REDRIVER2/src_rebuild/EMULATOR/LIBPAD.C

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#include "LIBPAD.H"
#include "EMULATOR.H"
#include <SDL.h>
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SDL_GameController* padHandle[MAX_CONTROLLERS];
unsigned char* padData[MAX_CONTROLLERS];
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const unsigned char* keyboardState;
void PadInitDirect(unsigned char* pad1, unsigned char* pad2)
{
if (pad1 != NULL)
{
padData[0] = pad1;
PADRAW* pad = (PADRAW*)pad1;
pad->status = 0xFF;
pad->id = 0;
pad->analog[0] = 128;
pad->analog[1] = 128;
pad->analog[2] = 128;
pad->analog[3] = 128;
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}
else
padData[0] = NULL;
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if (pad2 != NULL)
{
padData[1] = pad2;
PADRAW* pad = (PADRAW*)pad2;
pad->status = 0xFF;
pad->id = 0;
pad->analog[0] = 128;
pad->analog[1] = 128;
pad->analog[2] = 128;
pad->analog[3] = 128;
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}
else
padData[0] = NULL;
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if (SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER) < 0)
{
eprinterr("Failed to initialise subsystem GAMECONTROLLER\n");
}
if (SDL_NumJoysticks() < 1)
{
eprinterr("Failed to locate a connected gamepad!\n");
}
else
{
for (int i = 0; i < SDL_NumJoysticks(); i++)
{
if (SDL_IsGameController(i) && i < MAX_CONTROLLERS)
{
padHandle[i] = SDL_GameControllerOpen(i);///@TODO close joysticks
}
}
}
keyboardState = SDL_GetKeyboardState(NULL);
}
void PadInitMtap(unsigned char* unk00, unsigned char* unk01)
{
UNIMPLEMENTED();
}
void PadInitGun(unsigned char* unk00, int unk01)
{
UNIMPLEMENTED();
}
int PadChkVsync()
{
UNIMPLEMENTED();
return 0;
}
void PadStartCom()
{
UNIMPLEMENTED();
}
void PadStopCom()
{
UNIMPLEMENTED();
}
unsigned int PadEnableCom(unsigned int unk00)
{
UNIMPLEMENTED();
return 0;
}
void PadEnableGun(unsigned char unk00)
{
UNIMPLEMENTED();
}
void PadRemoveGun()
{
UNIMPLEMENTED();
}
int PadGetState(int port)
{
#if _DEBUG || 1
return PadStateStable;//FIXME should check if keyboard is connected
#endif
if (!(SDL_GameControllerGetAttached(padHandle[port])))
{
return PadStateDiscon;
}
else
{
return PadStateStable;
}
return 0;
}
int PadInfoMode(int unk00, int unk01, int unk02)
{
return 7;//?
