usbloadergx/source/input.cpp

274 lines
7.3 KiB
C++

/****************************************************************************
* libwiigui Template
* Tantric 2009
* Cyan 2015
*
* input.cpp
* Wii/GameCube controller management
***************************************************************************/
#include <gccore.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <math.h>
#include <ogcsys.h>
#include <unistd.h>
#include <wiiuse/wpad.h>
#include "libs/libdrc/wiidrc.h"
#include "menu.h"
#include "video.h"
#include "input.h"
#include "GUI/gui.h"
#include "sys.h"
#include "gecko.h"
int rumbleRequest[4] = { 0, 0, 0, 0 };
GuiTrigger userInput[4];
static int rumbleCount[4] = { 0, 0, 0, 0 };
extern bool isWiiVC; // in sys.cpp
/****************************************************************************
* UpdatePads
*
* called by postRetraceCallback in InitGCVideo - scans gcpad and wpad
***************************************************************************/
void UpdatePads()
{
WPAD_ScanPads();
PAD_ScanPads();
for (int i = 3; i >= 0; i--)
{
memcpy(&userInput[i].wpad, WPAD_Data(i), sizeof(WPADData));
userInput[i].chan = i;
userInput[i].pad.btns_d = PAD_ButtonsDown(i);
userInput[i].pad.btns_u = PAD_ButtonsUp(i);
userInput[i].pad.btns_h = PAD_ButtonsHeld(i);
userInput[i].pad.stickX = PAD_StickX(i);
userInput[i].pad.stickY = PAD_StickY(i);
userInput[i].pad.substickX = PAD_SubStickX(i);
userInput[i].pad.substickY = PAD_SubStickY(i);
userInput[i].pad.triggerL = PAD_TriggerL(i);
userInput[i].pad.triggerR = PAD_TriggerR(i);
if (Settings.rumble == ON) DoRumble(i);
if(userInput[i].wpad.exp.type == WPAD_EXP_NUNCHUK)
{
if((userInput[i].wpad.btns_h & WPAD_NUNCHUK_BUTTON_Z) && (userInput[i].wpad.btns_d & WPAD_NUNCHUK_BUTTON_C))
ScreenShot();
}
if((userInput[i].pad.btns_h & PAD_TRIGGER_R) && (userInput[i].pad.btns_d & PAD_TRIGGER_Z))
ScreenShot();
}
// WiiU gamepad (DRC) when using WiiVC injected WiiU channels
// Copy the drc state to Gamecube pad state
if(WiiDRC_Inited() && WiiDRC_Connected())
{
WiiDRC_ScanPads();
// DRC buttons state written to gamecube pad data
userInput[0].pad.btns_d |= wiidrc_to_pad(WiiDRC_ButtonsDown());
userInput[0].pad.btns_u |= wiidrc_to_pad(WiiDRC_ButtonsUp());
userInput[0].pad.btns_h |= wiidrc_to_pad(WiiDRC_ButtonsHeld());
// DRC stick state written to gamecube pad data
int x = 0, y = 0;
x = (WiiDRC_lStickX() * 128) / 75;
y = (WiiDRC_lStickY() * 128) / 75;
if (x > 127)
x = 127;
else if (x < -128)
x = -128;
if (y > 127)
y = 127;
else if (y < -128)
y = -128;
userInput[0].pad.stickX = x;
userInput[0].pad.stickY = y;
userInput[0].pad.substickX = WiiDRC_rStickX();
userInput[0].pad.substickY = WiiDRC_rStickY();
}
}
/****************************************************************************
* ScreensaverTime
***************************************************************************/
static inline u32 ScreensaverTime(int setting)
{
switch (setting)
{
case 0:
return 0xFFFFFF;
case 1:
return 180;
case 2:
return 300;
case 3:
return 600;
case 4:
return 1200;
case 5:
return 1800;
case 6:
return 3600;
default:
break;
}
return 0xFFFFFF;
}
/****************************************************************************
* SetWPADTimeout
***************************************************************************/
void SetWPADTimeout()
{
WPAD_SetIdleTimeout(ScreensaverTime(Settings.screensaver));
}
/****************************************************************************
* ControlActivityTimeOut
***************************************************************************/
bool ControlActivityTimeout(void)
