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Add support for regular gamepad input
Some games cannot work with dual analog input. (eg. Castlevania - Symphony of the Night). I reuse the mouse device because RetroArch doesn't givce plugins the ability to add "features". I choose specifically the mouse options because it's the only device type that can be specified per input port. The default is now "gamepad" because it's the most compatible option and it is the default in mednafen [1]. [1] http://mednafen.sourceforge.net/documentation/09x/psx.html Signed-off-by: Saggi Mizrahi <ficoos@gmail.com>
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03fcaf14d4
commit
3e890b55fe
68
libretro.cpp
68
libretro.cpp
@ -123,13 +123,13 @@ static inline void convert_surface()
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__m128i green1 = _mm_and_si128(pix1, _mm_set1_epi32(0x00f800));
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__m128i blue1 = _mm_and_si128(pix1, _mm_set1_epi32(0x0000f8));
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red0 = _mm_srli_epi32(red0, 19 - 10);
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green0 = _mm_srli_epi32(green0, 11 - 5);
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blue0 = _mm_srli_epi32(blue0, 3 - 0);
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red0 = _mm_srli_epi32(red0, 19 - 10);
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green0 = _mm_srli_epi32(green0, 11 - 5);
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blue0 = _mm_srli_epi32(blue0, 3 - 0);
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red1 = _mm_srli_epi32(red1, 19 - 10);
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green1 = _mm_srli_epi32(green1, 11 - 5);
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blue1 = _mm_srli_epi32(blue1, 3 - 0);
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red1 = _mm_srli_epi32(red1, 19 - 10);
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green1 = _mm_srli_epi32(green1, 11 - 5);
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blue1 = _mm_srli_epi32(blue1, 3 - 0);
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__m128i res0 = _mm_or_si128(_mm_or_si128(red0, green0), blue0);
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__m128i res1 = _mm_or_si128(_mm_or_si128(red1, green1), blue1);
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@ -138,6 +138,8 @@ static inline void convert_surface()
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}
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}
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static unsigned retro_devices[2];
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// Hardcoded for PSX. No reason to parse lots of structures ...
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// See mednafen/psx/input/gamepad.cpp
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static void update_input()
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@ -175,24 +177,24 @@ static void update_input()
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}
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// Buttons.
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buf.u8[0][0] = (input_buf[0] >> 0) & 0xff;
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buf.u8[0][1] = (input_buf[0] >> 8) & 0xff;
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buf.u8[1][0] = (input_buf[1] >> 0) & 0xff;
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buf.u8[1][1] = (input_buf[1] >> 8) & 0xff;
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buf.u8[0][0] = (input_buf[0] >> 0) & 0xff;
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buf.u8[0][1] = (input_buf[0] >> 8) & 0xff;
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buf.u8[1][0] = (input_buf[1] >> 0) & 0xff;
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buf.u8[1][1] = (input_buf[1] >> 8) & 0xff;
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// Analogs
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for (unsigned j = 0; j < 2; j++)
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{
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int analog_left_x = input_state_cb(j, RETRO_DEVICE_ANALOG, RETRO_DEVICE_INDEX_ANALOG_LEFT,
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int analog_left_x = input_state_cb(j, RETRO_DEVICE_ANALOG, RETRO_DEVICE_INDEX_ANALOG_LEFT,
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RETRO_DEVICE_ID_ANALOG_X);
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int analog_left_y = input_state_cb(j, RETRO_DEVICE_ANALOG, RETRO_DEVICE_INDEX_ANALOG_LEFT,
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int analog_left_y = input_state_cb(j, RETRO_DEVICE_ANALOG, RETRO_DEVICE_INDEX_ANALOG_LEFT,
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RETRO_DEVICE_ID_ANALOG_Y);
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int analog_right_x = input_state_cb(j, RETRO_DEVICE_ANALOG, RETRO_DEVICE_INDEX_ANALOG_RIGHT,
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int analog_right_x = input_state_cb(j, RETRO_DEVICE_ANALOG, RETRO_DEVICE_INDEX_ANALOG_RIGHT,
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RETRO_DEVICE_ID_ANALOG_X);
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int analog_right_y = input_state_cb(j, RETRO_DEVICE_ANALOG, RETRO_DEVICE_INDEX_ANALOG_RIGHT,
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int analog_right_y = input_state_cb(j, RETRO_DEVICE_ANALOG, RETRO_DEVICE_INDEX_ANALOG_RIGHT,
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RETRO_DEVICE_ID_ANALOG_Y);
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uint32_t r_right = analog_right_x > 0 ? analog_right_x : 0;
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@ -216,8 +218,16 @@ static void update_input()
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buf.u32[j][8] = l_up;
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}
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game->SetInput(0, "dualanalog", &buf.u8[0]);
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game->SetInput(1, "dualanalog", &buf.u8[1]);
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for (int j = 0; j < 2; j++) {
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switch(retro_devices[j]) {
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case RETRO_DEVICE_DUAL_ANALOG:
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game->SetInput(j, "dualanalog", &buf.u8[j]);
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break;
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default:
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game->SetInput(j, "gamepad", &buf.u8[j]);
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break;
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}
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}
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}
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void retro_run()
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@ -230,7 +240,7 @@ void retro_run()
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static MDFN_Rect rects[480];
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rects[0].w = ~0;
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EmulateSpecStruct spec = {0};
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EmulateSpecStruct spec = {0};
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spec.surface = surf;
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spec.SoundRate = 44100;
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spec.SoundBuf = sound_buf;
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@ -315,9 +325,27 @@ unsigned retro_api_version(void)
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return RETRO_API_VERSION;
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}
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// TODO: Allow for different kinds of joypads?
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void retro_set_controller_port_device(unsigned, unsigned)
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{}
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void retro_set_controller_port_device(unsigned in_port, unsigned device)
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{
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if (in_port > 1) {
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fprintf(stderr,
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"Only the 2 main ports are supported at the moment");
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return;
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}
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switch (device) {
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// TODO: Add support for other input types
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case RETRO_DEVICE_JOYPAD:
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case RETRO_DEVICE_DUAL_ANALOG:
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fprintf(stderr, "Selected controller type %u", device);
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retro_devices[in_port] = device;
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break;
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default:
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retro_devices[in_port] = RETRO_DEVICE_JOYPAD;
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fprintf(stderr,
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"Unsupported controller device, falling back to gamepad");
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}
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}
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void retro_set_environment(retro_environment_t cb)
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{
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@ -30,6 +30,7 @@ extern "C" {
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#define RETRO_DEVICE_LIGHTGUN_SUPER_SCOPE ((1 << 8) | RETRO_DEVICE_LIGHTGUN)
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#define RETRO_DEVICE_LIGHTGUN_JUSTIFIER ((2 << 8) | RETRO_DEVICE_LIGHTGUN)
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#define RETRO_DEVICE_LIGHTGUN_JUSTIFIERS ((3 << 8) | RETRO_DEVICE_LIGHTGUN)
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#define RETRO_DEVICE_DUAL_ANALOG RETRO_DEVICE_MOUSE
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#define RETRO_DEVICE_ID_JOYPAD_B 0
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#define RETRO_DEVICE_ID_JOYPAD_Y 1
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@ -131,7 +132,7 @@ extern "C" {
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//
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// It can be used by the frontend to potentially warn
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// about too demanding implementations.
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//
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//
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// The levels are "floating", but roughly defined as:
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// 1: Low-powered devices such as Raspberry Pi, smart phones, tablets, etc.
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// 2: Medium-spec consoles, such as PS3/360, with sub-par CPUs.
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