#include "libretro.h" #include "mednafen/mednafen-types.h" #include #include #include "mednafen/git.h" #include "mednafen/psx/frontio.h" #include "input.h" #include "beetle_psx_globals.h" //------------------------------------------------------------------------------ // Locals //------------------------------------------------------------------------------ static retro_environment_t environ_cb; // cached during input_init_env static retro_rumble_interface rumble; // acquired during input_init_env static FrontIO* FIO; // cached in input_set_fio #define MAX_CONTROLLERS 8 static unsigned players = 2; static bool enable_analog_calibration = false; static float mouse_sensitivity = 1.0f; static int gun_cursor = FrontIO::SETTING_GUN_CROSSHAIR_CROSS; int gun_input_mode = SETTING_GUN_INPUT_LIGHTGUN; // Touchscreen Lightgun Sensitivity static int pointer_pressed = 0; static const int POINTER_PRESSED_CYCLES = 4; static int pointer_cycles_after_released = 0; static int pointer_pressed_last_x = 0; static int pointer_pressed_last_y = 0; // NegCon adjustment parameters // > The NegCon 'twist' action is somewhat awkward when mapped // to a standard analog stick -> user should be able to tweak // response/deadzone for comfort // > When response is linear, 'additional' deadzone (set here) // may be left at zero, since this is normally handled via in-game // options menus // > When response is non-linear, deadzone should be set to match the // controller being used (otherwise precision may be lost) // > negcon_linearity: // - 1: Response is linear - recommended when using racing wheel // peripherals, not recommended for standard gamepads // - 2: Response is quadratic - optimal setting for gamepads // - 3: Response is cubic - enables precise fine control, but // difficult to use... #define NEGCON_RANGE 0x7FFF static int negcon_deadzone = 0; static int negcon_linearity = 1; typedef union { uint8_t u8[ 10 * sizeof( uint32_t ) ]; uint32_t u32[ 10 ]; /* 1 + 8 + 1 */ uint16_t gun_pos[ 2 ]; uint16_t buttons; } INPUT_DATA; // Controller state buffer (per player) static INPUT_DATA input_data[ MAX_CONTROLLERS ] = {{0}}; struct analog_calibration { float left; float right; float twist; }; static struct analog_calibration analog_calibration[MAX_CONTROLLERS]; // Controller type (per player) static uint32_t input_type[ MAX_CONTROLLERS ] = {0}; //------------------------------------------------------------------------------ // Supported Devices //------------------------------------------------------------------------------ #define RETRO_DEVICE_PS_CONTROLLER RETRO_DEVICE_SUBCLASS(RETRO_DEVICE_JOYPAD, 0) #define RETRO_DEVICE_PS_DUALSHOCK RETRO_DEVICE_SUBCLASS(RETRO_DEVICE_ANALOG, 1) #define RETRO_DEVICE_PS_ANALOG RETRO_DEVICE_SUBCLASS(RETRO_DEVICE_ANALOG, 0) #define RETRO_DEVICE_PS_ANALOG_JOYSTICK RETRO_DEVICE_SUBCLASS(RETRO_DEVICE_ANALOG, 2) #define RETRO_DEVICE_PS_GUNCON RETRO_DEVICE_SUBCLASS(RETRO_DEVICE_LIGHTGUN, 0) #define RETRO_DEVICE_PS_JUSTIFIER RETRO_DEVICE_SUBCLASS(RETRO_DEVICE_LIGHTGUN, 1) #define RETRO_DEVICE_PS_MOUSE RETRO_DEVICE_SUBCLASS(RETRO_DEVICE_MOUSE, 0) #define RETRO_DEVICE_PS_NEGCON RETRO_DEVICE_SUBCLASS(RETRO_DEVICE_ANALOG, 3) enum { INPUT_DEVICE_TYPES_COUNT = 1 /*none*/ + 8 }; // <-- update me! static const struct retro_controller_description input_device_types[ INPUT_DEVICE_TYPES_COUNT ] = { { "PlayStation Controller", RETRO_DEVICE_JOYPAD }, { "DualShock", RETRO_DEVICE_PS_DUALSHOCK }, { "Analog Controller", RETRO_DEVICE_PS_ANALOG }, { "Analog Joystick", RETRO_DEVICE_PS_ANALOG_JOYSTICK }, { "Guncon / G-Con 45", RETRO_DEVICE_PS_GUNCON }, { "Justifier", RETRO_DEVICE_PS_JUSTIFIER }, { "Mouse", RETRO_DEVICE_PS_MOUSE }, { "neGcon", RETRO_DEVICE_PS_NEGCON }, { NULL, 0 }, }; static const struct retro_controller_info ports8[ 8 + 1 ] = { { input_device_types, INPUT_DEVICE_TYPES_COUNT }, { input_device_types, INPUT_DEVICE_TYPES_COUNT }, { input_device_types, INPUT_DEVICE_TYPES_COUNT }, { input_device_types, INPUT_DEVICE_TYPES_COUNT }, { input_device_types, INPUT_DEVICE_TYPES_COUNT }, { input_device_types, INPUT_DEVICE_TYPES_COUNT }, { input_device_types, INPUT_DEVICE_TYPES_COUNT }, { input_device_types, INPUT_DEVICE_TYPES_COUNT }, { 0 }, }; static const struct retro_controller_info ports5[ 5 + 1 ] = { { input_device_types, INPUT_DEVICE_TYPES_COUNT }, { input_device_types, INPUT_DEVICE_TYPES_COUNT }, { input_device_types, INPUT_DEVICE_TYPES_COUNT }, { input_device_types, INPUT_DEVICE_TYPES_COUNT }, { input_device_types, INPUT_DEVICE_TYPES_COUNT }, { 0 }, }; static const struct retro_controller_info ports2[ 2 + 1 ] = { { input_device_types, INPUT_DEVICE_TYPES_COUNT }, { input_device_types, INPUT_DEVICE_TYPES_COUNT }, { 0 }, }; //------------------------------------------------------------------------------ // Mapping Helpers //------------------------------------------------------------------------------ /* Controller (default) */ enum { INPUT_MAP_CONTROLLER_SIZE = 16 }; static const unsigned input_map_controller[ INPUT_MAP_CONTROLLER_SIZE ] = { // libretro input at position || maps to PS1 on bit //----------------------------------------------------------------------------- #ifdef MSB_FIRST RETRO_DEVICE_ID_JOYPAD_L2, // L-trigger -> L2 RETRO_DEVICE_ID_JOYPAD_R2, // R-trigger -> R2 