// 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 // System #include #include "wiiuse.h" #include "Common.h" #include "Thread.h" #include "StringUtil.h" #include "Timer.h" #include "pluginspecs_wiimote.h" #include "wiimote_hid.h" #include "main.h" #include "Config.h" #include "EmuMain.h" #include "EmuDefinitions.h" #define EXCLUDE_H // Avoid certain declarations in wiimote_real.h #include "wiimote_real.h" #if defined(HAVE_WX) && HAVE_WX #include "ConfigDlg.h" #endif extern SWiimoteInitialize g_WiimoteInitialize; //////////////////////////////////////// namespace WiiMoteReal { //****************************************************************************** // Forwarding //****************************************************************************** class CWiiMote; #ifdef _WIN32 DWORD WINAPI ReadWiimote_ThreadFunc(void* arg); #else void* ReadWiimote_ThreadFunc(void* arg); #endif //****************************************************************************** // Variable declarations //****************************************************************************** wiimote_t** g_WiiMotesFromWiiUse = NULL; Common::Thread* g_pReadThread = NULL; int g_NumberOfWiiMotes; CWiiMote* g_WiiMotes[MAX_WIIMOTES]; bool g_Shutdown = false; bool g_ThreadGoing = false; bool g_LocalThread = true; bool g_IRSensing = false; bool g_MotionSensing = false; u64 g_UpdateTime = 0; int g_UpdateCounter = 0; bool g_RunTemporary = false; int g_RunTemporaryCountdown = 0; u8 g_EventBuffer[32]; //****************************************************************************** // Probably this class should be in its own file //****************************************************************************** class CWiiMote { public: ////////////////////////////////////////// // On create and on uncreate // --------------- CWiiMote(u8 _WiimoteNumber, wiimote_t* _pWiimote) : m_WiimoteNumber(_WiimoteNumber) , m_channelID(0) , m_pWiiMote(_pWiimote) , m_pCriticalSection(NULL) , m_LastReportValid(false) { m_pCriticalSection = new Common::CriticalSection(); //wiiuse_set_leds(m_pWiiMote, WIIMOTE_LED_4); #ifdef _WIN32 // F|RES: i dunno if we really need this CancelIo(m_pWiiMote->dev_handle); #endif } virtual ~CWiiMote() { delete m_pCriticalSection; }; ////////////////////// ////////////////////////////////////////// // Queue raw HID data from the core to the wiimote // --------------- void SendData(u16 _channelID, const u8* _pData, u32 _Size) { m_channelID = _channelID; m_pCriticalSection->Enter(); { SEvent WriteEvent; memcpy(WriteEvent.m_PayLoad, _pData + 1, _Size - 1); m_EventWriteQueue.push(WriteEvent); // Debugging //std::string Temp = ArrayToString(WriteEvent.m_PayLoad, 28, 0, 30); //INFO_LOG(CONSOLE, "Wiimote Write:\n%s\n", Temp.c_str()); } m_pCriticalSection->Leave(); } ///////////////////// ////////////////////////////////////////////////// /* Read and write data to the Wiimote */ // --------------- void ReadData() { m_pCriticalSection->Enter(); // Send data to the Wiimote if (!m_EventWriteQueue.empty()) { //INFO_LOG(CONSOLE, "Writing data to the Wiimote\n"); SEvent& rEvent = m_EventWriteQueue.front(); wiiuse_io_write(m_pWiiMote, (byte*)rEvent.m_PayLoad, (int)m_EventWriteQueue.size()); m_EventWriteQueue.pop(); #ifdef _WIN32 // Debugging. Move the data one step to the right first. memcpy(rEvent.m_PayLoad + 1, rEvent.m_PayLoad, sizeof(rEvent.m_PayLoad) - 1); rEvent.m_PayLoad[0] = 0xa2; InterruptDebugging(false, rEvent.m_PayLoad); #endif } m_pCriticalSection->Leave(); // Read data from wiimote (but don't send it to the core, just filter and queue) if (wiiuse_io_read(m_pWiiMote)) { const byte* pBuffer = m_pWiiMote->event_buf; // Check if we have a channel (connection) if so save the data... if (m_channelID > 0) { m_pCriticalSection->Enter(); // Filter out data reports if (pBuffer[0] >= 0x30) { // Copy Buffer to LastReport memcpy(m_LastReport.m_PayLoad, pBuffer, MAX_PAYLOAD); m_LastReportValid = true; } else { // Copy Buffer to ImportantEvent SEvent ImportantEvent; memcpy(ImportantEvent.m_PayLoad, pBuffer, MAX_PAYLOAD); // Put