segatools/mercuryio/mercuryio.c

122 lines
2.4 KiB
C

#include <windows.h>
#include <limits.h>
#include <stdint.h>
#include <process.h>
#include "mercuryio/mercuryio.h"
#include "mercuryio/config.h"
#include "mercuryhook/elisabeth.h"
static unsigned int __stdcall mercury_io_touch_thread_proc(void *ctx);
static uint8_t mercury_opbtn;
static uint8_t mercury_gamebtn;
static struct mercury_io_config mercury_io_cfg;
static bool mercury_io_touch_stop_flag;
static HANDLE mercury_io_touch_thread;
uint16_t mercury_io_get_api_version(void)
{
return 0x0100;
}
HRESULT mercury_io_init(void)
{
mercury_io_config_load(&mercury_io_cfg, L".\\segatools.ini");
return S_OK;
}
HRESULT mercury_io_poll(void)
{
mercury_opbtn = 0;
mercury_gamebtn = 0;
if (GetAsyncKeyState(mercury_io_cfg.vk_test)) {
mercury_opbtn |= MERCURY_IO_OPBTN_TEST;
}
if (GetAsyncKeyState(mercury_io_cfg.vk_service)) {
mercury_opbtn |= MERCURY_IO_OPBTN_SERVICE;
}
if (GetAsyncKeyState(mercury_io_cfg.vk_coin)) {
mercury_opbtn |= MERCURY_IO_OPBTN_COIN;
}
if (GetAsyncKeyState(mercury_io_cfg.vk_vol_up)) {
mercury_gamebtn |= MERCURY_IO_GAMEBTN_VOL_UP;
}
if (GetAsyncKeyState(mercury_io_cfg.vk_vol_down)) {
mercury_gamebtn |= MERCURY_IO_GAMEBTN_VOL_DOWN;
}
return S_OK;
}
void mercury_io_get_opbtns(uint8_t *opbtn)
{
if (opbtn != NULL) {
*opbtn = mercury_opbtn;
}
}
void mercury_io_get_gamebtns(uint8_t *gamebtn)
{
if (gamebtn != NULL) {
*gamebtn = mercury_gamebtn;
}
}
HRESULT mercury_io_touch_init(void)
{
return S_OK;
}
void mercury_io_touch_start(mercury_io_touch_callback_t callback)
{
if (mercury_io_touch_thread != NULL) {
return;
}
mercury_io_touch_thread = (HANDLE) _beginthreadex(
NULL,
0,
mercury_io_touch_thread_proc,
callback,
0,
NULL
);
}
void mercury_io_touch_set_leds(struct led_data data)
{
}
static unsigned int __stdcall mercury_io_touch_thread_proc(void *ctx)
{
mercury_io_touch_callback_t callback;
bool cellPressed[240];
size_t i;
callback = ctx;
while (!mercury_io_touch_stop_flag) {
for (i = 0 ; i < _countof(cellPressed) ; i++) {
if (GetAsyncKeyState(mercury_io_cfg.vk_cell[i])) {
cellPressed[i] = true;
} else {
cellPressed[i] = false;
}
}
callback(cellPressed);
Sleep(1);
}
return 0;
}