| 1 | \r |
| 2 | #include "app.h"\r |
| 3 | #include <commdlg.h>\r |
| 4 | \r |
| 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 |
| 94 | if (!sblobked && GetAsyncKeyState(VK_TAB)) {\r |
| 95 | PicoReset();\r |
| 96 | sblobked = 1;\r |
| 97 | }\r |
| 98 | else if (!sblobked && GetAsyncKeyState(VK_ESCAPE))\r |
| 99 | {\r |
| 100 | PostMessage(FrameWnd, WM_COMMAND, 0x20000 | 1000, 0);\r |
| 101 | sblobked = 1;\r |
| 102 | }\r |
| 103 | else\r |
| 104 | sblobked = GetAsyncKeyState(VK_TAB) | GetAsyncKeyState(VK_ESCAPE);\r |
| 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 |