mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-23 06:09:50 -06:00
Fixed emulated Wiimote again. Improved keyboard/gamepad controls for Wario Land.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1151 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
406
Source/Plugins/Plugin_Wiimote_Test/Src/FillReport.cpp
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406
Source/Plugins/Plugin_Wiimote_Test/Src/FillReport.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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#include "pluginspecs_wiimote.h"
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#include <vector>
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#include <string>
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#include "Common.h"
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#include "wiimote_hid.h"
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#include "EmuDeclarations.h"
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#include "EmuDefinitions.h"
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#include "Console.h" // for startConsoleWin, wprintf, GetConsoleHwnd
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extern SWiimoteInitialize g_WiimoteInitialize;
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//extern void __Log(int log, const char *format, ...);
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//extern void __Log(int log, int v, const char *format, ...);
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namespace WiiMoteEmu
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{
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//******************************************************************************
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// Subroutines
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//******************************************************************************
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bool toggleSideWays = false;
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void FillReportInfo(wm_core& _core)
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{
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memset(&_core, 0x00, sizeof(wm_core));
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#ifdef _WIN32
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// allow both mouse buttons and keyboard to press a and b
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if(GetAsyncKeyState(VK_LBUTTON) ? 1 : 0 || GetAsyncKeyState('A') ? 1 : 0)
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_core.a = 1;
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if(GetAsyncKeyState(VK_LBUTTON) ? 1 : 0 || GetAsyncKeyState('B') ? 1 : 0)
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_core.b = 1;
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_core.one = GetAsyncKeyState('1') ? 1 : 0;
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_core.two = GetAsyncKeyState('2') ? 1 : 0;
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_core.plus = GetAsyncKeyState('P') ? 1 : 0;
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_core.minus = GetAsyncKeyState('M') ? 1 : 0;
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_core.home = GetAsyncKeyState('H') ? 1 : 0;
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if(GetAsyncKeyState('T'))
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{
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PanicAlert("You turned %s sideways controls", toggleSideWays ? "off" : "on");
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toggleSideWays = !toggleSideWays;
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}
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/* Sideways controls (for example for Wario Land) was not enabled automatically
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so I have to use this function. I'm not sure how it works on the actual Wii.
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*/
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if(toggleSideWays)
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{
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_core.left = GetAsyncKeyState(VK_DOWN) ? 1 : 0;
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_core.up = GetAsyncKeyState(VK_LEFT) ? 1 : 0;
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_core.right = GetAsyncKeyState(VK_UP) ? 1 : 0;
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_core.down = GetAsyncKeyState(VK_RIGHT) ? 1 : 0;
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}
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else
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{
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_core.left = GetAsyncKeyState(VK_LEFT) ? 1 : 0;
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_core.up = GetAsyncKeyState(VK_UP) ? 1 : 0;
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_core.right = GetAsyncKeyState(VK_RIGHT) ? 1 : 0;
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_core.down = GetAsyncKeyState(VK_DOWN) ? 1 : 0;
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}
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#else
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// TODO: fill in
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#endif
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}
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// -----------------------------
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// Global declarations for FillReportAcc. The accelerometer x, y and z values range from
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// 0x00 to 0xff with [y = 0x80, x = 0x80, z ~ 0xa0] being neutral and 0x00 being (-)
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// and 0xff being (+). Or does it not? It's important that all values are not 0x80,
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// the the mouse pointer can disappear from the screen permanently, until z is adjusted
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// back.
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// ----------
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// the variables are global so they can be changed during debugging
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//int A = 0, B = 128, C = 64; // for debugging
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//int a = 1, b = 1, c = 2, d = -2; // for debugging
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//int consoleDisplay = 0;
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int X = 0x80, Y = 0x80, Z = 160; // neutral values
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u8 x = 0x0, y = 0x0, z = 0x00;
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int shake = -1, yhistsize = 15; // for the shake function
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std::vector<u8> yhist(15); // for the tilt function
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void FillReportAcc(wm_accel& _acc)
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{
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// -----------------------------
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// Wiimote to Gamepad translations
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// ----------
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// Tilting Wiimote (Wario Land aiming, Mario Kart steering) : For some reason 150 and 40
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// seemed like decent starting values.
