From c6b4f5c8191ca52c6f366e1e07baec557d032504 Mon Sep 17 00:00:00 2001 From: John Peterson Date: Sun, 8 Feb 2009 14:34:23 +0000 Subject: [PATCH] InputCommon and nJoy: Moved functions to InputCommon, to be shared with the Wiimote plugin git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2147 8ced0084-cf51-0410-be5f-012b33b47a6e --- Source/Core/InputCommon/InputCommon.vcproj | 28 +- Source/Core/InputCommon/Src/Configuration.cpp | 0 Source/Core/InputCommon/Src/Configuration.h | 0 Source/Core/InputCommon/Src/SDL.cpp | 234 ++++++++++++++++ Source/Core/InputCommon/Src/SDL.h | 168 ++++++++++++ .../InputCommon}/Src/XInput.cpp | 6 +- .../InputCommon}/Src/XInput.h | 0 Source/MusicMod.sln | 1 + .../Plugin_nJoy_SDL/Plugin_nJoy_SDL.vcproj | 8 - Source/Plugins/Plugin_nJoy_SDL/Src/Config.cpp | 64 ++--- .../Src/GUI/ConfigAdvanced.cpp | 22 +- .../Plugin_nJoy_SDL/Src/GUI/ConfigBox.cpp | 10 +- .../Plugin_nJoy_SDL/Src/GUI/ConfigJoypad.cpp | 88 +++--- Source/Plugins/Plugin_nJoy_SDL/Src/nJoy.cpp | 250 +++--------------- Source/Plugins/Plugin_nJoy_SDL/Src/nJoy.h | 126 +-------- 15 files changed, 571 insertions(+), 434 deletions(-) create mode 100644 Source/Core/InputCommon/Src/Configuration.cpp create mode 100644 Source/Core/InputCommon/Src/Configuration.h create mode 100644 Source/Core/InputCommon/Src/SDL.cpp create mode 100644 Source/Core/InputCommon/Src/SDL.h rename Source/{Plugins/Plugin_nJoy_SDL => Core/InputCommon}/Src/XInput.cpp (94%) rename Source/{Plugins/Plugin_nJoy_SDL => Core/InputCommon}/Src/XInput.h (100%) diff --git a/Source/Core/InputCommon/InputCommon.vcproj b/Source/Core/InputCommon/InputCommon.vcproj index 7176f2bdd3..3effadcfc3 100644 --- a/Source/Core/InputCommon/InputCommon.vcproj +++ b/Source/Core/InputCommon/InputCommon.vcproj @@ -1,7 +1,7 @@ + + + + @@ -435,6 +443,22 @@ RelativePath=".\Src\SConscript" > + + + + + + + + diff --git a/Source/Core/InputCommon/Src/Configuration.cpp b/Source/Core/InputCommon/Src/Configuration.cpp new file mode 100644 index 0000000000..e69de29bb2 diff --git a/Source/Core/InputCommon/Src/Configuration.h b/Source/Core/InputCommon/Src/Configuration.h new file mode 100644 index 0000000000..e69de29bb2 diff --git a/Source/Core/InputCommon/Src/SDL.cpp b/Source/Core/InputCommon/Src/SDL.cpp new file mode 100644 index 0000000000..286ccf0fc1 --- /dev/null +++ b/Source/Core/InputCommon/Src/SDL.cpp @@ -0,0 +1,234 @@ +////////////////////////////////////////////////////////////////////////////////////////// +// Project description +// ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ +// Name: SDL Input +// Description: Common SDL Input Functions +// +// Author: Falcon4ever (nJoy@falcon4ever.com, www.multigesture.net), JPeterson etc +// 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 +// ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ +#define _SDL_MAIN_ // Avoid certain declarations in SDL.h +#include "SDL.h" // Local +#include "XInput.h" +//////////////////////////////////// + + +namespace InputCommon +{ + +////////////////////////////////////////////////////////////////////////////////////////// +// Definitions +// ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ + +//////////////////////////////////// + + +////////////////////////////////////////////////////////////////////////////////////////// +// Search attached devices. Populate joyinfo for all attached physical devices. +// ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ +bool SearchDevices(std::vector &_joyinfo, int &_NumPads, int &_NumGoodPads) +{ + // Load config + #ifdef _DEBUG + DEBUG_INIT(); + #endif + + /* SDL 1.3 use DirectInput instead of the old Microsoft Multimeda API, and with this we need + the SDL_INIT_VIDEO flag to */ + if (!SDL_WasInit(0)) + if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK) < 0) + { + PanicAlert("Could not initialize SDL: %s", SDL_GetError()); + return false; + } + + #ifdef _DEBUG + fprintf(pFile, "Scanning for devices\n"); + fprintf(pFile, "ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\n"); + #endif + + // Get device status + int numjoy = SDL_NumJoysticks(); + for (int i = 0; i < numjoy; i++ ) + { + CONTROLLER_INFO Tmp; + + Tmp.joy = SDL_JoystickOpen(i); + Tmp.ID = i; + Tmp.NumAxes = SDL_JoystickNumAxes(Tmp.joy); + Tmp.NumButtons = SDL_JoystickNumButtons(Tmp.joy); + Tmp.NumBalls = SDL_JoystickNumBalls(Tmp.joy); + Tmp.NumHats = SDL_JoystickNumHats(Tmp.joy); + Tmp.Name = SDL_JoystickName(i); + + // Check if the device is okay + if ( Tmp.NumAxes == 0 + && Tmp.NumBalls == 0 + && Tmp.NumButtons == 0 + && Tmp.NumHats == 0 + ) + { + Tmp.Good = false; + } + else + { + _NumGoodPads++; + Tmp.Good = true; + } + + _joyinfo.push_back(Tmp); + + #ifdef _DEBUG + fprintf(pFile, "ID: %d\n", i); + fprintf(pFile, "Name: %s\n", joyinfo[i].Name); + fprintf(pFile, "Buttons: %d\n", joyinfo[i].NumButtons); + fprintf(pFile, "Axes: %d\n", joyinfo[i].NumAxes); + fprintf(pFile, "Hats: %d\n", joyinfo[i].NumHats); + fprintf(pFile, "Balls: %d\n\n", joyinfo[i].NumBalls); + #endif + + // We have now read the values we need so we close the device + if (SDL_JoystickOpened(i)) SDL_JoystickClose(_joyinfo[i].joy); + } + + _NumPads = _joyinfo.size(); + + return true; +} +//////////////////////////////////// + + +////////////////////////////////////////////////////////////////////////////////////////// +// Supporting functions +// ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ + +// Read current joystick status +/* ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ + The value PadMapping[].buttons[] is the number of the assigned joypad button, + PadState[].buttons[] is the status of the button, it becomes 0 (no pressed) or 1 (pressed) */ + + +// Read buttons status. Called from GetJoyState(). +// ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ +void ReadButton(CONTROLLER_STATE &_PadState, CONTROLLER_MAPPING _PadMapping, int button, int NumButtons) +{ + int ctl_button = _PadMapping.buttons[button]; + if (ctl_button < NumButtons) + { + _PadState.buttons[button] = SDL_JoystickGetButton(_PadState.joy, ctl_button); + } +} + +// Request joystick state. +// ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ +/* 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 GetJoyState(CONTROLLER_STATE &_PadState, CONTROLLER_MAPPING _PadMapping, int controller, int NumButtons) +{ + // Update the gamepad status + SDL_JoystickUpdate(); + + // Update