// 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 "../../../Core/InputCommon/Src/SDL.h" // Core #include "../../../Core/InputCommon/Src/XInput.h" #include "Common.h" // Common #include "StringUtil.h" // for ArrayToString() #include "IniFile.h" #include "pluginspecs_wiimote.h" #include "EmuDefinitions.h" // Local #include "main.h" #include "wiimote_hid.h" #include "EmuSubroutines.h" #include "EmuMain.h" #include "Encryption.h" // for extension encryption #include "Logging.h" // for startConsoleWin, Console::Print, GetConsoleHwnd #include "Config.h" // for g_Config //////////////////////////////////// extern SWiimoteInitialize g_WiimoteInitialize; namespace WiiMoteEmu { // =================================================== /* Bit shift conversions */ // ------------- u32 convert24bit(const u8* src) { return (src[0] << 16) | (src[1] << 8) | src[2]; } u16 convert16bit(const u8* src) { return (src[0] << 8) | src[1]; } // ============== // =================================================== /* Calibrate the mouse position to the emulation window. g_WiimoteInitialize.hWnd is the rendering window handle. */ // ---------------- void GetMousePos(float& x, float& y) { #ifdef _WIN32 POINT point; // Get the cursor position for the entire screen GetCursorPos(&point); // Get the cursor position relative to the upper left corner of the rendering window ScreenToClient(g_WiimoteInitialize.hWnd, &point); // Get the size of the rendering window. (In my case Rect.top and Rect.left was zero.) RECT Rect; GetClientRect(g_WiimoteInitialize.hWnd, &Rect); // Width and height is the size of the rendering window float WinWidth = (float)(Rect.right - Rect.left); float WinHeight = (float)(Rect.bottom - Rect.top); float XOffset = 0, YOffset = 0; float PictureWidth = WinWidth, PictureHeight = WinHeight; // ----------------------------------------------------------------------- /* Calculate the actual picture size and location */ // Output: PictureWidth, PictureHeight, XOffset, YOffset // ------------------ if (g_Config.bKeepAR43 || g_Config.bKeepAR169) { // The rendering window aspect ratio as a proportion of the 4:3 or 16:9 ratio float Ratio = WinWidth / WinHeight / (g_Config.bKeepAR43 ? (4.0f / 3.0f) : (16.0f / 9.0f)); // Check if height or width is the limiting factor. If ratio > 1 the picture is to wide and have to limit the width. if (Ratio > 1) { // ------------------------------------------------ // Calculate the new width and height for glViewport, this is not the actual size of either the picture or the screen // ---------------- PictureWidth = WinWidth / Ratio; // -------------------- // ------------------------------------------------ // Calculate the new X offset // ---------------- // Move the left of the picture to the middle of the screen XOffset = XOffset + WinWidth / 2.0f; // Then remove half the picture height to move it to the horizontal center XOffset = XOffset - PictureWidth / 2.0f; // -------------------- } // The window is to high, we have to limit the height else { // ------------------------------------------------ // Calculate the new width and height for glViewport, this is not the actual size of either the picture or the screen // ---------------- // Invert the ratio to make it > 1 Ratio = 1.0f / Ratio; PictureHeight = WinHeight / Ratio; // -------------------- // ------------------------------------------------ // Calculate the new Y offset // ---------------- // Move the top of the picture to the middle of the screen YOffset = YOffset + WinHeight / 2.0f; // Then remove half the picture height to move it to the vertical center YOffset = YOffset - PictureHeight / 2.0f; // -------------------- } // Logging /* // Console::ClearScreen(); INFO_LOG(CONSOLE, "Screen Width:%4.0f Height:%4.0f Ratio:%1.2f\n", WinWidth, WinHeight, Ratio); INFO_LOG(CONSOLE, "Picture Width:%4.1f Height:%4.1f YOffset:%4.0f XOffset:%4.0f\n", PictureWidth, PictureHeight, YOffset, XOffset); INFO_LOG(CONSOLE, "----------------------------------------------------------------\n"); */ } // ------------------------------------- // ----------------------------------------------------------------------- /* Crop the picture from 4:3 to 5:4 or from 16:9 to 16:10. */ // Output: PictureWidth, PictureHeight, XOffset, YOffset // ------------------ if ((g_Config.bKeepAR43 || g_Config.bKeepAR169) && g_Config.bCrop) { float Ratio = g_Config.bKeepAR43 ? ((4.0f / 3.0f) / (5.0f / 4.0f)) : (((16.0f / 9.0f) / (16.0f / 10.0f))); // The width and height we will add (calculate this before PictureWidth and PictureHeight is adjusted) float IncreasedWidth = (Ratio - 1.0f) * PictureWidth; float IncreasedHeight = (Ratio - 1.0f) * PictureHeight; // The new width and height PictureWidth = PictureWidth * Ratio; PictureHeight = PictureHeight * Ratio; // Adjust the X and Y offset XOffset = float(XOffset - (IncreasedWidth / 2.0)); YOffset = float(YOffset - (IncreasedHeight / 2.0)); // Logging /* INFO_LOG(CONSOLE, "Crop Ratio:%1.2f IncrWidth:%3.0f IncrHeight:%3.0f\n", Ratio, IncreasedWidth, IncreasedHeight); INFO_LOG(CONSOLE, "Picture Width:%4.1f Height:%4.1f YOffset:%4.0f XOffset:%4.0f\n", PictureWidth, PictureHeight, YOffset, XOffset); INFO_LOG(CONSOLE, "----------------------------------------------------------------\n"); */ } // ------------------------------------- // Return the mouse position as a fraction of one, inside the picture, with (0.0, 0.0) being the upper left corner of the picture x = ((float)point.x - XOffset) / PictureWidth; y = ((float)point.y - YOffset) / PictureHeight; // ---------------------------------------------------------- // Logging // ------------- /* INFO_LOG(CONSOLE, "GetCursorPos: %i %i\n", point.x, point.y); INFO_LOG(CONSOLE, "GetClientRect: %i %i %i %i\n", Rect.left, Rect.right, Rect.top, Rect.bottom); INFO_LOG(CONSOLE, "Position X:%1.2f Y:%1.2f\n", x, y); */ // --------------------------- #else // TODO fix on linux x = 0.5f; y = 0.5f; #endif } // ============== // =================================================== /* Homebrew encryption for 16 byte zero keys. */ // ---------------- void CryptBuffer(u8* _buffer, u8 _size) { for (int i=0; i<_size; i++) { _buffer[i] = ((_buffer[i] - 0x17) ^ 0x17) & 0xFF; } } void WriteCrypted16(u8* _baseBlock, u16 _address, u16 _value) { u16 cryptedValue = _value; CryptBuffer((u8*)&cryptedValue, sizeof(u16)); *(u16*)(_baseBlock + _address) = cryptedValue; //PanicAlert("Converted %04x to %04x", _value, cryptedValue); } // ================ // =================================================== /* Calculate Extenstion Regisister Calibration Checksum */ // This function is not currently used, it's just here to show how the values in EmuDefinitions.h are calculated. // ---------------- void GetCalibrationChecksum() { u8 sum = 0; for (int i = 0; i < sizeof(nunchuck_calibration) - 2; i++) sum += nunchuck_calibration[i]; u8 