dolphin/Source/Plugins/Plugin_Wiimote/Src/FillReport.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 <wx/msgdlg.h>
#include <vector>
#include <string>
#include "Common.h" // Common
#include "pluginspecs_wiimote.h"
#include "StringUtil.h" // For ArrayToString
#include "wiimote_hid.h"
#include "main.h"
#include "EmuMain.h"
#include "EmuSubroutines.h"
#include "EmuDefinitions.h"
#include "Logging.h" // For startConsoleWin, Console::Print, GetConsoleHwnd
#include "Config.h" // For g_Config
//////////////////////////////////
extern SWiimoteInitialize g_WiimoteInitialize;
namespace WiiMoteEmu
{
//******************************************************************************
// Recorded movements
//******************************************************************************
// ------------------------------------------
// Variables: 0 = Wiimote, 1 = Nunchuck
// ----------------
int g_RecordingPlaying[2]; //g_RecordingPlaying[0] = -1; g_RecordingPlaying[1] = -1;
int g_RecordingCounter[2]; //g_RecordingCounter[0] = 0; g_RecordingCounter[1] = 0;
int g_RecordingPoint[2]; //g_RecordingPoint[0] = 0; g_RecordingPoint[1] = 0;
double g_RecordingStart[2]; //g_RecordingStart[0] = 0; g_RecordingStart[1] = 0;
double g_RecordingCurrentTime[2]; //g_RecordingCurrentTime[0] = 0; g_RecordingCurrentTime[1] = 0;
// --------------------------
void RecordingPlay(u8 &_x, u8 &_y, u8 &_z, int Wm)
{
// Return if the list is empty
if(VRecording.at(g_RecordingPlaying[Wm]).Recording.size() == 0)
{
g_RecordingPlaying[Wm] = -1;
Console::Print("Empty\n\n");
return;
}
// Return if the playback speed is unset
if(VRecording.at(g_RecordingPlaying[Wm]).PlaybackSpeed < 0)
{
Console::Print("PlaybackSpeed empty: %i\n\n", g_RecordingPlaying[Wm]);
g_RecordingPlaying[Wm] = -1;
return;
}
// Get starting time
if(g_RecordingCounter[Wm] == 0)
{
Console::Print("\n\nBegin\n");
g_RecordingStart[Wm] = GetDoubleTime();
}
// Get current time
g_RecordingCurrentTime[Wm] = GetDoubleTime() - g_RecordingStart[Wm];
// Modify the current time
g_RecordingCurrentTime[Wm] *= ((25.0 + (double)VRecording.at(g_RecordingPlaying[Wm]).PlaybackSpeed * 25.0) / 100.0);
// Select reading
for (int i = 0; i < VRecording.at(g_RecordingPlaying[Wm]).Recording.size(); i++)
if (VRecording.at(g_RecordingPlaying[Wm]).Recording.at(i).Time > g_RecordingCurrentTime[Wm])
{
g_RecordingPoint[Wm] = i;
break; // Break loop
}
// Return if we are at the end of the list
if(g_RecordingCurrentTime[Wm] >=
VRecording.at(g_RecordingPlaying[Wm]).Recording.at(
VRecording.at(g_RecordingPlaying[Wm]).Recording.size() - 1).Time)
{
g_RecordingCounter[Wm] = 0;
g_RecordingPlaying[Wm] = -1;
g_RecordingStart[Wm] = 0;
g_RecordingCurrentTime[Wm] = 0;
