Files
RMG/Source/RMG-Input/main.cpp
T
Rosalie Wanders 04f2ed62f3 minor wip changes
2024-06-25 17:02:06 +02:00

1436 lines
48 KiB
C++

/*
* Rosalie's Mupen GUI - https://github.com/Rosalie241/RMG
* Copyright (C) 2020 Rosalie Wanders <rosalie@mailbox.org>
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License version 3.
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
#define CORE_PLUGIN
#define M64P_PLUGIN_PROTOTYPES 1
#define INPUT_PLUGIN_API_VERSION 0x020100
#include <UserInterface/MainDialog.hpp>
#include "Thread/SDLThread.hpp"
#include "Thread/HotkeysThread.hpp"
#include "Utilities/InputDevice.hpp"
#include "common.hpp"
#include "main.hpp"
#ifdef VRU
#include "VRU.hpp"
#endif // VRU
#include <RMG-Core/Core.hpp>
#include <QGuiApplication>
#include <QApplication>
#include <SDL.h>
#include <algorithm>
#include <chrono>
#include <cmath>
#include <vector>
//
// Local Defines
//
#define NUM_CONTROLLERS 4
#define N64_AXIS_PEAK 85
#define MAX_DIAGONAL_VALUE 69
#define RD_GETSTATUS 0x00 // get status
#define RD_READKEYS 0x01 // read button values
#define RD_READPAK 0x02 // read from controllerpack
#define RD_WRITEPAK 0x03 // write to controllerpack
#define RD_RESETCONTROLLER 0xff // reset controller
#define RD_READEEPROM 0x04 // read eeprom
#define RD_WRITEEPROM 0x05 // write eeprom
#define PAK_IO_RUMBLE 0xC000 // the address where rumble-commands are sent to
//
// Local Structures
//
struct InputMapping
{
std::vector<std::string> Name;
std::vector<int> Type;
std::vector<int> Data;
std::vector<int> ExtraData;
int Count = 0;
};
struct InputProfile
{
bool PluggedIn = false;
int DeadzoneValue = 0;
int SensitivityValue = 100;
InputDeviceType DeviceType = InputDeviceType::Controller;
N64ControllerPak ControllerPak = N64ControllerPak::None;
// input device information
std::string DeviceName;
int DeviceNum = -1;
std::chrono::time_point<std::chrono::high_resolution_clock> LastDeviceCheckTime = std::chrono::high_resolution_clock::now();
// Gameboy information
std::string GameboyRom;
std::string GameboySave;
// input device
Utilities::InputDevice InputDevice;
// buttons
InputMapping Button_A;
InputMapping Button_B;
InputMapping Button_Start;
InputMapping Button_DpadUp;
InputMapping Button_DpadDown;
InputMapping Button_DpadLeft;
InputMapping Button_DpadRight;
InputMapping Button_CButtonUp;
InputMapping Button_CButtonDown;
InputMapping Button_CButtonLeft;
InputMapping Button_CButtonRight;
InputMapping Button_LeftTrigger;
InputMapping Button_RightTrigger;
InputMapping Button_ZTrigger;
// analog stick
InputMapping AnalogStick_Up;
InputMapping AnalogStick_Down;
InputMapping AnalogStick_Left;
InputMapping AnalogStick_Right;
// hotkeys
bool Hotkey_Shutdown_Pressed = false;
InputMapping Hotkey_Shutdown;
bool Hotkey_Exit_Pressed = false;
InputMapping Hotkey_Exit;
bool Hotkey_SoftReset_Pressed = false;
InputMapping Hotkey_SoftReset;
bool Hotkey_HardReset_Pressed = false;
InputMapping Hotkey_HardReset;
bool Hotkey_Resume_Pressed = false;
InputMapping Hotkey_Resume;
bool Hotkey_Screenshot_Pressed = false;
InputMapping Hotkey_Screenshot;
bool Hotkey_LimitFPS_Pressed = false;
InputMapping Hotkey_LimitFPS;
bool Hotkey_SpeedFactor_Pressed = false;
InputMapping Hotkey_SpeedFactor25;
InputMapping Hotkey_SpeedFactor50;
InputMapping Hotkey_SpeedFactor75;
InputMapping Hotkey_SpeedFactor100;
InputMapping Hotkey_SpeedFactor125;
InputMapping Hotkey_SpeedFactor150;
InputMapping Hotkey_SpeedFactor175;
InputMapping Hotkey_SpeedFactor200;
InputMapping Hotkey_SpeedFactor225;
InputMapping Hotkey_SpeedFactor250;
InputMapping Hotkey_SpeedFactor275;
InputMapping Hotkey_SpeedFactor300;
bool Hotkey_SaveState_Pressed = false;
InputMapping Hotkey_SaveState;
bool Hotkey_LoadState_Pressed = false;
InputMapping Hotkey_LoadState;
bool Hotkey_GSButton_Pressed = false;
InputMapping Hotkey_GSButton;
bool Hotkey_SaveStateSlot_Pressed = false;
InputMapping Hotkey_SaveStateSlot0;
InputMapping Hotkey_SaveStateSlot1;
InputMapping Hotkey_SaveStateSlot2;
InputMapping Hotkey_SaveStateSlot3;
InputMapping Hotkey_SaveStateSlot4;
InputMapping Hotkey_SaveStateSlot5;
InputMapping Hotkey_SaveStateSlot6;
InputMapping Hotkey_SaveStateSlot7;
InputMapping Hotkey_SaveStateSlot8;
InputMapping Hotkey_SaveStateSlot9;
bool Hotkey_IncreaseSaveStateSlot_Pressed = false;
InputMapping Hotkey_IncreaseSaveStateSlot;
bool Hotkey_DecreaseSaveStateSlot_Pressed = false;
InputMapping Hotkey_DecreaseSaveStateSlot;
bool Hotkey_MemoryPak_Pressed = false;
InputMapping Hotkey_MemoryPak;
bool Hotkey_RumblePak_Pressed = false;
InputMapping Hotkey_RumblePak;
bool Hotkey_NoPak_Pressed = false;
InputMapping Hotkey_NoPak;
bool Hotkey_Fullscreen_Pressed = false;
InputMapping Hotkey_Fullscreen;
};
struct MouseMovement
{
int x;
int y;
};
//
// Local variables
//
// SDL thread
static Thread::SDLThread *l_SDLThread = nullptr;
// Hotkeys thread (for when paused)
static Thread::HotkeysThread *l_HotkeysThread = nullptr;
// input profiles
static InputProfile l_InputProfiles[NUM_CONTROLLERS];
// whether we have mupen64plus' control info
