Files
ac-decomp/src/static/JSystem/JUtility/JUTGamePad.cpp
T
2025-06-17 23:46:35 +02:00

450 lines
14 KiB
C++

#include "JSystem/JUtility/JUTGamePad.h"
#include <dolphin/pad.h>
#include "MSL_C/w_math.h"
#include "MSL_C/math.h"
static u32 channel_mask[PAD_MAX_CONTROLLERS] = { 0x80000000 >> 0, 0x80000000 >> 1, 0x80000000 >> 2, 0x80000000 >> 3 };
JUTGamePad::EStickMode JUTGamePad::sStickMode = Clamped;
u32 JUTGamePad::C3ButtonReset::sResetPattern = START | X | B;
f32 JUTGamePad::sPressPoint = 0.5f;
f32 JUTGamePad::sReleasePoint = 0.25f;
u32 JUTGamePad::C3ButtonReset::sResetMaskPattern = 0xFFFF;
JSUList<JUTGamePad> JUTGamePad::mPadList(false);
PADStatus JUTGamePad::mPadStatus[PAD_MAX_CONTROLLERS];
JUTGamePad::CButton JUTGamePad::mPadButton[PAD_MAX_CONTROLLERS];
JUTGamePad::CStick JUTGamePad::mPadMStick[PAD_MAX_CONTROLLERS];
JUTGamePad::CStick JUTGamePad::mPadSStick[PAD_MAX_CONTROLLERS];
bool JUTGamePad::mListInitialized = false;
u8 JUTGamePad::mPadAssign[PAD_MAX_CONTROLLERS];
u32 JUTGamePad::mSuppressPadReset = 0;
u32 JUTGamePad::sAnalogMode = 0;
u8 JUTGamePad::CRumble::mStatus[PAD_MAX_CONTROLLERS];
u32 JUTGamePad::CRumble::mEnabled = 0;
JUTResetBtnCb JUTGamePad::C3ButtonReset::sCallback = nullptr;
void* JUTGamePad::C3ButtonReset::sCallbackArg = nullptr;
OSTime JUTGamePad::C3ButtonReset::sThreshold = (OSTime)(OS_TIMER_CLOCK / 60) * 30;
bool JUTGamePad::C3ButtonReset::sResetSwitchPushing = false;
bool JUTGamePad::C3ButtonReset::sResetOccurred = false;
s32 JUTGamePad::C3ButtonReset::sResetOccurredPort = 0;
JUTGamePad::JUTGamePad(EPadPort port)
: mButtons(), mMainStick(), mSubStick(), mRumble(this), mLink(this), mButtonReset() {
this->mPortNum = port;
mPadAssign[port]++;
this->initList();
JUTGamePad::mPadList.append(&this->mLink);
this->update();
this->mPadRecord = nullptr;
this->mPadReplay = nullptr;
}
JUTGamePad::JUTGamePad() : mButtons(), mMainStick(), mSubStick(), mRumble(this), mLink(this), mButtonReset() {
this->mPortNum = -1;
this->initList();
JUTGamePad::mPadList.append(&this->mLink);
this->mPadRecord = nullptr;
this->mPadReplay = nullptr;
this->clear();
}
JUTGamePad::~JUTGamePad() {
if (this->mPortNum != -1) {
mPadAssign[this->mPortNum]--;
this->mPortNum = -1;
}
JUTGamePad::mPadList.remove(&this->mLink);
}
void JUTGamePad::initList() {
if (!JUTGamePad::mListInitialized) {
JUTGamePad::mPadList.initiate();
JUTGamePad::mListInitialized = true;
}
}
void JUTGamePad::init() {
PADSetSpec(5);
JUTGamePad::sAnalogMode = 3;
PADSetAnalogMode(3);
PADInit();
}
void JUTGamePad::clear() {
this->mButtonReset.mReset = false;
}
void JUTGamePad::read() {
PADRead(JUTGamePad::mPadStatus);
PADClamp(JUTGamePad::mPadStatus);
u32 mask;
u32 resetControllerMask = 0;
for (s32 i = 0; i < PAD_MAX_CONTROLLERS; i++) {
mask = 0x80000000 >> i;
if (JUTGamePad::mPadStatus[i].err == 0) {
PADStatus* status = &JUTGamePad::mPadStatus[i];
u32 buttons;
buttons = (JUTGamePad::mPadMStick[i].update(status->stickX, status->stickY, JUTGamePad::sStickMode,
WhichStick_MainStick)
<< 24);
