// 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 // ŻŻŻŻŻŻŻŻŻŻŻŻŻ #include #include #include #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[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 //INFO_LOG(CONSOLE, "G2Accelerometer():%f %f %f %f\n", 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; INFO_LOG(CONSOLE, "Empty\n\n"); return false; } // Return if the playback speed is unset if(VRecording.at(g_RecordingPlaying[Wm]).PlaybackSpeed < 0) { INFO_LOG(CONSOLE, "PlaybackSpeed empty: %i\n\n", 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)) ) ) { INFO_LOG(CONSOLE, "Wrong IR mode: %i\n\n", g_RecordingPlaying[Wm]); g_RecordingPlaying[Wm] = -1; return false; } // Get starting time if(g_RecordingCounter[Wm] == 0) { INFO_LOG(CONSOLE, "\n\nBegin: %i\n", Wm); 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 < (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; INFO_LOG(CONSOLE, "End: %i\n\n", 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(); INFO_LOG(CONSOLE, "Current time: [%i / %i] %f %f\n", g_RecordingPoint[Wm], VRecording.at(g_RecordingPlaying[Wm]).Recording.size(), VRecording.at(g_RecordingPlaying[Wm]).Recording.at(g_RecordingPoint[Wm]).Time, g_RecordingCurrentTime[Wm] ); INFO_LOG(CONSOLE, "Accel x, y, z: %03u %03u %03u\n", _x, _y, _z); } //INFO_LOG(CONSOLE, "Accel x, y, z: %03u %03u %03u\n", _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 //INFO_LOG(CONSOLE, "RecordingCheckKeys: %i\n", 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)) { //INFO_LOG(CONSOLE, "Match: %i %i\n", 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 //****************************************************************************** ///////////////////////////////////////////////////////////////////////// // Multi System Input Status Check // --------------- int IsKey(int Key) { #ifdef _WIN32 switch(Key) { // Wiimote case g_Wm.MA: return GetAsyncKeyState(VK_LBUTTON); case g_Wm.MB: return GetAsyncKeyState(VK_RBUTTON); case g_Wm.A: return GetAsyncKeyState(PadMapping[0].Wm.A); case g_Wm.B: return GetAsyncKeyState(PadMapping[0].Wm.B); case g_Wm.ONE: return GetAsyncKeyState(PadMapping[0].Wm.One); case g_Wm.TWO: return GetAsyncKeyState(PadMapping[0].Wm.Two); case g_Wm.P: return GetAsyncKeyState(PadMapping[0].Wm.P); case g_Wm.M: return GetAsyncKeyState(PadMapping[0].Wm.M); case g_Wm.H: return GetAsyncKeyState(PadMapping[0].Wm.H); case g_Wm.L: return GetAsyncKeyState(PadMapping[0].Wm.L); case g_Wm.R: return GetAsyncKeyState(PadMapping[0].Wm.R); case g_Wm.U: return GetAsyncKeyState(PadMapping[0].Wm.U); case g_Wm.D: return GetAsyncKeyState(PadMapping[0].Wm.D); case g_Wm.PITCH_L: return GetAsyncKeyState(PadMapping[0].Wm.PitchL); case g_Wm.PITCH_R: return GetAsyncKeyState(PadMapping[0].Wm.PitchR); case g_Wm.SHAKE: return GetAsyncKeyState(PadMapping[0].Wm.Shake) || GetAsyncKeyState(VK_MBUTTON); // Nunchuck case g_Nc.Z: return GetAsyncKeyState(PadMapping[0].Nc.Z); case g_Nc.C: return GetAsyncKeyState(PadMapping[0].Nc.C); case g_Nc.L: return GetAsyncKeyState(PadMapping[0].Nc.L); case g_Nc.R: return GetAsyncKeyState(PadMapping[0].Nc.R); case g_Nc.U: return GetAsyncKeyState(PadMapping[0].Nc.U); case g_Nc.D: return GetAsyncKeyState(PadMapping[0].Nc.D); case g_Nc.SHAKE: return GetAsyncKeyState(PadMapping[0].Nc.Shake); // Classic Controller case g_Cc.A: return