segatools2/fgoio/fgoio.c

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