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1 | \r |
2 | #include "app.h"\r |
3 | #include <commdlg.h>\r |
4 | \r |
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5 | struct Input Inp;\r |
6 | \r |
7 | // --------------------- XBox Input -----------------------------\r |
8 | #ifdef _XBOX\r |
9 | static HANDLE GamePad=NULL;\r |
10 | static XINPUT_STATE Pad;\r |
11 | \r |
12 | static int DeadZone(short *paxis)\r |
13 | {\r |
14 | int zone=0x2000;\r |
15 | int a=*paxis;\r |
16 | \r |
17 | if (a<-zone) a+=zone;\r |
18 | else if (a> zone) a-=zone; else a=0;\r |
19 | \r |
20 | *paxis=(short)a;\r |
21 | return 0;\r |
22 | }\r |
23 | \r |
24 | static int DeviceRead()\r |
25 | {\r |
26 | int but=0,a=0;\r |
27 | \r |
28 | memset(Inp.axis, 0,sizeof(Inp.axis));\r |
29 | memset(Inp.button,0,sizeof(Inp.button));\r |
30 | \r |
31 | if (GamePad==NULL) GamePad=XInputOpen(XDEVICE_TYPE_GAMEPAD,0,XDEVICE_NO_SLOT,NULL);\r |
32 | if (GamePad==NULL) return 1;\r |
33 | \r |
34 | // Read XBox joypad:\r |
35 | XInputGetState(GamePad,&Pad);\r |
36 | \r |
37 | // Get analog axes:\r |
38 | Inp.axis[0]=Pad.Gamepad.sThumbLX;\r |
39 | Inp.axis[1]=Pad.Gamepad.sThumbLY;\r |
40 | Inp.axis[2]=Pad.Gamepad.sThumbRX;\r |
41 | Inp.axis[3]=Pad.Gamepad.sThumbRY;\r |
42 | \r |
43 | for (a=0;a<4;a++) DeadZone(Inp.axis+a);\r |
44 | \r |
45 | // Get digital buttons:\r |
46 | but=Pad.Gamepad.wButtons;\r |
47 | for (a=0;a<8;a++)\r |
48 | {\r |
49 | if (but&(1<<a)) Inp.button[a]=0xff;\r |
50 | }\r |
51 | \r |
52 | // Get analog buttons:\r |
53 | memcpy(Inp.button+8, Pad.Gamepad.bAnalogButtons, 8);\r |
54 | \r |
55 | return 0;\r |
56 | }\r |
57 | \r |
58 | #endif\r |
59 | \r |
60 | // --------------------- Windows Input -----------------------------\r |
61 | \r |
62 | #ifndef _XBOX\r |
63 | \r |
64 | static int DeviceRead()\r |
65 | {\r |
66 | int push=0x6000;\r |
67 | int axis[]={0,0,0,0};\r |
68 | int i=0;\r |
69 | \r |
70 | memset(Inp.axis, 0,sizeof(Inp.axis));\r |
71 | memset(Inp.button,0,sizeof(Inp.button));\r |
72 | \r |
73 | if (GetForegroundWindow()!=FrameWnd) return 1;\r |
74 | \r |
75 | if (GetAsyncKeyState(VK_LEFT )) axis[0]-=push;\r |
76 | if (GetAsyncKeyState(VK_RIGHT)) axis[0]+=push;\r |
77 | if (GetAsyncKeyState(VK_DOWN )) axis[1]-=push;\r |
78 | if (GetAsyncKeyState(VK_UP )) axis[1]+=push;\r |
79 | for (i=0;i<4;i++) Inp.axis[i]=(short)axis[i];\r |
80 | \r |
81 | if (GetAsyncKeyState(VK_RETURN)) Inp.button[4]=0xff; // Start\r |
82 | //if (GetAsyncKeyState(VK_ESCAPE)) Inp.button[7]=0xff; // Right thumb\r |
83 | \r |
84 | if (GetAsyncKeyState('Z')) Inp.button[10]=0xff;\r |
85 | if (GetAsyncKeyState('X')) Inp.button[ 8]=0xff;\r |
86 | if (GetAsyncKeyState('C')) Inp.button[ 9]=0xff;\r |
87 | \r |
88 | if (GetAsyncKeyState('A')) Inp.button[13]=0xff;\r |
89 | if (GetAsyncKeyState('S')) Inp.button[12]=0xff;\r |
90 | if (GetAsyncKeyState('D')) Inp.button[11]=0xff;\r |
91 | if (GetAsyncKeyState('F')) Inp.button[14]=0xff;\r |
92 | \r |
93 | static int sblobked = 0;\r |
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94 | if (!sblobked && GetAsyncKeyState(VK_TAB)) {\r |
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95 | PicoReset();\r |
