Moved WiimoteNew into Dolphin and eliminated the old wiimote plugin. Removed wiimote plugin support. Moved input dialog related InputUICommon stuff into DolphinWX. Removed now unused InputCommon files. UDPWiimote stuff is temporarily disabled until it is reorganized so Core won't depend on wx. Real wiimotes are now initialized on first need(wiimote diag open or game start) and left initialized until Dolphin exit.(maybe this will work better for Linux/OS X) (scons probably needs some fixes)

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6270 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Jordan Woyak
2010-10-12 19:42:29 +00:00
parent de3ad37299
commit 7e08fc19fc
116 changed files with 661 additions and 14529 deletions

View File

@ -66,6 +66,8 @@
/>
<Tool
Name="VCLibrarianTool"
AdditionalDependencies="xinput.lib"
AdditionalLibraryDirectories="&quot;..\..\..\Externals\SDL\$(PlatformName)&quot;"
/>
<Tool
Name="VCALinkTool"
@ -131,6 +133,8 @@
/>
<Tool
Name="VCLibrarianTool"
AdditionalDependencies="xinput.lib"
AdditionalLibraryDirectories="&quot;..\..\..\Externals\SDL\$(PlatformName)&quot;"
/>
<Tool
Name="VCALinkTool"
@ -197,6 +201,8 @@
/>
<Tool
Name="VCLibrarianTool"
AdditionalDependencies="xinput.lib"
AdditionalLibraryDirectories="&quot;..\..\..\Externals\SDL\$(PlatformName)&quot;"
/>
<Tool
Name="VCALinkTool"
@ -264,7 +270,9 @@
/>
<Tool
Name="VCLibrarianTool"
AdditionalDependencies="xinput.lib"
OutputFile="$(OutDir)\$(ProjectName).lib"
AdditionalLibraryDirectories="&quot;..\..\..\Externals\SDL\$(PlatformName)&quot;"
/>
<Tool
Name="VCALinkTool"
@ -326,6 +334,8 @@
/>
<Tool
Name="VCLibrarianTool"
AdditionalDependencies="xinput.lib"
AdditionalLibraryDirectories="&quot;..\..\..\Externals\SDL\$(PlatformName)&quot;"
/>
<Tool
Name="VCALinkTool"
@ -388,6 +398,8 @@
/>
<Tool
Name="VCLibrarianTool"
AdditionalDependencies="xinput.lib"
AdditionalLibraryDirectories="&quot;..\..\..\Externals\SDL\$(PlatformName)&quot;"
/>
<Tool
Name="VCALinkTool"
@ -477,10 +489,6 @@
</File>
</Filter>
</Filter>
<File
RelativePath=".\Src\Configuration.cpp"
>
</File>
<File
RelativePath=".\Src\ControllerEmu.cpp"
>
@ -489,22 +497,10 @@
RelativePath=".\Src\ControllerEmu.h"
>
</File>
<File
RelativePath=".\Src\DirectInputBase.cpp"
>
</File>
<File
RelativePath=".\Src\DirectInputBase.h"
>
</File>
<File
RelativePath=".\Src\GCPadStatus.h"
>
</File>
<File
RelativePath=".\Src\InputCommon.h"
>
</File>
<File
RelativePath=".\Src\InputConfig.cpp"
>
@ -517,14 +513,6 @@
RelativePath=".\Src\SConscript"
>
</File>
<File
RelativePath=".\Src\SDL_Util.cpp"
>
</File>
<File
RelativePath=".\Src\SDL_Util.h"
>
</File>
<File
RelativePath=".\Src\UDPWiimote.cpp"
>
@ -541,14 +529,6 @@
RelativePath=".\Src\UDPWrapper.h"
>
</File>
<File
RelativePath=".\Src\XInput_Util.cpp"
>
</File>
<File
RelativePath=".\Src\XInput_Util.h"
>
</File>
</Files>
<Globals>
</Globals>

