dolphin/Source/Plugins/Plugin_Wiimote/Src/wiimote_real.cpp
2009-01-28 16:28:34 +00:00

399 lines
10 KiB
C++

// 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
// ¯¯¯¯¯¯¯¯¯¯
#include <iostream> // System
#include "pluginspecs_wiimote.h"
#include "wiiuse.h"
#include <queue>
#include "Common.h"
#include "Thread.h"
#include "StringUtil.h"
#include "ConsoleWindow.h"
#include "wiimote_hid.h"
#include "main.h"
#include "Config.h"
#include "EmuMain.h"
#define EXCLUDE_H // Avoid certain declarations in wiimote_real.h
#include "wiimote_real.h"
#if defined(HAVE_WX) && HAVE_WX
#include "ConfigDlg.h"
#endif
extern SWiimoteInitialize g_WiimoteInitialize;
////////////////////////////////////////
namespace WiiMoteReal
{
//******************************************************************************
// Forwarding
//******************************************************************************
class CWiiMote;
#ifdef _WIN32
DWORD WINAPI ReadWiimote_ThreadFunc(void* arg);
#else
void* ReadWiimote_ThreadFunc(void* arg);
#endif
//******************************************************************************
// Variable declarations
//******************************************************************************
wiimote_t** g_WiiMotesFromWiiUse = NULL;
Common::Thread* g_pReadThread = NULL;
int g_NumberOfWiiMotes;
CWiiMote* g_WiiMotes[MAX_WIIMOTES];
bool g_Shutdown = false;
bool g_LocalThread = true;
bool g_MotionSensing = false;
//******************************************************************************
// Probably this class should be in its own file
//******************************************************************************
class CWiiMote
{
public:
//////////////////////////////////////////
// On create and on uncreate
// ---------------
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;
};
//////////////////////
//////////////////////////////////////////
// Send raw HID data from the core to wiimote
// ---------------
void SendData(u16 _channelID, const u8* _pData, u32 _Size)
{
m_channelID = _channelID;
m_pCriticalSection->Enter();
{
SEvent WriteEvent;
memcpy(WriteEvent.m_PayLoad, _pData+1, _Size-1);
m_EventWriteQueue.push(WriteEvent);
}
m_pCriticalSection->Leave();
}
/////////////////////
//////////////////////////////////////////////////
/* Read data from wiimote (but don't send it to the core, just filter and queue). If we are not currently
using the real Wiimote we only allow it to receive data mode changes, but don't ask for any data in
return */
// ---------------
void ReadData()
{
m_pCriticalSection->Enter();
// Send data to the Wiimote
if (!m_EventWriteQueue.empty())
{
Console::Print("Writing data to the Wiimote\n");
SEvent& rEvent = m_EventWriteQueue.front();
wiiuse_io_write(m_pWiiMote, (byte*)rEvent.m_PayLoad, MAX_PAYLOAD);
m_EventWriteQueue.pop();
}
m_pCriticalSection->Leave();
// Don't queue up data if we are not using the real Wiimote
if(g_Config.bUseRealWiimote)
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 reports
if (pBuffer[0] >= 0x30)
{
// Copy Buffer to LastReport
memcpy(m_LastReport.m_PayLoad, pBuffer, MAX_PAYLOAD);
m_LastReportValid = true;
}
else
{
// Copy Buffer to ImportantEvent
SEvent ImportantEvent;
memcpy(ImportantEvent.m_PayLoad, pBuffer, MAX_PAYLOAD);
m_EventReadQueue.push(ImportantEvent);
}
m_pCriticalSection->Leave();
}
//std::string Temp = ArrayToString(pBuffer, sizeof(pBuffer), 0);
//Console::Print("Data:\n%s\n", Temp.c_str());
}
};
/////////////////////
//////////////////////////////////////////
// Send queued data to the core
// ---------------
void Update()
{
// Thread function
m_pCriticalSection->Enter();
if (m_EventReadQueue.empty())
{
// Send the same data as last time
if (m_LastReportValid) SendEvent(m_LastReport);
}
else
{
// Send all the new data we have collected
SendEvent(m_EventReadQueue.front());
m_EventReadQueue.pop();
}
m_pCriticalSection->Leave();
};
/////////////////////
private:
struct SEvent
{
SEvent()
{
memset(m_PayLoad, 0, MAX_PAYLOAD);
}
byte m_PayLoad[MAX_PAYLOAD];
};
typedef std::queue<SEvent> CEventQueue;
u8 m_WiimoteNumber; // Just for debugging
u16 m_channelID;
Common::CriticalSection* m_pCriticalSection;
CEventQueue m_EventReadQueue;
CEventQueue m_EventWriteQueue;
bool m_LastReportValid;
SEvent m_LastReport;
wiimote_t* m_pWiiMote; // This is g_WiiMotesFromWiiUse[]
//////////////////////////////////////////
// Send event
// ---------------
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);
Offset += sizeof(hid_packet);
pHidHeader->type = HID_TYPE_DATA;
pHidHeader->param = HID_PARAM_INPUT;
memcpy(&Buffer[Offset], _rEvent.m_PayLoad, MAX_PAYLOAD);
Offset += MAX_PAYLOAD;
g_WiimoteInitialize.pWiimoteInput(m_channelID, Buffer, Offset);
}
/////////////////////
};
//******************************************************************************
// Function Definitions
//******************************************************************************
int Initialize()
{
if (g_RealWiiMoteInitialized) return g_NumberOfWiiMotes;
memset(g_WiiMotes, 0, sizeof(CWiiMote*) * MAX_WIIMOTES);
// Call Wiiuse.dll
g_WiiMotesFromWiiUse = wiiuse_init(MAX_WIIMOTES);
g_NumberOfWiiMotes = wiiuse_find(g_WiiMotesFromWiiUse, MAX_WIIMOTES, 5);
if (g_NumberOfWiiMotes > 0) g_RealWiiMotePresent = true;
Console::Print("Found No of Wiimotes: %i\n", g_NumberOfWiiMotes);
// For the status window
if (!g_EmulatorRunning)
{
// Do I need this?
