forked from dolphin-emu/dolphin
		
	* You can connect/disconnect one or more WiiMote from Menu->Tools any time (must pause game first) * Up to 4 Emulated Wiimotes can work together at the same timer (PS: "Wiimote_Real" needs to be rewritten to support Multi-WiiMote, and it could be broken already now) git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4736 8ced0084-cf51-0410-be5f-012b33b47a6e
		
			
				
	
	
		
			201 lines
		
	
	
		
			4.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			201 lines
		
	
	
		
			4.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
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// Project description
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// -------------------
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// Name: SDL Input 
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// Description: Common SDL Input Functions
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//
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// Author: Falcon4ever (nJoy@falcon4ever.com, www.multigesture.net), JPeterson etc
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// Copyright (C) 2003 Dolphin Project.
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//
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//
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// Licensetype: GNU General Public License (GPL)
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//
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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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//
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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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//
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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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//
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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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#ifndef _SDL_h
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#define _SDL_h
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// Include
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// -------------------
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#include <iostream> // System
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#include <vector>
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#include <cmath>
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#ifdef _WIN32
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#include <SDL.h> // Externals
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#include <SDL_version.h>
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#if SDL_VERSION_ATLEAST(1, 3, 0)
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	#include <SDL_haptic.h>
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#endif
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#else
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#include <SDL/SDL.h>
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#include <SDL/SDL_version.h>
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#if SDL_VERSION_ATLEAST(1, 3, 0)
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	#include <SDL/SDL_haptic.h>
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#endif
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#endif
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#include "Common.h" // Common
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namespace InputCommon
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{
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// Settings
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// ----------
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// Show a status window with the detected axes, buttons and so on
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//#define SHOW_PAD_STATUS
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// Structures
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/* -------------------
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	CONTROLLER_STATE buttons (PadState) = 0 or 1
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	CONTROLLER_MAPPING buttons (joystick) = 0 or 1, 2, 3, 4, a certain joypad button
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	Please remember: The axis limit is hardcoded here, if you allow more axises (for
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	example for analog A and B buttons) you must first incrase the size of the axis array
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	size here
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*/
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struct CONTROLLER_STATE		// GC PAD INFO/STATE
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{
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	int buttons[8];			// Amount of buttons (A B X Y Z, L-Trigger R-Trigger Start) might need to change the triggers buttons
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	int dpad;				// Automatic SDL D-Pad (8 directions + neutral)
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	int dpad2[4];			// D-pad using buttons
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	int axis[6];			// 2 x 2 Axes (Main & Sub)
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	int halfpress;			// Halfpress... you know, like not fully pressed ;)...
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	SDL_Joystick *joy;		// SDL joystick device
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};
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struct CONTROLLER_MAPPING	// GC PAD MAPPING
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{
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	bool enable;
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	int buttons[8];			// (See above)
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	int dpad;				// (See above)
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	int dpad2[4];			// (See above)
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	int axis[6];			// (See above)
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	int halfpress;			// (See above)
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	int deadzone;			// Deadzone... what else?
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	int ID;					// SDL joystick device ID
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	int controllertype;		// Hat: Hat or custom buttons
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	int triggertype;		// Triggers range
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	std::string SRadius, SDiagonal, SRadiusC, SDiagonalC;
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	bool bRadiusOnOff, bSquareToCircle, bRadiusOnOffC, bSquareToCircleC;
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	bool rumble;
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	int eventnum;			// Linux Event Number, Can't be found dynamically yet
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};
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struct CONTROLLER_INFO		// CONNECTED WINDOWS DEVICES INFO
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{
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	int NumAxes;			// Amount of Axes
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	int NumButtons;			// Amount of Buttons
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	int NumBalls;			// Amount of Balls
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	int NumHats;			// Amount of Hats (POV)
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	std::string Name;		// Joypad/stickname
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	int ID;					// SDL joystick device ID
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	bool Good;				// Pad is good (it has at least one button or axis)
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	SDL_Joystick *joy;		// SDL joystick device
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};
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enum
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{
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	// CTL_L_SHOULDER and CTL_R_SHOULDER = 0 and 1
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	CTL_MAIN_X = 2,
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	CTL_MAIN_Y,
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	CTL_SUB_X,
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	CTL_SUB_Y
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};
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enum
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{
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	CTL_L_SHOULDER = 0,
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	CTL_R_SHOULDER,
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	CTL_A_BUTTON,
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	CTL_B_BUTTON,
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	CTL_X_BUTTON,
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	CTL_Y_BUTTON,
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	CTL_Z_TRIGGER,	
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	CTL_START	
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};
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// DPad Type
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enum
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{
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	CTL_DPAD_HAT = 0, // Automatically use the first hat that SDL finds
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	CTL_DPAD_CUSTOM // Custom directional pad settings
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};
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// Trigger Type
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enum
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{
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	CTL_TRIGGER_SDL = 0, // 
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	CTL_TRIGGER_XINPUT // The XBox 360 pad
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};
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enum
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{
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	CTL_D_PAD_UP = 0,
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	CTL_D_PAD_DOWN,
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	CTL_D_PAD_LEFT,
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	CTL_D_PAD_RIGHT
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};
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// Button type for the configuration
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enum
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{
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	CTL_AXIS = 0,
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	CTL_HAT,
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	CTL_BUTTON,	
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	CTL_KEY
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};
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// XInput buttons
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enum
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{
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	XI_TRIGGER_L = 0,
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	XI_TRIGGER_R
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};
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// Declarations
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// ---------
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// General functions
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bool SearchDevices(std::vector<CONTROLLER_INFO> &_joyinfo, int &NumPads, int &NumGoodPads);
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void GetJoyState(CONTROLLER_STATE &_PadState, CONTROLLER_MAPPING _PadMapping, int controller, int NumButtons);
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void GetButton(SDL_Joystick*, int,int,int,int, int&,int&,int&,int&,bool&,bool&, bool,bool,bool,bool,bool,bool);
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// Value conversion
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float Deg2Rad(float Deg);
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float Rad2Deg(float Rad);
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int Pad_Convert(int _val);
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float SquareDistance(float deg);
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bool IsDeadZone(float DeadZone, int x, int y);
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void Square2Circle(int &_x, int &_y, int _pad, std::string SDiagonal, bool Circle2Square = false);
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void RadiusAdjustment(int &_x, int &_y, int _pad, std::string SRadius);
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// Input configuration
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std::string VKToString(int keycode);
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#ifndef _SDL_MAIN_
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	extern int g_LastPad;
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#endif
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} // InputCommon
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#endif // _SDL_h
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