dolphin/Source/Plugins/Plugin_Wiimote/Src/wiimote_real.cpp

728 lines
19 KiB
C++

// Copyright (C) 2003 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#include <iostream> // System
#include <queue>
#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 "ConfigRecordingDlg.h"
#endif
#ifdef WIN32
#include <bthdef.h>
#include <BluetoothAPIs.h>
#pragma comment(lib, "Bthprops.lib")
#endif
extern SWiimoteInitialize g_WiimoteInitialize;
namespace WiiMoteReal
{
bool g_RealWiiMoteInitialized = false;
bool g_RealWiiMoteAllocated = false;
// Forwarding
class CWiiMote;
THREAD_RETURN ReadWiimote_ThreadFunc(void* arg);
THREAD_RETURN SafeCloseReadWiimote_ThreadFunc(void* arg);
// Variable declarations
wiimote_t** g_WiiMotesFromWiiUse = NULL;
Common::Thread* g_pReadThread = NULL;
int g_NumberOfWiiMotes;
CWiiMote* g_WiiMotes[MAX_WIIMOTES];
bool g_Shutdown = false;
Common::Event g_StartThread;
Common::Event g_StopThreadTemporary;
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];
bool g_WiimoteInUse[MAX_WIIMOTES];
Common::Event NeedsConnect;
Common::Event Connected;
// Probably this class should be in its own file
class CWiiMote
{
public:
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, _Size);
WriteEvent._Size = _Size;
m_EventWriteQueue.push(WriteEvent);
// Debugging
//std::string Temp = ArrayToString(WriteEvent.m_PayLoad, 28, 0, 30);
//DEBUG_LOG(WIIMOTE, "Wiimote Write:\n%s", 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())
{
//DEBUG_LOG(WIIMOTE, "Writing data to the Wiimote");
SEvent& rEvent = m_EventWriteQueue.front();
wiiuse_io_write(m_pWiiMote, (byte*)rEvent.m_PayLoad, rEvent._Size);
#ifdef _WIN32
if (m_pWiiMote->event == WIIUSE_UNEXPECTED_DISCONNECT)
{
NOTICE_LOG(WIIMOTE, "wiiuse_io_write: unexpected disconnect. handle: %08x", m_pWiiMote->dev_handle);
}
#endif
m_EventWriteQueue.pop();
// InterruptDebugging(false, rEvent.m_PayLoad);
}
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[1] >= 0x30)
{
// Copy Buffer to LastReport
memcpy(m_LastReport.m_PayLoad, pBuffer + 1, MAX_PAYLOAD - 1);
m_LastReportValid = true;
}
else
{
// Copy Buffer to ImportantEvent
SEvent ImportantEvent;
memcpy(ImportantEvent.m_PayLoad, pBuffer + 1, MAX_PAYLOAD - 1);
// Put it in the read queue right away
m_EventReadQueue.push(ImportantEvent);
}
m_pCriticalSection->Leave();
}
}
#ifdef _WIN32
else if (m_pWiiMote->event == WIIUSE_UNEXPECTED_DISCONNECT)
{
NOTICE_LOG(WIIMOTE, "wiiuse_io_read: unexpected disconnect. handle: %08x", m_pWiiMote->dev_handle);
}
#endif
};
// 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];
u32 _Size;
};
typedef std::queue<SEvent> CEventQueue;
u8 m_WiimoteNumber; // Just for debugging
u16 m_channelID;
CEventQueue m_EventReadQueue; // Read from Wiimote
CEventQueue m_EventWriteQueue; // Write to Wiimote
