dolphin/Source/Plugins/Plugin_PadSimple/Src/main.cpp

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// Copyright (C) 2003-2008 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#ifdef _WIN32
#define XINPUT_ENABLE
#endif
#include <stdio.h>
#include <math.h>
#include "Common.h"
#ifdef XINPUT_ENABLE
#include <XInput.h>
#endif
#include "pluginspecs_pad.h"
#include "IniFile.h"
#ifdef _WIN32
#include "DirectInputBase.h"
#include "resource.h"
#include "AboutDlg.h"
#include "ConfigDlg.h"
DInput dinput;
#else
#include <SDL.h>
SDL_Joystick *joy;
int numaxes = 0;
int numbuttons = 0;
int numballs = 0;
#endif
// controls
enum
{
CTL_MAINLEFT = 0,
CTL_MAINUP,
CTL_MAINRIGHT,
CTL_MAINDOWN,
CTL_SUBLEFT,
CTL_SUBUP,
CTL_SUBRIGHT,
CTL_SUBDOWN,
CTL_DPADLEFT,
CTL_DPADUP,
CTL_DPADRIGHT,
CTL_DPADDOWN,
CTL_A,
CTL_B,
CTL_X,
CTL_Y,
CTL_Z,
CTL_L,
CTL_R,
CTL_START,
CTL_HALFMAIN,
CTL_HALFSUB,
CTL_HALFTRIGGER,
NUMCONTROLS
};
// control names
static const char* controlNames[] =
{
"Main_stick_left",
"Main_stick_up",
"Main_stick_right",
"Main_stick_down",
"Sub_stick_left",
"Sub_stick_up",
"Sub_stick_right",
"Sub_stick_down",
"D-Pad_left",
"D-Pad_up",
"D-Pad_right",
"D-Pad_down",
"A_button",
"B_button",
"X_button",
"Y_button",
"Z_trigger",
"L_button",
"R_button",
"Start",
"Soft_main_switch",
"Soft_sub_switch",
"Soft_triggers_switch",
};
int keyForControl[NUMCONTROLS];
HINSTANCE g_hInstance = NULL;
SPADInitialize g_PADInitialize;
bool g_rumbleEnable = true;
void LoadConfig();
void SaveConfig();
#define RECORD_SIZE (1024 * 128)
SPADStatus recordBuffer[RECORD_SIZE];
int count = 0;
// #define RECORD_STORE
// #define RECORD_REPLAY
void RecordInput(const SPADStatus& _rPADStatus)
{
if (count >= RECORD_SIZE)
{
return;
}
recordBuffer[count++] = _rPADStatus;
}
const SPADStatus& PlayRecord()
{
if (count >= RECORD_SIZE){return(recordBuffer[0]);}
return(recordBuffer[count++]);
}
void LoadRecord()
{
FILE* pStream = fopen("c:\\pad-record.bin", "rb");
if (pStream != NULL)
{
fread(recordBuffer, 1, RECORD_SIZE * sizeof(SPADStatus), pStream);
fclose(pStream);
}
}
void SaveRecord()
{
FILE* pStream = fopen("c:\\pad-record.bin", "wb");
if (pStream != NULL)
{
fwrite(recordBuffer, 1, RECORD_SIZE * sizeof(SPADStatus), pStream);
fclose(pStream);
}
}
#ifdef _WIN32
BOOL APIENTRY DllMain(HINSTANCE hinstDLL, // DLL module handle
DWORD dwReason, // reason called
LPVOID lpvReserved) // reserved
{
switch (dwReason)
{
case DLL_PROCESS_ATTACH:
break;
case DLL_PROCESS_DETACH:
break;
default:
break;
}
g_hInstance = hinstDLL;
return(TRUE);
}
#endif
void GetDllInfo(PLUGIN_INFO* _PluginInfo)
{
_PluginInfo->Version = 0x0100;
_PluginInfo->Type = PLUGIN_TYPE_PAD;
#ifdef DEBUGFAST
sprintf(_PluginInfo->Name, "Dolphin KB/X360pad (DebugFast)");
#else
#ifndef _DEBUG
sprintf(_PluginInfo->Name, "Dolphin KB/X360pad ");
#else
sprintf(_PluginInfo->Name, "Dolphin KB/X360pad (Debug)");
#endif
#endif
}
void DllAbout(HWND _hParent)
{
#ifdef _WIN32
CAboutDlg aboutDlg;
aboutDlg.DoModal(_hParent);
#endif
}
#ifndef _WIN32
void SDL_Inputinit()
{
if ( SDL_Init(SDL_INIT_JOYSTICK) < 0 )
