dolphin/Source/Plugins/Plugin_Wiimote/Src/EmuMain.cpp

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// Copyright (C) 2003-2008 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
//////////////////////////////////////////////////////////////////////////////////////////
// Includes
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
#include <vector>
#include <string>
#include "../../../Core/InputCommon/Src/SDL.h" // Core
#include "../../../Core/InputCommon/Src/XInput.h"
#include "Common.h" // Common
#include "StringUtil.h" // for ArrayToString()
#include "IniFile.h"
#include "pluginspecs_wiimote.h"
#include "EmuDefinitions.h" // Local
#include "main.h"
#include "wiimote_hid.h"
#include "EmuSubroutines.h"
#include "EmuMain.h"
#include "Encryption.h" // for extension encryption
#include "Logging.h" // for startConsoleWin, Console::Print, GetConsoleHwnd
#include "Config.h" // for g_Config
////////////////////////////////////
extern SWiimoteInitialize g_WiimoteInitialize;
namespace WiiMoteEmu
{
// ===================================================
/* Bit shift conversions */
// -------------
u32 convert24bit(const u8* src) {
return (src[0] << 16) | (src[1] << 8) | src[2];
}
u16 convert16bit(const u8* src) {
return (src[0] << 8) | src[1];
}
// ==============
// ===================================================
/* Calibrate the mouse position to the emulation window. g_WiimoteInitialize.hWnd is the rendering window handle. */
// ----------------
void GetMousePos(float& x, float& y)
{
#ifdef _WIN32
POINT point;
// Get the cursor position for the entire screen
GetCursorPos(&point);
// Get the cursor position relative to the upper left corner of the rendering window
ScreenToClient(g_WiimoteInitialize.hWnd, &point);
// Get the size of the rendering window. In my case top and left was zero.
RECT Rect;
GetClientRect(g_WiimoteInitialize.hWnd, &Rect);
// Width and height is the size of the rendering window
int width = Rect.right - Rect.left;
int height = Rect.bottom - Rect.top;
// Return the mouse position as a fraction of one
x = point.x / (float)width;
y = point.y / (float)height;
/*
Console::ClearScreen();
Console::Print("GetCursorPos: %i %i\n", point.x, point.y);
Console::Print("GetClientRect: %i %i %i %i\n", Rect.left, Rect.right, Rect.top, Rect.bottom);
Console::Print("x and y: %f %f\n", x, y);
*/
#else
// TODO fix on linux
x = 0.5f;
y = 0.5f;
#endif
}
// ==============
// ===================================================
/* Homebrew encryption for 0x00000000 encryption keys. */
// ----------------
void CryptBuffer(u8* _buffer, u8 _size)
{
for (int i=0; i<_size; i++)
{
_buffer[i] = ((_buffer[i] - 0x17) ^ 0x17) & 0xFF;
}
}
void WriteCrypted16(u8* _baseBlock, u16 _address, u16 _value)
{
u16 cryptedValue = _value;
CryptBuffer((u8*)&cryptedValue, sizeof(u16));
*(u16*)(_baseBlock + _address) = cryptedValue;
//PanicAlert("Converted %04x to %04x", _value, cryptedValue);
}
// ================
// ===================================================
/* Load pre-recorded movements */
// ----------------
void LoadRecordedMovements()
{
Console::Print("LoadRecordedMovements()");
IniFile file;
file.Load("WiimoteMovement.ini");
for(int i = 0; i < RECORDING_ROWS; i++)
{
// Logging
//Console::Print("Recording%i ", i + 1);
// Temporary storage
bool bTmp;
int iTmp;
std::string STmp;
// First clear the list
VRecording.at(i).Recording.clear();
// Get row name
std::string SaveName = StringFromFormat("Recording%i", i + 1);
// Get movement
std::string TmpMovement; file.Get(SaveName.c_str(), "Movement", &TmpMovement, "");
// Get IR
std::string TmpIR; file.Get(SaveName.c_str(), "IR", &TmpIR, "");
// Get time
