forked from Hay1tsme/segatools
152 lines
3.4 KiB
C
152 lines
3.4 KiB
C
#include <windows.h>
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#include <xinput.h>
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#include <math.h>
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#include <limits.h>
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#include <stdint.h>
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#include "fgoio/fgoio.h"
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#include "fgoio/config.h"
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#include "util/dprintf.h"
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static uint8_t fgo_opbtn;
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static uint8_t fgo_gamebtn;
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static int16_t fgo_stick_x;
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static int16_t fgo_stick_y;
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static struct fgo_io_config fgo_io_cfg;
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static bool fgo_io_coin;
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uint16_t fgo_io_get_api_version(void)
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{
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return 0x0100;
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}
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HRESULT fgo_io_init(void)
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{
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fgo_io_config_load(&fgo_io_cfg, L".\\segatools.ini");
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return S_OK;
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}
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HRESULT fgo_io_poll(void)
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{
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XINPUT_STATE xi;
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WORD xb;
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fgo_opbtn = 0;
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fgo_gamebtn = 0;
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fgo_stick_x = 0;
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fgo_stick_y = 0;
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if (GetAsyncKeyState(fgo_io_cfg.vk_test) & 0x8000) {
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fgo_opbtn |= FGO_IO_OPBTN_TEST;
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}
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if (GetAsyncKeyState(fgo_io_cfg.vk_service) & 0x8000) {
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fgo_opbtn |= FGO_IO_OPBTN_SERVICE;
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}
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if (GetAsyncKeyState(fgo_io_cfg.vk_coin) & 0x8000) {
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if (!fgo_io_coin) {
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fgo_io_coin = true;
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fgo_opbtn |= FGO_IO_OPBTN_COIN;
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}
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} else {
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fgo_io_coin = false;
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}
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memset(&xi, 0, sizeof(xi));
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XInputGetState(0, &xi);
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xb = xi.Gamepad.wButtons;
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if (xi.Gamepad.bLeftTrigger > 64) {
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fgo_gamebtn |= FGO_IO_GAMEBTN_SPEED_UP;
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}
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if (xb & XINPUT_GAMEPAD_LEFT_SHOULDER) {
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fgo_gamebtn |= FGO_IO_GAMEBTN_TARGET;
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}
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if (xb & XINPUT_GAMEPAD_A || xb & XINPUT_GAMEPAD_B) {
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fgo_gamebtn |= FGO_IO_GAMEBTN_ATTACK;
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}
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if (xb & XINPUT_GAMEPAD_Y || xb & XINPUT_GAMEPAD_X) {
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fgo_gamebtn |= FGO_IO_GAMEBTN_NOBLE_PHANTASHM;
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}
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if (xb & XINPUT_GAMEPAD_LEFT_THUMB) {
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fgo_gamebtn |= FGO_IO_GAMEBTN_CAMERA;
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}
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float LX = xi.Gamepad.sThumbLX;
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float LY = xi.Gamepad.sThumbLY;
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// determine how far the controller is pushed
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float magnitude = sqrt(LX*LX + LY*LY);
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// determine the direction the controller is pushed
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float normalizedLX = LX / magnitude;
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float normalizedLY = LY / magnitude;
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float normalizedMagnitude = 0;
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// check if the controller is outside a circular dead zone
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if (magnitude > XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE)
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{
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// clip the magnitude at its expected maximum value
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if (magnitude > 32767) magnitude = 32767;
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// adjust magnitude relative to the end of the dead zone
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magnitude -= XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE;
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// optionally normalize the magnitude with respect to its expected range
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// giving a magnitude value of 0.0 to 1.0
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normalizedMagnitude = magnitude / (32767 - XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE);
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} else // if the controller is in the deadzone zero out the magnitude
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{
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magnitude = 0.0;
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normalizedMagnitude = 0.0;
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}
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fgo_stick_x = normalizedLX * normalizedMagnitude * 32767;
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fgo_stick_y = normalizedLY * normalizedMagnitude * 32767;
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return S_OK;
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}
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void fgo_io_get_opbtns(uint8_t *opbtn)
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{
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if (opbtn != NULL) {
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*opbtn = fgo_opbtn;
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}
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}
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void fgo_io_get_gamebtns(uint8_t *btn)
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{
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if (btn != NULL) {
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*btn = fgo_gamebtn;
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}
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}
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void fgo_io_get_analogs(int16_t *stick_x, int16_t *stick_y)
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{
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if (stick_x != NULL) {
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*stick_x = fgo_stick_x;
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}
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if (stick_y != NULL) {
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*stick_y = fgo_stick_y;
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}
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}
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HRESULT fgo_io_led_init(void)
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{
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return S_OK;
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}
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void fgo_io_led_set_colors(uint8_t board, uint8_t *rgb)
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{
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return;
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}
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