Console::Print("End\n\n");
return;
}
// Update values
_x = VRecording.at(g_RecordingPlaying[Wm]).Recording.at(g_RecordingPoint[Wm]).x;
_y = VRecording.at(g_RecordingPlaying[Wm]).Recording.at(g_RecordingPoint[Wm]).y;
_z = VRecording.at(g_RecordingPlaying[Wm]).Recording.at(g_RecordingPoint[Wm]).z;
/**/
if (g_DebugAccelerometer)
{
Console::ClearScreen();
Console::Print("Current time: %f %f %i %i\n",
VRecording.at(g_RecordingPlaying[Wm]).Recording.at(g_RecordingPoint[Wm]).Time, g_RecordingCurrentTime[Wm],
VRecording.at(g_RecordingPlaying[Wm]).Recording.size(), g_RecordingPoint[Wm]
);
Console::Print("Accel x, y, z: %03u %03u %03u\n\n", _x, _y, _z);
}
g_RecordingCounter[Wm]++;
}
// Check if we should play a recording
int RecordingCheckKeys(bool Wiimote)
{
#ifdef _WIN32
//Console::Print("RecordingCheckKeys\n");
// Return if we don't have both a Shift and Ctrl
if ( (GetAsyncKeyState(VK_SHIFT) && GetAsyncKeyState(VK_CONTROL)) ) return -1;
// Return if we don't have both a Wiimote and Shift
if ( Wiimote && !GetAsyncKeyState(VK_SHIFT) ) return -1;
// Return if we don't have both a Nunchuck and Ctrl
if ( !Wiimote && !GetAsyncKeyState(VK_CONTROL) ) return -1;
// Check if we have exactly one numerical key
int Keys = 0;
for(int i = 0; i < 10; i++)
{
std::string Key = StringFromFormat("%i", i);
if(GetAsyncKeyState(Key[0])) Keys++;
}
//Console::Print("RecordingCheckKeys: %i\n", Keys);
// Return if we have less than or more than one
if (Keys != 1) return -1;
// Check which key it is
int Key;
for(int i = 0; i < 10; i++)
{
std::string TmpKey = StringFromFormat("%i", i);
if(GetAsyncKeyState(TmpKey[0])) { Key = i; break; }
}
// Check if we have a HotKey match
bool Match = false;
for(int i = 0; i < RECORDING_ROWS; i++)
{
if (VRecording.at(i).HotKey == Key)
{
//Console::Print("Match: %i %i\n", i, Key);
Match = true;
Key = i;
break;
}
}
// Return nothing if we don't have a match
if (!Match) return -1;
// Return the match
return Key;
#else
return -1;
#endif
}
//******************************************************************************
// Subroutines
//******************************************************************************
////////////////////////////////////////////////////////////
// Wiimote core buttons
// ---------------
void FillReportInfo(wm_core& _core)
{
/* This has to be filled with zeroes (and not for example 0xff) because when no buttons are pressed the
value is 00 00 */
memset(&_core, 0x00, sizeof(wm_core));
#ifdef _WIN32
// These keys are reserved for the recording
if ( GetAsyncKeyState(VK_SHIFT) || GetAsyncKeyState(VK_CONTROL) ) return;
// Check the mouse position. Don't allow mouse clicks from outside the window.