Check1 = sum + 0x55; u8 Check2 = sum + 0xaa; INFO_LOG(CONSOLE, "0x%02x 0x%02x", Check1, Check2); } // ================ // =================================================== /* Load pre-recorded movements */ // ---------------- void LoadRecordedMovements() { INFO_LOG(CONSOLE, "LoadRecordedMovements()\n"); IniFile file; file.Load(FULL_CONFIG_DIR "WiimoteMovement.ini"); for(int i = 0; i < RECORDING_ROWS; i++) { // Logging //INFO_LOG(CONSOLE, "Recording%i ", i + 1); // Temporary storage int iTmp; std::string STmp; // First clear the list VRecording.at(i).Recording.clear(); // Get row name std::string SaveName = StringFromFormat("Recording%i", i + 1); // Get movement std::string TmpMovement; file.Get(SaveName.c_str(), "Movement", &TmpMovement, ""); // Get IR std::string TmpIR; file.Get(SaveName.c_str(), "IR", &TmpIR, ""); // Get time std::string TmpTime; file.Get(SaveName.c_str(), "Time", &TmpTime, ""); // Get IR bytes int TmpIRBytes; file.Get(SaveName.c_str(), "IRBytes", &TmpIRBytes, 0); VRecording.at(i).IRBytes = TmpIRBytes; SRecording Tmp; for (int j = 0, k = 0, l = 0; (u32)j < TmpMovement.length(); j+=13) { // Skip blank savings if (TmpMovement.length() < 3) continue; // Avoid going to far, this can only happen with modified ini files, but we check for it anyway if (TmpMovement.length() < (u32)j + 12) continue; // Skip old style recordings if (TmpMovement.substr(j, 1) != "-" && TmpMovement.substr(j, 1) != "+") continue; std::string StrX = TmpMovement.substr(j, 4); std::string StrY = TmpMovement.substr(j + 4, 4); std::string StrZ = TmpMovement.substr(j + 8, 4); Tmp.x = atoi(StrX.c_str()); Tmp.y = atoi(StrY.c_str()); Tmp.z = atoi(StrZ.c_str()); // --------------------------------- // Go to next set of IR values // --------- // If there is no IR data saving we fill the array with zeroes. This should only be able to occur from manual ini editing // but we check for it anyway if (TmpIRBytes == 0) for(int i = 0; i < 12; i++) Tmp.IR[i] = 0; for(int ii = 0; ii < TmpIRBytes; ii++) { if(TmpIR.length() < (u32)(k + i + TmpIRBytes)) continue; // Safety check std::string TmpStr = TmpIR.substr(k + ii*2, 2); u32 TmpU32; AsciiToHex(TmpStr.c_str(), TmpU32); Tmp.IR[ii] = (u8)TmpU32; } if (TmpIRBytes == 10) k += (10*2 + 1); else k += (12*2 + 1); // --------------------- // Go to next set of time values double Time = (double)atoi(TmpTime.substr(l, 5).c_str()); Tmp.Time = (double)(Time/1000); l += 6; // Save the values VRecording.at(i).Recording.push_back(Tmp); // --------------------------------- // Log results // --------- /*INFO_LOG(CONSOLE, "Time:%f\n", Tmp.Time); std::string TmpIRLog = ArrayToString(Tmp.IR, TmpIRBytes, 0, 30); INFO_LOG(CONSOLE, "IR: %s\n", TmpIRLog.c_str()); INFO_LOG(CONSOLE, "\n");*/ } // Get HotKey file.Get(SaveName.c_str(), "HotKeySwitch", &iTmp, 3); VRecording.at(i).HotKeySwitch = iTmp; file.Get(SaveName.c_str(), "HotKeyWiimote", &iTmp, 10); VRecording.at(i).HotKeyWiimote = iTmp; file.Get(SaveName.c_str(), "HotKeyNunchuck", &iTmp, 10); VRecording.at(i).HotKeyNunchuck = iTmp; file.Get(SaveName.c_str(), "HotKeyIR", &iTmp, 10); VRecording.at(i).HotKeyIR = iTmp; // Get Recording speed int TmpPlaybackSpeed; file.Get(SaveName.c_str(), "PlaybackSpeed", &TmpPlaybackSpeed, -1); VRecording.at(i).PlaybackSpeed = TmpPlaybackSpeed; // --------------------------------- // Logging // --------- /*std::string TmpIRLog; if(TmpIRBytes > 0 && VRecording.size() > i) TmpIRLog = ArrayToString(VRecording.at(i).Recording.at(0).IR, TmpIRBytes, 0, 30); else TmpIRLog = ""; INFO_LOG(CONSOLE, "Size:%i HotKey:%i PlSpeed:%i IR:%s X:%i Y:%i Z:%i\n", VRecording.at(i).Recording.size(), VRecording.at(i).HotKeyWiimote, VRecording.at(i).PlaybackSpeed, TmpIRLog.c_str(), VRecording.at(i).Recording.at(0).x, VRecording.at(i).Recording.at(0).y, VRecording.at(i).Recording.at(0).z );*/ // --------------------- } } // ================ // Update the accelerometer neutral values void UpdateEeprom() { g_wm.cal_zero.x = g_Eeprom[22]; g_wm.cal_zero.y = g_Eeprom[23]; g_wm.cal_zero.z = g_Eeprom[24]; g_wm.cal_g.x = g_Eeprom[26] - g_Eeprom[22]; g_wm.cal_g.y = g_Eeprom[27] - g_Eeprom[24]; g_wm.cal_g.z = g_Eeprom[28] - g_Eeprom[24]; INFO_LOG(CONSOLE, "\nUpdateEeprom: %i %i %i\n", WiiMoteEmu::g_Eeprom[22], WiiMoteEmu::g_Eeprom[23], WiiMoteEmu::g_Eeprom[28]); if(g_Config.bNunchuckConnected) { g_nu.cal_zero.x = g_RegExt[0x20]; g_nu.cal_zero.y = g_RegExt[0x21]; g_nu.cal_zero.z = g_RegExt[0x22]; g_nu.cal_g.x = g_RegExt[0x24] - g_RegExt[0x20]; g_nu.cal_g.y = g_RegExt[0x25] - g_RegExt[0x21]; g_nu.cal_g.z = g_RegExt[0x26] - g_RegExt[0x22]; g_nu.jx.max = g_RegExt[0x28]; g_nu.jx.min = g_RegExt[0x29]; g_nu.jx.center = g_RegExt[0x2a]; g_nu.jy.max = g_RegExt[0x2b]; g_nu.jy.min = g_RegExt[0x2c]; g_nu.jy.center = g_RegExt[0x2d]; INFO_LOG(CONSOLE, "UpdateNunchuck: %i %i %i %i %i\n\n", WiiMoteEmu::g_RegExt[0x2a], WiiMoteEmu::g_RegExt[0x2d], WiiMoteEmu::g_RegExt[0x20], WiiMoteEmu::g_RegExt[0x21], WiiMoteEmu::g_RegExt[0x26]); } else if(g_Config.bClassicControllerConnected) { g_cc.Lx.max = g_RegExt[0x20]; g_cc.Lx.min = g_RegExt[0x21]; g_cc.Lx.center = g_RegExt[0x22]; g_cc.Ly.max = g_RegExt[0x23]; g_cc.Ly.min = g_RegExt[0x24]; g_cc.Ly.center = g_RegExt[0x25]; g_cc.Rx.max = g_RegExt[0x26]; g_cc.Rx.min = g_RegExt[0x27]; g_cc.Rx.center = g_RegExt[0x28]; g_cc.Ry.max = g_RegExt[0x29]; g_cc.Ry.min = g_RegExt[0x2a]; g_cc.Ry.center = g_RegExt[0x2b]; g_cc.Tl.neutral = g_RegExt[0x2c]; g_cc.Tr.neutral = g_RegExt[0x2d]; INFO_LOG(CONSOLE, "UpdateCC: %i %i %i %i %i\n\n", WiiMoteEmu::g_RegExt[0x2a], WiiMoteEmu::g_RegExt[0x2d], WiiMoteEmu::g_RegExt[0x20], WiiMoteEmu::g_RegExt[0x21], WiiMoteEmu::g_RegExt[0x26]); } } // Calculate checksum for the nunchuck calibration. The last two bytes. void ExtensionChecksum(u8 * Calibration) { u8 sum = 0; u8 Byte15, Byte16; for (int i = 0; i < sizeof(Calibration) - 2; i++) { sum += Calibration[i]; printf("Plus 0x%02x\n", Calibration[i]); } Byte15 = sum + 0x55; // Byte 15 Byte16 = sum + 0xaa; // Byte 16 } // Set initial valuesm this done both in Init and Shutdown void ResetVariables() { u8 g_Leds = 0x0; // 4 bits u8 g_Speaker = 0x0; // 1 = on u8 g_SpeakerVoice = 0x0; // 1 = on u8 g_IR = 0x0; // 1 = on g_ReportingMode = 0; g_ReportingChannel = 0; g_Encryption = false; // Set default recording values #if defined(HAVE_WX) && HAVE_WX for (int i = 0; i < 3; i++) { g_RecordingPlaying[i] = -1; g_RecordingCounter[i] = 0; g_RecordingPoint[i] = 0; g_RecordingStart[i] = 0; g_RecordingCurrentTime[i] = 0; } #endif g_EmulatedWiiMoteInitialized = false; } // Update the extension calibration values with our default values void SetDefaultExtensionRegistry() { // Copy extension id and calibration to its register if(g_Config.bNunchuckConnected) { memcpy(g_RegExt + 0x20, nunchuck_calibration, sizeof(nunchuck_calibration)); memcpy(g_RegExt + 