481 lines
13 KiB
C++
481 lines
13 KiB
C++
// Copyright (C) 2003-2008 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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//////////////////////////////////////////////////////////////////////////////////////////
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// Includes
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// ¯¯¯¯¯¯¯¯¯¯¯¯¯
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#include <iostream> // System
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#include "pluginspecs_wiimote.h"
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#include "wiiuse.h"
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#include <queue>
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#include "Common.h"
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#include "Thread.h"
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#include "StringUtil.h"
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#include "ConsoleWindow.h"
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#include "Timer.h"
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#include "wiimote_hid.h"
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#include "main.h"
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#include "Config.h"
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#include "EmuMain.h"
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#include "EmuDefinitions.h"
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#define EXCLUDE_H // Avoid certain declarations in wiimote_real.h
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#include "wiimote_real.h"
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#if defined(HAVE_WX) && HAVE_WX
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#include "ConfigDlg.h"
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#endif
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extern SWiimoteInitialize g_WiimoteInitialize;
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////////////////////////////////////////
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namespace WiiMoteReal
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{
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//******************************************************************************
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// Forwarding
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//******************************************************************************
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class CWiiMote;
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#ifdef _WIN32
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DWORD WINAPI ReadWiimote_ThreadFunc(void* arg);
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#else
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void* ReadWiimote_ThreadFunc(void* arg);
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#endif
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//******************************************************************************
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// Variable declarations
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//******************************************************************************
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wiimote_t** g_WiiMotesFromWiiUse = NULL;
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Common::Thread* g_pReadThread = NULL;
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int g_NumberOfWiiMotes;
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CWiiMote* g_WiiMotes[MAX_WIIMOTES];
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bool g_Shutdown = false;
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bool g_ThreadGoing = false;
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bool g_LocalThread = true;
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bool g_IRSensing = false;
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bool g_MotionSensing = false;
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u64 g_UpdateTime = 0;
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int g_UpdateCounter = 0;
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bool g_RunTemporary = false;
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int g_RunTemporaryCountdown = 0;
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u8 g_EventBuffer[32];
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//******************************************************************************
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// Probably this class should be in its own file
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//******************************************************************************
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class CWiiMote
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{
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public:
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//////////////////////////////////////////
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// On create and on uncreate
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// ---------------
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CWiiMote(u8 _WiimoteNumber, wiimote_t* _pWiimote)
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: m_WiimoteNumber(_WiimoteNumber)
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, m_channelID(0)
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, m_pWiiMote(_pWiimote)
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, m_pCriticalSection(NULL)
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, m_LastReportValid(false)
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{
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m_pCriticalSection = new Common::CriticalSection();
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//wiiuse_set_leds(m_pWiiMote, WIIMOTE_LED_4);
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#ifdef _WIN32
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// F|RES: i dunno if we really need this
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CancelIo(m_pWiiMote->dev_handle);
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#endif
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}
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virtual ~CWiiMote()
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{
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delete m_pCriticalSection;
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};
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//////////////////////
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//////////////////////////////////////////
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// Queue raw HID data from the core to the wiimote
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// ---------------
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void SendData(u16 _channelID, const u8* _pData, u32 _Size)
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{
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m_channelID = _channelID;
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m_pCriticalSection->Enter();
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{
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SEvent WriteEvent;
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memcpy(WriteEvent.m_PayLoad, _pData + 1, _Size - 1);
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m_EventWriteQueue.push(WriteEvent);
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// Debugging
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//std::string Temp = ArrayToString(WriteEvent.m_PayLoad, 28, 0, 30);
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//Console::Print("Wiimote Write:\n%s\n", Temp.c_str());
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}
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m_pCriticalSection->Leave();
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}
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/////////////////////
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//////////////////////////////////////////////////
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/* Read and write data to the Wiimote */
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// ---------------
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void ReadData()
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{
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m_pCriticalSection->Enter();
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// Send data to the Wiimote
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if (!m_EventWriteQueue.empty())
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{
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//Console::Print("Writing data to the Wiimote\n");
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SEvent& rEvent = m_EventWriteQueue.front();
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wiiuse_io_write(m_pWiiMote, (byte*)rEvent.m_PayLoad, MAX_PAYLOAD);
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m_EventWriteQueue.pop();
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#ifdef _WIN32
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// Debugging. Move the data one step to the right first.
