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