{
u32 minTime = 0xFFFFFF;
for(int i = 0; i < 3; ++i)
if(pointer[i]->getLastActivCounter() < minTime)
minTime = pointer[i]->getLastActivCounter();
// not very accurate but it's not required here
return (minTime/(Settings.PAL50 ? 50 : 60) > ScreensaverTime(Settings.screensaver));
}
/****************************************************************************
* SetupPads
*
* Sets up userInput triggers for use
***************************************************************************/
void SetupPads()
{
PAD_Init();
WPAD_Init();
// check WiiVC to init WiiU gamepad
WiiDRC_Init();
isWiiVC = WiiDRC_Inited();
// read wiimote accelerometer and IR data
WPAD_SetDataFormat(WPAD_CHAN_ALL, WPAD_FMT_BTNS_ACC_IR);
WPAD_SetVRes(WPAD_CHAN_ALL, screenwidth, screenheight);
for (int i = 0; i < 4; i++)
{
userInput[i].chan = i;
}
SetWPADTimeout();
}
/****************************************************************************
* ShutoffRumble
***************************************************************************/
void ShutoffRumble()
{
for (int i = 0; i < 4; i++)
{
WPAD_Rumble(i, 0);
rumbleCount[i] = 0;
}
}
/****************************************************************************
* DoRumble
***************************************************************************/
void DoRumble(int i)
{
if (rumbleRequest[i] && rumbleCount[i] < 3)
{
WPAD_Rumble(i, 1); // rumble on
rumbleCount[i]++;
}
else if (rumbleRequest[i])
{
rumbleCount[i] = 20;
rumbleRequest[i] = 0;
}
else
{
if (rumbleCount[i]) rumbleCount[i]--;
WPAD_Rumble(i, 0); // rumble off
}
}
/****************************************************************************
* WiiDRC to WPAD
*
* Sets WPAD button state based on WiiDRC (WiiU gamepad in WiiVC) pressed buttons.
***************************************************************************/
u32 wiidrc_to_wpad(u32 btns) {
u32 ret = 0;
if(btns & WIIDRC_BUTTON_LEFT)
ret |= WPAD_BUTTON_LEFT;
if(btns & WIIDRC_BUTTON_RIGHT)
ret |= WPAD_BUTTON_RIGHT;
if(btns & WIIDRC_BUTTON_UP)
ret |= WPAD_BUTTON_UP;
if(btns & WIIDRC_BUTTON_DOWN)
ret |= WPAD_BUTTON_DOWN;
if(btns & WIIDRC_BUTTON_A)
ret |= WPAD_BUTTON_A;
if(btns & WIIDRC_BUTTON_B)
ret |= WPAD_BUTTON_B;
if(btns & WIIDRC_BUTTON_X)
ret |= WPAD_BUTTON_1;
if(btns & WIIDRC_BUTTON_Y)
ret |= WPAD_BUTTON_2;
if((btns & WIIDRC_BUTTON_L) || (btns & WIIDRC_BUTTON_ZL) || (btns & WIIDRC_BUTTON_MINUS))
ret |= WPAD_BUTTON_MINUS;
if((btns & WIIDRC_BUTTON_R) || (btns & WIIDRC_BUTTON_ZR) || (btns & WIIDRC_BUTTON_PLUS))
ret |= WPAD_BUTTON_PLUS;
if(btns & WIIDRC_BUTTON_HOME)
ret |= WPAD_BUTTON_HOME;
return (ret&0xffff) ;
}
/****************************************************************************
* WiiDRC to PAD
*
* Sets PAD button state based on WiiDRC (WiiU gamepad in WiiVC) pressed buttons.
***************************************************************************/
u32 wiidrc_to_pad(u32 btns) {
u32 ret = 0;
if(btns & WIIDRC_BUTTON_LEFT)
ret |= PAD_BUTTON_LEFT;
if(btns & WIIDRC_BUTTON_RIGHT)
ret |= PAD_BUTTON_RIGHT;
if(btns & WIIDRC_BUTTON_UP)
ret |= PAD_BUTTON_UP;
if(btns & WIIDRC_BUTTON_DOWN)
ret |= PAD_BUTTON_DOWN;
if(btns & WIIDRC_BUTTON_A)
ret |= PAD_BUTTON_A;
if(btns & WIIDRC_BUTTON_B)
ret |= PAD_BUTTON_B;
if(btns & WIIDRC_BUTTON_X)
ret |= PAD_BUTTON_X;
if(btns & WIIDRC_BUTTON_Y)
ret |= PAD_BUTTON_Y;
if((btns & WIIDRC_BUTTON_L) || (btns & WIIDRC_BUTTON_ZL) || (btns & WIIDRC_BUTTON_MINUS))
ret |= PAD_TRIGGER_L;
if((btns & WIIDRC_BUTTON_R) || (btns & WIIDRC_BUTTON_ZR) || (btns & WIIDRC_BUTTON_PLUS))
ret |= PAD_TRIGGER_R;
if(btns & WIIDRC_BUTTON_HOME)
ret |= PAD_BUTTON_START;
return (ret&0xffff) ;
}