dolphin/Source/Plugins/Plugin_nJoy_SDL/Src/GUI/ConfigJoypad.cpp

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//////////////////////////////////////////////////////////////////////////////////////////
// Project description
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
// Name: nJoy
// Description: A Dolphin Compatible Input Plugin
//
// Author: Falcon4ever (nJoy@falcon4ever.com)
// Site: www.multigesture.net
// Copyright (C) 2003-2008 Dolphin Project.
//
//////////////////////////////////////////////////////////////////////////////////////////
//
// Licensetype: GNU General Public License (GPL)
//
// 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/
//
//////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
// Include
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
#include "math.h" // System
#include "ConfigBox.h" // Local
#include "../nJoy.h"
#include "Images/controller.xpm"
extern CONTROLLER_INFO *joyinfo;
//extern CONTROLLER_MAPPING joysticks[4];
extern bool emulator_running;
////////////////////////
// Set dialog items from saved values
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void ConfigBox::UpdateGUIKeys(int controller)
{
// http://wiki.wxwidgets.org/Converting_everything_to_and_from_wxString
wxString tmp;
m_Joyname[controller]->SetSelection(joysticks[controller].ID);
tmp << joysticks[controller].buttons[CTL_L_SHOULDER]; m_JoyShoulderL[controller]->SetValue(tmp); tmp.clear();
tmp << joysticks[controller].buttons[CTL_R_SHOULDER]; m_JoyShoulderR[controller]->SetValue(tmp); tmp.clear();
tmp << joysticks[controller].buttons[CTL_A_BUTTON]; m_JoyButtonA[controller]->SetValue(tmp); tmp.clear();
tmp << joysticks[controller].buttons[CTL_B_BUTTON]; m_JoyButtonB[controller]->SetValue(tmp); tmp.clear();
tmp << joysticks[controller].buttons[CTL_X_BUTTON]; m_JoyButtonX[controller]->SetValue(tmp); tmp.clear();
tmp << joysticks[controller].buttons[CTL_Y_BUTTON]; m_JoyButtonY[controller]->SetValue(tmp); tmp.clear();
tmp << joysticks[controller].buttons[CTL_Z_TRIGGER]; m_JoyButtonZ[controller]->SetValue(tmp); tmp.clear();
tmp << joysticks[controller].buttons[CTL_START]; m_JoyButtonStart[controller]->SetValue(tmp); tmp.clear();
tmp << joysticks[controller].halfpress; m_JoyButtonHalfpress[controller]->SetValue(tmp); tmp.clear();
tmp << joysticks[controller].axis[CTL_MAIN_X]; m_JoyAnalogMainX[controller]->SetValue(tmp); tmp.clear();
tmp << joysticks[controller].axis[CTL_MAIN_Y]; m_JoyAnalogMainY[controller]->SetValue(tmp); tmp.clear();
tmp << joysticks[controller].axis[CTL_SUB_X]; m_JoyAnalogSubX[controller]->SetValue(tmp); tmp.clear();
tmp << joysticks[controller].axis[CTL_SUB_Y]; m_JoyAnalogSubY[controller]->SetValue(tmp); tmp.clear();
if(joysticks[controller].enabled)
m_Joyattach[controller]->SetValue(TRUE);
else
m_Joyattach[controller]->SetValue(FALSE);
// Update the deadzone and controller type controls
m_Controltype[controller]->SetSelection(joysticks[controller].controllertype);
m_Deadzone[controller]->SetSelection(joysticks[controller].deadzone);
UpdateGUI(controller);
if(joysticks[controller].controllertype == CTL_DPAD_HAT)
{
tmp << joysticks[controller].dpad; m_JoyDpadUp[controller]->SetValue(tmp); tmp.clear();
}
else
{
tmp << joysticks[controller].dpad2[CTL_D_PAD_UP]; m_JoyDpadUp[controller]->SetValue(tmp); tmp.clear();
tmp << joysticks[controller].dpad2[CTL_D_PAD_DOWN]; m_JoyDpadDown[controller]->SetValue(tmp); tmp.clear();
tmp << joysticks[controller].dpad2[CTL_D_PAD_LEFT]; m_JoyDpadLeft[controller]->SetValue(tmp); tmp.clear();
tmp << joysticks[controller].dpad2[CTL_D_PAD_RIGHT]; m_JoyDpadRight[controller]->SetValue(tmp); tmp.clear();
}
}