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memcpy(rEvent.m_PayLoad + 1, rEvent.m_PayLoad, sizeof(rEvent.m_PayLoad) - 1);
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rEvent.m_PayLoad[0] = 0xa2;
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InterruptDebugging(false, rEvent.m_PayLoad);
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#endif
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}
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m_pCriticalSection->Leave();
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// Read data from wiimote (but don't send it to the core, just filter and queue)
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if (wiiuse_io_read(m_pWiiMote))
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{
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const byte* pBuffer = m_pWiiMote->event_buf;
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// Check if we have a channel (connection) if so save the data...
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if (m_channelID > 0)
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{
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m_pCriticalSection->Enter();
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// Filter out data reports
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if (pBuffer[0] >= 0x30)
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{
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// Copy Buffer to LastReport
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memcpy(m_LastReport.m_PayLoad, pBuffer, MAX_PAYLOAD);
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m_LastReportValid = true;
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}
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else
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{
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// Copy Buffer to ImportantEvent
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SEvent ImportantEvent;
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memcpy(ImportantEvent.m_PayLoad, pBuffer, MAX_PAYLOAD);
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// Put it in the read queue right away
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m_EventReadQueue.push(ImportantEvent);
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}
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m_pCriticalSection->Leave();
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}
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#ifdef _WIN32
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/* Debugging
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//if(GetAsyncKeyState('V'))
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{
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std::string Temp = ArrayToString(pBuffer, 20, 0, 30);
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Console::Print("Data: %s\n", Temp.c_str());
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} */
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#endif
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}
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};
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/////////////////////
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//////////////////////////////////////////
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// Send queued data to the core
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// ---------------
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void Update()
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{
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// Thread function
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m_pCriticalSection->Enter();
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if (m_EventReadQueue.empty())
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{
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// Send the data report
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if (m_LastReportValid) SendEvent(m_LastReport);
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}
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else
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{
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// Send a 0x20, 0x21 or 0x22 report
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SendEvent(m_EventReadQueue.front());
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m_EventReadQueue.pop();
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}
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m_pCriticalSection->Leave();
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};
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/////////////////////
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//////////////////////////////////////////
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// Clear events
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// ---------------
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void ClearEvents()
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{
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while (!m_EventReadQueue.empty())
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m_EventReadQueue.pop();
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while (!m_EventWriteQueue.empty())
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m_EventWriteQueue.pop();
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}
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/////////////////////
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private:
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struct SEvent
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{
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SEvent()
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{
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memset(m_PayLoad, 0, MAX_PAYLOAD);
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}
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byte m_PayLoad[MAX_PAYLOAD];
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};
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typedef std::queue<SEvent> CEventQueue;
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u8 m_WiimoteNumber; // Just for debugging
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u16 m_channelID;
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CEventQueue m_EventReadQueue; // Read from Wiimote
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CEventQueue m_EventWriteQueue; // Write to Wiimote
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Common::CriticalSection* m_pCriticalSection;
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bool m_LastReportValid;
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SEvent m_LastReport;
