segatools/mu3io/mu3io.c

220 lines
5.2 KiB
C

#include <windows.h>
#include <xinput.h>
#include <limits.h>
#include <stdint.h>
#include "mu3io/mu3io.h"
#include "mu3io/config.h"
#include "mu3io/ledoutput.h"
#include "util/dprintf.h"
static uint8_t mu3_opbtn;
static uint8_t mu3_left_btn;
static uint8_t mu3_right_btn;
static int16_t mu3_lever_pos;
static int16_t mu3_lever_xpos;
static struct mu3_io_config mu3_io_cfg;
static bool mu3_io_coin;
// Mouse control factor to adjust the speed of mouse movement
const double MOUSE_SENSITIVITY = 0.5;
uint16_t mu3_io_get_api_version(void)
{
return 0x0101;
}
HRESULT mu3_io_init(void)
{
mu3_io_config_load(&mu3_io_cfg, L".\\segatools.ini");
dprintf("XInput: --- Begin configuration ---\n");
dprintf("XInput: Mouse lever emulation : %i\n", mu3_io_cfg.use_mouse);
dprintf("XInput: --- End configuration ---\n");
mu3_led_init_mutex = CreateMutex(
NULL, // default security attributes
FALSE, // initially not owned
NULL); // unnamed mutex
if (mu3_led_init_mutex == NULL)
{
return E_FAIL;
}
return mu3_led_output_init(&mu3_io_cfg);
}
HRESULT mu3_io_poll(void)
{
int lever;
int xlever;
XINPUT_STATE xi;
WORD xb;
mu3_opbtn = 0;
mu3_left_btn = 0;
mu3_right_btn = 0;
if (GetAsyncKeyState(mu3_io_cfg.vk_test) & 0x8000) {
mu3_opbtn |= MU3_IO_OPBTN_TEST;
}
if (GetAsyncKeyState(mu3_io_cfg.vk_service) & 0x8000) {
mu3_opbtn |= MU3_IO_OPBTN_SERVICE;
}
if (GetAsyncKeyState(mu3_io_cfg.vk_coin) & 0x8000) {
if (!mu3_io_coin) {
mu3_io_coin = true;
mu3_opbtn |= MU3_IO_OPBTN_COIN;
}
} else {
mu3_io_coin = false;
}
memset(&xi, 0, sizeof(xi));
XInputGetState(0, &xi);
xb = xi.Gamepad.wButtons;
if (GetAsyncKeyState(mu3_io_cfg.vk_left_1) || (xb & XINPUT_GAMEPAD_DPAD_LEFT)) {
mu3_left_btn |= MU3_IO_GAMEBTN_1;
}
if (GetAsyncKeyState(mu3_io_cfg.vk_left_2) || (xb & XINPUT_GAMEPAD_DPAD_UP)) {
mu3_left_btn |= MU3_IO_GAMEBTN_2;
}
if (GetAsyncKeyState(mu3_io_cfg.vk_left_3) || (xb & XINPUT_GAMEPAD_DPAD_RIGHT)) {
mu3_left_btn |= MU3_IO_GAMEBTN_3;
}
if (GetAsyncKeyState(mu3_io_cfg.vk_right_1) || (xb & XINPUT_GAMEPAD_X)) {
mu3_right_btn |= MU3_IO_GAMEBTN_1;
}
if (GetAsyncKeyState(mu3_io_cfg.vk_right_2) || (xb & XINPUT_GAMEPAD_Y)) {
mu3_right_btn |= MU3_IO_GAMEBTN_2;
}
if (GetAsyncKeyState(mu3_io_cfg.vk_right_3) || (xb & XINPUT_GAMEPAD_B)) {
mu3_right_btn |= MU3_IO_GAMEBTN_3;
}
if (GetAsyncKeyState(mu3_io_cfg.vk_left_menu) || (xb & XINPUT_GAMEPAD_BACK)) {
mu3_left_btn |= MU3_IO_GAMEBTN_MENU;
}
if (GetAsyncKeyState(mu3_io_cfg.vk_right_menu) || (xb & XINPUT_GAMEPAD_START)) {
mu3_right_btn |= MU3_IO_GAMEBTN_MENU;
}
if (GetAsyncKeyState(mu3_io_cfg.vk_left_side) || (xb & XINPUT_GAMEPAD_LEFT_SHOULDER)) {
mu3_left_btn |= MU3_IO_GAMEBTN_SIDE;
}
if (GetAsyncKeyState(mu3_io_cfg.vk_right_side) || (xb & XINPUT_GAMEPAD_RIGHT_SHOULDER)) {
mu3_right_btn |= MU3_IO_GAMEBTN_SIDE;
}
lever = mu3_lever_pos;
if (mu3_io_cfg.use_mouse) {
// mouse movement
POINT mousePos;
GetCursorPos(&mousePos);
// int mouseMovement = (int)(xi.Gamepad.sThumbLX * MOUSE_SENSITIVITY);
// int newXPos = mousePos.x + mouseMovement;
int mouse_x = mousePos.x;
// clamp the mouse_x position to the screen width
int screenWidth = GetSystemMetrics(SM_CXSCREEN);
if (mouse_x < 0) {
mouse_x = 0;
}
else if (mouse_x > screenWidth) {
mouse_x = screenWidth;
}
// normalize the mouse_x position from 0 to 1
double mouse_x_norm = (double)mouse_x / screenWidth;
// scale the mouse_x_norm to the range of INT16_MIN to INT16_MAX
mouse_x = (int)((mouse_x_norm * (INT16_MAX - INT16_MIN)) + INT16_MIN);
lever = mouse_x;
} else {
if (abs(xi.Gamepad.sThumbLX) > XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE) {
lever += xi.Gamepad.sThumbLX / 24;
}
if (abs(xi.Gamepad.sThumbRX) > XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE) {
lever += xi.Gamepad.sThumbRX / 24;
}
}
if (lever < INT16_MIN) {
lever = INT16_MIN;
}
if (lever > INT16_MAX) {
lever = INT16_MAX;
}
mu3_lever_pos = lever;
xlever = mu3_lever_pos
- xi.Gamepad.bLeftTrigger * 64
+ xi.Gamepad.bRightTrigger * 64;
if (xlever < INT16_MIN) {
xlever = INT16_MIN;
}
if (xlever > INT16_MAX) {
xlever = INT16_MAX;
}
mu3_lever_xpos = xlever;
return S_OK;
}
void mu3_io_get_opbtns(uint8_t *opbtn)
{
if (opbtn != NULL) {
*opbtn = mu3_opbtn;
}
}
void mu3_io_get_gamebtns(uint8_t *left, uint8_t *right)
{
if (left != NULL) {
*left = mu3_left_btn;
}
if (right != NULL ){
*right = mu3_right_btn;
}
}
void mu3_io_get_lever(int16_t *pos)
{
if (pos != NULL) {
*pos = mu3_lever_xpos;
}
}
HRESULT mu3_io_led_init(void)
{
return S_OK;
}
void mu3_io_led_set_colors(uint8_t board, uint8_t *rgb)
{
mu3_led_output_update(board, rgb);
}