static bool l_HasControlInfo = false;
// mupen64plus control info
static CONTROL_INFO l_ControlInfo;
// mupen64plus debug callback
static void (*l_DebugCallback)(void *, int, const char *) = nullptr;
static void *l_DebugCallContext = nullptr;
// keyboard state
static bool l_KeyboardState[SDL_NUM_SCANCODES];
// mouse movements
static std::mutex l_MouseMutex;
static std::vector<MouseMovement> l_MouseMovements;
static bool l_MouseButtonState[2];
static ptr_ResetMousePositionCallback l_ResetMousPositionCallback = nullptr;
//
// Local Functions
//
static void load_inputmapping_settings(InputMapping* mapping, std::string section,
SettingsID inputNameSettingsId, SettingsID inputTypeSettingsId,
SettingsID dataSettingsId, SettingsID extraDataSettingsId)
{
mapping->Name = CoreSettingsGetStringListValue(inputNameSettingsId, section);
mapping->Type = CoreSettingsGetIntListValue(inputTypeSettingsId, section);
mapping->Data = CoreSettingsGetIntListValue(dataSettingsId, section);
mapping->ExtraData = CoreSettingsGetIntListValue(extraDataSettingsId, section);
mapping->Count = std::min(mapping->Type.size(), std::min(mapping->Data.size(), mapping->ExtraData.size()));
// check if mapping is old profile type,
// it should be true when the minimum of the lengths
// of all int lists is 0, and the name isn't empty or whitespace
if (mapping->Count == 0 &&
!mapping->Name.empty() && !mapping->Name.at(0).empty() &&
mapping->Name.at(0).find_first_not_of(' ') != std::string::npos)
{
mapping->Type.push_back(CoreSettingsGetIntValue(inputTypeSettingsId, section));
mapping->Data.push_back(CoreSettingsGetIntValue(dataSettingsId, section));
mapping->ExtraData.push_back(CoreSettingsGetIntValue(extraDataSettingsId, section));
mapping->Count = 1;
}
}
static void load_settings(void)
{
std::string gameId;
CoreRomSettings romSettings;
std::string userProfileSectionBase = "Rosalie's Mupen GUI - Input Plugin User Profile";
std::vector<std::string> userProfiles;
std::vector<std::string>::iterator userProfilesIter;
// try to retrieve current ROM settings
if (CoreGetCurrentRomSettings(romSettings))
{
gameId = romSettings.MD5;
}
// retrieve all user profiles
userProfiles = CoreSettingsGetStringListValue(SettingsID::Input_Profiles);
for (int i = 0; i < NUM_CONTROLLERS; i++)
{
InputProfile* profile = &l_InputProfiles[i];
std::string section = "Rosalie's Mupen GUI - Input Plugin Profile " + std::to_string(i);
std::string gameSection = section + " Game " + gameId;
std::string userProfileSection;
std::string userProfileName;
// when a user profile has been specified,
// ensure it exists in the profile list and
// in the settings, if it does,
// use that user profile
userProfileName = CoreSettingsGetStringValue(SettingsID::Input_UseProfile, section);
if (!userProfileName.empty())
{
userProfilesIter = std::find(userProfiles.begin(), userProfiles.end(), userProfileName);
if (userProfilesIter != userProfiles.end())
{
userProfileSection = userProfileSectionBase;
userProfileSection += " \"" + userProfileName + "\"";
if (CoreSettingsSectionExists(userProfileSection))
{
section = userProfileSection;
}
}
}
// if game ID was retrieved,
// check if game section exists,
// if it does, check if the 'UseGameProfile' key exists,
// if it doesn't then use the profile, else
// check if the value is true
if (!gameId.empty())
{
if (CoreSettingsSectionExists(gameSection))
{
if (!CoreSettingsKeyExists(gameSection, "UseGameProfile") ||
CoreSettingsGetBoolValue(SettingsID::Input_UseGameProfile, gameSection))
{
section = gameSection;
}
}
}
// when the settings section doesn't exist,
// disable profile
if (!CoreSettingsSectionExists(section))
{
profile->PluggedIn = false;
continue;
}
profile->PluggedIn = CoreSettingsGetBoolValue(SettingsID::Input_PluggedIn, section);
profile->DeadzoneValue = CoreSettingsGetIntValue(SettingsID::Input_Deadzone, section);
profile->DeviceType = (InputDeviceType)CoreSettingsGetIntValue(SettingsID::Input_InputType, section);
profile->ControllerPak = (N64ControllerPak)CoreSettingsGetIntValue(SettingsID::Input_Pak, section);
profile->DeviceName = CoreSettingsGetStringValue(SettingsID::Input_DeviceName, section);
profile->DeviceNum = CoreSettingsGetIntValue(SettingsID::Input_DeviceNum, section);
profile->GameboyRom = CoreSettingsGetStringValue(SettingsID::Input_GameboyRom, section);
profile->GameboySave = CoreSettingsGetStringValue(SettingsID::Input_GameboySave, section);
// keep compatibility with profiles before version v0.3.9
if (CoreSettingsKeyExists(section, "Sensitivity"))
{
profile->SensitivityValue = CoreSettingsGetIntValue(SettingsID::Input_Sensitivity, section);
}
else
{
profile->SensitivityValue = 100;
}
#define LOAD_INPUT_MAPPING(mapping, setting) \
load_inputmapping_settings(&profile->mapping, section, SettingsID::setting##_Name, SettingsID::setting##_InputType, SettingsID::setting##_Data, SettingsID::setting##_ExtraData)
// load inputmapping settings
LOAD_INPUT_MAPPING(Button_A, Input_A);
LOAD_INPUT_MAPPING(Button_B, Input_B);
LOAD_INPUT_MAPPING(Button_Start, Input_Start);
LOAD_INPUT_MAPPING(Button_DpadUp, Input_DpadUp);