axis states. It doesn't hurt much if we happen to ask for nonexisting axises here. + _PadState.axis[CTL_MAIN_X] = SDL_JoystickGetAxis(_PadState.joy, _PadMapping.axis[CTL_MAIN_X]); + _PadState.axis[CTL_MAIN_Y] = SDL_JoystickGetAxis(_PadState.joy, _PadMapping.axis[CTL_MAIN_Y]); + _PadState.axis[CTL_SUB_X] = SDL_JoystickGetAxis(_PadState.joy, _PadMapping.axis[CTL_SUB_X]); + _PadState.axis[CTL_SUB_Y] = SDL_JoystickGetAxis(_PadState.joy, _PadMapping.axis[CTL_SUB_Y]); + + // Update the analog trigger axis values +#ifdef _WIN32 + if (_PadMapping.triggertype == 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 + if(_PadMapping.buttons[CTL_L_SHOULDER] >= 1000) _PadState.axis[CTL_L_SHOULDER] = SDL_JoystickGetAxis(_PadState.joy, _PadMapping.buttons[CTL_L_SHOULDER] - 1000); else _PadState.axis[CTL_L_SHOULDER] = 0; + if(_PadMapping.buttons[CTL_R_SHOULDER] >= 1000) _PadState.axis[CTL_R_SHOULDER] = SDL_JoystickGetAxis(_PadState.joy, _PadMapping.buttons[CTL_R_SHOULDER] - 1000); else _PadState.axis[CTL_R_SHOULDER] = 0; +#ifdef _WIN32 + } + else + { + _PadState.axis[CTL_L_SHOULDER] = XInput::GetXI(0, _PadMapping.buttons[CTL_L_SHOULDER] - 1000); + _PadState.axis[CTL_R_SHOULDER] = XInput::GetXI(0, _PadMapping.buttons[CTL_R_SHOULDER] - 1000); + } +#endif + + // Update button states to on or off + ReadButton(_PadState, _PadMapping, CTL_L_SHOULDER, NumButtons); + ReadButton(_PadState, _PadMapping, CTL_R_SHOULDER, NumButtons); + ReadButton(_PadState, _PadMapping, CTL_A_BUTTON, NumButtons); + ReadButton(_PadState, _PadMapping, CTL_B_BUTTON, NumButtons); + ReadButton(_PadState, _PadMapping, CTL_X_BUTTON, NumButtons); + ReadButton(_PadState, _PadMapping, CTL_Y_BUTTON, NumButtons); + ReadButton(_PadState, _PadMapping, CTL_Z_TRIGGER, NumButtons); + ReadButton(_PadState, _PadMapping, CTL_START, NumButtons); + + // + if (_PadMapping.halfpress < NumButtons) + _PadState.halfpress = SDL_JoystickGetButton(_PadState.joy, _PadMapping.halfpress); + + // Check if we have an analog or digital joypad + if (_PadMapping.controllertype == CTL_DPAD_HAT) + { + _PadState.dpad = SDL_JoystickGetHat(_PadState.joy, _PadMapping.dpad); + } + else + { + /* Only do this if the assigned button is in range (to allow for the current way of saving keyboard + keys in the same array) */ + if(_PadMapping.dpad2[CTL_D_PAD_UP] <= NumButtons) + _PadState.dpad2[CTL_D_PAD_UP] = SDL_JoystickGetButton(_PadState.joy, _PadMapping.dpad2[CTL_D_PAD_UP]); + if(_PadMapping.dpad2[CTL_D_PAD_DOWN] <= NumButtons) + _PadState.dpad2[CTL_D_PAD_DOWN] = SDL_JoystickGetButton(_PadState.joy, _PadMapping.dpad2[CTL_D_PAD_DOWN]); + if(_PadMapping.dpad2[CTL_D_PAD_LEFT] <= NumButtons) + _PadState.dpad2[CTL_D_PAD_LEFT] = SDL_JoystickGetButton(_PadState.joy, _PadMapping.dpad2[CTL_D_PAD_LEFT]); + if(_PadMapping.dpad2[CTL_D_PAD_RIGHT] <= NumButtons) + _PadState.dpad2[CTL_D_PAD_RIGHT] = SDL_JoystickGetButton(_PadState.joy, _PadMapping.dpad2[CTL_D_PAD_RIGHT]); + } + + /* Debugging + Console::ClearScreen(); + Console::Print( + "Controller and handle: %i %i\n" + + "Triggers:%i %i %i %i %i | HalfPress: %i Mapping: %i\n", + + controller, (int)_PadState.joy, + + _PadMapping.triggertype, + _PadMapping.buttons[CTL_L_SHOULDER], _PadMapping.buttons[CTL_R_SHOULDER], + _PadState.axis[CTL_L_SHOULDER], _PadState.axis[CTL_R_SHOULDER], + + _PadState.halfpress, _PadMapping.halfpress + ); */ +} +////////////////////////////////////////////////////////////////////////////////////////// + + + +} // InputCommon \ No newline at end of file diff --git a/Source/Core/InputCommon/Src/SDL.h b/Source/Core/InputCommon/Src/SDL.h new file mode 100644 index 0000000000..a6747f8aaf --- /dev/null +++ b/Source/Core/InputCommon/Src/SDL.h @@ -0,0 +1,168 @@ +////////////////////////////////////////////////////////////////////////////////////////// +// Project description +// ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ +// Name: SDL Input +// Description: Common SDL Input Functions +// +// Author: Falcon4ever (nJoy@falcon4ever.com, www.multigesture.net), JPeterson etc +// 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/ +// +////////////////////////////////////////////////////////////////////////////////////////// + +#ifndef _SDL_h +#define _SDL_h + +////////////////////////////////////////////////////////////////////////////////////////// +// Include +// ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ +#include // System +#include + +#include // Externals + +#include "Common.h" // Common +//////////////////////////// + + +namespace InputCommon +{ + +////////////////////////////////////////////////////////////////////////////////////////// +// Structures +/* ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ + CONTROLLER_STATE buttons (PadState) = 0 or 1 + CONTROLLER_MAPPING buttons (joystick) = 0 or 1, 2, 3, 4, a certain joypad button + + Please remember: The axis limit is hardcoded here, if you allow more axises (for + example for analog A and B buttons) you must first incrase the size of the axis array + size here +*/ +struct CONTROLLER_STATE // GC PAD INFO/STATE +{ + int buttons[8]; // Amount of buttons (A B X Y Z, L-Trigger R-Trigger Start) might need to change the triggers buttons + int dpad; // Automatic SDL D-Pad (8 directions + neutral) + int dpad2[4]; // D-pad using buttons + int axis[6]; // 2 x 2 Axes (Main & Sub) + int halfpress; // Halfpress... you know, like not fully pressed ;)... + SDL_Joystick *joy; // SDL joystick device +}; + +struct CONTROLLER_MAPPING // GC PAD MAPPING +{ + int buttons[8]; // (See above) + int dpad; // (See above) + int dpad2[4]; // (See above) + int axis[6]; // (See above) + int halfpress; // (See above) + int enabled; // Pad attached? + int deadzone; // Deadzone... what else? + int ID; // SDL joystick device ID + int controllertype; // Hat: Hat or custom buttons + int triggertype; // Triggers range + std::string SDiagonal; + bool bSquareToCircle; + int eventnum; // Linux Event Number, Can't be found dynamically yet +}; + +struct CONTROLLER_INFO // CONNECTED WINDOWS DEVICES INFO +{ + int NumAxes; // Amount of Axes + int NumButtons; // Amount of Buttons + int NumBalls; // Amount of Balls + int NumHats; // Amount of Hats (POV) + std::string Name; // Joypad/stickname + int ID; // SDL joystick device ID + bool Good; // Pad is good (it has at least one button or axis) + SDL_Joystick *joy; // SDL joystick device +}; +enum +{ + // CTL_L_SHOULDER and CTL_R_SHOULDER = 0 and 1 + CTL_MAIN_X = 2, + CTL_MAIN_Y, + CTL_SUB_X, + CTL_SUB_Y +}; + +enum +{ + CTL_L_SHOULDER = 0, + CTL_R_SHOULDER, + CTL_A_BUTTON, + CTL_B_BUTTON, + CTL_X_BUTTON, + CTL_Y_BUTTON, + CTL_Z_TRIGGER, + CTL_START +}; +// DPad Type +enum +{ + CTL_DPAD_HAT = 0, // Automatically use the first hat that SDL finds + CTL_DPAD_CUSTOM // Custom directional pad settings +}; +// Trigger Type +enum +{ + CTL_TRIGGER_SDL = 0, // + CTL_TRIGGER_XINPUT // The XBox 360 pad +}; +enum +{ + CTL_D_PAD_UP = 0, + CTL_D_PAD_DOWN, + CTL_D_PAD_LEFT, + CTL_D_PAD_RIGHT +}; +// Button type for the configuration +enum +{ + CTL_AXIS = 0, + CTL_HAT, + CTL_BUTTON, + CTL_KEY +}; +// XInput buttons +enum +{ + XI_TRIGGER_L = 0, + XI_TRIGGER_R +}; +//////////////////////////// + + +////////////////////////////////////////////////////////////////////////////////////////// +// Declarations +// ŻŻŻŻŻŻŻŻŻ +bool SearchDevices(std::vector &_joyinfo, int &NumPads, int &NumGoodPads); +void GetJoyState(CONTROLLER_STATE &_PadState, CONTROLLER_MAPPING _PadMapping, int controller, int NumButtons); + +#ifndef _SDL_MAIN_ + +#endif +//////////////////////////// + + +} // InputCommon + + +#endif // _SDL_h \ No newline at end of file diff --git a/Source/Plugins/Plugin_nJoy_SDL/Src/XInput.cpp b/Source/Core/InputCommon/Src/XInput.cpp similarity index 94% rename from Source/Plugins/Plugin_nJoy_SDL/Src/XInput.cpp rename to Source/Core/InputCommon/Src/XInput.cpp index 33a63e9edb..6e0d4605a7 100644 --- a/Source/Plugins/Plugin_nJoy_SDL/Src/XInput.cpp +++ b/Source/Core/InputCommon/Src/XInput.cpp @@ -37,7 +37,7 @@ #include #include // XInput API -#include "nJoy.h" // Local +#include "SDL.h" // Local /////////////////////////////////////////////// @@ -103,10 +103,10 @@ int GetXI(int Controller, int Button) switch(Button) { - case XI_TRIGGER_L: + case InputCommon::XI_TRIGGER_L: return g_Controllers[0].state.Gamepad.bLeftTrigger; - case XI_TRIGGER_R: + case InputCommon::XI_TRIGGER_R: return g_Controllers[0].state.Gamepad.bRightTrigger; default: diff --git a/Source/Plugins/Plugin_nJoy_SDL/Src/XInput.h b/Source/Core/InputCommon/Src/XInput.h similarity index 100% rename from Source/Plugins/Plugin_nJoy_SDL/Src/XInput.h rename to Source/Core/InputCommon/Src/XInput.h diff --git a/Source/MusicMod.sln b/Source/MusicMod.sln index 96371edfe1..584a6e410d 100644 --- a/Source/MusicMod.sln +++ b/Source/MusicMod.sln @@ -119,6 +119,7 @@ EndProject Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Plugin_nJoy_SDL", "Plugins\Plugin_nJoy_SDL\Plugin_nJoy_SDL.vcproj", "{521498BE-6089-4780-8223-E67C22F4E068}" ProjectSection(ProjectDependencies) = postProject {48AD7E0A-25B1-4974-A1E3-03F8C438D34F} = {48AD7E0A-25B1-4974-A1E3-03F8C438D34F} + {C7E5D50A-2916-464B-86A7-E10B3CC88ADA} = {C7E5D50A-2916-464B-86A7-E10B3CC88ADA} {0318BA30-EF48-441A-9E10-DC85EFAE39F0} = {0318BA30-EF48-441A-9E10-DC85EFAE39F0} {71B16F46-0B00-4EDA-B253-D6D9D03A215C} = {71B16F46-0B00-4EDA-B253-D6D9D03A215C} {C573CAF7-EE6A-458E-8049-16C0BF34C2E9} = {C573CAF7-EE6A-458E-8049-16C0BF34C2E9} diff --git a/Source/Plugins/Plugin_nJoy_SDL/Plugin_nJoy_SDL.vcproj b/Source/Plugins/Plugin_nJoy_SDL/Plugin_nJoy_SDL.vcproj index b20c24766c..94adefdb65 100644 --- a/Source/Plugins/Plugin_nJoy_SDL/Plugin_nJoy_SDL.vcproj +++ b/Source/Plugins/Plugin_nJoy_SDL/Plugin_nJoy_SDL.vcproj @@ -522,14 +522,6 @@ RelativePath=".\Src\Rumble.cpp" > - - - - GetValue().ToLong(&Right); // Get the trigger values - int TriggerLeft = PadState[notebookpage].axis[CTL_L_SHOULDER]; - int TriggerRight = PadState[notebookpage].axis[CTL_R_SHOULDER]; + int TriggerLeft = PadState[notebookpage].axis[InputCommon::CTL_L_SHOULDER]; + int TriggerRight = PadState[notebookpage].axis[InputCommon::CTL_R_SHOULDER]; // Convert the triggers values - if (PadMapping[notebookpage].triggertype == CTL_TRIGGER_SDL) + if (PadMapping[notebookpage].triggertype == InputCommon::CTL_TRIGGER_SDL) { TriggerLeft = Pad_Convert(TriggerLeft); TriggerRight = Pad_Convert(TriggerRight); @@ -153,8 +155,8 @@ void ConfigBox::PadGetStatus() if(Right < 1000) TriggerRight = 0; // Get the digital values - if(Left < 1000 && PadState[notebookpage].buttons[CTL_L_SHOULDER]) TriggerLeft = TriggerValue; - if(Right < 1000 && PadState[notebookpage].buttons[CTL_R_SHOULDER]) TriggerRight = TriggerValue; + if(Left < 1000 && PadState[notebookpage].buttons[InputCommon::CTL_L_SHOULDER]) TriggerLeft = TriggerValue; + if(Right < 1000 && PadState[notebookpage].buttons[InputCommon::CTL_R_SHOULDER]) TriggerRight = TriggerValue; m_TStatusTriggers[notebookpage]->SetLabel(wxString::Format( wxT("Left:%03i Right:%03i"), @@ -233,7 +235,7 @@ std::string ShowStatus(int VirtualController) //PadState[PadMapping[0].ID].joy, PadState[PadMapping[1].ID].joy, PadState[PadMapping[2].ID].joy, PadState[PadMapping[3].ID].joy, #ifdef _WIN32 - XInput::IsConnected(0), XInput::GetXI(0, XI_TRIGGER_L), XInput::GetXI(0, XI_TRIGGER_R), + XInput::IsConnected(0), XInput::GetXI(0, InputCommon::XI_TRIGGER_L), XInput::GetXI(0, InputCommon::XI_TRIGGER_R), #endif StrAxes.c_str(), StrHats.c_str(), StrBut.c_str(), Axes, Balls, Hats, Buttons diff --git a/Source/Plugins/Plugin_nJoy_SDL/Src/GUI/ConfigBox.cpp b/Source/Plugins/Plugin_nJoy_SDL/Src/GUI/ConfigBox.cpp index b1a2d48e53..2590546990 100644 --- a/Source/Plugins/Plugin_nJoy_SDL/Src/GUI/ConfigBox.cpp +++ b/Source/Plugins/Plugin_nJoy_SDL/Src/GUI/ConfigBox.cpp @@ -475,7 +475,7 @@ void ConfigBox::UpdateGUI(int _notebookpage) UpdateGUIKeys(_notebookpage); // Collect status - bool Hat = (PadMapping[_notebookpage].controllertype == CTL_DPAD_HAT); + bool Hat = (PadMapping[_notebookpage].controllertype == InputCommon::CTL_DPAD_HAT); long Left, Right; m_JoyShoulderL[_notebookpage]->GetValue().ToLong(&Left); m_JoyShoulderR[_notebookpage]->GetValue().ToLong(&Right); @@ -619,12 +619,12 @@ void ConfigBox::CreateGUIControls() // Populate the DPad type and Trigger type list // ----------------------------- wxArrayString wxAS_DPadType; - wxAS_DPadType.Add(wxString::FromAscii(DPadType[CTL_DPAD_HAT])); - wxAS_DPadType.Add(wxString::FromAscii(DPadType[CTL_DPAD_CUSTOM])); + wxAS_DPadType.Add(wxString::FromAscii(DPadType[InputCommon::CTL_DPAD_HAT])); + wxAS_DPadType.Add(wxString::FromAscii(DPadType[InputCommon::CTL_DPAD_CUSTOM])); wxArrayString