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https://github.com/dolphin-emu/dolphin.git
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a92444d3cc
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2275 8ced0084-cf51-0410-be5f-012b33b47a6e
1256 lines
35 KiB
C++
1256 lines
35 KiB
C++
// 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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//////////////////////////////////////////////////////////////////////////////////////////
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// Includes
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// ¯¯¯¯¯¯¯¯¯¯¯¯¯
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#include <wx/msgdlg.h>
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#include <vector>
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#include <string>
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#include "Common.h" // Common
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#include "pluginspecs_wiimote.h"
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#include "StringUtil.h" // For ArrayToString
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#include "wiimote_hid.h"
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#include "main.h"
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#include "EmuMain.h"
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#include "EmuSubroutines.h"
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#include "EmuDefinitions.h"
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#include "Logging.h" // For startConsoleWin, Console::Print, GetConsoleHwnd
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#include "Config.h" // For g_Config
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//////////////////////////////////
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extern SWiimoteInitialize g_WiimoteInitialize;
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namespace WiiMoteEmu
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{
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//**************************************************************************************
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// Recorded movements
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//**************************************************************************************
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// ------------------------------------------
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// Variables: 0 = Wiimote, 1 = Nunchuck
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// ----------------
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int g_RecordingPlaying[3]; //g_RecordingPlaying[0] = -1; g_RecordingPlaying[1] = -1;
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int g_RecordingCounter[3]; //g_RecordingCounter[0] = 0; g_RecordingCounter[1] = 0;
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int g_RecordingPoint[3]; //g_RecordingPoint[0] = 0; g_RecordingPoint[1] = 0;
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double g_RecordingStart[3]; //g_RecordingStart[0] = 0; g_RecordingStart[1] = 0;
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double g_RecordingCurrentTime[3]; //g_RecordingCurrentTime[0] = 0; g_RecordingCurrentTime[1] = 0;
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// --------------------------
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template<class IRReportType>
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bool RecordingPlayAccIR(u8 &_x, u8 &_y, u8 &_z, IRReportType &_IR, int Wm)
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{
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// Check if the recording is on
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if (g_RecordingPlaying[Wm] == -1) return false;
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// Return if the list is empty
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if(VRecording.at(g_RecordingPlaying[Wm]).Recording.size() == 0)
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{
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g_RecordingPlaying[Wm] = -1;
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Console::Print("Empty\n\n");
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return false;
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}
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// Return if the playback speed is unset
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if(VRecording.at(g_RecordingPlaying[Wm]).PlaybackSpeed < 0)
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{
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Console::Print("PlaybackSpeed empty: %i\n\n", g_RecordingPlaying[Wm]);
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g_RecordingPlaying[Wm] = -1;
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return false;
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}
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// Get IR bytes
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int IRBytes = VRecording.at(g_RecordingPlaying[Wm]).IRBytes;
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// Return if the IR mode is wrong
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if (Wm == WM_RECORDING_IR
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&& ( (IRBytes == 12 && !(g_ReportingMode == 0x33))
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|| (IRBytes == 10 && !(g_ReportingMode == 0x36 || g_ReportingMode == 0x37))
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)
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)
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{
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Console::Print("Wrong IR mode: %i\n\n", g_RecordingPlaying[Wm]);
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g_RecordingPlaying[Wm] = -1;
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return false;
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}
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// Get starting time
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if(g_RecordingCounter[Wm] == 0)
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{
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Console::Print("\n\nBegin: %i\n", Wm);
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g_RecordingStart[Wm] = GetDoubleTime();
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}
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// Get current time
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g_RecordingCurrentTime[Wm] = GetDoubleTime() - g_RecordingStart[Wm];
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// Modify the current time
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g_RecordingCurrentTime[Wm] *= ((25.0 + (double)VRecording.at(g_RecordingPlaying[Wm]).PlaybackSpeed * 25.0) / 100.0);
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// Select reading
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for (int i = 0; i < VRecording.at(g_RecordingPlaying[Wm]).Recording.size(); i++)
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if (VRecording.at(g_RecordingPlaying[Wm]).Recording.at(i).Time > g_RecordingCurrentTime[Wm])
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{
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g_RecordingPoint[Wm] = i;
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break; // Break loop
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}
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// Return if we are at the end of the list
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if(g_RecordingCurrentTime[Wm] >=
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VRecording.at(g_RecordingPlaying[Wm]).Recording.at(
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VRecording.at(g_RecordingPlaying[Wm]).Recording.size() - 1).Time)
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// Or if we are playing back all observations regardless of time
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//g_RecordingPoint[Wm] = g_RecordingCounter[Wm];
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//if (g_RecordingPoint[Wm] >= VRecording.at(g_RecordingPlaying[Wm]).Recording.size())
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{
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g_RecordingCounter[Wm] = 0;
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g_RecordingPlaying[Wm] = -1;
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g_RecordingStart[Wm] = 0;
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g_RecordingCurrentTime[Wm] = 0;
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Console::Print("End: %i\n\n", Wm);
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return false;
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}
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// Update accelerometer values
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_x = VRecording.at(g_RecordingPlaying[Wm]).Recording.at(g_RecordingPoint[Wm]).x;
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_y = VRecording.at(g_RecordingPlaying[Wm]).Recording.at(g_RecordingPoint[Wm]).y;
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_z = VRecording.at(g_RecordingPlaying[Wm]).Recording.at(g_RecordingPoint[Wm]).z;
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// Update IR values
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if(Wm == WM_RECORDING_IR) memcpy(&_IR, VRecording.at(g_RecordingPlaying[Wm]).Recording.at(g_RecordingPoint[Wm]).IR, IRBytes);
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if (g_DebugAccelerometer)
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{
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//Console::ClearScreen();
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Console::Print("Current time: [%i / %i] %f %f\n",
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g_RecordingPoint[Wm], VRecording.at(g_RecordingPlaying[Wm]).Recording.size(),
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VRecording.at(g_RecordingPlaying[Wm]).Recording.at(g_RecordingPoint[Wm]).Time, g_RecordingCurrentTime[Wm]
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);
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Console::Print("Accel x, y, z: %03u %03u %03u\n", _x, _y, _z);
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}
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//Console::Print("Accel x, y, z: %03u %03u %03u\n", _x, _y, _z);
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g_RecordingCounter[Wm]++;
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return true;
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}
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/* Because the playback is neatly controlled by RecordingPlayAccIR() we use these functions to be able to
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use RecordingPlayAccIR() for both accelerometer and IR recordings */
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bool RecordingPlay(u8 &_x, u8 &_y, u8 &_z, int Wm)
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{
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wm_ir_basic IR;
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return RecordingPlayAccIR(_x, _y, _z, IR, Wm);
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}
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template<class IRReportType>
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bool RecordingPlayIR(IRReportType &_IR)
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{
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u8 x, y, z;
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return RecordingPlayAccIR(x, y, z, _IR, 2);
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}
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// Return true if this particual numerical key is pressed
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bool IsNumericalKeyPressed(int _Key)
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{
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#ifdef _WIN32
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// Check which key it is
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std::string TmpKey = StringFromFormat("%i", _Key);
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if(GetAsyncKeyState(TmpKey[0]))
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return true;
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else
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// That numerical key is pressed
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return false;
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#else
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// TODO linux port
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return false;
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#endif
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}
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// Check if a switch is pressed
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bool IsSwitchPressed(int _Key)
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{
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#ifdef _WIN32
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// Check if that switch is pressed
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switch (_Key)
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{
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case 0: if (GetAsyncKeyState(VK_SHIFT)) return true;
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case 1: if (GetAsyncKeyState(VK_CONTROL)) return true;
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case 2: if (GetAsyncKeyState(VK_MENU)) return true;
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}
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// That switch was not pressed
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return false;
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#else
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// TODO linux port
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return false;
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#endif
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}
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// Check if we should start the playback of a recording. Once it has been started it can currently
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// not be stopped, it will always run to the end of the recording.
