forked from Dniel97/segatools
135 lines
4.1 KiB
C
135 lines
4.1 KiB
C
#pragma once
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/*
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MU3 CUSTOM IO API
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Changelog:
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- 0x0100: Initial API version (assumed if chuni_io_get_api_version is not
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exported)
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- 0x0101: Added mu3_io_led_init and mu3_io_set_leds
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*/
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#include <windows.h>
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#include <stdint.h>
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enum {
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MU3_IO_OPBTN_TEST = 0x01,
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MU3_IO_OPBTN_SERVICE = 0x02,
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MU3_IO_OPBTN_COIN = 0x04,
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};
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enum {
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MU3_IO_GAMEBTN_1 = 0x01,
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MU3_IO_GAMEBTN_2 = 0x02,
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MU3_IO_GAMEBTN_3 = 0x04,
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MU3_IO_GAMEBTN_SIDE = 0x08,
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MU3_IO_GAMEBTN_MENU = 0x10,
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};
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enum {
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/* These are the bitmasks to use when checking which
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lights are triggered on incoming IO4 GPIO writes. */
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MU3_IO_LED_L1_R = 1 << 31,
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MU3_IO_LED_L1_G = 1 << 28,
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MU3_IO_LED_L1_B = 1 << 30,
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MU3_IO_LED_L2_R = 1 << 27,
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MU3_IO_LED_L2_G = 1 << 29,
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MU3_IO_LED_L2_B = 1 << 26,
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MU3_IO_LED_L3_R = 1 << 25,
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MU3_IO_LED_L3_G = 1 << 24,
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MU3_IO_LED_L3_B = 1 << 23,
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MU3_IO_LED_R1_R = 1 << 22,
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MU3_IO_LED_R1_G = 1 << 21,
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MU3_IO_LED_R1_B = 1 << 20,
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MU3_IO_LED_R2_R = 1 << 19,
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MU3_IO_LED_R2_G = 1 << 18,
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MU3_IO_LED_R2_B = 1 << 17,
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MU3_IO_LED_R3_R = 1 << 16,
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MU3_IO_LED_R3_G = 1 << 15,
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MU3_IO_LED_R3_B = 1 << 14,
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};
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/* Get the version of the Ongeki IO API that this DLL supports. This
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function should return a positive 16-bit integer, where the high byte is
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the major version and the low byte is the minor version (as defined by the
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Semantic Versioning standard).
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The latest API version as of this writing is 0x0100. */
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uint16_t mu3_io_get_api_version(void);
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/* Initialize the IO DLL. This is the second function that will be called on
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your DLL, after mu3_io_get_api_version.
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All subsequent calls to this API may originate from arbitrary threads.
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Minimum API version: 0x0100 */
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HRESULT mu3_io_init(void);
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/* Send any queued outputs (of which there are currently none, though this may
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change in subsequent API versions) and retrieve any new inputs.
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Minimum API version: 0x0100 */
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HRESULT mu3_io_poll(void);
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/* Get the state of the cabinet's operator buttons as of the last poll. See
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MU3_IO_OPBTN enum above: this contains bit mask definitions for button
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states returned in *opbtn. All buttons are active-high.
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Minimum API version: 0x0100 */
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void mu3_io_get_opbtns(uint8_t *opbtn);
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/* Get the state of the cabinet's gameplay buttons as of the last poll. See
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MU3_IO_GAMEBTN enum above for bit mask definitions. Inputs are split into
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a left hand side set of inputs and a right hand side set of inputs: the bit
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mappings are the same in both cases.
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All buttons are active-high, even though some buttons' electrical signals
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on a real cabinet are active-low.
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Minimum API version: 0x0100 */
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void mu3_io_get_gamebtns(uint8_t *left, uint8_t *right);
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/* Get the position of the cabinet lever as of the last poll. The center
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position should be equal to or close to zero.
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The operator will be required to calibrate the lever's range of motion on
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first power-on, so the lever position reported through this API does not
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need to perfectly centered or cover every single position value possible,
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but it should be reasonably close in order to make things easier for the
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operator.
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The calibration screen displays the leftmost and rightmost position signal
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returned from the cabinet's ADC encoder as a pair of raw two's complement
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hexadecimal values. On a real cabinet these leftmost and rightmost
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positions are somewhere around 0xB000 and 0x5000 respectively (remember
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that negative values i.e. left positions have a high most-significant bit),
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although these values can easily vary by +/- 0x1000 across different
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cabinets.
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Minimum API version: 0x0100 */
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void mu3_io_get_lever(int16_t *pos);
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/* Initialize LED emulation. This function will be called before any
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other mu3_io_led_*() function calls.
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All subsequent calls may originate from arbitrary threads and some may
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overlap with each other. Ensuring synchronization inside your IO DLL is
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your responsibility. */
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HRESULT mu3_io_led_init(void);
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/* Update the RGB LEDs.
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Exact layout is TBD. */
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void mu3_io_led_set_colors(uint8_t board, uint8_t *rgb);
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