wxAS_TriggerType; - wxAS_TriggerType.Add(wxString::FromAscii(TriggerType[CTL_TRIGGER_SDL])); - wxAS_TriggerType.Add(wxString::FromAscii(TriggerType[CTL_TRIGGER_XINPUT])); + wxAS_TriggerType.Add(wxString::FromAscii(TriggerType[InputCommon::CTL_TRIGGER_SDL])); + wxAS_TriggerType.Add(wxString::FromAscii(TriggerType[InputCommon::CTL_TRIGGER_XINPUT])); // -------------------------------------------------------------------- // Populate the deadzone list diff --git a/Source/Plugins/Plugin_nJoy_SDL/Src/GUI/ConfigJoypad.cpp b/Source/Plugins/Plugin_nJoy_SDL/Src/GUI/ConfigJoypad.cpp index faeadff75b..c42d7b2654 100644 --- a/Source/Plugins/Plugin_nJoy_SDL/Src/GUI/ConfigJoypad.cpp +++ b/Source/Plugins/Plugin_nJoy_SDL/Src/GUI/ConfigJoypad.cpp @@ -56,22 +56,22 @@ void ConfigBox::UpdateGUIKeys(int controller) // Update the enabled checkbox m_Joyattach[controller]->SetValue(PadMapping[controller].enabled == 1 ? true : false); - tmp << PadMapping[controller].buttons[CTL_L_SHOULDER]; m_JoyShoulderL[controller]->SetValue(tmp); tmp.clear(); - tmp << PadMapping[controller].buttons[CTL_R_SHOULDER]; m_JoyShoulderR[controller]->SetValue(tmp); tmp.clear(); + tmp << PadMapping[controller].buttons[InputCommon::CTL_L_SHOULDER]; m_JoyShoulderL[controller]->SetValue(tmp); tmp.clear(); + tmp << PadMapping[controller].buttons[InputCommon::CTL_R_SHOULDER]; m_JoyShoulderR[controller]->SetValue(tmp); tmp.clear(); - tmp << PadMapping[controller].buttons[CTL_A_BUTTON]; m_JoyButtonA[controller]->SetValue(tmp); tmp.clear(); - tmp << PadMapping[controller].buttons[CTL_B_BUTTON]; m_JoyButtonB[controller]->SetValue(tmp); tmp.clear(); - tmp << PadMapping[controller].buttons[CTL_X_BUTTON]; m_JoyButtonX[controller]->SetValue(tmp); tmp.clear(); - tmp << PadMapping[controller].buttons[CTL_Y_BUTTON]; m_JoyButtonY[controller]->SetValue(tmp); tmp.clear(); - tmp << PadMapping[controller].buttons[CTL_Z_TRIGGER]; m_JoyButtonZ[controller]->SetValue(tmp); tmp.clear(); + tmp << PadMapping[controller].buttons[InputCommon::CTL_A_BUTTON]; m_JoyButtonA[controller]->SetValue(tmp); tmp.clear(); + tmp << PadMapping[controller].buttons[InputCommon::CTL_B_BUTTON]; m_JoyButtonB[controller]->SetValue(tmp); tmp.clear(); + tmp << PadMapping[controller].buttons[InputCommon::CTL_X_BUTTON]; m_JoyButtonX[controller]->SetValue(tmp); tmp.clear(); + tmp << PadMapping[controller].buttons[InputCommon::CTL_Y_BUTTON]; m_JoyButtonY[controller]->SetValue(tmp); tmp.clear(); + tmp << PadMapping[controller].buttons[InputCommon::CTL_Z_TRIGGER]; m_JoyButtonZ[controller]->SetValue(tmp); tmp.clear(); - tmp << PadMapping[controller].buttons[CTL_START]; m_JoyButtonStart[controller]->SetValue(tmp); tmp.clear(); + tmp << PadMapping[controller].buttons[InputCommon::CTL_START]; m_JoyButtonStart[controller]->SetValue(tmp); tmp.clear(); tmp << PadMapping[controller].halfpress; m_JoyButtonHalfpress[controller]->SetValue(tmp); tmp.clear(); - tmp << PadMapping[controller].axis[CTL_MAIN_X]; m_JoyAnalogMainX[controller]->SetValue(tmp); tmp.clear(); - tmp << PadMapping[controller].axis[CTL_MAIN_Y]; m_JoyAnalogMainY[controller]->SetValue(tmp); tmp.clear(); - tmp << PadMapping[controller].axis[CTL_SUB_X]; m_JoyAnalogSubX[controller]->SetValue(tmp); tmp.clear(); - tmp << PadMapping[controller].axis[CTL_SUB_Y]; m_JoyAnalogSubY[controller]->SetValue(tmp); tmp.clear(); + tmp << PadMapping[controller].axis[InputCommon::CTL_MAIN_X]; m_JoyAnalogMainX[controller]->SetValue(tmp); tmp.clear(); + tmp << PadMapping[controller].axis[InputCommon::CTL_MAIN_Y]; m_JoyAnalogMainY[controller]->SetValue(tmp); tmp.clear(); + tmp << PadMapping[controller].axis[InputCommon::CTL_SUB_X]; m_JoyAnalogSubX[controller]->SetValue(tmp); tmp.clear(); + tmp << PadMapping[controller].axis[InputCommon::CTL_SUB_Y]; m_JoyAnalogSubY[controller]->SetValue(tmp); tmp.clear(); // Update the deadzone and controller type controls m_ControlType[controller]->SetSelection(PadMapping[controller].controllertype); @@ -83,16 +83,16 @@ void ConfigBox::UpdateGUIKeys(int controller) //LogMsg("m_TriggerType[%i] = %i\n", controller, PadMapping[controller].triggertype); // Update D-Pad - if(PadMapping[controller].controllertype == CTL_DPAD_HAT) + if(PadMapping[controller].controllertype == InputCommon::CTL_DPAD_HAT) { tmp << PadMapping[controller].dpad; m_JoyDpadUp[controller]->SetValue(tmp); tmp.clear(); } else { - tmp << PadMapping[controller].dpad2[CTL_D_PAD_UP]; m_JoyDpadUp[controller]->SetValue(tmp); tmp.clear(); - tmp << PadMapping[controller].dpad2[CTL_D_PAD_DOWN]; m_JoyDpadDown[controller]->SetValue(tmp); tmp.clear(); - tmp << PadMapping[controller].dpad2[CTL_D_PAD_LEFT]; m_JoyDpadLeft[controller]->SetValue(tmp); tmp.clear(); - tmp << PadMapping[controller].dpad2[CTL_D_PAD_RIGHT]; m_JoyDpadRight[controller]->SetValue(tmp); tmp.clear(); + tmp << PadMapping[controller].dpad2[InputCommon::CTL_D_PAD_UP]; m_JoyDpadUp[controller]->SetValue(tmp); tmp.clear(); + tmp << PadMapping[controller].dpad2[InputCommon::CTL_D_PAD_DOWN]; m_JoyDpadDown[controller]->SetValue(tmp); tmp.clear(); + tmp << PadMapping[controller].dpad2[InputCommon::CTL_D_PAD_LEFT]; m_JoyDpadLeft[controller]->SetValue(tmp); tmp.clear(); + tmp << PadMapping[controller].dpad2[InputCommon::CTL_D_PAD_RIGHT]; m_JoyDpadRight[controller]->SetValue(tmp); tmp.clear(); } // Replace "-1" with "" in the GUI controls @@ -124,22 +124,22 @@ void ConfigBox::SaveButtonMapping(int controller, bool DontChangeId, int FromSlo PadMapping[controller].bSquareToCircle = m_CBS_to_C[FromSlot]->IsChecked(); // The analog buttons - m_JoyAnalogMainX[FromSlot]->GetValue().ToLong(&value); PadMapping[controller].axis[CTL_MAIN_X] = value; tmp.clear(); - m_JoyAnalogMainY[FromSlot]->GetValue().ToLong(&value); PadMapping[controller].axis[CTL_MAIN_Y] = value; tmp.clear(); - m_JoyAnalogSubX[FromSlot]->GetValue().ToLong(&value); PadMapping[controller].axis[CTL_SUB_X] = value; tmp.clear(); - m_JoyAnalogSubY[FromSlot]->GetValue().ToLong(&value); PadMapping[controller].axis[CTL_SUB_Y] = value; tmp.clear(); + m_JoyAnalogMainX[FromSlot]->GetValue().ToLong(&value); PadMapping[controller].axis[InputCommon::CTL_MAIN_X] = value; tmp.clear(); + m_JoyAnalogMainY[FromSlot]->GetValue().ToLong(&value); PadMapping[controller].axis[InputCommon::CTL_MAIN_Y] = value; tmp.clear(); + m_JoyAnalogSubX[FromSlot]->GetValue().ToLong(&value); PadMapping[controller].axis[InputCommon::CTL_SUB_X] = value; tmp.clear(); + m_JoyAnalogSubY[FromSlot]->GetValue().ToLong(&value); PadMapping[controller].axis[InputCommon::CTL_SUB_Y] = value; tmp.clear(); // The