forked from dolphin-emu/dolphin
		
	git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2356 8ced0084-cf51-0410-be5f-012b33b47a6e
		
			
				
	
	
		
			679 lines
		
	
	
		
			21 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			679 lines
		
	
	
		
			21 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
//////////////////////////////////////////////////////////////////////////////////////////
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// Project description
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// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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// Name: nJoy
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// Description: A Dolphin Compatible Input Plugin
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//
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// Author: Falcon4ever (nJoy@falcon4ever.com)
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// Site: www.multigesture.net
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// Copyright (C) 2003-2008 Dolphin Project.
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//
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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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//////////////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////////////
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// Issues
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/* ¯¯¯¯¯¯¯¯¯
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   The StrangeHack in ConfigAdvanced.cpp doesn't work in Linux, it still wont resize the
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   window correctly. So currently in Linux you have to have advanced controls enabled when
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   you open the window to see them.
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////////////////////////*/
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////////////////////////////////////////////////////////////////////////////////////////
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// Variables guide
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/* ¯¯¯¯¯¯¯¯¯
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   Joyinfo[1, 2, 3, 4, ..., number of attached devices]: Gamepad info that is populate by Search_Devices()
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   PadMapping[1, 2, 3 and 4]: The button mapping
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   Joystate[1, 2, 3 and 4]: The current button states
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   The arrays PadMapping[] and PadState[] are numbered 0 to 3 for the four different virtual
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   controllers. Joysticks[].ID will have the number of the physical input device mapped to that
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   controller (this value range between 0 and the total number of connected physical devices). The
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   mapping of a certain physical device to PadState[].joy is initially done by Initialize(), but
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   for the configuration we can remap that, like in ConfigBox::ChangeJoystick().
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   The joyinfo[] array holds the physical gamepad info for a certain physical device. It's therefore
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   used as joyinfo[PadMapping[controller].ID] if we want to get the joyinfo for a certain joystick.
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////////////////////////*/
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//////////////////////////////////////////////////////////////////////////////////////////
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// Include
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// ¯¯¯¯¯¯¯¯¯
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#include "nJoy.h"
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// Declare config window so that we can write debugging info to it from functions in this file
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#if defined(HAVE_WX) && HAVE_WX
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	ConfigBox* m_frame;
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#endif
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/////////////////////////
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//////////////////////////////////////////////////////////////////////////////////////////
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// Variables
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// ¯¯¯¯¯¯¯¯¯
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// Rumble in windows
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#define _EXCLUDE_MAIN_ // Avoid certain declarations in nJoy.h
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FILE *pFile;
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HINSTANCE nJoy_hInst = NULL;
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std::vector<InputCommon::CONTROLLER_INFO> joyinfo;
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InputCommon::CONTROLLER_STATE PadState[4];
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InputCommon::CONTROLLER_MAPPING PadMapping[4];
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bool g_EmulatorRunning = false;
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int NumPads = 0, NumGoodPads = 0, LastPad = 0;
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#ifdef _WIN32
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	HWND m_hWnd = NULL, m_hConsole = NULL; // Handle to window
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#endif
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SPADInitialize *g_PADInitialize = NULL;
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// TODO: fix this dirty hack to stop missing symbols
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void __Log(int log, const char *format, ...) {}
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void __Logv(int log, int v, const char *format, ...) {}
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// Rumble
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#ifdef _WIN32
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#elif defined(__linux__)
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	extern int fd;
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#endif
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//////////////////////////////////////////////////////////////////////////////////////////
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// wxWidgets
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// ¯¯¯¯¯¯¯¯¯
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#if defined(HAVE_WX) && HAVE_WX
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	class wxDLLApp : public wxApp
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	{
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		bool OnInit()
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		{
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			return true;
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		}
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	};
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	IMPLEMENT_APP_NO_MAIN(wxDLLApp)
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	WXDLLIMPEXP_BASE void wxSetInstance(HINSTANCE hInst);
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#endif
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//////////////////////////////////////////////////////////////////////////////////////////
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// DllMain
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// ¯¯¯¯¯¯¯
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#ifdef _WIN32
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BOOL APIENTRY DllMain(	HINSTANCE hinstDLL,	// DLL module handle
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						DWORD dwReason,		// reason called
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						LPVOID lpvReserved)	// reserved
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{
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	switch (dwReason)
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	{
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		case DLL_PROCESS_ATTACH:
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		{       
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			//use wxInitialize() if you don't want GUI instead of the following 12 lines
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			wxSetInstance((HINSTANCE)hinstDLL);
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			int argc = 0;
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			char **argv = NULL;
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			wxEntryStart(argc, argv);
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			if (!wxTheApp || !wxTheApp->CallOnInit() )
