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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-21 05:09:34 -06:00
Now Dolphin officially supports Multi-WiiMote (up to 4)
* You can connect/disconnect one or more WiiMote from Menu->Tools any time (must pause game first) * Up to 4 Emulated Wiimotes can work together at the same timer (PS: "Wiimote_Real" needs to be rewritten to support Multi-WiiMote, and it could be broken already now) git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4736 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -46,18 +46,18 @@ extern void PAD_RumbleClose();
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void Close_Devices()
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{
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PAD_RumbleClose();
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/* Close all devices carefully. We must check that we are not accessing any
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undefined vector elements or any bad devices */
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for (int i = 0; i < 1; i++)
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// Close all devices carefully. We must check that we are not accessing any
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// undefined vector elements or any bad devices
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for (int i = 0; i < MAX_WIIMOTES; i++)
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{
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if (SDL_WasInit(0) && joyinfo.size() > (u32)PadMapping[i].ID)
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if (PadState[i].joy && joyinfo.at(PadMapping[i].ID).Good)
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if (SDL_WasInit(0) && joyinfo.size() > (u32)WiiMapping[i].ID)
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if (WiiMapping[i].joy && joyinfo.at(WiiMapping[i].ID).Good)
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{
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INFO_LOG(WIIMOTE, "ShutDown: %i", PadState[i].joy);
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if(SDL_JoystickOpened(PadMapping[i].ID))
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INFO_LOG(WIIMOTE, "ShutDown: %i", WiiMapping[i].ID);
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if(SDL_JoystickOpened(WiiMapping[i].ID))
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{
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SDL_JoystickClose(PadState[i].joy);
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PadState[i].joy = NULL;
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SDL_JoystickClose(WiiMapping[i].joy);
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WiiMapping[i].joy = NULL;
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}
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}
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}
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@ -81,99 +81,50 @@ bool Search_Devices(std::vector<InputCommon::CONTROLLER_INFO> &_joyinfo, int &_N
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return false;
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// Update the PadState[].joy handle
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for (int i = 0; i < 1; i++)
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for (int i = 0; i < MAX_WIIMOTES; i++)
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{
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if (joyinfo.size() > (u32)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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if (joyinfo.size() > (u32)WiiMapping[i].ID)
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if(joyinfo.at(WiiMapping[i].ID).Good)
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WiiMapping[i].joy = SDL_JoystickOpen(WiiMapping[i].ID);
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}
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return WasGotten;
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}
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// Return adjusted input values
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void PadStateAdjustments(int &Lx, int &Ly, int &Rx, int &Ry, int &Tl, int &Tr)
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{
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// This has to be changed if multiple Wiimotes are to be supported later
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const int Page = 0;
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// Copy all states to a local variable
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Lx = PadState[Page].Axis.Lx;
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Ly = PadState[Page].Axis.Ly;
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Rx = PadState[Page].Axis.Rx;
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Ry = PadState[Page].Axis.Ry;
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Tl = PadState[Page].Axis.Tl;
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Tr = PadState[Page].Axis.Tr;
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// Check the circle to square option
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if(PadMapping[Page].bCircle2Square)
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{
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InputCommon::Square2Circle(Lx, Ly, Page, PadMapping[Page].SDiagonal, true);
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}
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// Dead zone adjustment
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float DeadZoneLeft = (float)PadMapping[Page].DeadZoneL / 100.0f;
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float DeadZoneRight = (float)PadMapping[Page].DeadZoneR / 100.0f;
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if (InputCommon::IsDeadZone(DeadZoneLeft, Lx, Ly))
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{
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Lx = 0;
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Ly = 0;
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}
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if (InputCommon::IsDeadZone(DeadZoneRight, Rx, Ry))
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{
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Rx = 0;
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Ry = 0;
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}
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// Downsize the values from 0x8000 to 0x80
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Lx = InputCommon::Pad_Convert(Lx);
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Ly = InputCommon::Pad_Convert(Ly);
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Rx = InputCommon::Pad_Convert(Rx);
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Ry = InputCommon::Pad_Convert(Ry);
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// The XInput range is already 0 to 0x80
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if (PadMapping[Page].triggertype == InputCommon::CTL_TRIGGER_SDL)
