#include "../libpcsxcore/psxmem_map.h"
#include "../plugins/dfinput/externals.h"
-int in_type1, in_type2;
-int in_a1[2] = { 127, 127 }, in_a2[2] = { 127, 127 };
+#define HUD_HEIGHT 10
+
+int in_type[8];
+int multitap1;
+int multitap2;
+int in_analog_left[8][2] = {{ 127, 127 },{ 127, 127 },{ 127, 127 },{ 127, 127 },{ 127, 127 },{ 127, 127 },{ 127, 127 },{ 127, 127 }};
+int in_analog_right[8][2] = {{ 127, 127 },{ 127, 127 },{ 127, 127 },{ 127, 127 },{ 127, 127 },{ 127, 127 },{ 127, 127 },{ 127, 127 }};
int in_adev[2] = { -1, -1 }, in_adev_axis[2][2] = {{ 0, 1 }, { 0, 1 }};
int in_adev_is_nublike[2];
-int in_keystate, in_state_gun;
+unsigned short in_keystate[8];
+int in_state_gun;
int in_enable_vibration;
void *tsdev;
void *pl_vout_buf;
static void print_msg(int h, int border)
{
- hud_print(pl_vout_buf, pl_vout_w, border + 2, h - 10, hud_msg);
+ hud_print(pl_vout_buf, pl_vout_w, border + 2, h - HUD_HEIGHT, hud_msg);
}
static void print_fps(int h, int border)
{
- hud_printf(pl_vout_buf, pl_vout_w, border + 2, h - 10,
+ hud_printf(pl_vout_buf, pl_vout_w, border + 2, h - HUD_HEIGHT,
"%2d %4.1f", pl_rearmed_cbs.flips_per_sec,
pl_rearmed_cbs.vsps_cur);
}
static void print_cpu_usage(int w, int h, int border)
{
- hud_printf(pl_vout_buf, pl_vout_w, pl_vout_w - border - 28, h - 10,
- "%3d", pl_rearmed_cbs.cpu_usage);
+ hud_printf(pl_vout_buf, pl_vout_w, pl_vout_w - border - 28,
+ h - HUD_HEIGHT, "%3d", pl_rearmed_cbs.cpu_usage);
}
// draw 192x8 status of 24 sound channels
static const unsigned short colors[2] = { 0x1fe3, 0x0700 };
unsigned short *dest = (unsigned short *)pl_vout_buf +
- vout_w * (vout_h - 10) + vout_w / 2 - 192/2;
+ vout_w * (vout_h - HUD_HEIGHT) + vout_w / 2 - 192/2;
unsigned short *d, p;
int c, x, y;
static void update_analogs(void)
{
- int *nubp[2] = { in_a1, in_a2 };
+ int *nubp[2] = { in_analog_left[0], in_analog_right[0] };
int vals[2];
int i, a, v, ret;
unsigned int emu_act;
in_update(actions);
- if (in_type1 == PSE_PAD_TYPE_ANALOGPAD)
+ if (in_type[0] == PSE_PAD_TYPE_ANALOGPAD)
update_analogs();
emu_act = actions[IN_BINDTYPE_EMU];
in_state_gun = (emu_act & SACTION_GUN_MASK) >> SACTION_GUN_TRIGGER;
}
emu_set_action(emu_act);
- in_keystate = actions[IN_BINDTYPE_PLAYER12];
+ in_keystate[0] = actions[IN_BINDTYPE_PLAYER12];
}
#else /* MAEMO */
extern void update_input(void);