True analog camera control has been added.
This commit is contained in:
parent
d0eac210c3
commit
4448d4d9b5
|
@ -487,52 +487,20 @@ void read_controller_inputs(void) {
|
|||
if (gControllerBits) {
|
||||
osRecvMesg(&gSIEventMesgQueue, &D_80339BEC, OS_MESG_BLOCK);
|
||||
osContGetReadData(&gControllerPads[0]);
|
||||
#ifdef VERSION_SH
|
||||
release_rumble_pak_control();
|
||||
#endif
|
||||
}
|
||||
run_demo_inputs();
|
||||
|
||||
for (i = 0; i < 2; i++) {
|
||||
#ifdef BETTERCAMERA
|
||||
for (i = 0; i < 2; i++)
|
||||
{
|
||||
struct Controller *controller = &gControllers[i];
|
||||
#ifndef BETTERCAMERA
|
||||
|
||||
// if we're receiving inputs, update the controller struct
|
||||
// with the new button info.
|
||||
if (controller->controllerData != NULL) {
|
||||
controller->rawStickX = controller->controllerData->stick_x;
|
||||
controller->rawStickY = controller->controllerData->stick_y;
|
||||
controller->buttonPressed = controller->controllerData->button
|
||||
& (controller->controllerData->button ^ controller->buttonDown);
|
||||
// 0.5x A presses are a good meme
|
||||
controller->buttonDown = controller->controllerData->button;
|
||||
adjust_analog_stick(controller);
|
||||
} else // otherwise, if the controllerData is NULL, 0 out all of the inputs.
|
||||
{
|
||||
controller->rawStickX = 0;
|
||||
controller->rawStickY = 0;
|
||||
controller->buttonPressed = 0;
|
||||
controller->buttonDown = 0;
|
||||
controller->stickX = 0;
|
||||
controller->stickY = 0;
|
||||
controller->stickMag = 0;
|
||||
}
|
||||
#else
|
||||
if (i==1) // This is related to the analog camera control, using a P2 controller hack. P2 will no longer be correctly available for multiplayer.
|
||||
{
|
||||
if (c_rightx != 0 || c_righty !=0)
|
||||
{
|
||||
controller->rawStickX = c_rightx;
|
||||
controller->rawStickY = c_righty;
|
||||
controller->stickX = c_rightx;
|
||||
controller->stickY = c_righty;
|
||||
//printf("P2 = {%d, %d}\n", controller->rawStickX, controller->rawStickY);
|
||||
continue;
|
||||
} else
|
||||
{
|
||||
controller->rawStickX = 0;
|
||||
controller->rawStickY = 0;
|
||||
}
|
||||
controller->rawStickX = c_rightx;
|
||||
controller->rawStickY = c_righty;
|
||||
controller->stickX = c_rightx;
|
||||
controller->stickY = c_righty;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -557,8 +525,34 @@ void read_controller_inputs(void) {
|
|||
controller->stickMag = 0;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
}
|
||||
#else
|
||||
for (i = 0; i < 2; i++) {
|
||||
struct Controller *controller = &gControllers[i];
|
||||
|
||||
// if we're receiving inputs, update the controller struct
|
||||
// with the new button info.
|
||||
if (controller->controllerData != NULL) {
|
||||
controller->rawStickX = controller->controllerData->stick_x;
|
||||
controller->rawStickY = controller->controllerData->stick_y;
|
||||
controller->buttonPressed = controller->controllerData->button
|
||||
& (controller->controllerData->button ^ controller->buttonDown);
|
||||
// 0.5x A presses are a good meme
|
||||
controller->buttonDown = controller->controllerData->button;
|
||||
adjust_analog_stick(controller);
|
||||
} else // otherwise, if the controllerData is NULL, 0 out all of the inputs.
|
||||
{
|
||||
controller->rawStickX = 0;
|
||||
controller->rawStickY = 0;
|
||||
controller->buttonPressed = 0;
|
||||
controller->buttonDown = 0;
|
||||
controller->stickX = 0;
|
||||
controller->stickY = 0;
|
||||
controller->stickMag = 0;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
// For some reason, player 1's inputs are copied to player 3's port. This
|
||||
// potentially may have been a way the developers "recorded" the inputs
|
||||
|
|
|
@ -44,6 +44,10 @@ void osContGetReadData(OSContPad *pad) {
|
|||
c_rightx = rightx / 0x100;
|
||||
int stick_y = -righty / 0x100;
|
||||
c_righty = stick_y == 128 ? 127 : stick_y;
|
||||
} else
|
||||
{
|
||||
c_rightx = 0;
|
||||
c_righty = 0;
|
||||
}
|
||||
#endif
|
||||
|
||||
|
|
Loading…
Reference in New Issue