528 lines
13 KiB
C++
528 lines
13 KiB
C++
// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include <queue>
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#include "Common.h"
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#include "IniFile.h"
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#include "Thread.h"
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#include "StringUtil.h"
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#include "Timer.h"
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#include "FifoQueue.h"
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#include "pluginspecs_wiimote.h"
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#include "wiiuse.h"
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#include "WiimoteReal.h"
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#include "../WiimoteEmu/WiimoteHid.h"
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unsigned int g_wiimote_sources[MAX_WIIMOTES];
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namespace WiimoteReal
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{
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bool g_real_wiimotes_initialized = false;
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wiimote_t** g_wiimotes_from_wiiuse = NULL;
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unsigned int g_wiimotes_found = 0;
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volatile unsigned int g_wiimotes_lastfound = 0;
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volatile bool g_run_wiimote_thread = false;
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Common::Thread *g_wiimote_thread = NULL;
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Common::CriticalSection g_refresh_critsec, g_wiimote_critsec;
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THREAD_RETURN WiimoteThreadFunc(void* arg);
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class Wiimote
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{
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public:
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Wiimote(wiimote_t* const wm, const unsigned int index);
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~Wiimote();
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void ControlChannel(const u16 channel, const void* const data, const u32 size);
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void InterruptChannel(const u16 channel, const void* const data, const u32 size);
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void Update();
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void Read();
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void Write();
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void Disconnect();
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void DisableDataReporting();
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void SendPacket(const u8 rpt_id, const void* const data, const unsigned int size);
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// pointer to data, and size of data
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typedef std::pair<u8*,u8> Report;
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private:
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void ClearReports();
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wiimote_t* const m_wiimote;
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const unsigned int m_index;
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u16 m_channel;
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u8 m_last_data_report[MAX_PAYLOAD];
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bool m_last_data_report_valid;
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Common::FifoQueue<u8*> m_read_reports;
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Common::FifoQueue<Report> m_write_reports;
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};
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Wiimote::Wiimote(wiimote_t* const wm, const unsigned int index)
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: m_wiimote(wm)
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, m_index(index)
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, m_channel(0)
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, m_last_data_report_valid(false)
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{
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// disable reporting
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DisableDataReporting();
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// clear all msgs, silly maybe
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// - cleared on first InterruptChannel call
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//while (wiiuse_io_read(m_wiimote));
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//{
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// LEDs test
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//wm_leds rpt = wm_leds();
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//rpt.leds = 1 << i;
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//SendPacket(g_wiimotes_from_wiiuse[i], WM_LEDS, &rpt, sizeof(rpt));
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//}
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// Rumble briefly
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wiiuse_rumble(m_wiimote, 1);
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SLEEP(200);
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wiiuse_rumble(m_wiimote, 0);
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// set LEDs
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wiiuse_set_leds(m_wiimote, WIIMOTE_LED_1 << m_index);
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// TODO: make Dolphin connect wiimote, maybe
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}
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Wiimote::~Wiimote()
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{
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ClearReports();
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// disable reporting / wiiuse might do this on shutdown anyway, o well, don't know for sure
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DisableDataReporting();
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// send disconnect message to wii, maybe, i hope, naw shit messes up on emu-stop
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//if (g_WiimoteInitialize.pWiimoteInterruptChannel)
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//{
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// //u8* const rpt = new u8[2];
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// //rpt[0] = 0XA1; rpt[1] = 0x15;
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// //m_read_reports.push(rpt);
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// //Update();
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// const u8 rpt[] = { 0xA1, 0x15 };
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// g_WiimoteInitialize.pWiimoteInterruptChannel(m_index, m_channel, rpt, sizeof(rpt));
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//}
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}
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// silly, copying data n stuff, o well, don't use this too often
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void Wiimote::SendPacket(const u8 rpt_id, const void* const data, const unsigned int size)
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{
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Report rpt;
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rpt.second = size + 2;
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rpt.first = new u8[rpt.second];
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rpt.first[0] = 0xA1;
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rpt.first[1] = rpt_id;
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memcpy(rpt.first + 2, data, size);
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m_write_reports.Push(rpt);
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}
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void Wiimote::DisableDataReporting()
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{
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wm_report_mode rpt = wm_report_mode();
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rpt.mode = WM_REPORT_CORE;
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SendPacket(WM_REPORT_MODE, &rpt, sizeof(rpt));
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}
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void Wiimote::ClearReports()
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{
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m_last_data_report_valid = false;
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Report rpt;
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while (m_read_reports.Pop(rpt.first))
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delete[] rpt.first;
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while (m_write_reports.Pop(rpt))
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delete[] rpt.first;
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}
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void Wiimote::ControlChannel(const u16 channel, const void* const data, const u32 size)
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{
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// Check for custom communication
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if (99 == channel)
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Disconnect();
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else
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InterruptChannel(channel, data, size);
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}
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void Wiimote::InterruptChannel(const u16 channel, const void* const data, const u32 size)
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{
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if (0 == m_channel) // first interrupt/control channel sent
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{
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// clear all msgs, silly maybe
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while (wiiuse_io_read(m_wiimote)) {};
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// request status
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wm_request_status rpt = wm_request_status();
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SendPacket(WM_REQUEST_STATUS, &rpt, sizeof(rpt));
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}
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m_channel = channel; // this right?