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				return FALSE;
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		}
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		break;
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		case DLL_PROCESS_DETACH:		
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			wxEntryCleanup(); //use wxUninitialize() if you don't want GUI
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		break;
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		default:
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			break;
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	}
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	nJoy_hInst = hinstDLL;
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	return TRUE;
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}
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#endif
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//////////////////////////////////////////////////////////////////////////////////////////
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// Input Plugin Functions (from spec's)
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// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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// Get properties of plugin
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// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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void GetDllInfo(PLUGIN_INFO* _PluginInfo)
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{
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	_PluginInfo->Version = 0x0100;
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	_PluginInfo->Type = PLUGIN_TYPE_PAD;
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#ifdef DEBUGFAST
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	sprintf(_PluginInfo->Name, "nJoy v"INPUT_VERSION" (DebugFast) by Falcon4ever");
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#else
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#ifndef _DEBUG
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	sprintf(_PluginInfo->Name, "nJoy v"INPUT_VERSION " by Falcon4ever");
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#else
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	sprintf(_PluginInfo->Name, "nJoy v"INPUT_VERSION" (Debug) by Falcon4ever");
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#endif
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#endif
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}
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void SetDllGlobals(PLUGIN_GLOBALS* _pPluginGlobals) {}
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// Call config dialog
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// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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void DllConfig(HWND _hParent)
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{
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	// Debugging
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	#ifdef SHOW_PAD_STATUS
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		Console::Open(100);
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		m_hConsole = Console::GetHwnd();
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	#endif
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	#ifdef _WIN32
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		// Start the pads so we can use them in the configuration and advanced controls
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		if(!g_EmulatorRunning)
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		{
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			Search_Devices(joyinfo, NumPads, NumGoodPads); // Populate joyinfo for all attached devices
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			// Check if a DirectInput error occured
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			if(ReloadDLL())
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			{
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				PostMessage(_hParent, WM_USER, NJOY_RELOAD, 0);
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				return;
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			}
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		}
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		m_frame = new ConfigBox(NULL);
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		m_frame->Show();
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	#else
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		if (SDL_Init(SDL_INIT_JOYSTICK ) < 0)
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		{
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			printf("Could not initialize SDL! (%s)\n", SDL_GetError());
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			return;
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		}
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		g_Config.Load();	// load settings
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		#if defined(HAVE_WX) && HAVE_WX
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			ConfigBox frame(NULL);
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			frame.ShowModal();
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		#endif
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	#endif
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}
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void DllDebugger(HWND _hParent, bool Show) {}
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// Init PAD (start emulation)
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// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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/* Information: This function can not be run twice without a Shutdown in between. If
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   it's run twice the SDL_Init() will cause a crash. One solution to this is to keep a
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   global function that remembers the SDL_Init() and SDL_Quit() (g_EmulatorRunning does
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   not do that since we can open and close this without any game running). But I would
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   suggest that avoiding to run this twice from the Core is better. */
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void Initialize(void *init)
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{
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	// Debugging
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	#ifdef SHOW_PAD_STATUS
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		Console::Open(110);
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		m_hConsole = Console::GetHwnd();
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	#endif
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	Console::Print("Initialize: %i\n", SDL_WasInit(0));
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    g_PADInitialize = (SPADInitialize*)init;
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	g_EmulatorRunning = true;
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	#ifdef _DEBUG
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		DEBUG_INIT();
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	#endif
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	#ifdef _WIN32
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		m_hWnd = (HWND)g_PADInitialize->hWnd;
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	#endif
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	// Populate joyinfo for all attached devices if the configuration window is not already open
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#if defined(HAVE_WX) && HAVE_WX
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	if(!m_frame)
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	{
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		Search_Devices(joyinfo, NumPads, NumGoodPads);
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		// Check if a DirectInput error occured
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		if(ReloadDLL()) g_PADInitialize->padNumber = -1;
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	}
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#endif
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	#ifdef RERECORDING
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		Recording::Initialize();
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	#endif
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}
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// Shutdown PAD (stop emulation)
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// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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/* Information: This function can not be run twice without an Initialize in between. If
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   it's run twice the SDL_...() functions below will cause a crash.