LOAD_INPUT_MAPPING(Button_DpadDown, Input_DpadDown);
LOAD_INPUT_MAPPING(Button_DpadLeft, Input_DpadLeft);
LOAD_INPUT_MAPPING(Button_DpadRight, Input_DpadRight);
LOAD_INPUT_MAPPING(Button_CButtonUp, Input_CButtonUp);
LOAD_INPUT_MAPPING(Button_CButtonDown, Input_CButtonDown);
LOAD_INPUT_MAPPING(Button_CButtonLeft, Input_CButtonLeft);
LOAD_INPUT_MAPPING(Button_CButtonRight, Input_CButtonRight);
LOAD_INPUT_MAPPING(Button_LeftTrigger, Input_LeftTrigger);
LOAD_INPUT_MAPPING(Button_RightTrigger, Input_RightTrigger);
LOAD_INPUT_MAPPING(Button_ZTrigger, Input_ZTrigger);
LOAD_INPUT_MAPPING(AnalogStick_Up, Input_AnalogStickUp);
LOAD_INPUT_MAPPING(AnalogStick_Down, Input_AnalogStickDown);
LOAD_INPUT_MAPPING(AnalogStick_Left, Input_AnalogStickLeft);
LOAD_INPUT_MAPPING(AnalogStick_Right, Input_AnalogStickRight);
// load hotkeys settings
LOAD_INPUT_MAPPING(Hotkey_Shutdown, Input_Hotkey_Shutdown);
LOAD_INPUT_MAPPING(Hotkey_Exit, Input_Hotkey_Exit);
LOAD_INPUT_MAPPING(Hotkey_SoftReset, Input_Hotkey_SoftReset);
LOAD_INPUT_MAPPING(Hotkey_HardReset, Input_Hotkey_HardReset);
LOAD_INPUT_MAPPING(Hotkey_Resume, Input_Hotkey_Resume);
LOAD_INPUT_MAPPING(Hotkey_Screenshot, Input_Hotkey_Screenshot);
LOAD_INPUT_MAPPING(Hotkey_LimitFPS, Input_Hotkey_LimitFPS);
LOAD_INPUT_MAPPING(Hotkey_SpeedFactor25, Input_Hotkey_SpeedFactor25);
LOAD_INPUT_MAPPING(Hotkey_SpeedFactor50, Input_Hotkey_SpeedFactor50);
LOAD_INPUT_MAPPING(Hotkey_SpeedFactor75, Input_Hotkey_SpeedFactor75);
LOAD_INPUT_MAPPING(Hotkey_SpeedFactor100, Input_Hotkey_SpeedFactor100);
LOAD_INPUT_MAPPING(Hotkey_SpeedFactor125, Input_Hotkey_SpeedFactor125);
LOAD_INPUT_MAPPING(Hotkey_SpeedFactor150, Input_Hotkey_SpeedFactor150);
LOAD_INPUT_MAPPING(Hotkey_SpeedFactor175, Input_Hotkey_SpeedFactor175);
LOAD_INPUT_MAPPING(Hotkey_SpeedFactor200, Input_Hotkey_SpeedFactor200);
LOAD_INPUT_MAPPING(Hotkey_SpeedFactor225, Input_Hotkey_SpeedFactor225);
LOAD_INPUT_MAPPING(Hotkey_SpeedFactor250, Input_Hotkey_SpeedFactor250);
LOAD_INPUT_MAPPING(Hotkey_SpeedFactor275, Input_Hotkey_SpeedFactor275);
LOAD_INPUT_MAPPING(Hotkey_SpeedFactor300, Input_Hotkey_SpeedFactor300);
LOAD_INPUT_MAPPING(Hotkey_SaveState, Input_Hotkey_SaveState);
LOAD_INPUT_MAPPING(Hotkey_LoadState, Input_Hotkey_LoadState);
LOAD_INPUT_MAPPING(Hotkey_GSButton, Input_Hotkey_GSButton);
LOAD_INPUT_MAPPING(Hotkey_SaveStateSlot0, Input_Hotkey_SaveStateSlot0);
LOAD_INPUT_MAPPING(Hotkey_SaveStateSlot1, Input_Hotkey_SaveStateSlot1);
LOAD_INPUT_MAPPING(Hotkey_SaveStateSlot2, Input_Hotkey_SaveStateSlot2);
LOAD_INPUT_MAPPING(Hotkey_SaveStateSlot3, Input_Hotkey_SaveStateSlot3);
LOAD_INPUT_MAPPING(Hotkey_SaveStateSlot4, Input_Hotkey_SaveStateSlot4);
LOAD_INPUT_MAPPING(Hotkey_SaveStateSlot5, Input_Hotkey_SaveStateSlot5);
LOAD_INPUT_MAPPING(Hotkey_SaveStateSlot6, Input_Hotkey_SaveStateSlot6);
LOAD_INPUT_MAPPING(Hotkey_SaveStateSlot7, Input_Hotkey_SaveStateSlot7);
LOAD_INPUT_MAPPING(Hotkey_SaveStateSlot8, Input_Hotkey_SaveStateSlot8);
LOAD_INPUT_MAPPING(Hotkey_SaveStateSlot9, Input_Hotkey_SaveStateSlot9);
LOAD_INPUT_MAPPING(Hotkey_IncreaseSaveStateSlot, Input_Hotkey_IncreaseSaveStateSlot);
LOAD_INPUT_MAPPING(Hotkey_DecreaseSaveStateSlot, Input_Hotkey_DecreaseSaveStateSlot);
LOAD_INPUT_MAPPING(Hotkey_MemoryPak, Input_Hotkey_MemoryPak);
LOAD_INPUT_MAPPING(Hotkey_RumblePak, Input_Hotkey_RumblePak);
LOAD_INPUT_MAPPING(Hotkey_NoPak, Input_Hotkey_NoPak);
LOAD_INPUT_MAPPING(Hotkey_Fullscreen, Input_Hotkey_Fullscreen);
#undef LOAD_INPUT_MAPPING
}
}
static void apply_controller_profiles(void)
{
// only apply profile when
// we have the control info
if (!l_HasControlInfo)
{
return;
}
for (int i = 0; i < NUM_CONTROLLERS; i++)
{
InputProfile* profile = &l_InputProfiles[i];
int plugin = PLUGIN_NONE;
bool emulateVRU = (profile->DeviceNum == (int)InputDeviceType::EmulateVRU);
switch (profile->ControllerPak)
{
case N64ControllerPak::MemoryPak:
plugin = PLUGIN_MEMPAK;
break;
case N64ControllerPak::RumblePak:
plugin = PLUGIN_RAW;
break;
case N64ControllerPak::TransferPak:
plugin = PLUGIN_TRANSFER_PAK;
break;
default:
plugin = PLUGIN_NONE;
break;
}
#ifdef VRU
// attempt to try initializing VRU when needed,
// if it fails, unplug the VRU
if (emulateVRU && !IsVRUInit() && !InitVRU())
{
profile->PluggedIn = false;
}
#else
// always unplug VRU when RMG-Input was built
// without VRU support
if (emulateVRU)
{
profile->PluggedIn = false;
}
#endif // VRU
l_ControlInfo.Controls[i].Present = profile->PluggedIn ? 1 : 0;
l_ControlInfo.Controls[i].Plugin = emulateVRU ? PLUGIN_NONE : plugin;
l_ControlInfo.Controls[i].RawData = 0;
l_ControlInfo.Controls[i].Type = emulateVRU ? CONT_TYPE_VRU : CONT_TYPE_STANDARD;
if (i == 0)
{
l_ControlInfo.Controls[i].Type = CONT_TYPE_MOUSE;
}
else
{
l_ControlInfo.Controls[i].Type = CONT_TYPE_STANDARD;
}
l_ControlInfo.Controls[i].Type = (profile->DeviceType == InputDeviceType::Controller ? CONT_TYPE_STANDARD : CONT_TYPE_MOUSE);
}
}
static void switch_controller_pak(InputProfile* profile, const int Control, const int pak)
{
const int currentPak = l_ControlInfo.Controls[Control].Plugin;