View File

@ -1,253 +0,0 @@
// Copyright (C) 2003 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
//
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
//
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
//
#include <iostream> // System
#include <vector>
#include <cmath>
#include "Common.h" // Common
#if defined HAVE_WX && HAVE_WX
#include <wx/wx.h>
#endif
#ifdef _WIN32
#define NOMINMAX
#include <Windows.h>
#endif
namespace InputCommon
{
// Degree to radian and back
float Deg2Rad(float Deg)
{
return Deg * (float)M_PI / 180.0f;
}
float Rad2Deg(float Rad)
{
return Rad * 180.0f / (float)M_PI;
}
// Check if the pad is within the dead zone, we assume the range is 0x8000
float CoordinatesToRadius(int x, int y)
{
return sqrt(pow((float)x, 2) + pow((float)y, 2));
}
bool IsDeadZone(float DeadZone, int x, int y)
{
// Get the distance from the center
float Distance = CoordinatesToRadius(x, y) / 32767.0f;
//Console::Print("%f\n", Distance);
// Check if it's within the dead zone
if (Distance <= DeadZone)
return true;
else
return false;
}
// Scale down stick values from 0x8000 to 0x80
/*
The value returned by SDL_JoystickGetAxis is a signed integer s16 (-32768 to
32767). The value used for the gamecube controller is an unsigned char u8 (0
to 255) with neutral at 0x80 (128), so that it's equivalent to a signed -128
to 127. */
//
int Pad_Convert(int _val)
{
/* If the limits on PadState[].axis[] actually is a u16 then we don't need
this but if it's not actually limited to that we need to apply these
limits */
if(_val > 32767) _val = 32767; // upper limit
if(_val < -32768) _val = -32768; // lower limit
// Convert the range (-0x8000 to 0x7fff) to (0 to 0xffff)
_val = 0x8000 +_val;
// Convert the range (0 to 0xffff) to (0 to 0xff)
_val = _val >> 8;
//Console::Print("0x%04x %06i\n\n", _val, _val);
return _val;
}
// Adjust the radius
void RadiusAdjustment(s8 &_x, s8 &_y, int _Radius)
{
// Get the radius setting
float RadiusSetting = (float)_Radius / 100.0f;
float x = (float)_x * RadiusSetting;
float y = (float)_y * RadiusSetting;
// Update values
_x = (s8)x;
_y = (s8)y;
}
/* Convert the stick raidus from a square or rounded box to a circular
radius. I don't know what input values the actual GC controller produce for
the GC, it may be a square, a circle or something in between. But one thing
that is certain is that PC pads differ in their output (as shown in the list
below), so it may be beneficiary to convert whatever radius they produce to
the radius the GC games expect. This is the first implementation of this
that convert a square radius to a circual radius. Use the advanced settings
to enable and calibrate it.
Observed diagonals:
Perfect circle: 71% = sin(45)
Logitech Dual Action: 100%
PS2 Dual Shock 2 (Original) with Super Dual Box Pro: 90%
XBox 360 Wireless: 85%
GameCube Controller (Third Party) with EMS Trio Linker Plus II: 60%
*/
/* Calculate the distance from the outer edges of the box to the outer edges of
the circle inside the box at any angle from 0 to 360. The returned value is
1 + Distance, for example at most sqrt(2) in the corners and at least 1.0 at
the horizontal and vertical angles. */
float Square2CircleDistance(float deg)
{
// See if we have to adjust the angle
deg = fabsf(deg);
if( (deg > 45 && deg < 135) ) deg = deg - 90;
// Calculate distance from center
float val = fabsf(cos(Deg2Rad(deg)));
float Distance = 1 / val;
//m_frame->m_pStatusBar2->SetLabel(wxString::Format("Deg:%f Val:%f Dist:%f", deg, val, dist));
return Distance;
}
// Produce a perfect circle from an original square or rounded box
void Square2Circle(int &_x, int &_y, int _Diagonal, bool Circle2Square)
{
// Do we need to do this check?
if(_x > 32767) _x = 32767; if(_y > 32767) _y = 32767; // upper limit
if(_x < -32768) _x = -32768; if(_y < -32768) _y = -32768; // lower limit
// Convert to circle
// Get the manually configured diagonal distance
float Diagonal = (float)_Diagonal / 100.0f;
// First make a perfect square in case we don't have one already
float OrigDist = sqrt( pow((float)_y, 2) + pow((float)_x, 2) ); // Get current distance
float deg = Rad2Deg(atan2((float)_y, (float)_x)); // Get current angle
/* Calculate the actual distance between the maxium diagonal values, and
the outer edges of the square. A diagonal of 85% means a maximum
distance of 0.85 * sqrt(2) ~1.2 in the diagonals. */
float corner_circle_dist = ( Diagonal / sin(Deg2Rad(45.0f)) );
float SquareDist = Square2CircleDistance(deg);
// The original-to-square distance adjustment
float adj_ratio1;
// The circle-to-square distance adjustment
float adj_ratio2 = SquareDist;
// The resulting distance
float result_dist;
// Calculate the corner-to-square adjustment ratio
if(corner_circle_dist < SquareDist) adj_ratio1 = SquareDist / corner_circle_dist;
else adj_ratio1 = 1;
// Calculate the resulting distance
if(Circle2Square)
result_dist = OrigDist * adj_ratio1;
else
result_dist = OrigDist * adj_ratio1 / adj_ratio2;
// Calculate x and y and return it
float x = result_dist * cos(Deg2Rad(deg));
float y = result_dist * sin(Deg2Rad(deg));
// Update coordinates
_x = (int)floor(x);
_y = (int)floor(y);
// Boundaries
if (_x < -32768) _x = -32768; if (_x > 32767) _x = 32767;
if (_y < -32768) _y = -32768; if (_y > 32767) _y = 32767;
// Debugging
//Console::Print("%f %f %i", corner_circle_dist, Diagonal, Tmp));
}
// Windows Virtual Key Codes Names
#ifdef _WIN32
std::string VKToString(int keycode)
{
// Default value
char KeyStr[64] = {0};
std::string KeyString;
switch(keycode)
{
// Give it some help with a few keys
case VK_END: return "END";
case VK_INSERT: return "INS";
case VK_DELETE: return "DEL";
case VK_HOME: return "HOME";
case VK_PRIOR: return "PGUP";
case VK_NEXT: return "PGDN";
case VK_UP: return "UP";
case VK_DOWN: return "DOWN";
case VK_LEFT: return "LEFT";
case VK_RIGHT: return "RIGHT";
case VK_LSHIFT: return "Left Shift";
case VK_RSHIFT: return "Right Shift";
case VK_LCONTROL: return "Left Ctrl";
case VK_RCONTROL: return "Right Ctrl";
case VK_LMENU: return "Left Alt";
case VK_RMENU: return "Right Alt";
case VK_NUMLOCK: return "Num Lock";
case VK_MULTIPLY: return "Num *";
case VK_ADD: return "Num +";
case VK_SEPARATOR: case 0xC2: return "Num Separator";
case VK_SUBTRACT: return "Num -";
case VK_DECIMAL: return "Num Decimal";
case VK_DIVIDE: return "Num /";
case VK_OEM_PLUS: return "=";
case VK_OEM_MINUS: return "-";
case VK_OEM_COMMA: return ",";
case VK_OEM_PERIOD: return ".";
case VK_BROWSER_BACK: return "Nav Bwd";
case VK_BROWSER_FORWARD: return "Nav Fwd";
//default: return KeyString = KeyStr;
}
// TODO: Switch to unicode GetKeyNameText?
if (keycode < 256) // Keyboard
GetKeyNameTextA(MapVirtualKey(keycode, MAPVK_VK_TO_VSC) << 16, KeyStr, 64);
else // Pad
sprintf(KeyStr, "PAD: %d", keycode - 0x1000);
return KeyString = KeyStr;
}
#endif
}