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int RecordingCheckKeys(int WmNuIr)
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{
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#ifdef _WIN32
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//Console::Print("RecordingCheckKeys: %i\n", Wiimote);
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// Check if we have a HotKey match
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bool Match = false;
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int Recording = -1;
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for(int i = 0; i < RECORDING_ROWS; i++)
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{
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// Check all ten numerical keys
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for(int j = 0; j < 10; j++)
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{
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if ((VRecording.at(i).HotKeyWiimote == j && WmNuIr == 0 && IsNumericalKeyPressed(j)
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|| VRecording.at(i).HotKeyNunchuck == j && WmNuIr == 1 && IsNumericalKeyPressed(j)
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|| VRecording.at(i).HotKeyIR == j && WmNuIr == 2 && IsNumericalKeyPressed(j))
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&& (IsSwitchPressed(VRecording.at(i).HotKeySwitch) || VRecording.at(i).HotKeySwitch == 3))
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{
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//Console::Print("Match: %i %i\n", i, Key);
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Match = true;
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Recording = i;
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break;
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}
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}
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}
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// Return nothing if we don't have a match
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if (!Match) return -1;
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// Return the match
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return Recording;
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#else
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return -1;
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#endif
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}
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//******************************************************************************
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// Subroutines
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//******************************************************************************
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/////////////////////////////////////////////////////////////////////////
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// Multi System Input Status Check
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// ---------------
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int IsKey(int Key)
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{
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#ifdef _WIN32
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switch(Key)
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{
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// Wiimote
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case g_Wm.MA: return GetAsyncKeyState(VK_LBUTTON);
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case g_Wm.MB: return GetAsyncKeyState(VK_RBUTTON);
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case g_Wm.A: return GetAsyncKeyState(PadMapping[0].Wm.A);
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case g_Wm.B: return GetAsyncKeyState(PadMapping[0].Wm.B);
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case g_Wm.ONE: return GetAsyncKeyState(PadMapping[0].Wm.One);
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case g_Wm.TWO: return GetAsyncKeyState(PadMapping[0].Wm.Two);
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case g_Wm.P: return GetAsyncKeyState(PadMapping[0].Wm.P);
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case g_Wm.M: return GetAsyncKeyState(PadMapping[0].Wm.M);
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case g_Wm.H: return GetAsyncKeyState(PadMapping[0].Wm.H);
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case g_Wm.L: return GetAsyncKeyState(PadMapping[0].Wm.L);
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case g_Wm.R: return GetAsyncKeyState(PadMapping[0].Wm.R);
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case g_Wm.U: return GetAsyncKeyState(PadMapping[0].Wm.U);
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case g_Wm.D: return GetAsyncKeyState(PadMapping[0].Wm.D);
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case g_Wm.PITCH_L: return GetAsyncKeyState(PadMapping[0].Wm.PitchL);
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case g_Wm.PITCH_R: return GetAsyncKeyState(PadMapping[0].Wm.PitchR);
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case g_Wm.SHAKE: return GetAsyncKeyState(PadMapping[0].Wm.Shake);
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// Nunchuck
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case g_Nc.Z: return GetAsyncKeyState(PadMapping[0].Nc.Z);
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case g_Nc.C: return GetAsyncKeyState(PadMapping[0].Nc.C);
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case g_Nc.L: return GetAsyncKeyState(PadMapping[0].Nc.L);
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case g_Nc.R: return GetAsyncKeyState(PadMapping[0].Nc.R);
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case g_Nc.U: return GetAsyncKeyState(PadMapping[0].Nc.U);
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case g_Nc.D: return GetAsyncKeyState(PadMapping[0].Nc.D);
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case g_Nc.SHAKE: return GetAsyncKeyState(PadMapping[0].Nc.Shake);
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// Classic Controller
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case g_Cc.A: return GetAsyncKeyState('Z');
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case g_Cc.B: return GetAsyncKeyState('C');
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case g_Cc.X: return GetAsyncKeyState('X');
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case g_Cc.Y: return GetAsyncKeyState('Y');
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case g_Cc.P: return GetAsyncKeyState('O'); // O instead of P
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case g_Cc.M: return GetAsyncKeyState('N'); // N instead of M
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case g_Cc.H: return GetAsyncKeyState('U'); // Home button
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case g_Cc.Tl: return GetAsyncKeyState('7'); // Digital left trigger
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case g_Cc.Zl: return GetAsyncKeyState('8');
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case g_Cc.Zr: return GetAsyncKeyState('9');
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case g_Cc.Tr: return GetAsyncKeyState('0'); // Digital right trigger
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case g_Cc.Dl: return GetAsyncKeyState(VK_NUMPAD4); // Digital left
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case g_Cc.Du: return GetAsyncKeyState(VK_NUMPAD8); // Up
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case g_Cc.Dr: return GetAsyncKeyState(VK_NUMPAD6); // Right
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case g_Cc.Dd: return GetAsyncKeyState(VK_NUMPAD5); // Down
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case g_Cc.Ll: return GetAsyncKeyState('J'); // Left analog left
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case g_Cc.Lu: return GetAsyncKeyState('I');
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case g_Cc.Lr: return GetAsyncKeyState('L');
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case g_Cc.Ld: return GetAsyncKeyState('K');
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case g_Cc.Rl: return GetAsyncKeyState('D'); // Right analog left
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case g_Cc.Ru: return GetAsyncKeyState('R');
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case g_Cc.Rr: return GetAsyncKeyState('G');
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case g_Cc.Rd: return GetAsyncKeyState('F');
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// This should not happen
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default: PanicAlert("There is syntax error in a function that is calling IsKey(%i)", Key); return false;
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}
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#else
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return true;
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#endif
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}
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//////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////
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// Wiimote core buttons
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// ---------------
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void FillReportInfo(wm_core& _core)
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{
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/* This has to be filled with zeroes (and not for example 0xff) because when no buttons are pressed the
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value is 00 00 */
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memset(&_core, 0x00, sizeof(wm_core));
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// Check that Dolphin is in focus
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if (!IsFocus()) return;
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// Check the mouse position. Don't allow mouse clicks from outside the window.
