forked from Dniel97/segatools
9ea6e09fdc
This makes things more consistent with the button/analog APIs.
152 lines
3.2 KiB
C
152 lines
3.2 KiB
C
#include <windows.h>
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#include <xinput.h>
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#include <stdbool.h>
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#include <stdint.h>
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#include "idzio/idzio.h"
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static bool idz_io_coin;
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static uint16_t idz_io_coins;
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static bool idz_io_shifting;
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static uint8_t idz_io_gear;
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HRESULT idz_io_init(void)
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{
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return S_OK;
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}
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void idz_io_jvs_read_buttons(uint8_t *opbtn_out, uint8_t *gamebtn_out)
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{
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uint8_t opbtn;
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uint8_t gamebtn;
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XINPUT_STATE xi;
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WORD xb;
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opbtn = 0;
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gamebtn = 0;
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/* Update test/service buttons */
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if (GetAsyncKeyState('1')) {
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opbtn |= IDZ_IO_OPBTN_TEST;
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}
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if (GetAsyncKeyState('2')) {
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opbtn |= IDZ_IO_OPBTN_SERVICE;
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}
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/* Update gameplay buttons */
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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 (xb & XINPUT_GAMEPAD_DPAD_UP) {
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gamebtn |= IDZ_IO_GAMEBTN_UP;
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}
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if (xb & XINPUT_GAMEPAD_DPAD_DOWN) {
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gamebtn |= IDZ_IO_GAMEBTN_DOWN;
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}
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if (xb & XINPUT_GAMEPAD_DPAD_LEFT) {
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gamebtn |= IDZ_IO_GAMEBTN_LEFT;
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}
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if (xb & XINPUT_GAMEPAD_DPAD_RIGHT) {
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gamebtn |= IDZ_IO_GAMEBTN_RIGHT;
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}
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if (xb & XINPUT_GAMEPAD_START) {
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gamebtn |= IDZ_IO_GAMEBTN_START;
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}
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if (xb & XINPUT_GAMEPAD_BACK) {
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gamebtn |= IDZ_IO_GAMEBTN_VIEW_CHANGE;
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}
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*opbtn_out = opbtn;
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*gamebtn_out = gamebtn;
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}
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void idz_io_jvs_read_shifter(uint8_t *gear)
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{
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bool shift_inc;
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bool shift_dec;
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XINPUT_STATE xi;
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WORD xb;
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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 (xb & XINPUT_GAMEPAD_START) {
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idz_io_gear = 0; /* Reset to Neutral when start is pressed */
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}
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shift_inc = xb & (XINPUT_GAMEPAD_X | XINPUT_GAMEPAD_RIGHT_SHOULDER);
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shift_dec = xb & (XINPUT_GAMEPAD_Y | XINPUT_GAMEPAD_LEFT_SHOULDER);
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if (!idz_io_shifting) {
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if (shift_inc && idz_io_gear < 6) {
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idz_io_gear++;
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}
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if (shift_dec && idz_io_gear > 0) {
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idz_io_gear--;
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}
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}
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idz_io_shifting = shift_inc || shift_dec;
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*gear = idz_io_gear;
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}
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void idz_io_jvs_read_analogs(struct idz_io_analog_state *out)
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{
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XINPUT_STATE xi;
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int left;
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int right;
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memset(&xi, 0, sizeof(xi));
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XInputGetState(0, &xi);
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left = xi.Gamepad.sThumbLX;
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if (left < -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE) {
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left += XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE;
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} else if (left > XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE) {
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left -= XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE;
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} else {
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left = 0;
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}
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right = xi.Gamepad.sThumbRX;
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if (right < -XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE) {
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right += XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE;
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} else if (right > XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE) {
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right -= XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE;
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} else {
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right = 0;
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}
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out->wheel = (left + right) / 2;
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out->accel = xi.Gamepad.bRightTrigger << 8;
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out->brake = xi.Gamepad.bLeftTrigger << 8;
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}
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void idz_io_jvs_read_coin_counter(uint16_t *out)
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{
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if (GetAsyncKeyState('3')) {
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if (!idz_io_coin) {
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idz_io_coin = true;
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idz_io_coins++;
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}
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} else {
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idz_io_coin = false;
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}
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*out = idz_io_coins;
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}
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