View File

@ -298,9 +298,8 @@ ControllerEmu::Tilt::Tilt( const char* const _name )
settings.push_back( new Setting("Circle Stick", 0 ) );
}
ControllerEmu::Cursor::Cursor( const char* const _name, const SWiimoteInitialize* const _wiimote_initialize )
: ControlGroup( _name, GROUP_TYPE_CURSOR )
, wiimote_initialize(_wiimote_initialize)
ControllerEmu::Cursor::Cursor(const char* const _name)
: ControlGroup(_name, GROUP_TYPE_CURSOR)
, m_z(0)
{
for ( unsigned int i = 0; i < 4; ++i )

View File

@ -27,7 +27,6 @@
#include <algorithm>
#include "GCPadStatus.h"
#include "pluginspecs_wiimote.h"
#include "ControllerInterface/ControllerInterface.h"
#include "IniFile.h"
@ -374,7 +373,7 @@ public:
class Cursor : public ControlGroup
{
public:
Cursor( const char* const _name, const SWiimoteInitialize* const _wiimote_initialize );
Cursor(const char* const _name);
template <typename C>
void GetState( C* const x, C* const y, C* const z, const bool adjusted = false )
@ -412,9 +411,6 @@ public:
}
}
private:
const SWiimoteInitialize* const wiimote_initialize;
float m_z;
};

