forked from Hay1tsme/segatools
220 lines
5.2 KiB
C
220 lines
5.2 KiB
C
#include <windows.h>
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#include <xinput.h>
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#include <limits.h>
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#include <stdint.h>
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#include "mu3io/mu3io.h"
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#include "mu3io/config.h"
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#include "mu3io/ledoutput.h"
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#include "util/dprintf.h"
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static uint8_t mu3_opbtn;
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static uint8_t mu3_left_btn;
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static uint8_t mu3_right_btn;
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static int16_t mu3_lever_pos;
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static int16_t mu3_lever_xpos;
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static struct mu3_io_config mu3_io_cfg;
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static bool mu3_io_coin;
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// Mouse control factor to adjust the speed of mouse movement
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const double MOUSE_SENSITIVITY = 0.5;
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uint16_t mu3_io_get_api_version(void)
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{
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return 0x0101;
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}
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HRESULT mu3_io_init(void)
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{
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mu3_io_config_load(&mu3_io_cfg, L".\\segatools.ini");
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dprintf("XInput: --- Begin configuration ---\n");
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dprintf("XInput: Mouse lever emulation : %i\n", mu3_io_cfg.use_mouse);
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dprintf("XInput: --- End configuration ---\n");
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mu3_led_init_mutex = CreateMutex(
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NULL, // default security attributes
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FALSE, // initially not owned
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NULL); // unnamed mutex
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if (mu3_led_init_mutex == NULL)
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{
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return E_FAIL;
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}
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return mu3_led_output_init(&mu3_io_cfg);
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}
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HRESULT mu3_io_poll(void)
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{
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int lever;
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int xlever;
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XINPUT_STATE xi;
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WORD xb;
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mu3_opbtn = 0;
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mu3_left_btn = 0;
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mu3_right_btn = 0;
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if (GetAsyncKeyState(mu3_io_cfg.vk_test) & 0x8000) {
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mu3_opbtn |= MU3_IO_OPBTN_TEST;
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}
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if (GetAsyncKeyState(mu3_io_cfg.vk_service) & 0x8000) {
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mu3_opbtn |= MU3_IO_OPBTN_SERVICE;
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}
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if (GetAsyncKeyState(mu3_io_cfg.vk_coin) & 0x8000) {
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if (!mu3_io_coin) {
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mu3_io_coin = true;
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mu3_opbtn |= MU3_IO_OPBTN_COIN;
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}
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} else {
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mu3_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 (GetAsyncKeyState(mu3_io_cfg.vk_left_1) || (xb & XINPUT_GAMEPAD_DPAD_LEFT)) {
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mu3_left_btn |= MU3_IO_GAMEBTN_1;
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}
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if (GetAsyncKeyState(mu3_io_cfg.vk_left_2) || (xb & XINPUT_GAMEPAD_DPAD_UP)) {
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mu3_left_btn |= MU3_IO_GAMEBTN_2;
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}
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if (GetAsyncKeyState(mu3_io_cfg.vk_left_3) || (xb & XINPUT_GAMEPAD_DPAD_RIGHT)) {
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mu3_left_btn |= MU3_IO_GAMEBTN_3;
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}
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if (GetAsyncKeyState(mu3_io_cfg.vk_right_1) || (xb & XINPUT_GAMEPAD_X)) {
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mu3_right_btn |= MU3_IO_GAMEBTN_1;
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}
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if (GetAsyncKeyState(mu3_io_cfg.vk_right_2) || (xb & XINPUT_GAMEPAD_Y)) {
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mu3_right_btn |= MU3_IO_GAMEBTN_2;
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}
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if (GetAsyncKeyState(mu3_io_cfg.vk_right_3) || (xb & XINPUT_GAMEPAD_B)) {
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mu3_right_btn |= MU3_IO_GAMEBTN_3;
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}
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if (GetAsyncKeyState(mu3_io_cfg.vk_left_menu) || (xb & XINPUT_GAMEPAD_BACK)) {
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mu3_left_btn |= MU3_IO_GAMEBTN_MENU;
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}
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if (GetAsyncKeyState(mu3_io_cfg.vk_right_menu) || (xb & XINPUT_GAMEPAD_START)) {
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mu3_right_btn |= MU3_IO_GAMEBTN_MENU;
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}
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if (GetAsyncKeyState(mu3_io_cfg.vk_left_side) || (xb & XINPUT_GAMEPAD_LEFT_SHOULDER)) {
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mu3_left_btn |= MU3_IO_GAMEBTN_SIDE;
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}
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if (GetAsyncKeyState(mu3_io_cfg.vk_right_side) || (xb & XINPUT_GAMEPAD_RIGHT_SHOULDER)) {
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mu3_right_btn |= MU3_IO_GAMEBTN_SIDE;
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}
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lever = mu3_lever_pos;
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if (mu3_io_cfg.use_mouse) {
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// mouse movement
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POINT mousePos;
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GetCursorPos(&mousePos);
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// int mouseMovement = (int)(xi.Gamepad.sThumbLX * MOUSE_SENSITIVITY);
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// int newXPos = mousePos.x + mouseMovement;
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int mouse_x = mousePos.x;
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// clamp the mouse_x position to the screen width
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int screenWidth = GetSystemMetrics(SM_CXSCREEN);
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if (mouse_x < 0) {
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mouse_x = 0;
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}
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else if (mouse_x > screenWidth) {
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mouse_x = screenWidth;
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}
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// normalize the mouse_x position from 0 to 1
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double mouse_x_norm = (double)mouse_x / screenWidth;
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// scale the mouse_x_norm to the range of INT16_MIN to INT16_MAX
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mouse_x = (int)((mouse_x_norm * (INT16_MAX - INT16_MIN)) + INT16_MIN);
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lever = mouse_x;
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} else {
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if (abs(xi.Gamepad.sThumbLX) > XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE) {
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lever += xi.Gamepad.sThumbLX / 24;
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}
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if (abs(xi.Gamepad.sThumbRX) > XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE) {
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lever += xi.Gamepad.sThumbRX / 24;
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}
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}
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if (lever < INT16_MIN) {
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lever = INT16_MIN;
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}
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if (lever > INT16_MAX) {
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lever = INT16_MAX;
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}
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mu3_lever_pos = lever;
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xlever = mu3_lever_pos
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- xi.Gamepad.bLeftTrigger * 64
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+ xi.Gamepad.bRightTrigger * 64;
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if (xlever < INT16_MIN) {
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xlever = INT16_MIN;
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}
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if (xlever > INT16_MAX) {
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xlever = INT16_MAX;
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}
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mu3_lever_xpos = xlever;
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return S_OK;
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}
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void mu3_io_get_opbtns(uint8_t *opbtn)
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{
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if (opbtn != NULL) {
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*opbtn = mu3_opbtn;
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}
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}
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void mu3_io_get_gamebtns(uint8_t *left, uint8_t *right)
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{
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if (left != NULL) {
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*left = mu3_left_btn;
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}
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if (right != NULL ){
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*right = mu3_right_btn;
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}
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}
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void mu3_io_get_lever(int16_t *pos)
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{
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if (pos != NULL) {
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*pos = mu3_lever_xpos;
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}
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}
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HRESULT mu3_io_led_init(void)
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{
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return S_OK;
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}
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void mu3_io_led_set_colors(uint8_t board, uint8_t *rgb)
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{
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mu3_led_output_update(board, rgb);
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}
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