float x, y; GetMousePos(x, y);
bool InsideScreen = !(x < 0 || x > 1 || y < 0 || y > 1);
// Allow both mouse buttons and keyboard to press a and b
if((GetAsyncKeyState(VK_LBUTTON) && InsideScreen) || GetAsyncKeyState('A') ? 1 : 0)
_core.a = 1;
if((GetAsyncKeyState(VK_RBUTTON) && InsideScreen) || GetAsyncKeyState('B') ? 1 : 0)
_core.b = 1;
_core.one = GetAsyncKeyState('1') ? 1 : 0;
_core.two = GetAsyncKeyState('2') ? 1 : 0;
_core.plus = GetAsyncKeyState('P') ? 1 : 0;
_core.minus = GetAsyncKeyState('M') ? 1 : 0;
_core.home = GetAsyncKeyState('H') ? 1 : 0;
/* Sideways controls (for example for Wario Land) if the Wiimote is intended to be held sideways */
if(g_Config.bSidewaysDPad)
{
_core.left = GetAsyncKeyState(VK_DOWN) ? 1 : 0;
_core.up = GetAsyncKeyState(VK_LEFT) ? 1 : 0;
_core.right = GetAsyncKeyState(VK_UP) ? 1 : 0;
_core.down = GetAsyncKeyState(VK_RIGHT) ? 1 : 0;
}
else
{
_core.left = GetAsyncKeyState(VK_LEFT) ? 1 : 0;
_core.up = GetAsyncKeyState(VK_UP) ? 1 : 0;
_core.right = GetAsyncKeyState(VK_RIGHT) ? 1 : 0;
_core.down = GetAsyncKeyState(VK_DOWN) ? 1 : 0;
}
#else
// TODO: fill in
#endif
}
//////////////////////////
///////////////////////////////////////////////////////////////////
// Wiimote accelerometer
// ---------------
/* The accelerometer x, y and z values range from 0x00 to 0xff with the default netural values
being [y = 0x84, x = 0x84, z = 0x9f] according to a source. The extremes are 0x00 for (-)
and 0xff for (+). It's important that all values are not 0x80, the mouse pointer can disappear
from the screen permanently then, until z is adjusted back. */
// ----------
// Global declarations for FillReportAcc: These variables are global so they can be changed during debugging
//int A = 0, B = 128, C = 64; // for debugging
//int a = 1, b = 1, c = 2, d = -2; // for debugging
//int consoleDisplay = 0;
u8 x, y, z;
int shake = -1, yhistsize = 15; // for the shake function
std::vector<u8> yhist(15); // for the tilt function
void FillReportAcc(wm_accel& _acc)
{
// Create shortcut names for the default neutral values
int X = g_accel.cal_zero.x, Y = g_accel.cal_zero.y, Z = g_accel.cal_zero.z + g_accel.cal_g.z;
#ifdef _WIN32
// ------------------------------------
// Recorded movements
// --------------
// Check for a playback command
if(g_RecordingPlaying[0] < 0)
{
g_RecordingPlaying[0] = RecordingCheckKeys(true);
}
else
{
RecordingPlay(_acc.x, _acc.y, _acc.z, 0);
//Console::Print("X, Y, Z: %u %u %u\n", _acc.x, _acc.y, _acc.z);
if (_acc.x != 0 && _acc.y != 0 && _acc.z != 0) return;
}
// ---------------------
// ------------------------------------
// Wiimote to Gamepad translations
// ----------
// Tilting Wiimote (Wario Land aiming, Mario Kart steering) : For some reason 150 and 40
// seemed like decent starting values.
if(GetAsyncKeyState('3'))
{
//if(a < 128) // for debugging
if(y < 250)
{
y += 4; // aim left
//a += c; // debugging values
//y = A + a; // aim left
}
}
else if(GetAsyncKeyState('4'))
{
// if(b < 128) // for debugging
if(y > 5)
{
y -= 4; // aim right
//b -= d; // debugging values
//y = B + b;
}
}
/* Single shake of Wiimote while holding it sideways (Wario Land pound ground)
if(GetAsyncKeyState('S'))
z = 0;
else
z = Z;*/
if(GetAsyncKeyState('S'))
{
z = 0;
y = 0;
shake = 2;
}
else
#endif
if(shake == 2)
{
z = 128;
y = 0;
shake = 1;
}
else if(shake == 1)
{
z = Z;
y = Y;
shake = -1;
}
else // the default Z if nothing is pressed
{
z = Z;
}
// ----------
// -----------------------------
// For tilting: add new value and move all back
// ----------
bool ypressed = false;
#ifdef _WIN32
yhist[yhist.size() - 1] = (
GetAsyncKeyState('3') ? true : false
|| GetAsyncKeyState('4') ? true : false
|| shake > 0
);
#endif
if(yhistsize > (int)yhist.size()) yhistsize = (int)yhist.size();
for (int i = 1; i < yhistsize; i++)
{
yhist[i-1] = yhist[i];
if(yhist[i]) ypressed = true;
}
if(!ypressed) // y was not pressed a single time
{
y = Y; // this is the default value that will occur most of the time
//a = 0; // for debugging
//b = 0;
}
// else if(!GetAsyncKeyState('3') && !GetAsyncKeyState('4'))
// {
// perhaps start dropping acceleration back?