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96 | sblobked = 1;\r |
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97 | }\r |
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98 | else if (!sblobked && GetAsyncKeyState(VK_ESCAPE))\r |
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99 | {\r |
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100 | PostMessage(FrameWnd, WM_COMMAND, 0x20000 | 1000, 0);\r |
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101 | sblobked = 1;\r |
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102 | }\r |
103 | else\r |
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104 | sblobked = GetAsyncKeyState(VK_TAB) | GetAsyncKeyState(VK_ESCAPE);\r |
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105 | \r |
106 | return 0;\r |
107 | }\r |
108 | \r |
109 | #endif\r |
110 | \r |
111 | int InputInit()\r |
112 | {\r |
113 | memset(&Inp,0,sizeof(Inp));\r |
114 | #ifdef _XBOX\r |
115 | memset(&Pad,0,sizeof(Pad));\r |
116 | XInitDevices(0,NULL);\r |
117 | #endif\r |
118 | return 0;\r |
119 | }\r |
120 | \r |
121 | void InputExit()\r |
122 | {\r |
123 | #ifdef _XBOX\r |
124 | if (GamePad) XInputClose(GamePad);\r |
125 | GamePad=NULL;\r |
126 | #endif\r |
127 | }\r |
128 | \r |
129 | int InputUpdate()\r |
130 | {\r |
131 | int i=0;\r |
132 | int push=0x2000;\r |
133 | \r |
134 | DeviceRead(); // Read XBox or PC device \r |
135 | \r |
136 | // Use left analog for left digital too:\r |
137 | if (Inp.axis[1]>= push) Inp.button[0]|=0xff; // Up\r |
138 | if (Inp.axis[1]<=-push) Inp.button[1]|=0xff; // Down\r |
139 | if (Inp.axis[0]<=-push) Inp.button[2]|=0xff; // Left\r |
140 | if (Inp.axis[0]>= push) Inp.button[3]|=0xff; // Right\r |
141 | \r |
142 | // Update debounce/time held information:\r |
143 | for (i=0;i<sizeof(Inp.held);i++)\r |
144 | {\r |
145 | if (Inp.held[i]==0)\r |
146 | {\r |
147 | if (Inp.button[i]>30) Inp.held[i]=1; // Just pressed\r |
148 | }\r |
149 | else\r |
150 | {\r |
151 | // Is the button still being held down?\r |
152 | Inp.held[i]++;\r |
153 | if (Inp.held[i]>=0x80) Inp.held[i]&=0xbf; // (Keep looping around)\r |
154 | \r |
155 | if (Inp.button[i]<25) Inp.held[i]=0; // No\r |
156 | }\r |
157 | }\r |
158 | \r |
159 | // Work out some key repeat values:\r |
160 | for (i=0;i<sizeof(Inp.repeat);i++)\r |
161 | {\r |
162 | char rep=0;\r |
163 | int held=Inp.held[i];\r |
164 | \r |
165 | if (held==1) rep=1;\r |
166 | if (held>=0x20 && (held&1)) rep=1;\r |
167 | \r |
168 | Inp.repeat[i]=rep;\r |
169 | }\r |
170 | \r |
171 | return 0;\r |
172 | }\r |
173 | \r |
174 | // Set Lightgun calibration values:\r |
175 | int InputLightCal(int cx,int cy,int ux,int uy)\r |
176 | {\r |
177 | #ifdef _XBOX\r |
178 | XINPUT_LIGHTGUN_CALIBRATION_OFFSETS cal;\r |
179 | \r |
180 | memset(&cal,0,sizeof(cal));\r |
181 | \r |
182 | cal.wCenterX =(WORD)cx;\r |
183 | cal.wCenterY =(WORD)cy;\r |
184 | cal.wUpperLeftX=(WORD)ux;\r |
185 | cal.wUpperLeftY=(WORD)uy;\r |
186 | XInputSetLightgunCalibration(GamePad,&cal);\r |
187 | \r |
188 | #endif\r |
189 | \r |
190 | (void)(cx+cy+ux+uy);\r |
191 | \r |
192 | return 0;\r |
193 | }\r |