#pragma once #include #include enum { FGO_IO_OPBTN_TEST = 0x01, FGO_IO_OPBTN_SERVICE = 0x02, FGO_IO_OPBTN_COIN = 0x04, }; enum { FGO_IO_GAMEBTN_SPEED_UP = 0x01, FGO_IO_GAMEBTN_TARGET = 0x02, FGO_IO_GAMEBTN_ATTACK = 0x04, FGO_IO_GAMEBTN_NOBLE_PHANTASHM = 0x08, FGO_IO_GAMEBTN_CAMERA = 0x10, }; /* Get the version of the Fate Grand Order IO API that this DLL supports. This function should return a positive 16-bit integer, where the high byte is the major version and the low byte is the minor version (as defined by the Semantic Versioning standard). The latest API version as of this writing is 0x0100. */ uint16_t fgo_io_get_api_version(void); /* Initialize the IO DLL. This is the second function that will be called on your DLL, after fgo_io_get_api_version. All subsequent calls to this API may originate from arbitrary threads. Minimum API version: 0x0100 */ HRESULT fgo_io_init(void); /* Send any queued outputs (of which there are currently none, though this may change in subsequent API versions) and retrieve any new inputs. Minimum API version: 0x0100 */ HRESULT fgo_io_poll(void); /* Get the state of the cabinet's operator buttons as of the last poll. See FGO_IO_OPBTN enum above: this contains bit mask definitions for button states returned in *opbtn. All buttons are active-high. Minimum API version: 0x0100 */ void fgo_io_get_opbtns(uint8_t *opbtn); /* Get the state of the cabinet's gameplay buttons as of the last poll. See FGO_IO_GAMEBTN enum above for bit mask definitions. Inputs are split into a left hand side set of inputs and a right hand side set of inputs: the bit mappings are the same in both cases. All buttons are active-high, even though some buttons' electrical signals on a real cabinet are active-low. Minimum API version: 0x0100 */ void fgo_io_get_gamebtns(uint8_t *btn); /* Get the position of the cabinet stick as of the last poll. The center position should be equal to or close to 32767. Minimum API version: 0x0100 */ void fgo_io_get_analogs(int16_t *stick_x, int16_t *stick_y); /* Initialize LED emulation. This function will be called before any other fgo_io_led_*() function calls. All subsequent calls may originate from arbitrary threads and some may overlap with each other. Ensuring synchronization inside your IO DLL is your responsibility. */ int fgo_io_led_init(); /* Update the RGB LEDs. Exact layout is TBD. */ void fgo_io_led_set_leds(uint8_t board, uint8_t *rgb);