std::string TmpTime; file.Get(SaveName.c_str(), "Time", &TmpTime, "");
// Get IR bytes
int TmpIRBytes; file.Get(SaveName.c_str(), "IRBytes", &TmpIRBytes, 0);
VRecording.at(i).IRBytes = TmpIRBytes;
SRecording Tmp;
for (int j = 0, k = 0, l = 0; j < TmpMovement.length(); j+=7)
{
// Skip blank savings
if (TmpMovement.length() < 3) continue;
std::string StrX = TmpMovement.substr(j, 2);
std::string StrY = TmpMovement.substr(j + 2, 2);
std::string StrZ = TmpMovement.substr(j + 4, 2);
u32 TmpX, TmpY, TmpZ;
AsciiToHex(StrX.c_str(), TmpX);
AsciiToHex(StrY.c_str(), TmpY);
AsciiToHex(StrZ.c_str(), TmpZ);
Tmp.x = (u8)TmpX;
Tmp.y = (u8)TmpY;
Tmp.z = (u8)TmpZ;
// ---------------------------------
// Go to next set of IR values
// ---------
// If there is no IR data saving we fill the array with zeroes. This should only be able to occur from manual ini editing
// but we check for it anyway
if (TmpIRBytes == 0) for(int i = 0; i < 12; i++) Tmp.IR[i] = 0;
for(int ii = 0; ii < TmpIRBytes; ii++)
{
if(TmpIR.length() < (k + i + TmpIRBytes)) continue; // Safety check
std::string TmpStr = TmpIR.substr(k + ii*2, 2);
u32 TmpU32;
AsciiToHex(TmpStr.c_str(), TmpU32);
Tmp.IR[ii] = (u8)TmpU32;
}
if (TmpIRBytes == 10) k += (10*2 + 1); else k += (12*2 + 1);
// ---------------------
// Go to next set of time values
double Time = (double)atoi(TmpTime.substr(l, 5).c_str());
Tmp.Time = (double)(Time/1000);
l += 6;
// Save the values
VRecording.at(i).Recording.push_back(Tmp);
// ---------------------------------
// Log results
// ---------
/*Console::Print("Time:%f\n", Tmp.Time);
std::string TmpIRLog = ArrayToString(Tmp.IR, TmpIRBytes, 0, 30);
Console::Print("IR: %s\n", TmpIRLog.c_str());
Console::Print("\n");*/
}
// Get HotKey
file.Get(SaveName.c_str(), "HotKeySwitch", &iTmp, 3); VRecording.at(i).HotKeySwitch = iTmp;
file.Get(SaveName.c_str(), "HotKeyWiimote", &iTmp, 10); VRecording.at(i).HotKeyWiimote = iTmp;
file.Get(SaveName.c_str(), "HotKeyNunchuck", &iTmp, 10); VRecording.at(i).HotKeyNunchuck = iTmp;
file.Get(SaveName.c_str(), "HotKeyIR", &iTmp, 10); VRecording.at(i).HotKeyIR = iTmp;
// Get Recording speed
int TmpPlaybackSpeed; file.Get(SaveName.c_str(), "PlaybackSpeed", &TmpPlaybackSpeed, -1);
VRecording.at(i).PlaybackSpeed = TmpPlaybackSpeed;
// ---------------------------------
// Logging
// ---------
std::string TmpIRLog;
if(TmpIRBytes > 0)
TmpIRLog = ArrayToString(VRecording.at(i).Recording.at(0).IR, TmpIRBytes, 0, 30);
else
TmpIRLog = "";
/*
Console::Print("Size:%i HotKey:%i PlSpeed:%i IR: %s\n",
VRecording.at(i).Recording.size(), VRecording.at(i).HotKey, VRecording.at(i).PlaybackSpeed,
TmpIRLog.c_str()
);*/
// ---------------------
}
}
// ================
// Update the accelerometer neutral values
void UpdateEeprom()
{
g_accel.cal_zero.x = g_Eeprom[22];
g_accel.cal_zero.y = g_Eeprom[23];
g_accel.cal_zero.z = g_Eeprom[24];
g_accel.cal_g.x = g_Eeprom[26] - g_Eeprom[22];
g_accel.cal_g.y = g_Eeprom[27] - g_Eeprom[24];
g_accel.cal_g.z = g_Eeprom[28] - g_Eeprom[24];
g_nu.cal_zero.x = g_RegExt[0x20];
g_nu.cal_zero.y = g_RegExt[0x21];
g_nu.cal_zero.z = g_RegExt[0x26]; // Including the g-force
g_nu.jx.max = g_RegExt[0x28];
g_nu.jx.min = g_RegExt[0x29];
g_nu.jx.center = g_RegExt[0x2a];
g_nu.jy.max = g_RegExt[0x2b];
g_nu.jy.min = g_RegExt[0x2c];
g_nu.jy.center = g_RegExt[0x2d];
Console::Print("\nUpdateEeprom: %i %i %i\n",
WiiMoteEmu::g_Eeprom[22], WiiMoteEmu::g_Eeprom[23], WiiMoteEmu::g_Eeprom[27]);
Console::Print("UpdateExtension: %i %i %i %i %i\n\n",
WiiMoteEmu::g_RegExt[0x2a], WiiMoteEmu::g_RegExt[0x2d],
WiiMoteEmu::g_RegExt[0x20], WiiMoteEmu::g_RegExt[0x21], WiiMoteEmu::g_RegExt[0x26]);
}
// Calculate checksum for the nunchuck calibration. The last two bytes.