GetAsyncKeyState(PadMapping[0].Cc.A); case g_Cc.B: return GetAsyncKeyState(PadMapping[0].Cc.B); case g_Cc.X: return GetAsyncKeyState(PadMapping[0].Cc.X); case g_Cc.Y: return GetAsyncKeyState(PadMapping[0].Cc.Y); case g_Cc.P: return GetAsyncKeyState(PadMapping[0].Cc.P); // Default is O instead of P case g_Cc.M: return GetAsyncKeyState(PadMapping[0].Cc.M); // Default is N instead of M case g_Cc.H: return GetAsyncKeyState(PadMapping[0].Cc.H); // Default is U instead of H case g_Cc.Tl: return GetAsyncKeyState(PadMapping[0].Cc.Tl); // Digital left trigger case g_Cc.Zl: return GetAsyncKeyState(PadMapping[0].Cc.Zl); case g_Cc.Zr: return GetAsyncKeyState(PadMapping[0].Cc.Zr); case g_Cc.Tr: return GetAsyncKeyState(PadMapping[0].Cc.Tr); // Digital right trigger case g_Cc.Dl: return GetAsyncKeyState(PadMapping[0].Cc.Dl); // Digital left case g_Cc.Du: return GetAsyncKeyState(PadMapping[0].Cc.Du); // Up case g_Cc.Dr: return GetAsyncKeyState(PadMapping[0].Cc.Dr); // Right case g_Cc.Dd: return GetAsyncKeyState(PadMapping[0].Cc.Dd); // Down case g_Cc.Ll: return GetAsyncKeyState(PadMapping[0].Cc.Ll); // Left analog case g_Cc.Lu: return GetAsyncKeyState(PadMapping[0].Cc.Lu); case g_Cc.Lr: return GetAsyncKeyState(PadMapping[0].Cc.Lr); case g_Cc.Ld: return GetAsyncKeyState(PadMapping[0].Cc.Ld); case g_Cc.Rl: return GetAsyncKeyState(PadMapping[0].Cc.Rl); // Right analog case g_Cc.Ru: return GetAsyncKeyState(PadMapping[0].Cc.Ru); case g_Cc.Rr: return GetAsyncKeyState(PadMapping[0].Cc.Rr); case g_Cc.Rd: return GetAsyncKeyState(PadMapping[0].Cc.Rd); // This should not happen default: PanicAlert("There is syntax error in a function that is calling IsKey(%i)", Key); return false; } #else return false; #endif } ////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////// // 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)); // 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_Wm.MA) && InsideScreen) || IsKey(g_Wm.A)) _core.a = 1; if((IsKey(g_Wm.MB) && InsideScreen) || IsKey(g_Wm.B)) _core.b = 1; _core.one = IsKey(g_Wm.ONE) ? 1 : 0; _core.two = IsKey(g_Wm.TWO) ? 1 : 0; _core.plus = IsKey(g_Wm.P) ? 1 : 0; _core.minus = IsKey(g_Wm.M) ? 1 : 0; _core.home = IsKey(g_Wm.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 = IsKey(g_Wm.D) ? 1 : 0; _core.up = IsKey(g_Wm.L) ? 1 : 0; _core.right = IsKey(g_Wm.U) ? 1 : 0; _core.down = IsKey(g_Wm.R) ? 1 : 0; } else { _core.left = IsKey(g_Wm.L) ? 1 : 0; _core.up = IsKey(g_Wm.U) ? 1 : 0; _core.right = IsKey(g_Wm.R) ? 1 : 0; _core.down = IsKey(g_Wm.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. */ // ---------- // 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; // For all functions u8 g_x, g_y, g_z, g_X, g_Y, g_Z; // For the shake function, 0 = Wiimote, 1 = Nunchuck int Shake[] = {-1, -1}; // For the tilt function, the size of this list determines how fast Y returns to its neutral value std::vector yhist(15, 0); float KbDegree; // ------------------------------------------ // Single shake of Wiimote while holding it sideways (Wario Land pound ground) // --------------- void SingleShake(u8 &_y, u8 &_z, int i) { #ifdef _WIN32 // Shake Wiimote with S, Nunchuck with D if((i == 0 && IsKey(g_Wm.SHAKE)) || (i == 1 && IsKey(g_Nc.SHAKE))) { _z = 0; _y = 0; Shake[i] = 2; } else if(Shake[i] == 2) { // This works regardless of calibration, in Wario Land _z = g_wm.cal_zero.z - 2; _y = 