SEvent m_LastReport;
wiimote_t* m_pWiiMote; // This is g_WiiMotesFromWiiUse[]
Common::CriticalSection* m_pCriticalSection;
bool m_LastReportValid;
// 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);
pHidHeader->type = HID_TYPE_DATA;
pHidHeader->param = HID_PARAM_INPUT;
// Create the buffer
memcpy(&Buffer[Offset], pHidHeader, sizeof(hid_packet));
Offset += sizeof(hid_packet);
memcpy(&Buffer[Offset], _rEvent.m_PayLoad, sizeof(_rEvent.m_PayLoad));
Offset += sizeof(_rEvent.m_PayLoad);
// Send it
g_WiimoteInitialize.pWiimoteInput(m_WiimoteNumber, 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
for (int i = 0; i < g_NumberOfWiiMotes; i++)
wiiuse_io_write(WiiMoteReal::g_WiiMotesFromWiiUse[i], (byte*)DataAcc, MAX_PAYLOAD);
std::string Temp = ArrayToString(DataAcc, 28, 0, 30);
DEBUG_LOG(WIIMOTE, "SendAcc: %s", Temp.c_str());
//22 00 00 _reportID 00
}
// Clear any potential queued events
void ClearEvents()
{
for (int i = 0; i < g_NumberOfWiiMotes; i++)
if (g_WiimoteInUse[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);
}
SLEEP(200);
for (int i = 0; i < g_NumberOfWiiMotes; i++)
{
if (Connect) {
wiiuse_rumble(WiiMoteReal::g_WiiMotesFromWiiUse[i], 0);
wiiuse_set_leds(WiiMoteReal::g_WiiMotesFromWiiUse[i], WIIMOTE_LED_1 | WIIMOTE_LED_2 | WIIMOTE_LED_3 | WIIMOTE_LED_4);
}
else
wiiuse_set_leds(WiiMoteReal::g_WiiMotesFromWiiUse[i], WIIMOTE_LED_NONE);
}
}
int Initialize()
{
// Return if already initialized
if (g_RealWiiMoteInitialized)
return g_NumberOfWiiMotes;
NeedsConnect.Init();
Connected.Init();
// Clear the wiimote classes
memset(g_WiiMotes, 0, sizeof(CWiiMote*) * MAX_WIIMOTES);
for (int i = 0; i < MAX_WIIMOTES; i++)
g_WiimoteInUse[i] = false;
g_RealWiiMotePresent = false;
g_RealWiiMoteAllocated = false;
// Call Wiiuse.dll
g_WiiMotesFromWiiUse = wiiuse_init(MAX_WIIMOTES);
g_NumberOfWiiMotes = wiiuse_find(g_WiiMotesFromWiiUse, MAX_WIIMOTES, 5);
DEBUG_LOG(WIIMOTE, "Found No of Wiimotes: %i", g_NumberOfWiiMotes);
if (g_NumberOfWiiMotes > 0)
{
g_RealWiiMotePresent = true;
// Create a new thread for listening for Wiimote data
// and also connecting in Linux/OSX.
// Windows connects to Wiimote in the wiiuse_find function
g_pReadThread = new Common::Thread(ReadWiimote_ThreadFunc, NULL);
// Don't run the Wiimote thread if no wiimotes were found
g_Shutdown = false;
NeedsConnect.Set();
Connected.Wait();
}
else
return 0;
for (int i = 0; i < g_NumberOfWiiMotes; i++)
{
// Remove the wiiuse_poll() threshold
wiiuse_set_accel_threshold(g_WiiMotesFromWiiUse[i], 0);
// Set the ir sensor sensitivity.
if (g_Config.iIRLevel) {
wiiuse_set_ir_sensitivity(g_WiiMotesFromWiiUse[i], g_Config.iIRLevel);
}
// 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);
}
// psyjoe reports this allows majority of lost packets to be transferred.