/* Populate the joysticks array with the dialog items settings, for example
selected joystick, enabled or disabled status and so on */
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void ConfigBox::SaveButtonMapping(int controller)
{
// Temporary storage
wxString tmp;
long value;
// The controller ID
joysticks[controller].ID = m_Joyname[controller]->GetSelection();
// The shoulder buttons
m_JoyShoulderL[controller]->GetValue().ToLong(&value); joysticks[controller].buttons[CTL_L_SHOULDER] = value;
m_JoyShoulderR[controller]->GetValue().ToLong(&value); joysticks[controller].buttons[CTL_R_SHOULDER] = value;
// The digital buttons
m_JoyButtonA[controller]->GetValue().ToLong(&value); joysticks[controller].buttons[CTL_A_BUTTON] = value; tmp.clear();
m_JoyButtonB[controller]->GetValue().ToLong(&value); joysticks[controller].buttons[CTL_B_BUTTON] = value; tmp.clear();
m_JoyButtonX[controller]->GetValue().ToLong(&value); joysticks[controller].buttons[CTL_X_BUTTON] = value; tmp.clear();
m_JoyButtonY[controller]->GetValue().ToLong(&value); joysticks[controller].buttons[CTL_Y_BUTTON] = value; tmp.clear();
m_JoyButtonZ[controller]->GetValue().ToLong(&value); joysticks[controller].buttons[CTL_Z_TRIGGER] = value; tmp.clear();
m_JoyButtonStart[controller]->GetValue().ToLong(&value); joysticks[controller].buttons[CTL_START] = value; tmp.clear();
m_JoyButtonHalfpress[controller]->GetValue().ToLong(&value); joysticks[controller].halfpress = value; tmp.clear();
// Digital pad type
if(joysticks[controller].controllertype == CTL_DPAD_HAT)
{
m_JoyDpadUp[controller]->GetValue().ToLong(&value); joysticks[controller].dpad = value; tmp.clear();
}
else
{
m_JoyDpadUp[controller]->GetValue().ToLong(&value); joysticks[controller].dpad2[CTL_D_PAD_UP] = value; tmp.clear();
m_JoyDpadDown[controller]->GetValue().ToLong(&value); joysticks[controller].dpad2[CTL_D_PAD_DOWN] = value; tmp.clear();
m_JoyDpadLeft[controller]->GetValue().ToLong(&value); joysticks[controller].dpad2[CTL_D_PAD_LEFT] = value; tmp.clear();
m_JoyDpadRight[controller]->GetValue().ToLong(&value); joysticks[controller].dpad2[CTL_D_PAD_RIGHT] = value; tmp.clear();
}
m_JoyAnalogMainX[controller]->GetValue().ToLong(&value); joysticks[controller].axis[CTL_MAIN_X] = value; tmp.clear();
m_JoyAnalogMainY[controller]->GetValue().ToLong(&value); joysticks[controller].axis[CTL_MAIN_Y] = value; tmp.clear();
m_JoyAnalogSubX[controller]->GetValue().ToLong(&value); joysticks[controller].axis[CTL_SUB_X] = value; tmp.clear();
m_JoyAnalogSubY[controller]->GetValue().ToLong(&value); joysticks[controller].axis[CTL_SUB_Y] = value; tmp.clear();
// Set enabled or disable status and other settings
joysticks[controller].enabled = m_Joyattach[controller]->GetValue();
joysticks[controller].controllertype = m_Controltype[controller]->GetSelection();
joysticks[controller].deadzone = m_Deadzone[controller]->GetSelection();
}
// Change controller type
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void ConfigBox::ChangeControllertype(wxCommandEvent& event)
{
joysticks[0].controllertype = m_Controltype[0]->GetSelection();
joysticks[1].controllertype = m_Controltype[1]->GetSelection();
joysticks[2].controllertype = m_Controltype[2]->GetSelection();
joysticks[3].controllertype = m_Controltype[3]->GetSelection();
for(int i=0; i<4 ;i++) UpdateGUI(i);
}
// Update the textbox for the buttons
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void ConfigBox::SetButtonText(int id, char text[128])
{
int controller = notebookpage;
switch(id)
{
case IDB_DPAD_RIGHT:
m_JoyDpadRight[controller]->SetValue(wxString::FromAscii(text)); break;
case IDB_DPAD_UP:
m_JoyDpadUp[controller]->SetValue(wxString::FromAscii(text)); break;