{
printf("Unable to init SDL: %s\n", SDL_GetError());
exit(1);
}
for(int a = 0; a < SDL_NumJoysticks();a ++)
printf("Name:%s\n",SDL_JoystickName(a));
// Open joystick
joy=SDL_JoystickOpen(0);
if(joy)
{
printf("Opened Joystick 0\n");
printf("Name: %s\n", SDL_JoystickName(0));
printf("Number of Axes: %d\n", SDL_JoystickNumAxes(joy));
printf("Number of Buttons: %d\n", SDL_JoystickNumButtons(joy));
printf("Number of Balls: %d\n", SDL_JoystickNumBalls(joy));
numaxes = SDL_JoystickNumAxes(joy);
numbuttons = SDL_JoystickNumButtons(joy);
numballs = SDL_JoystickNumBalls(joy);
}
else
printf("Couldn't open Joystick 0\n");
}
#endif
void DllConfig(HWND _hParent)
{
#ifdef _WIN32
LoadConfig();
CConfigDlg configDlg;
configDlg.DoModal(_hParent);
SaveConfig();
#else
SDL_Inputinit();
#endif
}
void PAD_Initialize(SPADInitialize _PADInitialize)
{
#ifdef RECORD_REPLAY
LoadRecord();
#endif
g_PADInitialize = _PADInitialize;
#ifdef _WIN32
dinput.Init((HWND)g_PADInitialize.hWnd);
#else
SDL_Inputinit();
#endif
LoadConfig();
}
void PAD_Shutdown()
{
#ifdef RECORD_STORE
SaveRecord();
#endif
#ifdef _WIN32
dinput.Free();
#else
// Close if opened
if(SDL_JoystickOpened(0))
SDL_JoystickClose(joy);
#endif
SaveConfig();
}
const float kDeadZone = 0.1f;
// Implement circular deadzone
void ScaleStickValues(unsigned char* outx,
unsigned char* outy,
short inx, short iny)
{
float x = ((float)inx + 0.5f) / 32767.5f;
float y = ((float)iny + 0.5f) / 32767.5f;
if ((x == 0.0f) && (y == 0.0f)) // to be safe
{
*outx = 0;
*outy = 0;
return;
}
float magnitude = sqrtf(x * x + y * y);
float nx = x / magnitude;
float ny = y / magnitude;
if (magnitude < kDeadZone){magnitude = kDeadZone;}
magnitude = (magnitude - kDeadZone) / (1.0f - kDeadZone);
magnitude *= magnitude; // another power may be more appropriate
nx *= magnitude;
ny *= magnitude;
int ix = (int)(nx * 100);
int iy = (int)(ny * 100);
*outx = 0x80 + ix;
*outy = 0x80 + iy;
}
#ifdef _WIN32
void DInput_Read(int _numPad, SPADStatus* _pPADStatus)
{
if (_numPad != 0)
{
return;
}
dinput.Read();
int mainvalue = (dinput.diks[keyForControl[CTL_HALFMAIN]] & 0xFF) ? 40 : 100;
int subvalue = (dinput.diks[keyForControl[CTL_HALFSUB]] & 0xFF) ? 40 : 100;
int triggervalue = (dinput.diks[keyForControl[CTL_HALFTRIGGER]] & 0xFF) ? 100 : 255;
// get the new keys
if (dinput.diks[keyForControl[CTL_MAINLEFT]] & 0xFF){_pPADStatus->stickX -= mainvalue;}
if (dinput.diks[keyForControl[CTL_MAINRIGHT]] & 0xFF){_pPADStatus->stickX += mainvalue;}
if (dinput.diks[keyForControl[CTL_MAINDOWN]] & 0xFF){_pPADStatus->stickY -= mainvalue;}
if (dinput.diks[keyForControl[CTL_MAINUP]] & 0xFF){_pPADStatus->stickY += mainvalue;}
if (dinput.diks[keyForControl[CTL_SUBLEFT]] & 0xFF){_pPADStatus->substickX -= subvalue;}
if (dinput.diks[keyForControl[CTL_SUBRIGHT]] & 0xFF){_pPADStatus->substickX += subvalue;}
if (dinput.diks[keyForControl[CTL_SUBDOWN]] & 0xFF){_pPADStatus->substickY -= subvalue;}
if (dinput.diks[keyForControl[CTL_SUBUP]] & 0xFF){_pPADStatus->substickY += subvalue;}
if (dinput.diks[keyForControl[CTL_L]] & 0xFF)
{