it in the read queue right away m_EventReadQueue.push(ImportantEvent); } m_pCriticalSection->Leave(); } } }; ///////////////////// ////////////////////////////////////////// // Send queued data to the core // --------------- void Update() { // Thread function m_pCriticalSection->Enter(); if (m_EventReadQueue.empty()) { // Send the data report if (m_LastReportValid) SendEvent(m_LastReport); } else { // Send a 0x20, 0x21 or 0x22 report SendEvent(m_EventReadQueue.front()); m_EventReadQueue.pop(); } m_pCriticalSection->Leave(); }; ///////////////////// ////////////////////////////////////////// // Clear events // --------------- void ClearEvents() { while (!m_EventReadQueue.empty()) m_EventReadQueue.pop(); while (!m_EventWriteQueue.empty()) m_EventWriteQueue.pop(); } ///////////////////// private: struct SEvent { SEvent() { memset(m_PayLoad, 0, MAX_PAYLOAD); } byte m_PayLoad[MAX_PAYLOAD]; }; typedef std::queue CEventQueue; u8 m_WiimoteNumber; // Just for debugging u16 m_channelID; CEventQueue m_EventReadQueue; // Read from Wiimote CEventQueue m_EventWriteQueue; // Write to Wiimote Common::CriticalSection* m_pCriticalSection; bool m_LastReportValid; SEvent m_LastReport; wiimote_t* m_pWiiMote; // This is g_WiiMotesFromWiiUse[] ////////////////////////////////////////// // Send queued data to the core // --------------- void SendEvent(SEvent& _rEvent) { // We don't have an answer channel if (m_channelID == 0) return; // Check event buffer u8 Buffer[1024]; u32 Offset = 0; hid_packet* pHidHeader = (hid_packet*)(Buffer + Offset); Offset += sizeof(hid_packet); pHidHeader->type = HID_TYPE_DATA; pHidHeader->param = HID_PARAM_INPUT; // Create the buffer memcpy(&Buffer[Offset], _rEvent.m_PayLoad, MAX_PAYLOAD); /* This Offset value is not exactly correct like it is for the emulated Wiimote reports. It's often to big, but I guess that's okay. The game will know how big the actual data is. */ Offset += MAX_PAYLOAD; // Send it g_WiimoteInitialize.pWiimoteInput(m_channelID, Buffer, Offset); // Debugging // ReadDebugging(false, Buffer, Offset); } ///////////////////// }; //****************************************************************************** // Function Definitions //****************************************************************************** void SendAcc(u8 _ReportID) { byte DataAcc[MAX_PAYLOAD]; DataAcc[0] = 0x22; // Report 0x12 DataAcc[1] = 0x00; // Core buttons DataAcc[2] = 0x00; DataAcc[3] = _ReportID; // Reporting mode // TODO: Update for multiple wiimotes? wiiuse_io_write(WiiMoteReal::g_WiiMotesFromWiiUse[0], (byte*)DataAcc, MAX_PAYLOAD); std::string Temp = ArrayToString(DataAcc, 28, 0, 30); INFO_LOG(CONSOLE, "SendAcc: %s\n", Temp.c_str()); //22 00 00 _reportID 00 } // Clear any potential queued events void ClearEvents() { for (int i = 0; i < g_NumberOfWiiMotes; i++) g_WiiMotes[i]->ClearEvents(); } // Flash lights, and if connecting, also rumble void FlashLights(bool Connect) { for (int i = 0; i < g_NumberOfWiiMotes; i++) { if(Connect) wiiuse_rumble(WiiMoteReal::g_WiiMotesFromWiiUse[i], 1); wiiuse_set_leds(WiiMoteReal::g_WiiMotesFromWiiUse[i], WIIMOTE_LED_1 | WIIMOTE_LED_2 | WIIMOTE_LED_3 | WIIMOTE_LED_4); } SLEEP(100); for (int i = 0; i < g_NumberOfWiiMotes; i++) { if(Connect) { wiiuse_rumble(WiiMoteReal::g_WiiMotesFromWiiUse[i], 0); // End with light 1 or 4 wiiuse_set_leds(WiiMoteReal::g_WiiMotesFromWiiUse[i], WIIMOTE_LED_1); } else wiiuse_set_leds(WiiMoteReal::g_WiiMotesFromWiiUse[i], WIIMOTE_LED_4); } } int Initialize() { // Return if already initialized if (g_RealWiiMoteInitialized) return g_NumberOfWiiMotes; // Clear the wiimote classes memset(g_WiiMotes, 0, sizeof(CWiiMote*) * MAX_WIIMOTES); // Call Wiiuse.dll g_WiiMotesFromWiiUse = wiiuse_init(MAX_WIIMOTES); g_NumberOfWiiMotes = wiiuse_find(g_WiiMotesFromWiiUse, MAX_WIIMOTES, 5); if (g_NumberOfWiiMotes > 0) g_RealWiiMotePresent = true; INFO_LOG(CONSOLE, "Found No of Wiimotes: %i\n", g_NumberOfWiiMotes); for (int i = 0; i < g_NumberOfWiiMotes; i++) { // Remove the