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float x, y; GetMousePos(x, y);
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bool InsideScreen = !(x < 0 || x > 1 || y < 0 || y > 1);
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// Allow both mouse buttons and keyboard to press a and b
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if((IsKey(g_Wm.MA) && InsideScreen) || IsKey(g_Wm.A))
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_core.a = 1;
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if((IsKey(g_Wm.MB) && InsideScreen) || IsKey(g_Wm.B))
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_core.b = 1;
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_core.one = IsKey(g_Wm.ONE) ? 1 : 0;
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_core.two = IsKey(g_Wm.TWO) ? 1 : 0;
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_core.plus = IsKey(g_Wm.P) ? 1 : 0;
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_core.minus = IsKey(g_Wm.M) ? 1 : 0;
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_core.home = IsKey(g_Wm.H) ? 1 : 0;
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/* Sideways controls (for example for Wario Land) if the Wiimote is intended to be held sideways */
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if(g_Config.bSidewaysDPad)
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{
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_core.left = IsKey(g_Wm.D) ? 1 : 0;
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_core.up = IsKey(g_Wm.L) ? 1 : 0;
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_core.right = IsKey(g_Wm.U) ? 1 : 0;
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_core.down = IsKey(g_Wm.R) ? 1 : 0;
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}
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else
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{
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_core.left = IsKey(g_Wm.L) ? 1 : 0;
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_core.up = IsKey(g_Wm.U) ? 1 : 0;
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_core.right = IsKey(g_Wm.R) ? 1 : 0;
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_core.down = IsKey(g_Wm.D) ? 1 : 0;
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}
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}
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//////////////////////////
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///////////////////////////////////////////////////////////////////
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// Wiimote accelerometer
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// ---------------
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/* The accelerometer x, y and z values range from 0x00 to 0xff with the default netural values
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being [y = 0x84, x = 0x84, z = 0x9f] according to a source. The extremes are 0x00 for (-)
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and 0xff for (+). It's important that all values are not 0x80, the mouse pointer can disappear
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from the screen permanently then, until z is adjusted back. This is because the game detects
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a steep pitch of the Wiimote then. */
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// ----------
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// Global declarations for FillReportAcc: These 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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// For all functions
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u8 g_x, g_y, g_z, g_X, g_Y, g_Z;
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// For the shake function, 0 = Wiimote, 1 = Nunchuck
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int Shake[] = {-1, -1};
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// For the tilt function, the size of this list determines how fast Y returns to its neutral value
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std::vector<u8> yhist(15, 0); float KbDegree;
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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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void SingleShake(u8 &_y, u8 &_z, int i)
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{
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#ifdef _WIN32
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// Shake Wiimote with S, Nunchuck with D
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if((i == 0 && IsKey(g_Wm.SHAKE)) || (i == 1 && IsKey(g_Nc.SHAKE)))
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{
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_z = 0;
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_y = 0;
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Shake[i] = 2;
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}
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else if(Shake[i] == 2)
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{
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// This works regardless of calibration, in Wario Land
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_z = g_accel.cal_zero.z - 2;
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_y = 0;
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Shake[i] = 1;
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}
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else if(Shake[i] == 1)
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{
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Shake[i] = -1;
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}
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#endif
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//if (Shake[i] > -1) Console::Print("Shake: %i\n", Shake[i]);
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}
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// ------------------------------------------
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/* Tilting Wiimote with gamepad. We can guess that the game will calculate a Wiimote pitch and use it as a
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measure of the tilting of the Wiimote. We are interested in this tilting range
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90° to -90° */
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// ---------------
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void TiltWiimoteGamepad(float &Roll, float &Pitch)
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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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// 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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/* Adjust the pad state values, including a downscaling from the original 0x8000 size values
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to 0x80. The only reason we do this is that the code below crrently assume that the range
|
|
is 0 to 255 for all axes. If we lose any precision by doing this we could consider not
|
|
doing this adjustment. And instead for example upsize the XInput trigger from 0x80 to 0x8000. */
|
|
int _Lx, _Ly, _Rx, _Ry, _Tl, _Tr;
|
|
PadStateAdjustments(_Lx, _Ly, _Rx, _Ry, _Tl, _Tr);
|
|
float Lx = (float)_Lx;
|
|
float Ly = (float)_Ly;
|
|
float Rx = (float)_Rx;
|
|
float Ry = (float)_Ry;
|
|
float Tl = (float)_Tl;
|
|
float Tr = (float)_Tr;
|
|
|
|
// Save the Range in degrees, 45° and 90° are good values in some games
|
|
float RollRange = (float)g_Config.Trigger.Range.Roll;
|
|
float PitchRange = (float)g_Config.Trigger.Range.Pitch;
|
|
|
|
// The trigger currently only controls pitch
|
|
if (g_Config.Trigger.Type == g_Config.Trigger.TRIGGER)
|
|
{
|
|
// Make the range the same dimension as the analog stick
|
|
Tl = Tl / 2;
|
|
Tr = Tr / 2;
|
|
// Invert
|
|
if (PadMapping[Page].bPitchInvert) { Tl = -Tl; Tr = -Tr; }
|
|
// The final value
|
|
Pitch = Tl * (PitchRange / 128.0)
|
|
- Tr * (PitchRange / 128.0);
|
|
}
|
|
|
|
/* For the analog stick roll us by default set to the X-axis, pitch is by default set to the Y-axis.
