// Copyright (C) 2003 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/ #include #include #include #include "Common.h" // Common #include "Timer.h" #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 "Config.h" // For g_Config extern SWiimoteInitialize g_WiimoteInitialize; namespace WiiMoteEmu { // Recorded movements // Variables: 0 = Wiimote, 1 = Nunchuck int g_RecordingPlaying[3]; //g_RecordingPlaying[0] = -1; g_RecordingPlaying[1] = -1; int g_RecordingCounter[3]; //g_RecordingCounter[0] = 0; g_RecordingCounter[1] = 0; int g_RecordingPoint[3]; //g_RecordingPoint[0] = 0; g_RecordingPoint[1] = 0; double g_RecordingStart[3]; //g_RecordingStart[0] = 0; g_RecordingStart[1] = 0; double g_RecordingCurrentTime[3]; //g_RecordingCurrentTime[0] = 0; g_RecordingCurrentTime[1] = 0; /* Convert from -350 to -3.5 g. The Nunchuck gravity size is 51 compared to the 26 to 28 for the Wiimote. So the maximum g values are higher for the Wiimote. */ int G2Accelerometer(int _G, int XYZ, int Wm) { float G = (float)_G / 100.0; float Neutral, OneG, Accelerometer; switch(XYZ) { case 0: // X if(Wm == WM_RECORDING_WIIMOTE) { OneG = (float)g_wm.cal_g.x; Neutral = (float)g_wm.cal_zero.x; } else { OneG = (float)g_nu.cal_g.x; Neutral = (float)g_nu.cal_zero.x; } break; case 1: // Y if(Wm == WM_RECORDING_WIIMOTE) { OneG = (float)g_wm.cal_g.y; Neutral = (float)g_wm.cal_zero.y; } else { OneG = (float)g_nu.cal_g.y; Neutral = (float)g_nu.cal_zero.y; } break; case 2: // Z if(Wm == WM_RECORDING_WIIMOTE) { OneG = (float)g_wm.cal_g.z; Neutral = (float)g_wm.cal_zero.z; } else { OneG = (float)g_nu.cal_g.z; Neutral = (float)g_nu.cal_zero.z; } break; default: PanicAlert("There is a syntax error in a function that is calling G2Accelerometer(%i, %i)", _G, XYZ); } Accelerometer = Neutral + (OneG * G); int Return = (int)Accelerometer; // Logging //DEBUG_LOG(WIIMOTE, "G2Accelerometer():%f %f %f %f", Neutral, OneG, G, Accelerometer); // Boundaries if (Return > 255) Return = 255; if (Return < 0) Return = 0; return Return; } template bool RecordingPlayAccIR(u8 &_x, u8 &_y, u8 &_z, IRReportType &_IR, int Wm) { // Check if the recording is on if (g_RecordingPlaying[Wm] == -1) return false; // Return if the list is empty if(VRecording.at(g_RecordingPlaying[Wm]).Recording.size() == 0) { g_RecordingPlaying[Wm] = -1; DEBUG_LOG(WIIMOTE, "Empty"); return false; } // Return if the playback speed is unset if(VRecording.at(g_RecordingPlaying[Wm]).PlaybackSpeed < 0) { DEBUG_LOG(WIIMOTE, "PlaybackSpeed empty: %i", g_RecordingPlaying[Wm]); g_RecordingPlaying[Wm] = -1; return false; } // Get IR bytes int IRBytes = VRecording.at(g_RecordingPlaying[Wm]).IRBytes; // Return if the IR mode is wrong if (Wm == WM_RECORDING_IR && ( (IRBytes == 12 && !(g_ReportingMode == 0x33)) || (IRBytes == 10 && !(g_ReportingMode == 0x36 || g_ReportingMode == 0x37)) ) ) { DEBUG_LOG(WIIMOTE, "Wrong IR mode: %i", g_RecordingPlaying[Wm]); g_RecordingPlaying[Wm] = -1; return false; } // Get starting time if(g_RecordingCounter[Wm] == 0) { DEBUG_LOG(WIIMOTE, "Begin: %i", Wm); g_RecordingStart[Wm] = Common::Timer::GetDoubleTime(); } // Get current time g_RecordingCurrentTime[Wm] = Common::Timer::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 < (int)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) // Or if we are playing back all observations regardless of time //g_RecordingPoint[Wm] = g_RecordingCounter[Wm]; //if (g_RecordingPoint[Wm] >= VRecording.at(g_RecordingPlaying[Wm]).Recording.size()) { g_RecordingCounter[Wm] = 0; g_RecordingPlaying[Wm] = -1; g_RecordingStart[Wm] = 0; g_RecordingCurrentTime[Wm] = 0; DEBUG_LOG(WIIMOTE, "End: %i", Wm); return false; } // Update accelerometer values _x = G2Accelerometer(VRecording.at(g_RecordingPlaying[Wm]).Recording.at(g_RecordingPoint[Wm]).x, 0, Wm); _y = G2Accelerometer(VRecording.at(g_RecordingPlaying[Wm]).Recording.at(g_RecordingPoint[Wm]).y, 1, Wm); _z = G2Accelerometer(VRecording.at(g_RecordingPlaying[Wm]).Recording.at(g_RecordingPoint[Wm]).z, 2, Wm); // Update IR values if(Wm == WM_RECORDING_IR) memcpy(&_IR, VRecording.at(g_RecordingPlaying[Wm]).Recording.at(g_RecordingPoint[Wm]).IR, IRBytes); if (g_DebugAccelerometer) { //Console::ClearScreen(); DEBUG_LOG(WIIMOTE, "Current time: [%i / %i] %f %f", g_RecordingPoint[Wm], VRecording.at(g_RecordingPlaying[Wm]).Recording.size(), VRecording.at(g_RecordingPlaying[Wm]).Recording.at(g_RecordingPoint[Wm]).Time, g_RecordingCurrentTime[Wm] ); DEBUG_LOG(WIIMOTE, "Accel x, y, z: %03u %03u %03u", _x, _y, _z); } //DEBUG_LOG(WIIMOTE, "Accel x, y, z: %03u %03u %03u", _x, _y, _z); g_RecordingCounter[Wm]++; return true; } /* Because the playback is neatly controlled by RecordingPlayAccIR() we use these functions to be able to use RecordingPlayAccIR() for both accelerometer and IR recordings */ bool RecordingPlay(u8 &_x, u8 &_y, u8 &_z, int Wm) { wm_ir_basic IR; return RecordingPlayAccIR(_x, _y, _z, IR, Wm); } template bool RecordingPlayIR(IRReportType &_IR) { u8 x, y, z; return RecordingPlayAccIR(x, y, z, _IR, 2); } // Return true if this particual numerical key is pressed bool IsNumericalKeyPressed(int _Key) { #ifdef _WIN32 // Check which key it is std::string TmpKey = StringFromFormat("%i", _Key); if(GetAsyncKeyState(TmpKey[0])) return true; else // That numerical key is pressed return false; #else // TODO linux port return false; #endif } // Check if a switch is pressed bool IsSwitchPressed(int _Key) { #ifdef _WIN32 // Check if that switch is pressed switch (_Key) { case 0: if (GetAsyncKeyState(VK_SHIFT)) return true; case 1: if (GetAsyncKeyState(VK_CONTROL)) return true; case 2: if (GetAsyncKeyState(VK_MENU)) return true; } // That switch was not pressed return false; #else // TODO linux port return false; #endif } // Check if we should start the playback of a recording. Once it has been started it can currently // not be stopped, it will always run to the end of the recording. int RecordingCheckKeys(int WmNuIr) { #ifdef _WIN32 //DEBUG_LOG(WIIMOTE, "RecordingCheckKeys: %i", Wiimote); // Check if we have a HotKey match bool Match = false; int Recording = -1; for(int i = 0; i < RECORDING_ROWS; i++) { // Check all ten numerical keys for(int j = 0; j < 10; j++) { if ((VRecording.at(i).HotKeyWiimote == j && WmNuIr == 0 && IsNumericalKeyPressed(j) || VRecording.at(i).HotKeyNunchuck == j && WmNuIr == 1 && IsNumericalKeyPressed(j) || VRecording.at(i).HotKeyIR == j && WmNuIr == 2 && IsNumericalKeyPressed(j)) && (IsSwitchPressed(VRecording.at(i).HotKeySwitch) || VRecording.at(i).HotKeySwitch == 3)) { //DEBUG_LOG(WIIMOTE, "Match: %i %i", i, Key); Match = true; Recording = i; break; } } } // Return nothing if we don't have a match if (!Match) return -1; // Return the match return Recording; #else return -1; #endif } // Subroutines int GetMapKeyState(int _MapKey, int Key) { if (g_Config.bInputActive) { const int Page = 0; if (_MapKey < 256) #ifdef _WIN32 return GetAsyncKeyState(_MapKey); // Keyboard (Windows) #else return KeyStatus[Key]; // Keyboard (Linux) #endif if (_MapKey < 0x1100) return SDL_JoystickGetButton(PadState[Page].joy, _MapKey - 0x1000); // Pad button else // Pad hat { u8 HatCode, HatKey; HatCode = SDL_JoystickGetHat(PadState[Page].joy, (_MapKey - 0x1100) / 0x0010); HatKey = (_MapKey - 0x1100) % 0x0010; if (HatCode & HatKey) return HatKey; } } return NULL; } // Multi System Input Status Check int IsKey(int Key) { if (Key == g_Wiimote_kbd.SHAKE) { #ifdef _WIN32 return GetMapKeyState(PadMapping[0].Wm.keyForControls[Key - g_Wiimote_kbd.A], Key) || GetAsyncKeyState(VK_MBUTTON); #else return GetMapKeyState(PadMapping[0].Wm.keyForControls[Key - g_Wiimote_kbd.A], Key); #endif } if (g_Wiimote_kbd.A <= Key && Key <= g_Wiimote_kbd.PITCH_D) { return GetMapKeyState(PadMapping[0].Wm.keyForControls[Key - g_Wiimote_kbd.A], Key); } if (g_NunchuckExt.Z <= Key && Key <= g_NunchuckExt.SHAKE) { return GetMapKeyState(PadMapping[0].Nc.keyForControls[Key - g_NunchuckExt.Z], Key); } if (g_ClassicContExt.A <= Key && Key <= g_ClassicContExt.Rd) { return GetMapKeyState(PadMapping[0].Cc.keyForControls[Key - g_ClassicContExt.A], Key); } if (g_GH3Ext.Green <= Key && Key <= g_GH3Ext.StrumDown) { return GetMapKeyState(PadMapping[0].GH3c.keyForControls[Key - g_GH3Ext.Green], Key); } #ifdef _WIN32 switch(Key) { // Wiimote case g_Wiimote_kbd.MA: return GetAsyncKeyState(VK_LBUTTON); case g_Wiimote_kbd.MB: return GetAsyncKeyState(VK_RBUTTON); // This should not happen default: PanicAlert("There is syntax error in a function that is calling IsKey(%i)", Key); return false; } #else return KeyStatus[Key]; #endif } // Wiimote core buttons void FillReportInfo(wm_core& _core) { // Check that Dolphin is in focus if (!IsFocus()) 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((IsKey(g_Wiimote_kbd.MA) && InsideScreen) || IsKey(g_Wiimote_kbd.A)) _core.a = 1; if((IsKey(g_Wiimote_kbd.MB) && InsideScreen) || IsKey(g_Wiimote_kbd.B)) _core.b = 1; _core.one = IsKey(g_Wiimote_kbd.ONE) ? 1 : 0; _core.two = IsKey(g_Wiimote_kbd.TWO) ? 