0; Shake[i] = 1; } else if(Shake[i] == 1) { Shake[i] = -1; } #endif //if (Shake[i] > -1) INFO_LOG(CONSOLE, "Shake: %i\n", Shake[i]); } // ------------------------------------------ /* Tilting Wiimote with gamepad. We can guess that the game will calculate a Wiimote pitch and use it as a measure of the tilting of the Wiimote. We are interested in this tilting range 90° to -90° */ // --------------- void TiltWiimoteGamepad(float &Roll, float &Pitch) { // 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); float Lx = (float)_Lx; float Ly = (float)_Ly; float Rx = (float)_Rx; float Ry = (float)_Ry; float Tl = (float)_Tl; float Tr = (float)_Tr; // Save the Range in degrees, 45° and 90° are good values in some games float RollRange = (float)g_Config.Trigger.Range.Roll; float PitchRange = (float)g_Config.Trigger.Range.Pitch; // The trigger currently only controls pitch if (g_Config.Trigger.Type == g_Config.Trigger.TRIGGER) { // Make the range the same dimension as the analog stick Tl = Tl / 2; Tr = Tr / 2; // Invert if (PadMapping[Page].bPitchInvert) { Tl = -Tl; Tr = -Tr; } // The final value Pitch = Tl * (PitchRange / 128.0) - Tr * (PitchRange / 128.0); } /* For the analog stick roll us 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 (g_Config.Trigger.Type == g_Config.Trigger.ANALOG1) { // Adjust the trigger to go between negative and positive values Lx = Lx - 128.0; Ly = Ly - 128.0; // Invert if (PadMapping[Page].bRollInvert) Lx = -Lx; // else Tr = -Tr; if (PadMapping[Page].bPitchInvert) Ly = -Ly; // else Tr = -Tr; // Produce the final value Roll = Lx * (RollRange / 128.0); Pitch = Ly * (PitchRange / 128.0); } // Otherwise we are using ANALOG2 else { // Adjust the trigger to go between negative and positive values Rx = Rx - 128.0; Ry = Ry - 128.0; // Invert if (PadMapping[Page].bRollInvert) Rx = -Rx; // else Tr = -Tr; if (PadMapping[Page].bPitchInvert) Ry = -Ry; // else Tr = -Tr; // Produce the final value Roll = Rx * (RollRange / 128.0); Pitch = Ry * (PitchRange / 128.0); } // Adjustment to prevent a slightly to high angle if (Pitch >= PitchRange) Pitch = PitchRange - 0.1; if (Roll >= RollRange) Roll = RollRange - 0.1; } // ------------------------------------------ // Tilting Wiimote with keyboard // --------------- void TiltWiimoteKeyboard(float &Roll, float &Pitch) { #ifdef _WIN32 if(IsKey(g_Wm.PITCH_L)) { // Stop at the upper end of the range if(KbDegree < g_Config.Trigger.Range.Pitch) KbDegree += 3; // aim left } else if(IsKey(g_Wm.PITCH_R)) { // Stop at the lower end of the range if(KbDegree > -g_Config.Trigger.Range.Pitch) KbDegree -= 3; // aim right } // ----------------------------------- // Check for inactivity in the tilting, the Y value will be reset after ten inactive updates // ---------- // Check for activity yhist[yhist.size() - 1] = ( IsKey(g_Wm.PITCH_L) ||IsKey(g_Wm.PITCH_R) ); // Move all items back, and check if any of them are true bool ypressed = false; for (int i = 1; i < (int)yhist.size(); i++) { yhist[i-1] = yhist[i]; if(yhist[i]) ypressed = true; } // Tilting was not used a single time, reset the angle to zero if(!ypressed) { KbDegree = 0; } else { Pitch = KbDegree; //INFO_LOG(CONSOLE, "Degree: %2.1f\n", KbDegree); } // -------------------- #endif } // ------------------------------------------ // Tilting Wiimote (Wario Land aiming, Mario Kart steering and other