|
|
By changing the axis mapping and the invert options this can be altered in any way */
|
|
else if (g_Config.Trigger.Type == g_Config.Trigger.ANALOG1)
|
|
{
|
|
// Adjust the trigger to go between negative and positive values
|
|
Lx = Lx - 128.0;
|
|
Ly = Ly - 128.0;
|
|
// Invert
|
|
if (PadMapping[Page].bRollInvert) Lx = -Lx; // else Tr = -Tr;
|
|
if (PadMapping[Page].bPitchInvert) Ly = -Ly; // else Tr = -Tr;
|
|
// Produce the final value
|
|
Roll = Lx * (RollRange / 128.0);
|
|
Pitch = Ly * (PitchRange / 128.0);
|
|
}
|
|
// Otherwise we are using ANALOG2
|
|
else
|
|
{
|
|
// Adjust the trigger to go between negative and positive values
|
|
Rx = Rx - 128.0;
|
|
Ry = Ry - 128.0;
|
|
// Invert
|
|
if (PadMapping[Page].bRollInvert) Rx = -Rx; // else Tr = -Tr;
|
|
if (PadMapping[Page].bPitchInvert) Ry = -Ry; // else Tr = -Tr;
|
|
// Produce the final value
|
|
Roll = Rx * (RollRange / 128.0);
|
|
Pitch = Ry * (PitchRange / 128.0);
|
|
}
|
|
|
|
// Adjustment to prevent a slightly to high angle
|
|
if (Pitch >= PitchRange) Pitch = PitchRange - 0.1;
|
|
if (Roll >= RollRange) Roll = RollRange - 0.1;
|
|
}
|
|
|
|
|
|
// ------------------------------------------
|
|
// Tilting Wiimote with keyboard
|
|
// ---------------
|
|
void TiltWiimoteKeyboard(float &Roll, float &Pitch)
|
|
{
|
|
#ifdef _WIN32
|
|
if(IsKey(g_Wm.PITCH_L))
|
|
{
|
|
// Stop at the upper end of the range
|
|
if(KbDegree < g_Config.Trigger.Range.Pitch)
|
|
KbDegree += 3; // aim left
|
|
}
|
|
else if(IsKey(g_Wm.PITCH_R))
|
|
{
|
|
// Stop at the lower end of the range
|
|
if(KbDegree > -g_Config.Trigger.Range.Pitch)
|
|
KbDegree -= 3; // aim right
|
|
}
|
|
|
|
// -----------------------------------
|
|
// Check for inactivity in the tilting, the Y value will be reset after ten inactive updates
|
|
// ----------
|
|
// Check for activity
|
|
yhist[yhist.size() - 1] = (
|
|
IsKey(g_Wm.PITCH_L)
|
|
||IsKey(g_Wm.PITCH_R)
|
|
);
|
|
|
|
// Move all items back, and check if any of them are true
|
|
bool ypressed = false;
|
|
for (int i = 1; i < (int)yhist.size(); i++)
|
|
{
|
|
yhist[i-1] = yhist[i];
|
|
if(yhist[i]) ypressed = true;
|
|
}
|
|
// Tilting was not used a single time, reset the angle to zero
|
|
if(!ypressed)
|
|
{
|
|
KbDegree = 0;
|
|
}
|
|
else
|
|
{
|
|
Pitch = KbDegree;
|
|
//Console::Print("Degree: %2.1f\n", KbDegree);
|
|
}
|
|
// --------------------
|
|
#endif
|
|
}
|
|
|
|
// ------------------------------------------
|
|
// Tilting Wiimote (Wario Land aiming, Mario Kart steering and other things)
|
|
// ---------------
|
|
void Tilt(u8 &_x, u8 &_y, u8 &_z)
|
|
{
|
|
// Ceck if it's on
|
|
if (g_Config.Trigger.Type == g_Config.Trigger.TRIGGER_OFF) return;
|
|
|
|
// Set to zero
|
|
float Roll = 0, Pitch = 0;
|
|
|
|
// Select input method and return the x, y, x values
|
|
if (g_Config.Trigger.Type == g_Config.Trigger.KEYBOARD)
|
|
TiltWiimoteKeyboard(Roll, Pitch);
|
|
else if (g_Config.Trigger.Type == g_Config.Trigger.TRIGGER || g_Config.Trigger.Type == g_Config.Trigger.ANALOG1 || g_Config.Trigger.Type == g_Config.Trigger.ANALOG2)
|
|
TiltWiimoteGamepad(Roll, Pitch);
|
|
|
|
// Adjust angles, it's only needed if both roll and pitch is used together
|
|
if (g_Config.Trigger.Range.Roll != 0 && g_Config.Trigger.Range.Pitch != 0) AdjustAngles(Roll, Pitch);
|
|
|
|
// Calculate the accelerometer value from this tilt angle
|
|
//PitchDegreeToAccelerometer(Roll, Pitch, _x, _y, _z, g_Config.Trigger.Roll, g_Config.Trigger.Pitch);
|
|
PitchDegreeToAccelerometer(Roll, Pitch, _x, _y, _z);
|
|
|
|
if (g_DebugData)
|
|
{
|
|
//Console::ClearScreen();
|
|
/*Console::Print("L:%2.1f R:%2.1f Lx:%2.1f Range:%2.1f Degree:%2.1f L:%i R:%i\n",
|
|
Tl, Tr, Lx, Range, Degree, PadState[Page].Axis.Tl, PadState[Page].Axis.Tr);*/
|
|
/*Console::Print("Roll:%2.1f Pitch:%2.1f\n", Roll, Pitch);*/
|
|
}
|
|
}
|
|
|
|
void FillReportAcc(wm_accel& _acc)
|
|
{
|
|
// ------------------------------------
|
|
// Recorded movements
|
|
// --------------
|
|
// Check for a playback command
|
|
if(g_RecordingPlaying[0] < 0)
|
|
{
|
|
g_RecordingPlaying[0] = RecordingCheckKeys(0);
|
|
}
|
|
else
|
|
{
|
|
// If the recording reached the end or failed somehow we will not return
|
|
if (RecordingPlay(_acc.x, _acc.y, _acc.z, 0)) return;
|
|
//Console::Print("X, Y, Z: %u %u %u\n", _acc.x, _acc.y, _acc.z);
|
|
}
|
|
// ---------------------
|
|
|
|
// The default values can change so we need to update them all the time
|
|
g_X = g_accel.cal_zero.x;
|
|
g_Y = g_accel.cal_zero.y;
|
|
g_Z = g_accel.cal_zero.z + g_accel.cal_g.z;
|
|
|
|
|
|
// Check that Dolphin is in focus
|
|
if (!IsFocus())