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if(GetAsyncKeyState('3'))
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{
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//if(a < 128) // for debugging
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if(y < 250)
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{
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y += 4; // aim left
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//a += c; // debugging values
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//y = A + a; // aim left
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}
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}
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else if(GetAsyncKeyState('4'))
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{
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// if(b < 128) // for debugging
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if(y > 5)
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{
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y -= 4; // aim right
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//b -= d; // debugging values
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//y = B + b;
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}
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}
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// Single shake of Wiimote while holding it sideways (Wario Land pound ground)
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/*
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if(GetAsyncKeyState('S'))
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z = 0;
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else
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z = Z;
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*/
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if(GetAsyncKeyState('S'))
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{
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z = 0;
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y = 0;
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shake = 2;
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}
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else if(shake == 2)
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{
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z = 128;
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y = 0;
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shake = 1;
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}
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else if(shake == 1)
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{
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z = Z;
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y = Y;
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shake = -1;
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}
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// ----------
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// -----------------------------
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// For tilting: add new value and move all back
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// ----------
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bool ypressed = false;
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yhist[yhist.size() - 1] = (
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GetAsyncKeyState('3') ? true : false
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|| GetAsyncKeyState('4') ? true : false
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|| shake > 0
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);
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if(yhistsize > yhist.size()) yhistsize = yhist.size();
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for (int i = 1; i < yhistsize; i++)
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{
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yhist[i-1] = yhist[i];
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if(yhist[i]) ypressed = true;
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}
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if(!ypressed) // y was not pressed a single time
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{
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y = Y;
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//a = 0; // for debugging
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//b = 0;
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}
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else if(!GetAsyncKeyState('3') && !GetAsyncKeyState('4'))
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{
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// perhaps start dropping acceleration back?
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}
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// ----------
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// Write values
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_acc.x = X;
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_acc.y = y;
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_acc.z = z;
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// ----------------------------
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// Debugging for translating Wiimote to Keyboard (or Gamepad)
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// ----------
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/*
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// Toogle console display
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if(GetAsyncKeyState('U'))
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{
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if(consoleDisplay < 2)
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consoleDisplay ++;
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else
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consoleDisplay = 0;
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}
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if(GetAsyncKeyState('5'))
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A-=1;
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else if(GetAsyncKeyState('6'))
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A+=1;
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if(GetAsyncKeyState('7'))
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B-=1;
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else if(GetAsyncKeyState('8'))
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B+=1;
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if(GetAsyncKeyState('9'))
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C-=1;
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else if(GetAsyncKeyState('0'))
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C+=1;
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else if(GetAsyncKeyState(VK_INSERT))
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a-=1;
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else if(GetAsyncKeyState(VK_DELETE))
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a+=1;
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else if(GetAsyncKeyState(VK_HOME))
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b-=1;
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else if(GetAsyncKeyState(VK_END))
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b+=1;
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else if(GetAsyncKeyState(VK_SHIFT))
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c-=1;
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else if(GetAsyncKeyState(VK_CONTROL))
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c+=1;
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else if(GetAsyncKeyState(VK_NUMPAD3))
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d-=1;
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else if(GetAsyncKeyState(VK_NUMPAD6))
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d+=1;
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else if(GetAsyncKeyState(VK_ADD))
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yhistsize-=1;
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else if(GetAsyncKeyState(VK_SUBTRACT))
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yhistsize+=1;
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if(GetAsyncKeyState(VK_NUMPAD1))
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X+=1;
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else if(GetAsyncKeyState(VK_NUMPAD2))
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X-=1;
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if(GetAsyncKeyState(VK_NUMPAD4))
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Y+=1;
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else if(GetAsyncKeyState(VK_NUMPAD5))
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Y-=1;
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if(GetAsyncKeyState(VK_NUMPAD7))
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Z+=1;
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else if(GetAsyncKeyState(VK_NUMPAD8))
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Z-=1;
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/*