things) // --------------- void Tilt(u8 &_x, u8 &_y, u8 &_z) { // Ceck if it's on if (g_Config.Trigger.Type == g_Config.Trigger.TRIGGER_OFF) return; // Set to zero float Roll = 0, Pitch = 0; // Select input method and return the x, y, x values if (g_Config.Trigger.Type == g_Config.Trigger.KEYBOARD) TiltWiimoteKeyboard(Roll, Pitch); else 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) TiltWiimoteGamepad(Roll, Pitch); // Adjust angles, it's only needed if both roll and pitch is used together if (g_Config.Trigger.Range.Roll != 0 && g_Config.Trigger.Range.Pitch != 0) AdjustAngles(Roll, Pitch); // Calculate the accelerometer value from this tilt angle //PitchDegreeToAccelerometer(Roll, Pitch, _x, _y, _z, g_Config.Trigger.Roll, g_Config.Trigger.Pitch); PitchDegreeToAccelerometer(Roll, Pitch, _x, _y, _z); if (g_DebugData) { //Console::ClearScreen(); /*INFO_LOG(CONSOLE, "L:%2.1f R:%2.1f Lx:%2.1f Range:%2.1f Degree:%2.1f L:%i R:%i\n", Tl, Tr, Lx, Range, Degree, PadState[Page].Axis.Tl, PadState[Page].Axis.Tr);*/ /*INFO_LOG(CONSOLE, "Roll:%2.1f Pitch:%2.1f\n", Roll, Pitch);*/ } } 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; //INFO_LOG(CONSOLE, "X, Y, Z: %u %u %u\n", _acc.x, _acc.y, _acc.z); } // --------------------- // The default values can change so we need to update them all the time g_X = g_wm.cal_zero.x; g_Y = g_wm.cal_zero.y; g_Z = g_wm.cal_zero.z + g_wm.cal_g.z; // Check that Dolphin is in focus if (!IsFocus()) { _acc.x = g_X; _acc.y = g_y; _acc.z = g_z; return; } // ------------------------------------------------ // Wiimote to Gamepad translations // ------------ // The following functions may or may not update these values g_x = g_X; g_y = g_Y; g_z = g_Z; // Shake the Wiimote SingleShake(g_y, g_z, 0); // Tilt Wiimote, allow the shake function to interrupt it if (Shake[0] == -1) Tilt(g_x, g_y, g_z); // Write final values _acc.x = g_x; _acc.y = g_y; _acc.z = g_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) INFO_LOG(CONSOLE, "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 ); INFO_LOG(CONSOLE, "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 );*/ } ///////////////////////// /* 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 { //INFO_LOG(CONSOLE, "X, Y, Z: %u %u %u\n", _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 + (MouseY * g_Config.iIRHeight); int y1 = y0; // The distance between the x positions are two sensor bar radii int x0 = g_Config.iIRLeft + (MouseX * g_Config.iIRWidth) - SENSOR_BAR_RADIUS; int x1 = g_Config.iIRLeft + (MouseX * g_Config.iIRWidth) + SENSOR_BAR_RADIUS; // ------------------ // ---------------------------- // 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) INFO_LOG(CONSOLE, "x0:%03i x1:%03i y0:%03i y1:%03i | T:%i L:%i R:%i B:%i S:%i\n", x0, x1, y0, y1, Top, Left, Right, Bottom, SensorBarRadius );*/ // ------------------ // -------------------------------------- // Converted to IR data // ---------- // The width is 0 to 1023 // The height is 0 to 767 x0 = 1023 - x0; _ir0.x = x0 & 0xff; _ir0.xHi = x0 >> 8; _ir0.y = y0 & 0xff; _ir0.yHi = y0 >> 8; // The size can be between 0 and 15 and is probably not important _ir0.size = 10; x1 = 1023 - x1; _ir1.x = x1 & 0xff; _ir1.xHi = x1 >> 8; _ir1.y = y1 & 0xff; _ir1.yHi = y1 >> 8; _ir1.size = 10; // ------------------ } /////////////////////////////////////////////////////////////////// // 