// we don't need to do anything,
// when the current pak matches
if (currentPak == pak)
{
return;
}
l_ControlInfo.Controls[Control].Plugin = pak;
// when switching from rumble pak to a different pak,
// ensure that we stop the controller's rumble
if (currentPak == PLUGIN_RAW)
{
profile->InputDevice.StopRumble();
}
}
static void apply_gameboy_settings(void)
{
SettingsID gameBoyRomSettings[] =
{
SettingsID::Core_Gameboy_P1_Rom,
SettingsID::Core_Gameboy_P2_Rom,
SettingsID::Core_Gameboy_P3_Rom,
SettingsID::Core_Gameboy_P4_Rom,
};
SettingsID gameBoySaveSettings[] =
{
SettingsID::Core_Gameboy_P1_Save,
SettingsID::Core_Gameboy_P2_Save,
SettingsID::Core_Gameboy_P3_Save,
SettingsID::Core_Gameboy_P4_Save,
};
for (int i = 0; i < NUM_CONTROLLERS; i++)
{
InputProfile* profile = &l_InputProfiles[i];
CoreSettingsSetValue(gameBoyRomSettings[i], profile->GameboyRom);
CoreSettingsSetValue(gameBoySaveSettings[i], profile->GameboySave);
}
CoreSettingsSave();
}
static void setup_device_automatic(int num, InputProfile* profile)
{
static int previousSdlDeviceNum = -1;
// reset variable when needed
if (num == 0)
{
previousSdlDeviceNum = -1;
}
bool foundSdlDevice = false;
SDL_GameController* sdlGameController = nullptr;
SDL_Joystick* sdlJoystick = nullptr;
std::string sdlDeviceName;
for (int i = (previousSdlDeviceNum + 1); i < SDL_NumJoysticks(); i++)
{
if (SDL_IsGameController(i))
{
sdlGameController = SDL_GameControllerOpen(i);
if (sdlGameController != nullptr)
{
sdlDeviceName = SDL_GameControllerName(sdlGameController);
SDL_GameControllerClose(sdlGameController);
profile->DeviceNum = i;
profile->DeviceName = sdlDeviceName;
previousSdlDeviceNum = i;
foundSdlDevice = true;
break;
}
}
else
{
sdlJoystick = SDL_JoystickOpen(i);
if (sdlJoystick != nullptr)
{
sdlDeviceName = SDL_JoystickName(sdlJoystick);
SDL_JoystickClose(sdlJoystick);
profile->DeviceNum = i;
profile->DeviceName = sdlDeviceName;
previousSdlDeviceNum = i;
foundSdlDevice = true;
break;
}
}
}
if (!foundSdlDevice)
{ // fallback to keyboard
if (num == 0)
{
profile->DeviceNum = (int)InputDeviceType::Keyboard;
}
else
{
profile->PluggedIn = false;
// only override present in core
// when we have the control info
if (l_HasControlInfo)
{
l_ControlInfo.Controls[num].Present = 0;
}
}
}
}
static void open_controllers(void)
{
// force re-fresh joystick list
SDL_JoystickUpdate();
for (int i = 0; i < NUM_CONTROLLERS; i++)
{
InputProfile* profile = &l_InputProfiles[i];
profile->InputDevice.CloseDevice();
if (profile->DeviceNum == (int)InputDeviceType::Automatic)
{
setup_device_automatic(i, profile);
}
if (profile->DeviceNum != (int)InputDeviceType::Keyboard)
{
profile->InputDevice.OpenDevice(profile->DeviceName, profile->DeviceNum);
}
}
}
static void close_controllers(void)
{
for (int i = 0; i < NUM_CONTROLLERS; i++)
{
InputProfile* profile = &l_InputProfiles[i];
profile->InputDevice.CloseDevice();
}
}
static int get_button_state(InputProfile* profile, const InputMapping* inputMapping, const bool allPressed = false)
{
int state = 0;
for (int i = 0; i < inputMapping->Count; i++)
{
const int data = inputMapping->Data.at(i);
const int extraData = inputMapping->ExtraData.at(i);
switch ((InputType)inputMapping->Type[i])
{
case InputType::GamepadButton:
{
if (allPressed && i > 0)
{
state &= SDL_GameControllerGetButton(profile->InputDevice.GetGameControllerHandle(), (SDL_GameControllerButton)data);
}
else
{
state |= SDL_GameControllerGetButton(profile->InputDevice.GetGameControllerHandle(), (SDL_GameControllerButton)data);
}
} break;
case InputType::GamepadAxis:
{
int axis_value = SDL_GameControllerGetAxis(profile->InputDevice.GetGameControllerHandle(), (SDL_GameControllerAxis)data);
if (allPressed && i > 0)
{
state &= (abs(axis_value) >= (SDL_AXIS_PEAK / 2) && (extraData ? axis_value > 0 : axis_value < 0)) ? 1 : 0;
}
else
{
state |= (abs(axis_value) >= (SDL_AXIS_PEAK / 2) && (extraData ? axis_value > 0 : axis_value < 0)) ? 1 : 0;
}
} break;
case InputType::JoystickButton:
{
if (allPressed && i > 0)
{
state &= SDL_JoystickGetButton(profile->InputDevice.GetJoystickHandle(), data);
}
else
{
state |= SDL_JoystickGetButton(profile->InputDevice.GetJoystickHandle(), data);
}
} break;
case InputType::JoystickHat:
{
if (allPressed && i > 0)
{
state &= (SDL_JoystickGetHat(profile->InputDevice.GetJoystickHandle(), data) & extraData) ? 1 : 0;
}
else
{
state |= (SDL_JoystickGetHat(profile->InputDevice.GetJoystickHandle(), data) & extraData) ? 1 : 0;
}
} break;
case InputType::JoystickAxis:
{
int axis_value = SDL_JoystickGetAxis(profile->InputDevice.GetJoystickHandle(), data);
if (allPressed && i > 0)
{
state &= (abs(axis_value) >= (SDL_AXIS_PEAK / 2) && (extraData ? axis_value > 0 : axis_value < 0)) ? 1 : 0;
}
else
{
state |= (abs(axis_value) >= (SDL_AXIS_PEAK / 2) && (extraData ? axis_value > 0 : axis_value < 0)) ? 1 : 0;
}
} break;
case InputType::Keyboard:
{
if (allPressed && i > 0)
{
state &= l_KeyboardState[data] ? 1 : 0;
}
else
{
state |= l_KeyboardState[data] ? 1 : 0;
}
} break;
default:
break;
}
// early return when needed