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   Called from: The Dolphin Core, ConfigBox::OnClose() */
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void Shutdown()
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{
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	Console::Print("Shutdown: %i\n", SDL_WasInit(0));
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	// -------------------------------------------
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	// Play back input instead of accepting any user input
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	// ----------------------
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	#ifdef RERECORDING
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		Recording::ShutDown();
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	#endif
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	// ----------------------
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	// Always change this variable
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	g_EmulatorRunning = false;
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	// Stop debugging
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	#ifdef _DEBUG
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		DEBUG_QUIT();
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	#endif
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	// Don't shutdown the gamepad if the configuration window is still showing
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	// Todo: Coordinate with the Wiimote plugin, SDL_Quit() will remove the pad for it to
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#if defined(HAVE_WX) && HAVE_WX
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	if (m_frame) return;
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#endif
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	/* Close all devices carefully. We must check that we are not accessing any undefined
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	   vector elements or any bad devices */
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	for (int i = 0; i < 4; i++)
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	{
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		if (PadMapping[i].enabled && joyinfo.size() > PadMapping[i].ID)
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			if (joyinfo.at(PadMapping[i].ID).Good)
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				if(SDL_JoystickOpened(PadMapping[i].ID))
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				{
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					SDL_JoystickClose(PadState[i].joy);
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					PadState[i].joy = NULL;
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				}
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	}
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	// Clear the physical device info
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	joyinfo.clear();
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	NumPads = 0;
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	NumGoodPads = 0;
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	// Finally close SDL
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	if (SDL_WasInit(0)) SDL_Quit();
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	// Remove the pointer to the initialize data
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	g_PADInitialize = NULL;
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	#ifdef _WIN32
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		#ifdef USE_RUMBLE_DINPUT_HACK
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			FreeDirectInput();
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		#endif
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	#elif defined(__linux__)
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		close(fd);
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	#endif
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}
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// Set buttons status from keyboard input. Currently this is done from wxWidgets in the main application.
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// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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void PAD_Input(u16 _Key, u8 _UpDown)
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{
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	// Check that Dolphin is in focus, otherwise don't update the pad status
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	if (!IsFocus()) return;
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	// Check if the keys are interesting, and then update it
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	for(int i = 0; i < 4; i++)
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	{
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		for(int j = InputCommon::CTL_L_SHOULDER; j <= InputCommon::CTL_START; j++)
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		{
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			if (PadMapping[i].buttons[j] == _Key)
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				{ PadState[i].buttons[j] = _UpDown; break; }
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		}
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		for(int j = InputCommon::CTL_D_PAD_UP; j <= InputCommon::CTL_D_PAD_RIGHT; j++)
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		{
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			if (PadMapping[i].dpad2[j] == _Key)
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				{ PadState[i].dpad2[j] = _UpDown; break; }
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		}
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	}
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	// Debugging
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	//Console::Print("%i", _Key);
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}
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// Save state
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// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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void DoState(unsigned char **ptr, int mode)
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{
