idac: add ffb emulation

This commit is contained in:
Dniel97 2024-09-30 18:50:46 +02:00
parent 53fb8c28ea
commit c06bb408e7
Signed by untrusted user: Dniel97
GPG Key ID: 6180B3C768FB2E08
26 changed files with 930 additions and 149 deletions

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@ -93,3 +93,11 @@ void vfd_config_load(struct vfd_config *cfg, const wchar_t *filename)
cfg->port = GetPrivateProfileIntW(L"vfd", L"portNo", 0, filename); cfg->port = GetPrivateProfileIntW(L"vfd", L"portNo", 0, filename);
cfg->utf_conversion = GetPrivateProfileIntW(L"vfd", L"utfConversion", 0, filename); cfg->utf_conversion = GetPrivateProfileIntW(L"vfd", L"utfConversion", 0, filename);
} }
void ffb_config_load(struct ffb_config *cfg, const wchar_t *filename)
{
assert(cfg != NULL);
assert(filename != NULL);
cfg->enable = GetPrivateProfileIntW(L"ffb", L"enable", 1, filename);
}

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@ -6,7 +6,9 @@
#include "board/io4.h" #include "board/io4.h"
#include "board/sg-reader.h" #include "board/sg-reader.h"
#include "board/vfd.h" #include "board/vfd.h"
#include "board/ffb.h"
void aime_config_load(struct aime_config *cfg, const wchar_t *filename); void aime_config_load(struct aime_config *cfg, const wchar_t *filename);
void io4_config_load(struct io4_config *cfg, const wchar_t *filename); void io4_config_load(struct io4_config *cfg, const wchar_t *filename);
void vfd_config_load(struct vfd_config *cfg, const wchar_t *filename); void vfd_config_load(struct vfd_config *cfg, const wchar_t *filename);
void ffb_config_load(struct ffb_config *cfg, const wchar_t *filename);

234
board/ffb.c Normal file
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@ -0,0 +1,234 @@
/*
Force Feedback Board (FFB)
This board is used by many SEGA games to provide force feedback to the player.
It is driven by the game software over a serial connection and is used by many
games such as SEGA World Drivers Championship, Initial D Arcade, ...
Part number in schematics is "838-15069 MOTOR DRIVE BD RS232/422 Board".
Some observations:
The maximal strength for any effect is 127, except Damper which maxes out at 40.
The period for rumble effects is in the range 0-40.
*/
#include "board/ffb.h"
#include <assert.h>
#include <stdint.h>
#include <windows.h>
#include "hook/iohook.h"
#include "hooklib/uart.h"
#include "util/dprintf.h"
#include "util/dump.h"
// request format:
// 0x?? - sync + command
// 0x?? - direction/additional command
// 0x?? - strength
// 0x?? - checksum (sum of everything except the sync byte)
enum {
FFB_CMD_TOGGLE = 0x80,
FFB_CMD_CONSTANT_FORCE = 0x84,
FFB_CMD_RUMBLE = 0x85,
FFB_CMD_DAMPER = 0x86,
};
struct ffb_hdr {
uint8_t cmd;
};
union ffb_req_any {
struct ffb_hdr hdr;
uint8_t bytes[3];
};
static HRESULT ffb_handle_irp(struct irp *irp);
static HRESULT ffb_req_dispatch(const union ffb_req_any *req);
static HRESULT ffb_req_toggle(const uint8_t *bytes);
static HRESULT ffb_req_constant_force(const uint8_t *bytes);
static HRESULT ffb_req_rumble(const uint8_t *bytes);
static HRESULT ffb_req_damper(const uint8_t *bytes);
static const struct ffb_ops *ffb_ops;
static struct uart ffb_uart;
static bool ffb_started;
static HRESULT ffb_start_hr;
static uint8_t ffb_written[4];
static uint8_t ffb_readable[4];
/* Static variables to store maximum strength values */
static uint8_t max_constant_force = 0;
static uint8_t max_rumble = 0;
static uint8_t max_period = 0;
static uint8_t max_damper = 0;
HRESULT ffb_hook_init(
const struct ffb_config *cfg,
const struct ffb_ops *ops,
unsigned int port_no)
{
assert(cfg != NULL);
assert(ops != NULL);
if (!cfg->enable) {
return S_FALSE;
}
ffb_ops = ops;
uart_init(&ffb_uart, port_no);
ffb_uart.written.bytes = ffb_written;
ffb_uart.written.nbytes = sizeof(ffb_written);
ffb_uart.readable.bytes = ffb_readable;
ffb_uart.readable.nbytes = sizeof(ffb_readable);
dprintf("FFB: hook enabled.\n");
return iohook_push_handler(ffb_handle_irp);
}
static HRESULT ffb_handle_irp(struct irp *irp)
{
HRESULT hr;
assert(irp != NULL);
if (!uart_match_irp(&ffb_uart, irp)) {
return iohook_invoke_next(irp);
}
hr = uart_handle_irp(&ffb_uart, irp);
if (FAILED(hr) || irp->op != IRP_OP_WRITE) {
return hr;
}
assert(&ffb_uart.written != NULL);
assert(ffb_uart.written.bytes != NULL || ffb_uart.written.nbytes == 0);
assert(ffb_uart.written.pos <= ffb_uart.written.nbytes);
// dprintf("FFB TX:\n");
hr = ffb_req_dispatch((const union ffb_req_any *) ffb_uart.written.bytes);
if (FAILED(hr)) {
dprintf("FFB: Processing error: %x\n", (int)hr);
}
// dump_iobuf(&ffb_uart.written);
ffb_uart.written.pos = 0;
return hr;
}
static HRESULT ffb_req_dispatch(const union ffb_req_any *req)
{
switch (req->hdr.cmd) {
case FFB_CMD_TOGGLE:
return ffb_req_toggle(req->bytes);
case FFB_CMD_CONSTANT_FORCE:
return ffb_req_constant_force(req->bytes);
case FFB_CMD_RUMBLE:
return ffb_req_rumble(req->bytes);
case FFB_CMD_DAMPER:
return ffb_req_damper(req->bytes);
/* There are some test mode specfic commands which doesn't seem to be used in
game at all. The same is true for the initialization phase. */
default:
dprintf("FFB: Unhandled command %02x\n", req->hdr.cmd);
return S_OK;
}
}
static HRESULT ffb_req_toggle(const uint8_t *bytes)
{
uint8_t activate = bytes[2];
if (activate == 0x01) {
dprintf("FFB: Activated\n");
} else {
dprintf("FFB: Deactivated\n");
}
if (ffb_ops->toggle != NULL) {
ffb_ops->toggle(activate == 0x01);
}
return S_OK;
}
static HRESULT ffb_req_constant_force(const uint8_t *bytes)
{
// dprintf("FFB: Constant force\n");
uint8_t direction = bytes[1];
uint8_t force = bytes[2];
if (direction == 0x0) {
// Right
force = 128 - force;
}
// Update max strength if the current force is greater
if (force > max_constant_force) {
max_constant_force = force;
}
// dprintf("FFB: Constant Force Strength: %d (Max: %d)\n", force, max_constant_force);
if (ffb_ops->constant_force != NULL) {
ffb_ops->constant_force(direction, force);
}
return S_OK;
}
static HRESULT ffb_req_rumble(const uint8_t *bytes)
{
// dprintf("FFB: Rumble\n");
uint8_t force = bytes[1];
uint8_t period = bytes[2];
// Update max strength if the current force is greater
if (force > max_rumble) {
max_rumble = force;
}
if (period > max_period) {
max_period = period;
}
// dprintf("FFB: Rumble Period: %d (Min %d, Max %d), Strength: %d (Max: %d)\n", period, min_period, max_period, force, max_rumble);
if (ffb_ops->rumble != NULL) {
ffb_ops->rumble(force, period);
}
return S_OK;
}
static HRESULT ffb_req_damper(const uint8_t *bytes)
{
// dprintf("FFB: Damper\n");
uint8_t force = bytes[2];
// Update max strength if the current force is greater
if (force > max_damper) {
max_damper = force;
}
// dprintf("FFB: Damper Strength: %d (Max: %d)\n", force, max_damper);
if (ffb_ops->damper != NULL) {
ffb_ops->damper(force);
}
return S_OK;
}

