dolphin/Externals/WiiUseSrc/Src/guitar_hero_3.c
Soren Jorvang e648c6d68b Overhaul of OS X real Wiimote support.
Fixes a number of problems, including unreliable connection setup, 
frequent disconnections, busy-waiting and shutdown deadlocks.

Motion Plus and nunchuk hot swapping now work and Wiiuse does a small
amount of queueing to prevent occasional dropped packets. The OS X 
bluetooth stack has no internal input buffering and while a worker  
thread can easily keep up with data coming from the Wiimote, the rest
of Dolphin can easily get behind if it is blocked by disk I/O or 
similar. Mostly the Wiimote protocol recovers from dropped packets,   
but sometimes the Wiimote would get out of sync and send a disconnect.
I wonder if the other platforms might benefit from a bit of queueing
at this layer as well.
 
Still doesn't support multiple devices, as I kept changing my mind 
about how best to do it. I only have one Wiimote anyway..
 
One improvement to the Wiimote plugin that would be really nice would
be for the scan for new devices to operate continuously or periodically
like on a real Wii rather than just for 5 seconds at startup..   


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5640 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-06-09 19:36:08 +00:00

177 lines
4.9 KiB
C

/*
* wiiuse
*
* Written By:
* Michael Laforest < para >
* Email: < thepara (--AT--) g m a i l [--DOT--] com >
*
* Copyright 2006-2007
*
* This file is part of wiiuse.
*
* 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; either version 3 of the License, or
* (at your option) any later version.
*
* 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 for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
* $Header$
*
*/
/**
* @file
* @brief Guitar Hero 3 expansion device.
*/
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#ifdef WIN32
#include <Winsock2.h>
#endif
#include "definitions.h"
#include "wiiuse_internal.h"
#include "dynamics.h"
#include "events.h"
#include "guitar_hero_3.h"
static void guitar_hero_3_pressed_buttons(struct guitar_hero_3_t* gh3, short now);
/**
* @brief Handle the handshake data from the guitar.
*
* @param cc A pointer to a classic_ctrl_t structure.
* @param data The data read in from the device.
* @param len The length of the data block, in bytes.
*
* @return Returns 1 if handshake was successful, 0 if not.
*/
int guitar_hero_3_handshake(struct wiimote_t* wm, struct guitar_hero_3_t* gh3, byte* data, unsigned short len) {
/*
* The good fellows that made the Guitar Hero 3 controller
* failed to factory calibrate the devices. There is no
* calibration data on the device.
*/
gh3->btns = 0;
gh3->btns_held = 0;
gh3->btns_released = 0;
gh3->wb_raw = 0;
gh3->whammy_bar = 0.0f;
gh3->tb_raw = 0;
gh3->touch_bar = -1;
/* joystick stuff */
gh3->js.max.x = GUITAR_HERO_3_JS_MAX_X;
gh3->js.min.x = GUITAR_HERO_3_JS_MIN_X;
gh3->js.center.x = GUITAR_HERO_3_JS_CENTER_X;
gh3->js.max.y = GUITAR_HERO_3_JS_MAX_Y;
gh3->js.min.y = GUITAR_HERO_3_JS_MIN_Y;
gh3->js.center.y = GUITAR_HERO_3_JS_CENTER_Y;
/* handshake done */
wm->event = WIIUSE_GUITAR_HERO_3_CTRL_INSERTED;
wm->expansion.type = EXP_GUITAR_HERO_3;
wm->timeout = WIIMOTE_DEFAULT_TIMEOUT;
return 1;
}
/**
* @brief The guitar disconnected.
*
* @param cc A pointer to a classic_ctrl_t structure.
*/
void guitar_hero_3_disconnected(struct guitar_hero_3_t* gh3) {
memset(gh3, 0, sizeof(struct guitar_hero_3_t));
}
/**
* @brief Handle guitar event.
*
* @param cc A pointer to a classic_ctrl_t structure.
* @param msg The message specified in the event packet.
*/
void guitar_hero_3_event(struct guitar_hero_3_t* gh3, byte* msg) {
int i;
/* decrypt data */
for (i = 0; i < 6; ++i)
msg[i] = (msg[i] ^ 0x17) + 0x17;
guitar_hero_3_pressed_buttons(gh3, BIG_ENDIAN_SHORT(*(short*)(msg + 4)));
gh3->js.pos.x = (msg[0] & GUITAR_HERO_3_JS_MASK);
gh3->js.pos.y = (msg[1] & GUITAR_HERO_3_JS_MASK);
gh3->tb_raw = (msg[2] & GUITAR_HERO_3_TOUCH_MASK);
gh3->wb_raw = (msg[3] & GUITAR_HERO_3_WHAMMY_MASK);
/* touch bar */
gh3->touch_bar = 0;
if (gh3->tb_raw > 0x1B)
gh3->touch_bar = GUITAR_HERO_3_TOUCH_ORANGE;
else if (gh3->tb_raw > 0x18)
gh3->touch_bar = GUITAR_HERO_3_TOUCH_ORANGE | GUITAR_HERO_3_TOUCH_BLUE;
else if (gh3->tb_raw > 0x15)
gh3->touch_bar = GUITAR_HERO_3_TOUCH_BLUE;
else if (gh3->tb_raw > 0x13)
gh3->touch_bar = GUITAR_HERO_3_TOUCH_BLUE | GUITAR_HERO_3_TOUCH_YELLOW;
else if (gh3->tb_raw > 0x10)
gh3->touch_bar = GUITAR_HERO_3_TOUCH_YELLOW;
else if (gh3->tb_raw > 0x0D)
gh3->touch_bar = GUITAR_HERO_3_TOUCH_AVAILABLE;
else if (gh3->tb_raw > 0x0B)
gh3->touch_bar = GUITAR_HERO_3_TOUCH_YELLOW | GUITAR_HERO_3_TOUCH_RED;
else if (gh3->tb_raw > 0x08)
gh3->touch_bar = GUITAR_HERO_3_TOUCH_RED;
else if (gh3->tb_raw > 0x05)
gh3->touch_bar = GUITAR_HERO_3_TOUCH_RED | GUITAR_HERO_3_TOUCH_GREEN;
else if (gh3->tb_raw > 0x02)
gh3->touch_bar = GUITAR_HERO_3_TOUCH_GREEN;
/* whammy bar */
gh3->whammy_bar = (msg[3] - GUITAR_HERO_3_WHAMMY_BAR_MIN) / (float)(GUITAR_HERO_3_WHAMMY_BAR_MAX - GUITAR_HERO_3_WHAMMY_BAR_MIN);
/* joy stick */
calc_joystick_state(&gh3->js, gh3->js.pos.x, gh3->js.pos.y);
}
/**
* @brief Find what buttons are pressed.
*
* @param cc A pointer to a classic_ctrl_t structure.
* @param msg The message byte specified in the event packet.
*/
static void guitar_hero_3_pressed_buttons(struct guitar_hero_3_t* gh3, short now) {
/* message is inverted (0 is active, 1 is inactive) */
now = ~now & GUITAR_HERO_3_BUTTON_ALL;
/* preserve old btns pressed */
gh3->btns_last = gh3->btns;
/* pressed now & were pressed, then held */
gh3->btns_held = (now & gh3->btns);
/* were pressed or were held & not pressed now, then released */
gh3->btns_released = ((gh3->btns | gh3->btns_held) & ~now);
/* buttons pressed now */
gh3->btns = now;
}