case IDB_DPAD_DOWN:
m_JoyDpadDown[controller]->SetValue(wxString::FromAscii(text)); break;
case IDB_DPAD_LEFT:
m_JoyDpadLeft[controller]->SetValue(wxString::FromAscii(text)); break;
case IDB_ANALOG_MAIN_X:
m_JoyAnalogMainX[controller]->SetValue(wxString::FromAscii(text)); break;
case IDB_ANALOG_MAIN_Y:
m_JoyAnalogMainY[controller]->SetValue(wxString::FromAscii(text)); break;
case IDB_ANALOG_SUB_X:
m_JoyAnalogSubX[controller]->SetValue(wxString::FromAscii(text)); break;
case IDB_ANALOG_SUB_Y:
m_JoyAnalogSubY[controller]->SetValue(wxString::FromAscii(text)); break;
case IDB_SHOULDER_L:
m_JoyShoulderL[controller]->SetValue(wxString::FromAscii(text)); break;
case IDB_SHOULDER_R:
m_JoyShoulderR[controller]->SetValue(wxString::FromAscii(text)); break;
case IDB_BUTTON_A:
m_JoyButtonA[controller]->SetValue(wxString::FromAscii(text)); break;
case IDB_BUTTON_B:
m_JoyButtonB[controller]->SetValue(wxString::FromAscii(text)); break;
case IDB_BUTTON_X:
m_JoyButtonX[controller]->SetValue(wxString::FromAscii(text)); break;
case IDB_BUTTON_Y:
m_JoyButtonY[controller]->SetValue(wxString::FromAscii(text)); break;
case IDB_BUTTON_Z:
m_JoyButtonZ[controller]->SetValue(wxString::FromAscii(text)); break;
case IDB_BUTTONSTART:
m_JoyButtonStart[controller]->SetValue(wxString::FromAscii(text)); break;
case IDB_BUTTONHALFPRESS:
m_JoyButtonHalfpress[controller]->SetValue(wxString::FromAscii(text)); break;
default:
break;
}
}
//////////////////////////////////////////////////////////////////////////////////////////
// Configure button mapping
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
// Avoid extreme axis values
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/* Function: We have to avoid very big values to becuse some triggers are -0x8000 in the
unpressed state (and then go from -0x8000 to 0x8000 as they are fully pressed) */
bool AvoidValues(int value)
{
// Avoid detecting very small or very big (for triggers) values
if( (value > -0x1000 && value < 0x1000) // Small values
|| (value < -0x7000 || value > 0x7000)) // Big values
return true; // Avoid
else
return false; // Keep
}
// Wait for button press
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/* Loop or timer: There are basically two ways to do this. With a while() or for() loop, or with a
timer. The downside with the while() or for() loop is that there is no way to stop it if the user
should select to configure another button while we are still in an old loop. What will happen then
is that we start another parallel loop (at least in Windows) that blocks the old loop. And our only
option to wait for the old loop to finish is with a new loop, and that will block the old loop for as
long as it's going on. Therefore a timer is easier to control. */
void ConfigBox::GetButtons(wxCommandEvent& event)
{
DoGetButtons(event.GetId());
}
void ConfigBox::DoGetButtons(int GetId)
{
// =============================================
// Collect the starting values
// ----------------
// Get the current controller
int Controller = notebookpage;
// Collect the accepted buttons for this slot
bool LeftRight = (GetId == IDB_SHOULDER_L || GetId == IDB_SHOULDER_R);
bool Axis = (GetId >= IDB_ANALOG_MAIN_X && GetId <= IDB_SHOULDER_R);
bool Button = (GetId >= IDB_BUTTON_A && GetId <= IDB_BUTTONHALFPRESS)
|| (GetId == IDB_SHOULDER_L || GetId == IDB_SHOULDER_R)
|| (GetId >= IDB_DPAD_UP && GetId <= IDB_DPAD_RIGHT && joysticks[Controller].controllertype == CTL_DPAD_CUSTOM);
bool Hat = (GetId >= IDB_DPAD_UP && GetId <= IDB_DPAD_RIGHT)
&& (joysticks[Controller].controllertype == CTL_DPAD_HAT);
/* Open a new joystick. Joysticks[controller].GetId is the system GetId of the physical joystick