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if(GetAsyncKeyState('S'))
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{
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z = Z + C;
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}
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else
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{
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z = Z;
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}
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if(GetAsyncKeyState('D'))
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{
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y = Y + B;
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}
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else
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{
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y = Y;
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}
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if(GetAsyncKeyState('F'))
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{
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z = Z + C;
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y = Y + B;
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}
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else if(!GetAsyncKeyState('S') && !GetAsyncKeyState('D'))
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{
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z = Z;
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y = Y;
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}
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if(consoleDisplay == 0)
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wprintf("x: %03i | y: %03i | z: %03i | A:%i B:%i C:%i a:%i b:%i c:%i d:%i X:%i Y:%i Z:%i\n", _acc.x, _acc.y, _acc.z,
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A, B, C,
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a, b, c, d,
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X, Y, Z);
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*/
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}
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/* DESCRIPTION: The calibration is controlled by these values, their absolute value and
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the relative distance between between them control the calibration. These integers is
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for the debugger so that we can calibrate the best values */
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int Top = TOP, Left = LEFT, Right = RIGHT,
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Bottom = BOTTOM, SensorBarRadius = SENSOR_BAR_RADIUS;
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void FillReportIR(wm_ir_extended& _ir0, wm_ir_extended& _ir1)
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{
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memset(&_ir0, 0xFF, sizeof(wm_ir_extended));
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memset(&_ir1, 0xFF, sizeof(wm_ir_extended));
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float MouseX, MouseY;
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GetMousePos(MouseX, MouseY);
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int y0 = Top + (MouseY * (Bottom - Top));
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int y1 = Top + (MouseY * (Bottom - Top));
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int x0 = Left + (MouseX * (Right - Left)) - SensorBarRadius;
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int x1 = Left + (MouseX * (Right - Left)) + SensorBarRadius;
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x0 = 1023 - x0;
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_ir0.x = x0 & 0xFF;
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_ir0.y = y0 & 0xFF;
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_ir0.size = 10;
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_ir0.xHi = x0 >> 8;
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_ir0.yHi = y0 >> 8;
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x1 = 1023 - x1;
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_ir1.x = x1;
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_ir1.y = y1 & 0xFF;
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_ir1.size = 10;
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_ir1.xHi = x1 >> 8;
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_ir1.yHi = y1 >> 8;
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// ----------------------------
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// Debugging for calibration
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// ----------
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/*
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if(GetAsyncKeyState(VK_NUMPAD1))
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Right +=1;
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else if(GetAsyncKeyState(VK_NUMPAD2))
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Right -=1;
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if(GetAsyncKeyState(VK_NUMPAD4))
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Left +=1;
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else if(GetAsyncKeyState(VK_NUMPAD5))
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Left -=1;
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if(GetAsyncKeyState(VK_NUMPAD7))
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Top += 1;
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else if(GetAsyncKeyState(VK_NUMPAD8))
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Top -= 1;
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if(GetAsyncKeyState(VK_NUMPAD6))
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Bottom += 1;
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else if(GetAsyncKeyState(VK_NUMPAD3))
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Bottom -= 1;
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if(GetAsyncKeyState(VK_INSERT))
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SensorBarRadius += 1;
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else if(GetAsyncKeyState(VK_DELETE))
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SensorBarRadius -= 1;
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//ClearScreen();
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if(consoleDisplay == 1)
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wprintf("x0:%03i x1:%03i y0:%03i y1:%03i irx0:%03i y0:%03i x1:%03i y1:%03i | T:%i L:%i R:%i B:%i S:%i\n",
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x0, x1, y0, y1, _ir0.x, _ir0.y, _ir1.x, _ir1.y, Top, Left, Right, Bottom, SensorBarRadius
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);
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*/
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}
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void FillReportIRBasic(wm_ir_basic& _ir0, wm_ir_basic& _ir1)
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{
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memset(&_ir0, 0xFF, sizeof(wm_ir_basic));
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memset(&_ir1, 0xFF, sizeof(wm_ir_basic));
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float MouseX, MouseY;
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GetMousePos(MouseX, MouseY);
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int y1 = TOP + (MouseY * (BOTTOM - TOP));
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int y2 = TOP + (MouseY * (BOTTOM - TOP));
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int x1 = LEFT + (MouseX * (RIGHT - LEFT)) - SENSOR_BAR_RADIUS;
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int x2 = LEFT + (MouseX * (RIGHT - LEFT)) + SENSOR_BAR_RADIUS;
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x1 = 1023 - x1;
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_ir0.x1 = x1 & 0xFF;
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_ir0.y1 = y1 & 0xFF;
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_ir0.x1High = (x1 >> 8) & 0x3;
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_ir0.y1High = (y1 >> 8) & 0x3;
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x2 = 1023 - x2;
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_ir1.x2 = x2 & 0xFF;
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_ir1.y2 = y2 & 0xFF;
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_ir1.x2High = (x2 >> 8) & 0x3;
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_ir1.y2High = (y2 >> 8) & 0x3;
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//ClearScreen();
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/*
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wprintf("x0:%03i | y0:%03i || x1:%03i | 0.y: %03i || 1.x: %03i | 1.y %03i\n", _ir0.x1, _ir0.y1,
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_ir1.x2, _ir1.y2
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);
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*/
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}
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} // end of namespace
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Reference in New Issue
Block a user