void ExtensionChecksum(u8 * Calibration)
{
u8 sum = 0; u8 Byte15, Byte16;
for (int i = 0; i < sizeof(Calibration) - 2; i++)
{
sum += Calibration[i];
printf("Plus 0x%02x\n", Calibration[i]);
}
Byte15 = sum + 0x55; // Byte 15
Byte16 = sum + 0xaa; // Byte 16
}
// Set initial valuesm this done both in Init and Shutdown
void ResetVariables()
{
u8 g_Leds = 0x0; // 4 bits
u8 g_Speaker = 0x0; // 1 = on
u8 g_SpeakerVoice = 0x0; // 1 = on
u8 g_IR = 0x0; // 1 = on
g_ReportingMode = 0;
g_ReportingChannel = 0;
g_Encryption = false;
// Set default recording values
for (int i = 0; i < 3; i++)
{
g_RecordingPlaying[i] = -1;
g_RecordingCounter[i] = 0;
g_RecordingPoint[i] = 0;
g_RecordingStart[i] = 0;
g_RecordingCurrentTime[i] = 0;
}
g_EmulatedWiiMoteInitialized = false;
}
// Update the extension calibration values with our default values
void SetDefaultExtensionRegistry()
{
// Copy extension id and calibration to its register
if(g_Config.bNunchuckConnected)
{
memcpy(g_RegExt + 0x20, nunchuck_calibration, sizeof(nunchuck_calibration));
memcpy(g_RegExt + 0x30, nunchuck_calibration, sizeof(nunchuck_calibration));
memcpy(g_RegExt + 0xfa, nunchuck_id, sizeof(nunchuck_id));
}
else if(g_Config.bClassicControllerConnected)
{
memcpy(g_RegExt + 0x20, classic_calibration, sizeof(classic_calibration));
memcpy(g_RegExt + 0x30, classic_calibration, sizeof(classic_calibration));
memcpy(g_RegExt + 0xfa, classic_id, sizeof(classic_id));
}
Console::Print("\nSetDefaultExtensionRegistry()\n\n");
UpdateEeprom();
}
// ===================================================
/* Write initial values to Eeprom and registers. */
// ----------------
void Initialize()
{
if (g_EmulatedWiiMoteInitialized) return;
// Reset variables
ResetVariables();
// Write default Eeprom data to g_Eeprom[]
memset(g_Eeprom, 0, WIIMOTE_EEPROM_SIZE);
memcpy(g_Eeprom, EepromData_0, sizeof(EepromData_0));
memcpy(g_Eeprom + 0x16D0, EepromData_16D0, sizeof(EepromData_16D0));
/* Populate joyinfo for all attached devices and do g_Config.Load() if the configuration window is
not already open, if it's already open we continue with the settings we have */
if(!g_FrameOpen)
{
Search_Devices(joyinfo, NumPads, NumGoodPads);
}
// Copy extension id and calibration to its register, g_Config.Load() is needed before this
SetDefaultExtensionRegistry();
// The emulated Wiimote is initialized
g_EmulatedWiiMoteInitialized = true;
// Load pre-recorded movements
LoadRecordedMovements();
/* The Nuncheck extension ID for homebrew applications that use the zero key. This writes 0x0000
in encrypted form (0xfefe) to 0xfe in the extension register. */
//WriteCrypted16(g_RegExt, 0xfe, 0x0000); // Fully inserted Nunchuk
// I forgot what these were for? Is this the zero key encrypted 0xa420?