RETRO_DEVICE_ID_JOYPAD_L, // L-shoulder -> L1 RETRO_DEVICE_ID_JOYPAD_R, // R-shoulder -> R1 RETRO_DEVICE_ID_JOYPAD_X, // X(top) -> Triangle RETRO_DEVICE_ID_JOYPAD_A, // A(right) -> Circle RETRO_DEVICE_ID_JOYPAD_B, // B(down) -> Cross RETRO_DEVICE_ID_JOYPAD_Y, // Y(left) -> Square RETRO_DEVICE_ID_JOYPAD_SELECT, // Select -> Select RETRO_DEVICE_ID_JOYPAD_L3, // L-thumb -> L3 RETRO_DEVICE_ID_JOYPAD_R3, // R-thumb -> R3 RETRO_DEVICE_ID_JOYPAD_START, // Start -> Start RETRO_DEVICE_ID_JOYPAD_UP, // Pad-Up -> Pad-Up RETRO_DEVICE_ID_JOYPAD_RIGHT, // Pad-Right -> Pad-Right RETRO_DEVICE_ID_JOYPAD_DOWN, // Pad-Down -> Pad-Down RETRO_DEVICE_ID_JOYPAD_LEFT, // Pad-Left -> Pad-Left #else RETRO_DEVICE_ID_JOYPAD_SELECT, // Select -> Select 0 RETRO_DEVICE_ID_JOYPAD_L3, // L-thumb -> L3 1 RETRO_DEVICE_ID_JOYPAD_R3, // R-thumb -> R3 2 RETRO_DEVICE_ID_JOYPAD_START, // Start -> Start 3 RETRO_DEVICE_ID_JOYPAD_UP, // Pad-Up -> Pad-Up 4 RETRO_DEVICE_ID_JOYPAD_RIGHT, // Pad-Right -> Pad-Right 5 RETRO_DEVICE_ID_JOYPAD_DOWN, // Pad-Down -> Pad-Down 6 RETRO_DEVICE_ID_JOYPAD_LEFT, // Pad-Left -> Pad-Left 7 RETRO_DEVICE_ID_JOYPAD_L2, // L-trigger -> L2 8 RETRO_DEVICE_ID_JOYPAD_R2, // R-trigger -> R2 9 RETRO_DEVICE_ID_JOYPAD_L, // L-shoulder -> L1 10 RETRO_DEVICE_ID_JOYPAD_R, // R-shoulder -> R1 11 RETRO_DEVICE_ID_JOYPAD_X, // X(top) -> Triangle 12 RETRO_DEVICE_ID_JOYPAD_A, // A(right) -> Circle 13 RETRO_DEVICE_ID_JOYPAD_B, // B(down) -> Cross 14 RETRO_DEVICE_ID_JOYPAD_Y, // Y(left) -> Square 15 #endif }; //------------------------------------------------------------------------------ // Local Functions //------------------------------------------------------------------------------ // Return the normalized distance between the origin and the current // (x,y) analog stick position static float analog_radius(int x, int y) { float fx = ((float)x) / 0x8000; float fy = ((float)y) / 0x8000; return sqrtf(fx * fx + fy * fy); } static float analog_deflection(int x) { float fx = ((float)x) / 0x8000; return fabsf(fx); } static void analog_scale(uint32_t *v, float s) { *v *= s; if (*v > 0x7fff) *v = 0x7fff; } static void SetInput(int port, const char *type, void *ptr) { FIO->SetInput(port, type, ptr); } static uint16_t get_analog_button( retro_input_state_t input_state_cb, int player_index, int id ) { uint16_t button; // NOTE: Analog buttons were added Nov 2017. Not all front-ends support this // feature (or pre-date it) so we need to handle this in a graceful way. // First, try and get an analog value using the new libretro API constant button = input_state_cb( player_index, RETRO_DEVICE_ANALOG, RETRO_DEVICE_INDEX_ANALOG_BUTTON, id ); if ( button == 0 ) { // If we got exactly zero, we're either not pressing the button, or the front-end // is not reporting analog values. We need to do a second check using the classic // digital API method, to at least get some response - better than nothing. // NOTE: If we're really just not holding the button, we're still going to get zero. button = input_state_cb( player_index, RETRO_DEVICE_JOYPAD, 0, id ) ? 0x7FFF : 0; } return button; } //------------------------------------------------------------------------------ // Global Functions //------------------------------------------------------------------------------ void input_init_env( retro_environment_t _environ_cb ) { // Cache this environ_cb = _environ_cb; struct retro_input_descriptor desc[] = { { 0, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_LEFT, "D-Pad Left" }, { 0, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_UP, "D-Pad Up" }, { 0, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_DOWN, "D-Pad Down" }, { 0, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_RIGHT, "D-Pad Right" }, { 0, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_B, "Cross" }, { 0, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_A, "Circle" }, { 0, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_X, "Triangle" }, { 0, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_Y, "Square" }, { 0, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_L, "L1" }, { 0, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_L2, "L2" }, { 0, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_L3, "L3" }, { 0, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_R, "R1" }, { 0, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_R2, "R2" }, { 0, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_R3, "R3" }, { 0, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_SELECT, "Select" }, { 0, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_START, "Start" }, { 0, RETRO_DEVICE_ANALOG, RETRO_DEVICE_INDEX_ANALOG_LEFT, RETRO_DEVICE_ID_ANALOG_X, "Left Analog X" }, { 0, RETRO_DEVICE_ANALOG, RETRO_DEVICE_INDEX_ANALOG_LEFT, RETRO_DEVICE_ID_ANALOG_Y, "Left Analog Y" }, { 0, RETRO_DEVICE_ANALOG, RETRO_DEVICE_INDEX_ANALOG_RIGHT, RETRO_DEVICE_ID_ANALOG_X, "Right Analog X" }, { 0, RETRO_DEVICE_ANALOG, RETRO_DEVICE_INDEX_ANALOG_RIGHT, RETRO_DEVICE_ID_ANALOG_Y, "Right Analog Y" }, { 1, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_LEFT, "D-Pad Left" }, { 1, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_UP, "D-Pad Up" }, { 1, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_DOWN, "D-Pad Down" }, { 1, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_RIGHT, "D-Pad