// Will test soon
//wiiuse_set_timeout(g_WiiMotesFromWiiUse, g_NumberOfWiiMotes, 220, 220);
// If we are connecting from the config window without a game running we set the LEDs
if (g_EmulatorState != PLUGIN_EMUSTATE_PLAY && g_RealWiiMotePresent)
FlashLights(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. */
for (int i = 0; i < g_NumberOfWiiMotes; i++)
{
byte *data = (byte*)malloc(sizeof(byte) * sizeof(WiiMoteEmu::EepromData_0));
wiiuse_read_data(g_WiiMotesFromWiiUse[i], data, 0, sizeof(WiiMoteEmu::EepromData_0));
}
// Initialized, even if we didn't find a Wiimote
g_RealWiiMoteInitialized = true;
return g_NumberOfWiiMotes;
}
// Allocate each Real WiiMote found to a WiiMote slot with Source set to "WiiMote Real"
void Allocate()
{
if (g_RealWiiMoteAllocated)
return;
if (!g_RealWiiMoteInitialized)
Initialize();
// Clear the wiimote classes
memset(g_WiiMotes, 0, sizeof(CWiiMote*) * MAX_WIIMOTES);
for (int i = 0; i < MAX_WIIMOTES; i++)
g_WiimoteInUse[i] = false;
g_Config.bNumberEmuWiimotes = g_Config.bNumberRealWiimotes = 0;
// Create Wiimote classes, one for each Real WiiMote found
int current_number = 0;
for (int i = 0; i < g_NumberOfWiiMotes; i++)
{
// Let's find out the slot this Real WiiMote will be using... We need this because the user can set any of the 4 WiiMotes as Real, Emulated or Inactive...
for (; current_number < MAX_WIIMOTES; current_number++)
{
// Just to be sure we won't be overlapping any WiiMote...
if (g_WiimoteInUse[current_number] == true)
continue;
if (WiiMoteEmu::WiiMapping[current_number].Source == 1)
g_Config.bNumberEmuWiimotes++;
// Found a WiiMote (slot) that wants to be real :P
else if (WiiMoteEmu::WiiMapping[current_number].Source == 2) {
g_Config.bNumberRealWiimotes++;
break;
}
}
// If we found a valid slot for this WiiMote...
if (current_number < MAX_WIIMOTES)
{
g_WiiMotes[current_number] = new CWiiMote(current_number, g_WiiMotesFromWiiUse[i]);
g_WiimoteInUse[current_number] = true;
switch (current_number)
{
case 0:
wiiuse_set_leds(g_WiiMotesFromWiiUse[i], WIIMOTE_LED_1);
break;
case 1:
wiiuse_set_leds(g_WiiMotesFromWiiUse[i], WIIMOTE_LED_2);
break;
case 2:
wiiuse_set_leds(g_WiiMotesFromWiiUse[i], WIIMOTE_LED_3);
break;
case 3:
wiiuse_set_leds(g_WiiMotesFromWiiUse[i], WIIMOTE_LED_4);
break;
default:
PanicAlert("Trying to create real wiimote %i WTF", current_number);
break;
}
DEBUG_LOG(WIIMOTE, "Real WiiMote allocated as WiiMote #%i", current_number);
}
}
// If there are more slots marked as "Real WiiMote" than the number of Real WiiMotes connected, disable them!