// }
// ----------
// Write values
_acc.x = X;
_acc.y = y;
_acc.z = z;
// ----------------------------
// Debugging for translating Wiimote to Keyboard (or Gamepad)
// ----------
/*
// Toogle console display
if(GetAsyncKeyState('U'))
{
if(consoleDisplay < 2)
consoleDisplay ++;
else
consoleDisplay = 0;
}
if(GetAsyncKeyState('5'))
A-=1;
else if(GetAsyncKeyState('6'))
A+=1;
if(GetAsyncKeyState('7'))
B-=1;
else if(GetAsyncKeyState('8'))
B+=1;
if(GetAsyncKeyState('9'))
C-=1;
else if(GetAsyncKeyState('0'))
C+=1;
else if(GetAsyncKeyState(VK_NUMPAD3))
d-=1;
else if(GetAsyncKeyState(VK_NUMPAD6))
d+=1;
else if(GetAsyncKeyState(VK_ADD))
yhistsize-=1;
else if(GetAsyncKeyState(VK_SUBTRACT))
yhistsize+=1;
if(GetAsyncKeyState(VK_INSERT))
AX-=1;
else if(GetAsyncKeyState(VK_DELETE))
AX+=1;
else if(GetAsyncKeyState(VK_HOME))
AY-=1;
else if(GetAsyncKeyState(VK_END))
AY+=1;
else if(GetAsyncKeyState(VK_SHIFT))
AZ-=1;
else if(GetAsyncKeyState(VK_CONTROL))
AZ+=1;
if(GetAsyncKeyState(VK_NUMPAD1))
X+=1;
else if(GetAsyncKeyState(VK_NUMPAD2))
X-=1;
if(GetAsyncKeyState(VK_NUMPAD4))
Y+=1;
else if(GetAsyncKeyState(VK_NUMPAD5))
Y-=1;
if(GetAsyncKeyState(VK_NUMPAD7))
Z+=1;
else if(GetAsyncKeyState(VK_NUMPAD8))
Z-=1;
//if(consoleDisplay == 0)
Console::Print("x: %03i | y: %03i | z: %03i | A:%i B:%i C:%i a:%i b:%i c:%i d:%i X:%i Y:%i Z:%i\n",
_acc.x, _acc.y, _acc.z,
A, B, C,
a, b, c, d,
X, Y, Z
);
Console::Print("x: %03i | y: %03i | z: %03i | X:%i Y:%i Z:%i | AX:%i AY:%i AZ:%i \n",
_acc.x, _acc.y, _acc.z,
X, Y, Z,
AX, AY, AZ
);*/
}
/////////////////////////
///////////////////////////////////////////////////////////////////
// The extended 12 byte (3 byte per object) reporting
// ---------------
void FillReportIR(wm_ir_extended& _ir0, wm_ir_extended& _ir1)
{
/* DESCRIPTION: The calibration is controlled by these values, their absolute value and
the relative distance between between them control the calibration. WideScreen mode
has its own settings. */
int Top, Left, Right, Bottom, SensorBarRadius;
if(g_Config.bWideScreen)
{
Top = wTOP; Left = wLEFT; Right = wRIGHT;
Bottom = wBOTTOM; SensorBarRadius = wSENSOR_BAR_RADIUS;
}
else
{
Top = TOP; Left = LEFT; Right = RIGHT;
Bottom = BOTTOM; SensorBarRadius = SENSOR_BAR_RADIUS;
}
/* Fill with 0xff if empty. The real Wiimote seems to use 0xff when it sees to ojbects, at least from
how WiiMoteReal::SendEvent() works. */
memset(&_ir0, 0xff, sizeof(wm_ir_extended));
memset(&_ir1, 0xff, sizeof(wm_ir_extended));
float MouseX, MouseY;
GetMousePos(MouseX, MouseY);
// If we are outside the screen leave the values at 0xff
if(MouseX > 1 || MouseX < 0 || MouseY > 1 || MouseY < 0) return;
int y0 = Top + (MouseY * (Bottom - Top));
int y1 = Top + (MouseY * (Bottom - Top));
