forked from TeamTofuShop/segatools
chuni/chusan: added LED output to DLLs (will break most DLLs)
Credits: somewhatlurker, skogaby https://dev.s-ul.net/skogaby/segatools/-/blob/ongeki-15093/
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@ -139,3 +139,13 @@ void fgo_io_get_analogs(int16_t *stick_x, int16_t *stick_y)
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*stick_y = fgo_stick_y;
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}
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}
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int fgo_io_led_init()
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{
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return 0;
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}
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void fgo_io_led_set_leds(uint8_t board, uint8_t *rgb)
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{
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return;
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}
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@ -69,3 +69,18 @@ void fgo_io_get_gamebtns(uint8_t *btn);
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Minimum API version: 0x0100 */
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void fgo_io_get_analogs(int16_t *stick_x, int16_t *stick_y);
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/* Initialize LED emulation. This function will be called before any
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other fgo_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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int fgo_io_led_init();
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/* Update the RGB LEDs.
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Exact layout is TBD. */
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void fgo_io_led_set_leds(uint8_t board, uint8_t *rgb);
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