1 : 0; _core.plus = IsKey(g_Wiimote_kbd.P) ? 1 : 0; _core.minus = IsKey(g_Wiimote_kbd.M) ? 1 : 0; _core.home = IsKey(g_Wiimote_kbd.H) ? 1 : 0; /* Sideways controls (for example for Wario Land) if the Wiimote is intended to be held sideways */ if(g_Config.bSideways) { _core.left = IsKey(g_Wiimote_kbd.D) ? 1 : 0; _core.up = IsKey(g_Wiimote_kbd.L) ? 1 : 0; _core.right = IsKey(g_Wiimote_kbd.U) ? 1 : 0; _core.down = IsKey(g_Wiimote_kbd.R) ? 1 : 0; } else { _core.left = IsKey(g_Wiimote_kbd.L) ? 1 : 0; _core.up = IsKey(g_Wiimote_kbd.U) ? 1 : 0; _core.right = IsKey(g_Wiimote_kbd.R) ? 1 : 0; _core.down = IsKey(g_Wiimote_kbd.D) ? 1 : 0; } } // 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. This is because the game detects a steep pitch of the Wiimote then. Wiimote Accelerometer Axes + (- -- X -- +) | ___ | | |\ - | | + || \ | . || \ Y |. .|| Z | . || \ | | . || \ | |___|| + - --- */ // Single shake step of all three directions void ShakeToAccelerometer(int &_x, int &_y, int &_z, STiltData &_TiltData) { switch(_TiltData.Shake) { case 0: _TiltData.Shake = -1; break; case 1: case 3: _x = g_wm.cal_zero.x / 2; _y = g_wm.cal_zero.y / 2; _z = g_wm.cal_zero.z / 2; break; case 5: case 7: _x = (0xFF - g_wm.cal_zero.x ) / 2; _y = (0xFF - g_wm.cal_zero.y ) / 2; _z = (0xFF - g_wm.cal_zero.z ) / 2; break; case 2: _x = 0x00; _y = 0x00; _z = 0x00; break; case 6: _x = 0xFF; _y = 0xFF; _z = 0xFF; break; case 4: _x = 0x80; _y = 0x80; _z = 0x80; break; default: _TiltData.Shake = -1; break; } _TiltData.Shake++; if (_TiltData.Shake != 0) { DEBUG_LOG(WIIMOTE, "Shake: %i - 0x%02x, 0x%02x, 0x%02x", _TiltData.Shake, _x, _y, _z); } } /* Tilting by gamepad. We can guess that the game will calculate roll and pitch and use them as measures of the tilting. We are interested in this tilting range 90 to -90*/ void TiltByGamepad(STiltData &_TiltData, int Type) { // Return if we have no pads if (NumGoodPads == 0) return; // This has to be changed if multiple Wiimotes are to be supported later const int Page = 0; /* Adjust the pad state values, including a downscaling from the original 0x8000 size values to 0x80. The only reason we do this is that the code below crrently assume that the range is 0 to 255 for all axes. If we lose any precision by doing this we could consider not doing this adjustment. And instead for example upsize the XInput trigger from 0x80 to 0x8000. */ int Lx, Ly, Rx, Ry, Tl, Tr; PadStateAdjustments(Lx, Ly, Rx, Ry, Tl, Tr); // Save the Range in degrees, 45 and 90 are good values in some games int &RollRange = g_Config.Tilt.Range.Roll; int &PitchRange = g_Config.Tilt.Range.Pitch; // The trigger currently only controls pitch, no roll, no free swing if (Type == g_Config.Tilt.TRIGGER) { // Make the range the same dimension as the analog stick Tl = Tl / 2; Tr = Tr / 2; // Invert if (g_Config.Tilt.PitchInvert) { Tl = -Tl; Tr = -Tr; } // The final value _TiltData.Pitch = (float)PitchRange * ((float)(Tl - Tr) / 128.0f); } /* For the analog stick roll is by default set to the X-axis, pitch is by default set to the Y-axis. By changing the axis mapping and the invert options this can be altered in any way */ else if (Type == g_Config.Tilt.ANALOG1) { // Adjust the trigger to go between negative and positive values Lx = Lx - 0x80; Ly = Ly - 0x80; // Invert if (g_Config.Tilt.RollInvert) Lx = -Lx; // else Tr = -Tr; if (g_Config.Tilt.PitchInvert) Ly = -Ly; // else Tr = -Tr; // Produce the final value _TiltData.Roll = (RollRange) ? (float)RollRange * ((float)Lx / 128.0f) : Lx; _TiltData.Pitch = (PitchRange) ? (float)PitchRange * ((float)Ly / 128.0f) : Ly; } // Otherwise we are using ANALOG2 else { // Adjust the trigger to go between negative and positive values Rx = Rx - 0x80; Ry = Ry - 0x80; // Invert if (g_Config.Tilt.RollInvert) Rx = -Rx; // else Tr = -Tr; if (g_Config.Tilt.PitchInvert) Ry = -Ry; // else Tr = -Tr; // Produce the final value _TiltData.Roll = (RollRange) ? (float)RollRange * ((float)Rx / 128.0f) : Rx; _TiltData.Pitch = (PitchRange) ? (float)PitchRange * ((float)Ry / 128.0f) : Ry; } } // Tilting Wiimote by keyboard void TiltByKeyboardWM(STiltData &_TiltData) { // Do roll/pitch or free swing if (IsKey(g_Wiimote_kbd.ROLL_L)) { if (g_Config.Tilt.Range.Roll) { // Stop at the lower end of the range if (_TiltData.Roll > -g_Config.Tilt.Range.Roll) _TiltData.Roll -= 3; // aim left } else // Free swing { _TiltData.Roll = -0x80 / 2; } } else if (IsKey(g_Wiimote_kbd.ROLL_R)) { if (g_Config.Tilt.Range.Roll) { // Stop at the upper end of