if (allPressed && !state)
{
return state;
}
}
return state;
}
// returns axis input scaled to the range [-1, 1]
static double get_axis_state(InputProfile* profile, const InputMapping* inputMapping, const int direction, const double value, bool& useButtonMapping)
{
double axis_state = value;
bool button_state = false;
for (int i = 0; i < inputMapping->Count; i++)
{
const int data = inputMapping->Data.at(i);
const int extraData = inputMapping->ExtraData.at(i);
switch ((InputType)inputMapping->Type[i])
{
case InputType::GamepadButton:
{
button_state |= SDL_GameControllerGetButton(profile->InputDevice.GetGameControllerHandle(), (SDL_GameControllerButton)data);;
} break;
case InputType::GamepadAxis:
{
double axis_value = SDL_GameControllerGetAxis(profile->InputDevice.GetGameControllerHandle(), (SDL_GameControllerAxis)data);
if (axis_value < -32767.0) axis_value = -32767.0;
if (extraData ? axis_value > 0 : axis_value < 0)
{
axis_value = (axis_value / SDL_AXIS_PEAK);
axis_value = abs(axis_value) * direction;
axis_state = axis_value;
}
} break;
case InputType::JoystickButton:
{
button_state |= SDL_JoystickGetButton(profile->InputDevice.GetJoystickHandle(), data);;
} break;
case InputType::JoystickHat:
{
button_state |= (SDL_JoystickGetHat(profile->InputDevice.GetJoystickHandle(), data) & extraData) ? 1 : 0;
} break;
case InputType::JoystickAxis:
{
double axis_value = SDL_JoystickGetAxis(profile->InputDevice.GetJoystickHandle(), data);
if (axis_value < -32767.0) axis_value = -32767.0;
if (extraData ? axis_value > 0 : axis_value < 0)
{
axis_value = (axis_value / SDL_AXIS_PEAK);
axis_value = abs(axis_value) * direction;
axis_state = axis_value;
}
} break;
case InputType::Keyboard:
{
button_state |= l_KeyboardState[data];
} break;
default:
break;
}
}
// when a button has been mapped
// to an axis, we should prioritize
// the button when it's been pressed
if (button_state)
{
useButtonMapping = true;
return direction;
}
else if (!useButtonMapping)
{
return axis_state;
}
else
{
return value;
}
}
// maps a value in one range to a value in another
static double map_range_to_range(const double value, const double fromLower, const double fromUpper, const double toLower, const double toUpper)
{
const double fromDelta = fromUpper - fromLower;
const double toDelta = toUpper - toLower;
const double toUnitsPerFromUnit = toDelta / fromDelta;
const double fromUnits = value - fromLower;
return toLower + fromUnits * toUnitsPerFromUnit;
}
// applies square deadzone, then scales result such that the edge of the deadzone is 0
static double apply_deadzone(const double input, const double deadzone)
{
const double inputAbsolute = std::abs(input);
if (inputAbsolute <= deadzone)
{
return 0;
}
return std::copysign(map_range_to_range(inputAbsolute, deadzone, 1.0, 0.0, 1.0), input);
}
// Credit: MerryMage, fzurita & kev4cards
static void simulate_octagon(const double deadzone, const double inputX, const double inputY, int& outputX, int& outputY)
{
const double maxAxis = N64_AXIS_PEAK;
const double maxDiagonal = MAX_DIAGONAL_VALUE;
const double maxInputRadius = sqrt(2) * (maxDiagonal + deadzone * (maxAxis - maxDiagonal));
// scale to [-maxInputRadius, maxInputRadius]
double ax = inputX * maxInputRadius;
double ay = inputY * maxInputRadius;
// check whether (ax, ay) is within the circle of radius maxInputRadius
double distance = std::hypot(ax, ay);
if (distance > maxInputRadius)
{
// scale ax and ay to stay on the same line, but at the edge of the circle
const double scale = maxInputRadius / distance;
ax *= scale;
ay *= scale;
}
// bound diagonals to an octagonal range [-maxDiagonal, maxDiagonal]
if (ax != 0.0 && ay != 0.0)
{
const double slope = ay / ax;
double edgex = std::copysign(maxAxis / (std::abs(slope) + (maxAxis - maxDiagonal) / maxDiagonal), ax);
const double edgey = std::copysign(std::min(std::abs(edgex * slope), maxAxis / (1.0 / std::abs(slope) + (maxAxis - maxDiagonal) / maxDiagonal)), ay);
edgex = edgey / slope;
distance = std::hypot(ax, ay);
const double distanceToOctagonalEdge = std::hypot(edgex, edgey);
if (distance > distanceToOctagonalEdge)
{
ax = edgex;
ay = edgey;
}
}
// keep cardinal input within positive and negative bounds of maxAxis
if (std::abs(ax) > maxAxis) ax = std::copysign(maxAxis, ax);
if (std::abs(ay) > maxAxis) ay = std::copysign(maxAxis, ay);
outputX = (int)ax;
outputY = (int)ay;
}
static unsigned char data_crc(unsigned char *data, int length)
{
unsigned char remainder = data[0];
int byte = 1;
unsigned char bit = 0;
while (byte <= length)
{
int highBit = ((remainder & 0x80) != 0);
remainder = remainder << 1;
remainder += (byte < length && data[byte] & (0x80 >> bit )) ? 1 : 0;
remainder ^= (highBit) ? 0x85 : 0;
bit++;
byte += bit/8;
bit %= 8;
}
return remainder;
}
static bool check_hotkeys(int Control)
{
InputProfile* profile = &l_InputProfiles[Control];
int state = 0;
// we only have to check for hotkeys
// when there's a controller opened
if (!profile->InputDevice.HasOpenDevice())
{
return false;
}
#define DEFINE_HOTKEY(mapping, pressed, function, function2) \