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#ifdef RERECORDING
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	Recording::DoState(ptr, mode);
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#endif
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}
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// Set PAD attached pads
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// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 | 
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unsigned int PAD_GetAttachedPads()
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{
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	unsigned int connected = 0;
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	g_Config.Load();
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	if (PadMapping[0].enabled) connected |= 1;		
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	if (PadMapping[1].enabled) connected |= 2;
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	if (PadMapping[2].enabled) connected |= 4;
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	if (PadMapping[3].enabled) connected |= 8;
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	//Console::Print("PAD_GetAttachedPads: %i %i %i %i\n", PadMapping[0].enabled, PadMapping[1].enabled, PadMapping[2].enabled, PadMapping[3].enabled);
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	return connected;
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}
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 | 
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// Set PAD status
 | 
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// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 | 
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// Called from: SI_DeviceGCController.cpp
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// Function: Gives the current pad status to the Core
 | 
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void PAD_GetStatus(u8 _numPAD, SPADStatus* _pPADStatus)
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{
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	//Console::Print("PAD_GetStatus(): %i %i %i\n", _numPAD, PadMapping[_numPAD].enabled, PadState[_numPAD].joy);
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	/* Check if the pad is enabled and avaliable, currently we don't disable pads just because they are
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	   disconnected */
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	if (!PadMapping[_numPAD].enabled || !PadState[_numPAD].joy) return;
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 | 
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	// -------------------------------------------
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	// Play back input instead of accepting any user input
 | 
						|
	// ----------------------
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	#ifdef RERECORDING
 | 
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	if (g_Config.bPlayback)
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	{
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		*_pPADStatus = Recording::Play();
 | 
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		return;
 | 
						|
	}
 | 
						|
	#endif
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	// ----------------------
 | 
						|
 | 
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	// Clear pad status
 | 
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	memset(_pPADStatus, 0, sizeof(SPADStatus));
 | 
						|
 | 
						|
	// Check that Dolphin is in focus, otherwise don't update the pad status
 | 
						|
	if (g_Config.bCheckFocus || IsFocus())
 | 
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		GetJoyState(PadState[_numPAD], PadMapping[_numPAD], _numPAD, joyinfo[PadMapping[_numPAD].ID].NumButtons);
 | 
						|
 | 
						|
	// Get type
 | 
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	int TriggerType = PadMapping[_numPAD].triggertype;
 | 
						|
 
 | 
						|
	///////////////////////////////////////////////////
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						|
	// The analog controls
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						|
	// -----------
 | 
						|
 | 
						|
	// Read axis values
 | 
						|
	int i_main_stick_x = PadState[_numPAD].axis[InputCommon::CTL_MAIN_X];
 | 
						|
	int i_main_stick_y = -PadState[_numPAD].axis[InputCommon::CTL_MAIN_Y];
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    int i_sub_stick_x = PadState[_numPAD].axis[InputCommon::CTL_SUB_X];
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	int i_sub_stick_y = -PadState[_numPAD].axis[InputCommon::CTL_SUB_Y];
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	int TriggerLeft = PadState[_numPAD].axis[InputCommon::CTL_L_SHOULDER];
 | 
						|
	int TriggerRight = PadState[_numPAD].axis[InputCommon::CTL_R_SHOULDER];
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						|
 | 
						|
	// Check if we should make adjustments
 | 
						|
	if(PadMapping[_numPAD].bSquareToCircle)
 | 
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	{
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		std::vector<int> main_xy = InputCommon::Square2Circle(i_main_stick_x, i_main_stick_y, _numPAD, PadMapping[_numPAD].SDiagonal);
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		i_main_stick_x = main_xy.at(0);
 | 
						|
		i_main_stick_y = main_xy.at(1);
 | 
						|
	}
 | 
						|
 | 
						|
	// Convert axis values
 | 
						|
	u8 main_stick_x = InputCommon::Pad_Convert(i_main_stick_x);
 | 
						|
	u8 main_stick_y = InputCommon::Pad_Convert(i_main_stick_y);
 | 
						|
    u8 sub_stick_x = InputCommon::Pad_Convert(i_sub_stick_x);
 | 
						|
	u8 sub_stick_y = InputCommon::Pad_Convert(i_sub_stick_y);
 | 
						|
 | 
						|
	// Convert the triggers values, if we are using analog triggers at all
 | 
						|
	if(PadMapping[_numPAD].triggertype == InputCommon::CTL_TRIGGER_SDL)
 | 
						|
	{
 | 
						|
		if(PadMapping[_numPAD].buttons[InputCommon::CTL_L_SHOULDER] >= 1000) TriggerLeft = InputCommon::Pad_Convert(TriggerLeft);
 | 
						|
		if(PadMapping[_numPAD].buttons[InputCommon::CTL_R_SHOULDER] >= 1000) TriggerRight = InputCommon::Pad_Convert(TriggerRight);
 | 
						|
	}
 | 
						|
 | 
						|
	// Set Deadzones (perhaps out of function?)
