i)) SDL_JoystickClose(Tmp.joy);
}
}
_NumPads = (int)_joyinfo.size();
return true;
}
// Show the current pad status
// -----------------
std::string ShowStatus(int Slot, int Device, CONTROLLER_MAPPING PadMapping[], CONTROLLER_STATE PadState[],
std::vector<InputCommon::CONTROLLER_INFO> joyinfo)
{
CONTROLLER_MAPPING_NEW _PadMapping[4];
CONTROLLER_STATE_NEW _PadState[4];
for (int i = 0; i < 4; i++)
{
_PadMapping[i].ID = PadMapping[i].ID;
_PadMapping[i].Name = PadMapping[i].Name;
_PadState[i].joy = PadState[i].joy;
}
return DoShowStatus(Slot, Device, _PadMapping, _PadState, joyinfo);
}
std::string DoShowStatus(int Slot, int Device,
CONTROLLER_MAPPING_NEW PadMapping[], CONTROLLER_STATE_NEW PadState[],
std::vector<InputCommon::CONTROLLER_INFO> joyinfo)
{
// Save the physical device
int ID = PadMapping[Slot].ID;
// Make local shortcut
SDL_Joystick *joy = PadState[Slot].joy;
// Make shortcuts for all pads
SDL_Joystick *joy0 = PadState[0].joy;
SDL_Joystick *joy1 = PadState[1].joy;
SDL_Joystick *joy2 = PadState[2].joy;
SDL_Joystick *joy3 = PadState[3].joy;
// Temporary storage
std::string
StrAllHandles, StrAllName,
StrHandles, StrId, StrName,
StrAxes, StrHats, StrBut;
int value;
// All devices
int numjoy = SDL_NumJoysticks();
for (int i = 0; i < numjoy; i++ )
{
SDL_Joystick *AllJoy = SDL_JoystickOpen(i);
StrAllHandles += StringFromFormat(" %i:%06i", i, AllJoy);
StrAllName += StringFromFormat("Name %i: %s\n", i, SDL_JoystickName(i));
}
// Get handles
for(int i = 0; i < joyinfo.size(); i++)
{
StrHandles += StringFromFormat(" %i:%06i", i, joyinfo.at(i).joy);
StrId += StringFromFormat(" %i:%i", i, joyinfo.at(i).ID);
StrName += StringFromFormat("Name %i:%s\n", i, joyinfo.at(i).Name.c_str());
}
// Get status
int Axes = joyinfo[Device].NumAxes;
int Balls = joyinfo[Device].NumBalls;
int Hats = joyinfo[Device].NumHats;
int Buttons = joyinfo[Device].NumButtons;
// Update the internal values
SDL_JoystickUpdate();
// Go through all axes and read out their values
for(int i = 0; i < Axes; i++)
{
value = SDL_JoystickGetAxis(joy, i);
StrAxes += StringFromFormat(" %i:%06i", i, value);
}
for(int i = 0;i < Hats; i++)
{
value = SDL_JoystickGetHat(joy, i);
StrHats += StringFromFormat(" %i:%i", i, value);
}
for(int i = 0;i < Buttons; i++)
{
value = SDL_JoystickGetButton(joy, i);
StrBut += StringFromFormat(" %i:%i", i+1, value);
}
return StringFromFormat(
"All devices:\n"
"Handles: %s\n"
"%s"
"\nAll pads:\n"
"Handles: %s\n"
"ID: %s\n"
"%s"
"\nAll slots:\n"
"ID: %i %i %i %i\n"
"Name: '%s' '%s' '%s' '%s'\n"
//"Controllertype: %i %i %i %i\n"
//"SquareToCircle: %i %i %i %i\n\n"
#ifdef _WIN32
"Handles: %i %i %i %i\n"
//"XInput: %i %i %i\n"
#endif
"\nThis pad:\n"
"Handle: %06i\n"
"ID: %i\n"
//"Slot: %i\n"
"Axes: %s\n"
"Hats: %s\n"
"But: %s\n"
"Device: Ax: %i Balls:%i Hats:%i But:%i",
StrAllHandles.c_str(), StrAllName.c_str(),
StrHandles.c_str(), StrId.c_str(), StrName.c_str(),
PadMapping[0].ID, PadMapping[1].ID, PadMapping[2].ID, PadMapping[3].ID,
PadMapping[0].Name.c_str(), PadMapping[1].Name.c_str(), PadMapping[2].Name.c_str(), PadMapping[3].Name.c_str(),
//PadMapping[0].controllertype, PadMapping[1].controllertype, PadMapping[2].controllertype, PadMapping[3].controllertype,
//PadMapping[0].bSquareToCircle, PadMapping[1].bSquareToCircle, PadMapping[2].bSquareToCircle, PadMapping[3].bSquareToCircle,
#ifdef _WIN32
joy0, joy1, joy2, joy3,
//PadState[PadMapping[0].ID].joy, PadState[PadMapping[1].ID].joy, PadState[PadMapping[2].ID].joy, PadState[PadMapping[3].ID].joy,
//XInput::IsConnected(0), XInput::GetXI(0, InputCommon::XI_TRIGGER_L), XInput::GetXI(0, InputCommon::XI_TRIGGER_R),
joy,
#endif
//Slot,
ID,
StrAxes.c_str(), StrHats.c_str(), StrBut.c_str(),
Axes, Balls, Hats, Buttons
);
}
// Supporting functions
// ----------------
// ====================
// Read current joystick status
/* ----------------
/* --------------------
The value PadMapping[].buttons[] is the number of the assigned joypad button,
PadState[].buttons[] is the status of the button, it becomes 0 (no pressed) or 1 (pressed) */
@ -140,10 +278,15 @@ void ReadButton(CONTROLLER_STATE &_PadState, CONTROLLER_MAPPING _PadMapping, int
Input: The virtual device 0, 1, 2 or 3
Function: Updates the PadState struct with the current pad status. The input value "controller" is
for a virtual controller 0 to 3. */
void GetJoyState(CONTROLLER_STATE &_PadState, CONTROLLER_MAPPING _PadMapping, int Controller, int NumButtons)
{
void GetJoyState(CONTROLLER_STATE &_PadState, CONTROLLER_MAPPING _PadMapping)
{
if (SDL_JoystickEventState(SDL_QUERY) == SDL_ENABLE) return;
//NOTICE_LOG(PAD, "SDL_JoystickEventState: %s", (SDL_JoystickEventState(SDL_QUERY) == SDL_ENABLE) ? "SDL_ENABLE" : "SDL_IGNORE");
// Update the gamepad status
SDL_JoystickUpdate();
// Read info
int NumButtons = SDL_JoystickNumButtons(_PadState.joy);
// Update axis states. It doesn't hurt much if we happen to ask for nonexisting axises here.
