mirror of
https://github.com/PCSX2/pcsx2.git
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recording: Factor in DPIScaling when scaling VirtualPad window recording: Add a reset button, hopefully better quality backgrounds for lower resolutions recording: Improved VPad analog alignment Co-authored-by: sonicfind recording: Some final VirtualPad coordinate adjustments
207 lines
6.4 KiB
C++
207 lines
6.4 KiB
C++
/* PCSX2 - PS2 Emulator for PCs
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* Copyright (C) 2002-2020 PCSX2 Dev Team
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*
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* PCSX2 is free software: you can redistribute it and/or modify it under the terms
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* of the GNU Lesser General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with PCSX2.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "PrecompiledHeader.h"
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#ifndef DISABLE_RECORDING
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#include "DebugTools/Debug.h"
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#include "Recording/PadData.h"
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void PadData::UpdateControllerData(u16 bufIndex, u8 const& bufVal)
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{
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const BufferIndex index = static_cast<BufferIndex>(bufIndex);
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switch (index)
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{
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case BufferIndex::PressedFlagsGroupOne:
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leftPressed = IsButtonPressed(LEFT, bufVal);
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downPressed = IsButtonPressed(DOWN, bufVal);
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rightPressed = IsButtonPressed(RIGHT, bufVal);
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upPressed = IsButtonPressed(UP, bufVal);
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start = IsButtonPressed(START, bufVal);
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r3 = IsButtonPressed(R3, bufVal);
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l3 = IsButtonPressed(L3, bufVal);
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select = IsButtonPressed(SELECT, bufVal);
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break;
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case BufferIndex::PressedFlagsGroupTwo:
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squarePressed = IsButtonPressed(SQUARE, bufVal);
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crossPressed = IsButtonPressed(CROSS, bufVal);
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circlePressed = IsButtonPressed(CIRCLE, bufVal);
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trianglePressed = IsButtonPressed(TRIANGLE, bufVal);
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r1Pressed = IsButtonPressed(R1, bufVal);
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l1Pressed = IsButtonPressed(L1, bufVal);
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r2Pressed = IsButtonPressed(R2, bufVal);
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l2Pressed = IsButtonPressed(L2, bufVal);
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break;
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case BufferIndex::RightAnalogXVector:
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rightAnalogX = bufVal;
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break;
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case BufferIndex::RightAnalogYVector:
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rightAnalogY = bufVal;
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break;
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case BufferIndex::LeftAnalogXVector:
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leftAnalogX = bufVal;
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break;
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case BufferIndex::LeftAnalogYVector:
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leftAnalogY = bufVal;
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break;
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case BufferIndex::RightPressure:
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rightPressure = bufVal;
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break;
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case BufferIndex::LeftPressure:
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leftPressure = bufVal;
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break;
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case BufferIndex::UpPressure:
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upPressure = bufVal;
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break;
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case BufferIndex::DownPressure:
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downPressure = bufVal;
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break;
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case BufferIndex::TrianglePressure:
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trianglePressure = bufVal;
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break;
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case BufferIndex::CirclePressure:
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circlePressure = bufVal;
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break;
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case BufferIndex::CrossPressure:
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crossPressure = bufVal;
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break;
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case BufferIndex::SquarePressure:
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squarePressure = bufVal;
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break;
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case BufferIndex::L1Pressure:
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l1Pressure = bufVal;
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break;
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case BufferIndex::R1Pressure:
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r1Pressure = bufVal;
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break;
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case BufferIndex::L2Pressure:
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l2Pressure = bufVal;
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break;
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case BufferIndex::R2Pressure:
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r2Pressure = bufVal;
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break;
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}
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}
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u8 PadData::PollControllerData(u16 bufIndex)
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{
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u8 byte = 0;
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BufferIndex index = static_cast<BufferIndex>(bufIndex);
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switch (index)
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{
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case BufferIndex::PressedFlagsGroupOne:
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// Construct byte by combining flags if the buttons are pressed
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byte |= BitmaskOrZero(leftPressed, LEFT);
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byte |= BitmaskOrZero(downPressed, DOWN);
