#include #include #include #include #include "mu3io/mu3io.h" #include "mu3io/config.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"); return S_OK; } 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) { return; }