20
board/ffb.h Normal file
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@ -0,0 +1,20 @@
#pragma once
#include <windows.h>
#include <stdbool.h>
struct ffb_config {
bool enable;
};
struct ffb_ops {
void (*toggle)(bool active);
void (*constant_force)(uint8_t direction, uint8_t force);
void (*rumble)(uint8_t force, uint8_t period);
void (*damper)(uint8_t force);
};
HRESULT ffb_hook_init(
const struct ffb_config *cfg,
const struct ffb_ops *ops,
unsigned int port_no);

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@ -50,5 +50,7 @@ board_lib = static_library(
'vfd-cmd.h', 'vfd-cmd.h',
'vfd-frame.c', 'vfd-frame.c',
'vfd-frame.h', 'vfd-frame.h',
'ffb.c',
'ffb.h'
], ],
) )

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@ -75,6 +75,11 @@ dipsw3=0
dipsw4=0 dipsw4=0
dipsw5=0 dipsw5=0
[ffb]
; Enable force feedback (838-15069) board emulation. This is required for
; both DirectInput and XInput steering wheel effects.
enable=1
; ----------------------------------------------------------------------------- ; -----------------------------------------------------------------------------
; LED settings ; LED settings
; ----------------------------------------------------------------------------- ; -----------------------------------------------------------------------------
@ -231,6 +236,21 @@ reverseAccelAxis=0
reverseBrakeAxis=0 reverseBrakeAxis=0
; Force feedback settings. ; Force feedback settings.
; Strength of the force feedback spring effect in percent. Possible values ; Only works when FFB board emulation is enabled!
; are 0-100. ;
centerSpringStrength=30 ; It is recommended to change the strength inside the Game Test Mode!
;
; These settings are only used when using DirectInput for the wheel.
; The values are in the range 0%-100%, where 0 disables the effect and
; 100 is the maximum.
; Constant force strength, used for centering spring effect.
constantForceStrength=100
; Damper strength, used for steering wheel damper effect.
damperStrength=100
; Rumble strength, used for road surface effects.
; WARNING: THIS WILL CRASH ON FANATEC (maybe even more) WHEELS!
rumbleStrength=100
; Rumble duration factor from ms to µs, used to scale the duration of the rumble effect.
rumbleDuration=1000

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@ -82,7 +82,7 @@ int WINAPI fwdlusb_getErrorLog(uint16_t index, uint8_t *rData, uint16_t *rResult
int WINAPI chcusb_MakeThread(uint16_t maxCount); int WINAPI chcusb_MakeThread(uint16_t maxCount);
int WINAPI chcusb_open(uint16_t *rResult); int WINAPI chcusb_open(uint16_t *rResult);
__stdcall void chcusb_close(); void WINAPI chcusb_close();
int WINAPI chcusb_ReleaseThread(uint16_t *rResult); int WINAPI chcusb_ReleaseThread(uint16_t *rResult);
int WINAPI chcusb_listupPrinter(uint8_t *rIdArray); int WINAPI chcusb_listupPrinter(uint8_t *rIdArray);
int WINAPI chcusb_listupPrinterSN(uint64_t *rSerialArray); int WINAPI chcusb_listupPrinterSN(uint64_t *rSerialArray);

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@ -89,6 +89,7 @@ void idac_hook_config_load(
zinput_config_load(&cfg->zinput, filename); zinput_config_load(&cfg->zinput, filename);
dvd_config_load(&cfg->dvd, filename); dvd_config_load(&cfg->dvd, filename);
io4_config_load(&cfg->io4, filename); io4_config_load(&cfg->io4, filename);
ffb_config_load(&cfg->ffb, filename);
led15070_config_load(&cfg->led15070, filename); led15070_config_load(&cfg->led15070, filename);
indrun_config_load(&cfg->indrun, filename); indrun_config_load(&cfg->indrun, filename);
} }