int x0 = Left + (MouseX * (Right - Left)) - SensorBarRadius;
int x1 = Left + (MouseX * (Right - Left)) + SensorBarRadius;
x0 = 1023 - x0;
_ir0.x = x0 & 0xFF;
_ir0.y = y0 & 0xFF;
_ir0.size = 10;
_ir0.xHi = x0 >> 8;
_ir0.yHi = y0 >> 8;
x1 = 1023 - x1;
_ir1.x = x1 & 0xFF;
_ir1.y = y1 & 0xFF;
_ir1.size = 10;
_ir1.xHi = x1 >> 8;
_ir1.yHi = y1 >> 8;
// ----------------------------
// Debugging for calibration
// ----------
/*
if(GetAsyncKeyState(VK_NUMPAD1))
Right +=1;
else if(GetAsyncKeyState(VK_NUMPAD2))
Right -=1;
if(GetAsyncKeyState(VK_NUMPAD4))
Left +=1;
else if(GetAsyncKeyState(VK_NUMPAD5))
Left -=1;
if(GetAsyncKeyState(VK_NUMPAD7))
Top += 1;
else if(GetAsyncKeyState(VK_NUMPAD8))
Top -= 1;
if(GetAsyncKeyState(VK_NUMPAD6))
Bottom += 1;
else if(GetAsyncKeyState(VK_NUMPAD3))
Bottom -= 1;
if(GetAsyncKeyState(VK_INSERT))
SensorBarRadius += 1;
else if(GetAsyncKeyState(VK_DELETE))
SensorBarRadius -= 1;
//ClearScreen();
//if(consoleDisplay == 1)
Console::Print("x0:%03i x1:%03i y0:%03i y1:%03i irx0:%03i y0:%03i x1:%03i y1:%03i | T:%i L:%i R:%i B:%i S:%i\n",
x0, x1, y0, y1, _ir0.x, _ir0.y, _ir1.x, _ir1.y, Top, Left, Right, Bottom, SensorBarRadius
);
Console::Print("\n");
Console::Print("ir0.x:%02x xHi:%02x ir1.x:%02x xHi:%02x | ir0.y:%02x yHi:%02x ir1.y:%02x yHi:%02x | 1.s:%02x 2:%02x\n",
_ir0.x, _ir0.xHi, _ir1.x, _ir1.xHi,
_ir0.y, _ir0.yHi, _ir1.y, _ir1.yHi,
_ir0.size, _ir1.size
);*/
}
///////////////////////////////////////////////////////////////////
// The extended 10 byte reporting
// ---------------
void FillReportIRBasic(wm_ir_basic& _ir0, wm_ir_basic& _ir1)
{
/* See description above */
int Top, Left, Right, Bottom, SensorBarRadius;
if(g_Config.bWideScreen)
{
Top = wTOP; Left = wLEFT; Right = wRIGHT;
Bottom = wBOTTOM; SensorBarRadius = wSENSOR_BAR_RADIUS;
}
else
{
Top = TOP; Left = LEFT; Right = RIGHT;
Bottom = BOTTOM; SensorBarRadius = SENSOR_BAR_RADIUS;
}
// Fill with 0xff if empty
memset(&_ir0, 0xff, sizeof(wm_ir_basic));
memset(&_ir1, 0xff, sizeof(wm_ir_basic));
float MouseX, MouseY;
GetMousePos(MouseX, MouseY);
// If we are outside the screen leave the values at 0xff
if(MouseX > 1 || MouseX < 0 || MouseY > 1 || MouseY < 0) return;
int y1 = Top + (MouseY * (Bottom - Top));
int y2 = Top + (MouseY * (Bottom - Top));
int x1 = Left + (MouseX * (Right - Left)) - SensorBarRadius;
int x2 = Left + (MouseX * (Right - Left)) + SensorBarRadius;
/* As with the extented report we settle with emulating two out of four
possible objects */
x1 = 1023 - x1;
_ir0.x1 = x1 & 0xff;
_ir0.y1 = y1 & 0xff;
_ir0.x1Hi = (x1 >> 8); // we are dealing with 2 bit values here
_ir0.y1Hi = (y1 >> 8);
x2 = 1023 - x2;
_ir0.x2 = x2 & 0xff;
_ir0.y2 = y2 & 0xff;
_ir0.x2Hi = (x2 >> 8);
_ir0.y2Hi = (y2 >> 8);
// I don't understand't the & 0x03, should we do that?