shoulder buttons - m_JoyShoulderL[FromSlot]->GetValue().ToLong(&value); PadMapping[controller].buttons[CTL_L_SHOULDER] = value; - m_JoyShoulderR[FromSlot]->GetValue().ToLong(&value); PadMapping[controller].buttons[CTL_R_SHOULDER] = value; + m_JoyShoulderL[FromSlot]->GetValue().ToLong(&value); PadMapping[controller].buttons[InputCommon::CTL_L_SHOULDER] = value; + m_JoyShoulderR[FromSlot]->GetValue().ToLong(&value); PadMapping[controller].buttons[InputCommon::CTL_R_SHOULDER] = value; // The digital buttons - m_JoyButtonA[FromSlot]->GetValue().ToLong(&value); PadMapping[controller].buttons[CTL_A_BUTTON] = value; tmp.clear(); - m_JoyButtonB[FromSlot]->GetValue().ToLong(&value); PadMapping[controller].buttons[CTL_B_BUTTON] = value; tmp.clear(); - m_JoyButtonX[FromSlot]->GetValue().ToLong(&value); PadMapping[controller].buttons[CTL_X_BUTTON] = value; tmp.clear(); - m_JoyButtonY[FromSlot]->GetValue().ToLong(&value); PadMapping[controller].buttons[CTL_Y_BUTTON] = value; tmp.clear(); - m_JoyButtonZ[FromSlot]->GetValue().ToLong(&value); PadMapping[controller].buttons[CTL_Z_TRIGGER] = value; tmp.clear(); - m_JoyButtonStart[FromSlot]->GetValue().ToLong(&value); PadMapping[controller].buttons[CTL_START] = value; tmp.clear(); + m_JoyButtonA[FromSlot]->GetValue().ToLong(&value); PadMapping[controller].buttons[InputCommon::CTL_A_BUTTON] = value; tmp.clear(); + m_JoyButtonB[FromSlot]->GetValue().ToLong(&value); PadMapping[controller].buttons[InputCommon::CTL_B_BUTTON] = value; tmp.clear(); + m_JoyButtonX[FromSlot]->GetValue().ToLong(&value); PadMapping[controller].buttons[InputCommon::CTL_X_BUTTON] = value; tmp.clear(); + m_JoyButtonY[FromSlot]->GetValue().ToLong(&value); PadMapping[controller].buttons[InputCommon::CTL_Y_BUTTON] = value; tmp.clear(); + m_JoyButtonZ[FromSlot]->GetValue().ToLong(&value); PadMapping[controller].buttons[InputCommon::CTL_Z_TRIGGER] = value; tmp.clear(); + m_JoyButtonStart[FromSlot]->GetValue().ToLong(&value); PadMapping[controller].buttons[InputCommon::CTL_START] = value; tmp.clear(); //LogMsg("PadMapping[%i].triggertype = %i, m_TriggerType[%i]->GetSelection() = %i\n", // controller, PadMapping[controller].triggertype, FromSlot, m_TriggerType[FromSlot]->GetSelection()); @@ -148,16 +148,16 @@ void ConfigBox::SaveButtonMapping(int controller, bool DontChangeId, int FromSlo m_JoyButtonHalfpress[FromSlot]->GetValue().ToLong(&value); PadMapping[controller].halfpress = value; tmp.clear(); // The digital pad - if(PadMapping[controller].controllertype == CTL_DPAD_HAT) + if(PadMapping[controller].controllertype == InputCommon::CTL_DPAD_HAT) { m_JoyDpadUp[FromSlot]->GetValue().ToLong(&value); PadMapping[controller].dpad = value; tmp.clear(); } else { - m_JoyDpadUp[FromSlot]->GetValue().ToLong(&value); PadMapping[controller].dpad2[CTL_D_PAD_UP] = value; tmp.clear(); - m_JoyDpadDown[FromSlot]->GetValue().ToLong(&value); PadMapping[controller].dpad2[CTL_D_PAD_DOWN] = value; tmp.clear(); - m_JoyDpadLeft[FromSlot]->GetValue().ToLong(&value); PadMapping[controller].dpad2[CTL_D_PAD_LEFT] = value; tmp.clear(); - m_JoyDpadRight[FromSlot]->GetValue().ToLong(&value); PadMapping[controller].dpad2[CTL_D_PAD_RIGHT] = value; tmp.clear(); + m_JoyDpadUp[FromSlot]->GetValue().ToLong(&value); PadMapping[controller].dpad2[InputCommon::CTL_D_PAD_UP] = value; tmp.clear(); + m_JoyDpadDown[FromSlot]->GetValue().ToLong(&value); PadMapping[controller].dpad2[InputCommon::CTL_D_PAD_DOWN] = value; tmp.clear(); + m_JoyDpadLeft[FromSlot]->GetValue().ToLong(&value); PadMapping[controller].dpad2[InputCommon::CTL_D_PAD_LEFT] = value; tmp.clear(); + m_JoyDpadRight[FromSlot]->GetValue().ToLong(&value); PadMapping[controller].dpad2[InputCommon::CTL_D_PAD_RIGHT] = value; tmp.clear(); } // Replace "-1" with "" @@ -288,16 +288,16 @@ void ConfigBox::DoGetButtons(int GetId) bool LeftRight = (GetId == IDB_SHOULDER_L || GetId == IDB_SHOULDER_R); bool Axis = (GetId >= IDB_ANALOG_MAIN_X && GetId <= IDB_SHOULDER_R) - && !(TriggerType == CTL_TRIGGER_XINPUT && (GetId == IDB_SHOULDER_L || GetId == IDB_SHOULDER_R) ); // Don't allow SDL here + && !(TriggerType == InputCommon::CTL_TRIGGER_XINPUT && (GetId == IDB_SHOULDER_L || GetId == IDB_SHOULDER_R) ); // Don't allow SDL here - bool XInput = (TriggerType == CTL_TRIGGER_XINPUT); + bool XInput = (TriggerType == InputCommon::CTL_TRIGGER_XINPUT); bool Button = (GetId >= IDB_BUTTON_A && GetId <= IDB_BUTTONHALFPRESS) // All digital buttons || (GetId == IDB_SHOULDER_L || GetId == IDB_SHOULDER_R) // both shoulder buttons - || (GetId >= IDB_DPAD_UP && GetId <= IDB_DPAD_RIGHT && ControllerType == CTL_DPAD_CUSTOM); // Or the custom hat mode + || (GetId >= IDB_DPAD_UP && GetId <= IDB_DPAD_RIGHT && ControllerType == InputCommon::CTL_DPAD_CUSTOM); // Or the custom hat mode bool Hat = (GetId >= IDB_DPAD_UP && GetId <= IDB_DPAD_RIGHT) // All DPads - && (PadMapping[Controller].controllertype == CTL_DPAD_HAT); // Not with the hat option defined + && (PadMapping[Controller].controllertype == InputCommon::CTL_DPAD_HAT); // Not with the hat option defined /* 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 PadMapping */ @@ -370,7 +370,7 @@ void ConfigBox::DoGetButtons(int GetId) if(AvoidValues(value)) continue; // Avoid values pressed = i + (LeftRight ? 1000 : 0); // Identify the analog triggers - type = CTL_AXIS; + type = InputCommon::CTL_AXIS; Succeed = true; } } @@ -383,7 +383,7 @@ void ConfigBox::DoGetButtons(int GetId) if(SDL_JoystickGetHat(joy, i)) { pressed = i; - type = CTL_HAT; + type = InputCommon::CTL_HAT; Succeed = true; } } @@ -400,7 +400,7 @@ void ConfigBox::DoGetButtons(int GetId) if(SDL_JoystickGetButton(joy, i)) { pressed = i; - type = CTL_BUTTON; + type = InputCommon::CTL_BUTTON; Succeed = true; } } @@ -410,12 +410,12 @@ void ConfigBox::DoGetButtons(int GetId) #ifdef _WIN32 if(XInput) { - for(int i = 0; i <= XI_TRIGGER_R; i++) + for(int i = 0; i <= InputCommon::XI_TRIGGER_R; i++) { if(XInput::GetXI(0, i)) { pressed = i + 1000; - type = CTL_AXIS; + type = InputCommon::CTL_AXIS; Succeed = true; } } @@ -429,7 +429,7 @@ void ConfigBox::DoGetButtons(int GetId) if(g_Pressed >= buttons) { pressed = g_Pressed; - type = CTL_BUTTON; + type = InputCommon::CTL_BUTTON; Succeed = true; g_Pressed = 0; if(pressed == WXK_ESCAPE) pressed = -1; // Check for the exape key diff --git a/Source/Plugins/Plugin_nJoy_SDL/Src/nJoy.cpp