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@ -19,6 +19,7 @@ struct idac_hook_config {
struct aime_config aime; struct aime_config aime;
struct dvd_config dvd; struct dvd_config dvd;
struct io4_config io4; struct io4_config io4;
struct ffb_config ffb;
struct idac_dll_config dll; struct idac_dll_config dll;
struct zinput_config zinput; struct zinput_config zinput;
struct led15070_config led15070; struct led15070_config led15070;

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@ -28,6 +28,7 @@
#include "idachook/config.h" #include "idachook/config.h"
#include "idachook/idac-dll.h" #include "idachook/idac-dll.h"
#include "idachook/io4.h" #include "idachook/io4.h"
#include "idachook/ffb.h"
#include "idachook/zinput.h" #include "idachook/zinput.h"
#include "platform/platform.h" #include "platform/platform.h"
@ -84,6 +85,12 @@ static DWORD CALLBACK idac_pre_startup(void)
goto fail; goto fail;
} }
hr = idac_ffb_hook_init(&idac_hook_cfg.ffb, 1);
if (FAILED(hr)) {
goto fail;
}
hr = led15070_hook_init(&idac_hook_cfg.led15070, idac_dll.led_init, hr = led15070_hook_init(&idac_hook_cfg.led15070, idac_dll.led_init,
idac_dll.led_set_fet_output, NULL, idac_dll.led_gs_update, 2, 1); idac_dll.led_set_fet_output, NULL, idac_dll.led_gs_update, 2, 1);

59
idachook/ffb.c Normal file
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@ -0,0 +1,59 @@
#include <windows.h>
#include <xinput.h>
#include <assert.h>
#include <stdlib.h>
#include <string.h>
#include "board/ffb.h"
#include "idachook/idac-dll.h"
#include "util/dprintf.h"
static void idac_ffb_toggle(bool active);
static void idac_ffb_constant_force(uint8_t direction, uint8_t force);
static void idac_ffb_rumble(uint8_t force, uint8_t period);
static void idac_ffb_damper(uint8_t force);
static const struct ffb_ops idac_ffb_ops = {
.toggle = idac_ffb_toggle,
.constant_force = idac_ffb_constant_force,
.rumble = idac_ffb_rumble,
.damper = idac_ffb_damper
};
HRESULT idac_ffb_hook_init(const struct ffb_config *cfg, unsigned int port_no)
{
HRESULT hr;
assert(idac_dll.init != NULL);
hr = ffb_hook_init(cfg, &idac_ffb_ops, port_no);
if (FAILED(hr)) {
return hr;
}
return idac_dll.ffb_init();
}
static void idac_ffb_toggle(bool active)
{
idac_dll.ffb_toggle(active);
}
static void idac_ffb_constant_force(uint8_t direction, uint8_t force)
{
idac_dll.ffb_constant_force(direction, force);
}
static void idac_ffb_rumble(uint8_t force, uint8_t period)
{
idac_dll.ffb_rumble(force, period);
}
static void idac_ffb_damper(uint8_t force)
{
idac_dll.ffb_damper(force);
}

7
idachook/ffb.h Normal file
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@ -0,0 +1,7 @@
#pragma once
#include <windows.h>
#include "board/ffb.h"
HRESULT idac_ffb_hook_init(const struct ffb_config *cfg, unsigned int port_no);

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@ -36,7 +36,22 @@ const struct dll_bind_sym idac_dll_syms[] = {
}, { }, {
.sym = "idac_io_led_set_leds", .sym = "idac_io_led_set_leds",
.off = offsetof(struct idac_dll, led_set_leds), .off = offsetof(struct idac_dll, led_set_leds),
} }, {
.sym = "idac_io_ffb_init",
.off = offsetof(struct idac_dll, ffb_init),
}, {
.sym = "idac_io_ffb_toggle",
.off = offsetof(struct idac_dll, ffb_toggle),
}, {
.sym = "idac_io_ffb_constant_force",
.off = offsetof(struct idac_dll, ffb_constant_force),
}, {
.sym = "idac_io_ffb_rumble",
.off = offsetof(struct idac_dll, ffb_rumble),
}, {
.sym = "idac_io_ffb_damper",
.off = offsetof(struct idac_dll, ffb_damper),
},
}; };
struct idac_dll idac_dll; struct idac_dll idac_dll;

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@ -15,6 +15,11 @@ struct idac_dll {
void (*led_set_fet_output)(const uint8_t *rgb); void (*led_set_fet_output)(const uint8_t *rgb);
void (*led_gs_update)(const uint8_t *rgb); void (*led_gs_update)(const uint8_t *rgb);
void (*led_set_leds)(const uint8_t *rgb); void (*led_set_leds)(const uint8_t *rgb);
HRESULT (*ffb_init)(void);
void (*ffb_toggle)(bool active);
void (*ffb_constant_force)(uint8_t direction, uint8_t force);
void (*ffb_rumble)(uint8_t period, uint8_t force);
void (*ffb_damper)(uint8_t force);
}; };
struct idac_dll_config { struct idac_dll_config {

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@ -21,3 +21,8 @@ EXPORTS
idac_io_led_set_fet_output idac_io_led_set_fet_output
idac_io_led_gs_update idac_io_led_gs_update
idac_io_led_set_leds idac_io_led_set_leds
idac_io_ffb_init
idac_io_ffb_toggle
idac_io_ffb_constant_force
idac_io_ffb_rumble
idac_io_ffb_damper

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@ -30,5 +30,7 @@ shared_library(
'zinput.h', 'zinput.h',
'indrun.c', 'indrun.c',
'indrun.h', 'indrun.h',
'ffb.c',
'ffb.h',
], ],
) )

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@ -9,4 +9,9 @@ struct idac_io_backend {
void (*get_gamebtns)(uint8_t *gamebtn); void (*get_gamebtns)(uint8_t *gamebtn);
void (*get_shifter)(uint8_t *gear); void (*get_shifter)(uint8_t *gear);
void (*get_analogs)(struct idac_io_analog_state *state); void (*get_analogs)(struct idac_io_analog_state *state);
HRESULT (*ffb_init)(void);
void (*ffb_toggle)(bool active);
void (*ffb_constant_force)(uint8_t direction, uint8_t force);
void (*ffb_rumble)(uint8_t period, uint8_t force);
void (*ffb_damper)(uint8_t force);
}; };