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Wiimote::Report rpt;
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rpt.first = new u8[size];
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rpt.second = (u8)size;
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memcpy(rpt.first, (u8*)data, size);
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m_write_reports.Push(rpt);
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}
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void Wiimote::Read()
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{
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// if not connected to Dolphin, don't do anything, to keep sanchez happy :p
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if (0 == m_channel)
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return;
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if (wiiuse_io_read(m_wiimote))
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{
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// a data report, save it
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if (m_wiimote->event_buf[1] >= 0x30)
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{
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memcpy(m_last_data_report, m_wiimote->event_buf, MAX_PAYLOAD);
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m_last_data_report_valid = true;
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}
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else
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{
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// some other report, add it to queue
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u8* const rpt = new u8[MAX_PAYLOAD];
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memcpy(rpt, m_wiimote->event_buf, MAX_PAYLOAD);
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m_read_reports.Push(rpt);
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}
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}
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}
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void Wiimote::Write()
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{
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Report rpt;
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if (m_write_reports.Pop(rpt))
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{
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wiiuse_io_write(m_wiimote, rpt.first, rpt.second);
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delete[] rpt.first;
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}
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}
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void Wiimote::Update()
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{
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// do we have some queued reports
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u8* rpt;
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if (m_read_reports.Pop(rpt))
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{
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g_WiimoteInitialize.pWiimoteInterruptChannel(m_index, m_channel, rpt, MAX_PAYLOAD);
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delete[] rpt;
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}
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else if (m_last_data_report_valid)
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{
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// otherwise send the last data report, if there is one
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g_WiimoteInitialize.pWiimoteInterruptChannel(m_index, m_channel, m_last_data_report, MAX_PAYLOAD);
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}
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}
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void Wiimote::Disconnect()
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{
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m_channel = 0;
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// disable reporting
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DisableDataReporting();
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// clear queue
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ClearReports();
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// clear out wiiuse queue, or maybe not, silly? idk
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while (wiiuse_io_read(m_wiimote)) {};
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}
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Wiimote* g_wiimotes[4];
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void LoadSettings()
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{
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std::string ini_filename = (std::string(File::GetUserPath(D_CONFIG_IDX)) + g_plugin.ini_name + ".ini" );
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IniFile inifile;
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inifile.Load(ini_filename);
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for (unsigned int i=0; i<MAX_WIIMOTES; ++i)
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{
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std::string secname("Wiimote");
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secname += (char)('1' + i);
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IniFile::Section& sec = *inifile.GetOrCreateSection(secname.c_str());
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sec.Get("Source", &g_wiimote_sources[i], WIIMOTE_SRC_EMU);
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}
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}
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unsigned int Initialize()
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{
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// return if already initialized
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if (g_real_wiimotes_initialized)
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return g_wiimotes_found;
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memset(g_wiimotes, 0, sizeof(g_wiimotes));
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// only call wiiuse_find with the number of slots configured for real wiimotes
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unsigned int wanted_wiimotes = 0;
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for (unsigned int i = 0; i < MAX_WIIMOTES; ++i)
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if (WIIMOTE_SRC_REAL == g_wiimote_sources[i])
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++wanted_wiimotes;
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// don't bother initializing wiiuse if we don't want any real wiimotes
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if (0 == wanted_wiimotes)
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{
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g_wiimotes_found = 0;
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return 0;
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}
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// initialized
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g_real_wiimotes_initialized = true;
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#ifdef WIN32
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// Alloc memory for wiimote structure only if we're starting fresh
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if(!g_wiimotes_from_wiiuse)
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g_wiimotes_from_wiiuse = wiiuse_init(MAX_WIIMOTES);
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// on windows wiiuse_find() expects as a 3rd parameter the amount of last connected wiimotes instead of the timeout,
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// a timeout parameter is useless on win32 here, since at this points we already have the wiimotes discovered and paired up, just not connected.
