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authorLPFaint99 <lpfaint99@gmail.com>2009-02-23 06:15:48 +0000
committerLPFaint99 <lpfaint99@gmail.com>2009-02-23 06:15:48 +0000
commit578c402d2ce5e6a7b6e42a4c7449d9aeac61e5e2 (patch)
tree2841b73dd8e7f0e3c9f692092079e639f9f87880 /Source/Core/InputCommon/Src/SDL.cpp
parent472582022b7ebd39c6a52ff541c8beacd52739ca (diff)
Update svn:eol-style=native ( r1442 ) for Source/*.cpp
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2384 8ced0084-cf51-0410-be5f-012b33b47a6e
Diffstat (limited to 'Source/Core/InputCommon/Src/SDL.cpp')
-rw-r--r--Source/Core/InputCommon/Src/SDL.cpp730
1 files changed, 365 insertions, 365 deletions
diff --git a/Source/Core/InputCommon/Src/SDL.cpp b/Source/Core/InputCommon/Src/SDL.cpp
index 067a467e17..cdf98ae37a 100644
--- a/Source/Core/InputCommon/Src/SDL.cpp
+++ b/Source/Core/InputCommon/Src/SDL.cpp
@@ -1,366 +1,366 @@
-//////////////////////////////////////////////////////////////////////////////////////////
-// 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"
-////////////////////////////////////
-
-
-//////////////////////////////////////////////////////////////////////////////////////////
-// Definitions
-// ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
-int g_LastPad = 0;
-////////////////////////////////////
-
-
-namespace InputCommon
-{
-
-//////////////////////////////////////////////////////////////////////////////////////////
-// Definitions
-// ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
-
-////////////////////////////////////
-
-
-//////////////////////////////////////////////////////////////////////////////////////////
-// Search attached devices. Populate joyinfo for all attached physical devices.
-// ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
-bool SearchDevices(std::vector<CONTROLLER_INFO> &_joyinfo, int &_NumPads, int &_NumGoodPads)
-{
- /* SDL 1.3 use DirectInput instead of the old Microsoft Multimedia 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;
- }
-
- // 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);
-
- // We have now read the values we need so we close the device
- if (SDL_JoystickOpened(i)) SDL_JoystickClose(_joyinfo[i].joy);
- }
-
- _NumPads = (int)_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]);
- }
-
- #ifdef SHOW_PAD_STATUS
- // Show the status of all connected pads
- if ((g_LastPad == 0 && Controller == 0) || Controller < g_LastPad) Console::ClearScreen();
- g_LastPad = Controller;
- Console::Print(
- "Pad | Number:%i Enabled:%i Handle:%i\n"
- "Main Stick | X:%03i Y:%03i\n"
- "C Stick | X:%03i Y:%03i\n"
- "Trigger | Type:%s DigitalL:%i DigitalR:%i AnalogL:%03i AnalogR:%03i HalfPress:%i\n"
- "Buttons | A:%i X:%i\n"
- "D-Pad | Type:%s Hat:%i U:%i D:%i\n"
- "======================================================\n",
-
- Controller, _PadMapping.enabled, _PadState.joy,
-
- _PadState.axis[InputCommon::CTL_MAIN_X], _PadState.axis[InputCommon::CTL_MAIN_Y],
- _PadState.axis[InputCommon::CTL_SUB_X], _PadState.axis[InputCommon::CTL_SUB_Y],
-
- (_PadMapping.triggertype ? "CTL_TRIGGER_XINPUT" : "CTL_TRIGGER_SDL"),
- _PadState.buttons[InputCommon::CTL_L_SHOULDER], _PadState.buttons[InputCommon::CTL_R_SHOULDER],
- _PadState.axis[InputCommon::CTL_L_SHOULDER], _PadState.axis[InputCommon::CTL_R_SHOULDER],
- _PadState.halfpress,
-
- _PadState.buttons[InputCommon::CTL_A_BUTTON], _PadState.buttons[InputCommon::CTL_X_BUTTON],
-
- (_PadMapping.controllertype ? "CTL_DPAD_CUSTOM" : "CTL_DPAD_HAT"),
- _PadState.dpad,
- _PadState.dpad2[InputCommon::CTL_D_PAD_UP], _PadState.dpad2[InputCommon::CTL_D_PAD_DOWN]
- );
- #endif
-}
-//////////////////////////////////////////////////////////////////////////////////////////
-
-
-
-
-//////////////////////////////////////////////////////////////////////////////////////////
-// Configure button mapping
-// ŻŻŻŻŻŻŻŻŻŻ
-
-// Avoid extreme axis values
-// ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
-/* Function: We have to avoid very big values to becuse some triggers are -0x8000 in the
- unpressed state (and then go from -0x8000 to 0x8000 as they are fully pressed) */
-bool AvoidValues(int value, bool NoTriggerFilter)
-{
- // Avoid detecting very small or very big (for triggers) values