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@ -80,13 +80,29 @@ void idac_di_config_load(struct idac_di_config *cfg, const wchar_t *filename)
} }
// FFB configuration // FFB configuration
cfg->ffb_constant_force_strength = GetPrivateProfileIntW(
L"dinput",
L"constantForceStrength",
100,
filename);
cfg->center_spring_strength = GetPrivateProfileIntW( cfg->ffb_rumble_strength = GetPrivateProfileIntW(
L"dinput", L"dinput",
L"centerSpringStrength", L"rumbleStrength",
30, 100,
filename); filename);
cfg->ffb_damper_strength = GetPrivateProfileIntW(
L"dinput",
L"damperStrength",
100,
filename);
cfg->ffb_rumble_duration = GetPrivateProfileIntW(
L"dinput",
L"rumbleDuration",
1000,
filename);
} }
void idac_xi_config_load(struct idac_xi_config *cfg, const wchar_t *filename) void idac_xi_config_load(struct idac_xi_config *cfg, const wchar_t *filename)

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@ -25,7 +25,11 @@ struct idac_di_config {
bool reverse_accel_axis; bool reverse_accel_axis;
// FFB configuration // FFB configuration
uint16_t center_spring_strength; uint8_t ffb_constant_force_strength;
uint8_t ffb_rumble_strength;
uint8_t ffb_damper_strength;
uint32_t ffb_rumble_duration;
}; };
struct idac_xi_config { struct idac_xi_config {