 | 
						|
	int deadzone = (int)(((float)(128.00/100.00)) * (float)(PadMapping[_numPAD].deadzone + 1));
 | 
						|
	int deadzone2 = (int)(((float)(-128.00/100.00)) * (float)(PadMapping[_numPAD].deadzone + 1));
 | 
						|
 | 
						|
	// Send values to Dolpin if they are outside the deadzone
 | 
						|
	if ((main_stick_x < deadzone2)	|| (main_stick_x > deadzone))	_pPADStatus->stickX = main_stick_x;
 | 
						|
	if ((main_stick_y < deadzone2)	|| (main_stick_y > deadzone))	_pPADStatus->stickY = main_stick_y;
 | 
						|
	if ((sub_stick_x < deadzone2)	|| (sub_stick_x > deadzone))	_pPADStatus->substickX = sub_stick_x;
 | 
						|
	if ((sub_stick_y < deadzone2)	|| (sub_stick_y > deadzone))	_pPADStatus->substickY = sub_stick_y;
 | 
						|
 | 
						|
 
 | 
						|
	///////////////////////////////////////////////////
 | 
						|
	// The L and R triggers
 | 
						|
	// -----------	
 | 
						|
	int TriggerValue = 255;
 | 
						|
	if (PadState[_numPAD].halfpress) TriggerValue = 100;
 | 
						|
 | 
						|
	_pPADStatus->button |= PAD_USE_ORIGIN; // Neutral value, no button pressed	
 | 
						|
 | 
						|
	// Check if the digital L button is pressed
 | 
						|
	if (PadState[_numPAD].buttons[InputCommon::CTL_L_SHOULDER])
 | 
						|
	{
 | 
						|
		_pPADStatus->button |= PAD_TRIGGER_L;
 | 
						|
		_pPADStatus->triggerLeft = TriggerValue;
 | 
						|
	}
 | 
						|
	// no the digital L button is not pressed, but the analog left trigger is
 | 
						|
	else if(TriggerLeft > 0)
 | 
						|
		_pPADStatus->triggerLeft = TriggerLeft;
 | 
						|
 | 
						|
	// Check if the digital R button is pressed
 | 
						|
	if (PadState[_numPAD].buttons[InputCommon::CTL_R_SHOULDER])
 | 
						|
	{
 | 
						|
		_pPADStatus->button |= PAD_TRIGGER_R;
 | 
						|
		_pPADStatus->triggerRight = TriggerValue;
 | 
						|
	}
 | 
						|
	// no the digital R button is not pressed, but the analog right trigger is
 | 
						|
	else if(TriggerRight > 0)
 | 
						|
		_pPADStatus->triggerRight = TriggerRight;
 | 
						|
 | 
						|
	// Update the buttons in analog mode to
 | 
						|
	if(TriggerLeft == 0xff) _pPADStatus->button |= PAD_TRIGGER_L;
 | 
						|
	if(TriggerRight == 0xff) _pPADStatus->button |= PAD_TRIGGER_R;
 | 
						|
 | 
						|
 | 
						|
	///////////////////////////////////////////////////
 | 
						|
	// The digital buttons
 | 
						|
	// -----------	
 | 
						|
	if (PadState[_numPAD].buttons[InputCommon::CTL_A_BUTTON])
 | 
						|
	{
 | 
						|
		_pPADStatus->button |= PAD_BUTTON_A;
 | 
						|
		_pPADStatus->analogA = 255;			// Perhaps support pressure?
 | 
						|
	}
 | 
						|
	if (PadState[_numPAD].buttons[InputCommon::CTL_B_BUTTON])
 | 
						|
	{
 | 
						|
		_pPADStatus->button |= PAD_BUTTON_B;
 | 
						|
		_pPADStatus->analogB = 255;			// Perhaps support pressure?