Right" }, { 1, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_B, "Cross" }, { 1, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_A, "Circle" }, { 1, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_X, "Triangle" }, { 1, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_Y, "Square" }, { 1, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_L, "L1" }, { 1, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_L2, "L2" }, { 1, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_L3, "L3" }, { 1, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_R, "R1" }, { 1, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_R2, "R2" }, { 1, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_R3, "R3" }, { 1, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_SELECT, "Select" }, { 1, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_START, "Start" }, { 1, RETRO_DEVICE_ANALOG, RETRO_DEVICE_INDEX_ANALOG_LEFT, RETRO_DEVICE_ID_ANALOG_X, "Left Analog X" }, { 1, RETRO_DEVICE_ANALOG, RETRO_DEVICE_INDEX_ANALOG_LEFT, RETRO_DEVICE_ID_ANALOG_Y, "Left Analog Y" }, { 1, RETRO_DEVICE_ANALOG, RETRO_DEVICE_INDEX_ANALOG_RIGHT, RETRO_DEVICE_ID_ANALOG_X, "Right Analog X" }, { 1, RETRO_DEVICE_ANALOG, RETRO_DEVICE_INDEX_ANALOG_RIGHT, RETRO_DEVICE_ID_ANALOG_Y, "Right Analog Y" }, { 2, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_LEFT, "D-Pad Left" }, { 2, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_UP, "D-Pad Up" }, { 2, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_DOWN, "D-Pad Down" }, { 2, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_RIGHT, "D-Pad Right" }, { 2, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_B, "Cross" }, { 2, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_A, "Circle" }, { 2, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_X, "Triangle" }, { 2, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_Y, "Square" }, { 2, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_L, "L1" }, { 2, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_L2, "L2" }, { 2, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_L3, "L3" }, { 2, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_R, "R1" }, { 2, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_R2, "R2" }, { 2, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_R3, "R3" }, { 2, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_SELECT, "Select" }, { 2, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_START, "Start" }, { 2, RETRO_DEVICE_ANALOG, RETRO_DEVICE_INDEX_ANALOG_LEFT, RETRO_DEVICE_ID_ANALOG_X, "Left Analog X" }, { 2, RETRO_DEVICE_ANALOG, RETRO_DEVICE_INDEX_ANALOG_LEFT, RETRO_DEVICE_ID_ANALOG_Y, "Left Analog Y" }, { 2, RETRO_DEVICE_ANALOG, RETRO_DEVICE_INDEX_ANALOG_RIGHT, RETRO_DEVICE_ID_ANALOG_X, "Right Analog X" }, { 2, RETRO_DEVICE_ANALOG, RETRO_DEVICE_INDEX_ANALOG_RIGHT, RETRO_DEVICE_ID_ANALOG_Y, "Right Analog Y" }, { 3, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_LEFT, "D-Pad Left" }, { 3, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_UP, "D-Pad Up" }, { 3, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_DOWN, "D-Pad Down" }, { 3, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_RIGHT, "D-Pad Right" }, { 3, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_B, "Cross" }, { 3, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_A, "Circle" }, { 3, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_X, "Triangle" }, { 3, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_Y, "Square" }, { 3, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_L, "L1" }, { 3, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_L2, "L2" }, { 3, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_L3, "L3" }, { 3, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_R, "R1" }, { 3, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_R2, "R2" }, { 3, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_R3, "R3" }, { 3, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_SELECT, "Select" }, { 3, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_START, "Start" }, { 3, RETRO_DEVICE_ANALOG, RETRO_DEVICE_INDEX_ANALOG_LEFT, RETRO_DEVICE_ID_ANALOG_X, "Left Analog X" }, { 3, RETRO_DEVICE_ANALOG, RETRO_DEVICE_INDEX_ANALOG_LEFT, RETRO_DEVICE_ID_ANALOG_Y, "Left Analog Y" }, { 3, RETRO_DEVICE_ANALOG, RETRO_DEVICE_INDEX_ANALOG_RIGHT, RETRO_DEVICE_ID_ANALOG_X, "Right Analog X" }, { 3, RETRO_DEVICE_ANALOG, RETRO_DEVICE_INDEX_ANALOG_RIGHT, RETRO_DEVICE_ID_ANALOG_Y, "Right Analog Y" }, { 4, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_LEFT, "D-Pad Left" }, { 4, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_UP, "D-Pad Up" }, { 4, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_DOWN, "D-Pad Down" }, { 4, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_RIGHT, "D-Pad Right" }, { 4, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_B, "Cross" }, { 4, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_A, "Circle" }, { 4, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_X, "Triangle" }, { 4, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_Y, "Square" }, { 4, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_L, "L1" }, { 4, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_L2, "L2" }, { 4, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_L3, "L3" }, { 4, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_R, "R1" }, { 4, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_R2, "R2" }, { 4, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_R3, "R3" }, { 4, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_SELECT, "Select" }, { 4, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_START, "Start" }, { 4, RETRO_DEVICE_ANALOG, RETRO_DEVICE_INDEX_ANALOG_LEFT, RETRO_DEVICE_ID_ANALOG_X, "Left Analog X" }, { 4, RETRO_DEVICE_ANALOG, RETRO_DEVICE_INDEX_ANALOG_LEFT, RETRO_DEVICE_ID_ANALOG_Y, "Left Analog Y" }, { 4, RETRO_DEVICE_ANALOG, RETRO_DEVICE_INDEX_ANALOG_RIGHT, RETRO_DEVICE_ID_ANALOG_X, "Right Analog X" }, { 4, RETRO_DEVICE_ANALOG, RETRO_DEVICE_INDEX_ANALOG_RIGHT, RETRO_DEVICE_ID_ANALOG_Y, "Right Analog Y" }, { 5, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_LEFT, "D-Pad Left" }, { 5, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_UP, "D-Pad Up" }, { 5, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_DOWN, "D-Pad Down" }, { 5, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_RIGHT, "D-Pad Right" }, { 5, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_B, "Cross" }, { 5, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_A, "Circle" }, { 5, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_X, "Triangle" }, { 5, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_Y, "Square" }, { 5, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_L, "L1" }, { 5, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_L2, "L2" }, { 5, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_L3, "L3" }, { 5, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_R, "R1" }, { 5, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_R2, "R2" }, { 5, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_R3, "R3" }, { 5, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_SELECT, "Select" }, { 5, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_START, "Start" }, { 5, RETRO_DEVICE_ANALOG, RETRO_DEVICE_INDEX_ANALOG_LEFT, RETRO_DEVICE_ID_ANALOG_X, "Left Analog X" }, { 5, RETRO_DEVICE_ANALOG, RETRO_DEVICE_INDEX_ANALOG_LEFT, RETRO_DEVICE_ID_ANALOG_Y, "Left Analog Y" }, { 5, RETRO_DEVICE_ANALOG, RETRO_DEVICE_INDEX_ANALOG_RIGHT, RETRO_DEVICE_ID_ANALOG_X, "Right Analog X" }, { 5, RETRO_DEVICE_ANALOG, RETRO_DEVICE_INDEX_ANALOG_RIGHT, RETRO_DEVICE_ID_ANALOG_Y, "Right Analog Y" }, { 6, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_LEFT, "D-Pad Left" }, { 6, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_UP, "D-Pad Up" }, { 6, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_DOWN, "D-Pad Down" }, { 6, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_RIGHT, "D-Pad Right" }, { 6, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_B, "Cross" }, { 6, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_A, "Circle" }, { 6, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_X, "Triangle" }, { 6, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_Y, "Square" }, { 6, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_L, "L1" }, { 6, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_L2, "L2" }, { 6, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_L3, "L3" }, { 6, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_R, "R1" }, { 6, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_R2, "R2" }, { 6, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_R3, "R3" }, { 6, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_SELECT, "Select" }, { 6, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_START, "Start" }, { 6, RETRO_DEVICE_ANALOG, RETRO_DEVICE_INDEX_ANALOG_LEFT, RETRO_DEVICE_ID_ANALOG_X, "Left Analog X" }, { 6, RETRO_DEVICE_ANALOG, RETRO_DEVICE_INDEX_ANALOG_LEFT, RETRO_DEVICE_ID_ANALOG_Y, "Left Analog Y" }, { 6, RETRO_DEVICE_ANALOG, RETRO_DEVICE_INDEX_ANALOG_RIGHT, RETRO_DEVICE_ID_ANALOG_X, "Right Analog X" }, { 6, RETRO_DEVICE_ANALOG, RETRO_DEVICE_INDEX_ANALOG_RIGHT, RETRO_DEVICE_ID_ANALOG_Y, "Right Analog Y" }, { 7, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_LEFT, "D-Pad Left" }, { 7, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_UP, "D-Pad Up" }, { 7, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_DOWN, "D-Pad Down" }, { 7, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_RIGHT, "D-Pad Right" }, { 7, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_B, "Cross" }, { 7, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_A, "Circle" }, { 7, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_X, "Triangle" }, { 7, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_Y, "Square" }, { 7, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_L, "L1" }, { 7, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_L2, "L2" }, { 7, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_L3, "L3" }, { 7, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_R, "R1" }, { 7, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_R2, "R2" }, { 7, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_R3, "R3" }, { 7, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_SELECT, "Select" }, { 7, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_START, "Start" }, { 7, RETRO_DEVICE_ANALOG, RETRO_DEVICE_INDEX_ANALOG_LEFT, RETRO_DEVICE_ID_ANALOG_X, "Left Analog X" }, { 7, RETRO_DEVICE_ANALOG, RETRO_DEVICE_INDEX_ANALOG_LEFT, RETRO_DEVICE_ID_ANALOG_Y, "Left Analog Y" }, { 7, RETRO_DEVICE_ANALOG, RETRO_DEVICE_INDEX_ANALOG_RIGHT, RETRO_DEVICE_ID_ANALOG_X, "Right Analog X" }, { 7, RETRO_DEVICE_ANALOG, RETRO_DEVICE_INDEX_ANALOG_RIGHT, RETRO_DEVICE_ID_ANALOG_Y, "Right Analog Y" }, { 0 }, }; environ_cb( RETRO_ENVIRONMENT_SET_INPUT_DESCRIPTORS, desc ); if ( environ_cb( RETRO_ENVIRONMENT_GET_RUMBLE_INTERFACE, &rumble ) && log_cb ) log_cb(RETRO_LOG_INFO, "Rumble interface supported!