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@ -1,134 +1,39 @@
#include <windows.h> #include <windows.h>
#include <dinput.h> #include <dinput.h>
#include <stdbool.h>
#include <assert.h> #include <assert.h>
#include "idacio/di-dev.h" #include "idacio/di-dev.h"
#include "util/dprintf.h" #include "util/dprintf.h"
HRESULT idac_di_dev_start(IDirectInputDevice8W *dev, HWND wnd) const struct idac_di_config *idac_di_cfg;
static HWND idac_di_wnd;
static IDirectInputDevice8W *idac_di_dev;
/* Individual DI Effects */
static IDirectInputEffect *idac_di_fx;
static IDirectInputEffect *idac_di_fx_rumble;
static IDirectInputEffect *idac_di_fx_damper;
/* Max FFB Board value is 127 */
static const double idac_di_ffb_scale = 127.0;
HRESULT idac_di_dev_init(
const struct idac_di_config *cfg,
IDirectInputDevice8W *dev,
HWND wnd)
{ {
HRESULT hr; HRESULT hr;
assert(dev != NULL); assert(dev != NULL);
assert(wnd != NULL); assert(wnd != NULL);
hr = IDirectInputDevice8_SetCooperativeLevel( idac_di_cfg = cfg;
dev, idac_di_dev = dev;
wnd, idac_di_wnd = wnd;
DISCL_BACKGROUND | DISCL_EXCLUSIVE);
if (FAILED(hr)) { return S_OK;
dprintf("DirectInput: SetCooperativeLevel failed: %08x\n", (int) hr);
return hr;
}
hr = IDirectInputDevice8_SetDataFormat(dev, &c_dfDIJoystick);
if (FAILED(hr)) {
dprintf("DirectInput: SetDataFormat failed: %08x\n", (int) hr);
return hr;
}
hr = IDirectInputDevice8_Acquire(dev);
if (FAILED(hr)) {
dprintf("DirectInput: Acquire failed: %08x\n", (int) hr);
return hr;
}
return hr;
}
void idac_di_dev_start_fx(
IDirectInputDevice8W *dev, IDirectInputEffect **out, uint16_t strength)
{
/* Set up force-feedback on devices that support it. This is just a stub
for the time being, since we don't yet know how the serial port force
feedback protocol works.
I'm currently developing with an Xbox One Thrustmaster TMX wheel, if
we don't perform at least some perfunctory FFB initialization of this
nature (or indeed if no DirectInput application is running) then the
wheel exhibits considerable resistance, similar to that of a stationary
car. Changing cf.lMagnitude to a nonzero value does cause the wheel to
continuously turn in the given direction with the given force as one
would expect (max magnitude per DirectInput docs is +/- 10000).
Failure here is non-fatal, we log any errors and move on.
https://docs.microsoft.com/en-us/previous-versions/windows/desktop/ee416353(v=vs.85)
*/
IDirectInputEffect *obj;
DWORD axis;
LONG direction;
DIEFFECT fx;
DICONDITION cond;
HRESULT hr;
assert(dev != NULL);
assert(out != NULL);
*out = NULL;
dprintf("DirectInput: Starting force feedback (may take a sec)\n");
// Auto-centering effect
axis = DIJOFS_X;
direction = 0;
memset(&cond, 0, sizeof(cond));
cond.lOffset = 0;
cond.lPositiveCoefficient = strength;
cond.lNegativeCoefficient = strength;
cond.dwPositiveSaturation = strength; // For FG920?
cond.dwNegativeSaturation = strength; // For FG920?
cond.lDeadBand = 0;
memset(&fx, 0, sizeof(fx));
fx.dwSize = sizeof(fx);
fx.dwFlags = DIEFF_CARTESIAN | DIEFF_OBJECTOFFSETS;
fx.dwDuration = INFINITE;
fx.dwGain = DI_FFNOMINALMAX;
fx.dwTriggerButton = DIEB_NOTRIGGER;
fx.dwTriggerRepeatInterval = INFINITE;
fx.cAxes = 1;
fx.rgdwAxes = &axis;
fx.rglDirection = &direction;
fx.cbTypeSpecificParams = sizeof(cond);
fx.lpvTypeSpecificParams = &cond;
hr = IDirectInputDevice8_CreateEffect(
dev,
&GUID_Spring,
&fx,
&obj,
NULL);
if (FAILED(hr)) {
dprintf("DirectInput: Centering spring force feedback unavailable: %08x\n",
(int) hr);
return;
}
hr = IDirectInputEffect_Start(obj, INFINITE, 0);
if (FAILED(hr)) {
IDirectInputEffect_Release(obj);
dprintf("DirectInput: Centering spring force feedback start failed: %08x\n",
(int) hr);
return;
}
*out = obj;
dprintf("DirectInput: Centering spring effects initialized with strength %d%%\n",
strength / 100);
} }
HRESULT idac_di_dev_poll( HRESULT idac_di_dev_poll(
@ -167,3 +72,312 @@ HRESULT idac_di_dev_poll(
return hr; return hr;
} }
HRESULT idac_di_dev_start(IDirectInputDevice8W *dev, HWND wnd) {
HRESULT hr;
assert(dev != NULL);
assert(wnd != NULL);
hr = IDirectInputDevice8_SetCooperativeLevel(
dev,
wnd,
DISCL_BACKGROUND | DISCL_EXCLUSIVE);
if (FAILED(hr)) {
dprintf("DirectInput: SetCooperativeLevel failed: %08x\n", (int) hr);
return hr;
}
hr = IDirectInputDevice8_SetDataFormat(dev, &c_dfDIJoystick);
if (FAILED(hr)) {
dprintf("DirectInput: SetDataFormat failed: %08x\n", (int) hr);
return hr;
}
hr = IDirectInputDevice8_Acquire(dev);
if (FAILED(hr)) {
dprintf("DirectInput: Acquire failed: %08x\n", (int) hr);
return hr;
}
return hr;
}
HRESULT idac_di_ffb_init(void)
{
HRESULT hr;
hr = idac_di_dev_start(idac_di_dev, idac_di_wnd);
if (FAILED(hr)) {
return hr;
}
return S_OK;
}
void idac_di_ffb_toggle(bool active)
{
if (active) {
return;
}
/* Stop and release all effects */
/* I never programmed DirectInput Effects, so this might be bad practice. */
if (idac_di_fx != NULL) {
IDirectInputEffect_Stop(idac_di_fx);
IDirectInputEffect_Release(idac_di_fx);
idac_di_fx = NULL;
}
if (idac_di_fx_rumble != NULL) {
IDirectInputEffect_Stop(idac_di_fx_rumble);
IDirectInputEffect_Release(idac_di_fx_rumble);
idac_di_fx_rumble = NULL;
}
if (idac_di_fx_damper != NULL) {
IDirectInputEffect_Stop(idac_di_fx_damper);
IDirectInputEffect_Release(idac_di_fx_damper);
idac_di_fx_damper = NULL;
}
}
void idac_di_ffb_constant_force(uint8_t direction_ffb, uint8_t force)
{
/* DI expects a magnitude in the range of -10.000 to 10.000 */
uint16_t ffb_strength = idac_di_cfg->ffb_constant_force_strength * 100;
if (ffb_strength == 0) {
return;
}
DWORD axis;
LONG direction;
DIEFFECT fx;
DICONSTANTFORCE cf;
HRESULT hr;
/* Direction 0: move to the right, 1: move to the left */
LONG magnitude = (LONG)(((double)force / idac_di_ffb_scale) * ffb_strength);
cf.lMagnitude = (direction_ffb == 0) ? -magnitude : magnitude;
axis = DIJOFS_X;
/* Irrelevant as magnitude descripbes the direction */
direction = 0;
memset(&fx, 0, sizeof(fx));
fx.dwSize = sizeof(fx);
fx.dwFlags = DIEFF_CARTESIAN | DIEFF_OBJECTOFFSETS;
fx.dwDuration = INFINITE;
fx.dwGain = DI_FFNOMINALMAX;
fx.dwTriggerButton = DIEB_NOTRIGGER;
fx.dwTriggerRepeatInterval = INFINITE;
fx.cAxes = 1;
fx.rgdwAxes = &axis;
fx.rglDirection = &direction;
fx.cbTypeSpecificParams = sizeof(cf);
fx.lpvTypeSpecificParams = &cf;
if (idac_di_fx != NULL) {
// Try to update the existing effect
hr = IDirectInputEffect_SetParameters(idac_di_fx, &fx, DIEP_TYPESPECIFICPARAMS);
if (SUCCEEDED(hr)) {
return;
} else {
dprintf("DirectInput: Failed to update constant force feedback, recreating effect: %08x\n", (int)hr);
// Stop and release the current effect if updating fails
IDirectInputEffect_Stop(idac_di_fx);
IDirectInputEffect_Release(idac_di_fx);
idac_di_fx = NULL;
}
}
// Create a new constant force effect
IDirectInputEffect *obj;
hr = IDirectInputDevice8_CreateEffect(
idac_di_dev,
&GUID_ConstantForce,
&fx,
&obj,
NULL);
if (FAILED(hr)) {
dprintf("DirectInput: Constant force feedback creation failed: %08x\n", (int) hr);
return;
}
hr = IDirectInputEffect_Start(obj, INFINITE, 0);
if (FAILED(hr)) {
dprintf("DirectInput: Constant force feedback start failed: %08x\n", (int) hr);
IDirectInputEffect_Release(obj);
return;
}
idac_di_fx = obj;
}
void idac_di_ffb_rumble(uint8_t force, uint8_t period)
{
/* DI expects a magnitude in the range of -10.000 to 10.000 */
uint16_t ffb_strength = idac_di_cfg->ffb_rumble_strength * 100;
if (ffb_strength == 0) {
return;
}
uint32_t ffb_duration = idac_di_cfg->ffb_rumble_duration;
DWORD axis;
LONG direction;
DIEFFECT fx;
DIPERIODIC pe;
HRESULT hr;
/* Duration in microseconds,
Might be totally wrong as especially on FANATEC wheels as this code will
crash the game. TODO: Figure out why this effect will crash on FANATEC! */
DWORD duration = (DWORD)((double)force * ffb_duration);
memset(&pe, 0, sizeof(pe));
pe.dwMagnitude = (DWORD)(((double)force / idac_di_ffb_scale) * ffb_strength);
pe.lOffset = 0;
pe.dwPhase = 0;
pe.dwPeriod = duration;
axis = DIJOFS_X;
direction = 0;
memset(&fx, 0, sizeof(fx));
fx.dwSize = sizeof(fx);
fx.dwFlags = DIEFF_CARTESIAN | DIEFF_OBJECTOFFSETS;
fx.dwDuration = duration;
fx.dwGain = DI_FFNOMINALMAX;
fx.dwTriggerButton = DIEB_NOTRIGGER;
fx.dwTriggerRepeatInterval = INFINITE;
fx.cAxes = 1;
fx.rgdwAxes = &axis;
fx.rglDirection = &direction;
fx.cbTypeSpecificParams = sizeof(pe);
fx.lpvTypeSpecificParams = &pe;
if (idac_di_fx_rumble != NULL) {
// Try to update the existing effect
hr = IDirectInputEffect_SetParameters(idac_di_fx_rumble, &fx, DIEP_TYPESPECIFICPARAMS);
if (SUCCEEDED(hr)) {
return;
} else {
dprintf("DirectInput: Failed to update periodic force feedback, recreating effect: %08x\n", (int)hr);
// Stop and release the current effect if updating fails
IDirectInputEffect_Stop(idac_di_fx_rumble);
IDirectInputEffect_Release(idac_di_fx_rumble);
idac_di_fx_rumble = NULL;
}
}
IDirectInputEffect *obj;
hr = IDirectInputDevice8_CreateEffect(
idac_di_dev,
&GUID_Sine,
&fx,
&obj,
NULL);
if (FAILED(hr)) {
dprintf("DirectInput: Periodic force feedback creation failed: %08x\n", (int) hr);
return;
}
hr = IDirectInputEffect_Start(obj, INFINITE, 0);
if (FAILED(hr)) {
dprintf("DirectInput: Periodic force feedback start failed: %08x\n", (int) hr);
IDirectInputEffect_Release(obj);
return;
}
idac_di_fx_rumble = obj;
}
void idac_di_ffb_damper(uint8_t force)
{
/* DI expects a coefficient in the range of -10.000 to 10.000 */
uint16_t ffb_strength = idac_di_cfg->ffb_damper_strength * 100;
if (ffb_strength == 0) {
return;
}
DWORD axis;
LONG direction;
DIEFFECT fx;
DICONDITION cond;
HRESULT hr;
memset(&cond, 0, sizeof(cond));
cond.lOffset = 0;
cond.lPositiveCoefficient = (LONG)(((double)force / idac_di_ffb_scale) * ffb_strength);
cond.lNegativeCoefficient = (LONG)(((double)force / idac_di_ffb_scale) * ffb_strength);
/* Not sure on this one */
cond.dwPositiveSaturation = DI_FFNOMINALMAX;
cond.dwNegativeSaturation = DI_FFNOMINALMAX;
cond.lDeadBand = 0;
axis = DIJOFS_X;
direction = 0;
memset(&fx, 0, sizeof(fx));
fx.dwSize = sizeof(fx);
fx.dwFlags = DIEFF_CARTESIAN | DIEFF_OBJECTOFFSETS;
fx.dwDuration = INFINITE;
fx.dwGain = DI_FFNOMINALMAX;
fx.dwTriggerButton = DIEB_NOTRIGGER;
fx.dwTriggerRepeatInterval = INFINITE;
fx.cAxes = 1;
fx.rgdwAxes = &axis;
fx.rglDirection = &direction;
fx.cbTypeSpecificParams = sizeof(cond);
fx.lpvTypeSpecificParams = &cond;
if (idac_di_fx_damper != NULL) {
// Try to update the existing effect
hr = IDirectInputEffect_SetParameters(idac_di_fx_damper, &fx, DIEP_TYPESPECIFICPARAMS);
if (SUCCEEDED(hr)) {
return;
} else {
dprintf("DirectInput: Failed to update damper force feedback, recreating effect: %08x\n", (int)hr);
// Stop and release the current effect if updating fails
IDirectInputEffect_Stop(idac_di_fx_damper);
IDirectInputEffect_Release(idac_di_fx_damper);
idac_di_fx_damper = NULL;
}
}
// Create a new damper force effect
IDirectInputEffect *obj;
hr = IDirectInputDevice8_CreateEffect(
idac_di_dev,
&GUID_Damper,
&fx,
&obj,
NULL);
if (FAILED(hr)) {
dprintf("DirectInput: Damper force feedback creation failed: %08x\n", (int) hr);
return;
}
hr = IDirectInputEffect_Start(obj, INFINITE, 0);
if (FAILED(hr)) {
dprintf("DirectInput: Damper force feedback start failed: %08x\n", (int) hr);
IDirectInputEffect_Release(obj);
return;
}
idac_di_fx_damper = obj;
}