_pPADStatus->button |= PAD_TRIGGER_L;
_pPADStatus->triggerLeft = triggervalue;
}
if (dinput.diks[keyForControl[CTL_R]] & 0xFF)
{
_pPADStatus->button |= PAD_TRIGGER_R;
_pPADStatus->triggerRight = triggervalue;
}
if (dinput.diks[keyForControl[CTL_A]] & 0xFF)
{
_pPADStatus->button |= PAD_BUTTON_A;
_pPADStatus->analogA = 255;
}
if (dinput.diks[keyForControl[CTL_B]] & 0xFF)
{
_pPADStatus->button |= PAD_BUTTON_B;
_pPADStatus->analogB = 255;
}
if (dinput.diks[keyForControl[CTL_X]] & 0xFF){_pPADStatus->button |= PAD_BUTTON_X;}
if (dinput.diks[keyForControl[CTL_Y]] & 0xFF){_pPADStatus->button |= PAD_BUTTON_Y;}
if (dinput.diks[keyForControl[CTL_Z]] & 0xFF){_pPADStatus->button |= PAD_TRIGGER_Z;}
if (dinput.diks[keyForControl[CTL_DPADUP]] & 0xFF){_pPADStatus->button |= PAD_BUTTON_UP;}
if (dinput.diks[keyForControl[CTL_DPADDOWN]] & 0xFF){_pPADStatus->button |= PAD_BUTTON_DOWN;}
if (dinput.diks[keyForControl[CTL_DPADLEFT]] & 0xFF){_pPADStatus->button |= PAD_BUTTON_LEFT;}
if (dinput.diks[keyForControl[CTL_DPADRIGHT]] & 0xFF){_pPADStatus->button |= PAD_BUTTON_RIGHT;}
if (dinput.diks[keyForControl[CTL_START]] & 0xFF){_pPADStatus->button |= PAD_BUTTON_START;}
}
void XInput_Read(int _numPAD, SPADStatus* _pPADStatus)
{
#ifdef XINPUT_ENABLE
const int base = 0x80;
XINPUT_STATE xstate;
DWORD xresult = XInputGetState(_numPAD, &xstate);
if ((xresult != ERROR_SUCCESS) && (_numPAD != 0))
{
return;
}
// In addition, let's .. yes, let's use XINPUT!
if (xresult == ERROR_SUCCESS)
{
const XINPUT_GAMEPAD& pad = xstate.Gamepad;
if ((_pPADStatus->stickX == base) && (_pPADStatus->stickY == base))
{
ScaleStickValues(
&_pPADStatus->stickX,
&_pPADStatus->stickY,
pad.sThumbLX,
pad.sThumbLY);
}
if ((_pPADStatus->substickX == base) && (_pPADStatus->substickY == base))
{
ScaleStickValues(
&_pPADStatus->substickX,
&_pPADStatus->substickY,
pad.sThumbRX,
pad.sThumbRY);
}
_pPADStatus->triggerLeft = pad.bLeftTrigger;
_pPADStatus->triggerRight = pad.bRightTrigger;
if (pad.bLeftTrigger > 20){_pPADStatus->button |= PAD_TRIGGER_L;}
if (pad.bRightTrigger > 20){_pPADStatus->button |= PAD_TRIGGER_R;}
if (pad.wButtons & XINPUT_GAMEPAD_A){_pPADStatus->button |= PAD_BUTTON_A;}
if (pad.wButtons & XINPUT_GAMEPAD_X){_pPADStatus->button |= PAD_BUTTON_B;}
if (pad.wButtons & XINPUT_GAMEPAD_B){_pPADStatus->button |= PAD_BUTTON_X;}
if (pad.wButtons & XINPUT_GAMEPAD_Y){_pPADStatus->button |= PAD_BUTTON_Y;}
if (pad.wButtons & XINPUT_GAMEPAD_RIGHT_SHOULDER){_pPADStatus->button |= PAD_TRIGGER_Z;}
if (pad.wButtons & XINPUT_GAMEPAD_START){_pPADStatus->button |= PAD_BUTTON_START;}
if (pad.wButtons & XINPUT_GAMEPAD_DPAD_LEFT){_pPADStatus->button |= PAD_BUTTON_LEFT;}
if (pad.wButtons & XINPUT_GAMEPAD_DPAD_RIGHT){_pPADStatus->button |= PAD_BUTTON_RIGHT;}
if (pad.wButtons & XINPUT_GAMEPAD_DPAD_UP){_pPADStatus->button |= PAD_BUTTON_UP;}
if (pad.wButtons & XINPUT_GAMEPAD_DPAD_DOWN){_pPADStatus->button |= PAD_BUTTON_DOWN;}
}
#endif
}
#endif
int a = 0;
#ifndef _WIN32
// The graphics plugin in the PCSX2 design leaves a lot of the window processing to the pad plugin, weirdly enough.