View File

@ -20,14 +20,16 @@
#define INPUT_DETECT_THRESHOLD 0.85
ControllerInterface g_controller_interface;
//
// Init
//
// detect devices and inputs outputs / will make refresh function later
//
void ControllerInterface::Init()
void ControllerInterface::Initialize()
{
if ( m_is_init )
if (m_is_init)
return;
#ifdef CIFACE_USE_DINPUT
@ -54,9 +56,9 @@ void ControllerInterface::Init()
//
// remove all devices/ call library cleanup functions
//
void ControllerInterface::DeInit(const bool hacks_no_sdl_quit)
void ControllerInterface::Shutdown()
{
if ( false == m_is_init )
if (false == m_is_init)
return;
std::vector<Device*>::const_iterator
@ -73,12 +75,6 @@ void ControllerInterface::DeInit(const bool hacks_no_sdl_quit)
// update output
(*d)->UpdateOutput();
// TODO: remove this
// major hacks/memleaks to prevent gcpad/wiimote new from crashing eachother
if (hacks_no_sdl_quit)
if ((*d)->GetSource() == "SDL")
continue;
//delete device
delete *d;
}
@ -99,8 +95,7 @@ void ControllerInterface::DeInit(const bool hacks_no_sdl_quit)
#endif
#ifdef CIFACE_USE_SDL
// TODO: there seems to be some sort of memory leak with SDL, quit isn't freeing everything up
if (false == hacks_no_sdl_quit)
SDL_Quit();
SDL_Quit();
#endif
m_is_init = false;

View File

@ -210,9 +210,9 @@ public:
ControllerInterface() : m_is_init(false), m_hwnd(NULL) {}
void SetHwnd(void* const hwnd);
void Init();
void Initialize();
// TODO: remove this hack param
void DeInit(const bool hacks_no_sdl_quit = false);
void Shutdown();
bool IsInit() const { return m_is_init; }
void UpdateReference(ControlReference* control, const DeviceQualifier& default_device) const;
@ -230,4 +230,6 @@ private:
void* m_hwnd;
};
extern ControllerInterface g_controller_interface;
#endif