for(current_number++; current_number < MAX_WIIMOTES; current_number++)
{
if (WiiMoteEmu::WiiMapping[current_number].Source == 1)
g_Config.bNumberEmuWiimotes++;
else if (WiiMoteEmu::WiiMapping[current_number].Source == 2)
WiiMoteEmu::WiiMapping[current_number].Source = 0;
}
DEBUG_LOG(WIIMOTE, "Using %i Real Wiimote(s) and %i Emu Wiimote(s)", g_Config.bNumberRealWiimotes, g_Config.bNumberEmuWiimotes);
// If we are not using any emulated wiimotes we can run the thread temporary until the data has beeen copied
if (g_Config.bNumberEmuWiimotes == 0)
g_RunTemporary = true;
g_RealWiiMoteAllocated = true;
}
void DoState(PointerWrap &p)
{
//TODO: Implement
}
void Shutdown(void)
{
if (!g_RealWiiMoteInitialized)
return;
// Stop the loop in the thread
g_Shutdown = true; // not safe .. might crash when still @ReadWiimote
// Stop the thread
if (g_pReadThread != NULL)
{
delete g_pReadThread;
g_pReadThread = NULL;
}
// Delete the wiimotes
for (int i = 0; i < MAX_WIIMOTES; i++)
{
delete g_WiiMotes[i];
g_WiiMotes[i] = NULL;
}
// Flash flights
if (g_EmulatorState != PLUGIN_EMUSTATE_PLAY && g_RealWiiMotePresent)
FlashLights(false);
// Clean up wiiuse
wiiuse_cleanup(g_WiiMotesFromWiiUse, g_NumberOfWiiMotes);
// Uninitialized
g_RealWiiMoteInitialized = false;
g_RealWiiMotePresent = false;
}
void InterruptChannel(int _WiimoteNumber, u16 _channelID, const void* _pData, u32 _Size)
{
//DEBUG_LOG(WIIMOTE, "Real InterruptChannel on WiiMote #%i", _WiimoteNumber);
g_WiiMotes[_WiimoteNumber]->SendData(_channelID, (const u8*)_pData, _Size);
}
void ControlChannel(int _WiimoteNumber, u16 _channelID, const void* _pData, u32 _Size)
{
//DEBUG_LOG(WIIMOTE, "Real ControlChannel on WiiMote #%i", _WiimoteNumber);
g_WiiMotes[_WiimoteNumber]->SendData(_channelID, (const u8*)_pData, _Size);
}
// Read the Wiimote once
void Update(int _WiimoteNumber)
{
//DEBUG_LOG(WIIMOTE, "Real Update on WiiMote #%i", _WiimoteNumber);
g_WiiMotes[_WiimoteNumber]->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. */
THREAD_RETURN ReadWiimote_ThreadFunc(void* arg)
{
g_StopThreadTemporary.Init();
g_StartThread.Init();
NeedsConnect.Wait();
#ifndef _WIN32
int Connect;
// WiiUse initializes the Wiimotes in Windows right from the wiiuse_find function
// The Functionality should REALLY be changed
Connect = wiiuse_connect(g_WiiMotesFromWiiUse, MAX_WIIMOTES);
DEBUG_LOG(WIIMOTE, "Connected: %i", Connect);
#endif
Connected.Set();
while (!g_Shutdown)
{
// There is at least one Real Wiimote in use
if (g_Config.bNumberRealWiimotes > 0 && !g_RunTemporary)
{
for (int i = 0; i < MAX_WIIMOTES; i++)
if (g_WiimoteInUse[i])
g_WiiMotes[i]->ReadData();
}
else {
if (!g_StopThreadTemporary.Wait(0))
{
// Event object was signaled, exiting thread to close ConfigRecordingDlg
new Common::Thread(SafeCloseReadWiimote_ThreadFunc, NULL);
g_StartThread.Set(); //tell the new thread to get going
return 0;
}
else
ReadWiimote();
}
}
return 0;
}
// Returns whether SafeClose_ThreadFunc will take over closing of Recording dialog.
// FIXME: this whole threading stuff is bad, and should be removed.
// OSX is having problems with the threading anyways, since WiiUse is used
// from multiple threads, and not just the one where it was created on.