state = get_button_state(profile, &profile->mapping, true); \
if (state) \
{ \
if (!profile->pressed) \
{ \
profile->pressed = true; \
function; \
} \
return true; \
} \
else if (!state && profile->pressed) \
{ \
function2; \
profile->pressed = false; \
}
DEFINE_HOTKEY(Hotkey_Shutdown, Hotkey_Shutdown_Pressed, CoreStopEmulation(), );
DEFINE_HOTKEY(Hotkey_Exit, Hotkey_Exit_Pressed, QGuiApplication::quit(), );
DEFINE_HOTKEY(Hotkey_SoftReset, Hotkey_SoftReset_Pressed, CoreResetEmulation(false), );
DEFINE_HOTKEY(Hotkey_Resume, Hotkey_Resume_Pressed, CoreIsEmulationPaused() ? CoreResumeEmulation() : CorePauseEmulation(), );
DEFINE_HOTKEY(Hotkey_Screenshot, Hotkey_Screenshot_Pressed, CoreTakeScreenshot(), );
DEFINE_HOTKEY(Hotkey_LimitFPS, Hotkey_LimitFPS_Pressed, CoreSetSpeedLimiterState(!CoreIsSpeedLimiterEnabled()), );
DEFINE_HOTKEY(Hotkey_SpeedFactor25, Hotkey_SpeedFactor_Pressed, CoreSetSpeedFactor(25), );
DEFINE_HOTKEY(Hotkey_SpeedFactor50, Hotkey_SpeedFactor_Pressed, CoreSetSpeedFactor(50), );
DEFINE_HOTKEY(Hotkey_SpeedFactor75, Hotkey_SpeedFactor_Pressed, CoreSetSpeedFactor(75), );
DEFINE_HOTKEY(Hotkey_SpeedFactor100, Hotkey_SpeedFactor_Pressed, CoreSetSpeedFactor(100), );
DEFINE_HOTKEY(Hotkey_SpeedFactor125, Hotkey_SpeedFactor_Pressed, CoreSetSpeedFactor(125), );
DEFINE_HOTKEY(Hotkey_SpeedFactor150, Hotkey_SpeedFactor_Pressed, CoreSetSpeedFactor(150), );
DEFINE_HOTKEY(Hotkey_SpeedFactor175, Hotkey_SpeedFactor_Pressed, CoreSetSpeedFactor(175), );
DEFINE_HOTKEY(Hotkey_SpeedFactor200, Hotkey_SpeedFactor_Pressed, CoreSetSpeedFactor(200), );
DEFINE_HOTKEY(Hotkey_SpeedFactor225, Hotkey_SpeedFactor_Pressed, CoreSetSpeedFactor(225), );
DEFINE_HOTKEY(Hotkey_SpeedFactor250, Hotkey_SpeedFactor_Pressed, CoreSetSpeedFactor(250), );
DEFINE_HOTKEY(Hotkey_SpeedFactor275, Hotkey_SpeedFactor_Pressed, CoreSetSpeedFactor(275), );
DEFINE_HOTKEY(Hotkey_SpeedFactor300, Hotkey_SpeedFactor_Pressed, CoreSetSpeedFactor(300), );
DEFINE_HOTKEY(Hotkey_SaveState, Hotkey_SaveState_Pressed, CoreSaveState(), );
DEFINE_HOTKEY(Hotkey_LoadState, Hotkey_LoadState_Pressed, CoreLoadSaveState(), );
DEFINE_HOTKEY(Hotkey_GSButton, Hotkey_GSButton_Pressed, CorePressGamesharkButton(true), CorePressGamesharkButton(false));
DEFINE_HOTKEY(Hotkey_SaveStateSlot0, Hotkey_SaveStateSlot_Pressed, CoreSetSaveStateSlot(0), );
DEFINE_HOTKEY(Hotkey_SaveStateSlot1, Hotkey_SaveStateSlot_Pressed, CoreSetSaveStateSlot(1), );
DEFINE_HOTKEY(Hotkey_SaveStateSlot2, Hotkey_SaveStateSlot_Pressed, CoreSetSaveStateSlot(2), );
DEFINE_HOTKEY(Hotkey_SaveStateSlot3, Hotkey_SaveStateSlot_Pressed, CoreSetSaveStateSlot(3), );
DEFINE_HOTKEY(Hotkey_SaveStateSlot4, Hotkey_SaveStateSlot_Pressed, CoreSetSaveStateSlot(4), );
DEFINE_HOTKEY(Hotkey_SaveStateSlot5, Hotkey_SaveStateSlot_Pressed, CoreSetSaveStateSlot(5), );
DEFINE_HOTKEY(Hotkey_SaveStateSlot6, Hotkey_SaveStateSlot_Pressed, CoreSetSaveStateSlot(6), );
DEFINE_HOTKEY(Hotkey_SaveStateSlot7, Hotkey_SaveStateSlot_Pressed, CoreSetSaveStateSlot(7), );
DEFINE_HOTKEY(Hotkey_SaveStateSlot8, Hotkey_SaveStateSlot_Pressed, CoreSetSaveStateSlot(8), );
DEFINE_HOTKEY(Hotkey_SaveStateSlot9, Hotkey_SaveStateSlot_Pressed, CoreSetSaveStateSlot(9), );
DEFINE_HOTKEY(Hotkey_IncreaseSaveStateSlot, Hotkey_IncreaseSaveStateSlot_Pressed, CoreIncreaseSaveStateSlot(), );
DEFINE_HOTKEY(Hotkey_DecreaseSaveStateSlot, Hotkey_DecreaseSaveStateSlot_Pressed, CoreDecreaseSaveStateSlot(), );
DEFINE_HOTKEY(Hotkey_MemoryPak, Hotkey_MemoryPak_Pressed, switch_controller_pak(profile, Control, PLUGIN_MEMPAK), );
DEFINE_HOTKEY(Hotkey_RumblePak, Hotkey_RumblePak_Pressed, switch_controller_pak(profile, Control, PLUGIN_RAW), );
DEFINE_HOTKEY(Hotkey_NoPak, Hotkey_NoPak_Pressed, switch_controller_pak(profile, Control, PLUGIN_NONE), );
DEFINE_HOTKEY(Hotkey_Fullscreen, Hotkey_Fullscreen_Pressed, CoreToggleFullscreen(), );
#undef DEFINE_HOTKEY
return false;
}
static void sdl_init()
{
std::filesystem::path gameControllerDbPath;
std::string debugMessage;
int ret = -1;
for (const int subsystem : {SDL_INIT_GAMECONTROLLER, SDL_INIT_AUDIO, SDL_INIT_VIDEO, SDL_INIT_HAPTIC})
{
if (!SDL_WasInit(subsystem))
{
SDL_InitSubSystem(subsystem);
}
}
gameControllerDbPath = CoreGetSharedDataDirectory();
gameControllerDbPath += "/gamecontrollerdb.txt";
// try to load SDL_GameControllerDB when the file exists
if (std::filesystem::is_regular_file(gameControllerDbPath))
{
ret = SDL_GameControllerAddMappingsFromFile(gameControllerDbPath.string().c_str());
if (ret == -1)
{
debugMessage = "sdl_init(): SDL_GameControllerAddMappingsFromFile Failed: ";
debugMessage += SDL_GetError();
PluginDebugMessage(M64MSG_WARNING, debugMessage);
}
}
else
{
debugMessage = "sdl_init(): Cannot find SDL_GameControllerDB at \"";
debugMessage += gameControllerDbPath.string().c_str();
debugMessage += "\"!";
PluginDebugMessage(M64MSG_WARNING, debugMessage);
}
}
static void sdl_quit()
{
for (const int subsystem : {SDL_INIT_GAMECONTROLLER, SDL_INIT_HAPTIC})
{
if (SDL_WasInit(subsystem))
{
SDL_QuitSubSystem(subsystem);
}
}
}
//
// Basic Plugin Functions
//