View File

@ -1,229 +0,0 @@
// Copyright (C) 2003 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
// Include
// -------------------
#include "DirectInputBase.h"
DInput::DInput()
: g_pDI(NULL),
g_pKeyboard(NULL)
{}
DInput::~DInput()
{
Free();
}
void DInput::DIKToString(unsigned int keycode, char *keyStr)
{
switch(keycode) {
case DIK_RETURN:
sprintf(keyStr, "Enter");
break;
case DIK_LCONTROL:
sprintf(keyStr, "Left Ctrl");
break;
case DIK_RCONTROL:
strcpy(keyStr, "Right Ctrl");
break;
case DIK_LSHIFT:
sprintf(keyStr, "Left Shift");
break;
case DIK_RSHIFT:
sprintf(keyStr, "Right Shift");
break;
case DIK_LMENU:
sprintf(keyStr, "Left Alt");
break;
case DIK_RMENU:
strcpy(keyStr, "Right Alt");
break;
case DIK_UP:
sprintf(keyStr, "Up");
break;
case DIK_DOWN:
sprintf(keyStr, "Down");
break;
case DIK_LEFT:
sprintf(keyStr, "Left");
break;
case DIK_RIGHT:
sprintf(keyStr, "Right");
break;
case DIK_HOME:
strcpy(keyStr, "Home");
break;
case DIK_END:
strcpy(keyStr, "End");
break;
case DIK_INSERT:
strcpy(keyStr, "Ins");
break;
case DIK_DELETE:
strcpy(keyStr, "Del");
break;
case DIK_PGUP:
strcpy(keyStr, "PgUp");
break;
case DIK_PGDN:
strcpy(keyStr, "PgDn");
break;
case DIK_NUMLOCK:
strcpy(keyStr, "Num Lock");
break;
case DIK_NUMPAD0:
strcpy(keyStr, "Num 0");
break;
case DIK_NUMPAD1:
strcpy(keyStr, "Num 1");
break;
case DIK_NUMPAD2:
strcpy(keyStr, "Num 2");
break;
case DIK_NUMPAD3:
strcpy(keyStr, "Num 3");
break;
case DIK_NUMPAD4:
strcpy(keyStr, "Num 4");
break;
case DIK_NUMPAD5:
strcpy(keyStr, "Num 5");
break;
case DIK_NUMPAD6:
strcpy(keyStr, "Num 6");
break;
case DIK_NUMPAD7:
strcpy(keyStr, "Num 7");
break;
case DIK_NUMPAD8:
strcpy(keyStr, "Num 8");
break;
case DIK_NUMPAD9:
strcpy(keyStr, "Num 9");
break;
case DIK_DIVIDE:
strcpy(keyStr, "Num /");
break;
case DIK_NUMPADENTER:
strcpy(keyStr, "Num Enter");
break;
case DIK_DECIMAL:
strcpy(keyStr, "Num Decimal");
break;
case DIK_NUMPADCOMMA:
case DIK_ABNT_C2:
strcpy(keyStr, "Num Separator");
break;
case DIK_NUMPADEQUALS:
strcpy(keyStr, "Num =");
break;
default:
// TODO: Switch to unicode GetKeyNameText?
GetKeyNameTextA(keycode << 16, keyStr, 64);
break;
}
}
HRESULT DInput::Init(HWND hWnd)
{
HRESULT hr;
DWORD dwCoopFlags;
dwCoopFlags = DISCL_FOREGROUND | DISCL_NOWINKEY;
// Create a DInput object
if (FAILED(hr = DirectInput8Create(GetModuleHandle(NULL), DIRECTINPUT_VERSION,
IID_IDirectInput8, (VOID* *)&g_pDI, NULL)))
{
MessageBox(0, L"Direct Input Create Failed", 0, MB_ICONERROR);
return(hr);
}
if (FAILED(hr = g_pDI->CreateDevice(GUID_SysKeyboard, &g_pKeyboard, NULL)))
{
MessageBox(0, L"Couldn't access keyboard", 0, MB_ICONERROR);
Free();
return(hr);
}
g_pKeyboard->SetDataFormat(&c_dfDIKeyboard);
g_pKeyboard->SetCooperativeLevel(hWnd, dwCoopFlags);
g_pKeyboard->Acquire();
return(S_OK);
}
void DInput::Free()
{
if (g_pKeyboard)
{
g_pKeyboard->Unacquire();
g_pKeyboard->Release();
g_pKeyboard = 0;
}
if (g_pDI)
{
g_pDI->Release();
g_pDI = 0;
}
}
// Desc: Read the input device's state when in immediate mode and display it.
HRESULT DInput::Read()
{
HRESULT hr;
if (NULL == g_pKeyboard)
{
return(S_OK);
}
// Get the input's device state, and put the state in dims
ZeroMemory(diks, sizeof(diks));
hr = g_pKeyboard->GetDeviceState(sizeof(diks), diks);
//for (int i=0; i<256; i++)
// if (diks[i]) MessageBox(0,"DSFJDKSF|",0,0);
if (FAILED(hr))
{
// DirectInput may be telling us that the input stream has been
// interrupted. We aren't tracking any state between polls, so
// we don't have any special reset that needs to be done.
// We just re-acquire and try again.
// If input is lost then acquire and keep trying
hr = g_pKeyboard->Acquire();
while (hr == DIERR_INPUTLOST)
{
hr = g_pKeyboard->Acquire();
}
// hr may be DIERR_OTHERAPPHASPRIO or other errors. This
// may occur when the app is minimized or in the process of
// switching, so just try again later
return(S_OK);
}
return(S_OK);
}

View File

@ -1,53 +0,0 @@
// Copyright (C) 2003 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#ifndef _DIRECTINPUTBASE_H
#define _DIRECTINPUTBASE_H
#include <windows.h> // System
#include <stdio.h>
#define DIRECTINPUT_VERSION 0x0800 // DirectInput
#include <dinput.h>
class DInput
{
public:
DInput();
~DInput();
static void DInput::DIKToString(unsigned int keycode, char *keyStr);
HRESULT Init(HWND hWnd);
void Free();
HRESULT Read();
BYTE diks[256]; // DirectInput keyboard state buffer
private:
LPDIRECTINPUT8 g_pDI; // The DirectInput object
LPDIRECTINPUTDEVICE8 g_pKeyboard; // The keyboard device
};
#endif

View File

@ -1,23 +0,0 @@
namespace InputCommon
{
enum EButtonType
{
CTL_AXIS = 0,
CTL_HAT,
CTL_BUTTON,
CTL_KEY,
};
enum ETriggerType
{
CTL_TRIGGER_SDL = 0,
CTL_TRIGGER_XINPUT,
};
enum EXInputTrigger
{
XI_TRIGGER_L = 0,
XI_TRIGGER_R,
};
}