View File

@ -5,15 +5,26 @@
#include <stdint.h> #include <stdint.h>
#include "idacio/config.h"
union idac_di_state { union idac_di_state {
DIJOYSTATE st; DIJOYSTATE st;
uint8_t bytes[sizeof(DIJOYSTATE)]; uint8_t bytes[sizeof(DIJOYSTATE)];
}; };
HRESULT idac_di_dev_init(
const struct idac_di_config *cfg,
IDirectInputDevice8W *dev,
HWND wnd);
HRESULT idac_di_dev_start(IDirectInputDevice8W *dev, HWND wnd); HRESULT idac_di_dev_start(IDirectInputDevice8W *dev, HWND wnd);
void idac_di_dev_start_fx(IDirectInputDevice8W *dev, IDirectInputEffect **out, uint16_t strength);
HRESULT idac_di_dev_poll( HRESULT idac_di_dev_poll(
IDirectInputDevice8W *dev, IDirectInputDevice8W *dev,
HWND wnd, HWND wnd,
union idac_di_state *out); union idac_di_state *out);
HRESULT idac_di_ffb_init(void);
void idac_di_ffb_toggle(bool active);
void idac_di_ffb_constant_force(uint8_t direction, uint8_t force);
void idac_di_ffb_rumble(uint8_t force, uint8_t period);
void idac_di_ffb_damper(uint8_t force);