b/Source/Plugins/Plugin_nJoy_SDL/Src/nJoy.cpp index c5d9b1191e..185df15abc 100644 --- a/Source/Plugins/Plugin_nJoy_SDL/Src/nJoy.cpp +++ b/Source/Plugins/Plugin_nJoy_SDL/Src/nJoy.cpp @@ -81,12 +81,12 @@ // ŻŻŻŻŻŻŻŻŻ // Rumble in windows -#define _CONTROLLER_STATE_H // Avoid certain declarations in nJoy.h +#define _EXCLUDE_MAIN_ // Avoid certain declarations in nJoy.h FILE *pFile; HINSTANCE nJoy_hInst = NULL; -std::vector joyinfo; -CONTROLLER_STATE PadState[4]; -CONTROLLER_MAPPING PadMapping[4]; +std::vector joyinfo; +InputCommon::CONTROLLER_STATE PadState[4]; +InputCommon::CONTROLLER_MAPPING PadMapping[4]; bool emulator_running = false; int NumPads = 0, NumGoodPads = 0; HWND m_hWnd; // Handle to window @@ -193,7 +193,7 @@ void DllConfig(HWND _hParent) // Start the pads so we can use them in the configuration and advanced controls if(!emulator_running) { - NumPads = Search_Devices(); // Populate joyinfo for all attached devices + Search_Devices(joyinfo, NumPads, NumGoodPads); // Populate joyinfo for all attached devices } m_frame = new ConfigBox(NULL); @@ -251,7 +251,7 @@ void Initialize(void *init) m_hWnd = (HWND)g_PADInitialize->hWnd; #endif - NumPads = Search_Devices(); // Populate joyinfo for all attached devices + Search_Devices(joyinfo, NumPads, NumGoodPads); // Populate joyinfo for all attached devices /* Check if any of the pads failed to open. In Windows there is a strange "IDirectInputDevice2:: SetDataFormat() DirectX error -2147024809" after a few Open and Close */ @@ -265,79 +265,15 @@ void Initialize(void *init) } } - -// Search attached devices. Populate joyinfo for all attached physical devices. -// ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ -int Search_Devices() +bool Search_Devices(std::vector &_joyinfo, int &_NumPads, int &_NumGoodPads) { - // Load config - #ifdef _DEBUG - DEBUG_INIT(); - #endif - - /* SDL 1.3 use DirectInput instead of the old Microsoft Multimeda API, and with this we need - the SDL_INIT_VIDEO flag to */ - if (!SDL_WasInit(0)) - if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK) < 0) - { - PanicAlert("Could not initialize SDL: %s", SDL_GetError()); - return 0; - } - - #ifdef _DEBUG - fprintf(pFile, "Scanning for devices\n"); - fprintf(pFile, "ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\n"); - #endif - - // Get device status - int numjoy = SDL_NumJoysticks(); - for (int i = 0; i < numjoy; i++ ) - { - CONTROLLER_INFO Tmp; - - Tmp.joy = SDL_JoystickOpen(i); - Tmp.ID = i; - Tmp.NumAxes = SDL_JoystickNumAxes(Tmp.joy); - Tmp.NumButtons = SDL_JoystickNumButtons(Tmp.joy); - Tmp.NumBalls = SDL_JoystickNumBalls(Tmp.joy); - Tmp.NumHats = SDL_JoystickNumHats(Tmp.joy); - Tmp.Name = SDL_JoystickName(i); - - // Check if the device is okay - if ( Tmp.NumAxes == 0 - && Tmp.NumBalls == 0 - && Tmp.NumButtons == 0 - && Tmp.NumHats == 0 - ) - { - Tmp.Good = false; - } - else - { - NumGoodPads++; - Tmp.Good = true; - } - - joyinfo.push_back(Tmp); - - #ifdef _DEBUG - fprintf(pFile, "ID: %d\n", i); - fprintf(pFile, "Name: %s\n", joyinfo[i].Name); - fprintf(pFile, "Buttons: %d\n", joyinfo[i].NumButtons); - fprintf(pFile, "Axes: %d\n", joyinfo[i].NumAxes); - fprintf(pFile, "Hats: %d\n", joyinfo[i].NumHats); - fprintf(pFile, "Balls: %d\n\n", joyinfo[i].NumBalls); - #endif - - // We have now read the values we need so we close the device - if (SDL_JoystickOpened(i)) SDL_JoystickClose(joyinfo[i].joy); - } + bool Success = InputCommon::SearchDevices(_joyinfo, _NumPads, _NumGoodPads); // Warn the user if no gamepads are detected - if (NumGoodPads == 0 && emulator_running) + if (_NumGoodPads == 0 && emulator_running) { PanicAlert("nJoy: No Gamepad Detected"); - return joyinfo.size(); + return false; } // Load PadMapping[] etc @@ -351,7 +287,7 @@ int Search_Devices() PadState[i].joy = SDL_JoystickOpen(PadMapping[i].ID); } - return joyinfo.size(); + return Success; } // Shutdown PAD (stop emulation) @@ -405,13 +341,13 @@ void PAD_Input(u16 _Key, u8 _UpDown) // Check if the keys are interesting, and then update it for(int i = 0; i < 4; i++) { - for(int j = CTL_L_SHOULDER; j <= CTL_START; j++) + for(int j = InputCommon::CTL_L_SHOULDER; j <= InputCommon::CTL_START; j++) { if (PadMapping[i].buttons[j] == _Key) { PadState[i].buttons[j] = _UpDown; break; } } - for(int j = CTL_D_PAD_UP; j <= CTL_D_PAD_RIGHT; j++) + for(int j = InputCommon::CTL_D_PAD_UP; j <= InputCommon::CTL_D_PAD_RIGHT; j++) { if (PadMapping[i].dpad2[j] == _Key) { PadState[i].dpad2[j] = _UpDown; break; } @@ -461,8 +397,9 @@ void PAD_GetStatus(u8 _numPAD, SPADStatus* _pPADStatus) // Clear pad status memset(_pPADStatus, 0, sizeof(SPADStatus)); - // Update the pad status - GetJoyState(_numPAD); + // Check that Dolphin is in focus, otherwise don't update the pad status + if (!g_Config.bCheckFocus && IsFocus()) + GetJoyState(PadState[_numPAD], PadMapping[_numPAD], _numPAD, joyinfo[PadMapping[_numPAD].ID].NumButtons); // Get type int TriggerType = PadMapping[_numPAD].triggertype; @@ -472,12 +409,12 @@ void PAD_GetStatus(u8 _numPAD, SPADStatus* _pPADStatus) // ----------- // Read axis values - int i_main_stick_x = PadState[_numPAD].axis[CTL_MAIN_X]; - int i_main_stick_y = -PadState[_numPAD].axis[CTL_MAIN_Y]; - int i_sub_stick_x = PadState[_numPAD].axis[CTL_SUB_X]; - int i_sub_stick_y = -PadState[_numPAD].axis[CTL_SUB_Y]; - int TriggerLeft = PadState[_numPAD].axis[CTL_L_SHOULDER]; - int TriggerRight = PadState[_numPAD].axis[CTL_R_SHOULDER]; + int i_main_stick_x = PadState[_numPAD].axis[InputCommon::CTL_MAIN_X]; + int i_main_stick_y = -PadState[_numPAD].axis[InputCommon::CTL_MAIN_Y]; + int i_sub_stick_x = PadState[_numPAD].axis[InputCommon::CTL_SUB_X]; + int i_sub_stick_y = -PadState[_numPAD].axis[InputCommon::CTL_SUB_Y]; + int TriggerLeft = PadState[_numPAD].axis[InputCommon::CTL_L_SHOULDER]; + int TriggerRight = PadState[_numPAD].axis[InputCommon::CTL_R_SHOULDER]; // Check if we should make adjustments if(PadMapping[_numPAD].bSquareToCircle) @@ -494,10 +431,10 @@ void PAD_GetStatus(u8 _numPAD, SPADStatus* _pPADStatus) u8 sub_stick_y = Pad_Convert(i_sub_stick_y); // Convert the triggers values, if we are using analog triggers at all - if(PadMapping[_numPAD].triggertype == CTL_TRIGGER_SDL) + if(PadMapping[_numPAD].triggertype == InputCommon::CTL_TRIGGER_SDL) { - if(PadMapping[_numPAD].buttons[CTL_L_SHOULDER] >= 1000) TriggerLeft = Pad_Convert(TriggerLeft); - if(PadMapping[_numPAD].buttons[CTL_R_SHOULDER] >= 1000) TriggerRight = Pad_Convert(TriggerRight); + if(PadMapping[_numPAD].buttons[InputCommon::CTL_L_SHOULDER] >= 1000) TriggerLeft = Pad_Convert(TriggerLeft); + if(PadMapping[_numPAD].buttons[InputCommon::CTL_R_SHOULDER] >= 1000) TriggerRight = Pad_Convert(TriggerRight); } // Set Deadzones (perhaps out of function?) @@ -520,7 +457,7 @@ void PAD_GetStatus(u8 _numPAD, SPADStatus* _pPADStatus) _pPADStatus->button |= PAD_USE_ORIGIN; // Neutral value, no button pressed // Check if the digital L button is pressed - if (PadState[_numPAD].buttons[CTL_L_SHOULDER]) + if (PadState[_numPAD].buttons[InputCommon::CTL_L_SHOULDER]) { _pPADStatus->button |= PAD_TRIGGER_L; _pPADStatus->triggerLeft = TriggerValue; @@ -529,7 +466,7 @@ void PAD_GetStatus(u8 _numPAD, SPADStatus* _pPADStatus) _pPADStatus->triggerLeft = TriggerLeft; // Check if the digital R button is pressed - if (PadState[_numPAD].buttons[CTL_R_SHOULDER]) + if (PadState[_numPAD].buttons[InputCommon::CTL_R_SHOULDER]) { _pPADStatus->button |= PAD_TRIGGER_R; _pPADStatus->triggerRight = TriggerValue; @@ -545,26 +482,26 @@ void PAD_GetStatus(u8 _numPAD, SPADStatus* _pPADStatus) /////////////////////////////////////////////////// // The digital buttons // ----------- - if (PadState[_numPAD].buttons[CTL_A_BUTTON]) + if (PadState[_numPAD].buttons[InputCommon::CTL_A_BUTTON]) { _pPADStatus->button |= PAD_BUTTON_A; _pPADStatus->analogA = 255; // Perhaps support pressure? } - if (PadState[_numPAD].buttons[CTL_B_BUTTON]) + if (PadState[_numPAD].buttons[InputCommon::CTL_B_BUTTON]) { _pPADStatus->button |= PAD_BUTTON_B; _pPADStatus->analogB = 255; // Perhaps support pressure? } - if (PadState[_numPAD].buttons[CTL_X_BUTTON]) _pPADStatus->button|=PAD_BUTTON_X; - if (PadState[_numPAD].buttons[CTL_Y_BUTTON]) _pPADStatus->button|=PAD_BUTTON_Y; - if (PadState[_numPAD].buttons[CTL_Z_TRIGGER]) _pPADStatus->button|=PAD_TRIGGER_Z; - if (PadState[_numPAD].buttons[CTL_START]) _pPADStatus->button|=PAD_BUTTON_START; + 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 == CTL_DPAD_HAT) + 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; @@ -573,13 +510,13 @@ void PAD_GetStatus(u8 _numPAD, SPADStatus* _pPADStatus) } else { - if (PadState[_numPAD].dpad2[CTL_D_PAD_UP]) + if (PadState[_numPAD].dpad2[InputCommon::CTL_D_PAD_UP]) _pPADStatus->button |= PAD_BUTTON_UP; - if (PadState[_numPAD].dpad2[CTL_D_PAD_DOWN]) + if (PadState[_numPAD].dpad2[InputCommon::CTL_D_PAD_DOWN]) _pPADStatus->button |= PAD_BUTTON_DOWN; - if (PadState[_numPAD].dpad2[CTL_D_PAD_LEFT]) + if (PadState[_numPAD].dpad2[InputCommon::CTL_D_PAD_LEFT]) _pPADStatus->button |= PAD_BUTTON_LEFT; - if (PadState[_numPAD].dpad2[CTL_D_PAD_RIGHT]) + if (PadState[_numPAD].dpad2[InputCommon::CTL_D_PAD_RIGHT]) _pPADStatus->button |= PAD_BUTTON_RIGHT; } @@ -757,114 +694,3 @@ std::vector Pad_Square_to_Circle(int _x, int _y, int _pad) -////////////////////////////////////////////////////////////////////////////////////////// -// Supporting functions -// ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ - -// Read current joystick status -/* ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ - The value PadMapping[].buttons[] is the number of the assigned joypad button, - PadState[].buttons[] is the status of the button, it becomes 0 (no pressed) or 1 (pressed) */ - - -// Read buttons status. Called from GetJoyState(). -// ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ -void ReadButton(int controller, int button) -{ - int ctl_button = PadMapping[controller].buttons[button]; - if (ctl_button < joyinfo[PadMapping[controller].ID].NumButtons) - { - PadState[controller].buttons[button] = SDL_JoystickGetButton(PadState[controller].joy, ctl_button); - } -} - -// Request joystick state. -// ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ -/* 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 GetJoyState(int controller) -{ - // Check that Dolphin is in focus, otherwise don't update the pad status - if (!g_Config.bCheckFocus && !IsFocus()) return; - - // Update the gamepad status - SDL_JoystickUpdate(); - - // Save the number of buttons - int Buttons = joyinfo[PadMapping[controller].ID].NumButtons; - - // Update axis states. It doesn't hurt much if we happen to ask for nonexisting axises here. - PadState[controller].axis[CTL_MAIN_X] = SDL_JoystickGetAxis(PadState[controller].joy, PadMapping[controller].axis[CTL_MAIN_X]); - PadState[controller].axis[CTL_MAIN_Y] = SDL_JoystickGetAxis(PadState[controller].joy, PadMapping[controller].axis[CTL_MAIN_Y]); - PadState[controller].axis[CTL_SUB_X] = SDL_JoystickGetAxis(PadState[controller].joy, PadMapping[controller].axis[CTL_SUB_X]); - PadState[controller].axis[CTL_SUB_Y] = SDL_JoystickGetAxis(PadState[controller].joy, PadMapping[controller].axis[CTL_SUB_Y]); - - // Update the analog trigger axis values -#ifdef _WIN32 - if (PadMapping[controller].triggertype == 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 - if(PadMapping[controller].buttons[CTL_L_SHOULDER] >= 1000) PadState[controller].axis[CTL_L_SHOULDER] = SDL_JoystickGetAxis(PadState[controller].joy, PadMapping[controller].buttons[CTL_L_SHOULDER] - 1000); else PadState[controller].axis[CTL_L_SHOULDER] = 0; - if(PadMapping[controller].buttons[CTL_R_SHOULDER] >= 1000) PadState[controller].axis[CTL_R_SHOULDER] = SDL_JoystickGetAxis(PadState[controller].joy, PadMapping[controller].buttons[CTL_R_SHOULDER] - 1000); else PadState[controller].axis[CTL_R_SHOULDER] = 0; -#ifdef _WIN32 - } - else - { - PadState[controller].axis[CTL_L_SHOULDER] = XInput::GetXI(0, PadMapping[controller].buttons[CTL_L_SHOULDER] - 1000); - PadState[controller].axis[CTL_R_SHOULDER] = XInput::GetXI(0, PadMapping[controller].buttons[CTL_R_SHOULDER] - 1000); - } -#endif - - // Update button states to on or off - ReadButton(controller, CTL_L_SHOULDER); - ReadButton(controller, CTL_R_SHOULDER); - ReadButton(controller, CTL_A_BUTTON); - ReadButton(controller, CTL_B_BUTTON); - ReadButton(controller, CTL_X_BUTTON); - ReadButton(controller, CTL_Y_BUTTON); - ReadButton(controller, CTL_Z_TRIGGER); - ReadButton(controller, CTL_START); - - // - if (PadMapping[controller].halfpress < joyinfo[controller].NumButtons) - PadState[controller].halfpress = SDL_JoystickGetButton(PadState[controller].joy, PadMapping[controller].halfpress); - - // Check if we have an analog or digital