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byte |= BitmaskOrZero(rightPressed, RIGHT);
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byte |= BitmaskOrZero(upPressed, UP);
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byte |= BitmaskOrZero(start, START);
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byte |= BitmaskOrZero(r3, R3);
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byte |= BitmaskOrZero(l3, L3);
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byte |= BitmaskOrZero(select, SELECT);
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// We flip the bits because as mentioned below, 0 = pressed
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return ~byte;
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case BufferIndex::PressedFlagsGroupTwo:
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// Construct byte by combining flags if the buttons are pressed
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byte |= BitmaskOrZero(squarePressed, SQUARE);
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byte |= BitmaskOrZero(crossPressed, CROSS);
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byte |= BitmaskOrZero(circlePressed, CIRCLE);
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byte |= BitmaskOrZero(trianglePressed, TRIANGLE);
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byte |= BitmaskOrZero(r1Pressed, R1);
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byte |= BitmaskOrZero(l1Pressed, L1);
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byte |= BitmaskOrZero(r2Pressed, R2);
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byte |= BitmaskOrZero(l2Pressed, L2);
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// We flip the bits because as mentioned below, 0 = pressed
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return ~byte;
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case BufferIndex::RightAnalogXVector:
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return rightAnalogX;
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case BufferIndex::RightAnalogYVector:
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return rightAnalogY;
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case BufferIndex::LeftAnalogXVector:
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return leftAnalogX;
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case BufferIndex::LeftAnalogYVector:
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return leftAnalogY;
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case BufferIndex::RightPressure:
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return rightPressure;
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case BufferIndex::LeftPressure:
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return leftPressure;
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case BufferIndex::UpPressure:
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return upPressure;
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case BufferIndex::DownPressure:
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return downPressure;
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case BufferIndex::TrianglePressure:
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return trianglePressure;
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case BufferIndex::CirclePressure:
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return circlePressure;
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case BufferIndex::CrossPressure:
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return crossPressure;
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case BufferIndex::SquarePressure:
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return squarePressure;
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case BufferIndex::L1Pressure:
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return l1Pressure;
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case BufferIndex::R1Pressure:
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return r1Pressure;
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case BufferIndex::L2Pressure:
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return l2Pressure;
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case BufferIndex::R2Pressure:
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return r2Pressure;
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default:
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return 0;
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}
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}
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bool PadData::IsButtonPressed(ButtonResolver buttonResolver, u8 const& bufVal)
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{
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// Rather than the flags being SET if the button is pressed, it is the opposite
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// For example: 0111 1111 with `left` being the first bit indicates `left` is pressed.
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// So, we are forced to flip the pressed bits with a NOT first
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return (~bufVal & buttonResolver.buttonBitmask) > 0;
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}
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u8 PadData::BitmaskOrZero(bool pressed, ButtonResolver buttonInfo)
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{
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return pressed ? buttonInfo.buttonBitmask : 0;
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}
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wxString PadData::RawPadBytesToString(int start, int end)
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{
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wxString str;
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for (int i = start; i < end; i++)
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{
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str += wxString::Format("%d", PollControllerData(i));
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if (i != end - 1)
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str += ", ";
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}
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return str;
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}
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void PadData::LogPadData(u8 const& port)
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{
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wxString pressedBytes = RawPadBytesToString(0, 2);
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wxString rightAnalogBytes = RawPadBytesToString(2, 4);
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wxString leftAnalogBytes = RawPadBytesToString(4, 6);
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wxString pressureBytes = RawPadBytesToString(6, 17);
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wxString fullLog =
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wxString::Format("[PAD %d] Raw Bytes: Pressed = [%s]\n", port + 1, pressedBytes) +
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wxString::Format("[PAD %d] Raw Bytes: Right Analog = [%s]\n", port + 1, rightAnalogBytes) +
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wxString::Format("[PAD %d] Raw Bytes: Left Analog = [%s]\n", port + 1, leftAnalogBytes) +
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wxString::Format("[PAD %d] Raw Bytes: Pressure = [%s]\n", port + 1, pressureBytes);
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controlLog(fullLog);
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}
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#endif
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