//int Connect = wiiuse_connect(g_WiiMotesFromWiiUse, MAX_WIIMOTES);
//Console::Print("Connected: %i\n", Connect);
//wiiuse_set_timeout(g_WiiMotesFromWiiUse, MAX_WIIMOTES, 500, 1000);
//wiiuse_set_flags(g_WiiMotesFromWiiUse[0], WIIUSE_CONTINUOUS, NULL);
if(frame) frame->StartTimer();
}
else
{
//wiiuse_disconnect(g_WiiMotesFromWiiUse);
}
// Create Wiimote classes
for (int i = 0; i < g_NumberOfWiiMotes; i++)
g_WiiMotes[i] = new CWiiMote(i + 1, g_WiiMotesFromWiiUse[i]);
// Create a nee thread and start listening for Wiimote data
if (g_NumberOfWiiMotes > 0)
g_pReadThread = new Common::Thread(ReadWiimote_ThreadFunc, NULL);
// Initialized
if (g_NumberOfWiiMotes > 0) { g_RealWiiMoteInitialized = true; g_Shutdown = false; }
return g_NumberOfWiiMotes;
}
void DoState(void* ptr, int mode) {}
void Shutdown(void)
{
g_Shutdown = true;
// Stop the thread
if (g_pReadThread != NULL)
{
g_pReadThread->WaitForDeath();
delete g_pReadThread;
g_pReadThread = NULL;
}
// Delete the wiimotes
for (int i = 0; i < g_NumberOfWiiMotes; i++)
{
delete g_WiiMotes[i];
g_WiiMotes[i] = NULL;
}
#if defined(HAVE_WX) && HAVE_WX
/* We can only do this if we are not unloading the DLL, otherwise we can get stuck with a
a rumble after we Stop a game */
if (!g_EmulatorRunning)
{
if(frame) frame->ShutDown = true;
if(frame) frame->StartTimer();
}
else
{
#else
// Clean up wiiuse
wiiuse_cleanup(g_WiiMotesFromWiiUse, g_NumberOfWiiMotes);
// Uninitialized
g_RealWiiMoteInitialized = false;
#endif
#if defined(HAVE_WX) && HAVE_WX
}
#endif
// Uninitialized
g_RealWiiMoteInitialized = false;
g_RealWiiMotePresent = false;
}
void InterruptChannel(u16 _channelID, const void* _pData, u32 _Size)
{
//Console::Print("Real InterruptChannel\n");
g_WiiMotes[0]->SendData(_channelID, (const u8*)_pData, _Size);
}
void ControlChannel(u16 _channelID, const void* _pData, u32 _Size)
{
//Console::Print("Real ControlChannel\n");
g_WiiMotes[0]->SendData(_channelID, (const u8*)_pData, _Size);
}
//////////////////////////////////
// Read the Wiimote once
// ---------------
void Update()
{
//Console::Print("Real Update\n");
for (int i = 0; i < g_NumberOfWiiMotes; i++)
{
g_WiiMotes[i]->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. Todo: Figure
out how to manually send the current data reporting mode to the real Wiimote so that we can entirely turn
off ReadData() (including wiiuse_io_write()) while we are not using the real wiimote. For example to risk
interrupting accelerometer recordings by a wiiuse_io_write(). */
// ---------------
#ifdef _WIN32
DWORD WINAPI ReadWiimote_ThreadFunc(void* arg)
#else
void *ReadWiimote_ThreadFunc(void* arg)
#endif
{
while (!g_Shutdown)
{
if(g_EmulatorRunning)
for (int i = 0; i < g_NumberOfWiiMotes; i++) g_WiiMotes[i]->ReadData();
else if (!g_Config.bUseRealWiimote)
ReadWiimote();
}
return 0;
}
////////////////////
}; // end of namespace