Add support for 2 drums!
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@ -1,3 +1,4 @@
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#define PLAYERS 2
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#define CHANNELS 4
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#define CHANNELS 4
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// SAMPLE_CACHE_LENGTH must be power of 2 (8, 16, 32, etc.)
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// SAMPLE_CACHE_LENGTH must be power of 2 (8, 16, 32, etc.)
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@ -16,121 +17,145 @@
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#define RESET_TIME 40
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#define RESET_TIME 40
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// Sensitivity multipliers for each channel, 1.0 as the baseline
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// Sensitivity multipliers for each channel, 1.0 as the baseline
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#define L_DON_SENS 1.0
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#define P1_L_DON_SENS 1.0
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#define L_KAT_SENS 1.0
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#define P1_L_KAT_SENS 1.0
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#define R_DON_SENS 1.0
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#define P1_R_DON_SENS 1.0
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#define R_KAT_SENS 1.0
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#define P1_R_KAT_SENS 1.0
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#define P2_L_DON_SENS 1.0
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#define P2_L_KAT_SENS 1.0
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#define P2_R_DON_SENS 1.0
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#define P2_R_KAT_SENS 1.0
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// Input pins for each channel
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// Input pins for each channel
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#define L_DON_IN 4
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#define P1_L_DON_IN 4
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#define L_KAT_IN 5
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#define P1_L_KAT_IN 5
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#define R_DON_IN 6
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#define P1_R_DON_IN 6
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#define R_KAT_IN 7
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#define P1_R_KAT_IN 7
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#define P2_L_DON_IN 8
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#define P2_L_KAT_IN 3
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#define P2_R_DON_IN 9
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#define P2_R_KAT_IN 10
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// Output LED pins for each channel (just for visualization)
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// Output LED pins for each channel (just for visualization)
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#define L_DON_LED 10
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#define P1_L_DON_LED 11
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#define L_KAT_LED 11
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#define P1_L_KAT_LED 12
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#define R_DON_LED 12
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#define P1_R_DON_LED 13
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#define R_KAT_LED 13
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#define P1_R_KAT_LED 14
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#define P2_L_DON_LED 42
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#define P2_L_KAT_LED 41
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#define P2_R_DON_LED 40
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#define P2_R_KAT_LED 39
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#define AXIS_RANGE 1023
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#include "USB.h"
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#include "USB.h"
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#include "Joystick_ESP32S2.h"
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#include "Joystick_ESP32S2.h"
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#include "cache.h"
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#include "cache.h"
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Cache<int, SAMPLE_CACHE_LENGTH> inputWindow[CHANNELS];
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Cache<int, SAMPLE_CACHE_LENGTH> inputWindow[PLAYERS][CHANNELS];
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unsigned long power[CHANNELS];
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unsigned long power[PLAYERS][CHANNELS];
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unsigned long lastPower[CHANNELS];
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unsigned long lastPower[PLAYERS][CHANNELS];
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bool triggered;
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bool triggered[PLAYERS];
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unsigned long triggeredTime[CHANNELS];
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unsigned long triggeredTime[PLAYERS][CHANNELS];
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const byte inPins[] = {L_DON_IN, L_KAT_IN, R_DON_IN, R_KAT_IN};
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const byte inPins[PLAYERS][CHANNELS] = {
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const byte outPins[] = {L_DON_LED, L_KAT_LED, R_DON_LED, R_KAT_LED};
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P1_L_DON_IN, P1_L_KAT_IN, P1_R_DON_IN, P1_R_KAT_IN,
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const float sensitivities[] = {L_DON_SENS, L_KAT_SENS, R_DON_SENS, R_KAT_SENS};
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P2_L_DON_IN, P2_L_KAT_IN, P2_R_DON_IN, P2_R_KAT_IN
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uint axisValues[] = {0, 0, 0, 0};
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};
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const byte outPins[PLAYERS][CHANNELS] = {
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P1_L_DON_LED, P1_L_KAT_LED, P1_R_DON_LED, P1_R_KAT_LED,
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P2_L_DON_LED, P2_L_KAT_LED, P2_R_DON_LED, P2_R_KAT_LED
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};
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const float sensitivities[PLAYERS][CHANNELS] = {
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P1_L_DON_SENS, P1_L_KAT_SENS, P1_R_DON_SENS, P1_R_KAT_SENS,
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P2_L_DON_SENS, P2_L_KAT_SENS, P2_R_DON_SENS, P2_R_KAT_SENS
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};
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uint axisValues[PLAYERS][CHANNELS] = {0, 0, 0, 0, 0, 0, 0, 0};
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int outputValue[PLAYERS] = {0, 0};
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uint resetTimer[PLAYERS] = {0, 0};
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short maxIndex[PLAYERS] = {0, 0};
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float maxPower[PLAYERS] = {0, 0};
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uint shifter = 0;
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uint shifter = 0;
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int outputValue = 0;
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uint resetTimer = 0;
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short maxIndex;