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g_wiimotes_found = wiiuse_find(g_wiimotes_from_wiiuse, wanted_wiimotes, g_wiimotes_lastfound);
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#else
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g_wiimotes_from_wiiuse = wiiuse_init(MAX_WIIMOTES);
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g_wiimotes_found = wiiuse_find(g_wiimotes_from_wiiuse, wanted_wiimotes, 5);
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#endif
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g_wiimotes_lastfound = g_wiimotes_found;
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DEBUG_LOG(WIIMOTE, "Found %i Real Wiimotes, %i wanted and %i previously found", g_wiimotes_found, wanted_wiimotes, g_wiimotes_lastfound);
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g_wiimotes_found =
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wiiuse_connect(g_wiimotes_from_wiiuse, g_wiimotes_found);
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DEBUG_LOG(WIIMOTE, "Connected to %i Real Wiimotes", g_wiimotes_found);
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g_wiimote_critsec.Enter(); // enter
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// create real wiimote class instances, assign wiimotes
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for (unsigned int i = 0, w = 0; i<MAX_WIIMOTES && w<g_wiimotes_found; ++i)
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{
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if (WIIMOTE_SRC_REAL != g_wiimote_sources[i])
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continue;
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// create/assign wiimote
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g_wiimotes[i] = new Wiimote(g_wiimotes_from_wiiuse[w++], i);
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}
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g_wiimote_critsec.Leave(); // leave
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// start wiimote thread
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g_run_wiimote_thread = true;
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g_wiimote_thread = new Common::Thread(WiimoteThreadFunc, 0);
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return g_wiimotes_found;
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}
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void Shutdown(void)
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{
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if (false == g_real_wiimotes_initialized)
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return;
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// Uninitialized
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g_real_wiimotes_initialized = false;
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// stop wiimote thread
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if (g_wiimote_thread)
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{
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g_run_wiimote_thread = false;
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g_wiimote_thread->WaitForDeath();
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delete g_wiimote_thread;
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g_wiimote_thread = NULL;
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}
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g_wiimote_critsec.Enter(); // enter
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// delete wiimotes
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for (unsigned int i=0; i<MAX_WIIMOTES; ++i)
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if (g_wiimotes[i])
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{
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delete g_wiimotes[i];
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g_wiimotes[i] = NULL;
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}
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g_wiimote_critsec.Leave(); // leave
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// set all LEDs on, idk
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//for (unsigned int i=0; i<g_wiimotes_found; ++i)
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//{
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// wiiuse_set_leds(g_wiimotes_from_wiiuse[i], 0xF0);
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//}
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// Clean up wiiuse, win32: we cant just delete the struct on win32, since wiiuse_find() maintains it and
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// adds/removes wimotes directly to/from it to prevent problems, which would occur when using more than 1 wiimote if we create it from scratch everytime
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#ifndef WIN32
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wiiuse_cleanup(g_wiimotes_from_wiiuse, MAX_WIIMOTES);
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#endif
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}
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void Refresh() // this gets called from the GUI thread
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{
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g_refresh_critsec.Enter();
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#ifdef __linux__
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// make sure real wiimotes have been initialized
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if (!g_real_wiimotes_initialized)
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{
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g_refresh_critsec.Leave();
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Initialize();
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return;
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}
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// find the number of slots configured for real wiimotes
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unsigned int wanted_wiimotes = 0;
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for (unsigned int i = 0; i < MAX_WIIMOTES; ++i)
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if (g_wiimote_sources[i] == WIIMOTE_SRC_REAL)
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++wanted_wiimotes;
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// don't scan for wiimotes if we don't want any more
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if (wanted_wiimotes <= g_wiimotes_found)
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{
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g_refresh_critsec.Leave();