the range if (_TiltData.Roll < g_Config.Tilt.Range.Roll) _TiltData.Roll += 3; // aim right } else // Free swing { _TiltData.Roll = 0x80 / 2; } } else { _TiltData.Roll = 0; } if (IsKey(g_Wiimote_kbd.PITCH_U)) { if (g_Config.Tilt.Range.Pitch) { // Stop at the lower end of the range if (_TiltData.Pitch > -g_Config.Tilt.Range.Pitch) _TiltData.Pitch -= 3; // aim down } else // Free swing { _TiltData.Pitch = -0x80 / 2; } } else if (IsKey(g_Wiimote_kbd.PITCH_D)) { if (g_Config.Tilt.Range.Pitch) { // Stop at the upper end of the range if (_TiltData.Pitch < g_Config.Tilt.Range.Pitch) _TiltData.Pitch += 3; // aim up } else // Free swing { _TiltData.Pitch = 0x80 / 2; } } else { _TiltData.Pitch = 0; } } // Tilting Nunchuck by keyboard void TiltByKeyboardNC(STiltData &_TiltData) { // Do roll/pitch or free swing if (IsKey(g_NunchuckExt.ROLL_L)) { if (g_Config.Tilt.Range.Roll) { // Stop at the lower end of the range if (_TiltData.Roll > -g_Config.Tilt.Range.Roll) _TiltData.Roll -= 3; // aim left } else // Free swing { _TiltData.Roll = -0x80 / 2; } } else if (IsKey(g_NunchuckExt.ROLL_R)) { if (g_Config.Tilt.Range.Roll) { // Stop at the upper end of the range if (_TiltData.Roll < g_Config.Tilt.Range.Roll) _TiltData.Roll += 3; // aim right } else // Free swing { _TiltData.Roll = 0x80 / 2; } } else { _TiltData.Roll = 0; } if (IsKey(g_NunchuckExt.PITCH_U)) { if (g_Config.Tilt.Range.Pitch) { // Stop at the lower end of the range if (_TiltData.Pitch > -g_Config.Tilt.Range.Pitch) _TiltData.Pitch -= 3; // aim up } else // Free swing { _TiltData.Pitch = -0x80 / 2; } } else if (IsKey(g_NunchuckExt.PITCH_D)) { if (g_Config.Tilt.Range.Pitch) { // Stop at the upper end of the range if (_TiltData.Pitch < g_Config.Tilt.Range.Pitch) _TiltData.Pitch += 3; // aim down } else // Free swing { _TiltData.Pitch = 0x80 / 2; } } else { _TiltData.Pitch = 0; } } // Tilting Wiimote (Wario Land aiming, Mario Kart steering and other things) void TiltWiimote(int &_x, int &_y, int &_z) { // Check if it's on if (g_Config.Tilt.TypeWM == g_Config.Tilt.OFF) return; // Select input method and return the x, y, x values else if (g_Config.Tilt.TypeWM == g_Config.Tilt.KEYBOARD) TiltByKeyboardWM(g_Wiimote_kbd.TiltData); else TiltByGamepad(g_Wiimote_kbd.TiltData, g_Config.Tilt.TypeWM); // Adjust angles, it's only needed if both roll and pitch is used together if (g_Config.Tilt.Range.Roll != 0 && g_Config.Tilt.Range.Pitch != 0) AdjustAngles(g_Wiimote_kbd.TiltData.Roll, g_Wiimote_kbd.TiltData.Pitch); // Calculate the accelerometer value from this tilt angle TiltToAccelerometer(_x, _y, _z, g_Wiimote_kbd.TiltData); //DEBUG_LOG(WIIMOTE, "Roll:%i, Pitch:%i, _x:%u, _y:%u, _z:%u", g_Wiimote_kbd.TiltData.Roll, g_Wiimote_kbd.TiltData.Pitch, _x, _y, _z); } // Tilting Nunchuck (Mad World, Dead Space and other things) void TiltNunchuck(int &_x, int &_y, int &_z) { // Check if it's on if (g_Config.Tilt.TypeNC == g_Config.Tilt.OFF) return; // Select input method and return the x, y, x values else if (g_Config.Tilt.TypeNC == g_Config.Tilt.KEYBOARD) TiltByKeyboardNC(g_NunchuckExt.TiltData); else TiltByGamepad(g_NunchuckExt.TiltData, g_Config.Tilt.TypeNC); // Adjust angles, it's only needed if both roll and pitch is used together if (g_Config.Tilt.Range.Roll != 0 && g_Config.Tilt.Range.Pitch != 0) AdjustAngles(g_NunchuckExt.TiltData.Roll, g_NunchuckExt.TiltData.Pitch); // Calculate the accelerometer value from this tilt angle TiltToAccelerometer(_x, _y, _z, g_NunchuckExt.TiltData); //DEBUG_LOG(WIIMOTE, "Roll:%i, Pitch:%i, _x:%u, _y:%u, _z:%u", g_NunchuckExt.TiltData.Roll, g_NunchuckExt.TiltData.Pitch, _x, _y, _z); } void FillReportAcc(wm_accel& _acc) { // Recorded movements // Check for a playback command if (g_RecordingPlaying[0] < 0) { g_RecordingPlaying[0] = RecordingCheckKeys(0); } else { // If the recording reached the end or failed somehow we will not return if (RecordingPlay(_acc.x, _acc.y, _acc.z, 0)) return; //DEBUG_LOG(WIIMOTE, "X, Y, Z: %u %u %u", _acc.x, _acc.y, _acc.z); } // Initial value _acc.x = g_wm.cal_zero.x; _acc.y = g_wm.cal_zero.y; _acc.z = g_wm.cal_zero.z; // Adjust position, also add some noise to prevent disconnection if (!g_Config.bUpright) _acc.z += g_wm.cal_g.z + g_Wiimote_kbd.TiltData.FakeNoise; else // Upright wiimote _acc.y -= g_wm.cal_g.y + g_Wiimote_kbd.TiltData.FakeNoise; g_Wiimote_kbd.TiltData.FakeNoise = -g_Wiimote_kbd.TiltData.FakeNoise; if (IsFocus()) { int acc_x = _acc.x; int acc_y = _acc.y; int acc_z = _acc.z; if (IsKey(g_Wiimote_kbd.SHAKE) && g_Wiimote_kbd.TiltData.Shake == 0) g_Wiimote_kbd.TiltData.Shake = 1; // Step the shake simulation one step ShakeToAccelerometer(acc_x, acc_y, acc_z, g_Wiimote_kbd.TiltData); // Tilt Wiimote, allow the shake function to interrupt it if (g_Wiimote_kbd.TiltData.Shake == 0) TiltWiimote(acc_x, acc_y, acc_z); // Boundary check if (acc_x > 0xFF) acc_x = 0xFF; else if (acc_x < 0x00) acc_x = 0x00; if (acc_y > 0xFF) acc_y = 0xFF; else if (acc_y < 0x00) acc_y = 0x00; if (acc_z > 0xFF) acc_z = 0xFF; else if (acc_z < 0x00) acc_z = 0x00; _acc.x = acc_x; _acc.y = acc_y; _acc.z = acc_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) DEBUG_LOG(WIIMOTE, "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", _acc.x, _acc.y, _acc.z, A, B, C, a, b, c, d, X, Y, Z ); DEBUG_LOG(WIIMOTE, "x: %03i | y: %03i | z: %03i | X:%i Y:%i Z:%i | AX:%i AY:%i AZ:%i ", _acc.x, _acc.y, _acc.z, X, Y, Z, AX, AY, AZ );*/ } // Rotate IR dot when rolling Wiimote void RotateIRDot(int &_x, int &_y, STiltData &_TiltData) { if (g_Config.Tilt.Range.Roll == 0 || _TiltData.Roll == 0) return; // The IR camera resolution is 1023x767 float dot_x = _x - 1023.0f / 2; float dot_y = _y - 767.0f / 2; float radius = sqrt(pow(dot_x, 2) + pow(dot_y, 2)); float radian = atan2(dot_y, dot_x); _x = radius * cos(radian + InputCommon::Deg2Rad((float)_TiltData.Roll)) + 1023.0f / 2; _y = radius * sin(radian + InputCommon::Deg2Rad((float)_TiltData.Roll)) + 767.0f / 2; // Out of sight check if (_x < 0 || _x > 1023) _x = 0xFFFF; if (_y < 0 || _y > 767) _y = 0xFFFF; } /* int Top = TOP, Left = LEFT, Right = RIGHT, Bottom = BOTTOM, SensorBarRadius = SENSOR_BAR_RADIUS; */ // The extended 12 byte (3 byte per object) reporting void FillReportIR(wm_ir_extended& _ir0, wm_ir_extended& _ir1) { // Recorded movements // Check for a playback command if(g_RecordingPlaying[2] < 0) { g_RecordingPlaying[2] = RecordingCheckKeys(2); } else { //DEBUG_LOG(WIIMOTE, "X, Y, Z: %u %u %u", _acc.x, _acc.y, _acc.z); if (RecordingPlayIR(_ir0)) return; } /* Fill with 0xff if empty. The real Wiimote seems to use 0xff when it doesn't see a certain point, 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; // Position calculation int y0 = g_Config.iIRTop + g_Config.iIRHeight * MouseY; int y1 = y0; // The distance between the x positions are two sensor bar radii int x0 = 1023 - g_Config.iIRLeft - g_Config.iIRWidth * MouseX - SENSOR_BAR_WIDTH / 2; int x1 = x0 + SENSOR_BAR_WIDTH; RotateIRDot(x0, y0, g_Wiimote_kbd.TiltData); RotateIRDot(x1, y1, g_Wiimote_kbd.TiltData); // Converted to IR data _ir0.x = x0 & 0xff; _ir0.xHi = x0 >> 8; _ir0.y = y0 & 0xff; _ir0.yHi = y0 >> 8; _ir1.x = x1 & 0xff; _ir1.xHi = x1 >> 8; _ir1.y = y1 & 0xff; _ir1.yHi = y1 >> 8; // The size can be between 0 and 15 and is probably not important _ir0.size = 10; _ir1.size = 10; // Debugging for calibration /* if(!GetAsyncKeyState(VK_CONTROL) && GetAsyncKeyState(VK_RIGHT)) Right +=1; else if(GetAsyncKeyState(VK_CONTROL) && GetAsyncKeyState(VK_RIGHT)) Right -=1; if(!GetAsyncKeyState(VK_CONTROL) && GetAsyncKeyState(VK_LEFT)) Left +=1; else if(GetAsyncKeyState(VK_CONTROL) && GetAsyncKeyState(VK_LEFT)) Left -=1; if(!GetAsyncKeyState(VK_CONTROL) && GetAsyncKeyState(VK_UP)) Top += 1; else if(GetAsyncKeyState(VK_CONTROL) && GetAsyncKeyState(VK_UP)) Top -= 1; if(!GetAsyncKeyState(VK_CONTROL) && GetAsyncKeyState(VK_DOWN)) Bottom += 1; else if(GetAsyncKeyState(VK_CONTROL) && GetAsyncKeyState(VK_DOWN)) Bottom -= 1; if(!GetAsyncKeyState(VK_CONTROL) && GetAsyncKeyState(VK_NUMPAD0)) SensorBarRadius += 1; else if(GetAsyncKeyState(VK_CONTROL) && GetAsyncKeyState(VK_NUMPAD0)) SensorBarRadius -= 1; //Console::ClearScreen(); //if(consoleDisplay == 1) DEBUG_LOG(WIIMOTE, "x0:%03i x1:%03i y0:%03i y1:%03i | T:%i L:%i R:%i B:%i S:%i", x0, x1, y0, y1, Top, Left, Right, Bottom, SensorBarRadius );*/ } // The 10 byte reporting used when an extension is connected void FillReportIRBasic(wm_ir_basic& _ir0, wm_ir_basic& _ir1) { // Recorded movements // Check for a playback command if(g_RecordingPlaying[2] < 0) { g_RecordingPlaying[2] = RecordingCheckKeys(2); } // We are playing back a recording, we don't accept any manual input this time else { //DEBUG_LOG(WIIMOTE, "X, Y, Z: %u %u %u", _acc.x, _acc.y, _acc.z); if (RecordingPlayIR(_ir0)) return; } // 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 = g_Config.iIRTop + g_Config.iIRHeight * MouseY; int y2 = y1; int x1 = 1023 - g_Config.iIRLeft - g_Config.iIRWidth * MouseX - SENSOR_BAR_WIDTH / 2; int x2 = x1 + SENSOR_BAR_WIDTH; RotateIRDot(x1, y1, g_Wiimote_kbd.TiltData); RotateIRDot(x2, y2, g_Wiimote_kbd.TiltData); /* As with the extented report we settle with emulating two out of four possible objects the only difference is that we don't report any size of the tracked object here */ _ir0.x1 = x1 & 0xff; _ir0.x1Hi = (x1 >> 8); // we are dealing with 2 bit values here _ir0.y1 = y1 & 0xff; _ir0.y1Hi = (y1 >> 8); _ir0.x2 = x2 & 0xff; _ir0.x2Hi = (x2 >> 8); _ir0.y2 = y2 & 0xff; _ir0.y2Hi = (y2 >> 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) DEBUG_LOG(WIIMOTE, "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", x1, x2, y1, y2, _ir0.x1, _ir0.y1, _ir1.x2, _ir1.y2, Top, Left, Right, Bottom, SensorBarRadius ); DEBUG_LOG(WIIMOTE, ""); DEBUG_LOG(WIIMOTE, "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", _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 );*/ // ------------------ } // Extensions /* Generate the 6 byte extension report for the Nunchuck, encrypted. The bytes are JX JY AX AY AZ BT. */ void FillReportExtension(wm_extension& _ext) { // Recorded movements // Check for a playback command if(g_RecordingPlaying[1] < 0) { g_RecordingPlaying[1] = RecordingCheckKeys(1); } else { // We should not play back the accelerometer values if (RecordingPlay(_ext.ax, _ext.ay, _ext.az, 1)) return; } // The default joystick and button values unless we use them _ext.jx = g_nu.jx.center; _ext.jy = g_nu.jy.center; _ext.bt = 0x03; // 0x03 means no button pressed, the button is zero active // Use the neutral values _ext.ax = g_nu.cal_zero.x; _ext.ay = g_nu.cal_zero.y; _ext.az = g_nu.cal_zero.z + g_nu.cal_g.z; if (IsFocus()) { int acc_x = _ext.ax; int acc_y = _ext.ay; int acc_z = _ext.az; if (IsKey(g_NunchuckExt.SHAKE) && g_NunchuckExt.TiltData.Shake == 0) g_NunchuckExt.TiltData.Shake = 1; // Step the shake simulation one step ShakeToAccelerometer(acc_x, acc_y, acc_z, g_NunchuckExt.TiltData); // Tilt Nunchuck, allow the shake function to interrupt it if (g_NunchuckExt.TiltData.Shake == 0) TiltNunchuck(acc_x, acc_y, acc_z); // Boundary check if (acc_x > 0xFF) acc_x = 0xFF; else if (acc_x < 0x00) acc_x = 0x00; if (acc_y > 0xFF) acc_y = 0xFF; else if (acc_y < 0x00) acc_y = 0x00; if (acc_z > 0xFF) acc_z = 0xFF; else if (acc_z < 0x00) acc_z = 0x00; _ext.ax = acc_x; _ext.ay = acc_y; _ext.az = acc_z; // Update the analog stick if (g_Config.Nunchuck.Type == g_Config.Nunchuck.KEYBOARD) { // Set the max values to the current calibration values if(IsKey(g_NunchuckExt.L)) // x _ext.jx = g_nu.jx.min; if(IsKey(g_NunchuckExt.R)) _ext.jx = g_nu.jx.max; if(IsKey(g_NunchuckExt.D)) // y _ext.jy = g_nu.jy.min; if(IsKey(g_NunchuckExt.U)) _ext.jy = g_nu.jy.max; // On a real stick, the initialization value of center is 0x80, // but after a first time touch, the center value automatically changes to 0x7F if(_ext.jx != g_nu.jx.center) g_nu.jx.center = 0x7F; if(_ext.jy != g_nu.jy.center) g_nu.jy.center = 0x7F; } else { // Get adjusted pad state values int _Lx, _Ly, _Rx, _Ry, _Tl, _Tr; PadStateAdjustments(_Lx, _Ly, _Rx, _Ry, _Tl, _Tr); // The Y-axis is inverted _Ly = 0xff - _Ly; _Ry = 0xff - _Ry; /* This is if we are also using a real Nunchuck that we are sharing the calibration with. It's not needed if we are using our default values. We adjust the values to the configured range, we even allow the center to not be 0x80. */ if(g_nu.jx.max != 0xff || g_nu.jy.max != 0xff || g_nu.jx.min != 0 || g_nu.jy.min != 0 || g_nu.jx.center != 0x80 || g_nu.jy.center != 0x80) { float Lx = (float)_Lx; float Ly = (float)_Ly; float Rx = (float)_Rx; float Ry = (float)_Ry; //float Tl = (float)_Tl; //float Tr = (float)_Tr; float XRangePos = (float) (g_nu.jx.max - g_nu.jx.center); float XRangeNeg = (float) (g_nu.jx.center - g_nu.jx.min); float YRangePos = (float) (g_nu.jy.max - g_nu.jy.center); float YRangeNeg = (float) (g_nu.jy.center - g_nu.jy.min); if (Lx > 0x80) Lx = Lx * (XRangePos / 128.0); if (Lx < 0x80) Lx = Lx * (XRangeNeg / 128.0); if (Lx == 0x80) Lx = (float)g_nu.jx.center; if (Ly > 0x80) Ly = Ly * (YRangePos / 128.0); if (Ly < 0x80) Ly = Ly * (YRangeNeg / 128.0); if (Ly == 0x80) Lx = (float)g_nu.jy.center; // Boundaries _Lx = (int)Lx; _Ly = (int)Ly; _Rx = (int)Rx; _Ry = (int)Ry; if (_Lx > 0xff) _Lx = 0xff; if (_Lx < 0) _Lx = 0; if (_Rx > 0xff) _Rx = 0xff; if (_Rx < 0) _Rx = 0; if (_Ly > 0xff) _Ly = 0xff; if (_Ly < 0) _Ly = 0; if (_Ry > 0xff) _Ry = 0xff; if (_Ry < 0) _Ry = 0; } if (g_Config.Nunchuck.Type == g_Config.Nunchuck.ANALOG1) { _ext.jx = _Lx; _ext.jy = _Ly; } else // ANALOG2 { _ext.jx = _Rx; _ext.jy = _Ry; } } if(IsKey(g_NunchuckExt.C)) _ext.bt = 0x01; if(IsKey(g_NunchuckExt.Z)) _ext.bt = 0x02; if(IsKey(g_NunchuckExt.C) && IsKey(g_NunchuckExt.Z)) _ext.bt = 0x00; } /* Here we encrypt the report */ // Create a temporary storage for the data u8 Tmp[sizeof(_ext)]; // Clear the array by copying zeroes to it memset(Tmp, 0, sizeof(_ext)); // Copy the data to it memcpy(Tmp, &_ext, sizeof(_ext)); // Encrypt it wiimote_encrypt(&g_ExtKey, Tmp, 0x00, sizeof(_ext)); // Write it back to the struct memcpy(&_ext, Tmp, 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 = g_ClassicContCalibration.Rx.center, Ry = g_ClassicContCalibration.Ry.center, Lx = g_ClassicContCalibration.Lx.center, Ly = g_ClassicContCalibration.Ly.center, lT = g_ClassicContCalibration.Tl.neutral, rT = g_ClassicContCalibration.Tl.neutral; _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; // Check that Dolphin is in focus if (IsFocus()) { /* Left and right analog sticks and analog triggers 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; 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 */ // Update the left analog stick if (g_Config.ClassicController.LType == g_Config.ClassicController.KEYBOARD) { if(IsKey(g_ClassicContExt.Ll)) // Left analog left Lx = g_ClassicContCalibration.Lx.min; if(IsKey(g_ClassicContExt.Lu)) // up Ly = g_ClassicContCalibration.Ly.max; if(IsKey(g_ClassicContExt.Lr)) // right Lx = g_ClassicContCalibration.Lx.max; if(IsKey(g_ClassicContExt.Ld)) // down Ly = g_ClassicContCalibration.Ly.min; // On a real stick, the initialization value of center is 0x80, // but after a first time touch, the center value automatically changes to 0x7F if(Lx != g_ClassicContCalibration.Lx.center) g_ClassicContCalibration.Lx.center = 0x7F; if(Ly != g_ClassicContCalibration.Ly.center) g_ClassicContCalibration.Ly.center = 0x7F; } else { // Get adjusted pad state values int _Lx, _Ly, _Rx, _Ry, _Tl, _Tr; PadStateAdjustments(_Lx, _Ly, _Rx, _Ry, _Tl, _Tr); // The Y-axis is inverted _Ly = 0xff - _Ly; _Ry = 0xff - _Ry; /* This is if we are also using a real Classic Controller that we are sharing the calibration with. It's not needed if we are using our default values. We adjust the values to the configured range. Status: Not added, we are not currently sharing the calibration with the real Classic Controller */ if (g_Config.ClassicController.LType == g_Config.ClassicController.ANALOG1) { Lx = _Lx; Ly = _Ly; } else // ANALOG2 { Lx = _Rx; Ly = _Ry; } } // Update the right analog stick if (g_Config.ClassicController.RType == g_Config.ClassicController.KEYBOARD) { if(IsKey(g_ClassicContExt.Rl)) // Right analog left Rx = g_ClassicContCalibration.Rx.min; if(IsKey(g_ClassicContExt.Ru)) // up Ry = g_ClassicContCalibration.Ry.max; if(IsKey(g_ClassicContExt.Rr)) // right Rx = g_ClassicContCalibration.Rx.max; if(IsKey(g_ClassicContExt.Rd)) // down Ry = g_ClassicContCalibration.Ry.min; // On a real stick, the initialization value of center is 0x80, // but after a first time touch, the center value automatically changes to 0x7F if(Rx != g_ClassicContCalibration.Rx.center) g_ClassicContCalibration.Rx.center = 0x7F; if(Ry != g_ClassicContCalibration.Ry.center) g_ClassicContCalibration.Ry.center = 0x7F; } else { // Get adjusted pad state values int _Lx, _Ly, _Rx, _Ry, _Tl, _Tr; PadStateAdjustments(_Lx, _Ly, _Rx, _Ry, _Tl, _Tr); // The Y-axis is inverted _Ly = 0xff - _Ly; _Ry = 0xff - _Ry; /* This is if we are also using a real Classic Controller that we are sharing the calibration with. It's not needed if we are using our default values. We adjust the values to the configured range. Status: Not added, we are not currently sharing the calibration with the real Classic Controller */ if (g_Config.ClassicController.RType == g_Config.ClassicController.ANALOG1) { Rx = _Lx; Ry = _Ly; } else // ANALOG2 { Rx = _Rx; Ry = _Ry; } } // Update the left and right analog triggers if (g_Config.ClassicController.TType == g_Config.ClassicController.KEYBOARD) { if(IsKey(g_ClassicContExt.Tl)) // analog left trigger { _ext.b1.bLT = 0x00; lT = 0x1f; } if(IsKey(g_ClassicContExt.Tr)) // analog right trigger { _ext.b1.bRT = 0x00; rT = 0x1f; } } else // g_Config.ClassicController.TRIGGER { // Get adjusted pad state values int _Lx, _Ly, _Rx, _Ry, _Tl, _Tr; PadStateAdjustments(_Lx, _Ly, _Rx, _Ry, _Tl, _Tr); /* This is if we are also using a real Classic Controller that we are sharing the calibration with. It's