0x30, nunchuck_calibration, sizeof(nunchuck_calibration)); memcpy(g_RegExt + 0xfa, nunchuck_id, sizeof(nunchuck_id)); } else if(g_Config.bClassicControllerConnected) { memcpy(g_RegExt + 0x20, classic_calibration, sizeof(classic_calibration)); memcpy(g_RegExt + 0x30, classic_calibration, sizeof(classic_calibration)); memcpy(g_RegExt + 0xfa, classic_id, sizeof(classic_id)); } INFO_LOG(CONSOLE, "\nSetDefaultExtensionRegistry()\n\n"); UpdateEeprom(); } // =================================================== /* Write initial values to Eeprom and registers. */ // ---------------- void Initialize() { if (g_EmulatedWiiMoteInitialized) return; // Reset variables ResetVariables(); // Write default Eeprom data to g_Eeprom[], this may be overwritten by WiiMoteReal::Initialize() // after this function. memset(g_Eeprom, 0, WIIMOTE_EEPROM_SIZE); memcpy(g_Eeprom, EepromData_0, sizeof(EepromData_0)); memcpy(g_Eeprom + 0x16D0, EepromData_16D0, sizeof(EepromData_16D0)); /* Populate joyinfo for all attached devices and do g_Config.Load() if the configuration window is not already open, if it's already open we continue with the settings we have */ if(!g_FrameOpen) { Search_Devices(joyinfo, NumPads, NumGoodPads); } // Copy extension id and calibration to its register, g_Config.Load() is needed before this SetDefaultExtensionRegistry(); // The emulated Wiimote is initialized g_EmulatedWiiMoteInitialized = true; // Load pre-recorded movements LoadRecordedMovements(); /* The Nuncheck extension ID for homebrew applications that use the zero key. This writes 0x0000 in encrypted form (0xfefe) to 0xfe in the extension register. */ //WriteCrypted16(g_RegExt, 0xfe, 0x0000); // Fully inserted Nunchuk // I forgot what these were for? Is this the zero key encrypted 0xa420? // g_RegExt[0xfd] = 0x1e; // g_RegExt[0xfc] = 0x9a; } // ================ void DoState(PointerWrap &p) { return; // TODO: Shorten the list p.Do(g_Leds); //p.Do(g_Speaker); //p.Do(g_SpeakerVoice); p.Do(g_IR); p.DoArray(g_Eeprom, WIIMOTE_EEPROM_SIZE); p.DoArray(g_RegSpeaker, WIIMOTE_REG_SPEAKER_SIZE); p.DoArray(g_RegExt, WIIMOTE_REG_EXT_SIZE); p.DoArray(g_RegExtTmp, WIIMOTE_REG_EXT_SIZE); p.DoArray(g_RegIr, WIIMOTE_REG_IR_SIZE); p.Do(g_ReportingMode); p.Do(g_ReportingChannel); p.Do(AckDelay); p.Do(g_ExtKey); p.Do(g_Encryption); p.Do(NumPads); p.Do(NumGoodPads); p.Do(joyinfo); p.DoArray(PadState, 4); p.DoArray(PadMapping, 4); p.Do(g_Wm); p.Do(g_Nc); p.Do(g_Cc); } /* This is not needed if we call FreeLibrary() when we stop a game, but if it's not called we need to reset these variables. */ void Shutdown(void) { INFO_LOG(CONSOLE, "ShutDown\n"); ResetVariables(); /* Close all devices carefully. We must check that we are not accessing any undefined vector elements or any bad devices */ for (int i = 0; i < 1; i++) { if (PadMapping[i].enabled && joyinfo.size() > (u32)PadMapping[i].ID) if (joyinfo.at(PadMapping[i].ID).Good) { INFO_LOG(CONSOLE, "ShutDown: %i\n", PadState[i].joy); /* SDL_JoystickClose() crashes for some reason so I avoid this for now, SDL_Quit() should close the pads to I think */ //if(SDL_JoystickOpened(PadMapping[i].ID)) SDL_JoystickClose(PadState[i].joy); //PadState[i].joy = NULL; } } // Clear the physical device info joyinfo.clear(); NumPads = 0; NumGoodPads = 0; // Finally close SDL if (SDL_WasInit(0)) SDL_Quit(); } // =================================================== /* An ack delay of 1 was not small enough, but 2 seemed to work, that was