joypad - if (PadMapping[controller].controllertype == CTL_DPAD_HAT) - { - PadState[controller].dpad = SDL_JoystickGetHat(PadState[controller].joy, PadMapping[controller].dpad); - } - else - { - /* Only do this if the assigned button is in range (to allow for the current way of saving keyboard - keys in the same array) */ - if(PadMapping[controller].dpad2[CTL_D_PAD_UP] <= Buttons) - PadState[controller].dpad2[CTL_D_PAD_UP] = SDL_JoystickGetButton(PadState[controller].joy, PadMapping[controller].dpad2[CTL_D_PAD_UP]); - if(PadMapping[controller].dpad2[CTL_D_PAD_DOWN] <= Buttons) - PadState[controller].dpad2[CTL_D_PAD_DOWN] = SDL_JoystickGetButton(PadState[controller].joy, PadMapping[controller].dpad2[CTL_D_PAD_DOWN]); - if(PadMapping[controller].dpad2[CTL_D_PAD_LEFT] <= Buttons) - PadState[controller].dpad2[CTL_D_PAD_LEFT] = SDL_JoystickGetButton(PadState[controller].joy, PadMapping[controller].dpad2[CTL_D_PAD_LEFT]); - if(PadMapping[controller].dpad2[CTL_D_PAD_RIGHT] <= Buttons) - PadState[controller].dpad2[CTL_D_PAD_RIGHT] = SDL_JoystickGetButton(PadState[controller].joy, PadMapping[controller].dpad2[CTL_D_PAD_RIGHT]); - } - - /* Debugging - Console::ClearScreen(); - Console::Print( - "Controller and handle: %i %i\n" - - "Triggers:%i %i %i %i %i | HalfPress: %i Mapping: %i\n", - - controller, (int)PadState[controller].joy, - - PadMapping[controller].triggertype, - PadMapping[controller].buttons[CTL_L_SHOULDER], PadMapping[controller].buttons[CTL_R_SHOULDER], - PadState[controller].axis[CTL_L_SHOULDER], PadState[controller].axis[CTL_R_SHOULDER], - - PadState[controller].halfpress, PadMapping[controller].halfpress - ); */ -} -////////////////////////////////////////////////////////////////////////////////////////// diff --git a/Source/Plugins/Plugin_nJoy_SDL/Src/nJoy.h b/Source/Plugins/Plugin_nJoy_SDL/Src/nJoy.h index 9295304e7e..556bfc6f28 100644 --- a/Source/Plugins/Plugin_nJoy_SDL/Src/nJoy.h +++ b/Source/Plugins/Plugin_nJoy_SDL/Src/nJoy.h @@ -45,7 +45,9 @@ #include #include #include -#include + +#include "../../../Core/InputCommon/Src/SDL.h" // Core +#include "../../../Core/InputCommon/Src/XInput.h" #include "Common.h" // Common #include "pluginspecs_pad.h" @@ -54,7 +56,6 @@ //#include "Timer.h" #include "Config.h" // Local -#include "XInput.h" #if defined(HAVE_WX) && HAVE_WX #include "GUI/AboutBox.h" @@ -102,115 +103,6 @@ #define THANKYOU "`plot`, Absolute0, Aprentice, Bositman, Brice, ChaosCode, CKemu, CoDeX, Dave2001, dn, drk||Raziel, Florin, Gent, Gigaherz, Hacktarux, JegHegy, Linker, Linuzappz, Martin64, Muad, Knuckles, Raziel, Refraction, Rudy_x, Shadowprince, Snake785, Saqib, vEX, yaz0r, Zilmar, Zenogais and ZeZu." -////////////////////////////////////////////////////////////////////////////////////////// -// Structures -/* ŻŻŻŻŻŻŻŻŻŻ - CONTROLLER_STATE buttons (PadState) = 0 or 1 - CONTROLLER_MAPPING buttons (joystick) = 0 or 1, 2, 3, 4, a certain joypad button - - Please remember: The axis limit is hardcoded here, if you allow more axises (for - example for analog A and B buttons) you must first incrase the size of the axis array - size here - */ -struct CONTROLLER_STATE // GC PAD INFO/STATE -{ - int buttons[8]; // Amount of buttons (A B X Y Z, L-Trigger R-Trigger Start) might need to change the triggers buttons - int dpad; // Automatic SDL D-Pad (8 directions + neutral) - int dpad2[4]; // D-pad using buttons - int axis[6]; // 2 x 2 Axes (Main & Sub) - int halfpress; // Halfpress... you know, like not fully pressed ;)... - SDL_Joystick *joy; // SDL joystick device -}; - -struct CONTROLLER_MAPPING // GC PAD MAPPING -{ - int buttons[8]; // (See above) - int dpad; // (See above) - int dpad2[4]; // (See above) - int axis[6]; // (See above) - int halfpress; // (See above) - int enabled; // Pad attached? - int deadzone; // Deadzone... what else? - int ID; // SDL joystick device ID - int controllertype; // Hat: Hat or custom buttons - int triggertype; // Triggers range - std::string SDiagonal; - bool bSquareToCircle; - int eventnum; // Linux Event Number, Can't be found dynamically yet -}; - -struct CONTROLLER_INFO // CONNECTED WINDOWS DEVICES INFO -{ - int NumAxes; // Amount of Axes - int NumButtons; // Amount of Buttons - int NumBalls; // Amount of Balls - int NumHats; // Amount of Hats (POV) - std::string Name; // Joypad/stickname - int ID; // SDL joystick device ID - bool Good; - SDL_Joystick *joy; // SDL joystick device -}; - -enum -{ - // CTL_L_SHOULDER and CTL_R_SHOULDER = 0 and 1 - CTL_MAIN_X = 2, - CTL_MAIN_Y, - CTL_SUB_X, - CTL_SUB_Y -}; - -enum -{ - CTL_L_SHOULDER = 0, - CTL_R_SHOULDER, - CTL_A_BUTTON, - CTL_B_BUTTON, - CTL_X_BUTTON, - CTL_Y_BUTTON, - CTL_Z_TRIGGER, - CTL_START -}; - -// DPad Type -enum -{ - CTL_DPAD_HAT = 0, // Automatically use the first hat that SDL finds - CTL_DPAD_CUSTOM // Custom directional pad settings -}; - -// Trigger Type -enum -{ - CTL_TRIGGER_SDL = 0, // - CTL_TRIGGER_XINPUT // The XBox 360 pad -}; - -enum -{ - CTL_D_PAD_UP = 0, - CTL_D_PAD_DOWN, - CTL_D_PAD_LEFT, - CTL_D_PAD_RIGHT -}; - -// Button type for the configuration -enum -{ - CTL_AXIS = 0, - CTL_HAT, - CTL_BUTTON, - CTL_KEY -}; - -// XInput buttons -enum -{ - XI_TRIGGER_L = 0, - XI_TRIGGER_R -}; - - ////////////////////////////////////////////////////////////////////////////////////////// // Input vector. Todo: Save the configured keys here instead of in joystick // ŻŻŻŻŻŻŻŻŻ @@ -225,11 +117,11 @@ extern std::vector Keys; ////////////////////////////////////////////////////////////////////////////////////////// // Variables // ŻŻŻŻŻŻŻŻŻ -#ifndef _CONTROLLER_STATE_H +#ifndef _EXCLUDE_MAIN_ extern FILE *pFile; - extern std::vector joyinfo; - extern CONTROLLER_STATE PadState[4]; - extern CONTROLLER_MAPPING PadMapping[4]; + extern std::vector joyinfo; + extern InputCommon::CONTROLLER_STATE PadState[4]; + extern InputCommon::CONTROLLER_MAPPING PadMapping[4]; extern HWND m_hWnd; // Handle to window extern int NumPads, NumGoodPads; // Number of goods pads #endif @@ -238,9 +130,7 @@ extern std::vector Keys; ////////////////////////////////////////////////////////////////////////////////////////// // Custom Functions // ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ - -void GetJoyState(int controller); -int Search_Devices(); +bool Search_Devices(std::vector &_joyinfo, int &_NumPads, int &_NumGoodPads); void DEBUG_INIT(); void DEBUG_QUIT(); bool IsFocus();