not needed if we are using our default values. We adjust the values to the configured range. Status: Not added, we are not currently sharing the calibration with the real Classic Controller */ // Check if the trigger is fully pressed, then update the digital // trigger values to if (_Tl == 0xff) _ext.b1.bLT = 0x00; if (_Tr == 0xff) _ext.b1.bRT = 0x00; // These can be copied directly, the bitshift further down fix this // value to lT = _Tl; rT = _Tr; } /* D-Pad u8 b1; 0: 6: bdD 7: bdR u8 b2; 0: bdU 1: bdL */ if(IsKey(g_ClassicContExt.Dl)) _ext.b2.bdL = 0x00; // Digital left if(IsKey(g_ClassicContExt.Du)) _ext.b2.bdU = 0x00; // Up if(IsKey(g_ClassicContExt.Dr)) _ext.b1.bdR = 0x00; // Right if(IsKey(g_ClassicContExt.Dd)) _ext.b1.bdD = 0x00; // Down /* Buttons u8 b1; 0: 6: - 7: - u8 b2; 0: - 1: - 2: bZr 3: bX 4: bA 5: bY 6: bB 7: bZl */ if(IsKey(g_ClassicContExt.A)) _ext.b2.bA = 0x00; if(IsKey(g_ClassicContExt.B)) _ext.b2.bB = 0x00; if(IsKey(g_ClassicContExt.Y)) _ext.b2.bY = 0x00; if(IsKey(g_ClassicContExt.X)) _ext.b2.bX = 0x00; if(IsKey(g_ClassicContExt.P)) _ext.b1.bP = 0x00; if(IsKey(g_ClassicContExt.M)) _ext.b1.bM = 0x00; if(IsKey(g_ClassicContExt.H)) _ext.b1.bH = 0x00; if(IsKey(g_ClassicContExt.Zl)) _ext.b2.bZL = 0x00; if(IsKey(g_ClassicContExt.Zr)) _ext.b2.bZR = 0x00; // All buttons pressed //if(GetAsyncKeyState('C') && GetAsyncKeyState('Z')) // { _ext.b2.bA = 0x01; _ext.b2.bB = 0x01; } } // Convert data for reporting _ext.Lx = (Lx >> 2); _ext.Ly = (Ly >> 2); // 5 bit to 1 bit _ext.Rx = (Rx >> 3) & 0x01; // 5 bit to the next 2 bit _ext.Rx2 = ((Rx >> 3) >> 1) & 0x03; // 5 bit to the next 2 bit _ext.Rx3 = ((Rx >> 3) >> 3) & 0x03; _ext.Ry = (Ry >> 3); // 5 bit to 3 bit _ext.lT = (lT >> 3) & 0x07; // 5 bit to the highest two bits _ext.lT2 = (lT >> 3) >> 3; _ext.rT = (rT >> 3); /* Here we encrypt the report */ // Create a temporary storage for the data u8 Tmp[sizeof(_ext)]; // Clear the array by copying zeroes to it memset(Tmp, 0, sizeof(_ext)); // Copy the data to it memcpy(Tmp, &_ext, sizeof(_ext)); // Encrypt it wiimote_encrypt(&g_ExtKey, Tmp, 0x00, sizeof(_ext)); // Write it back to the struct memcpy(&_ext, Tmp, sizeof(_ext)); } /* Generate the 6 byte extension report for the GH3 Controller, encrypted. The bytes are ... */ void FillReportGuitarHero3Extension(wm_GH3_extension& _ext) { // u8 TB : 5; // not used in GH3 // u8 WB : 5; u8 SX = g_GH3Calibration.Lx.center, SY = g_GH3Calibration.Ly.center; _ext.pad1 = 3; _ext.pad2 = 3; _ext.pad3 = 0; _ext.pad4 = 0; _ext.pad5 = 3; _ext.pad6 = 1; _ext.pad7 = 1; _ext.pad8 = 1; _ext.pad9 = 3; _ext.Plus = 1; _ext.Minus = 1; _ext.StrumDown = 1; _ext.StrumUp = 1; _ext.Yellow = 1; _ext.Green = 1; _ext.Blue = 1; _ext.Red = 1; _ext.Orange = 1; // Check that Dolphin is in focus if (IsFocus()) { // Update the left analog stick // TODO: Fix using the keyboard for the joystick // only seems to work if there is a PanicAlert after setting the value /* if (g_Config.GH3Controller.AType == g_Config.GH3Controller.KEYBOARD) { if(IsKey(g_GH3Ext.Al)) // Left analog left _ext.SX = g_GH3Calibration.Lx.min; if(IsKey(g_GH3Ext.Au)) // up _ext.SY = g_GH3Calibration.Ly.max; if(IsKey(g_GH3Ext.Ar)) // right _ext.SX = g_GH3Calibration.Lx.max; if(IsKey(g_GH3Ext.Ad)) // down _ext.SY = g_GH3Calibration.Ly.min; } else */ { // Get adjusted pad state values int _Lx, _Ly, _Rx, _Ry, _Tl, _Tr; // Not used PadStateAdjustments(_Lx, _Ly, _Rx, _Ry, _Tl, _Tr); // The Y-axis is inverted _Ly = 0xff - _Ly; _Ry = 0xff - _Ry; if (g_Config.GH3Controller.AType == g_Config.GH3Controller.ANALOG1) { SX = _Lx; SY = _Ly; } else // ANALOG2 { SX = _Rx; SX = _Ry; } } if(IsKey(g_GH3Ext.StrumUp)) _ext.StrumUp = 0; // Strum Up if(IsKey(g_GH3Ext.StrumDown)) _ext.StrumDown= 0; // Strum Down if(IsKey(g_GH3Ext.Plus)) _ext.Plus = 0; if(IsKey(g_GH3Ext.Minus)) _ext.Minus = 0; if(IsKey(g_GH3Ext.Yellow)) _ext.Yellow = 0; if(IsKey(g_GH3Ext.Green)) _ext.Green = 0; if(IsKey(g_GH3Ext.Blue)) _ext.Blue = 0; if(IsKey(g_GH3Ext.Red)) _ext.Red = 0; if(IsKey(g_GH3Ext.Orange)) _ext.Orange = 0; } // Convert data for reporting _ext.SX = (SX >> 2); _ext.SY = (SY >> 2); /* Here we encrypt the report */ // Create a temporary storage for the data u8 Tmp[sizeof(_ext)]; // Clear the array by copying zeroes to it memset(Tmp, 0, sizeof(_ext)); // Copy the data to it memcpy(Tmp, &_ext, sizeof(_ext)); // Encrypt it wiimote_encrypt(&g_ExtKey, Tmp, 0x00, sizeof(_ext)); // Write it back to the struct memcpy(&_ext, Tmp, sizeof(_ext)); } } // end of namespace