EXPORT m64p_error CALL PluginStartup(m64p_dynlib_handle CoreLibHandle, void *Context, void (*DebugCallback)(void *, int, const char *))
{
if (l_SDLThread != nullptr)
{
return M64ERR_ALREADY_INIT;
}
if (!CoreInit(CoreLibHandle))
{
return M64ERR_SYSTEM_FAIL;
}
// setup debug callback
l_DebugCallback = DebugCallback;
l_DebugCallContext = Context;
sdl_init();
l_SDLThread = new Thread::SDLThread(nullptr);
l_SDLThread->start();
for (int i = 0; i < NUM_CONTROLLERS; i++)
{
l_InputProfiles[i].InputDevice.SetSDLThread(l_SDLThread);
}
l_HotkeysThread = new Thread::HotkeysThread(check_hotkeys, nullptr);
l_HotkeysThread->start();
load_settings();
return M64ERR_SUCCESS;
}
EXPORT m64p_error CALL PluginShutdown(void)
{
if (l_SDLThread == nullptr)
{
return M64ERR_NOT_INIT;
}
close_controllers();
l_SDLThread->StopLoop();
l_SDLThread->deleteLater();
l_SDLThread = nullptr;
l_HotkeysThread->StopLoop();
l_HotkeysThread->deleteLater();
l_HotkeysThread = nullptr;
sdl_quit();
// clear debug callback
l_DebugCallback = nullptr;
l_DebugCallContext = nullptr;
return M64ERR_SUCCESS;
}
EXPORT m64p_error CALL PluginGetVersion(m64p_plugin_type *pluginType, int *pluginVersion,
int *apiVersion, const char **pluginNamePtr, int *capabilities)
{
if (pluginType != nullptr)
{
*pluginType = M64PLUGIN_INPUT;
}
if (pluginVersion != nullptr)
{
*pluginVersion = 0x010000;
}
if (apiVersion != nullptr)
{
*apiVersion = INPUT_PLUGIN_API_VERSION;
}
if (pluginNamePtr != nullptr)
{
*pluginNamePtr = "Rosalie's Mupen GUI - Input Plugin";
}
if (capabilities != nullptr)
{
*capabilities = 0;
}
return M64ERR_SUCCESS;
}
//
// Custom Internal Plugin Functions
//
void PluginDebugMessage(int level, std::string message)
{
if (l_DebugCallback == nullptr)
{
return;
}
l_DebugCallback(l_DebugCallContext, level, message.c_str());
}
//
// Custom Plugin Functions
//
EXPORT m64p_error CALL PluginConfig2(int romConfig)
{
if (l_SDLThread == nullptr)
{
return M64ERR_NOT_INIT;
}
// close controllers
close_controllers();
l_SDLThread->SetAction(SDLThreadAction::SDLPumpEvents);
UserInterface::MainDialog dialog(nullptr, l_SDLThread, romConfig);
dialog.exec();
// when PluginShutdown() is called during PluginConfig2(),
// we shouldn't do anything here anymore because
// l_SDLThread will be nullptr, causing a crash
if (l_SDLThread == nullptr)
{
return M64ERR_SUCCESS;
}
l_SDLThread->SetAction(SDLThreadAction::None);
// wait until it's done pumping events
while (l_SDLThread->GetCurrentAction() == SDLThreadAction::SDLPumpEvents)
{
QThread::msleep(5);
}
// reload settings
load_settings();
// apply profiles
apply_controller_profiles();
// apply gameboy settings
apply_gameboy_settings();
// open controllers
open_controllers();
return M64ERR_SUCCESS;
}
EXPORT int CALL PluginConfig2HasRomConfig(void)
{
return 1;
}
//
// Input Plugin Functions
//
EXPORT void CALL ControllerCommand(int Control, unsigned char* Command)
{
unsigned char* data = &Command[5];
if (Control == -1)
{
return;
}
InputProfile* profile = &l_InputProfiles[Control];
switch (Command[2])
{
case RD_GETSTATUS:
case RD_READKEYS:
break;
case RD_READPAK:
if (l_ControlInfo.Controls[Control].Plugin == PLUGIN_RAW)
{
unsigned int dwAddress = (Command[3] << 8) + (Command[4] & 0xE0);
if ((dwAddress >= 0x8000 ) && (dwAddress < 0x9000 ))
{
memset(data, 0x80, 32);
}
else
{
memset(data, 0x00, 32);
}
data[32] = data_crc(data, 32);
}
break;
case RD_WRITEPAK:
if (l_ControlInfo.Controls[Control].Plugin == PLUGIN_RAW)
{
unsigned int dwAddress = (Command[3] << 8) + (Command[4] & 0xE0);
if (dwAddress == PAK_IO_RUMBLE)
{
if (*data)
{
profile->InputDevice.StartRumble();
}
else
{
profile->InputDevice.StopRumble();
}
}
data[32] = data_crc( data, 32 );
}
break;
case RD_RESETCONTROLLER:
case RD_READEEPROM:
case RD_WRITEEPROM:
break;
}
}
#include <iostream>
EXPORT void CALL GetKeys(int Control, BUTTONS* Keys)
{
InputProfile* profile = &l_InputProfiles[Control];
if (!profile->PluggedIn)
{
return;
}
#ifdef VRU
// when we're emulating the VRU,
// we need to check the mic state
if (profile->DeviceNum == (int)InputDeviceType::EmulateVRU)
{
if (GetVRUMicState())
{
Keys->Value = 0x0020;
}
else
{
Keys->Value = 0x0000;
}
return;
}
#endif // VRU
// check if device has been disconnected,
// if it has, try to open it again,
// only do this every 2 seconds to prevent lag
const auto currentTime = std::chrono::high_resolution_clock::now();
const int secondsPassed = std::chrono::duration_cast<std::chrono::seconds>(currentTime - profile->LastDeviceCheckTime).count();
if (secondsPassed >= 2)
{
profile->LastDeviceCheckTime = currentTime;
if (profile->DeviceNum != (int)InputDeviceType::Keyboard)
{
if (profile->InputDevice.IsOpeningDevice())
{
return;
}
if (!profile->InputDevice.HasOpenDevice() || !profile->InputDevice.IsAttached())
{
profile->InputDevice.OpenDevice(profile->DeviceName, profile->DeviceNum);
}
}
}
// when we've matched a hotkey,
// we don't need to check anything
// else
if (check_hotkeys(Control))
{
return;
}
Keys->A_BUTTON = get_button_state(profile, &profile->Button_A);
Keys->B_BUTTON = get_button_state(profile, &profile->Button_B);