_PadState.axis[CTL_MAIN_X] = SDL_JoystickGetAxis(_PadState.joy, _PadMapping.axis[CTL_MAIN_X]);
@ -206,12 +349,13 @@ void GetJoyState(CONTROLLER_STATE &_PadState, CONTROLLER_MAPPING _PadMapping, in
}
#ifdef SHOW_PAD_STATUS
/*
// Show the status of all connected pads
//ConsoleListener* Console = LogManager::GetInstance()->getConsoleListener();
//if ((g_LastPad == 0 && Controller == 0) || Controller < g_LastPad) Console->ClearScreen();
//if ((g_LastPad == 0 && _PadMapping.ID == 0) || Controller < g_LastPad) Console->ClearScreen();
g_LastPad = Controller;
NOTICE_LOG(CONSOLE,
"Pad | Number:%i Enabled:%i Handle:%i\n"
"Pad | Number:%i Handle:%i\n"
"Main Stick | X:%03i Y:%03i\n"
"C Stick | X:%03i Y:%03i\n"
"Trigger | Type:%s DigitalL:%i DigitalR:%i AnalogL:%03i AnalogR:%03i HalfPress:%i\n"
@ -219,7 +363,7 @@ void GetJoyState(CONTROLLER_STATE &_PadState, CONTROLLER_MAPPING _PadMapping, in
"D-Pad | Type:%s Hat:%i U:%i D:%i\n"
"======================================================\n",
Controller, _PadMapping.enabled, _PadState.joy,
_PadMapping.ID, _PadState.joy,
_PadState.axis[InputCommon::CTL_MAIN_X], _PadState.axis[InputCommon::CTL_MAIN_Y],
_PadState.axis[InputCommon::CTL_SUB_X], _PadState.axis[InputCommon::CTL_SUB_Y],
@ -235,6 +379,7 @@ void GetJoyState(CONTROLLER_STATE &_PadState, CONTROLLER_MAPPING _PadMapping, in
_PadState.dpad,
_PadState.dpad2[InputCommon::CTL_D_PAD_UP], _PadState.dpad2[InputCommon::CTL_D_PAD_DOWN]
);
*/
#endif
}
@ -263,18 +408,23 @@ bool AvoidValues(int value, bool NoTriggerFilter)
// Detect a pressed button
// ---------------------
void GetButton(SDL_Joystick *joy, int ControllerID, int buttons, int axes, int hats,
void GetButton(SDL_Joystick *joy, int ControllerID,
int &KeyboardKey, int &value, int &type, int &pressed, bool &Succeed, bool &Stop,
bool LeftRight, bool Axis, bool XInput, bool Button, bool Hat, bool NoTriggerFilter)
{
// It needs the wxWidgets excape keycode
static const int WXK_ESCAPE = 27;
// Save info
int buttons = SDL_JoystickNumButtons(joy);
int axes = SDL_JoystickNumAxes(joy);;
int hats = SDL_JoystickNumHats(joy);;
// Update the internal status
SDL_JoystickUpdate();
// For the triggers we accept both a digital or an analog button
if(Axis)
if (Axis)
{
for(int i = 0; i < axes; i++)
{
@ -289,7 +439,7 @@ void GetButton(SDL_Joystick *joy, int ControllerID, int buttons, int axes, int h
}
// Check for a hat
if(Hat)
if (Hat)
{
for(int i = 0; i < hats; i++)
{
@ -370,5 +520,41 @@ void GetButton(SDL_Joystick *joy, int ControllerID, int buttons, int axes, int h
// **********************************************
// Search for DirectInput devices
// ----------------
#ifdef _WIN32
BOOL CALLBACK EnumDICallback(const DIDEVICEINSTANCE* pInst, VOID* pContext)
{
NumDIDevices++;
return true;
}
#endif
int SearchDIDevices()
{
#ifdef _WIN32
LPDIRECTINPUT8 g_pObject;
LPDIRECTINPUTDEVICE8 g_pDevice;
DIPROPDWORD dipdw;
HRESULT hr;
NumDIDevices = 0;
// Register with the DirectInput subsystem and get a pointer to a IDirectInput interface we can use.
if (FAILED(hr = DirectInput8Create(GetModuleHandle(NULL), DIRECTINPUT_VERSION, IID_IDirectInput8, (VOID**)&g_pObject, NULL)))
return 0;
// Look for a device
if (FAILED(hr = g_pObject->EnumDevices(DI8DEVCLASS_GAMECTRL, EnumDICallback, NULL, DIEDFL_ATTACHEDONLY)))
return 0;
return NumDIDevices;
#else
return 0;
#endif
}
} // InputCommon