// Copyright (C) 2003 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/ #include #include #include "../../../Core/InputCommon/Src/SDL.h" // Core #include "../../../Core/InputCommon/Src/XInput.h" #include "Common.h" // Common #include "StringUtil.h" // for ArrayToString() #include "IniFile.h" #include "pluginspecs_wiimote.h" #include "EmuDefinitions.h" // Local #include "main.h" #include "wiimote_hid.h" #include "EmuSubroutines.h" #include "EmuMain.h" #include "Encryption.h" // for extension encryption #include "Config.h" // for g_Config #ifdef _WIN32 #include "XInput.h" #endif extern SWiimoteInitialize g_WiimoteInitialize; namespace WiiMoteEmu { extern void PAD_RumbleClose(); // Close joypads void Close_Devices() { PAD_RumbleClose(); // Close all devices carefully. We must check that we are not accessing any // undefined vector elements or any bad devices if (SDL_WasInit(0)) { for (int i = 0; i < NumPads; i++) { if (joyinfo.at(i).joy) { if(SDL_JoystickOpened(i)) { INFO_LOG(WIIMOTE, "Shut down Joypad: %i", i); SDL_JoystickClose(joyinfo.at(i).joy); } } } } for (int i = 0; i < MAX_WIIMOTES; i++) WiiMapping[i].joy = NULL; // Clear the physical device info joyinfo.clear(); NumPads = 0; NumGoodPads = 0; } // Fill joyinfo with the current connected devices bool Search_Devices(std::vector &_joyinfo, int &_NumPads, int &_NumGoodPads) { // Close opened pad first Close_Devices(); bool WasGotten = InputCommon::SearchDevices(_joyinfo, _NumPads, _NumGoodPads); if (_NumGoodPads == 0) return false; for (int i = 0; i < MAX_WIIMOTES; i++) { if (_NumPads > WiiMapping[i].ID) if(_joyinfo.at(WiiMapping[i].ID).Good) { WiiMapping[i].joy = _joyinfo.at(WiiMapping[i].ID).joy; #ifdef _WIN32 XINPUT_STATE xstate; DWORD xresult = XInputGetState(WiiMapping[i].ID, &xstate); if (xresult == ERROR_SUCCESS) WiiMapping[i].TriggerType = InputCommon::CTL_TRIGGER_XINPUT; #endif } } return WasGotten; } // Request joystick state /* Called from: PAD_GetStatus() Input: The virtual device 0, 1, 2 or 3 Function: Updates the PadState struct with the current pad status. The input value "controller" is for a virtual controller 0 to 3. */ void GetAxisState(CONTROLLER_MAPPING_WII &_WiiMapping) { // Update the gamepad status SDL_JoystickUpdate(); // Update axis states. It doesn't hurt much if we happen to ask for nonexisting axises here. _WiiMapping.AxisState.Lx = SDL_JoystickGetAxis(_WiiMapping.joy, _WiiMapping.AxisMapping.Lx); _WiiMapping.AxisState.Ly = SDL_JoystickGetAxis(_WiiMapping.joy, _WiiMapping.AxisMapping.Ly); _WiiMapping.AxisState.Rx = SDL_JoystickGetAxis(_WiiMapping.joy, _WiiMapping.AxisMapping.Rx); _WiiMapping.AxisState.Ry = SDL_JoystickGetAxis(_WiiMapping.joy, _WiiMapping.AxisMapping.Ry); // Update the analog trigger axis values #ifdef _WIN32 if (_WiiMapping.TriggerType == InputCommon::CTL_TRIGGER_SDL) { #endif // If we are using SDL analog triggers the buttons have to be mapped as 1000 or up, otherwise they are not used // We must also check that we are not asking for a negative axis number because SDL_JoystickGetAxis() has // no good way of handling that if ((_WiiMapping.AxisMapping.Tl - 1000) >= 0) _WiiMapping.AxisState.Tl = SDL_JoystickGetAxis(_WiiMapping.joy, _WiiMapping.AxisMapping.Tl - 1000); if ((_WiiMapping.AxisMapping.Tr - 1000) >= 0) _WiiMapping.AxisState.Tr = SDL_JoystickGetAxis(_WiiMapping.joy, _WiiMapping.AxisMapping.Tr - 1000); #ifdef _WIN32 } else { _WiiMapping.AxisState.Tl = XInput::GetXI(_WiiMapping.ID, _WiiMapping.AxisMapping.Tl - 1000); _WiiMapping.AxisState.Tr = XInput::GetXI(_WiiMapping.ID, _WiiMapping.AxisMapping.Tr - 1000); } #endif /* Debugging // Console::ClearScreen(); DEBUG_LOG(CONSOLE, "Controller and handle: %i %i\n" "Triggers:%i %i %i %i %i\n" "Analog:%06i %06i \n", controller, (int)_PadState.joy, _PadMapping.triggertype, _PadMapping.Axis.Tl, _PadMapping.Axis.Tr, _PadState.Axis.Tl, _PadState.Axis.Tr, _PadState.Axis.Lx, _PadState.Axis.Ly );*/ } void UpdatePadState(CONTROLLER_MAPPING_WII &_WiiMapping) { // Return if we have no pads if (NumGoodPads == 0) return; GetAxisState(_WiiMapping); int &Lx = _WiiMapping.AxisState.Lx; int &Ly = _WiiMapping.AxisState.Ly; int &Rx = _WiiMapping.AxisState.Rx; int &Ry = _WiiMapping.AxisState.Ry; int &Tl = _WiiMapping.AxisState.Tl; int &Tr = _WiiMapping.AxisState.Tr; // Check the circle to square option if(_WiiMapping.bCircle2Square) { InputCommon::Square2Circle(Lx, Ly, _WiiMapping.Diagonal, true); InputCommon::Square2Circle(Rx, Ry, _WiiMapping.Diagonal, true); } // Dead zone adjustment float DeadZoneLeft = (float)_WiiMapping.DeadZoneL / 100.0f; float DeadZoneRight = (float)_WiiMapping.DeadZoneR / 100.0f; if (InputCommon::IsDeadZone(DeadZoneLeft, Lx, Ly)) { Lx = 0; Ly = 0; } if (InputCommon::IsDeadZone(DeadZoneRight, Rx, Ry)) { Rx = 0; Ry = 0; } // Downsize the values from 0x8000 to 0x80 Lx = InputCommon::Pad_Convert(Lx); Ly = InputCommon::Pad_Convert(Ly); Rx = InputCommon::Pad_Convert(Rx); Ry = InputCommon::Pad_Convert(Ry); // The XInput range is already 0 to 0x80 if (_WiiMapping.TriggerType == InputCommon::CTL_TRIGGER_SDL) { Tl = InputCommon::Pad_Convert(Tl); Tr = InputCommon::Pad_Convert(Tr); } } } // end of namespace WiiMoteEmu