View File

@ -17,19 +17,6 @@
#include "InputConfig.h"
InputPlugin::InputPlugin( const char* const _ini_name, const char* const _gui_name, const char* const _profile_name )
: ini_name(_ini_name)
, gui_name(_gui_name)
, profile_name(_profile_name)
{
// GCPads
//for ( unsigned int i = 0; i<4; ++i )
//controllers.push_back( new GCPad( i ) );
// Wiimotes / disabled, cause it only the GUI half is done
//for ( unsigned int i = 0; i<4; ++i )
// controllers.push_back( new Wiimote( i ) );
};
InputPlugin::~InputPlugin()
{
// delete pads
@ -52,14 +39,14 @@ bool InputPlugin::LoadConfig()
// load settings from ini
(*i)->LoadConfig(inifile.GetOrCreateSection((*i)->GetName().c_str()));
// update refs
(*i)->UpdateReferences(controller_interface);
(*i)->UpdateReferences(g_controller_interface);
}
return true;
}
else
{
controllers[0]->LoadDefaults(controller_interface);
controllers[0]->UpdateReferences(controller_interface);
controllers[0]->LoadDefaults(g_controller_interface);
controllers[0]->UpdateReferences(g_controller_interface);
return false;
}
}

View File

@ -30,13 +30,16 @@
#include <map>
#include <sstream>
// InputPlugin isn't a very good name anymore since it's also used for GCPad which
// will soon not even be a plugin anymore.
// InputPlugin isn't a very good name anymore since it's used by GCPad/Wiimote
// which are not even plugins anymore.
class InputPlugin
{
public:
InputPlugin( const char* const _ini_name, const char* const _gui_name, const char* const _profile_name );
InputPlugin(const char* const _ini_name, const char* const _gui_name,
const char* const _profile_name)
: ini_name(_ini_name), gui_name(_gui_name), profile_name(_profile_name) {}
~InputPlugin();
bool LoadConfig();
@ -44,8 +47,7 @@ public:
std::vector< ControllerEmu* > controllers;
Common::CriticalSection controls_crit; // critical section for changing any control references
ControllerInterface controller_interface;
Common::CriticalSection controls_crit; // critical section for changing any control references
const char * const ini_name;
const char * const gui_name;

View File

@ -3,13 +3,11 @@ import sys
Import('env')
files = [
'Configuration.cpp',
'ControllerEmu.cpp',
'InputConfig.cpp',
'ControllerInterface/ControllerInterface.cpp',
'UDPWiimote.cpp',
'UDPWrapper.cpp',
'SDL_Util.cpp', # XXX needed by old Wiimote plugin
]
if sys.platform == 'win32':
@ -30,7 +28,6 @@ elif env['HAVE_X11']:
files += [
'ControllerInterface/SDL/SDL.cpp',
'ControllerInterface/Xlib/Xlib.cpp',
'X11InputBase.cpp'
]
env.StaticLibrary(env['local_libs'] + "inputcommon", files)