|
|
{
|
|
_acc.x = g_X;
|
|
_acc.y = g_y;
|
|
_acc.z = g_z;
|
|
return;
|
|
}
|
|
|
|
// ------------------------------------------------
|
|
// Wiimote to Gamepad translations
|
|
// ------------
|
|
|
|
// The following functions may or may not update these values
|
|
g_x = g_X;
|
|
g_y = g_Y;
|
|
g_z = g_Z;
|
|
|
|
// Shake the Wiimote
|
|
SingleShake(g_y, g_z, 0);
|
|
|
|
// Tilt Wiimote, allow the shake function to interrupt it
|
|
if (Shake[0] == -1) Tilt(g_x, g_y, g_z);
|
|
|
|
// Write final values
|
|
_acc.x = g_x;
|
|
_acc.y = g_y;
|
|
_acc.z = g_z;
|
|
|
|
|
|
// ----------------------------
|
|
// Debugging for translating Wiimote to Keyboard (or Gamepad)
|
|
// ----------
|
|
/*
|
|
|
|
// Toogle console display
|
|
if(GetAsyncKeyState('U'))
|
|
{
|
|
if(consoleDisplay < 2)
|
|
consoleDisplay ++;
|
|
else
|
|
consoleDisplay = 0;
|
|
}
|
|
|
|
if(GetAsyncKeyState('5'))
|
|
A-=1;
|
|
else if(GetAsyncKeyState('6'))
|
|
A+=1;
|
|
if(GetAsyncKeyState('7'))
|
|
B-=1;
|
|
else if(GetAsyncKeyState('8'))
|
|
B+=1;
|
|
if(GetAsyncKeyState('9'))
|
|
C-=1;
|
|
else if(GetAsyncKeyState('0'))
|
|
C+=1;
|
|
|
|
else if(GetAsyncKeyState(VK_NUMPAD3))
|
|
d-=1;
|
|
else if(GetAsyncKeyState(VK_NUMPAD6))
|
|
d+=1;
|
|
else if(GetAsyncKeyState(VK_ADD))
|
|
yhistsize-=1;
|
|
else if(GetAsyncKeyState(VK_SUBTRACT))
|
|
yhistsize+=1;
|
|
|
|
|
|
if(GetAsyncKeyState(VK_INSERT))
|
|
AX-=1;
|
|
else if(GetAsyncKeyState(VK_DELETE))
|
|
AX+=1;
|
|
else if(GetAsyncKeyState(VK_HOME))
|
|
AY-=1;
|
|
else if(GetAsyncKeyState(VK_END))
|
|
AY+=1;
|
|
else if(GetAsyncKeyState(VK_SHIFT))
|
|
AZ-=1;
|
|
else if(GetAsyncKeyState(VK_CONTROL))
|
|
AZ+=1;
|
|
|
|
if(GetAsyncKeyState(VK_NUMPAD1))
|
|
X+=1;
|
|
else if(GetAsyncKeyState(VK_NUMPAD2))
|
|
X-=1;
|
|
if(GetAsyncKeyState(VK_NUMPAD4))
|
|
Y+=1;
|
|
else if(GetAsyncKeyState(VK_NUMPAD5))
|
|
Y-=1;
|
|
if(GetAsyncKeyState(VK_NUMPAD7))
|
|
Z+=1;
|
|
else if(GetAsyncKeyState(VK_NUMPAD8))
|
|
Z-=1;
|
|
|
|
|
|
//if(consoleDisplay == 0)
|
|
Console::Print("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,
|
|
A, B, C,
|
|
a, b, c, d,
|
|
X, Y, Z
|
|
);
|
|
Console::Print("x: %03i | y: %03i | z: %03i | X:%i Y:%i Z:%i | AX:%i AY:%i AZ:%i \n",
|
|
_acc.x, _acc.y, _acc.z,
|
|
X, Y, Z,
|
|
AX, AY, AZ
|
|
);*/
|
|
}
|
|
/////////////////////////
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////
|
|
// The extended 12 byte (3 byte per object) reporting
|
|
// ---------------
|
|
void FillReportIR(wm_ir_extended& _ir0, wm_ir_extended& _ir1)
|
|
{
|
|
// ------------------------------------
|
|
// Recorded movements
|
|
// --------------
|
|
// Check for a playback command
|
|
if(g_RecordingPlaying[2] < 0)
|
|
{
|
|
g_RecordingPlaying[2] = RecordingCheckKeys(2);
|
|
}
|
|
else
|
|
{
|
|
//Console::Print("X, Y, Z: %u %u %u\n", _acc.x, _acc.y, _acc.z);
|
|
if (RecordingPlayIR(_ir0)) return;
|
|
}
|
|
// ---------------------
|
|
|
|
|
|
// --------------------------------------
|
|
/* The calibration is controlled by these values, their absolute value and
|
|
the relative distance between between them control the calibration. WideScreen mode
|
|
has its own settings. */
|
|
// ----------
|
|
int Top, Left, Right, Bottom, SensorBarRadius;
|
|
if(g_Config.bWideScreen)
|
|
{
|
|
Top = wTOP; Left = wLEFT; Right = wRIGHT;
|
|
Bottom = wBOTTOM; SensorBarRadius = wSENSOR_BAR_RADIUS;
|
|
}
|
|
else
|
|
{
|
|
Top = TOP; Left = LEFT; Right = RIGHT;
|
|
Bottom = BOTTOM; SensorBarRadius = SENSOR_BAR_RADIUS;
|
|
}
|
|
// ------------------
|
|
|
|
/* Fill with 0xff if empty. The real Wiimote seems to use 0xff when it doesn't see a certain point,
|
|
at least from how WiiMoteReal::SendEvent() works. */
|
|
memset(&_ir0, 0xff, sizeof(wm_ir_extended));
|
|
memset(&_ir1, 0xff, sizeof(wm_ir_extended));
|
|
|
|
float MouseX, MouseY;
|
|
GetMousePos(MouseX, MouseY);
|
|
|
|
// If we are outside the screen leave the values at 0xff
|
|
if(MouseX > 1 || MouseX < 0 || MouseY > 1 || MouseY < 0) return;
|
|
|
|
// --------------------------------------
|
|
// Actual position calculation
|
|
// ----------
|
|
int y0 = Top + (MouseY * (Bottom - Top));
|
|
int y1 = Top + (MouseY * (Bottom - Top));
|
|
|
|
int x0 = Left + (MouseX * (Right - Left)) - SensorBarRadius;
|
|
int x1 = Left + (MouseX * (Right - Left)) + SensorBarRadius;
|
|
|
|
x0 = 1023 - x0;
|
|
_ir0.x = x0 & 0xFF;
|
|
_ir0.y = y0 & 0xFF;
|
|
_ir0.size = 10;
|
|
_ir0.xHi = x0 >> 8;
|
|
_ir0.yHi = y0 >> 8;
|
|
|
|
x1 = 1023 - x1;
|
|
_ir1.x = x1 & 0xFF;
|
|
_ir1.y = y1 & 0xFF;
|
|
_ir1.size = 10;
|
|
_ir1.xHi = x1 >> 8;
|
|
_ir1.yHi = y1 >> 8;
|
|
// ------------------
