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Make GameCube controllers look like xboxdrv's --mimic-xpad option.

feature/mimic-xpad
Daniel Perelman 5 years ago
parent 02432db3de
commit 81c52e5bf7

@ -38,31 +38,21 @@
const int BUTTON_OFFSET_VALUES[16] = {
BTN_START,
#ifdef XBOX360_EMULATION
BTN_B,
#else
BTN_Z,
#endif
BTN_TR,
BTN_TL,
-1,
-1,
-1,
-1,
-1,
-1,
BTN_A,
#ifdef XBOX360_EMULATION
BTN_X,
BTN_X,
BTN_Y,
#else
BTN_B,
BTN_X,
BTN_Y,
#endif
BTN_DPAD_LEFT,
BTN_DPAD_RIGHT,
BTN_DPAD_DOWN,
BTN_DPAD_UP,
BTN_DPAD_DOWN,
BTN_DPAD_RIGHT,
BTN_DPAD_LEFT,
};
const int AXIS_OFFSET_VALUES[6] = {
@ -70,8 +60,8 @@ const int AXIS_OFFSET_VALUES[6] = {
ABS_Y,
ABS_RX,
ABS_RY,
ABS_THROTTLE,
ABS_RUDDER
ABS_Z,
ABS_RZ,
};
struct ff_event
@ -141,52 +131,49 @@ static bool uinput_create(int i, struct ports *port, unsigned char type)
ioctl(port->uinput, UI_SET_KEYBIT, BTN_B);
ioctl(port->uinput, UI_SET_KEYBIT, BTN_X);
ioctl(port->uinput, UI_SET_KEYBIT, BTN_Y);
ioctl(port->uinput, UI_SET_KEYBIT, BTN_TL);
ioctl(port->uinput, UI_SET_KEYBIT, BTN_TR);
ioctl(port->uinput, UI_SET_KEYBIT, BTN_SELECT);
ioctl(port->uinput, UI_SET_KEYBIT, BTN_START);
#ifdef PAD_BTN
ioctl(port->uinput, UI_SET_KEYBIT, BTN_MODE);
ioctl(port->uinput, UI_SET_KEYBIT, BTN_THUMBL);
ioctl(port->uinput, UI_SET_KEYBIT, BTN_THUMBR);
ioctl(port->uinput, UI_SET_KEYBIT, BTN_DPAD_UP);
ioctl(port->uinput, UI_SET_KEYBIT, BTN_DPAD_DOWN);
ioctl(port->uinput, UI_SET_KEYBIT, BTN_DPAD_LEFT);
ioctl(port->uinput, UI_SET_KEYBIT, BTN_DPAD_RIGHT);
#endif
ioctl(port->uinput, UI_SET_KEYBIT, BTN_TL);
ioctl(port->uinput, UI_SET_KEYBIT, BTN_TR);
ioctl(port->uinput, UI_SET_KEYBIT, BTN_Z);
// axis
ioctl(port->uinput, UI_SET_EVBIT, EV_ABS);
ioctl(port->uinput, UI_SET_ABSBIT, ABS_X);
ioctl(port->uinput, UI_SET_ABSBIT, ABS_Y);
ioctl(port->uinput, UI_SET_ABSBIT, ABS_Z);
ioctl(port->uinput, UI_SET_ABSBIT, ABS_RX);
ioctl(port->uinput, UI_SET_ABSBIT, ABS_RY);
ioctl(port->uinput, UI_SET_ABSBIT, ABS_THROTTLE);
ioctl(port->uinput, UI_SET_ABSBIT, ABS_RUDDER);
#ifndef PAD_BTN
ioctl(port->uinput, UI_SET_ABSBIT, ABS_RZ);
ioctl(port->uinput, UI_SET_ABSBIT, ABS_HAT0X);
ioctl(port->uinput, UI_SET_ABSBIT, ABS_HAT0Y);
#endif
if (raw_mode)
{
uinput_dev.absmin[ABS_X] = 0; uinput_dev.absmax[ABS_X] = 255;
uinput_dev.absmin[ABS_Y] = 0; uinput_dev.absmax[ABS_Y] = 255;
uinput_dev.absmin[ABS_Z] = -255; uinput_dev.absmax[ABS_Z] = 255;
uinput_dev.absmin[ABS_RX] = 0; uinput_dev.absmax[ABS_RX] = 255;
uinput_dev.absmin[ABS_RY] = 0; uinput_dev.absmax[ABS_RY] = 255;
uinput_dev.absmin[ABS_THROTTLE] = -255; uinput_dev.absmax[ABS_THROTTLE] = 255;
uinput_dev.absmin[ABS_RUDDER] = -255; uinput_dev.absmax[ABS_RUDDER] = 255;
uinput_dev.absmin[ABS_RZ] = -255; uinput_dev.absmax[ABS_RZ] = 255;
}
else
{
uinput_dev.absmin[ABS_X] = 20; uinput_dev.absmax[ABS_X] = 235;
uinput_dev.absmin[ABS_Y] = 20; uinput_dev.absmax[ABS_Y] = 235;
uinput_dev.absmin[ABS_RX] = 30; uinput_dev.absmax[ABS_RX] = 225;
uinput_dev.absmin[ABS_RY] = 30; uinput_dev.absmax[ABS_RY] = 225;
uinput_dev.absmin[ABS_THROTTLE] = -225; uinput_dev.absmax[ABS_THROTTLE] = 225; uinput_dev.absflat[ABS_THROTTLE] = 30;