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{
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Tl = InputCommon::Pad_Convert(PadState[Page].Axis.Tl);
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Tr = InputCommon::Pad_Convert(PadState[Page].Axis.Tr);
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}
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}
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// Request joystick state
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/* Called from: PAD_GetStatus() 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
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value "controller" is 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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void GetAxisState(CONTROLLER_MAPPING_WII &_WiiMapping)
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{
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// Return if we have no pads
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if (NumGoodPads == 0) return;
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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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_WiiMapping.AxisState.Lx = SDL_JoystickGetAxis(_WiiMapping.joy, _WiiMapping.AxisMapping.Lx);
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_WiiMapping.AxisState.Ly = SDL_JoystickGetAxis(_WiiMapping.joy, _WiiMapping.AxisMapping.Ly);
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_WiiMapping.AxisState.Rx = SDL_JoystickGetAxis(_WiiMapping.joy, _WiiMapping.AxisMapping.Rx);
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_WiiMapping.AxisState.Ry = SDL_JoystickGetAxis(_WiiMapping.joy, _WiiMapping.AxisMapping.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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if (_WiiMapping.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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// We must also check that we are not asking for a negative axis number because SDL_JoystickGetAxis() has
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// no good way of handling that
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if ((_PadMapping.Axis.Tl - 1000) >= 0) _PadState.Axis.Tl = SDL_JoystickGetAxis(_PadState.joy, _PadMapping.Axis.Tl - 1000);
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if ((_PadMapping.Axis.Tr - 1000) >= 0) _PadState.Axis.Tr = SDL_JoystickGetAxis(_PadState.joy, _PadMapping.Axis.Tr - 1000);
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if ((_WiiMapping.AxisMapping.Tl - 1000) >= 0)
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_WiiMapping.AxisState.Tl = SDL_JoystickGetAxis(_WiiMapping.joy, _WiiMapping.AxisMapping.Tl - 1000);
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if ((_WiiMapping.AxisMapping.Tr - 1000) >= 0)
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_WiiMapping.AxisState.Tr = SDL_JoystickGetAxis(_WiiMapping.joy, _WiiMapping.AxisMapping.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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_WiiMapping.AxisState.Tl = XInput::GetXI(0, _WiiMapping.AxisMapping.Tl - 1000);
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_WiiMapping.AxisState.Tr = XInput::GetXI(0, _WiiMapping.AxisMapping.Tr - 1000);
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}
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#endif
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@ -196,5 +147,53 @@ void GetJoyState(InputCommon::CONTROLLER_STATE_NEW &_PadState, InputCommon::CONT
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);*/
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}
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void UpdatePadState(CONTROLLER_MAPPING_WII &_WiiMapping)
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{
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// Return if we have no pads
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if (NumGoodPads == 0) return;
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GetAxisState(_WiiMapping);
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int &Lx = _WiiMapping.AxisState.Lx;
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int &Ly = _WiiMapping.AxisState.Ly;
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int &Rx = _WiiMapping.AxisState.Rx;
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int &Ry = _WiiMapping.AxisState.Ry;
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int &Tl = _WiiMapping.AxisState.Tl;
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int &Tr = _WiiMapping.AxisState.Tr;
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// Check the circle to square option
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if(_WiiMapping.bCircle2Square)
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{
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InputCommon::Square2Circle(Lx, Ly, 0, _WiiMapping.Diagonal, true);
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InputCommon::Square2Circle(Rx, Ry, 0, _WiiMapping.Diagonal, true);
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}
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// Dead zone adjustment
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float DeadZoneLeft = (float)_WiiMapping.DeadZoneL / 100.0f;
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float DeadZoneRight = (float)_WiiMapping.DeadZoneR / 100.0f;
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if (InputCommon::IsDeadZone(DeadZoneLeft, Lx, Ly))
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{
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Lx = 0;
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Ly = 0;
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}
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if (InputCommon::IsDeadZone(DeadZoneRight, Rx, Ry))
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{
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Rx = 0;
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Ry = 0;
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}
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// Downsize the values from 0x8000 to 0x80
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Lx = InputCommon::Pad_Convert(Lx);
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Ly = InputCommon::Pad_Convert(Ly);
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Rx = InputCommon::Pad_Convert(Rx);
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Ry = InputCommon::Pad_Convert(Ry);
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// The XInput range is already 0 to 0x80
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if (_WiiMapping.TriggerType == InputCommon::CTL_TRIGGER_SDL)
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{
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Tl = InputCommon::Pad_Convert(Tl);
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Tr = InputCommon::Pad_Convert(Tr);
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}
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}
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} // end of namespace WiiMoteEmu
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