//_ir1.x1Hi = (x1 >> 8) & 0x3;
//_ir1.y1Hi = (y1 >> 8) & 0x3;
// ----------------------------
// Debugging for calibration
// ----------
if(GetAsyncKeyState(VK_NUMPAD1))
Right +=1;
else if(GetAsyncKeyState(VK_NUMPAD2))
Right -=1;
if(GetAsyncKeyState(VK_NUMPAD4))
Left +=1;
else if(GetAsyncKeyState(VK_NUMPAD5))
Left -=1;
if(GetAsyncKeyState(VK_NUMPAD7))
Top += 1;
else if(GetAsyncKeyState(VK_NUMPAD8))
Top -= 1;
if(GetAsyncKeyState(VK_NUMPAD6))
Bottom += 1;
else if(GetAsyncKeyState(VK_NUMPAD3))
Bottom -= 1;
if(GetAsyncKeyState(VK_INSERT))
SensorBarRadius += 1;
else if(GetAsyncKeyState(VK_DELETE))
SensorBarRadius -= 1;
/*
//ClearScreen();
//if(consoleDisplay == 1)
Console::Print("x1:%03i x2:%03i y1:%03i y2:%03i irx1:%02x y1:%02x x2:%02x y2:%02x | T:%i L:%i R:%i B:%i S:%i\n",
x1, x2, y1, y2, _ir0.x1, _ir0.y1, _ir1.x2, _ir1.y2, Top, Left, Right, Bottom, SensorBarRadius
);
Console::Print("\n");
Console::Print("ir0.x1:%02x x1h:%02x x2:%02x x2h:%02x | ir0.y1:%02x y1h:%02x y2:%02x y2h:%02x | ir1.x1:%02x x1h:%02x x2:%02x x2h:%02x | ir1.y1:%02x y1h:%02x y2:%02x y2h:%02x\n",
_ir0.x1, _ir0.x1Hi, _ir0.x2, _ir0.x2Hi,
_ir0.y1, _ir0.y1Hi, _ir0.y2, _ir0.y2Hi,
_ir1.x1, _ir1.x1Hi, _ir1.x2, _ir1.x2Hi,
_ir1.y1, _ir1.y1Hi, _ir1.y2, _ir1.y2Hi
);*/
}
int abc = 0;
// ===================================================
/* Generate the 6 byte extension report for the Nunchuck, encrypted. The bytes are JX JY AX AY AZ BT. */
// ----------------
void FillReportExtension(wm_extension& _ext)
{
#ifdef _WIN32
// ------------------------------------
// Recorded movements
// --------------
// Check for a playback command
if(g_RecordingPlaying[1] < 0)
{
g_RecordingPlaying[1] = RecordingCheckKeys(false);
}
else
{
RecordingPlay(_ext.ax, _ext.ay, _ext.az, 1);
//Console::Print("X: %u\n", _acc.x);
return;
}
// ---------------------
#endif
/* These are the default neutral values for the nunchuck accelerometer according
to a source. */
_ext.ax = 0x80;
_ext.ay = 0x80;
_ext.az = 0xb3;
_ext.ax += abc;
abc ++;
if (abc > 50) abc = 0;
_ext.jx = 0x80; // these are the default values unless we use them
_ext.jy = 0x80;
_ext.bt = 0x03; // 0x03 means no button pressed, the button is zero active
#ifdef _WIN32
/* We use a 192 range (32 to 224) that match our calibration values in
nunchuck_calibration */
if(GetAsyncKeyState(VK_NUMPAD4)) // left
_ext.jx = 0x20;