View File

@ -52,9 +52,14 @@ static const struct idac_di_axis idac_di_axes[] = {
}; };
static const struct idac_io_backend idac_di_backend = { static const struct idac_io_backend idac_di_backend = {
.get_gamebtns = idac_di_get_buttons, .get_gamebtns = idac_di_get_buttons,
.get_shifter = idac_di_get_shifter, .get_shifter = idac_di_get_shifter,
.get_analogs = idac_di_get_analogs, .get_analogs = idac_di_get_analogs,
.ffb_init = idac_di_ffb_init,
.ffb_toggle = idac_di_ffb_toggle,
.ffb_constant_force = idac_di_ffb_constant_force,
.ffb_rumble = idac_di_ffb_rumble,
.ffb_damper = idac_di_ffb_damper
}; };
static HWND idac_di_wnd; static HWND idac_di_wnd;
@ -62,7 +67,6 @@ static IDirectInput8W *idac_di_api;
static IDirectInputDevice8W *idac_di_dev; static IDirectInputDevice8W *idac_di_dev;
static IDirectInputDevice8W *idac_di_pedals; static IDirectInputDevice8W *idac_di_pedals;
static IDirectInputDevice8W *idac_di_shifter; static IDirectInputDevice8W *idac_di_shifter;
static IDirectInputEffect *idac_di_fx;
static size_t idac_di_off_brake; static size_t idac_di_off_brake;
static size_t idac_di_off_accel; static size_t idac_di_off_accel;
static uint8_t idac_di_shift_dn; static uint8_t idac_di_shift_dn;
@ -105,7 +109,7 @@ HRESULT idac_di_init(
return hr; return hr;
} }
/* Initial D Zero has some built-in DirectInput support that is not /* Initial D THE ARCADE has some built-in DirectInput support that is not
particularly useful. idachook shorts this out by redirecting dinput8.dll particularly useful. idachook shorts this out by redirecting dinput8.dll
to a no-op implementation of DirectInput. However, idacio does need to to a no-op implementation of DirectInput. However, idacio does need to
talk to the real operating system implementation of DirectInput without talk to the real operating system implementation of DirectInput without
@ -168,16 +172,12 @@ HRESULT idac_di_init(
return HRESULT_FROM_WIN32(ERROR_FILE_NOT_FOUND); return HRESULT_FROM_WIN32(ERROR_FILE_NOT_FOUND);
} }
hr = idac_di_dev_start(idac_di_dev, idac_di_wnd); hr = idac_di_dev_init(cfg, idac_di_dev, idac_di_wnd);
if (FAILED(hr)) { if (FAILED(hr)) {
return hr; return hr;
} }
// Convert the strength from 0-100 to 0-10000 for DirectInput
idac_di_dev_start_fx(idac_di_dev, &idac_di_fx,
idac_di_center_spring_strength * 100);
if (cfg->pedals_name[0] != L'\0') { if (cfg->pedals_name[0] != L'\0') {
hr = IDirectInput8_EnumDevices( hr = IDirectInput8_EnumDevices(
idac_di_api, idac_di_api,
@ -367,15 +367,24 @@ static HRESULT idac_di_config_apply(const struct idac_di_config *cfg)
idac_di_gear[i] = cfg->gear[i]; idac_di_gear[i] = cfg->gear[i];
} }
// FFB configuration /* FFB configuration */
if (cfg->ffb_constant_force_strength < 0 || cfg->ffb_constant_force_strength > 100) {
dprintf("Wheel: Invalid constant force strength: %i\n", cfg->ffb_constant_force_strength);
if (cfg->center_spring_strength < 0 || cfg->center_spring_strength > 100) { return E_INVALIDARG;
dprintf("Wheel: Invalid center spring strength: %i\n", cfg->center_spring_strength); }
if (cfg->ffb_rumble_strength < 0 || cfg->ffb_rumble_strength > 100) {
dprintf("Wheel: Invalid rumble strength: %i\n", cfg->ffb_rumble_strength);
return E_INVALIDARG; return E_INVALIDARG;
} }
idac_di_center_spring_strength = cfg->center_spring_strength; if (cfg->ffb_damper_strength < 0 || cfg->ffb_damper_strength > 100) {
dprintf("Wheel: Invalid damper strength: %i\n", cfg->ffb_damper_strength);
return E_INVALIDARG;
}
return S_OK; return S_OK;
} }

View File

@ -19,7 +19,7 @@ static bool idac_io_coin;
uint16_t idac_io_get_api_version(void) uint16_t idac_io_get_api_version(void)
{ {
return 0x0101; return 0x0102;
} }
HRESULT idac_io_init(void) HRESULT idac_io_init(void)
@ -62,6 +62,8 @@ void idac_io_get_opbtns(uint8_t *opbtn_out)
opbtn = 0; opbtn = 0;
/* Common operator buttons, not backend-specific */
if (GetAsyncKeyState(idac_io_cfg.vk_test) & 0x8000) { if (GetAsyncKeyState(idac_io_cfg.vk_test) & 0x8000) {
opbtn |= IDAC_IO_OPBTN_TEST; opbtn |= IDAC_IO_OPBTN_TEST;
} }
@ -159,3 +161,38 @@ void idac_io_led_set_leds(const uint8_t *rgb)
return; return;
} }
HRESULT idac_io_ffb_init(void)
{
assert(idac_io_backend != NULL);
return idac_io_backend->ffb_init();
}
void idac_io_ffb_toggle(bool active)
{
assert(idac_io_backend != NULL);
idac_io_backend->ffb_toggle(active);
}
void idac_io_ffb_constant_force(uint8_t direction, uint8_t force)
{
assert(idac_io_backend != NULL);
idac_io_backend->ffb_constant_force(direction, force);
}
void idac_io_ffb_rumble(uint8_t period, uint8_t force)
{
assert(idac_io_backend != NULL);
idac_io_backend->ffb_rumble(period, force);
}
void idac_io_ffb_damper(uint8_t force)
{
assert(idac_io_backend != NULL);
idac_io_backend->ffb_damper(force);
}