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wiimote_t* m_pWiiMote; // This is g_WiiMotesFromWiiUse[]
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//////////////////////////////////////////
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// Send queued data to the core
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// ---------------
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void SendEvent(SEvent& _rEvent)
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{
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// We don't have an answer channel
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if (m_channelID == 0) return;
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// Check event buffer
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u8 Buffer[1024];
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u32 Offset = 0;
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hid_packet* pHidHeader = (hid_packet*)(Buffer + Offset);
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Offset += sizeof(hid_packet);
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pHidHeader->type = HID_TYPE_DATA;
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pHidHeader->param = HID_PARAM_INPUT;
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// Create the buffer
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memcpy(&Buffer[Offset], _rEvent.m_PayLoad, MAX_PAYLOAD);
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/* This Offset value is not exactly correct like it is for the emulated Wiimote reports. It's
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often to big, but I guess that's okay. The game will know how big the actual data is. */
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Offset += MAX_PAYLOAD;
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// Send it
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g_WiimoteInitialize.pWiimoteInput(m_channelID, Buffer, Offset);
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// Debugging
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ReadDebugging(false, Buffer, Offset);
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}
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/////////////////////
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};
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//******************************************************************************
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// Function Definitions
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//******************************************************************************
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void SendAcc(u8 _ReportID)
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{
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byte DataAcc[MAX_PAYLOAD];
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DataAcc[0] = 0x22; // Report 0x12
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DataAcc[1] = 0x00; // Core buttons
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DataAcc[2] = 0x00;
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DataAcc[3] = _ReportID; // Reporting mode
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wiiuse_io_write(WiiMoteReal::g_WiiMotesFromWiiUse[0], (byte*)DataAcc, MAX_PAYLOAD);
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std::string Temp = ArrayToString(DataAcc, 28, 0, 30);
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Console::Print("SendAcc: %s\n", Temp.c_str());
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//22 00 00 _reportID 00
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}
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// Clear any potential queued events
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void ClearEvents()
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{
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for (int i = 0; i < g_NumberOfWiiMotes; i++)
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g_WiiMotes[i]->ClearEvents();
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}
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// Flash lights, and if connecting, also rumble
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void FlashLights(bool Connect)
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{
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if(Connect) wiiuse_rumble(WiiMoteReal::g_WiiMotesFromWiiUse[0], 1);
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wiiuse_set_leds(WiiMoteReal::g_WiiMotesFromWiiUse[0], WIIMOTE_LED_1 | WIIMOTE_LED_2 | WIIMOTE_LED_3 | WIIMOTE_LED_4);
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sleep(100);
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if(Connect) wiiuse_rumble(WiiMoteReal::g_WiiMotesFromWiiUse[0], 0);
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// End with light 1 or 4
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if(Connect)
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wiiuse_set_leds(WiiMoteReal::g_WiiMotesFromWiiUse[0], WIIMOTE_LED_1);
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else
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wiiuse_set_leds(WiiMoteReal::g_WiiMotesFromWiiUse[0], WIIMOTE_LED_4);
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}
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int Initialize()
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{
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// Return if already initialized
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if (g_RealWiiMoteInitialized) return g_NumberOfWiiMotes;
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// Clear the wiimote classes
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memset(g_WiiMotes, 0, sizeof(CWiiMote*) * MAX_WIIMOTES);
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// Call Wiiuse.dll
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g_WiiMotesFromWiiUse = wiiuse_init(MAX_WIIMOTES);
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g_NumberOfWiiMotes = wiiuse_find(g_WiiMotesFromWiiUse, MAX_WIIMOTES, 5);
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if (g_NumberOfWiiMotes > 0) g_RealWiiMotePresent = true;
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Console::Print("Found No of Wiimotes: %i\n", g_NumberOfWiiMotes);
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// Remove the wiiuse_poll() threshold
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wiiuse_set_accel_threshold(g_WiiMotesFromWiiUse[0], 0);
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// Set the sensor bar position, this should only affect the internal wiiuse api functions
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wiiuse_set_ir_position(g_WiiMotesFromWiiUse[0], WIIUSE_IR_ABOVE);
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// I don't seem to need wiiuse_connect() in Windows. But Linux needs it.