// g_RegExt[0xfd] = 0x1e;
// g_RegExt[0xfc] = 0x9a;
}
// ================
void DoState(void* ptr, int mode)
{
//TODO: implement
}
/* This is not needed if we call FreeLibrary() when we stop a game, but if it's not called we need to reset
these variables. */
void Shutdown(void)
{
Console::Print("ShutDown\n");
ResetVariables();
/* Close all devices carefully. We must check that we are not accessing any undefined
vector elements or any bad devices */
for (int i = 0; i < 1; i++)
{
if (PadMapping[i].enabled && joyinfo.size() > PadMapping[i].ID)
if (joyinfo.at(PadMapping[i].ID).Good)
{
Console::Print("ShutDown: %i\n", PadState[i].joy);
/* SDL_JoystickClose() crashes for some reason so I avoid this for now, SDL_Quit() should
close the pads to I think */
//if(SDL_JoystickOpened(PadMapping[i].ID)) SDL_JoystickClose(PadState[i].joy);
//PadState[i].joy = NULL;
}
}
// Clear the physical device info
joyinfo.clear();
NumPads = 0;
NumGoodPads = 0;
// Finally close SDL
if (SDL_WasInit(0)) SDL_Quit();
}
// ===================================================
/* An ack delay of 1 was not small enough, but 2 seemed to work, that was about between 20 ms and
100 ms in my case in Zelda - TP. You may have to increase this value for other things to work, for
example in the wpad demo I had to set it to at least 3 for the Sound to be able to turned on (I have
an update rate of around 150 fps in the wpad demo) */
// ----------------
void CreateAckDelay(u8 _ChannelID, u16 _ReportID)
{
// Settings
int GlobalDelay = 2;
// Queue an acknowledgment
wm_ackdelay Tmp;
Tmp.Delay = GlobalDelay;
Tmp.ChannelID = _ChannelID;
Tmp.ReportID = (u8)_ReportID;
AckDelay.push_back(Tmp);
}
void CheckAckDelay()
{
for (int i = 0; i < (int)AckDelay.size(); i++)
{
// See if there are any acks to send
if (AckDelay.at(i).Delay >= 0)
{
if(AckDelay.at(i).Delay == 0)
{
WmSendAck(AckDelay.at(i).ChannelID, AckDelay.at(i).ReportID, 0);
AckDelay.erase(AckDelay.begin() + i);
continue;
}
AckDelay.at(i).Delay--;
//Console::Print("%i 0x%04x 0x%02x", i, AckDelay.at(i).ChannelID, AckDelay.at(i).ReportID);
}
}
}
// ================
// ===================================================
/* This function produce Wiimote Input, i.e. reports from the Wiimote in response
to Output from the Wii. */
// ----------------
void InterruptChannel(u16 _channelID, const void* _pData, u32 _Size)
{
//Console::Print("Emu InterruptChannel\n");
LOGV(WII_IPC_WIIMOTE, 3, "=============================================================");
LOGV(WII_IPC_WIIMOTE, 3, "Wiimote_Input");
const u8* data = (const u8*)_pData;
/* Debugging. We have not yet decided how much of 'data' we will use, it's not determined
by sizeof(data). We have to determine it by looking at the data cases. */
InterruptDebugging(true, data);
hid_packet* hidp = (hid_packet*) data;
switch(hidp->type)
{
case HID_TYPE_DATA:
{
switch(hidp->param)
{
case HID_PARAM_OUTPUT:
{
wm_report* sr = (wm_report*)hidp->data;
HidOutputReport(_channelID, sr);
/* This is the 0x22 answer to all Inputs. In most games it didn't matter
if it was written before or after HidOutputReport(), but Wii Sports
and Mario Galaxy would stop working if it was placed before
HidOutputReport(). Zelda - TP is even more sensitive and require
a delay after the Input for the Nunchuck to work. It seemed to be
enough to delay only the Nunchuck registry reads and writes but
for now I'm delaying all inputs. Both for status changes and Eeprom
and registry reads and writes. */