bool SafeClose()
{
if (!g_RealWiiMoteInitialized)
return false;
g_StopThreadTemporary.Set();
return true;
}
// Thread to avoid racing conditions by directly closing of ReadWiimote_ThreadFunc() resp. ReadWiimote()
// shutting down the Dlg while still beeing @ReadWiimote will result in a crash;
THREAD_RETURN SafeCloseReadWiimote_ThreadFunc(void* arg)
{
g_Shutdown = true;
g_StartThread.Wait(); //Ready to start cleaning
if (g_RealWiiMoteInitialized)
Shutdown();
#if defined(HAVE_WX) && HAVE_WX
m_RecordingConfigFrame->Close(true);
#endif
if (!g_RealWiiMoteInitialized)
Initialize();
return 0;
}
// WiiMote Pair-Up
#ifdef WIN32
int WiimotePairUp(void)
{
HANDLE hRadios[256];
int nRadios;
int nPaired = 0;
// Enumerate BT radios
HBLUETOOTH_RADIO_FIND hFindRadio;
BLUETOOTH_FIND_RADIO_PARAMS radioParam;
radioParam.dwSize = sizeof(BLUETOOTH_FIND_RADIO_PARAMS);
nRadios = 0;
hFindRadio = BluetoothFindFirstRadio(&radioParam, &hRadios[nRadios++]);
if (hFindRadio)
{
while (BluetoothFindNextRadio(&radioParam, &hRadios[nRadios++]));
BluetoothFindRadioClose(hFindRadio);
}
else
{
ERROR_LOG(WIIMOTE, "Pair-Up: Error enumerating radios", GetLastError());
return -1;
}
nRadios--;
// DEBUG_LOG(WIIMOTE, "Pair-Up: Found %d radios\n", nRadios);
// Pair with Wii device(s)
int radio = 0;
for (radio = 0; radio < nRadios; radio++)
{
BLUETOOTH_RADIO_INFO radioInfo;
HBLUETOOTH_DEVICE_FIND hFind;
BLUETOOTH_DEVICE_INFO btdi;
BLUETOOTH_DEVICE_SEARCH_PARAMS srch;
radioInfo.dwSize = sizeof(radioInfo);
btdi.dwSize = sizeof(btdi);
srch.dwSize = sizeof(BLUETOOTH_DEVICE_SEARCH_PARAMS);
BluetoothGetRadioInfo(hRadios[radio], &radioInfo);
srch.fReturnAuthenticated = TRUE;
srch.fReturnRemembered = TRUE;
srch.fReturnConnected = TRUE; // does not filter properly somehow, so we 've to do an additional check on fConnected BT Devices
srch.fReturnUnknown = TRUE;
srch.fIssueInquiry = TRUE;
srch.cTimeoutMultiplier = 1;
srch.hRadio = hRadios[radio];
//DEBUG_LOG(WIIMOTE, _T("Pair-Up: Scanning for BT Device(s)"));
hFind = BluetoothFindFirstDevice(&srch, &btdi);
if (hFind == NULL)
{
ERROR_LOG(WIIMOTE, "Pair-Up: Error enumerating devices: %08x", GetLastError());
return -1;
}
do
{
if ((!wcscmp(btdi.szName, L"Nintendo RVL-WBC-01") || !wcscmp(btdi.szName, L"Nintendo RVL-CNT-01")) && !btdi.fConnected)
{
//TODO: improve the readd of the BT driver, esp. when batteries of the wiimote are removed while beeing fConnected
if (btdi.fRemembered)
{
// Make Windows forget old expired pairing
// we can pretty much ignore the return value here.
// it either worked (ERROR_SUCCESS), or the device did not exist (ERROR_NOT_FOUND)
// in both cases, there is nothing left.
BluetoothRemoveDevice(&btdi.Address);
}
// Activate service
DWORD hr = BluetoothSetServiceState(hRadios[radio], &btdi, &HumanInterfaceDeviceServiceClass_UUID, BLUETOOTH_SERVICE_ENABLE);
if (!hr == ERROR_SUCCESS)
{
nPaired++;
}
else
{
ERROR_LOG(WIIMOTE, "Pair-Up: BluetoothSetServiceState() returned %08x", hr);
}
}
} while (BluetoothFindNextDevice(hFind, &btdi));
BluetoothFindRadioClose(hFind);
}
SLEEP(10);
// Clean up
for (radio = 0; radio < nRadios; radio++)
{
CloseHandle(hRadios[radio]);
}
return nPaired;
}
#endif
}; // end of namespace