diff options
| author | Shawn Hoffman <godisgovernment@gmail.com> | 2008-10-11 00:23:26 +0000 |
|---|---|---|
| committer | Shawn Hoffman <godisgovernment@gmail.com> | 2008-10-11 00:23:26 +0000 |
| commit | 540539ee274bf2243b7fe28db280aa9e8b665b62 (patch) | |
| tree | 2612b0fd4be00e0351c777521d6508b068ec102a /Source/Plugins/Plugin_PadSimple/Src/PadSimple.cpp | |
| parent | 92f661b3904831022314bacbd759eade561ae572 (diff) | |
padsimple: now shows only which xpads are connected (when the config is called), set all pads to keyboard as default, got rid of XINPUT_ENABLE #ifdefs, made the trigger buttons enabled at 200/255 instead of 20/255 :) hopefully that's a lot closer to how a gc controller acts.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@832 8ced0084-cf51-0410-be5f-012b33b47a6e
Diffstat (limited to 'Source/Plugins/Plugin_PadSimple/Src/PadSimple.cpp')
| -rw-r--r-- | Source/Plugins/Plugin_PadSimple/Src/PadSimple.cpp | 37 |
1 files changed, 10 insertions, 27 deletions
diff --git a/Source/Plugins/Plugin_PadSimple/Src/PadSimple.cpp b/Source/Plugins/Plugin_PadSimple/Src/PadSimple.cpp index 294c4d38fc..665bd51761 100644 --- a/Source/Plugins/Plugin_PadSimple/Src/PadSimple.cpp +++ b/Source/Plugins/Plugin_PadSimple/Src/PadSimple.cpp @@ -15,10 +15,6 @@ // Official SVN repository and contact information can be found at // http://code.google.com/p/dolphin-emu/ -#ifdef _WIN32 -#define XINPUT_ENABLE -#endif - #include <stdio.h> #include <math.h> @@ -29,12 +25,8 @@ #include "GUI/ConfigDlg.h" -#ifdef XINPUT_ENABLE -#include "XInput.h" -#endif - #ifdef _WIN32 - +#include "XInput.h" #include "DirectInputBase.h" DInput dinput; @@ -169,7 +161,6 @@ void DllConfig(HWND _hParent) wxWindow win; win.SetHWND(_hParent); ConfigDialog frame(&win); - // TODO add devices frame.ShowModal(); win.SetHWND(0); #else @@ -297,17 +288,11 @@ void DInput_Read(int _numPAD, SPADStatus* _pPADStatus) bool XInput_Read(int xpadplayer, SPADStatus* _pPADStatus) { -#ifdef XINPUT_ENABLE const int base = 0x80; XINPUT_STATE xstate; DWORD xresult = XInputGetState(xpadplayer, &xstate); - if (xresult != ERROR_SUCCESS) - { - return false; - } - - // In addition, let's .. yes, let's use XINPUT! + // Let's .. yes, let's use XINPUT! if (xresult == ERROR_SUCCESS) { const XINPUT_GAMEPAD& xpad = xstate.Gamepad; @@ -333,8 +318,8 @@ bool XInput_Read(int xpadplayer, SPADStatus* _pPADStatus) _pPADStatus->triggerLeft = xpad.bLeftTrigger; _pPADStatus->triggerRight = xpad.bRightTrigger; - if (xpad.bLeftTrigger > 20) {_pPADStatus->button |= PAD_TRIGGER_L;} - if (xpad.bRightTrigger > 20) {_pPADStatus->button |= PAD_TRIGGER_R;} + if (xpad.bLeftTrigger > 200) {_pPADStatus->button |= PAD_TRIGGER_L;} + if (xpad.bRightTrigger > 200) {_pPADStatus->button |= PAD_TRIGGER_R;} if (xpad.wButtons & XINPUT_GAMEPAD_A) {_pPADStatus->button |= PAD_BUTTON_A;} if (xpad.wButtons & XINPUT_GAMEPAD_X) {_pPADStatus->button |= PAD_BUTTON_B;} if (xpad.wButtons & XINPUT_GAMEPAD_B) {_pPADStatus->button |= PAD_BUTTON_X;} @@ -348,10 +333,10 @@ bool XInput_Read(int xpadplayer, SPADStatus* _pPADStatus) return true; } - return false; -#else - return false; -#endif + else + { + return false; + } } #endif @@ -561,12 +546,10 @@ void PAD_Rumble(u8 _numPAD, unsigned int _uType, unsigned int _uStrength) a = 0; } -#ifdef XINPUT_ENABLE XINPUT_VIBRATION vib; vib.wLeftMotorSpeed = a; //_uStrength*100; vib.wRightMotorSpeed = a; //_uStrength*100; XInputSetState(pad[_numPAD].xpadplayer, &vib); -#endif } #endif } @@ -598,7 +581,7 @@ unsigned int SaveLoadState(char* _ptr, BOOL _bSave) void LoadConfig() { - // Initialize pads to standard controls + // Initialize first pad to standard controls #ifdef _WIN32 const int defaultKeyForControl[NUMCONTROLS] = { @@ -658,7 +641,7 @@ void LoadConfig() char SectionName[32]; sprintf(SectionName, "PAD%i", i+1); - file.Get(SectionName, "Keyboard", &pad[i].keyboard, i==0); + file.Get(SectionName, "Keyboard", &pad[i].keyboard, true); file.Get(SectionName, "Attached", &pad[i].attached, i==0); file.Get(SectionName, "DisableOnBackground", &pad[i].disable, false); file.Get(SectionName, "Rumble", &pad[i].rumble, true); |