- if( (value > -0x2000 && value < 0x2000) // Small values
- || ((value < -0x6000 || value > 0x6000) && !NoTriggerFilter)) // Big values
- return true; // Avoid
- else
- return false; // Keep
-}
-
-
-// Detect a pressed button
-// ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
-void GetButton(SDL_Joystick *joy, int ControllerID, int buttons, int axes, int hats,
- int &KeyboardKey, int &value, int &type, int &pressed, bool &Succeed, bool &Stop,
- bool LeftRight, bool Axis, bool XInput, bool Button, bool Hat, bool NoTriggerFilter)
-{
- // It needs the wxWidgets excape keycode
- static const int WXK_ESCAPE = 27;
-
- // Update the internal status
- SDL_JoystickUpdate();
-
- // For the triggers we accept both a digital or an analog button
- if(Axis)
- {
- for(int i = 0; i < axes; i++)
- {
- value = SDL_JoystickGetAxis(joy, i);
-
- if(AvoidValues(value, NoTriggerFilter)) continue; // Avoid values
-
- pressed = i + (LeftRight ? 1000 : 0); // Identify the analog triggers
- type = InputCommon::CTL_AXIS;
- Succeed = true;
- }
- }
-
- // Check for a hat
- if(Hat)
- {
- for(int i = 0; i < hats; i++)
- {
- if(SDL_JoystickGetHat(joy, i))
- {
- pressed = i;
- type = InputCommon::CTL_HAT;
- Succeed = true;
- }
- }
- }
-
- // Check for a button
- if(Button)
- {
- for(int i = 0; i < buttons; i++)
- {
- // Some kind of bug in SDL 1.3 would give button 9 and 10 (nonexistent) the value 48 on the 360 pad
- if (SDL_JoystickGetButton(joy, i) > 1) continue;
-
- if(SDL_JoystickGetButton(joy, i))
- {
- pressed = i;
- type = InputCommon::CTL_BUTTON;
- Succeed = true;
- }
- }
- }
-
- // Check for a XInput trigger
- #ifdef _WIN32
- if(XInput)
- {
- for(int i = 0; i <= InputCommon::XI_TRIGGER_R; i++)
- {
- if(XInput::GetXI(0, i))
- {
- pressed = i + 1000;
- type = InputCommon::CTL_AXIS;
- Succeed = true;
- }
- }
- }
- #endif
-
- // Check for keyboard action
- if (KeyboardKey)
- {
- if(Button)
- {
- // Todo: Add a separate keyboard vector to remove this restriction
- if(KeyboardKey >= buttons)
- {
- pressed = KeyboardKey;
- type = InputCommon::CTL_BUTTON;
- Succeed = true;
- KeyboardKey = 0;
- if(pressed == WXK_ESCAPE) pressed = -1; // Check for the escape key
- }
- // Else show the error message
- else
- {
- pressed = KeyboardKey;
- KeyboardKey = -1;
- Stop = true;
- }
- }
- // Only accept the escape key
- else if (KeyboardKey == WXK_ESCAPE)
- {
- Succeed = true;
- KeyboardKey = 0;
- pressed = -1;
- }
- }
-}
-/////////////////////////////////////////////////////////// Configure button mapping
-
-
-
+//////////////////////////////////////////////////////////////////////////////////////////
+// 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"
+////////////////////////////////////
+
+
+//////////////////////////////////////////////////////////////////////////////////////////
+// Definitions
+// ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
+int g_LastPad = 0;
+////////////////////////////////////
+
+
+namespace InputCommon
+{
+
+//////////////////////////////////////////////////////////////////////////////////////////
+// Definitions
+// ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
+
+////////////////////////////////////
+
+
+//////////////////////////////////////////////////////////////////////////////////////////
+// Search attached devices. Populate joyinfo for all attached physical devices.
+// ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
+bool SearchDevices(std::vector<CONTROLLER_INFO> &_joyinfo, int &_NumPads, int &_NumGoodPads)
+{
+ /* SDL 1.3 use DirectInput instead of the old Microsoft Multimedia 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;
+ }
+
+ // 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);
+
+ // We have now read the values we need so we close the device
+ if (SDL_JoystickOpened(i)) SDL_JoystickClose(_joyinfo[i].joy);
+ }
+
+ _NumPads = (int)_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]);
+ }
+
+ #ifdef SHOW_PAD_STATUS
+ // Show the status of all connected pads
+ if ((g_LastPad == 0 && Controller == 0) || Controller < g_LastPad) Console::ClearScreen();
+ g_LastPad = Controller;
+ Console::Print(
+ "Pad | Number:%i Enabled:%i Handle:%i\n"
+ "Main Stick | X:%03i Y:%03i\n"