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 { //INFO_LOG(CONSOLE, "X, Y, Z: %u %u %u\n", _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 + (MouseY * g_Config.iIRHeight); int y2 = g_Config.iIRTop + (MouseY * g_Config.iIRHeight); int x1 = g_Config.iIRLeft + (MouseX * g_Config.iIRWidth) - SENSOR_BAR_RADIUS; int x2 = g_Config.iIRLeft + (MouseX * g_Config.iIRWidth) + SENSOR_BAR_RADIUS; /* 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 */ x1 = 1023 - x1; _ir0.x1 = x1 & 0xff; _ir0.x1Hi = (x1 >> 8); // we are dealing with 2 bit values here _ir0.y1 = y1 & 0xff; _ir0.y1Hi = (y1 >> 8); x2 = 1023 - x2; _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) INFO_LOG(CONSOLE, "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 ); INFO_LOG(CONSOLE, "\n"); INFO_LOG(CONSOLE, "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 );*/ // ------------------ } //************************************************************************************** // 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); // We should not play back the accelerometer values if (!(g_RecordingPlaying[1] >= 0 && RecordingPlay(_ext.ax, _ext.ay, _ext.az, 1))) { // 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; } // --------------------- // Shake the Wiimote SingleShake(_ext.ay, _ext.az, 1); // ------------------------------------ // 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 // --------------------- // 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_Nc.L)) // x _ext.jx = g_nu.jx.min; if(IsKey(g_Nc.R)) _ext.jx = g_nu.jx.max; if(IsKey(g_Nc.D)) // y _ext.jy = g_nu.jy.min; if(IsKey(g_Nc.U)) _ext.jy = g_nu.jy.max; } 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_Nc.C)) _ext.bt = 0x01; if(IsKey(g_Nc.Z)) _ext.bt = 0x02; if(IsKey(g_Nc.C) && IsKey(g_Nc.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_cc.Rx.center, Ry = g_cc.Ry.center, Lx = g_cc.Lx.center, Ly = g_cc.Ly.center, lT = g_cc.Tl.neutral, rT = g_cc.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_Cc.Ll)) // Left analog left Lx = g_cc.Lx.min; if(IsKey(g_Cc.Lu)) // up Ly = g_cc.Ly.max; if(IsKey(g_Cc.Lr)) // right Lx = g_cc.Lx.max; if(IsKey(g_Cc.Ld)) // down Ly = g_cc.Ly.min; } 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_Cc.Rl)) // Right analog left Rx = g_cc.Rx.min; if(IsKey(g_Cc.Ru)) // up Ry = g_cc.Ry.max; if(IsKey(g_Cc.Rr)) // right Rx = g_cc.Rx.max; if(IsKey(g_Cc.Rd)) // down Ry = g_cc.Ry.min; } 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_Cc.Tl)) // analog left trigger { _ext.b1.bLT = 0x00; lT = 0x1f; } if(IsKey(g_Cc.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_Cc.Dl)) _ext.b2.bdL = 0x00; // Digital left if(IsKey(g_Cc.Du)) _ext.b2.bdU = 0x00; // Up if(IsKey(g_Cc.Dr)) _ext.b1.bdR = 0x00; // Right if(IsKey(g_Cc.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_Cc.A)) _ext.b2.bA = 0x00; if(IsKey(g_Cc.B)) _ext.b2.bB = 0x00; if(IsKey(g_Cc.Y)) _ext.b2.bY = 0x00; if(IsKey(g_Cc.X)) _ext.b2.bX = 0x00; if(IsKey(g_Cc.P)) // O instead of P _ext.b1.bP = 0x00; if(IsKey(g_Cc.M)) // N instead of M _ext.b1.bM = 0x00; if(IsKey(g_Cc.H)) // Home button _ext.b1.bH = 0x00; if(IsKey(g_Cc.Zl)) // Digital left trigger _ext.b2.bZL = 0x00; if(IsKey(g_Cc.Zr)) // Digital right trigger _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)); } // ======================= } // end of namespace