}
int PadInfoAct(int unk00, int unk01, int unk02)
{
UNIMPLEMENTED();
return 0;
}
int PadInfoComb(int unk00, int unk01, int unk02)
{
UNIMPLEMENTED();
return 0;
}
int PadSetActAlign(int unk00, unsigned char* unk01)
{
UNIMPLEMENTED();
return 0;
}
int PadSetMainMode(int socket, int offs, int lock)
{
UNIMPLEMENTED();
return 0;
}
void PadSetAct(int unk00, unsigned char* unk01, int unk02)
{
UNIMPLEMENTED();
}
unsigned short UpdateGameControllerInput(SDL_GameController* pad)
{
unsigned short ret = 0xFFFF;
if (SDL_GameControllerGetButton(pad, SDL_CONTROLLER_BUTTON_X))//Square
{
ret &= ~0x8000;
}
if (SDL_GameControllerGetButton(pad, SDL_CONTROLLER_BUTTON_B))//Circle
{
ret &= ~0x2000;
}
if (SDL_GameControllerGetButton(pad, SDL_CONTROLLER_BUTTON_Y))//Triangle
{
ret &= ~0x1000;
}
if (SDL_GameControllerGetButton(pad, SDL_CONTROLLER_BUTTON_A))//Cross
{
ret &= ~0x4000;
}
if (SDL_GameControllerGetButton(pad, SDL_CONTROLLER_BUTTON_LEFTSHOULDER))//L1
{
ret &= ~0x400;
}
if (SDL_GameControllerGetButton(pad, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER))//R1
{
ret &= ~0x800;
}
if (SDL_GameControllerGetButton(pad, SDL_CONTROLLER_BUTTON_DPAD_UP))//UP
{
ret &= ~0x10;
}
if (SDL_GameControllerGetButton(pad, SDL_CONTROLLER_BUTTON_DPAD_DOWN))//DOWN
{
ret &= ~0x40;
}
if (SDL_GameControllerGetButton(pad, SDL_CONTROLLER_BUTTON_DPAD_LEFT))//LEFT
{
ret &= ~0x80;
}
if (SDL_GameControllerGetButton(pad, SDL_CONTROLLER_BUTTON_DPAD_RIGHT))//RIGHT
{
ret &= ~0x20;
}
if (SDL_GameControllerGetAxis(pad, SDL_CONTROLLER_AXIS_TRIGGERLEFT))//L2
{
ret &= ~0x100;
}
if (SDL_GameControllerGetAxis(pad, SDL_CONTROLLER_AXIS_TRIGGERRIGHT))//R2
{
ret &= ~0x200;
}
if (SDL_GameControllerGetButton(pad, SDL_CONTROLLER_BUTTON_LEFTSTICK))//L3
{
ret &= ~0x2;
}
if (SDL_GameControllerGetButton(pad, SDL_CONTROLLER_BUTTON_RIGHTSTICK))//R3
{
ret &= ~0x4;
}
if (SDL_GameControllerGetButton(pad, SDL_CONTROLLER_BUTTON_BACK))//SELECT
{
ret &= ~0x1;
}
if (SDL_GameControllerGetButton(pad, SDL_CONTROLLER_BUTTON_START))//START
{
ret &= ~0x8;
}
return ret;
}
unsigned short UpdateKeyboardInput()
{
unsigned short ret = 0xFFFF;
//Not initialised yet
if (keyboardState == NULL)
{
return ret;
}
SDL_PumpEvents();
if (keyboardState[SDL_SCANCODE_X])//Square
{
ret &= ~0x8000;
}
if (keyboardState[SDL_SCANCODE_V])//Circle
{
ret &= ~0x2000;
}
if (keyboardState[SDL_SCANCODE_Z])//Triangle
{
ret &= ~0x1000;
}
if (keyboardState[SDL_SCANCODE_C])//Cross
{
ret &= ~0x4000;
}
if (keyboardState[SDL_SCANCODE_LSHIFT])//L1
{
ret &= ~0x400;
}
if (keyboardState[SDL_SCANCODE_RSHIFT])//R1
{
ret &= ~0x800;
}
if (keyboardState[SDL_SCANCODE_UP])//UP
{
ret &= ~0x10;
}
if (keyboardState[SDL_SCANCODE_DOWN])//DOWN
{
ret &= ~0x40;
}
if (keyboardState[SDL_SCANCODE_LEFT])//LEFT
{
ret &= ~0x80;
}
if (keyboardState[SDL_SCANCODE_RIGHT])//RIGHT
{
ret &= ~0x20;
}
if (keyboardState[SDL_SCANCODE_LCTRL])//L2
{
ret &= ~0x100;
}
if (keyboardState[SDL_SCANCODE_RCTRL])//R2
{
ret &= ~0x200;
}
if (keyboardState[SDL_SCANCODE_SPACE])//SELECT
{
ret &= ~0x1;
}
if (keyboardState[SDL_SCANCODE_RETURN])//START
{
ret &= ~0x8;
}
return ret;
}