View File

@ -10,3 +10,8 @@ EXPORTS
idac_io_led_set_fet_output idac_io_led_set_fet_output
idac_io_led_gs_update idac_io_led_gs_update
idac_io_led_set_leds idac_io_led_set_leds
idac_io_ffb_init
idac_io_ffb_toggle
idac_io_ffb_constant_force
idac_io_ffb_rumble
idac_io_ffb_damper

View File

@ -2,6 +2,7 @@
#include <windows.h> #include <windows.h>
#include <stdbool.h>
#include <stdint.h> #include <stdint.h>
enum { enum {
@ -160,3 +161,51 @@ void idac_io_led_gs_update(const uint8_t *rgb);
Minimum API version: 0x0101 */ Minimum API version: 0x0101 */
void idac_io_led_set_leds(const uint8_t *rgb); void idac_io_led_set_leds(const uint8_t *rgb);
/* Initialize FFB emulation. This function will be called before any
other idac_io_ffb_*() function calls.
This will always be called even if FFB board emulation is disabled to allow
the IO DLL to initialize any necessary resources.
Minimum API version: 0x0102 */
HRESULT idac_io_ffb_init(void);
/* Toggle FFB emulation. If active is true, FFB emulation should be enabled.
If active is false, FFB emulation should be disabled and all FFB effects
should be stopped and released.
Minimum API version: 0x0102 */
void idac_io_ffb_toggle(bool active);
/* Set a constant force FFB effect.
Direction is 0 for right and 1 for left.
Force is the magnitude of the force, where 0 is no force and 127 is the
maximum force in a given direction.
Minimum API version: 0x0102 */
void idac_io_ffb_constant_force(uint8_t direction, uint8_t force);
/* Set a (sine) periodic force FFB effect.
Period is the period of the effect in milliseconds (not sure).
Force is the magnitude of the force, where 0 is no force and 127 is the
maximum force.
Minimum API version: 0x0102 */
void idac_io_ffb_rumble(uint8_t period, uint8_t force);
/* Set a damper FFB effect.
Force is the magnitude of the force, where 0 is no force and 40 is the
maximum force. Theoretically the maximum force is 127, but the game only
uses a maximum of 40.
Minimum API version: 0x0102 */
void idac_io_ffb_damper(uint8_t force);

View File

@ -1,5 +1,3 @@
#include "idacio/xi.h"
#include <assert.h> #include <assert.h>
#include <math.h> #include <math.h>
#include <stdbool.h> #include <stdbool.h>
@ -7,22 +5,35 @@
#include <windows.h> #include <windows.h>
#include <xinput.h> #include <xinput.h>
#include "idacio/xi.h"
#include "idacio/backend.h" #include "idacio/backend.h"
#include "idacio/config.h" #include "idacio/config.h"
#include "idacio/idacio.h" #include "idacio/idacio.h"
#include "idacio/shifter.h" #include "idacio/shifter.h"
#include "util/dprintf.h" #include "util/dprintf.h"
static void idac_xi_get_gamebtns(uint8_t *gamebtn_out); static void idac_xi_get_gamebtns(uint8_t *gamebtn_out);
static void idac_xi_get_shifter(uint8_t *gear); static void idac_xi_get_shifter(uint8_t *gear);
static void idac_xi_get_analogs(struct idac_io_analog_state *out); static void idac_xi_get_analogs(struct idac_io_analog_state *out);
static HRESULT idac_xi_ffb_init(void);
static void idac_xi_ffb_toggle(bool active);
static void idac_xi_ffb_constant_force(uint8_t direction, uint8_t force);
static void idac_xi_ffb_rumble(uint8_t force, uint8_t period);
static void idac_xi_ffb_damper(uint8_t force);
static HRESULT idac_xi_config_apply(const struct idac_xi_config *cfg); static HRESULT idac_xi_config_apply(const struct idac_xi_config *cfg);
static const struct idac_io_backend idac_xi_backend = { static const struct idac_io_backend idac_xi_backend = {
.get_gamebtns = idac_xi_get_gamebtns, .get_gamebtns = idac_xi_get_gamebtns,
.get_shifter = idac_xi_get_shifter, .get_shifter = idac_xi_get_shifter,
.get_analogs = idac_xi_get_analogs, .get_analogs = idac_xi_get_analogs,
.ffb_init = idac_xi_ffb_init,
.ffb_toggle = idac_xi_ffb_toggle,
.ffb_constant_force = idac_xi_ffb_constant_force,
.ffb_rumble = idac_xi_ffb_rumble,
.ffb_damper = idac_xi_ffb_damper
}; };
static bool idac_xi_single_stick_steering; static bool idac_xi_single_stick_steering;
@ -46,7 +57,7 @@ HRESULT idac_xi_init(const struct idac_xi_config *cfg, const struct idac_io_back
return hr; return hr;
} }
dprintf("XInput: Using XInput controller\n"); dprintf("IDACIO: Using XInput controller\n");
*backend = &idac_xi_backend; *backend = &idac_xi_backend;
return S_OK; return S_OK;
@ -205,3 +216,35 @@ static void idac_xi_get_analogs(struct idac_io_analog_state *out) {
out->accel = xi.Gamepad.bRightTrigger << 8; out->accel = xi.Gamepad.bRightTrigger << 8;
out->brake = xi.Gamepad.bLeftTrigger << 8; out->brake = xi.Gamepad.bLeftTrigger << 8;
} }
static HRESULT idac_xi_ffb_init(void) {
return S_OK;
}
static void idac_xi_ffb_toggle(bool active) {
XINPUT_VIBRATION vibration;
memset(&vibration, 0, sizeof(vibration));
XInputSetState(0, &vibration);
}
static void idac_xi_ffb_constant_force(uint8_t direction, uint8_t force) {
return;
}
static void idac_xi_ffb_rumble(uint8_t force, uint8_t period) {
XINPUT_VIBRATION vibration;
/* XInput max strength is 65.535, so multiply the 127.0 by 516. */
uint16_t strength = force * 516;
memset(&vibration, 0, sizeof(vibration));
vibration.wLeftMotorSpeed = strength;
vibration.wRightMotorSpeed = strength;
XInputSetState(0, &vibration);
}
static void idac_xi_ffb_damper(uint8_t force) {
return;
}