\n"); } void input_set_env( retro_environment_t _environ_cb ) { switch ( players ) { case 8: _environ_cb( RETRO_ENVIRONMENT_SET_CONTROLLER_INFO, (void*)ports8 ); break; case 5: _environ_cb( RETRO_ENVIRONMENT_SET_CONTROLLER_INFO, (void*)ports5 ); break; default: case 2: _environ_cb( RETRO_ENVIRONMENT_SET_CONTROLLER_INFO, (void*)ports2 ); break; } /* switch ( players ) */ } void input_init() { // Initialise to default and bind input buffers to PS1 emulation. for ( unsigned i = 0; i < MAX_CONTROLLERS; ++i ) { input_type[ i ] = RETRO_DEVICE_JOYPAD; SetInput( i, "gamepad", (uint8*)&input_data[ i ] ); } } void input_set_fio( FrontIO* fio ) { FIO = fio; } void input_init_calibration() { for ( unsigned i = 0; i < MAX_CONTROLLERS; i++ ) { analog_calibration[ i ].left = 0.7f; analog_calibration[ i ].right = 0.7f; analog_calibration[ i ].twist = 0.7f; } } void input_enable_calibration( bool enable ) { enable_analog_calibration = enable; } void input_set_player_count( unsigned _players ) { players = _players; input_set_env( environ_cb ); } void input_set_mouse_sensitivity( int percent ) { if ( percent > 0 && percent <= 200 ) mouse_sensitivity = (float)percent / 100.0f; } void input_set_gun_cursor( int cursor ) { gun_cursor = cursor; if ( FIO ) { // todo -- support multiple guns. for ( int port = 0; port < 8; ++port ) FIO->SetCrosshairsCursor( port, gun_cursor ); } } void input_set_negcon_deadzone( int deadzone ) { negcon_deadzone = deadzone; } void input_set_negcon_linearity( int linearity ) { negcon_linearity = linearity; } unsigned input_get_player_count() { return players; } void input_handle_lightgun_touchscreen( INPUT_DATA *p_input, int iplayer, retro_input_state_t input_state_cb ) { int gun_x_raw = input_state_cb( iplayer, RETRO_DEVICE_POINTER, 0, RETRO_DEVICE_ID_POINTER_X); int gun_y_raw = input_state_cb( iplayer, RETRO_DEVICE_POINTER, 0, RETRO_DEVICE_ID_POINTER_Y); // Comments by hiddenasbestos // .. scale into screen space: // NOTE: the scaling here is semi-guesswork, need to re-write. // TODO: Test with PAL games. // Can also implement scaling with initial/last scanline const int scale_x = (crop_overscan ? 2560 : 2800); const int scale_y = (content_is_pal ? 288 : 240); int gun_x = (( ( gun_x_raw + 0x7fff ) * scale_x ) / (0x7fff << 1)) + (crop_overscan ? 120 : 0); int gun_y = ( ( gun_y_raw + 0x7fff ) * scale_y ) / (0x7fff << 1) + (content_is_pal ? 4 : 0); #if 0 int is_offscreen = 0; #endif // Handle offscreen by checking corrected x and y values if ( gun_x == 0 || gun_y == 0 ) { #if 0 is_offscreen = 1; #endif gun_x = -16384; // magic position to disable cross-hair drawing. gun_y = -16384; } // Touch sensitivity: Keep the gun position held for a fixed number of cycles after touch is released // because a very light touch can result in a misfire if ( pointer_cycles_after_released > 0 && pointer_cycles_after_released < POINTER_PRESSED_CYCLES ) { pointer_cycles_after_released++; p_input->gun_pos[ 0 ] = pointer_pressed_last_x; p_input->gun_pos[ 1 ] = pointer_pressed_last_y; return; } // trigger if ( input_state_cb( iplayer, RETRO_DEVICE_POINTER, 0, RETRO_DEVICE_ID_POINTER_PRESSED ) ) { pointer_pressed = 1; pointer_cycles_after_released = 0; pointer_pressed_last_x = gun_x; pointer_pressed_last_y = gun_y; } else if ( pointer_pressed ) { pointer_cycles_after_released++; pointer_pressed = 0; p_input->gun_pos[ 0 ] = pointer_pressed_last_x; p_input->gun_pos[ 1 ] = pointer_pressed_last_y; p_input->u8[4] &= ~0x1; return; } // position p_input->gun_pos[ 0 ] = gun_x; p_input->gun_pos[ 1 ] = gun_y; // buttons p_input->u8[ 4 ] = 0; // use multi-touch to support different button inputs: // 3-finger touch: START button // 2-finger touch: Reload // offscreen touch: Reload int touch_count = input_state_cb( iplayer, RETRO_DEVICE_POINTER, 0, RETRO_DEVICE_ID_POINTER_COUNT ); if ( touch_count == 1 ) p_input->u8[ 4 ] |= 0x1; if ( input_type[ iplayer ] == RETRO_DEVICE_PS_JUSTIFIER ) { // Justifier 'Aux' if ( touch_count == 2 ) p_input->u8[ 4 ] |= 0x2; // Justifier 'Start' if ( touch_count == 3 ) p_input->u8[ 4 ] |= 0x4; } else { // Guncon 'A' if ( touch_count == 2 ) p_input->u8[ 4 ] |= 0x2; // Guncon 'B' if ( touch_count == 3 ) p_input->u8[ 4 ] |= 0x4; // Guncon 'A' + 'B' if ( touch_count == 4 ) { p_input->u8[ 4 ] |= 0x2; p_input->u8[ 4 ] |= 0x4; } } } void input_handle_lightgun( INPUT_DATA *p_input, int iplayer, retro_input_state_t input_state_cb ) { uint8_t shot_type; int gun_x, gun_y; int forced_reload = input_state_cb( iplayer, RETRO_DEVICE_LIGHTGUN, 0, RETRO_DEVICE_ID_LIGHTGUN_RELOAD ); // off-screen? if ( input_state_cb( iplayer, RETRO_DEVICE_LIGHTGUN, 0, RETRO_DEVICE_ID_LIGHTGUN_IS_OFFSCREEN ) || forced_reload ) { shot_type = 0x8; // off-screen shot gun_x = -16384; // magic position to disable cross-hair drawing. gun_y = -16384; } else { shot_type = 0x1; // on-screen shot int gun_x_raw = input_state_cb( iplayer, RETRO_DEVICE_LIGHTGUN, 0, RETRO_DEVICE_ID_LIGHTGUN_SCREEN_X ); int gun_y_raw = input_state_cb( iplayer, RETRO_DEVICE_LIGHTGUN, 0, RETRO_DEVICE_ID_LIGHTGUN_SCREEN_Y ); // Comments by hiddenasbestos // .. scale into screen space: // NOTE: the scaling here is semi-guesswork, need to re-write. // TODO: Test with PAL games. // Can also implement scaling with initial/last scanline const int scale_x = (crop_overscan ? 