|
|
|
|
// ----------------------------
|
|
// Debugging for calibration
|
|
// ----------
|
|
/*
|
|
if(GetAsyncKeyState(VK_NUMPAD1))
|
|
Right +=1;
|
|
else if(GetAsyncKeyState(VK_NUMPAD2))
|
|
Right -=1;
|
|
if(GetAsyncKeyState(VK_NUMPAD4))
|
|
Left +=1;
|
|
else if(GetAsyncKeyState(VK_NUMPAD5))
|
|
Left -=1;
|
|
if(GetAsyncKeyState(VK_NUMPAD7))
|
|
Top += 1;
|
|
else if(GetAsyncKeyState(VK_NUMPAD8))
|
|
Top -= 1;
|
|
if(GetAsyncKeyState(VK_NUMPAD6))
|
|
Bottom += 1;
|
|
else if(GetAsyncKeyState(VK_NUMPAD3))
|
|
Bottom -= 1;
|
|
if(GetAsyncKeyState(VK_INSERT))
|
|
SensorBarRadius += 1;
|
|
else if(GetAsyncKeyState(VK_DELETE))
|
|
SensorBarRadius -= 1;
|
|
|
|
//ClearScreen();
|
|
//if(consoleDisplay == 1)
|
|
Console::Print("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",
|
|
x0, x1, y0, y1, _ir0.x, _ir0.y, _ir1.x, _ir1.y, Top, Left, Right, Bottom, SensorBarRadius
|
|
);
|
|
Console::Print("\n");
|
|
Console::Print("ir0.x:%02x xHi:%02x ir1.x:%02x xHi:%02x | ir0.y:%02x yHi:%02x ir1.y:%02x yHi:%02x | 1.s:%02x 2:%02x\n",
|
|
_ir0.x, _ir0.xHi, _ir1.x, _ir1.xHi,
|
|
_ir0.y, _ir0.yHi, _ir1.y, _ir1.yHi,
|
|
_ir0.size, _ir1.size
|
|
);*/
|
|
// ------------------
|
|
}
|
|
|
|
///////////////////////////////////////////////////////////////////
|
|
// The 10 byte reporting used when an extension is connected
|
|
// ---------------
|
|
void FillReportIRBasic(wm_ir_basic& _ir0, wm_ir_basic& _ir1)
|
|
{
|
|
// ------------------------------------
|
|
// Recorded movements
|
|
// --------------
|
|
// Check for a playback command
|
|
if(g_RecordingPlaying[2] < 0)
|
|
{
|
|
g_RecordingPlaying[2] = RecordingCheckKeys(2);
|
|
}
|
|
// We are playing back a recording, we don't accept any manual input this time
|
|
else
|
|
{
|
|
//Console::Print("X, Y, Z: %u %u %u\n", _acc.x, _acc.y, _acc.z);
|
|
if (RecordingPlayIR(_ir0)) return;
|
|
}
|
|
// ---------------------
|
|
|
|
// --------------------------------------
|
|
/* See calibration description above */
|
|
// ----------
|
|
int Top, Left, Right, Bottom, SensorBarRadius;
|
|
|
|
if(g_Config.bWideScreen)
|
|
{
|
|
Top = wTOP; Left = wLEFT; Right = wRIGHT;
|
|
Bottom = wBOTTOM; SensorBarRadius = wSENSOR_BAR_RADIUS;
|
|
}
|
|
else
|
|
{
|
|
Top = TOP; Left = LEFT; Right = RIGHT;
|
|
Bottom = BOTTOM; SensorBarRadius = SENSOR_BAR_RADIUS;
|
|
}
|
|
// ------------------
|
|
|
|
// Fill with 0xff if empty
|
|
memset(&_ir0, 0xff, sizeof(wm_ir_basic));
|
|
memset(&_ir1, 0xff, sizeof(wm_ir_basic));
|
|
|
|
float MouseX, MouseY;
|
|
GetMousePos(MouseX, MouseY);
|
|
|
|
// If we are outside the screen leave the values at 0xff
|
|
if(MouseX > 1 || MouseX < 0 || MouseY > 1 || MouseY < 0) return;
|
|
|
|
int y1 = Top + (MouseY * (Bottom - Top));
|
|
int y2 = Top + (MouseY * (Bottom - Top));
|
|
|
|
int x1 = Left + (MouseX * (Right - Left)) - SensorBarRadius;
|
|
int x2 = Left + (MouseX * (Right - Left)) + SensorBarRadius;
|
|
|
|
/* As with the extented report we settle with emulating two out of four possible objects */
|
|
x1 = 1023 - x1;
|
|
_ir0.x1 = x1 & 0xff;
|
|
_ir0.y1 = y1 & 0xff;
|
|
_ir0.x1Hi = (x1 >> 8); // we are dealing with 2 bit values here
|
|
_ir0.y1Hi = (y1 >> 8);
|
|
|
|
x2 = 1023 - x2;
|
|
_ir0.x2 = x2 & 0xff;
|
|
_ir0.y2 = y2 & 0xff;
|
|
_ir0.x2Hi = (x2 >> 8);
|
|
_ir0.y2Hi = (y2 >> 8);
|
|
|
|
// I don't understand't the & 0x03, should we do that?
|
|
//_ir1.x1Hi = (x1 >> 8) & 0x3;
|
|
//_ir1.y1Hi = (y1 >> 8) & 0x3;
|
|
|
|
// ------------------------------------
|
|
// Debugging for calibration
|
|
// ----------
|
|
/*
|
|
if(GetAsyncKeyState(VK_NUMPAD1))
|
|
Right +=1;
|
|
else if(GetAsyncKeyState(VK_NUMPAD2))
|
|
Right -=1;
|
|
if(GetAsyncKeyState(VK_NUMPAD4))
|
|
Left +=1;
|
|
else if(GetAsyncKeyState(VK_NUMPAD5))
|
|
Left -=1;
|
|
if(GetAsyncKeyState(VK_NUMPAD7))
|
|
Top += 1;
|
|
else if(GetAsyncKeyState(VK_NUMPAD8))
|
|
Top -= 1;
|
|
if(GetAsyncKeyState(VK_NUMPAD6))
|
|
Bottom += 1;
|
|
else if(GetAsyncKeyState(VK_NUMPAD3))
|
|
Bottom -= 1;
|
|
if(GetAsyncKeyState(VK_INSERT))
|
|
SensorBarRadius += 1;
|
|
else if(GetAsyncKeyState(VK_DELETE))
|
|
SensorBarRadius -= 1;
|
|
|
|
//ClearScreen();
|
|
//if(consoleDisplay == 1)
|
|
|
|
Console::Print("x1:%03i x2:%03i y1:%03i y2:%03i irx1:%02x y1:%02x x2:%02x y2:%02x | T:%i L:%i R:%i B:%i S:%i\n",
|
|
x1, x2, y1, y2, _ir0.x1, _ir0.y1, _ir1.x2, _ir1.y2, Top, Left, Right, Bottom, SensorBarRadius
|
|
);
|
|
Console::Print("\n");
|
|
Console::Print("ir0.x1:%02x x1h:%02x x2:%02x x2h:%02x | ir0.y1:%02x y1h:%02x y2:%02x y2h:%02x | ir1.x1:%02x x1h:%02x x2:%02x x2h:%02x | ir1.y1:%02x y1h:%02x y2:%02x y2h:%02x\n",
|
|