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#ifndef _WIN32
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int Connect = wiiuse_connect(g_WiiMotesFromWiiUse, MAX_WIIMOTES);
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Console::Print("Connected: %i\n", Connect);
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#endif
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// If we are connecting from the config window without a game running we flash the lights
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if (!g_EmulatorRunning && g_RealWiiMotePresent) FlashLights(true);
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// Create Wiimote classes
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for (int i = 0; i < g_NumberOfWiiMotes; i++)
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g_WiiMotes[i] = new CWiiMote(i + 1, g_WiiMotesFromWiiUse[i]);
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// Create a new thread and start listening for Wiimote data
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if (g_NumberOfWiiMotes > 0)
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g_pReadThread = new Common::Thread(ReadWiimote_ThreadFunc, NULL);
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// If we are not using the emulated wiimote we can run the thread temporary until the data has beeen copied
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if(g_Config.bUseRealWiimote) g_RunTemporary = true;
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/* Allocate memory and copy the Wiimote eeprom accelerometer neutral values to g_Eeprom. We can't
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change the neutral values the wiimote will report, I think, unless we update its eeprom? In any
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case it's probably better to let the current calibration be where it is and adjust the global
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values after that. I don't feel comfortable with overwriting critical data on a lot of Wiimotes. */
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byte *data = (byte*)malloc(sizeof(byte) * sizeof(WiiMoteEmu::EepromData_0));
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wiiuse_read_data(g_WiiMotesFromWiiUse[0], data, 0, sizeof(WiiMoteEmu::EepromData_0));
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// Don't run the Wiimote thread if no wiimotes were found
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if (g_NumberOfWiiMotes > 0) g_Shutdown = false;
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// Initialized, even if we didn't find a Wiimote
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g_RealWiiMoteInitialized = true;
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return g_NumberOfWiiMotes;
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}
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void DoState(void* ptr, int mode) {}
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void Shutdown(void)
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{
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// Stop the loop in the thread
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g_Shutdown = true;
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// Stop the thread
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if (g_pReadThread != NULL)
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{
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g_pReadThread->WaitForDeath();
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delete g_pReadThread;
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g_pReadThread = NULL;
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}
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// Delete the wiimotes
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for (int i = 0; i < g_NumberOfWiiMotes; 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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// Flash flights
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if (!g_EmulatorRunning && g_RealWiiMotePresent) FlashLights(false);
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// Clean up wiiuse
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wiiuse_cleanup(g_WiiMotesFromWiiUse, g_NumberOfWiiMotes);
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// Uninitialized
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g_RealWiiMoteInitialized = false;
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g_RealWiiMotePresent = false;
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}
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void InterruptChannel(u16 _channelID, const void* _pData, u32 _Size)
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{
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//Console::Print("Real InterruptChannel\n");
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g_WiiMotes[0]->SendData(_channelID, (const u8*)_pData, _Size);
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}
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void ControlChannel(u16 _channelID, const void* _pData, u32 _Size)
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{
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//Console::Print("Real ControlChannel\n");
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g_WiiMotes[0]->SendData(_channelID, (const u8*)_pData, _Size);
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}
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//////////////////////////////////
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// Read the Wiimote once
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// ---------------
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void Update()
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{
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//Console::Print("Real Update\n");
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for (int i = 0; i < g_NumberOfWiiMotes; i++)
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{
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g_WiiMotes[i]->Update();
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}
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}
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//////////////////////////////////
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/* Continuously read the Wiimote status. However, the actual sending of data occurs in Update(). If we are
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not currently using the real Wiimote we allow the separate ReadWiimote() function to run. Wo don't use
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them at the same time to avoid a potential collision. */
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// ---------------
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#ifdef _WIN32
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DWORD WINAPI ReadWiimote_ThreadFunc(void* arg)
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#else
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void *ReadWiimote_ThreadFunc(void* arg)
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#endif
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{
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while (!g_Shutdown)
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{
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// We need g_ThreadGoing to do a manual WaitForSingleObject() from the configuration window
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g_ThreadGoing = true;
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if(g_Config.bUseRealWiimote && !g_RunTemporary)
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for (int i = 0; i < g_NumberOfWiiMotes; i++) g_WiiMotes[i]->ReadData();
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else
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ReadWiimote();
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g_ThreadGoing = false;
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}
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return 0;
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}
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////////////////////
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}; // end of namespace
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