uinput_dev.absmin[ABS_RUDDER] = -225; uinput_dev.absmax[ABS_RUDDER] = 225; uinput_dev.absflat[ABS_RUDDER] = 30;
uinput_dev.absmin[ABS_RX] = 30; uinput_dev.absmax[ABS_RX] = 225;
uinput_dev.absmin[ABS_Z] = 0; uinput_dev.absmax[ABS_Z] = 225; uinput_dev.absflat[ABS_Z] = 30;
uinput_dev.absmin[ABS_RZ] = 0; uinput_dev.absmax[ABS_RZ] = 225; uinput_dev.absflat[ABS_RZ] = 30;
}
#ifndef PAD_BTN
uinput_dev.absmin[ABS_HAT0X] = -1; uinput_dev.absmax[ABS_HAT0X] = 1;
uinput_dev.absmin[ABS_HAT0Y] = -1; uinput_dev.absmax[ABS_HAT0Y] = 1;
#endif
// rumble
ioctl(port->uinput, UI_SET_EVBIT, EV_FF);
@ -194,15 +181,7 @@ static bool uinput_create(int i, struct ports *port, unsigned char type)
ioctl(port->uinput, UI_SET_FFBIT, FF_RUMBLE);
uinput_dev.ff_effects_max = MAX_FF_EVENTS;
#ifdef XBOX360_EMULATION
snprintf(uinput_dev.name, sizeof(uinput_dev.name), "Microsoft X-Box 360 pad", i+1);
#else
#ifdef PAD_BTN
snprintf(uinput_dev.name, sizeof(uinput_dev.name), "Wii U GameCube AbsAdpt Port %d", i+1);
#else
snprintf(uinput_dev.name, sizeof(uinput_dev.name), "Wii U GameCube HatAdpt Port %d", i+1);
#endif
#endif
snprintf(uinput_dev.name, sizeof(uinput_dev.name), "Microsoft X-Box 360 pad");
uinput_dev.name[sizeof(uinput_dev.name)-1] = 0;
uinput_dev.id.bustype = BUS_USB;
if (write(port->uinput, &uinput_dev, sizeof(uinput_dev)) != sizeof(uinput_dev))
@ -334,7 +313,7 @@ static void handle_payload(int i, struct ports *port, unsigned char *payload, st
port->type = type;
}
struct input_event events[12+6+1]; // buttons + axis + syn event
struct input_event events[12+1+6+1]; // buttons + dpad + axis + syn event
memset(&events, 0, sizeof(events));
int e_count = 0;
@ -350,29 +329,26 @@ static void handle_payload(int i, struct ports *port, unsigned char *payload, st
if ((port->buttons & mask) != pressed)
{
#ifndef PAD_BTN
switch (BUTTON_OFFSET_VALUES[j]) {
case BTN_DPAD_RIGHT:
case BTN_DPAD_LEFT:
case BTN_DPAD_DOWN:
case BTN_DPAD_UP:
events[e_count].type = EV_ABS;
events[e_count].code = (BUTTON_OFFSET_VALUES[j] == BTN_DPAD_UP || BUTTON_OFFSET_VALUES[j] == BTN_DPAD_DOWN)
? ABS_HAT0Y : ABS_HAT0X;
events[e_count].value = (BUTTON_OFFSET_VALUES[j] == BTN_DPAD_UP || BUTTON_OFFSET_VALUES[j] == BTN_DPAD_LEFT)
? (pressed == 0) ? 0 : -1 : (pressed == 0) ? 0 : 1;
break;
default:
#endif
events[e_count].type = EV_KEY;
events[e_count].code = BUTTON_OFFSET_VALUES[j];
events[e_count].value = (pressed == 0) ? 0 : 1;
switch (BUTTON_OFFSET_VALUES[j]) {
case BTN_DPAD_RIGHT:
case BTN_DPAD_LEFT:
case BTN_DPAD_DOWN:
case BTN_DPAD_UP:
events[e_count].type = EV_ABS;
events[e_count].code = (BUTTON_OFFSET_VALUES[j] == BTN_DPAD_UP || BUTTON_OFFSET_VALUES[j] == BTN_DPAD_DOWN)
// axes are flipped for xbox compatibility
? ABS_HAT0X : ABS_HAT0Y;
events[e_count].value = (BUTTON_OFFSET_VALUES[j] == BTN_DPAD_UP || BUTTON_OFFSET_VALUES[j] == BTN_DPAD_LEFT)
? (pressed == 0) ? 0 : -1 : (pressed == 0) ? 0 : 1;
e_count++;
break;
default:
break;
}
#ifndef PAD_BTN
break;
}
#endif
events[e_count].type = EV_KEY;
events[e_count].code = BUTTON_OFFSET_VALUES[j];
events[e_count].value = (pressed == 0) ? 0 : 1;
e_count++;
port->buttons &= ~mask;

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