void X11_Read(int _numPAD, SPADStatus* _pPADStatus)
{
// Do all the stuff we need to do once per frame here
if (_numPAD != 0)
{
return;
}
SDL_JoystickUpdate();
for(int a = 0;a < numbuttons;a++)
{
if(SDL_JoystickGetButton(joy, a))
{
switch(a)
{
case 0://A
_pPADStatus->button |= PAD_BUTTON_A;
_pPADStatus->analogA = 255;
break;
case 1://B
_pPADStatus->button |= PAD_BUTTON_B;
_pPADStatus->analogB = 255;
break;
case 2://X
_pPADStatus->button |= PAD_BUTTON_Y;
break;
case 3://Y
_pPADStatus->button |= PAD_BUTTON_X;
break;
case 5://RB
_pPADStatus->button |= PAD_TRIGGER_Z;
break;
case 6://Start
_pPADStatus->button |= PAD_BUTTON_START;
break;
}
}
}
}
#endif
unsigned int PAD_GetAttachedPads()
{
unsigned int connected = 0;
connected |= 1;
return connected;
}
void PAD_GetStatus(BYTE _numPAD, SPADStatus* _pPADStatus)
{
// check if all is okay
if ((_pPADStatus == NULL))
{
return;
}
#ifdef RECORD_REPLAY
*_pPADStatus = PlayRecord();
return;
#endif
const int base = 0x80;
// clear pad
memset(_pPADStatus, 0, sizeof(SPADStatus));
_pPADStatus->stickY = base;
_pPADStatus->stickX = base;
_pPADStatus->substickX = base;
_pPADStatus->substickY = base;
_pPADStatus->button |= PAD_USE_ORIGIN;
#ifdef _WIN32
// just update pad on focus
//if (g_PADInitialize.hWnd != ::GetForegroundWindow())
// return;
#endif
_pPADStatus->err = PAD_ERR_NONE;
// keyboard is hardwired to player 1.
#ifdef _WIN32
DInput_Read(_numPAD, _pPADStatus);
XInput_Read(_numPAD, _pPADStatus);
#else
X11_Read(_numPAD, _pPADStatus);
#endif
#ifdef RECORD_STORE
RecordInput(*_pPADStatus);
#endif
}
// Rough approximation of GC behaviour - needs improvement.
void PAD_Rumble(BYTE _numPAD, unsigned int _uType, unsigned int _uStrength)
{
#ifdef _WIN32
static int a = 0;
if ((_uType == 0) || (_uType == 2))
{
a = 0;
}
else if (_uType == 1)
{
a = _uStrength > 2 ? 8000 : 0;
}
a = int ((float)a * 0.96f);
if (!g_rumbleEnable)
{
a = 0;
}
#ifdef XINPUT_ENABLE
XINPUT_VIBRATION vib;
vib.wLeftMotorSpeed = a; //_uStrength*100;
vib.wRightMotorSpeed = a; //_uStrength*100;
XInputSetState(_numPAD, &vib);
#endif
#endif
}
unsigned int SaveLoadState(char* _ptr, BOOL _bSave)
{
return(0);
}
void LoadConfig()
{
#ifdef _WIN32
// Initialize pad 1 to standard controls
const int defaultKeyForControl[NUMCONTROLS] =
{
DIK_LEFT, //mainstick
DIK_UP,
DIK_RIGHT,
DIK_DOWN,
DIK_J, //substick
DIK_I,
DIK_L,
DIK_K,
DIK_F, //dpad
DIK_T,
DIK_H,
DIK_G,
DIK_X, //buttons
DIK_Z,
DIK_S,
DIK_C,
DIK_D,
DIK_Q,
DIK_W,
DIK_RETURN,
DIK_LSHIFT,
DIK_LSHIFT,
DIK_LCONTROL
};
#endif
IniFile file;
file.Load("pad.ini");
for (int i = 0; i < NUMCONTROLS; i++)
{
#ifdef _WIN32
file.Get("Bindings", controlNames[i], &keyForControl[i], defaultKeyForControl[i]);
#endif
}
file.Get("XPad1", "Rumble", &g_rumbleEnable, true);
}
void SaveConfig()
{
IniFile file;
file.Load("pad.ini");
for (int i = 0; i < NUMCONTROLS; i++)
{
file.Set("Bindings", controlNames[i], keyForControl[i]);
}
file.Set("XPad1", "Rumble", g_rumbleEnable);
file.Save("pad.ini");
}