// There are no 0x22 replys to these report from the real wiimote from what I could see
// Report 0x10 that seems to be only used for rumble, and we don't need to answer that,
// also if we do *we should update the 0x22 to have the core keys* otherwise the game will
// think we release the key every time it rumbles
if(!(data[1] == WM_READ_DATA && data[2] == 0x00)
&& !(data[1] == WM_REQUEST_STATUS)
&& !(data[1] == WM_WRITE_SPEAKER_DATA)
&& !(data[1] == WM_RUMBLE))
if (!g_Config.bUseRealWiimote || !g_RealWiiMotePresent) CreateAckDelay((u8)_channelID, (u16)sr->channel);
}
break;
default:
PanicAlert("HidInput: HID_TYPE_DATA - param 0x%02x", hidp->type, hidp->param);
break;
}
}
break;
default:
PanicAlert("HidInput: Unknown type 0x%02x and param 0x%02x", hidp->type, hidp->param);
break;
}
LOGV(WII_IPC_WIIMOTE, 3, "=============================================================");
}
void ControlChannel(u16 _channelID, const void* _pData, u32 _Size)
{
//Console::Print("Emu ControlChannel\n");
const u8* data = (const u8*)_pData;
// Dump raw data
{
LOG(WII_IPC_WIIMOTE, "Wiimote_ControlChannel");
std::string Temp = ArrayToString(data, 0, _Size);
Console::Print("\n%s: ControlChannel: %s\n", Tm().c_str(), Temp.c_str());
LOG(WII_IPC_WIIMOTE, " Data: %s", Temp.c_str());
}
hid_packet* hidp = (hid_packet*) data;
switch(hidp->type)
{
case HID_TYPE_HANDSHAKE:
if (hidp->param == HID_PARAM_INPUT)
{
PanicAlert("HID_TYPE_HANDSHAKE - HID_PARAM_INPUT");
}
else
{
PanicAlert("HID_TYPE_HANDSHAKE - HID_PARAM_OUTPUT");
}
break;
case HID_TYPE_SET_REPORT:
if (hidp->param == HID_PARAM_INPUT)
{
PanicAlert("HID_TYPE_SET_REPORT input");
}
else
{
HidOutputReport(_channelID, (wm_report*)hidp->data);
// Return handshake
u8 handshake = 0;
g_WiimoteInitialize.pWiimoteInput(_channelID, &handshake, 1);
}
break;
case HID_TYPE_DATA:
PanicAlert("HID_TYPE_DATA %s", hidp->type, hidp->param == HID_PARAM_INPUT ? "input" : "output");
break;
default:
PanicAlert("HidControlChannel: Unknown type %x and param %x", hidp->type, hidp->param);
break;
}
}
// ===================================================
/* This is called from Wiimote_Update(). See SystemTimers.cpp for a documentation. I'm
not sure exactly how often this function is called but I think it's tied to the frame
rate of the game rather than a certain amount of times per second. */
// ----------------
void Update()
{
//LOG(WII_IPC_WIIMOTE, "Wiimote_Update");
//Console::Print("Emu Update: %i\n", g_ReportingMode);
// Check if the pad state should be updated
if ((g_Config.Trigger.Type == g_Config.Trigger.TRIGGER || g_Config.Trigger.Type == g_Config.Trigger.ANALOG1 || g_Config.Trigger.Type == g_Config.Trigger.ANALOG2
|| g_Config.Nunchuck.Type == g_Config.Nunchuck.ANALOG1 || g_Config.Nunchuck.Type == g_Config.Nunchuck.ANALOG2)
&& NumGoodPads > 0 && joyinfo.size() > PadMapping[0].ID)
{
const int Page = 0;
WiiMoteEmu::GetJoyState(PadState[Page], PadMapping[Page], Page, joyinfo[PadMapping[Page].ID].NumButtons);
}
switch(g_ReportingMode)
{
case 0:
break;
case WM_REPORT_CORE: SendReportCore(g_ReportingChannel); break;
case WM_REPORT_CORE_ACCEL: SendReportCoreAccel(g_ReportingChannel); break;
case WM_REPORT_CORE_ACCEL_IR12: SendReportCoreAccelIr12(g_ReportingChannel); break;
case WM_REPORT_CORE_ACCEL_EXT16: SendReportCoreAccelExt16(g_ReportingChannel); break;
case WM_REPORT_CORE_ACCEL_IR10_EXT6: SendReportCoreAccelIr10Ext(g_ReportingChannel);break;
}
// Potentially send a delayed acknowledgement to an InterruptChannel() Output
CheckAckDelay();
}
} // end of namespace