about between 20 ms and 100 ms in my case in Zelda - TP. You may have to increase this value for other things to work, for example in the wpad demo I had to set it to at least 3 for the Sound to be able to turned on (I have an update rate of around 150 fps in the wpad demo) */ // ---------------- void CreateAckDelay(u8 _ChannelID, u16 _ReportID) { // Settings int GlobalDelay = 2; // Queue an acknowledgment wm_ackdelay Tmp; Tmp.Delay = GlobalDelay; Tmp.ChannelID = _ChannelID; Tmp.ReportID = (u8)_ReportID; AckDelay.push_back(Tmp); } void CheckAckDelay() { for (int i = 0; i < (int)AckDelay.size(); i++) { // See if there are any acks to send if (AckDelay.at(i).Delay >= 0) { if(AckDelay.at(i).Delay == 0) { WmSendAck(AckDelay.at(i).ChannelID, AckDelay.at(i).ReportID, 0); AckDelay.erase(AckDelay.begin() + i); continue; } AckDelay.at(i).Delay--; //INFO_LOG(CONSOLE, "%i 0x%04x 0x%02x", i, AckDelay.at(i).ChannelID, AckDelay.at(i).ReportID); } } } // ================ // =================================================== /* This function produce Wiimote Input, i.e. reports from the Wiimote in response to Output from the Wii. */ // ---------------- void InterruptChannel(u16 _channelID, const void* _pData, u32 _Size) { //INFO_LOG(CONSOLE, "Emu InterruptChannel\n"); DEBUG_LOG(WII_IPC_WIIMOTE, "============================================================="); DEBUG_LOG(WII_IPC_WIIMOTE, "Wiimote_Input"); const u8* data = (const u8*)_pData; /* Debugging. We have not yet decided how much of 'data' we will use, it's not determined by sizeof(data). We have to determine it by looking at the data cases. */ InterruptDebugging(true, data); hid_packet* hidp = (hid_packet*) data; switch(hidp->type) { case HID_TYPE_DATA: { switch(hidp->param) { case HID_PARAM_OUTPUT: { wm_report* sr = (wm_report*)hidp->data; HidOutputReport(_channelID, sr); /* This is the 0x22 answer to all Inputs. In most games it didn't matter if it was written before or after HidOutputReport(), but Wii Sports and Mario Galaxy would stop working if it was placed before HidOutputReport(). Zelda - TP is even more sensitive and require a delay after the Input for the Nunchuck to work. It seemed to be enough to delay only the Nunchuck registry reads and writes but for now I'm delaying all inputs. Both for status changes and Eeprom and registry reads and writes. */ // There are no 0x22 replys to these report from the real wiimote from what I could see // Report 0x10 that seems to be only used for rumble, and we don't need to answer that, // also if we do *we should update the 0x22 to have the core keys* otherwise the game will // think we release the key every time it rumbles if(!(data[1] == WM_READ_DATA && data[2] == 0x00) && !(data[1] == WM_REQUEST_STATUS) && !(data[1] == WM_WRITE_SPEAKER_DATA) && !(data[1] == WM_RUMBLE)) if (!g_Config.bUseRealWiimote || !g_RealWiiMotePresent) CreateAckDelay((u8)_channelID, (u16)sr->channel); } break; default: ERROR_LOG(WII_IPC_WIIMOTE, "HidInput: HID_TYPE_DATA - param 0x%02x", hidp->type, hidp->param); PanicAlert("HidInput: HID_TYPE_DATA - param 0x%02x", hidp->type, hidp->param); break; } } break; default: ERROR_LOG(WII_IPC_WIIMOTE,"HidInput: Unknown type 0x%02x and param 0x%02x", hidp->type, hidp->param); PanicAlert("HidInput: Unknown type 0x%02x and param 0x%02x", hidp->type, hidp->param); break; } DEBUG_LOG(WII_IPC_WIIMOTE, "============================================================="); } void