_ir0.x1, _ir0.x1Hi, _ir0.x2, _ir0.x2Hi,
|
|
_ir0.y1, _ir0.y1Hi, _ir0.y2, _ir0.y2Hi,
|
|
_ir1.x1, _ir1.x1Hi, _ir1.x2, _ir1.x2Hi,
|
|
_ir1.y1, _ir1.y1Hi, _ir1.y2, _ir1.y2Hi
|
|
);*/
|
|
// ------------------
|
|
}
|
|
|
|
|
|
//**************************************************************************************
|
|
// Extensions
|
|
//**************************************************************************************
|
|
|
|
|
|
// ===================================================
|
|
/* Generate the 6 byte extension report for the Nunchuck, encrypted. The bytes are JX JY AX AY AZ BT. */
|
|
// ----------------
|
|
void FillReportExtension(wm_extension& _ext)
|
|
{
|
|
// ------------------------------------------
|
|
// Recorded movements
|
|
// --------------
|
|
// Check for a playback command
|
|
if(g_RecordingPlaying[1] < 0) g_RecordingPlaying[1] = RecordingCheckKeys(1);
|
|
|
|
// We should not play back the accelerometer values
|
|
if (!(g_RecordingPlaying[1] >= 0 && RecordingPlay(_ext.ax, _ext.ay, _ext.az, 1)))
|
|
{
|
|
/* These are the default neutral values for the nunchuck accelerometer according to the calibration
|
|
data we have in nunchuck_calibration[] */
|
|
_ext.ax = 0x80;
|
|
_ext.ay = 0x80;
|
|
_ext.az = 0xb3;
|
|
}
|
|
// ---------------------
|
|
|
|
// Shake the Wiimote
|
|
SingleShake(_ext.ay, _ext.az, 1);
|
|
|
|
// ------------------------------------
|
|
// The default joystick and button values unless we use them
|
|
// --------------
|
|
_ext.jx = g_nu.jx.center;
|
|
_ext.jy = g_nu.jy.center;
|
|
_ext.bt = 0x03; // 0x03 means no button pressed, the button is zero active
|
|
// ---------------------
|
|
|
|
// Update the analog stick
|
|
if (g_Config.Nunchuck.Type == g_Config.Nunchuck.KEYBOARD)
|
|
{
|
|
// Set the max values to the current calibration values
|
|
if(IsKey(g_Nc.L)) // x
|
|
_ext.jx = g_nu.jx.min;
|
|
if(IsKey(g_Nc.R))
|
|
_ext.jx = g_nu.jx.max;
|
|
|
|
if(IsKey(g_Nc.D)) // y
|
|
_ext.jy = g_nu.jy.min;
|
|
if(IsKey(g_Nc.U))
|
|
_ext.jy = g_nu.jy.max;
|
|
}
|
|
else
|
|
{
|
|
// Get adjusted pad state values
|
|
int _Lx, _Ly, _Rx, _Ry, _Tl, _Tr;
|
|
PadStateAdjustments(_Lx, _Ly, _Rx, _Ry, _Tl, _Tr);
|
|
// The Y-axis is inverted
|
|
_Ly = 0xff - _Ly;
|
|
_Ry = 0xff - _Ry;
|
|
|
|
/* This is if we are also using a real Nunchuck that we are sharing the calibration with. It's not
|
|
needed if we are using our default values. We adjust the values to the configured range, we even
|
|
allow the center to not be 0x80. */
|
|
if(g_nu.jx.max != 0xff || g_nu.jy.max != 0xff
|
|
|| g_nu.jx.min != 0 || g_nu.jy.min != 0
|
|
|| g_nu.jx.center != 0x80 || g_nu.jy.center != 0x80)
|
|
{
|
|
float Lx = (float)_Lx;
|
|
float Ly = (float)_Ly;
|
|
float Rx = (float)_Rx;
|
|
float Ry = (float)_Ry;
|
|
float Tl = (float)_Tl;
|
|
float Tr = (float)_Tr;
|
|
|
|
float XRangePos = (float) (g_nu.jx.max - g_nu.jx.center);
|
|
float XRangeNeg = (float) (g_nu.jx.center - g_nu.jx.min);
|
|
float YRangePos = (float) (g_nu.jy.max - g_nu.jy.center);
|
|
float YRangeNeg = (float) (g_nu.jy.center - g_nu.jy.min);
|
|
if (Lx > 0x80) Lx = Lx * (XRangePos / 128.0);
|
|
if (Lx < 0x80) Lx = Lx * (XRangeNeg / 128.0);
|
|
if (Lx == 0x80) Lx = (float)g_nu.jx.center;
|
|
if (Ly > 0x80) Ly = Ly * (YRangePos / 128.0);
|
|
if (Ly < 0x80) Ly = Ly * (YRangeNeg / 128.0);
|
|
if (Ly == 0x80) Lx = (float)g_nu.jy.center;
|
|
// Boundaries
|
|
_Lx = (int)Lx;
|
|
_Ly = (int)Ly;
|
|
_Rx = (int)Rx;
|
|
_Ry = (int)Ry;
|
|
if (_Lx > 0xff) _Lx = 0xff; if (_Lx < 0) _Lx = 0;
|
|
if (_Rx > 0xff) _Rx = 0xff; if (_Rx < 0) _Rx = 0;
|
|
if (_Ly > 0xff) _Ly = 0xff; if (_Ly < 0) _Ly = 0;
|
|
if (_Ry > 0xff) _Ry = 0xff; if (_Ry < 0) _Ry = 0;
|
|
}
|
|
|
|
if (g_Config.Nunchuck.Type == g_Config.Nunchuck.ANALOG1)
|
|
{
|
|
_ext.jx = _Lx;
|
|
_ext.jy = _Ly;
|
|
}
|
|
else // ANALOG2
|
|
{
|
|
_ext.jx = _Rx;
|
|
_ext.jy = _Ry;
|
|
}
|
|
}
|
|
|
|
if(IsKey(g_Nc.C))
|
|
_ext.bt = 0x01;
|
|
if(IsKey(g_Nc.Z))
|
|
_ext.bt = 0x02;
|
|
if(IsKey(g_Nc.C) && IsKey(g_Nc.Z))
|
|
_ext.bt = 0x00;
|
|
|
|
/* Here we encrypt the report */
|
|
|
|
// Create a temporary storage for the data
|
|
u8 Tmp[sizeof(_ext)];
|
|
// Clear the array by copying zeroes to it
|
|
memset(Tmp, 0, sizeof(_ext));
|
|
// Copy the data to it
|
|
memcpy(Tmp, &_ext, sizeof(_ext));
|
|
// Encrypt it
|
|
wiimote_encrypt(&g_ExtKey, Tmp, 0x00, sizeof(_ext));
|
|
// Write it back to the struct
|
|
memcpy(&_ext, Tmp, sizeof(_ext));
|
|
}
|
|
// =======================
|
|
|
|
|
|
// ===================================================
|
|
/* Generate the 6 byte extension report for the Classic Controller, encrypted.
