diff options
| author | LPFaint99 <lpfaint99@gmail.com> | 2009-02-23 06:15:48 +0000 |
|---|---|---|
| committer | LPFaint99 <lpfaint99@gmail.com> | 2009-02-23 06:15:48 +0000 |
| commit | 578c402d2ce5e6a7b6e42a4c7449d9aeac61e5e2 (patch) | |
| tree | 2841b73dd8e7f0e3c9f692092079e639f9f87880 /Source/Core/InputCommon/Src/SDL.cpp | |
| parent | 472582022b7ebd39c6a52ff541c8beacd52739ca (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.cpp | 730 |
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
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