 | 
						|
	}
 | 
						|
	if (PadState[_numPAD].buttons[InputCommon::CTL_X_BUTTON])	_pPADStatus->button|=PAD_BUTTON_X;
 | 
						|
	if (PadState[_numPAD].buttons[InputCommon::CTL_Y_BUTTON])	_pPADStatus->button|=PAD_BUTTON_Y;
 | 
						|
	if (PadState[_numPAD].buttons[InputCommon::CTL_Z_TRIGGER])	_pPADStatus->button|=PAD_TRIGGER_Z;
 | 
						|
	if (PadState[_numPAD].buttons[InputCommon::CTL_START])		_pPADStatus->button|=PAD_BUTTON_START;
 | 
						|
 | 
						|
 | 
						|
	///////////////////////////////////////////////////
 | 
						|
	// The D-pad
 | 
						|
	// -----------		
 | 
						|
	if (PadMapping[_numPAD].controllertype == InputCommon::CTL_DPAD_HAT)
 | 
						|
	{
 | 
						|
		if (PadState[_numPAD].dpad == SDL_HAT_LEFTUP	|| PadState[_numPAD].dpad == SDL_HAT_UP		|| PadState[_numPAD].dpad == SDL_HAT_RIGHTUP )		_pPADStatus->button|=PAD_BUTTON_UP;
 | 
						|
		if (PadState[_numPAD].dpad == SDL_HAT_LEFTUP	|| PadState[_numPAD].dpad == SDL_HAT_LEFT	|| PadState[_numPAD].dpad == SDL_HAT_LEFTDOWN )		_pPADStatus->button|=PAD_BUTTON_LEFT;
 | 
						|
		if (PadState[_numPAD].dpad == SDL_HAT_LEFTDOWN	|| PadState[_numPAD].dpad == SDL_HAT_DOWN	|| PadState[_numPAD].dpad == SDL_HAT_RIGHTDOWN )	_pPADStatus->button|=PAD_BUTTON_DOWN;
 | 
						|
		if (PadState[_numPAD].dpad == SDL_HAT_RIGHTUP	|| PadState[_numPAD].dpad == SDL_HAT_RIGHT	|| PadState[_numPAD].dpad == SDL_HAT_RIGHTDOWN )	_pPADStatus->button|=PAD_BUTTON_RIGHT;
 | 
						|
	}
 | 
						|
	else
 | 
						|
	{
 | 
						|
		if (PadState[_numPAD].dpad2[InputCommon::CTL_D_PAD_UP])
 | 
						|
			_pPADStatus->button |= PAD_BUTTON_UP;
 | 
						|
		if (PadState[_numPAD].dpad2[InputCommon::CTL_D_PAD_DOWN])
 | 
						|
			_pPADStatus->button |= PAD_BUTTON_DOWN;
 | 
						|
		if (PadState[_numPAD].dpad2[InputCommon::CTL_D_PAD_LEFT])
 | 
						|
			_pPADStatus->button |= PAD_BUTTON_LEFT;
 | 
						|
		if (PadState[_numPAD].dpad2[InputCommon::CTL_D_PAD_RIGHT])
 | 
						|
			_pPADStatus->button |= PAD_BUTTON_RIGHT;
 | 
						|
	}
 | 
						|
 | 
						|
	// Update error code
 | 
						|
	_pPADStatus->err = PAD_ERR_NONE;
 | 
						|
 | 
						|
	// Use rumble
 | 
						|
	Pad_Use_Rumble(_numPAD, _pPADStatus);
 | 
						|
 | 
						|
	// -------------------------------------------
 | 
						|
	// Rerecording
 | 
						|
	// ----------------------
 | 
						|
	#ifdef RERECORDING
 | 
						|
	// Record input
 | 
						|
	if (g_Config.bRecording) Recording::RecordInput(*_pPADStatus);
 | 
						|
	#endif
 | 
						|
	// ----------------------
 | 
						|
 | 
						|
	// Debugging 
 | 
						|
	/*
 | 
						|
	// Show the status of all connected pads
 | 
						|
	if ((LastPad == 0 && _numPAD == 0) || _numPAD < LastPad) Console::ClearScreen();	
 | 
						|
	LastPad = _numPAD;
 | 
						|
	Console::ClearScreen();
 | 
						|
	Console::Print(
 | 
						|
		"Pad        | Number:%i Enabled:%i Handle:%i\n"
 | 
						|
		"Trigger    | StatusL:%04x StatusR:%04x  TriggerL:%04x TriggerR:%04x  TriggerValue:%i\n"
 | 
						|
		"Buttons    | Overall:%i  A:%i X:%i\n"
 | 
						|
		"======================================================\n",
 | 
						|
 | 
						|
		_numPAD, PadMapping[_numPAD].enabled, PadState[_numPAD].joy,
 | 
						|
 | 
						|
		_pPADStatus->triggerLeft, _pPADStatus->triggerRight,  TriggerLeft, TriggerRight,  TriggerValue,
 | 
						|
 | 
						|
		_pPADStatus->button,
 | 
						|
		PadState[_numPAD].buttons[InputCommon::CTL_A_BUTTON],
 | 
						|
		PadState[_numPAD].buttons[InputCommon::CTL_X_BUTTON]
 | 
						|
		);
 | 
						|
	*/
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
///////////////////////////////////////////////// Spec functions
 | 
						|
 | 
						|
 | 
						|
//******************************************************************************
 | 
						|
