forked from Hay1tsme/segatools
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@ -52,11 +52,11 @@ static HRESULT mercury_io4_poll(void *ctx, struct io4_state *state)
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mercury_dll.get_opbtns(&opbtn);
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if (opbtn & MAI2_IO_OPBTN_TEST) {
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if (opbtn & MERCURY_IO_OPBTN_TEST) {
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state->buttons[0] |= IO4_BUTTON_TEST;
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}
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if (opbtn & MAI2_IO_OPBTN_SERVICE) {
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if (opbtn & MERCURY_IO_OPBTN_SERVICE) {
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state->buttons[0] |= IO4_BUTTON_SERVICE;
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}
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@ -26,89 +26,13 @@ HRESULT mercury_io_init(void)
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HRESULT mercury_io_poll(void)
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{
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mercury_opbtn = 0;
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mercury_player1_btn = 0;
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mercury_player2_btn = 0;
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if (GetAsyncKeyState(mercury_io_cfg.vk_test)) {
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mercury_opbtn |= MAI2_IO_OPBTN_TEST;
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mercury_opbtn |= MERCURY_IO_OPBTN_TEST;
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}
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if (GetAsyncKeyState(mercury_io_cfg.vk_service)) {
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mercury_opbtn |= MAI2_IO_OPBTN_SERVICE;
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}
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//Player 1
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if (GetAsyncKeyState(mercury_io_cfg.vk_1p_btn[0])) {
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mercury_player1_btn |= MAI2_IO_GAMEBTN_1;
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}
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if (GetAsyncKeyState(mercury_io_cfg.vk_1p_btn[1])) {
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mercury_player1_btn |= MAI2_IO_GAMEBTN_2;
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}
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if (GetAsyncKeyState(mercury_io_cfg.vk_1p_btn[2])) {
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mercury_player1_btn |= MAI2_IO_GAMEBTN_3;
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}
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if (GetAsyncKeyState(mercury_io_cfg.vk_1p_btn[3])) {
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mercury_player1_btn |= MAI2_IO_GAMEBTN_4;
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}
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if (GetAsyncKeyState(mercury_io_cfg.vk_1p_btn[4])) {
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mercury_player1_btn |= MAI2_IO_GAMEBTN_5;
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}
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if (GetAsyncKeyState(mercury_io_cfg.vk_1p_btn[5])) {
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mercury_player1_btn |= MAI2_IO_GAMEBTN_6;
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}
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if (GetAsyncKeyState(mercury_io_cfg.vk_1p_btn[6])) {
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mercury_player1_btn |= MAI2_IO_GAMEBTN_7;
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}
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if (GetAsyncKeyState(mercury_io_cfg.vk_1p_btn[7])) {
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mercury_player1_btn |= MAI2_IO_GAMEBTN_8;
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}
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if (GetAsyncKeyState(mercury_io_cfg.vk_1p_btn[8])) {
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mercury_player1_btn |= MAI2_IO_GAMEBTN_SELECT;
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}
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//Player 2
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if (GetAsyncKeyState(mercury_io_cfg.vk_2p_btn[0])) {
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mercury_player2_btn |= MAI2_IO_GAMEBTN_1;
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}
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if (GetAsyncKeyState(mercury_io_cfg.vk_2p_btn[1])) {
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mercury_player2_btn |= MAI2_IO_GAMEBTN_2;
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}
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if (GetAsyncKeyState(mercury_io_cfg.vk_2p_btn[2])) {
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mercury_player2_btn |= MAI2_IO_GAMEBTN_3;
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}
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if (GetAsyncKeyState(mercury_io_cfg.vk_2p_btn[3])) {
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mercury_player2_btn |= MAI2_IO_GAMEBTN_4;
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}
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if (GetAsyncKeyState(mercury_io_cfg.vk_2p_btn[4])) {
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mercury_player2_btn |= MAI2_IO_GAMEBTN_5;
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}
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if (GetAsyncKeyState(mercury_io_cfg.vk_2p_btn[5])) {
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mercury_player2_btn |= MAI2_IO_GAMEBTN_6;
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}
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if (GetAsyncKeyState(mercury_io_cfg.vk_2p_btn[6])) {
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mercury_player2_btn |= MAI2_IO_GAMEBTN_7;
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}
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if (GetAsyncKeyState(mercury_io_cfg.vk_2p_btn[7])) {
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mercury_player2_btn |= MAI2_IO_GAMEBTN_8;
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}
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if (GetAsyncKeyState(mercury_io_cfg.vk_2p_btn[8])) {
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mercury_player2_btn |= MAI2_IO_GAMEBTN_SELECT;
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mercury_opbtn |= MERCURY_IO_OPBTN_SERVICE;
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}
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return S_OK;
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@ -123,11 +47,5 @@ void mercury_io_get_opbtns(uint8_t *opbtn)
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void mercury_io_get_gamebtns(uint16_t *player1, uint16_t *player2)
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{
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if (player1 != NULL) {
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*player1 = mercury_player1_btn;
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}
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if (player2 != NULL ){
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*player2 = mercury_player2_btn;
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}
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}
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@ -5,20 +5,20 @@
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#include <stdint.h>
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enum {
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MAI2_IO_OPBTN_TEST = 0x01,
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MAI2_IO_OPBTN_SERVICE = 0x02,
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MERCURY_IO_OPBTN_TEST = 0x01,
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MERCURY_IO_OPBTN_SERVICE = 0x02,
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};
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enum {
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MAI2_IO_GAMEBTN_1 = 0x01,
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MAI2_IO_GAMEBTN_2 = 0x02,
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MAI2_IO_GAMEBTN_3 = 0x04,
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MAI2_IO_GAMEBTN_4 = 0x08,
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MAI2_IO_GAMEBTN_5 = 0x10,
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MAI2_IO_GAMEBTN_6 = 0x20,
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MAI2_IO_GAMEBTN_7 = 0x40,
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MAI2_IO_GAMEBTN_8 = 0x80,
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MAI2_IO_GAMEBTN_SELECT = 0x100,
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MERCURY_IO_GAMEBTN_1 = 0x01,
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MERCURY_IO_GAMEBTN_2 = 0x02,
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MERCURY_IO_GAMEBTN_3 = 0x04,
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MERCURY_IO_GAMEBTN_4 = 0x08,
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MERCURY_IO_GAMEBTN_5 = 0x10,
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MERCURY_IO_GAMEBTN_6 = 0x20,
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MERCURY_IO_GAMEBTN_7 = 0x40,
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MERCURY_IO_GAMEBTN_8 = 0x80,
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MERCURY_IO_GAMEBTN_SELECT = 0x100,
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};
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/* Get the version of the Wacca IO API that this DLL supports. This
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@ -47,7 +47,7 @@ HRESULT mercury_io_init(void);
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HRESULT mercury_io_poll(void);
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/* Get the state of the cabinet's operator buttons as of the last poll. See
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MAI2_IO_OPBTN enum above: this contains bit mask definitions for button
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MERCURY_IO_OPBTN enum above: this contains bit mask definitions for button
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states returned in *opbtn. All buttons are active-high.
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Minimum API version: 0x0100 */
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@ -55,7 +55,7 @@ HRESULT mercury_io_poll(void);
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void mercury_io_get_opbtns(uint8_t *opbtn);
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/* Get the state of the cabinet's gameplay buttons as of the last poll. See
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MAI2_IO_GAMEBTN enum above for bit mask definitions. Inputs are split into
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MERCURY_IO_GAMEBTN enum above for bit mask definitions. Inputs are split into
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a left hand side set of inputs and a right hand side set of inputs: the bit
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mappings are the same in both cases.
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