2560 : 2800); const int scale_y = (content_is_pal ? 288 : 240); gun_x = (( ( gun_x_raw + 0x7fff ) * scale_x ) / (0x7fff << 1)) + (crop_overscan ? 120 : 0); gun_y = ( ( gun_y_raw + 0x7fff ) * scale_y ) / (0x7fff << 1) + (content_is_pal ? 4 : 0); } // position p_input->gun_pos[ 0 ] = gun_x; p_input->gun_pos[ 1 ] = gun_y; // buttons p_input->u8[ 4 ] = 0; // trigger if ( input_state_cb( iplayer, RETRO_DEVICE_LIGHTGUN, 0, RETRO_DEVICE_ID_LIGHTGUN_TRIGGER ) || forced_reload ) p_input->u8[ 4 ] |= shot_type; if ( input_type[ iplayer ] == RETRO_DEVICE_PS_JUSTIFIER ) { // Justifier 'Aux' if ( input_state_cb( iplayer, RETRO_DEVICE_LIGHTGUN, 0, RETRO_DEVICE_ID_LIGHTGUN_AUX_A ) ) p_input->u8[ 4 ] |= 0x2; // Justifier 'Start' if ( input_state_cb( iplayer, RETRO_DEVICE_LIGHTGUN, 0, RETRO_DEVICE_ID_LIGHTGUN_START ) ) p_input->u8[ 4 ] |= 0x4; } else { // Guncon 'A' if ( input_state_cb( iplayer, RETRO_DEVICE_LIGHTGUN, 0, RETRO_DEVICE_ID_LIGHTGUN_AUX_A ) ) p_input->u8[ 4 ] |= 0x2; // Guncon 'B' if ( input_state_cb( iplayer, RETRO_DEVICE_LIGHTGUN, 0, RETRO_DEVICE_ID_LIGHTGUN_AUX_B ) ) p_input->u8[ 4 ] |= 0x4; } } void input_update(bool libretro_supports_bitmasks, retro_input_state_t input_state_cb ) { // For each player (logical controller) for ( unsigned iplayer = 0; iplayer < players; ++iplayer ) { INPUT_DATA* p_input = &(input_data[ iplayer ]); switch ( input_type[ iplayer ] ) { default: p_input->buttons = 0; break; case RETRO_DEVICE_JOYPAD: case RETRO_DEVICE_PS_CONTROLLER: case RETRO_DEVICE_PS_DUALSHOCK: case RETRO_DEVICE_PS_ANALOG: case RETRO_DEVICE_PS_ANALOG_JOYSTICK: // Use fixed lookup table to map RetroPad inputs to PlayStation input bitmap. p_input->buttons = 0; if (libretro_supports_bitmasks) { int16_t ret = input_state_cb(iplayer, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_MASK); for ( unsigned i = 0; i < INPUT_MAP_CONTROLLER_SIZE; i++ ) p_input->buttons |= (ret & (1 << input_map_controller[ i ] )) ? ( 1 << i ) : 0; } else { for ( unsigned i = 0; i < INPUT_MAP_CONTROLLER_SIZE; i++ ) { p_input->buttons |= input_state_cb( iplayer, RETRO_DEVICE_JOYPAD, 0, input_map_controller[ i ] ) ? ( 1 << i ) : 0; } } break; case RETRO_DEVICE_PS_GUNCON: case RETRO_DEVICE_PS_JUSTIFIER: if ( gun_input_mode == SETTING_GUN_INPUT_POINTER ) input_handle_lightgun_touchscreen( p_input, iplayer, input_state_cb ); else // RETRO_DEVICE_LIGHTGUN is default input_handle_lightgun( p_input, iplayer, input_state_cb ); // allow guncon buttons to be pressed by gamepad while using lightgun // Joypad L/R/A buttons are mapped to Guncon 'A' // The idea is to be able to use the controller in tandem with some games // like Time Crisis where you need to hold a button down and fire if ( input_state_cb( iplayer, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_A ) || input_state_cb( iplayer, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_L ) || input_state_cb( iplayer, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_R ) ) // Guncon 'A' p_input->u8[ 4 ] |= 0x2; break; case RETRO_DEVICE_PS_MOUSE: // Simple two-button mouse. p_input->u32[ 2 ] = 0; if ( input_state_cb( iplayer, RETRO_DEVICE_MOUSE, 0, RETRO_DEVICE_ID_MOUSE_LEFT ) ) p_input->u32[ 2 ] |= ( 1 << 1 ); // Left if ( input_state_cb( iplayer, RETRO_DEVICE_MOUSE, 0, RETRO_DEVICE_ID_MOUSE_RIGHT ) ) p_input->u32[ 2 ] |= ( 1 << 0 ); // Right // Relative input. { // mouse input int dx_raw = input_state_cb( iplayer, RETRO_DEVICE_MOUSE, 0, RETRO_DEVICE_ID_MOUSE_X ); int dy_raw = input_state_cb( iplayer, RETRO_DEVICE_MOUSE, 0, RETRO_DEVICE_ID_MOUSE_Y ); p_input->u32[ 0 ] = (int)roundf( dx_raw * mouse_sensitivity ); p_input->u32[ 1 ] = (int)roundf( dy_raw * mouse_sensitivity ); } break; case RETRO_DEVICE_PS_NEGCON: // Analog Inputs { uint16_t button_ii = std::max( get_analog_button( input_state_cb, iplayer, RETRO_DEVICE_ID_JOYPAD_L2 ), get_analog_button( input_state_cb, iplayer, RETRO_DEVICE_ID_JOYPAD_Y ) ); uint16_t button_i = std::max( get_analog_button( input_state_cb, iplayer, RETRO_DEVICE_ID_JOYPAD_R2 ), get_analog_button( input_state_cb, iplayer, RETRO_DEVICE_ID_JOYPAD_B ) ); uint16_t left_shoulder = get_analog_button( input_state_cb, iplayer, RETRO_DEVICE_ID_JOYPAD_L ); p_input->u32[ 3 ] = button_i; // Analog button I p_input->u32[ 4 ] = button_ii; // Analog button II p_input->u32[ 5 ] = left_shoulder; // Analog shoulder (left only!) } // Twist { int analog_left_x = input_state_cb( iplayer, RETRO_DEVICE_ANALOG, RETRO_DEVICE_INDEX_ANALOG_LEFT, RETRO_DEVICE_ID_ANALOG_X); // Account for deadzone if (analog_left_x > negcon_deadzone) analog_left_x = analog_left_x - negcon_deadzone; else if (analog_left_x < -negcon_deadzone) analog_left_x = analog_left_x + negcon_deadzone; else