dolphin/Source/Core/Core/HW/GCPadEmu.cpp
JosJuice 0146456af0 Don't translate button names
Since these button names are printed on all real controllers,
we should show them in the same way as they are printed on
the controllers, regardless of the user's language. It seems
like this was intended all along (except for "Start"), but the
_ markers in TASInputDlg.cpp (accidentally?) led to the button
names in the controller configs also becoming translatable.

I'm making exceptions for "L" and "R" because translators
may want to mark them in some way (for instance "L-Digital")
to clarify the difference from "L-Analog" and "R-Analog".

I'm also making an exception for START/PAUSE because it's
referred to as スタート in Japanese games.

I'm changing "Home" and "Start" to uppercase for consistency
with how Nintendo refers to those buttons, and because someone
who isn't familiar with the Latin script might not know the
connection between the lowercase and uppercase letters (most
users likely do know the connection, but we shouldn't assume it),
and because leaving "Start" as "Start" makes it "collide" with
unrelated strings, such as the string for the button that starts
a netplay session.

To rename "Start" and "Home" without breaking INI
compatibility, I added a ui_name variable like in f5c82ad.
2017-05-06 16:29:10 +02:00

239 lines
7.9 KiB
C++

// Copyright 2010 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "Core/HW/GCPadEmu.h"
#include "Common/Common.h"
#include "Common/CommonTypes.h"
#include "InputCommon/ControllerEmu/Control/Input.h"
#include "InputCommon/ControllerEmu/Control/Output.h"
#include "InputCommon/ControllerEmu/ControlGroup/AnalogStick.h"
#include "InputCommon/ControllerEmu/ControlGroup/Buttons.h"
#include "InputCommon/ControllerEmu/ControlGroup/ControlGroup.h"
#include "InputCommon/ControllerEmu/ControlGroup/MixedTriggers.h"
#include "InputCommon/ControllerEmu/Setting/BooleanSetting.h"
#include "InputCommon/GCPadStatus.h"
static const u16 button_bitmasks[] = {
PAD_BUTTON_A,
PAD_BUTTON_B,
PAD_BUTTON_X,
PAD_BUTTON_Y,
PAD_TRIGGER_Z,
PAD_BUTTON_START,
0 // MIC HAX
};
static const u16 trigger_bitmasks[] = {
PAD_TRIGGER_L, PAD_TRIGGER_R,
};
static const u16 dpad_bitmasks[] = {PAD_BUTTON_UP, PAD_BUTTON_DOWN, PAD_BUTTON_LEFT,
PAD_BUTTON_RIGHT};
static const char* const named_buttons[] = {"A", "B", "X", "Y", "Z", "Start"};
static const char* const named_triggers[] = {
// i18n: The left trigger button (labeled L on real controllers)
_trans("L"),
// i18n: The right trigger button (labeled R on real controllers)
_trans("R"),
// i18n: The left trigger button (labeled L on real controllers) used as an analog input
_trans("L-Analog"),
// i18n: The right trigger button (labeled R on real controllers) used as an analog input
_trans("R-Analog")};
GCPad::GCPad(const unsigned int index) : m_index(index)
{
// buttons
groups.emplace_back(m_buttons = new ControllerEmu::Buttons(_trans("Buttons")));
for (unsigned int i = 0; i < sizeof(named_buttons) / sizeof(*named_buttons); ++i)
{
// i18n: The START/PAUSE button on GameCube controllers
const std::string& ui_name = (named_buttons[i] == "Start") ? _trans("START") : named_buttons[i];
m_buttons->controls.emplace_back(new ControllerEmu::Input(named_buttons[i], ui_name));
}
// sticks
groups.emplace_back(m_main_stick = new ControllerEmu::AnalogStick(
"Main Stick", _trans("Control Stick"), DEFAULT_PAD_STICK_RADIUS));
groups.emplace_back(m_c_stick = new ControllerEmu::AnalogStick("C-Stick", _trans("C Stick"),
DEFAULT_PAD_STICK_RADIUS));
// triggers
groups.emplace_back(m_triggers = new ControllerEmu::MixedTriggers(_trans("Triggers")));
for (auto& named_trigger : named_triggers)
m_triggers->controls.emplace_back(new ControllerEmu::Input(named_trigger));
// rumble
groups.emplace_back(m_rumble = new ControllerEmu::ControlGroup(_trans("Rumble")));
m_rumble->controls.emplace_back(new ControllerEmu::Output(_trans("Motor")));
// Microphone
groups.emplace_back(m_mic = new ControllerEmu::Buttons(_trans("Microphone")));
m_mic->controls.emplace_back(new ControllerEmu::Input(_trans("Button")));
// dpad
groups.emplace_back(m_dpad = new ControllerEmu::Buttons(_trans("D-Pad")));
for (auto& named_direction : named_directions)
m_dpad->controls.emplace_back(new ControllerEmu::Input(named_direction));
// options
groups.emplace_back(m_options = new ControllerEmu::ControlGroup(_trans("Options")));