if(GetAsyncKeyState(VK_NUMPAD8))
_ext.jy = 0xe0;
if(GetAsyncKeyState(VK_NUMPAD6)) // right
_ext.jx = 0xe0;
if(GetAsyncKeyState(VK_NUMPAD5))
_ext.jy = 0x20;
if(GetAsyncKeyState('C'))
_ext.bt = 0x01;
if(GetAsyncKeyState('Z'))
_ext.bt = 0x02;
if(GetAsyncKeyState('C') && GetAsyncKeyState('Z'))
_ext.bt = 0x00;
#else
// TODO linux port
#endif
/* Here we use g_RegExtTmpReport as a temporary storage for the enryption function because
the type if array may have some importance for wiimote_encrypt(). We avoid using
g_RegExtTmp that is used in EmuMain.cpp because if this runs on a different thread
there is a small chance that they may interfer with each other. */
// Clear g_RegExtTmpReport by copying zeroes to it, this may not be needed
memset(g_RegExtTmpReport, 0, sizeof(g_RegExtTmp));
/* Write the nunchuck inputs to it. We begin writing at 0x08, but it could also be
0x00, the important thing is that we begin at an address evenly divisible
by 0x08 */
memcpy(g_RegExtTmpReport + 0x08, &_ext, sizeof(_ext));
// Encrypt it
wiimote_encrypt(&g_ExtKey, &g_RegExtTmpReport[0x08], 0x08, sizeof(_ext));
// Write it back to the extension
memcpy(&_ext, &g_RegExtTmpReport[0x08], sizeof(_ext));
}
// =======================
// ===================================================
/* Generate the 6 byte extension report for the Classic Controller, encrypted.
The bytes are ... */
// ----------------
void FillReportClassicExtension(wm_classic_extension& _ext)
{
/* These are the default neutral values for the analog triggers and sticks */
u8 Rx = 0x80, Ry = 0x80, Lx = 0x80, Ly = 0x80, lT = 0x80, rT = 0x80;
_ext.b1.padding = 0x01; // 0x01 means not pressed
_ext.b1.bRT = 0x01;
_ext.b1.bP = 0x01;
_ext.b1.bH = 0x01;
_ext.b1.bM = 0x01;
_ext.b1.bLT = 0x01;
_ext.b1.bdD = 0x01;
_ext.b1.bdR = 0x01;
_ext.b2.bdU = 0x01;
_ext.b2.bdL = 0x01;
_ext.b2.bZR = 0x01;
_ext.b2.bX = 0x01;
_ext.b2.bA = 0x01;
_ext.b2.bY = 0x01;
_ext.b2.bB = 0x01;
_ext.b2.bZL = 0x01;
// --------------------------------------
/* Left and right analog sticks
u8 Lx : 6; // byte 0
u8 Rx : 2;
u8 Ly : 6; // byte 1
u8 Rx2 : 2;
u8 Ry : 5; // byte 2
u8 lT : 2;
u8 Rx3 : 1;
u8 rT : 5; // byte 3
u8 lT2 : 3;
*/
#ifdef _WIN32
/* We use a 200 range (28 to 228) for the left analog stick and a 176 range
(40 to 216) for the right analog stick to match our calibration values
in classic_calibration */