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return;
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}
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// scan for wiimotes
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unsigned int num_wiimotes = wiiuse_find(g_wiimotes_from_wiiuse, wanted_wiimotes, 5);
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DEBUG_LOG(WIIMOTE, "Found %i Real Wiimotes, %i wanted", num_wiimotes, wanted_wiimotes);
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int num_new_wiimotes = wiiuse_connect(g_wiimotes_from_wiiuse, num_wiimotes);
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DEBUG_LOG(WIIMOTE, "Connected to %i additional Real Wiimotes", num_new_wiimotes);
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g_wiimote_critsec.Enter(); // enter
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// create real wiimote class instances, and assign wiimotes for the new wiimotes
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for (unsigned int i = g_wiimotes_found, w = g_wiimotes_found;
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i < MAX_WIIMOTES && w < num_wiimotes; ++i)
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{
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if (g_wiimote_sources[i] != WIIMOTE_SRC_REAL || g_wiimotes[i] != NULL)
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continue;
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// create/assign wiimote
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g_wiimotes[i] = new Wiimote(g_wiimotes_from_wiiuse[w++], i);
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}
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g_wiimotes_found = num_wiimotes;
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g_wiimote_critsec.Leave(); // leave
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#else // windows/ OSX
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// should be fine i think
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Shutdown();
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Initialize();
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#endif
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g_refresh_critsec.Leave();
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}
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void InterruptChannel(int _WiimoteNumber, u16 _channelID, const void* _pData, u32 _Size)
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{
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u8* data = (u8*)_pData;
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// some hax, since we just send the last data report to Dolphin on each Update() call
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// , make the wiimote only send updated data reports when data changes
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// == less bt traffic, eliminates some unneeded packets
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if (WM_REPORT_MODE == ((u8*)_pData)[1])
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{
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// I dont wanna write on the const *_pData
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data = new u8[_Size];
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memcpy(data, _pData, _Size);
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// nice var names :p, this seems to be this one
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((wm_report_mode*)(data + 2))->all_the_time = false;
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//((wm_report_mode*)(data + 2))->continuous = false;
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}
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g_refresh_critsec.Enter();
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if (g_wiimotes[_WiimoteNumber])
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g_wiimotes[_WiimoteNumber]->InterruptChannel(_channelID, data, _Size);
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g_refresh_critsec.Leave();
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if (data != _pData)
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delete[] data;
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}
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void ControlChannel(int _WiimoteNumber, u16 _channelID, const void* _pData, u32 _Size)
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{
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g_refresh_critsec.Enter();
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if (g_wiimotes[_WiimoteNumber])
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g_wiimotes[_WiimoteNumber]->ControlChannel(_channelID, _pData, _Size);
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g_refresh_critsec.Leave();
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}
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// Read the Wiimote once
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void Update(int _WiimoteNumber)
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{
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g_refresh_critsec.Enter();
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if (g_wiimotes[_WiimoteNumber])
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g_wiimotes[_WiimoteNumber]->Update();
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g_refresh_critsec.Leave();
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}
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void StateChange(PLUGIN_EMUSTATE newState)
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{
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g_wiimote_critsec.Enter(); // enter
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// TODO: disable/enable auto reporting, maybe
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g_wiimote_critsec.Leave(); // leave
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}
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THREAD_RETURN WiimoteThreadFunc(void* arg)
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{
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Common::SetCurrentThreadName("Wiimote Thread");
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while (g_run_wiimote_thread)
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{
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g_wiimote_critsec.Enter(); // enter
|
|
|
|
for (unsigned int i=0; i<MAX_WIIMOTES; ++i)
|
|
if (g_wiimotes[i])
|
|
{
|
|
g_wiimotes[i]->Read();
|
|
g_wiimotes[i]->Write();
|
|
}
|
|
|
|
g_wiimote_critsec.Leave(); // leave
|
|
|
|
Common::SleepCurrentThread(1);
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
}; // end of namespace
|