ControlChannel(u16 _channelID, const void* _pData, u32 _Size) { //INFO_LOG(CONSOLE, "Emu ControlChannel\n"); const u8* data = (const u8*)_pData; // Dump raw data { INFO_LOG(WII_IPC_WIIMOTE, "Wiimote_ControlChannel"); std::string Temp = ArrayToString(data, 0, _Size); #if defined(HAVE_WX) && HAVE_WX INFO_LOG(CONSOLE, "\n%s: ControlChannel: %s\n", Tm().c_str(), Temp.c_str()); #endif DEBUG_LOG(WII_IPC_WIIMOTE, " Data: %s", Temp.c_str()); } hid_packet* hidp = (hid_packet*) data; switch(hidp->type) { case HID_TYPE_HANDSHAKE: if (hidp->param == HID_PARAM_INPUT) { ERROR_LOG(WII_IPC_WIIMOTE, "HID_TYPE_HANDSHAKE - HID_PARAM_INPUT"); PanicAlert("HID_TYPE_HANDSHAKE - HID_PARAM_INPUT"); } else { ERROR_LOG(WII_IPC_WIIMOTE, "HID_TYPE_HANDSHAKE - HID_PARAM_OUTPUT"); PanicAlert("HID_TYPE_HANDSHAKE - HID_PARAM_OUTPUT"); } break; case HID_TYPE_SET_REPORT: if (hidp->param == HID_PARAM_INPUT) { ERROR_LOG(WII_IPC_WIIMOTE, "HID_TYPE_SET_REPORT input"); PanicAlert("HID_TYPE_SET_REPORT input"); } else { HidOutputReport(_channelID, (wm_report*)hidp->data); // Return handshake u8 handshake = 0; g_WiimoteInitialize.pWiimoteInput(_channelID, &handshake, 1); } break; case HID_TYPE_DATA: ERROR_LOG(WII_IPC_WIIMOTE, "HID_TYPE_DATA %s", hidp->type, hidp->param == HID_PARAM_INPUT ? "input" : "output"); PanicAlert("HID_TYPE_DATA %s", hidp->type, hidp->param == HID_PARAM_INPUT ? "input" : "output"); break; default: ERROR_LOG(WII_IPC_WIIMOTE, "HidControlChannel: Unknown type %x and param %x", hidp->type, hidp->param); PanicAlert("HidControlChannel: Unknown type %x and param %x", hidp->type, hidp->param); break; } } // =================================================== /* This is called from Wiimote_Update(). See SystemTimers.cpp for a documentation. I'm not sure exactly how often this function is called but I think it's tied to the frame rate of the game rather than a certain amount of times per second. */ // ---------------- void Update() { //LOG(WII_IPC_WIIMOTE, "Wiimote_Update"); //INFO_LOG(CONSOLE, "Emu Update: %i\n", g_ReportingMode); // Check if the pad state should be updated if ((g_Config.Trigger.Type == g_Config.Trigger.TRIGGER || g_Config.Trigger.Type == g_Config.Trigger.ANALOG1 || g_Config.Trigger.Type == g_Config.Trigger.ANALOG2 || g_Config.Nunchuck.Type == g_Config.Nunchuck.ANALOG1 || g_Config.Nunchuck.Type == g_Config.Nunchuck.ANALOG2 || g_Config.ClassicController.LType == g_Config.ClassicController.ANALOG1 || g_Config.ClassicController.LType == g_Config.ClassicController.ANALOG2 || g_Config.ClassicController.RType == g_Config.ClassicController.ANALOG1 || g_Config.ClassicController.RType == g_Config.ClassicController.ANALOG2) && NumGoodPads > 0 && joyinfo.size() > (u32)PadMapping[0].ID) { const int Page = 0; WiiMoteEmu::GetJoyState(PadState[Page], PadMapping[Page], Page, joyinfo[PadMapping[Page].ID].NumButtons); } switch(g_ReportingMode) { case 0: break; case WM_REPORT_CORE: SendReportCore(g_ReportingChannel); break; case WM_REPORT_CORE_ACCEL: SendReportCoreAccel(g_ReportingChannel); break; case WM_REPORT_CORE_ACCEL_IR12: SendReportCoreAccelIr12(g_ReportingChannel); break; case WM_REPORT_CORE_ACCEL_EXT16: SendReportCoreAccelExt16(g_ReportingChannel); break; case WM_REPORT_CORE_ACCEL_IR10_EXT6: SendReportCoreAccelIr10Ext(g_ReportingChannel);break; } // Potentially send a delayed acknowledgement to an InterruptChannel() Output CheckAckDelay(); } } // end of namespace