|
|
The bytes are ... */
|
|
// ----------------
|
|
void FillReportClassicExtension(wm_classic_extension& _ext)
|
|
{
|
|
|
|
/* These are the default neutral values for the analog triggers and sticks */
|
|
u8 Rx = 0x80, Ry = 0x80, Lx = 0x80, Ly = 0x80, lT = 0x80, rT = 0x80;
|
|
|
|
_ext.b1.padding = 0x01; // 0x01 means not pressed
|
|
_ext.b1.bRT = 0x01;
|
|
_ext.b1.bP = 0x01;
|
|
_ext.b1.bH = 0x01;
|
|
_ext.b1.bM = 0x01;
|
|
_ext.b1.bLT = 0x01;
|
|
_ext.b1.bdD = 0x01;
|
|
_ext.b1.bdR = 0x01;
|
|
|
|
_ext.b2.bdU = 0x01;
|
|
_ext.b2.bdL = 0x01;
|
|
_ext.b2.bZR = 0x01;
|
|
_ext.b2.bX = 0x01;
|
|
_ext.b2.bA = 0x01;
|
|
_ext.b2.bY = 0x01;
|
|
_ext.b2.bB = 0x01;
|
|
_ext.b2.bZL = 0x01;
|
|
|
|
|
|
// --------------------------------------
|
|
// Check that Dolphin is in focus
|
|
if (!IsFocus()) return;
|
|
// --------------------------------------
|
|
|
|
|
|
// --------------------------------------
|
|
/* Left and right analog sticks
|
|
|
|
u8 Lx : 6; // byte 0
|
|
u8 Rx : 2;
|
|
u8 Ly : 6; // byte 1
|
|
u8 Rx2 : 2;
|
|
u8 Ry : 5; // byte 2
|
|
u8 lT : 2;
|
|
u8 Rx3 : 1;
|
|
u8 rT : 5; // byte 3
|
|
u8 lT2 : 3;
|
|
*/
|
|
|
|
/* We use a 200 range (28 to 228) for the left analog stick and a 176 range
|
|
(40 to 216) for the right analog stick to match our calibration values
|
|
in classic_calibration */
|
|
if(IsKey(g_Cc.Ll)) // Left analog left
|
|
Lx = 0x1c;
|
|
if(IsKey(g_Cc.Lu)) // up
|
|
Ly = 0xe4;
|
|
if(IsKey(g_Cc.Lr)) // right
|
|
Lx = 0xe4;
|
|
if(IsKey(g_Cc.Ld)) // down
|
|
Ly = 0x1c;
|
|
|
|
if(IsKey(g_Cc.Rl)) // Right analog left
|
|
Rx = 0x28;
|
|
if(IsKey(g_Cc.Ru)) // up
|
|
Ry = 0xd8;
|
|
if(IsKey(g_Cc.Rr)) // right
|
|
Rx = 0xd8;
|
|
if(IsKey(g_Cc.Rd)) // down
|
|
Ry = 0x28;
|
|
|
|
|
|
_ext.Lx = (Lx >> 2);
|
|
_ext.Ly = (Ly >> 2);
|
|
_ext.Rx = (Rx >> 3); // this may be wrong
|
|
_ext.Rx2 = (Rx >> 5);
|
|
_ext.Rx3 = (Rx >> 7);
|
|
_ext.Ry = (Ry >> 2);
|
|
|
|
_ext.lT = (Ry >> 2);
|
|
_ext.lT2 = (Ry >> 3);
|
|
_ext.rT = (Ry >> 4);
|
|
// --------------
|
|
|
|
|
|
|
|
// --------------------------------------
|
|
/* D-Pad
|
|
|
|
u8 b1;
|
|
0:
|
|
6: bdD
|
|
7: bdR
|
|
|
|
u8 b2;
|
|
0: bdU
|
|
1: bdL
|
|
*/
|
|
if(IsKey(g_Cc.Dl)) _ext.b2.bdL = 0x00; // Digital left
|
|
if(IsKey(g_Cc.Du)) _ext.b2.bdU = 0x00; // Up
|
|
if(IsKey(g_Cc.Dr)) _ext.b1.bdR = 0x00; // Right
|
|
if(IsKey(g_Cc.Dd)) _ext.b1.bdD = 0x00; // Down
|
|
// --------------
|
|
|
|
|
|
// --------------------------------------
|
|
/* Buttons
|
|
u8 b1;
|
|
0:
|
|
6: -
|
|
7: -
|
|
|
|
u8 b2;
|
|
0: -
|
|
1: -
|
|
2: bZr
|
|
3: bX
|
|
4: bA
|
|
5: bY
|
|
6: bB
|
|
7: bZl
|
|
*/
|
|
if(IsKey(g_Cc.A))
|
|
_ext.b2.bA = 0x00;
|
|
|
|
if(IsKey(g_Cc.B))
|
|
_ext.b2.bB = 0x00;
|
|
|
|
if(IsKey(g_Cc.Y))
|
|
_ext.b2.bY = 0x00;
|
|
|
|
if(IsKey(g_Cc.X))
|
|
_ext.b2.bX = 0x00;
|
|
|
|
if(IsKey(g_Cc.P)) // O instead of P
|
|
_ext.b1.bP = 0x00;
|
|
|
|
if(IsKey(g_Cc.M)) // N instead of M
|
|
_ext.b1.bM = 0x00;
|
|
|
|
if(IsKey(g_Cc.H)) // Home button
|
|
_ext.b1.bH = 0x00;
|
|
|
|
if(IsKey(g_Cc.Tl)) // digital left trigger
|
|
_ext.b1.bLT = 0x00;
|
|
|
|
if(IsKey(g_Cc.Zl))
|
|
_ext.b2.bZL = 0x00;
|
|
|
|
if(IsKey(g_Cc.Zr))
|
|
_ext.b2.bZR = 0x00;
|
|
|
|
if(IsKey(g_Cc.Tr)) // digital right trigger
|
|
_ext.b1.bRT = 0x00;
|
|
|
|
// All buttons pressed
|
|
//if(GetAsyncKeyState('C') && GetAsyncKeyState('Z'))
|
|
// { _ext.b2.bA = 0x01; _ext.b2.bB = 0x01; }
|
|
// --------------
|
|
|
|
|
|
/* Here we encrypt the report */
|
|
|
|
// Create a temporary storage for the data
|
|
u8 Tmp[sizeof(_ext)];
|
|
// Clear the array by copying zeroes to it
|
|
memset(Tmp, 0, sizeof(_ext));
|
|
// Copy the data to it
|
|
memcpy(Tmp, &_ext, sizeof(_ext));
|
|
// Encrypt it
|
|
wiimote_encrypt(&g_ExtKey, Tmp, 0x00, sizeof(_ext));
|
|
// Write it back to the struct
|
|
memcpy(&_ext, Tmp, sizeof(_ext));
|
|
}
|
|
// =======================
|
|
|
|
|
|
} // end of namespace
|