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@ -1,222 +0,0 @@
// Project description
// -------------------
// Name: SDL Input
// Description: Common SDL Input Functions
//
// Author: Falcon4ever (nJoy@falcon4ever.com, www.multigesture.net), JPeterson etc
// Copyright (C) 2003 Dolphin Project.
//
//
// Licensetype: GNU General Public License (GPL)
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
//
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
//
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
//
#define _SDL_MAIN_ // Avoid certain declarations in SDL.h
#include "InputCommon.h"
#include "SDL_Util.h" // Local
#ifdef _WIN32
#include "XInput_Util.h"
#endif
namespace InputCommon
{
// Search attached devices. Populate joyinfo for all attached physical devices.
// -----------------------
bool SearchDevices(std::vector<CONTROLLER_INFO> &_joyinfo, int &_NumPads, int &_NumGoodPads)
{
if (!SDL_WasInit(0))
#if SDL_VERSION_ATLEAST(1, 3, 0)
if (SDL_Init(SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC) < 0)
#else
if (SDL_Init(SDL_INIT_JOYSTICK) < 0)
#endif
{
PanicAlert("Could not initialize SDL: %s", SDL_GetError());
return false;
}
// Get device status
int numjoy = SDL_NumJoysticks();
for (int i = 0; i < numjoy; i++)
{
CONTROLLER_INFO Tmp;
Tmp.joy = SDL_JoystickOpen(i);
Tmp.ID = i;
Tmp.NumAxes = SDL_JoystickNumAxes(Tmp.joy);
Tmp.NumButtons = SDL_JoystickNumButtons(Tmp.joy);
Tmp.NumBalls = SDL_JoystickNumBalls(Tmp.joy);
Tmp.NumHats = SDL_JoystickNumHats(Tmp.joy);
Tmp.Name = SDL_JoystickName(i);
// Check if the device is okay
if ( Tmp.NumAxes == 0
&& Tmp.NumBalls == 0
&& Tmp.NumButtons == 0
&& Tmp.NumHats == 0
)
{
Tmp.Good = false;
}
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);
}
_NumPads = (int)_joyinfo.size();
return true;
}
// Avoid extreme axis values
// ---------------------
/* Function: We have to avoid very big values because some triggers are -0x8000 in the
unpressed state (and then go from -0x8000 to 0x8000 as they are fully pressed) */
bool AvoidValues(int value, bool NoTriggerFilter)
{
// Avoid detecting very small or very big (for triggers) values
if((value > -0x1000 && value < 0x1000) // Small values
|| ((value < -0x7000 || value > 0x7000) && !NoTriggerFilter)) // Big values
return true; // Avoid
else
return false; // Keep
}
// Detect a pressed button
// ---------------------
void GetButton(SDL_Joystick *joy, int ControllerID, int buttons, int axes, int hats,
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;
// Update the internal status
SDL_JoystickUpdate();
// For the triggers we accept both a digital or an analog button
if(Axis)
{
for(int i = 0; i < axes; i++)
{
value = SDL_JoystickGetAxis(joy, i);
if(AvoidValues(value, NoTriggerFilter)) continue; // Avoid values
pressed = i + (LeftRight ? 1000 : 0); // Identify the analog triggers
type = InputCommon::CTL_AXIS;
Succeed = true;
}
}
// Check for a hat
if(Hat)
{
for(int i = 0; i < hats; i++)
{
value = SDL_JoystickGetHat(joy, i);
if(value)
{
pressed = i;
type = InputCommon::CTL_HAT;
Succeed = true;
}
}
}
// Check for a button
if(Button)
{
for(int i = 0; i < buttons; i++)
{
// Some kind of bug in SDL 1.3 would give button 9 and 10 (nonexistent) the value 48 on the 360 pad
if (SDL_JoystickGetButton(joy, i) > 1) continue;
if(SDL_JoystickGetButton(joy, i))
{
pressed = i;
type = InputCommon::CTL_BUTTON;
Succeed = true;
}
}
}
// Check for a XInput trigger
#ifdef _WIN32
if(XInput && LeftRight)
{
for(int i = 0; i <= InputCommon::XI_TRIGGER_R; i++)
{
if(XInput::GetXI(ControllerID, i))
{
pressed = i + 1000;
type = InputCommon::CTL_AXIS;
Succeed = true;
}
}
}
#endif
// Check for keyboard action
if (KeyboardKey)
{
if(Button)
{
// Todo: Add a separate keyboard vector to remove this restriction
if(KeyboardKey >= buttons)
{
pressed = KeyboardKey;
type = InputCommon::CTL_BUTTON;
Succeed = true;
KeyboardKey = 0;
if(pressed == WXK_ESCAPE) pressed = -1; // Check for the escape key
}
// Else show the error message
else
{
pressed = KeyboardKey;
KeyboardKey = -1;
Stop = true;
}
}
// Only accept the escape key
else if (KeyboardKey == WXK_ESCAPE)
{
Succeed = true;
KeyboardKey = 0;
pressed = -1;
}
}
}
} // InputCommon

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@ -1,76 +0,0 @@
// Copyright (C) 2003 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#ifndef _SDL_h
#define _SDL_h
#include <iostream> // System
#include <vector>
#include <cmath>
#ifdef _WIN32
#include <SDL.h> // Externals
#if SDL_VERSION_ATLEAST(1, 3, 0)
#include <SDL_haptic.h>
#endif
#else
#include <SDL/SDL.h>
#if SDL_VERSION_ATLEAST(1, 3, 0)
#include <SDL/SDL_haptic.h>
#endif
#endif
#include "Common.h" // Common
namespace InputCommon
{
struct CONTROLLER_INFO // CONNECTED WINDOWS DEVICES INFO
{
int NumAxes; // Amount of Axes
int NumButtons; // Amount of Buttons
int NumBalls; // Amount of Balls
int NumHats; // Amount of Hats (POV)
std::string Name; // Joypad/stickname
int ID; // SDL joystick device ID
bool Good; // Pad is good (it has at least one button or axis)
SDL_Joystick *joy; // SDL joystick device
};
// General functions
bool SearchDevices(std::vector<CONTROLLER_INFO> &_joyinfo, int &NumPads, int &NumGoodPads);
void GetButton(SDL_Joystick*, int,int,int,int, int&,int&,int&,int&,bool&,bool&, bool,bool,bool,bool,bool,bool);
// Value conversion
float Deg2Rad(float Deg);
float Rad2Deg(float Rad);
int Pad_Convert(int _val);
float SquareDistance(float deg);
bool IsDeadZone(float DeadZone, int x, int y);
void Square2Circle(int &_x, int &_y, int _Diagonal, bool Circle2Square = false);
void RadiusAdjustment(s8 &_x, s8 &_y, int _Radius);
// Input configuration
std::string VKToString(int keycode);
} // InputCommon
#endif // _SDL_h