Keys->START_BUTTON = get_button_state(profile, &profile->Button_Start);
Keys->U_DPAD = get_button_state(profile, &profile->Button_DpadUp);
Keys->D_DPAD = get_button_state(profile, &profile->Button_DpadDown);
Keys->L_DPAD = get_button_state(profile, &profile->Button_DpadLeft);
Keys->R_DPAD = get_button_state(profile, &profile->Button_DpadRight);
Keys->U_CBUTTON = get_button_state(profile, &profile->Button_CButtonUp);
Keys->D_CBUTTON = get_button_state(profile, &profile->Button_CButtonDown);
Keys->L_CBUTTON = get_button_state(profile, &profile->Button_CButtonLeft);
Keys->R_CBUTTON = get_button_state(profile, &profile->Button_CButtonRight);
Keys->L_TRIG = get_button_state(profile, &profile->Button_LeftTrigger);
Keys->R_TRIG = get_button_state(profile, &profile->Button_RightTrigger);
Keys->Z_TRIG = get_button_state(profile, &profile->Button_ZTrigger);
if (Control == 0)
{
// mouse
if (profile->DeviceType == InputDeviceType::Mouse)
{ // n64 mouse
l_MouseMutex.lock();
// set left & right button state
Keys->A_BUTTON = l_MouseButtonState[0];
Keys->B_BUTTON = l_MouseButtonState[1];
if (!l_MouseMovements.empty())
{
// calculate how much the mouse has moved
const int x = l_MouseMovements.front().x - l_MouseMovements.back().x;
const int y = l_MouseMovements.front().y - l_MouseMovements.back().y;
// set axis state
Keys->X_AXIS = -x;
Keys->Y_AXIS = y;
l_MouseMovements.clear();
}
l_MouseMutex.unlock();
// request front-end to reset mouse position
if (l_ResetMousPositionCallback != nullptr)
{
l_ResetMousPositionCallback();
}
return;
}
Keys->A_BUTTON = get_button_state(profile, &profile->Button_A);
Keys->B_BUTTON = get_button_state(profile, &profile->Button_B);
Keys->START_BUTTON = get_button_state(profile, &profile->Button_Start);
Keys->U_DPAD = get_button_state(profile, &profile->Button_DpadUp);
Keys->D_DPAD = get_button_state(profile, &profile->Button_DpadDown);
Keys->L_DPAD = get_button_state(profile, &profile->Button_DpadLeft);
Keys->R_DPAD = get_button_state(profile, &profile->Button_DpadRight);
Keys->U_CBUTTON = get_button_state(profile, &profile->Button_CButtonUp);
Keys->D_CBUTTON = get_button_state(profile, &profile->Button_CButtonDown);
Keys->L_CBUTTON = get_button_state(profile, &profile->Button_CButtonLeft);
Keys->R_CBUTTON = get_button_state(profile, &profile->Button_CButtonRight);
Keys->L_TRIG = get_button_state(profile, &profile->Button_LeftTrigger);
Keys->R_TRIG = get_button_state(profile, &profile->Button_RightTrigger);
Keys->Z_TRIG = get_button_state(profile, &profile->Button_ZTrigger);
double inputX = 0, inputY = 0;
bool useButtonMapping = false;
inputY = get_axis_state(profile, &profile->AnalogStick_Up, 1, inputY, useButtonMapping);
inputY = get_axis_state(profile, &profile->AnalogStick_Down, -1, inputY, useButtonMapping);
inputX = get_axis_state(profile, &profile->AnalogStick_Left, -1, inputX, useButtonMapping);
inputX = get_axis_state(profile, &profile->AnalogStick_Right, 1, inputX, useButtonMapping);
// take deadzone into account
const double deadzone = profile->DeadzoneValue / 100.0;
inputX = apply_deadzone(inputX, deadzone);
inputY = apply_deadzone(inputY, deadzone);
// take sensitivity into account
const double sensitivityRatio = profile->SensitivityValue / 100.0;
const double lowerInputLimit = std::max(-1.0, -sensitivityRatio);
const double upperInputLimit = std::min(1.0, sensitivityRatio);
inputX = std::clamp(inputX * sensitivityRatio, lowerInputLimit, upperInputLimit);
inputY = std::clamp(inputY * sensitivityRatio, lowerInputLimit, upperInputLimit);
int octagonX = 0, octagonY = 0;
simulate_octagon(
deadzone, // deadzone
inputX, // inputX
inputY, // inputY
octagonX, // outputX
octagonY // outputY
);
Keys->X_AXIS = octagonX;
Keys->Y_AXIS = octagonY;
}
EXPORT void CALL InitiateControllers(CONTROL_INFO ControlInfo)
{
for (int i = 0; i < SDL_NUM_SCANCODES; i++)
{
l_KeyboardState[i] = 0;
}
l_ControlInfo = ControlInfo;
l_HasControlInfo = true;
// load settings
load_settings();
// apply profiles
apply_controller_profiles();
// apply gameboy settings
apply_gameboy_settings();
// open controllers
open_controllers();
}
EXPORT void CALL ReadController(int Control, unsigned char *Command)
{
}
EXPORT int CALL RomOpen(void)
{
l_HotkeysThread->SetState(HotkeysThreadState::RomOpened);
return 1;
}
EXPORT void CALL RomClosed(void)
{
l_HotkeysThread->SetState(HotkeysThreadState::RomClosed);
l_HasControlInfo = false;
close_controllers();
#ifdef VRU
QuitVRU();
#endif // VRU
}
EXPORT void CALL SDL_KeyDown(int keymod, int keysym)
{
l_KeyboardState[keysym] = true;
}
EXPORT void CALL SDL_KeyUp(int keymod, int keysym)
{
l_KeyboardState[keysym] = false;
}
EXPORT void CALL MouseMove(int x, int y)
{
l_MouseMutex.lock();
l_MouseMovements.push_back({x, y});
l_MouseMutex.unlock();
}
EXPORT void CALL MouseButton(int left, int right)
{
l_MouseMutex.lock();
l_MouseButtonState[0] = left;
l_MouseButtonState[1] = right;
l_MouseMutex.unlock();
}
EXPORT void CALL SetResetMousePositionCallback(ptr_ResetMousePositionCallback callback)
{
l_ResetMousPositionCallback = callback;
}