// Supporting functions
 | 
						|
//******************************************************************************
 | 
						|
 | 
						|
 | 
						|
//////////////////////////////////////////////////////////////////////////////////////////
 | 
						|
// Search for SDL devices
 | 
						|
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 | 
						|
bool Search_Devices(std::vector<InputCommon::CONTROLLER_INFO> &_joyinfo, int &_NumPads, int &_NumGoodPads)
 | 
						|
{
 | 
						|
	bool Success = InputCommon::SearchDevices(_joyinfo, _NumPads, _NumGoodPads);
 | 
						|
 | 
						|
	// Warn the user if no gamepads are detected
 | 
						|
	if (_NumGoodPads == 0 && g_EmulatorRunning)
 | 
						|
	{
 | 
						|
		PanicAlert("nJoy: No Gamepad Detected");
 | 
						|
		return false;
 | 
						|
	}
 | 
						|
 | 
						|
	// Load PadMapping[] etc
 | 
						|
	g_Config.Load();
 | 
						|
 | 
						|
	// Update the PadState[].joy handle
 | 
						|
	for (int i = 0; i < 4; i++)
 | 
						|
	{
 | 
						|
		if (PadMapping[i].enabled && joyinfo.size() > PadMapping[i].ID)
 | 
						|
			if(joyinfo.at(PadMapping[i].ID).Good)
 | 
						|
				PadState[i].joy = SDL_JoystickOpen(PadMapping[i].ID);
 | 
						|
	}
 | 
						|
 | 
						|
	return Success;
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
//////////////////////////////////////////////////////////////////////////////////////////
 | 
						|
/* Check if any of the pads failed to open. In Windows there is a strange "IDirectInputDevice2::
 | 
						|
   SetDataFormat() DirectX error -2147024809" after exactly four SDL_Init() and SDL_Quit() */
 | 
						|
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 | 
						|
bool ReloadDLL()
 | 
						|
{
 | 
						|
	if (   (PadMapping[0].enabled && PadState[0].joy == NULL)
 | 
						|
		|| (PadMapping[1].enabled && PadState[1].joy == NULL)
 | 
						|
		|| (PadMapping[2].enabled && PadState[2].joy == NULL)
 | 
						|
		|| (PadMapping[3].enabled && PadState[3].joy == NULL))
 | 
						|
	{
 | 
						|
		// Check if it was an error and not just no pads connected
 | 
						|
		std::string StrError = SDL_GetError();
 | 
						|
		if (StrError.find("IDirectInputDevice2") != std::string::npos)
 | 
						|
		{
 | 
						|
			// Clear the physical device info
 | 
						|
			joyinfo.clear();
 | 
						|
			NumPads = 0;
 | 
						|
			NumGoodPads = 0;
 | 
						|
			// Close SDL
 | 
						|
			if (SDL_WasInit(0)) SDL_Quit();
 | 
						|
			// Log message
 | 
						|
			Console::Print("Error: %s\n", StrError.c_str());	
 | 
						|
			return true;
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	return false;
 | 
						|
}
 | 
						|
 | 
						|
//////////////////////////////////////////////////////////////////////////////////////////
 | 
						|
// Check if Dolphin is in focus
 | 
						|
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 | 
						|
bool IsFocus()
 | 
						|
{
 | 
						|
return true;
 | 
						|
 | 
						|
#ifdef _WIN32
 | 
						|
	HWND RenderingWindow = NULL; if (g_PADInitialize) RenderingWindow = g_PADInitialize->hWnd;
 | 
						|
	HWND Parent = GetParent(RenderingWindow);
 | 
						|
	HWND TopLevel = GetParent(Parent);
 | 
						|
	HWND Config = NULL; if (m_frame) Config = (HWND)m_frame->GetHWND();
 | 
						|
	// Support both rendering to main window and not, and the config and eventual console window
 | 
						|
	if (GetForegroundWindow() == TopLevel || GetForegroundWindow() == RenderingWindow || GetForegroundWindow() == Config || GetForegroundWindow() == m_hConsole)
 | 
						|
		return true;
 | 
						|
	else
 | 
						|
		return false;
 | 
						|
#else
 | 
						|
	return true;
 | 
						|
#endif
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
 | 
						|
 | 
						|
 
 | 
						|
 |