savemii/src/controllers.c
jakobkg 6d5cbf9af5 Simplified the controller functions
The three functions related to updating the arrays of buttons tates are now a single function, updateButtons.

The three functions isPressed(), isHeld(), and isReleased() have been merged into a single function, checkButton() which takes parameters for which button to check and what state or event (PRESS, HOLD, RELEASE) to check for.
2018-03-02 20:09:33 +01:00

337 lines
11 KiB
C

//Based on code from lib_easy, current stickPos() is straight borrowed from there
#include "controllers.h"
int vpadError = -1;
VPADData vpad;
s32 padErrors[4];
u32 padTypes[4];
KPADData pads[4];
void pingControllers() {
for (int i = 0; i < 4; i++) {
padErrors[i] = WPADProbe(i, &padTypes[i]);
}
}
void updateButtons() {
VPADRead(0, &vpad, 1, &vpadError);
buttons_pressed[0] = vpad.btns_d;
buttons_hold[0] = vpad.btns_h;
buttons_released[0] = vpad.btns_r;
pingControllers();
for (int i = 0; i < 4; i++) {
if (padErrors[i] == 0) {
KPADRead(i, &pads[i], 1);
if (isWiimote(&pads[i])) {
buttons_pressed[i + 1] = pads[i].btns_d;
buttons_hold[i + 1] = pads[i].btns_h;
buttons_released[i + 1] = pads[i].btns_r;
}
else if (isClassicController(&pads[i])) {
buttons_pressed[i + 1] = pads[i].classic.btns_d;
buttons_hold[i + 1] = pads[i].classic.btns_h;
buttons_released[i + 1] = pads[i].classic.btns_r;
}
else if (isProController(&pads[i])) {
buttons_pressed[i + 1] = pads[i].pro.btns_d;
buttons_hold[i + 1] = pads[i].pro.btns_h;
buttons_released[i + 1] = pads[i].pro.btns_r;
}
}
}
}
bool stickPos(u8 stick, f32 value) {
switch(stick) {
case 0 :
return (value > 0) ? (vpad.lstick.x > value): (vpad.lstick.x < value);
case 1 :
return (value > 0) ? (vpad.lstick.y > value): (vpad.lstick.y < value);
case 2 :
return (value > 0) ? (vpad.rstick.x > value): (vpad.rstick.x < value);
case 3 :
return (value > 0) ? (vpad.rstick.y > value): (vpad.rstick.y < value);
case 4 :
return ((vpad.lstick.x > value) || (vpad.lstick.x < -value)) || \
((vpad.lstick.y > value) || (vpad.lstick.y < -value)) || \
((vpad.rstick.x > value) || (vpad.rstick.x < -value)) || \
((vpad.rstick.y > value) || (vpad.rstick.y < -value));
default :
return 0;
}
}
bool isWiimote(KPADData *padData){
return padData->device_type == 0 || padData->device_type == 1 || padData->device_type == 5 || padData->device_type == 6;
}
bool isClassicController(KPADData *padData){
return padData->device_type == 2 || padData->device_type == 7;
}
bool isProController(KPADData *padData){
return padData->device_type == 31;
}
int checkButton(int button, int state) {
uint32_t *stateArray;
switch(state) {
case PRESS:
stateArray = &buttons_pressed;
break;
case HOLD:
stateArray = &buttons_hold;
break;
case RELEASE:
stateArray = &buttons_released;
break;
default:
return 0;
}
//Check for any button at all
if (button == PAD_BUTTON_ANY) {
for (int i = 0; i < 5; i++) {
if (stateArray[i] > 0) return 1;
}
}
//VPad buttons
switch (button) {
case PAD_BUTTON_A:
if (stateArray[0] & VPAD_BUTTON_A) return 1;
break;
case PAD_BUTTON_B:
if (stateArray[0] & VPAD_BUTTON_B) return 1;
break;
case PAD_BUTTON_X:
if (stateArray[0] & VPAD_BUTTON_X) return 1;
break;
case PAD_BUTTON_Y:
if (stateArray[0] & VPAD_BUTTON_Y) return 1;
break;
case PAD_BUTTON_UP:
if (stateArray[0] & VPAD_BUTTON_UP) return 1;
break;
case PAD_BUTTON_DOWN:
if (stateArray[0] & VPAD_BUTTON_DOWN) return 1;
break;
case PAD_BUTTON_LEFT:
if (stateArray[0] & VPAD_BUTTON_LEFT) return 1;
break;
case PAD_BUTTON_RIGHT:
if (stateArray[0] & VPAD_BUTTON_RIGHT) return 1;
break;
case PAD_BUTTON_L:
if (stateArray[0] & VPAD_BUTTON_L) return 1;
break;
case PAD_BUTTON_R:
if (stateArray[0] & VPAD_BUTTON_R) return 1;
break;
case PAD_BUTTON_ZL:
if (stateArray[0] & VPAD_BUTTON_ZL) return 1;
break;
case PAD_BUTTON_ZR:
if (stateArray[0] & VPAD_BUTTON_ZR) return 1;
break;
case PAD_BUTTON_PLUS:
if (stateArray[0] & VPAD_BUTTON_PLUS) return 1;
break;
case PAD_BUTTON_MINUS:
if (stateArray[0] & VPAD_BUTTON_MINUS) return 1;
break;
case PAD_BUTTON_HOME:
if (stateArray[0] & VPAD_BUTTON_HOME) return 1;
break;
case PAD_BUTTON_SYNC:
if (stateArray[0] & VPAD_BUTTON_SYNC) return 1;
break;
case PAD_BUTTON_STICK_L:
if (stateArray[0] & VPAD_BUTTON_L) return 1;
break;
case PAD_BUTTON_STICK_R:
if (stateArray[0] & VPAD_BUTTON_STICK_R) return 1;
break;
case PAD_BUTTON_TV:
if (stateArray[0] & VPAD_BUTTON_TV) return 1;
break;
default:
break;
}
//Buttons handled by the padscore library
for (int i = 0; i < 4; i++) {
if (padErrors[i] == 0) {
if (isWiimote(&pads[i])) {
switch (button) {
case PAD_BUTTON_UP:
if (stateArray[i + 1] & WPAD_BUTTON_UP) return 1;
break;
case PAD_BUTTON_DOWN:
if (stateArray[i + 1] & WPAD_BUTTON_DOWN) return 1;
break;
case PAD_BUTTON_LEFT:
if (stateArray[i + 1] & WPAD_BUTTON_LEFT) return 1;
break;
case PAD_BUTTON_RIGHT:
if (stateArray[i + 1] & WPAD_BUTTON_RIGHT) return 1;
break;
case PAD_BUTTON_A:
if (stateArray[i + 1] & WPAD_BUTTON_A) return 1;
break;
case PAD_BUTTON_B:
if (stateArray[i + 1] & WPAD_BUTTON_B) return 1;
break;
case PAD_BUTTON_L:
if (stateArray[i + 1] & WPAD_BUTTON_1) return 1;
break;
case PAD_BUTTON_R:
if (stateArray[i + 1] & WPAD_BUTTON_2) return 1;
break;
case PAD_BUTTON_1:
if (stateArray[i + 1] & WPAD_BUTTON_1) return 1;
break;
case PAD_BUTTON_2:
if (stateArray[i + 1] & WPAD_BUTTON_2) return 1;
break;
case PAD_BUTTON_Z:
if (stateArray[i + 1] & WPAD_BUTTON_Z) return 1;
break;
case PAD_BUTTON_C:
if (stateArray[i + 1] & WPAD_BUTTON_C) return 1;
break;
case PAD_BUTTON_PLUS:
if (stateArray[i + 1] & WPAD_BUTTON_PLUS) return 1;
break;
case PAD_BUTTON_MINUS:
if (stateArray[i + 1] & WPAD_BUTTON_MINUS) return 1;
break;
case PAD_BUTTON_HOME:
if (stateArray[i + 1] & WPAD_BUTTON_HOME) return 1;
break;
}
}
//Turns out the Pro Controller and Classic Controller have almost the exact same mapping
//Except for the Pro Controller having clicky sticks
else if (isClassicController(&pads[i]) || isProController(&pads[i])) {
switch (button) {
case PAD_BUTTON_UP:
if (stateArray[i + 1] & WPAD_CLASSIC_BUTTON_UP) return 1;
break;
case PAD_BUTTON_DOWN:
if (stateArray[i + 1] & WPAD_CLASSIC_BUTTON_DOWN) return 1;
break;
case PAD_BUTTON_LEFT:
if (stateArray[i + 1] & WPAD_CLASSIC_BUTTON_LEFT) return 1;
break;
case PAD_BUTTON_RIGHT:
if (stateArray[i + 1] & WPAD_CLASSIC_BUTTON_RIGHT) return 1;
break;
case PAD_BUTTON_A:
if (stateArray[i + 1] & WPAD_CLASSIC_BUTTON_A) return 1;
break;
case PAD_BUTTON_B:
if (stateArray[i + 1] & WPAD_CLASSIC_BUTTON_B) return 1;
break;
case PAD_BUTTON_X:
if (stateArray[i + 1] & WPAD_CLASSIC_BUTTON_X) return 1;
break;
case PAD_BUTTON_Y:
if (stateArray[i + 1] & WPAD_CLASSIC_BUTTON_Y) return 1;
break;
case PAD_BUTTON_L:
if (stateArray[i + 1] & WPAD_CLASSIC_BUTTON_L) return 1;
break;
case PAD_BUTTON_R:
if (stateArray[i + 1] & WPAD_CLASSIC_BUTTON_R) return 1;
break;
case PAD_BUTTON_ZL:
if (stateArray[i + 1] & WPAD_CLASSIC_BUTTON_ZL) return 1;
break;
case PAD_BUTTON_ZR:
if (stateArray[i + 1] & WPAD_CLASSIC_BUTTON_ZR) return 1;
break;
case PAD_BUTTON_PLUS:
if (stateArray[i + 1] & WPAD_CLASSIC_BUTTON_PLUS) return 1;
break;
case PAD_BUTTON_MINUS:
if (stateArray[i + 1] & WPAD_CLASSIC_BUTTON_MINUS) return 1;
break;
case PAD_BUTTON_HOME:
if (stateArray[i + 1] & WPAD_CLASSIC_BUTTON_HOME) return 1;
break;
}
//Here, we handle the aforementioned clicky sticks
if (isProController(&pads[i])) {
switch (button) {
case PAD_BUTTON_STICK_L:
if (stateArray[i + 1] & WPAD_PRO_BUTTON_STICK_L) return 1;
break;
case PAD_BUTTON_STICK_R:
if (stateArray[i + 1] & WPAD_PRO_BUTTON_STICK_R) return 1;
break;
}
}
}
}
}
return 0;
}