+ "C Stick | X:%03i Y:%03i\n"
+ "Trigger | Type:%s DigitalL:%i DigitalR:%i AnalogL:%03i AnalogR:%03i HalfPress:%i\n"
+ "Buttons | A:%i X:%i\n"
+ "D-Pad | Type:%s Hat:%i U:%i D:%i\n"
+ "======================================================\n",
+
+ Controller, _PadMapping.enabled, _PadState.joy,
+
+ _PadState.axis[InputCommon::CTL_MAIN_X], _PadState.axis[InputCommon::CTL_MAIN_Y],
+ _PadState.axis[InputCommon::CTL_SUB_X], _PadState.axis[InputCommon::CTL_SUB_Y],
+
+ (_PadMapping.triggertype ? "CTL_TRIGGER_XINPUT" : "CTL_TRIGGER_SDL"),
+ _PadState.buttons[InputCommon::CTL_L_SHOULDER], _PadState.buttons[InputCommon::CTL_R_SHOULDER],
+ _PadState.axis[InputCommon::CTL_L_SHOULDER], _PadState.axis[InputCommon::CTL_R_SHOULDER],
+ _PadState.halfpress,
+
+ _PadState.buttons[InputCommon::CTL_A_BUTTON], _PadState.buttons[InputCommon::CTL_X_BUTTON],
+
+ (_PadMapping.controllertype ? "CTL_DPAD_CUSTOM" : "CTL_DPAD_HAT"),
+ _PadState.dpad,
+ _PadState.dpad2[InputCommon::CTL_D_PAD_UP], _PadState.dpad2[InputCommon::CTL_D_PAD_DOWN]
+ );
+ #endif
+}
+//////////////////////////////////////////////////////////////////////////////////////////
+
+
+
+
+//////////////////////////////////////////////////////////////////////////////////////////
+// Configure button mapping
+// ŻŻŻŻŻŻŻŻŻŻ
+
+// Avoid extreme axis values
+// ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
+/* Function: We have to avoid very big values to becuse some triggers are -0x8000 in the
+ unpressed state (and then go from -0x8000 to 0x8000 as they are fully pressed) */
+bool AvoidValues(int value, bool NoTriggerFilter)
+{
+ // Avoid detecting very small or very big (for triggers) values
+ if( (value > -0x2000 && value < 0x2000) // Small values
+ || ((value < -0x6000 || value > 0x6000) && !NoTriggerFilter)) // Big values
+ return true; // Avoid
+ else
+ return false; // Keep
+}
+
+
+// Detect a pressed button
+// ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
+void GetButton(SDL_Joystick *joy, int ControllerID, int buttons, int axes, int hats,
+ int &KeyboardKey, int &value, int &type, int &pressed, bool &Succeed, bool &Stop,
+ bool LeftRight, bool Axis, bool XInput, bool Button, bool Hat, bool NoTriggerFilter)
+{
+ // It needs the wxWidgets excape keycode
+ static const int WXK_ESCAPE = 27;
+
+ // Update the internal status
+ SDL_JoystickUpdate();
+
+ // For the triggers we accept both a digital or an analog button
+ if(Axis)
+ {
+ for(int i = 0; i < axes; i++)
+ {
+ value = SDL_JoystickGetAxis(joy, i);
+
+ if(AvoidValues(value, NoTriggerFilter)) continue; // Avoid values
+
+ pressed = i + (LeftRight ? 1000 : 0); // Identify the analog triggers
+ type = InputCommon::CTL_AXIS;
+ Succeed = true;
+ }
+ }
+
+ // Check for a hat
+ if(Hat)
+ {
+ for(int i = 0; i < hats; i++)
+ {
+ if(SDL_JoystickGetHat(joy, i))
+ {
+ pressed = i;
+ type = InputCommon::CTL_HAT;
+ Succeed = true;
+ }
+ }
+ }
+
+ // Check for a button
+ if(Button)
+ {
+ for(int i = 0; i < buttons; i++)
+ {
+ // Some kind of bug in SDL 1.3 would give button 9 and 10 (nonexistent) the value 48 on the 360 pad
+ if (SDL_JoystickGetButton(joy, i) > 1) continue;
+
+ if(SDL_JoystickGetButton(joy, i))
+ {
+ pressed = i;
+ type = InputCommon::CTL_BUTTON;
+ Succeed = true;
+ }
+ }
+ }
+
+ // Check for a XInput trigger
+ #ifdef _WIN32
+ if(XInput)
+ {
+ for(int i = 0; i <= InputCommon::XI_TRIGGER_R; i++)
+ {
+ if(XInput::GetXI(0, i))
+ {
+ pressed = i + 1000;
+ type = InputCommon::CTL_AXIS;
+ Succeed = true;
+ }
+ }
+ }
+ #endif
+
+ // Check for keyboard action
+ if (KeyboardKey)
+ {
+ if(Button)
+ {
+ // Todo: Add a separate keyboard vector to remove this restriction
+ if(KeyboardKey >= buttons)
+ {
+ pressed = KeyboardKey;
+ type = InputCommon::CTL_BUTTON;
+ Succeed = true;
+ KeyboardKey = 0;
+ if(pressed == WXK_ESCAPE) pressed = -1; // Check for the escape key
+ }
+ // Else show the error message
+ else
+ {
+ pressed = KeyboardKey;
+ KeyboardKey = -1;
+ Stop = true;
+ }
+ }
+ // Only accept the escape key
+ else if (KeyboardKey == WXK_ESCAPE)
+ {
+ Succeed = true;
+ KeyboardKey = 0;
+ pressed = -1;
+ }
+ }
+}
+/////////////////////////////////////////////////////////// Configure button mapping
+
+
+
} // InputCommon \ No newline at end of file