buttons |= (JUTGamePad::mPadSStick[i].update(status->substickX, status->substickY, JUTGamePad::sStickMode,
WhichStick_SubStick)
<< 16);
JUTGamePad::mPadButton[i].update(status, buttons);
} else if (JUTGamePad::mPadStatus[i].err == -1) {
JUTGamePad::mPadMStick[i].update(0, 0, JUTGamePad::sStickMode, WhichStick_MainStick);
JUTGamePad::mPadSStick[i].update(0, 0, JUTGamePad::sStickMode, WhichStick_SubStick);
JUTGamePad::mPadButton[i].update(nullptr, 0);
if ((JUTGamePad::mSuppressPadReset & mask) == 0) {
resetControllerMask |= mask;
}
} else {
JUTGamePad::mPadButton[i].mTrigger = 0;
JUTGamePad::mPadButton[i].mRelease = 0;
JUTGamePad::mPadButton[i].mRepeat = 0;
}
}
JSUListIterator<JUTGamePad> it;
for (it = JUTGamePad::mPadList.getFirst(); it != JUTGamePad::mPadList.getEnd(); it++) {
if (it->getPadReplay() != nullptr) {
PADStatus status;
u32 buttons;
it->getPadReplay()->read(&status);
buttons = it->mMainStick.update(status.stickX, status.stickY, JUTGamePad::sStickMode, WhichStick_MainStick)
<< 24;
buttons |=
it->mSubStick.update(status.substickX, status.substickY, JUTGamePad::sStickMode, WhichStick_SubStick)
<< 16;
it->mButtons.update(&status, buttons);
} else {
if (it->mPortNum == -1) {
it->assign();
}
it->update();
}
if (it->getPadRecord() != nullptr && it->mPortNum != -1) {
int port = it->mPortNum;
if (JUTGamePad::mPadStatus[port].err == 0) {
it->getPadRecord()->write(&JUTGamePad::mPadStatus[port]);
}
}
}
if (resetControllerMask != 0) {
PADReset(resetControllerMask);
}
JUTGamePad::checkResetSwitch();
}
void JUTGamePad::assign() {
for (s32 i = 0; i < PAD_MAX_CONTROLLERS; i++) {
if (JUTGamePad::mPadStatus[i].err == 0 && JUTGamePad::mPadAssign[i] == 0) {
this->mPortNum = i;
JUTGamePad::mPadAssign[i] = 1;
JUTGamePad::mPadButton[i].setRepeat(this->mButtons.mRepeatMask, this->mButtons.mRepeatDelay,
this->mButtons.mRepeatFrequency);
this->mRumble.clear(this);
break;
}
}
}
void JUTGamePad::checkResetCallback(OSTime time) {
if (this->mPortNum != -1 && time >= JUTGamePad::C3ButtonReset::sThreshold) {
JUTGamePad::C3ButtonReset::sResetOccurred = true;
JUTGamePad::C3ButtonReset::sResetOccurredPort = this->mPortNum;
if (JUTGamePad::C3ButtonReset::sCallback != NULL) {
(*JUTGamePad::C3ButtonReset::sCallback)(this->mPortNum, JUTGamePad::C3ButtonReset::sCallbackArg);
}
}
}
void JUTGamePad::update() {
if (this->mPortNum != -1) {
this->mButtons = JUTGamePad::mPadButton[this->mPortNum];
this->mMainStick = JUTGamePad::mPadMStick[this->mPortNum];
this->mSubStick = JUTGamePad::mPadSStick[this->mPortNum];
this->mErrorStatus = JUTGamePad::mPadStatus[this->mPortNum].err;
if (JUTGamePad::C3ButtonReset::sResetOccurred == false) {
if (JUTGamePad::C3ButtonReset::sResetPattern ==
(JUTGamePad::C3ButtonReset::sResetPattern & this->mButtons.mButton)) {
if (this->mButtonReset.mReset == true) {
this->checkResetCallback(OSGetTime() - this->mResetTime);
} else {
this->mButtonReset.mReset = true;
this->mResetTime = OSGetTime();
}
} else {
this->mButtonReset.mReset = false;
}
}
this->mRumble.update(this->mPortNum);
}
}
void JUTGamePad::checkResetSwitch() {
