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5c335a8c85
hotkey configuration working with wx 2.9, but it turned out to be too tempting to use it to hack up OS X keyboard support using wx key events in the "old" input plugins. It was with some reluctance that I used PAD_Input (and copied it for Wiimote as well) as that is clearly a deprecated interface, but this way the hack is contained within the old plugins for when the switchover to ControllerInterface happens. The idea is to provide stable keyboard support on OS X for both GCPad and Wiimote while we debug HID keyboard and real 'mote code. It works pretty well, although the wx approach does impose a few limitations like no arrow keys and left/right side modifier keys are considered equivalent. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5622 8ced0084-cf51-0410-be5f-012b33b47a6e
166 lines
3.6 KiB
C++
166 lines
3.6 KiB
C++
// 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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// Copyright (C) 2003 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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#ifndef _PLUGIN_GCPAD_H
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#define _PLUGIN_GCPAD_H
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#include <vector> // System
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#include <cstdio>
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#include "../../../Core/InputCommon/Src/InputCommon.h" // Core
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#include "../../../Core/InputCommon/Src/SDL_Util.h"
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#ifdef _WIN32
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#include "../../../Core/InputCommon/Src/XInput_Util.h"
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#elif defined(HAVE_X11) && HAVE_X11
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#include <X11/Xlib.h>
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#include <X11/Xutil.h>
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#include <X11/keysym.h>
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#include <X11/XKBlib.h>
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#endif
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#include "pluginspecs_pad.h"
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#define DEF_BUTTON_FULL 255
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#define DEF_STICK_FULL 100
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#define DEF_STICK_HALF 50
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#define DEF_TRIGGER_FULL 255
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#define DEF_TRIGGER_HALF 128
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#define DEF_TRIGGER_THRESHOLD 230
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// GC Pad Buttons
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enum EGCPad
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{
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EGC_A = 0,
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EGC_B,
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EGC_X,
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EGC_Y,
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EGC_Z,
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EGC_START,
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EGC_DPAD_UP,
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EGC_DPAD_DOWN,
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EGC_DPAD_LEFT,
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EGC_DPAD_RIGHT,
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EGC_STICK_UP,
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EGC_STICK_DOWN,
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EGC_STICK_LEFT,
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EGC_STICK_RIGHT,
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EGC_STICK_SEMI,
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EGC_CSTICK_UP,
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EGC_CSTICK_DOWN,
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EGC_CSTICK_LEFT,
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EGC_CSTICK_RIGHT,
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EGC_CSTICK_SEMI,
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EGC_TGR_L,
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EGC_TGR_R,
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EGC_TGR_SEMI_L,
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EGC_TGR_SEMI_R,
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LAST_CONSTANT,
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};
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enum EInputType
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{
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FROM_KEYBOARD,
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FROM_ANALOG1,
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FROM_ANALOG2,
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FROM_TRIGGER,
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};
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union UAxis
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{
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int Code[6];
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struct
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{
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int Lx;
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int Ly;
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int Rx;
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int Ry;
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int Tl; // Trigger
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int Tr; // Trigger
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};
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};
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struct SStickMapping
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{
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int Main;
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int Sub;
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int Shoulder; //Trigger
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};
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struct CONTROLLER_MAPPING_GC // PAD MAPPING GC
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{
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int ID; // SDL joystick device ID
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SDL_Joystick *joy; // SDL joystick device
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UAxis AxisState;
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UAxis AxisMapping; // 6 Axes (Main, Sub, Triggers)
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int TriggerType; // SDL or XInput trigger
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bool Rumble;
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int RumbleStrength;
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int DeadZoneL; // Analog 1 Deadzone
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int DeadZoneR; // Analog 2 Deadzone
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bool bSquare2Circle;
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int Diagonal;
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SStickMapping Stick;
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SStickMapping Pressure;
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int Button[LAST_CONSTANT];
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};
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extern CONTROLLER_MAPPING_GC GCMapping[4];
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extern int NumPads, NumGoodPads, g_ID;
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extern SPADInitialize *g_PADInitialize;
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extern std::vector<InputCommon::CONTROLLER_INFO> joyinfo;
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#ifdef _WIN32
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extern HWND m_hWnd; // Handle to window
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#endif
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#if defined(HAVE_X11) && HAVE_X11
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extern Display* GCdisplay;
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#endif
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// Custom Functions
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// ----------------
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void EmulateAnalogStick(unsigned char &stickX, unsigned char &stickY, bool buttonUp, bool buttonDown, bool buttonLeft, bool buttonRight, int magnitude);
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void EmulateAnalogTrigger(unsigned char &trL, unsigned char &trR);
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void Close_Devices();
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bool Search_Devices(std::vector<InputCommon::CONTROLLER_INFO> &_joyinfo, int &_NumPads, int &_NumGoodPads);
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void GetAxisState(CONTROLLER_MAPPING_GC &_GCMapping);
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void UpdatePadState(CONTROLLER_MAPPING_GC &_GCMapping);
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bool IsKey(int Key);
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bool IsFocus();
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bool ReloadDLL();
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void PAD_RumbleClose();
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#endif // _PLUGIN_GCPAD_H
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