segatools/mu3hook/io4.c

173 lines
4.4 KiB
C

#include <windows.h>
#include <assert.h>
#include <stdlib.h>
#include <string.h>
#include "board/io4.h"
#include "mu3hook/mu3-dll.h"
#include "util/dprintf.h"
static HRESULT mu3_io4_poll(void *ctx, struct io4_state *state);
static HRESULT mu3_io4_write_gpio(uint8_t* payload, size_t len);
static uint16_t coins;
static const struct io4_ops mu3_io4_ops = {
.poll = mu3_io4_poll,
.write_gpio = mu3_io4_write_gpio,
};
HRESULT mu3_io4_hook_init(const struct io4_config *cfg)
{
HRESULT hr;
assert(mu3_dll.init != NULL);
hr = io4_hook_init(cfg, &mu3_io4_ops, NULL);
if (FAILED(hr)) {
return hr;
}
return mu3_dll.init();
}
static HRESULT mu3_io4_poll(void *ctx, struct io4_state *state)
{
uint8_t opbtn;
uint8_t left;
uint8_t right;
int16_t lever;
HRESULT hr;
assert(mu3_dll.poll != NULL);
assert(mu3_dll.get_opbtns != NULL);
assert(mu3_dll.get_gamebtns != NULL);
assert(mu3_dll.get_lever != NULL);
memset(state, 0, sizeof(*state));
hr = mu3_dll.poll();
if (FAILED(hr)) {
return hr;
}
opbtn = 0;
left = 0;
right = 0;
lever = 0;
mu3_dll.get_opbtns(&opbtn);
mu3_dll.get_gamebtns(&left, &right);
mu3_dll.get_lever(&lever);
if (opbtn & MU3_IO_OPBTN_TEST) {
state->buttons[0] |= IO4_BUTTON_TEST;
}
if (opbtn & MU3_IO_OPBTN_SERVICE) {
state->buttons[0] |= IO4_BUTTON_SERVICE;
}
if (opbtn & MU3_IO_OPBTN_COIN) {
coins++;
}
state->chutes[0] = coins << 8;
if (left & MU3_IO_GAMEBTN_1) {
state->buttons[0] |= 1 << 0;
}
if (left & MU3_IO_GAMEBTN_2) {
state->buttons[0] |= 1 << 5;
}
if (left & MU3_IO_GAMEBTN_3) {
state->buttons[0] |= 1 << 4;
}
if (right & MU3_IO_GAMEBTN_1) {
state->buttons[0] |= 1 << 1;
}
if (right & MU3_IO_GAMEBTN_2) {
state->buttons[1] |= 1 << 0;
}
if (right & MU3_IO_GAMEBTN_3) {
state->buttons[0] |= 1 << 15;
}
if (left & MU3_IO_GAMEBTN_MENU) {
state->buttons[1] |= 1 << 14;
}
if (right & MU3_IO_GAMEBTN_MENU) {
state->buttons[0] |= 1 << 13;
}
if (!(left & MU3_IO_GAMEBTN_SIDE)) {
state->buttons[1] |= 1 << 15; /* L-Side, active-low */
}
if (!(right & MU3_IO_GAMEBTN_SIDE)) {
state->buttons[0] |= 1 << 14; /* R-Side, active-low */
}
/* Lever increases right-to-left, not left-to-right.
Use 0x7FFF as the center point instead of 0x8000; the latter would
overflow when the lever pos is INT16_MIN. */
state->adcs[0] = 0x7FFF - lever;
return S_OK;
}
static HRESULT mu3_io4_write_gpio(uint8_t* payload, size_t len)
{
// Just fast fail if there aren't enough bytes in the payload
if (len < 3)
return S_OK;
// This command is used for lights in Ongeki, but it only contains button lights,
// and only in the first 3 bytes of the payload; everything else is padding to
// make the payload 62 bytes. The rest of the cabinet lights and the side button
// lights are handled separately, by the 15093 lights controller.
uint32_t lights_data = (uint32_t) ((uint8_t)(payload[0]) << 24 |
(uint8_t)(payload[1]) << 16 |
(uint8_t)(payload[2]) << 8);
// Since Sega uses an odd ordering for the first part of the bitfield,
// let's normalize the data and just send over bytes for the receiver
// to interpret as RGB values.
uint8_t rgb_out[6 * 3] = {
lights_data & MU3_IO_LED_L1_R ? 0xFF : 0x00,
lights_data & MU3_IO_LED_L1_G ? 0xFF : 0x00,
lights_data & MU3_IO_LED_L1_B ? 0xFF : 0x00,
lights_data & MU3_IO_LED_L2_R ? 0xFF : 0x00,
lights_data & MU3_IO_LED_L2_G ? 0xFF : 0x00,
lights_data & MU3_IO_LED_L2_B ? 0xFF : 0x00,
lights_data & MU3_IO_LED_L3_R ? 0xFF : 0x00,
lights_data & MU3_IO_LED_L3_G ? 0xFF : 0x00,
lights_data & MU3_IO_LED_L3_B ? 0xFF : 0x00,
lights_data & MU3_IO_LED_R1_R ? 0xFF : 0x00,
lights_data & MU3_IO_LED_R1_G ? 0xFF : 0x00,
lights_data & MU3_IO_LED_R1_B ? 0xFF : 0x00,
lights_data & MU3_IO_LED_R2_R ? 0xFF : 0x00,
lights_data & MU3_IO_LED_R2_G ? 0xFF : 0x00,
lights_data & MU3_IO_LED_R2_B ? 0xFF : 0x00,
lights_data & MU3_IO_LED_R3_R ? 0xFF : 0x00,
lights_data & MU3_IO_LED_R3_G ? 0xFF : 0x00,
lights_data & MU3_IO_LED_R3_B ? 0xFF : 0x00,
};
mu3_dll.led_set_leds(1, rgb_out);
return S_OK;
}