if (!JUTGamePad::C3ButtonReset::sResetOccurred) {
if (OSGetResetSwitchState() != 0) {
JUTGamePad::C3ButtonReset::sResetSwitchPushing = true;
} else {
if (JUTGamePad::C3ButtonReset::sResetSwitchPushing == true) {
JUTGamePad::C3ButtonReset::sResetOccurred = true;
JUTGamePad::C3ButtonReset::sResetOccurredPort = -1;
if (*JUTGamePad::C3ButtonReset::sCallback != nullptr) {
(*JUTGamePad::C3ButtonReset::sCallback)(-1, JUTGamePad::C3ButtonReset::sCallbackArg);
}
}
JUTGamePad::C3ButtonReset::sResetSwitchPushing = false;
}
}
}
void JUTGamePad::CButton::clear() {
this->mButton = 0;
this->mTrigger = 0;
this->mRelease = 0;
this->mRepeat = 0;
this->mAnalogA = 0;
this->mAnalogB = 0;
this->mAnalogL = 0;
this->mAnalogR = 0;
this->mRepeatTimer = 0;
this->mRepeatLastButton = 0;
this->mRepeatMask = 0;
this->mRepeatDelay = 0;
this->mRepeatFrequency = 0;
}
void JUTGamePad::CButton::update(const PADStatus* padStatus, u32 stick_buttons) {
u32 tempButtons;
u32 buttons;
if (padStatus != nullptr) {
tempButtons = padStatus->button;
} else {
tempButtons = 0;
}
buttons = stick_buttons | tempButtons;
this->mRepeat = 0;
if (this->mRepeatDelay != 0) {
if (this->mRepeatMask != 0) {
u32 repeatButtons = buttons & this->mRepeatMask;
this->mRepeat = 0;
if (repeatButtons == 0) {
this->mRepeatLastButton = 0;
this->mRepeatTimer = 0;
} else if (this->mRepeatLastButton == repeatButtons) {
this->mRepeatTimer++;
if (this->mRepeatTimer == this->mRepeatDelay ||
(this->mRepeatTimer > this->mRepeatDelay &&
((this->mRepeatTimer - this->mRepeatDelay) % this->mRepeatFrequency) == 0)) {
this->mRepeat = repeatButtons;
}
} else {
this->mRepeat = repeatButtons & (this->mRepeatLastButton ^ 0xFFFFFFFF);
this->mRepeatLastButton = repeatButtons;
this->mRepeatTimer = 0;
}
}
}
this->mTrigger = buttons & (buttons ^ this->mButton);
this->mRelease = this->mButton & (buttons ^ this->mButton);
this->mButton = buttons;
this->mRepeat |= (this->mRepeatMask ^ 0xFFFFFFFF) & this->mTrigger;
if (padStatus != nullptr) {
this->mAnalogA = padStatus->analogA;
this->mAnalogB = padStatus->analogB;
this->mAnalogL = padStatus->triggerLeft;
this->mAnalogR = padStatus->triggerRight;
} else {
this->mAnalogA = 0;
this->mAnalogB = 0;
this->mAnalogL = 0;
this->mAnalogR = 0;
}
this->mAnalogLf = (f32)(int)this->mAnalogL / 150.0f;
this->mAnalogRf = (f32)(int)this->mAnalogR / 150.0f;
}
void JUTGamePad::CStick::clear() {
this->mX = 0.0f;
this->mY = 0.0f;
this->mValue = 0.0f;
this->mAngle = 0;
}
u32 JUTGamePad::CStick::update(s8 x, s8 y, EStickMode stickMode, EWhichStick whichStick) {
int stickMax = whichStick == WhichStick_MainStick ? 54 : 42;
this->mX = (f32)x / (f32)stickMax;
this->mY = (f32)y / (f32)stickMax;
this->mValue = sqrtf(this->mX * this->mX + this->mY * this->mY);
if (this->mValue > 1.0f) {
if (stickMode == Clamped) {
this->mX /= this->mValue;
this->mY /= this->mValue;
}
this->mValue = 1.0f;
}
if (this->mValue > 0.0f) {
if (this->mY == 0.0f) {
if (this->mX > 0.0f) {
this->mAngle = 0x4000;
} else {
this->mAngle = -0x4000;
}
} else {