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@ -1,5 +1,8 @@
#include "UDPWiimote.h"
#ifdef USE_UDP_WIIMOTE
#ifdef _WIN32
#include <winsock2.h>
@ -418,3 +421,5 @@ void UDPWiimote::changeName(const char * name)
displayName=name;
d->nameMutex.Leave();
}
#endif

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@ -1,4 +1,7 @@
#ifndef UDPWIIMOTE_H
//#define USE_UDP_WIIMOTE
#if (!defined(UDPWIIMOTE_H) && defined(USE_UDP_WIIMOTE))
#define UDPWIIMOTE_H
#include "Common.h"

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@ -1,4 +1,8 @@
#include "UDPWrapper.h"
#ifdef USE_UDP_WIIMOTE
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
@ -197,3 +201,5 @@ void UDPWrapper::Configure(wxWindow * parent)
diag->Destroy();
}
#endif
#endif

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@ -1,4 +1,7 @@
#ifndef UDPWRAPPER_H
#include "UDPWiimote.h"
#if (defined(USE_UDP_WIIMOTE) && !defined(UDPWRAPPER_H))
#define UDPWRAPPER_H
#include "Common.h"
@ -19,8 +22,6 @@
#include <wx/spinctrl.h>
#endif
#include "UDPWiimote.h"
class UDPWrapper : public ControllerEmu::ControlGroup
{
public:

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@ -1,123 +0,0 @@
//
// Licensetype: GNU General Public License (GPL)
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
//
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
//
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
//
// File description
/* -------------------
Function: This file will get the status of the analog triggers of any connected XInput device.
This code was made with the help of SimpleController.cpp in the June 2008 Microsoft DirectX SDK
Samples.
///////////////////////////////////////////////////// */
#ifdef _WIN32
// Includes
// -------------------
#include <windows.h>
#include <XInput.h> // XInput API
#include "InputCommon.h"
namespace XInput
{
// Declarations
// -------------------
#define MAX_CONTROLLERS 4 // XInput handles up to 4 controllers
struct CONTROLER_STATE
{
XINPUT_STATE state;
bool bConnected;
};
CONTROLER_STATE g_Controllers[MAX_CONTROLLERS];
// Init
// -------------------
/* Function: Calculate the number of connected XInput devices
Todo: Implement this to figure out if there are multiple XInput controllers connected,
we currently only try to connect to XInput device 0 */
void Init()
{
// Init state
//ZeroMemory( g_Controllers, sizeof( CONTROLER_STATE ) * MAX_CONTROLLERS );
// Declaration
DWORD dwResult;
// Calculate the number of connected XInput devices
for( DWORD i = 0; i < MAX_CONTROLLERS; i++ )
{
// Simply get the state of the controller from XInput.
dwResult = XInputGetState( i, &g_Controllers[i].state );
if( dwResult == ERROR_SUCCESS )
g_Controllers[i].bConnected = true;
else
g_Controllers[i].bConnected = false;
}
}
// Get the trigger status
// -------------------
int GetXI(int Controller, int Button)
{
// Update the internal status
DWORD dwResult;
dwResult = XInputGetState(Controller, &g_Controllers[Controller].state);
if (dwResult != ERROR_SUCCESS) return -1;
switch (Button)
{
case InputCommon::XI_TRIGGER_L:
return g_Controllers[Controller].state.Gamepad.bLeftTrigger;
case InputCommon::XI_TRIGGER_R:
return g_Controllers[Controller].state.Gamepad.bRightTrigger;
default:
return 0;
}
}
// Check if a certain controller is connected
// -------------------
bool IsConnected(int Controller)
{
DWORD dwResult = XInputGetState( Controller, &g_Controllers[Controller].state );
// Update the connected status
if( dwResult == ERROR_SUCCESS )
return true;
else
return false;
}
} // XInput
#endif

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@ -1,42 +0,0 @@
//
// Licensetype: GNU General Public License (GPL)
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
//
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
//
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
//
#ifdef _WIN32
// Includes
// ----------
#include <iostream>
namespace XInput
{
// Declarations
// ----------
void Init();
int GetXI(int Controller, int Button);
bool IsConnected(int Controller);
} // XInput
#endif