if(GetAsyncKeyState('J')) // left analog left
Lx = 0x1c;
if(GetAsyncKeyState('I')) // up
Ly = 0xe4;
if(GetAsyncKeyState('L')) // right
Lx = 0xe4;
if(GetAsyncKeyState('K')) // down
Ly = 0x1c;
if(GetAsyncKeyState('D')) // right analog left
Rx = 0x28;
if(GetAsyncKeyState('R')) // up
Ry = 0xd8;
if(GetAsyncKeyState('G')) // right
Rx = 0xd8;
if(GetAsyncKeyState('F')) // down
Ry = 0x28;
#endif
_ext.Lx = (Lx >> 2);
_ext.Ly = (Ly >> 2);
_ext.Rx = (Rx >> 3); // this may be wrong
_ext.Rx2 = (Rx >> 5);
_ext.Rx3 = (Rx >> 7);
_ext.Ry = (Ry >> 2);
_ext.lT = (Ry >> 2);
_ext.lT2 = (Ry >> 3);
_ext.rT = (Ry >> 4);
// --------------
#ifdef _WIN32
// --------------------------------------
/* D-Pad
u8 b1;
0:
6: bdD
7: bdR
u8 b2;
0: bdU
1: bdL
*/
if(GetAsyncKeyState(VK_NUMPAD4)) // left
_ext.b2.bdL = 0x00;
if(GetAsyncKeyState(VK_NUMPAD8)) // up
_ext.b2.bdU = 0x00;
if(GetAsyncKeyState(VK_NUMPAD6)) // right
_ext.b1.bdR = 0x00;
if(GetAsyncKeyState(VK_NUMPAD5)) // down
_ext.b1.bdD = 0x00;
// --------------
// --------------------------------------
/* Buttons
u8 b1;
0:
6: -
7: -
u8 b2;
0: -
1: -
2: bZr
3: bX
4: bA
5: bY
6: bB
7: bZl
*/
if(GetAsyncKeyState('Z'))
_ext.b2.bA = 0x00;
if(GetAsyncKeyState('C'))
_ext.b2.bB = 0x00;
if(GetAsyncKeyState('Y'))
_ext.b2.bY = 0x00;
if(GetAsyncKeyState('X'))
_ext.b2.bX = 0x00;
if(GetAsyncKeyState('O')) // O instead of P
_ext.b1.bP = 0x00;
if(GetAsyncKeyState('N')) // N instead of M
_ext.b1.bM = 0x00;
if(GetAsyncKeyState('U')) // Home button
_ext.b1.bH = 0x00;
if(GetAsyncKeyState('7')) // digital left trigger
_ext.b1.bLT = 0x00;
if(GetAsyncKeyState('8'))
_ext.b2.bZL = 0x00;
if(GetAsyncKeyState('9'))
_ext.b2.bZR = 0x00;
if(GetAsyncKeyState('0')) // digital right trigger
_ext.b1.bRT = 0x00;
// All buttons pressed
//if(GetAsyncKeyState('C') && GetAsyncKeyState('Z'))
// { _ext.b2.bA = 0x01; _ext.b2.bB = 0x01; }
// --------------
#else
// TODO linux port
#endif
// Clear g_RegExtTmp by copying zeroes to it
memset(g_RegExtTmpReport, 0, sizeof(g_RegExtTmp));
/* Write the nunchuck inputs to it. We begin writing at 0x08, see comment above. */
memcpy(g_RegExtTmpReport + 0x08, &_ext, sizeof(_ext));
// Encrypt it
wiimote_encrypt(&g_ExtKey, &g_RegExtTmpReport[0x08], 0x08, 0x06);
// Write it back
memcpy(&_ext, &g_RegExtTmpReport[0x08], sizeof(_ext));
}
// =======================
} // end of namespace