m_options->boolean_settings.emplace_back(std::make_unique<ControllerEmu::BooleanSetting>(
_trans("Iterative Input"), false, ControllerEmu::SettingType::VIRTUAL));
}
std::string GCPad::GetName() const
{
return std::string("GCPad") + char('1' + m_index);
}
ControllerEmu::ControlGroup* GCPad::GetGroup(PadGroup group)
{
switch (group)
{
case PadGroup::Buttons:
return m_buttons;
case PadGroup::MainStick:
return m_main_stick;
case PadGroup::CStick:
return m_c_stick;
case PadGroup::DPad:
return m_dpad;
case PadGroup::Triggers:
return m_triggers;
case PadGroup::Rumble:
return m_rumble;
case PadGroup::Mic:
return m_mic;
case PadGroup::Options:
return m_options;
default:
return nullptr;
}
}
GCPadStatus GCPad::GetInput() const
{
const auto lock = GetStateLock();
ControlState x, y, triggers[2];
GCPadStatus pad = {};
// buttons
m_buttons->GetState(&pad.button, button_bitmasks);
// set analog A/B analog to full or w/e, prolly not needed
if (pad.button & PAD_BUTTON_A)
pad.analogA = 0xFF;
if (pad.button & PAD_BUTTON_B)
pad.analogB = 0xFF;
// dpad
m_dpad->GetState(&pad.button, dpad_bitmasks);
// sticks
m_main_stick->GetState(&x, &y);
pad.stickX =
static_cast<u8>(GCPadStatus::MAIN_STICK_CENTER_X + (x * GCPadStatus::MAIN_STICK_RADIUS));
pad.stickY =
static_cast<u8>(GCPadStatus::MAIN_STICK_CENTER_Y + (y * GCPadStatus::MAIN_STICK_RADIUS));
m_c_stick->GetState(&x, &y);
pad.substickX =
static_cast<u8>(GCPadStatus::C_STICK_CENTER_X + (x * GCPadStatus::C_STICK_RADIUS));
pad.substickY =
static_cast<u8>(GCPadStatus::C_STICK_CENTER_Y + (y * GCPadStatus::C_STICK_RADIUS));
// triggers
m_triggers->GetState(&pad.button, trigger_bitmasks, triggers);
pad.triggerLeft = static_cast<u8>(triggers[0] * 0xFF);
pad.triggerRight = static_cast<u8>(triggers[1] * 0xFF);
return pad;
}
void GCPad::SetOutput(const ControlState strength)
{
const auto lock = GetStateLock();
m_rumble->controls[0]->control_ref->State(strength);
}
void GCPad::LoadDefaults(const ControllerInterface& ciface)
{
EmulatedController::LoadDefaults(ciface);
// Buttons
m_buttons->SetControlExpression(0, "X"); // A
m_buttons->SetControlExpression(1, "Z"); // B
m_buttons->SetControlExpression(2, "C"); // X
m_buttons->SetControlExpression(3, "S"); // Y
m_buttons->SetControlExpression(4, "D"); // Z
#ifdef _WIN32
m_buttons->SetControlExpression(5, "!LMENU & RETURN"); // Start
#else
// OS X/Linux
m_buttons->SetControlExpression(5, "!`Alt_L` & Return"); // Start
#endif
// stick modifiers to 50 %
m_main_stick->controls[4]->control_ref->range = 0.5f;
m_c_stick->controls[4]->control_ref->range = 0.5f;
// D-Pad
m_dpad->SetControlExpression(0, "T"); // Up
m_dpad->SetControlExpression(1, "G"); // Down
m_dpad->SetControlExpression(2, "F"); // Left
m_dpad->SetControlExpression(3, "H"); // Right
// C Stick
m_c_stick->SetControlExpression(0, "I"); // Up
m_c_stick->SetControlExpression(1, "K"); // Down
m_c_stick->SetControlExpression(2, "J"); // Left
m_c_stick->SetControlExpression(3, "L"); // Right
#ifdef _WIN32
m_c_stick->SetControlExpression(4, "LCONTROL"); // Modifier
// Control Stick
m_main_stick->SetControlExpression(0, "UP"); // Up
m_main_stick->SetControlExpression(1, "DOWN"); // Down
m_main_stick->SetControlExpression(2, "LEFT"); // Left
m_main_stick->SetControlExpression(3, "RIGHT"); // Right
m_main_stick->SetControlExpression(4, "LSHIFT"); // Modifier
#elif __APPLE__
m_c_stick->SetControlExpression(4, "Left Control"); // Modifier
// Control Stick
m_main_stick->SetControlExpression(0, "Up Arrow"); // Up
m_main_stick->SetControlExpression(1, "Down Arrow"); // Down
m_main_stick->SetControlExpression(2, "Left Arrow"); // Left
m_main_stick->SetControlExpression(3, "Right Arrow"); // Right
m_main_stick->SetControlExpression(4, "Left Shift"); // Modifier
#else
// not sure if these are right
m_c_stick->SetControlExpression(4, "Control_L"); // Modifier
// Control Stick
m_main_stick->SetControlExpression(0, "Up"); // Up
m_main_stick->SetControlExpression(1, "Down"); // Down
m_main_stick->SetControlExpression(2, "Left"); // Left
m_main_stick->SetControlExpression(3, "Right"); // Right
m_main_stick->SetControlExpression(4, "Shift_L"); // Modifier
#endif
// Triggers
m_triggers->SetControlExpression(0, "Q"); // L
m_triggers->SetControlExpression(1, "W"); // R
}
bool GCPad::GetMicButton() const
{
const auto lock = GetStateLock();
return (0.0f != m_mic->controls.back()->control_ref->State());
}