f32 angle = atan2(this->mX, -this->mY);
this->mAngle = angle * 10430.379f; //((f32)0x8000 / F_PI);
}
}
return this->getButton();
}
u32 JUTGamePad::CStick::getButton() {
u32 button = 0;
if (-0.25f < this->mX && this->mX < 0.25f) {
button &= ~(DPAD_LEFT | DPAD_RIGHT);
} else if (this->mX <= -0.5f) {
button |= DPAD_LEFT;
} else if (this->mX >= 0.5f) {
button |= DPAD_RIGHT;
}
if (-0.25f < this->mY && this->mY < 0.25f) {
button &= ~(DPAD_DOWN | DPAD_UP);
} else if (this->mY <= -0.5f) {
button |= DPAD_DOWN;
} else if (this->mY >= 0.5f) {
button |= DPAD_UP;
}
return button;
}
void JUTGamePad::CRumble::clear() {
this->mFrame = 0;
this->mLength = 0;
this->mData = nullptr;
this->mFrameCount = 0;
JUTGamePad::CRumble::mEnabled = 0xF0000000;
}
void JUTGamePad::CRumble::clear(JUTGamePad* gamePad) {
if (0 <= gamePad->getPortNum() && gamePad->getPortNum() < PAD_MAX_CONTROLLERS) {
JUTGamePad::CRumble::mStatus[gamePad->getPortNum()] = 0;
this->stopMotorHard(gamePad->getPortNum());
}
this->clear();
}
void JUTGamePad::CRumble::startMotor(int port) {
if (JUTGamePad::CRumble::isEnabled(channel_mask[port])) {
PADControlMotor(port, PAD_MOTOR_RUMBLE);
JUTGamePad::CRumble::mStatus[port] = 1;
}
}
void JUTGamePad::CRumble::stopMotor(int port) {
if (JUTGamePad::CRumble::isEnabled(channel_mask[port])) {
PADControlMotor(port, PAD_MOTOR_STOP);
JUTGamePad::CRumble::mStatus[port] = 0;
}
}
void JUTGamePad::CRumble::stopMotorHard(int port) {
if (JUTGamePad::CRumble::isEnabled(channel_mask[port])) {
PADControlMotor(port, PAD_MOTOR_STOP_HARD);
JUTGamePad::CRumble::mStatus[port] = 0;
}
}
static inline u8 getNumBit(const u8* data, int bit) {
return (((0x80 >> (bit & 7)) & data[(u32)bit >> 3]) & 0xFF);
}
void JUTGamePad::CRumble::update(s16 port) {
if (!JUTGamePad::CRumble::isEnabled(channel_mask[port])) {
this->mFrame = 0;
this->mLength = 0;
this->mData = nullptr;
this->mFrameCount = 0;
}
if (this->mLength != 0) {
if (this->mFrame >= this->mLength) {
JUTGamePad::CRumble::stopMotorHard(port);
this->mLength = 0;
} else {
if (this->mFrameCount == 0) {
if (JUTGamePad::CRumble::mStatus[port] == 0) {
JUTGamePad::CRumble::startMotor(port);
}
return;
}
u8 bit = getNumBit(this->mData, this->mFrame % this->mFrameCount);
if (bit != 0 && JUTGamePad::CRumble::mStatus[port] == 0) {
JUTGamePad::CRumble::startMotor(port);
} else if (bit == 0 && JUTGamePad::CRumble::mStatus[port] != 0) {
JUTGamePad::CRumble::stopMotorHard(port);
}
}
this->mFrame++;
}
}
void JUTGamePad::CButton::setRepeat(u32 repeatMask, u32 repeatDelay, u32 repeatFreq) {
this->mRepeatLastButton = 0;
this->mRepeatTimer = 0;
this->mRepeatMask = repeatMask;
this->mRepeatDelay = repeatDelay;
this->mRepeatFrequency = repeatFreq;
}
bool JUTGamePad::recalibrate(u32 channels) {
u32 channelMasks[PAD_MAX_CONTROLLERS] = { 0x80000000 >> 0, 0x80000000 >> 1, 0x80000000 >> 2, 0x80000000 >> 3 };
for (int i = 0; i < PAD_MAX_CONTROLLERS; i++) {
if ((JUTGamePad::mSuppressPadReset & channelMasks[i]) != 0) {
channels &= channelMasks[i] ^ 0xFFFFFFFF;
}
}
return PADRecalibrate(channels);
}