that is mapped to controller, for example 0, 1, 2, 3 for the first four joysticks */
SDL_Joystick *joy = SDL_JoystickOpen(joysticks[Controller].ID);
// Get the number of axes, hats and buttons
int buttons = SDL_JoystickNumButtons(joy);
int axes = SDL_JoystickNumAxes(joy);
int hats = SDL_JoystickNumHats(joy);
// Declare values
char format[128];
int value; // Axis value
int type; // Button type
bool Succeed = false;
bool Stop = false; // Stop the timer
int pressed = 0;
int Seconds = 4; // Seconds to wait for
int TimesPerSecond = 40; // How often to run the check
// =======================
//Console::Print("Before (%i) Id:%i %i IsRunning:%i\n",
// GetButtonWaitingTimer, GetButtonWaitingID, GetId, m_ButtonMappingTimer->IsRunning());
// If the Id has changed or the timer is not running we should start one
if( GetButtonWaitingID != GetId || !m_ButtonMappingTimer->IsRunning() )
{
if(m_ButtonMappingTimer->IsRunning())
{
m_ButtonMappingTimer->Stop();
GetButtonWaitingTimer = 0;
// Update the old textbox
SetButtonText(GetButtonWaitingID, "");
}
// Save the button Id
GetButtonWaitingID = GetId;
// Reset the key in case we happen to have an old one
g_Pressed = 0;
// Update the text box
sprintf(format, "[%d]", Seconds);
SetButtonText(GetId, format);
// Start the timer
#if wxUSE_TIMER
m_ButtonMappingTimer->Start( floor((double)(1000 / TimesPerSecond)) );
#endif
}
// If there is a timer but we should not create a new one
else
{
// Update the internal status
SDL_JoystickUpdate();
// For the triggers we accept both a digital or an analog button
if(Axis)
{
for(int i = 0; i < axes; i++)
{
value = SDL_JoystickGetAxis(joy, i);
if(AvoidValues(value)) continue; // Avoid values
pressed = i + (LeftRight ? 1000 : 0); // Identify the analog triggers
type = CTL_AXIS;
Succeed = true;
}
}
// Check for a hat
if(Hat)
{
for(int i = 0; i < hats; i++)
{
if(SDL_JoystickGetHat(joy, i))
{
pressed = i;
type = CTL_HAT;
Succeed = true;
}
}
}
// Check for a button
if(Button)
{
for(int i = 0; i < buttons; i++)
{
if(SDL_JoystickGetButton(joy, i))
{
pressed = i;
type = CTL_BUTTON;
Succeed = true;
}
}
}
// Check for keyboard action
if (g_Pressed && Button)
{
// Todo: Add a separate keyboard vector to remove this restriction
if(g_Pressed >= buttons)
{
pressed = g_Pressed;
type = CTL_BUTTON;
Succeed = true;
g_Pressed = 0;
}
else
{
wxMessageBox(wxString::Format(wxT(
"You selected a key with a to low key code (%i), please"
" select another key with a higher key code."), g_Pressed)
, wxT("Notice"), wxICON_INFORMATION);
pressed = g_Pressed;
Succeed = false;
g_Pressed = 0;
}
}
// Count each time
GetButtonWaitingTimer++;
// This is run every second
if(GetButtonWaitingTimer % TimesPerSecond == 0)
{
//Console::Print("Second\n\n");
// Current time
int TmpTime = Seconds - (GetButtonWaitingTimer / TimesPerSecond);
// Update text
sprintf(format, "[%d]", TmpTime);
SetButtonText(GetId, format);
}
// Time's up
if( (GetButtonWaitingTimer / TimesPerSecond) >= Seconds )
{
Stop = true;
// Leave a blank mapping
SetButtonText(GetId, "");
}
// If we got a button
if(Succeed)
{
Stop = true;
// Write the number of the pressed button to the text box
sprintf(format, "%d", pressed);
SetButtonText(GetId, format);
}
}
// Stop the timer
if(Stop)
{
m_ButtonMappingTimer->Stop();
GetButtonWaitingTimer = 0;
}
// We don't need this gamepad handle any more
if(SDL_JoystickOpened(joysticks[Controller].ID)) SDL_JoystickClose(joy);
// Update the button mapping
SaveButtonMapping(Controller);
// Debugging
//Console::Print("IsRunning: %i\n", m_ButtonMappingTimer->IsRunning());
}
/////////////////////////////////////////////////////////// Configure button mapping