analog_left_x = 0; // Convert to an 'amplitude' [-1.0,1.0] float analog_left_x_amplitude = (float)analog_left_x / (float)(NEGCON_RANGE - negcon_deadzone); // Handle 'analog self-calibration'... // NB: This seems pointless, since all it does is arbitrarily // reduce the precision of 'twist' input (making games rather // unplayable). Someone, however, must have thought it was a // good idea at some point, so we'll leave the basic functionality // in place... struct analog_calibration *calibration = &analog_calibration[ iplayer ]; if ( enable_analog_calibration ) { // Compute the current stick deflection float twist = fabsf(analog_left_x_amplitude); // We recalibrate when we find a new max value for the sticks if ( twist > analog_calibration->twist ) { analog_calibration->twist = twist; log_cb(RETRO_LOG_DEBUG, "Recalibrating twist, deflection: %f\n", twist); } // NOTE: This value was copied from the DualShock code below. Needs confirmation. static const float neGcon_analog_deflection = 1.35f; // Now compute the scaling factor to apply to convert the // emulator's controller coordinates to a native neGcon range. float twist_scaling = neGcon_analog_deflection / analog_calibration->twist; analog_left_x_amplitude = analog_left_x_amplitude * twist_scaling; } else { // Reset the calibration. Since we only increase the // calibration coordinates we can start with a reasonably // small value. analog_calibration->twist = 0.7; } // Safety check // (also fixes range when above 'analog self-calibration' twist_scaling // is applied) analog_left_x_amplitude = analog_left_x_amplitude < -1.0f ? -1.0f : analog_left_x_amplitude; analog_left_x_amplitude = analog_left_x_amplitude > 1.0f ? 1.0f : analog_left_x_amplitude; // Adjust response if (negcon_linearity == 2) { if (analog_left_x_amplitude < 0.0) analog_left_x_amplitude = -(analog_left_x_amplitude * analog_left_x_amplitude); else analog_left_x_amplitude = analog_left_x_amplitude * analog_left_x_amplitude; } else if (negcon_linearity == 3) analog_left_x_amplitude = analog_left_x_amplitude * analog_left_x_amplitude * analog_left_x_amplitude; // Convert back from an 'amplitude' [-1.0,1.0] to a 'range' [-0x7FFF,0x7FFF] analog_left_x = (int)(analog_left_x_amplitude * NEGCON_RANGE); uint32_t twist_left = analog_left_x < 0 ? -analog_left_x : 0; uint32_t twist_right = analog_left_x > 0 ? analog_left_x : 0; p_input->u32[ 1 ] = twist_right; // Twist Right p_input->u32[ 2 ] = twist_left; // Twist Left } // Digital Buttons { p_input->u8[ 0 ] = 0; if ( input_state_cb( iplayer, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_UP ) ) p_input->u8[ 0 ] |= ( 1 << 4 ); // Pad-Up if ( input_state_cb( iplayer, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_RIGHT ) ) p_input->u8[ 0 ] |= ( 1 << 5 ); // Pad-Right if ( input_state_cb( iplayer, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_DOWN ) ) p_input->u8[ 0 ] |= ( 1 << 6 ); // Pad-Down if ( input_state_cb( iplayer, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_LEFT ) ) p_input->u8[ 0 ] |= ( 1 << 7 ); // Pad-Left if ( input_state_cb( iplayer, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_START ) ) p_input->u8[ 0 ] |= ( 1 << 3 ); // Start p_input->u8[ 1 ] = 0; if ( input_state_cb( iplayer, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_A ) ) p_input->u8[ 1 ] |= ( 1 << 5 ); // neGcon A if ( input_state_cb( iplayer, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_X ) ) p_input->u8[ 1 ] |= ( 1 << 4 ); // neGcon B /*if ( input_state_cb( iplayer, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_L ) ) p_input->u8[ 1 ] |= ( 1 << 2 ); // neGcon L shoulder (digital - non-standard?) */ if ( input_state_cb( iplayer, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_R ) ) p_input->u8[ 1 ] |= ( 1 << 3 ); // neGcon R shoulder (digital) /*if ( input_state_cb( iplayer, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_L2 ) ) p_input->u8[ 1 ] |= ( 1 << 0 ); // neGcon L2 (non-standard?) */ /*if ( input_state_cb( iplayer, RETRO_DEVICE_JOYPAD, 0, RETRO_DEVICE_ID_JOYPAD_R2 ) ) p_input->u8[ 1 ] |= ( 1 << 1 ); // neGcon R2 (non-standard?) */ } break; } // switch ( input_type[ iplayer ] ) // // -- Dual Analog Sticks switch ( input_type[ iplayer ] ) { case RETRO_DEVICE_PS_DUALSHOCK: case RETRO_DEVICE_PS_ANALOG: case RETRO_DEVICE_PS_ANALOG_JOYSTICK: { int analog_left_x = input_state_cb( iplayer, RETRO_DEVICE_ANALOG, RETRO_DEVICE_INDEX_ANALOG_LEFT, RETRO_DEVICE_ID_ANALOG_X); int analog_left_y = input_state_cb( iplayer, RETRO_DEVICE_ANALOG, RETRO_DEVICE_INDEX_ANALOG_LEFT, RETRO_DEVICE_ID_ANALOG_Y); int analog_right_x = input_state_cb( iplayer, RETRO_DEVICE_ANALOG, RETRO_DEVICE_INDEX_ANALOG_RIGHT, RETRO_DEVICE_ID_ANALOG_X); int analog_right_y = input_state_cb( iplayer, RETRO_DEVICE_ANALOG, RETRO_DEVICE_INDEX_ANALOG_RIGHT, RETRO_DEVICE_ID_ANALOG_Y); struct analog_calibration *calibration = &analog_calibration[ iplayer ]; uint32_t r_right = analog_right_x > 0 ? analog_right_x : 0; uint32_t r_left = analog_right_x < 0 ? -analog_right_x : 0; uint32_t r_down = analog_right_y > 0 ? analog_right_y : 0; uint32_t r_up = analog_right_y < 0 ? -analog_right_y : 0; uint32_t l_right = analog_left_x > 0 ? analog_left_x : 0; uint32_t l_left = analog_left_x < 0 ? -analog_left_x : 0; uint32_t l_down = analog_left_y > 0 ? analog_left_y : 0; uint32_t l_up = analog_left_y < 0 ? -analog_left_y : 0; if ( enable_analog_calibration ) { // Compute the "radius" (distance from 0, 0) of the current // stick position, using the same normalized values float l = analog_radius(analog_left_x, analog_left_y); float r = analog_radius(analog_right_x, analog_right_y); // We recalibrate when we find a new max value for the sticks if ( l > analog_calibration->left ) { analog_calibration->left = l; log_cb(RETRO_LOG_DEBUG, "Recalibrating left stick, radius: %f\n", l); } if ( r > analog_calibration->right ) { analog_calibration->right = r; log_cb(RETRO_LOG_DEBUG, "Recalibrating right stick, radius: %f\n", r); } // This represents the maximal value the DualShock sticks can // reach, where 1.0 would be the maximum value along the X or // Y axis. // // simias: With my (old and clunky) DualShock I managed to // reach x = 0x00, y = 0x05 on the left stick which give us a // radius of: // // int left_x = 0x80 - 0x00; // int left_y = 0x80 - 0x05; // // sqrt(left_x * left_x + left_y * left_y) / 0x80 // // Which gives the value below static const float dualshock_analog_radius = 1.387; // Now compute the scaling factor to apply to convert the // emulator's controller coordinates to a native DualShock's // ones float l_scaling = dualshock_analog_radius / analog_calibration->left; float r_scaling = dualshock_analog_radius / analog_calibration->right; analog_scale(&l_left, l_scaling); analog_scale(&l_right, l_scaling); analog_scale(&l_up, l_scaling); analog_scale(&l_down, l_scaling); analog_scale(&r_left, r_scaling); analog_scale(&r_right, r_scaling); analog_scale(&r_up, r_scaling); analog_scale(&r_down, r_scaling); } else { // Reset the calibration. Since we only increase the // calibration coordinates we can start with a reasonably // small value. analog_calibration->left = 0.7; analog_calibration->right = 0.7; } p_input->u32[1] = r_right; p_input->u32[2] = r_left; p_input->u32[3] = r_down; p_input->u32[4] = r_up; p_input->u32[5] = l_right; p_input->u32[6] = l_left; p_input->u32[7] = l_down; p_input->u32[8] = l_up; } break; } // switch ( input_type[ iplayer ] ) // // -- Rumble if ( rumble.set_rumble_state ) { switch ( input_type[ iplayer ] ) { case RETRO_DEVICE_PS_DUALSHOCK: { // Appears to be correct. rumble.set_rumble_state( iplayer, RETRO_RUMBLE_WEAK, p_input->u8[9 * 4] * 0x101); rumble.set_rumble_state( iplayer, RETRO_RUMBLE_STRONG, p_input->u8[9 * 4 + 1] * 0x101); /*log_cb( RETRO_LOG_INFO, "Controller %u: Rumble: %d %d\n", iplayer, p_input->u8[9 * 4] * 0x101, p_input->u8[9 * 4 + 1] * 0x101 );*/ } break; } // switch ( input_type[ iplayer ] ) } // can we rumble? } // for each player } //------------------------------------------------------------------------------ // Libretro Interface //------------------------------------------------------------------------------ void retro_set_controller_port_device( unsigned in_port, unsigned device ) { if ( in_port < MAX_CONTROLLERS ) { // Store input type input_type[ in_port ] = device; switch ( device ) { case RETRO_DEVICE_NONE: log_cb( RETRO_LOG_INFO, "Controller %u: Unplugged\n", (in_port+1) ); SetInput( in_port, "none", (uint8*)&input_data[ in_port ] ); break; case RETRO_DEVICE_JOYPAD: case RETRO_DEVICE_PS_CONTROLLER: log_cb( RETRO_LOG_INFO, "Controller %u: PlayStation Controller\n", (in_port+1) ); SetInput( in_port, "gamepad", (uint8*)&input_data[ in_port ] ); break; case RETRO_DEVICE_PS_DUALSHOCK: log_cb( RETRO_LOG_INFO, "Controller %u: DualShock\n", (in_port+1) ); SetInput( in_port, "dualshock", (uint8*)&input_data[ in_port ] ); break; case RETRO_DEVICE_PS_ANALOG: log_cb( RETRO_LOG_INFO, "Controller %u: Analog Controller\n", (in_port+1) ); SetInput( in_port, "dualanalog", (uint8*)&input_data[ in_port ] ); break; case RETRO_DEVICE_PS_ANALOG_JOYSTICK: log_cb( RETRO_LOG_INFO, "Controller %u: Analog Joystick\n", (in_port+1) ); SetInput( in_port, "analogjoy", (uint8*)&input_data[ in_port ] ); break; case RETRO_DEVICE_PS_GUNCON: log_cb( RETRO_LOG_INFO, "Controller %u: Guncon / G-Con 45\n", (in_port+1) ); SetInput( in_port, "guncon", (uint8*)&input_data[ in_port ] ); if ( FIO ) FIO->SetCrosshairsCursor( in_port, gun_cursor ); break; case RETRO_DEVICE_PS_JUSTIFIER: log_cb( RETRO_LOG_INFO, "Controller %u: Justifier\n", (in_port+1) ); SetInput( in_port, "justifier", (uint8*)&input_data[ in_port ] ); if ( FIO ) FIO->SetCrosshairsCursor( in_port, gun_cursor ); break; case RETRO_DEVICE_PS_MOUSE: log_cb( RETRO_LOG_INFO, "Controller %u: Mouse\n", (in_port+1) ); SetInput( in_port, "mouse", (uint8*)&input_data[ in_port ] ); break; case RETRO_DEVICE_PS_NEGCON: log_cb( RETRO_LOG_INFO, "Controller %u: neGcon\n", (in_port+1) ); SetInput( in_port, "negcon", (uint8*)&input_data[ in_port ] ); break; default: log_cb( RETRO_LOG_WARN, "Controller %u: Unsupported Device (%u)\n", (in_port+1), device ); SetInput( in_port, "none", (uint8*)&input_data[ in_port ] ); break; } // switch ( device ) // Clear rumble. if ( rumble.set_rumble_state ) { rumble.set_rumble_state(in_port, RETRO_RUMBLE_STRONG, 0); rumble.set_rumble_state(in_port, RETRO_RUMBLE_WEAK, 0); } input_data[ in_port ].u32[ 9 ] = 0; } // valid port? } //==============================================================================