wiiuse_poll() threshold wiiuse_set_accel_threshold(g_WiiMotesFromWiiUse[i], 0); // Set the sensor bar position, this should only affect the internal wiiuse api functions wiiuse_set_ir_position(g_WiiMotesFromWiiUse[i], WIIUSE_IR_ABOVE); // Set flags //wiiuse_set_flags(g_WiiMotesFromWiiUse[i], NULL, WIIUSE_SMOOTHING); } // WiiUse initializes the Wiimotes in Windows right from the wiiuse_find function // The Functionality should REALLY be changed #ifndef _WIN32 int Connect = wiiuse_connect(g_WiiMotesFromWiiUse, MAX_WIIMOTES); INFO_LOG(CONSOLE, "Connected: %i\n", Connect); #endif // If we are connecting from the config window without a game running we flash the lights if (!g_EmulatorRunning && g_RealWiiMotePresent) FlashLights(true); // Create Wiimote classes for (int i = 0; i < g_NumberOfWiiMotes; i++) g_WiiMotes[i] = new CWiiMote(i + 1, g_WiiMotesFromWiiUse[i]); // Create a new thread and start listening for Wiimote data if (g_NumberOfWiiMotes > 0) g_pReadThread = new Common::Thread(ReadWiimote_ThreadFunc, NULL); // If we are not using the emulated wiimote we can run the thread temporary until the data has beeen copied if(g_Config.bUseRealWiimote) g_RunTemporary = true; /* Allocate memory and copy the Wiimote eeprom accelerometer neutral values to g_Eeprom. Unlike with and extension we have to do this here, because this data is only read once when the Wiimote is connected. Also, we can't change the neutral values the wiimote will report, I think, unless we update its eeprom? In any case it's probably better to let the current calibration be where it is and adjust the global values after that to avoid overwriting critical data on any Wiimote. */ // TODO: Update for multiple wiimotes? byte *data = (byte*)malloc(sizeof(byte) * sizeof(WiiMoteEmu::EepromData_0)); wiiuse_read_data(g_WiiMotesFromWiiUse[0], data, 0, sizeof(WiiMoteEmu::EepromData_0)); // Don't run the Wiimote thread if no wiimotes were found if (g_NumberOfWiiMotes > 0) g_Shutdown = false; // Initialized, even if we didn't find a Wiimote g_RealWiiMoteInitialized = true; return g_NumberOfWiiMotes; } void DoState(void* ptr, int mode) {} void Shutdown(void) { // Stop the loop in the thread g_Shutdown = true; // Stop the thread if (g_pReadThread != NULL) { delete g_pReadThread; g_pReadThread = NULL; } // Delete the wiimotes for (int i = 0; i < g_NumberOfWiiMotes; i++) { delete g_WiiMotes[i]; g_WiiMotes[i] = NULL; } // Flash flights if (!g_EmulatorRunning && g_RealWiiMotePresent) FlashLights(false); // Clean up wiiuse wiiuse_cleanup(g_WiiMotesFromWiiUse, g_NumberOfWiiMotes); // Uninitialized g_RealWiiMoteInitialized = false; g_RealWiiMotePresent = false; } void InterruptChannel(u16 _channelID, const void* _pData, u32 _Size) { //INFO_LOG(CONSOLE, "Real InterruptChannel\n"); // TODO: Update for multiple Wiimotes g_WiiMotes[0]->SendData(_channelID, (const u8*)_pData, _Size); } void ControlChannel(u16 _channelID, const void* _pData, u32 _Size) { //INFO_LOG(CONSOLE, "Real ControlChannel\n"); g_WiiMotes[0]->SendData(_channelID, (const u8*)_pData, _Size); } ////////////////////////////////// // Read the Wiimote once // --------------- void Update() { //INFO_LOG(CONSOLE, "Real Update\n"); for (int i = 0; i < g_NumberOfWiiMotes; i++) { g_WiiMotes[i]->Update(); } } ////////////////////////////////// /* Continuously read the Wiimote status. However, the actual sending of data occurs in Update(). If we are not currently using the real Wiimote we allow the separate ReadWiimote() function to run. Wo don't use them at the same time to avoid a potential collision. */ // --------------- #ifdef _WIN32 DWORD WINAPI ReadWiimote_ThreadFunc(void* arg) #else void *ReadWiimote_ThreadFunc(void* arg) #endif { while (!g_Shutdown) { // We need g_ThreadGoing to do a manual WaitForSingleObject() from the configuration window g_ThreadGoing = true; if(g_Config.bUseRealWiimote && !g_RunTemporary) for (int i = 0; i < g_NumberOfWiiMotes; i++) g_WiiMotes[i]->ReadData(); else ReadWiimote(); g_ThreadGoing = false; } return 0; } }; // end of namespace