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float maxPower;
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unsigned long lastTime;
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Joystick_ Joystick(JOYSTICK_DEFAULT_REPORT_ID, JOYSTICK_TYPE_GAMEPAD, 10, 4,
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Joystick_ Joystick(JOYSTICK_DEFAULT_REPORT_ID, JOYSTICK_TYPE_GAMEPAD, 10, 4,
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true, true, true, true, true, true,
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true, true, false, true, true, false,
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false, false, false, false, false);
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false, false, false, false, false);
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void setup() {
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void setup() {
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Serial.begin(250000);
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for (byte p = 0; p < PLAYERS; p++) {
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for (byte i = 0; i < CHANNELS; i++) {
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for (byte i = 0; i < CHANNELS; i++) {
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power[i] = 0;
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power[p][i] = 0;
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lastPower[i] = 0;
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lastPower[p][i] = 0;
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triggered = false;
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triggered[p] = false;
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pinMode(inPins[i], INPUT);
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pinMode(inPins[p][i], INPUT);
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pinMode(outPins[i], OUTPUT);
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pinMode(outPins[p][i], OUTPUT);
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}
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maxIndex[p] = -1;
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maxPower[p] = 0;
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}
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}
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maxIndex = -1;
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maxPower = 0;
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lastTime = micros();
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USB.PID(0x4869);
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USB.PID(0x4869);
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USB.VID(0x4869);
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USB.VID(0x4869);
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USB.productName("Taiko Controller");
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USB.productName("Taiko Controller");
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USB.manufacturerName("GitHub Community");
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USB.manufacturerName("GitHub Community");
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USB.begin();
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USB.begin();
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Joystick.begin(false);
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Joystick.begin(false);
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Joystick.setXAxisRange(-1024, 1023);
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Joystick.setXAxisRange(-AXIS_RANGE, AXIS_RANGE);
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Joystick.setYAxisRange(-1024, 1023);
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Joystick.setYAxisRange(-AXIS_RANGE, AXIS_RANGE);
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Joystick.setZAxisRange(-1024, 1023);
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Joystick.setRxAxisRange(-AXIS_RANGE, AXIS_RANGE);
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Joystick.setRxAxisRange(-1024, 1023);
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Joystick.setRyAxisRange(-AXIS_RANGE, AXIS_RANGE);
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Joystick.setRyAxisRange(-1024, 1023);
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Joystick.setRzAxisRange(-1024, 1023);
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}
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}
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void loop() {
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void loop() {
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for (byte p = 0; p < PLAYERS; p++) {
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for (byte i = 0; i < CHANNELS; i++) {
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for (byte i = 0; i < CHANNELS; i++) {
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inputWindow[i].put(analogRead(inPins[i]));
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inputWindow[p][i].put(analogRead(inPins[p][i]));
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power[i] = sensitivities[i] * (power[i] - inputWindow[i].get(1) + inputWindow[i].get());
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power[p][i] = sensitivities[p][i] * (power[p][i] - inputWindow[p][i].get(1) + inputWindow[p][i].get());
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if (lastPower[i] > maxPower && power[i] < lastPower[i]) {
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if (lastPower[p][i] > maxPower[p] && power[p][i] < lastPower[p][i]) {
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maxPower = lastPower[i];
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maxPower[p] = lastPower[p][i];
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maxIndex = i;
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maxIndex[p] = i;
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}
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}
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lastPower[i] = power[i];
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lastPower[p][i] = power[p][i];
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}
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}
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if (!triggered && maxPower >= HIT_THRES) {
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if (!triggered[p] && maxPower[p] >= HIT_THRES) {
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triggered = true;
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triggered[p] = true;
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digitalWrite(outPins[maxIndex], HIGH);
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digitalWrite(outPins[p][maxIndex[p]], HIGH);
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outputValue = (int)(1023 * (maxPower >= MAX_THRES ? 1 : maxPower / MAX_THRES));
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outputValue[p] = (int)(AXIS_RANGE * (maxPower[p] >= MAX_THRES ? 1 : maxPower[p] / MAX_THRES));
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}
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}
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if (triggered && resetTimer >= RESET_TIME) {
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if (triggered[p] && resetTimer[p] >= RESET_TIME) {
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triggered = false;
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triggered[p] = false;
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resetTimer = 0;
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resetTimer[p] = 0;
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digitalWrite(outPins[maxIndex], LOW);
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digitalWrite(outPins[p][maxIndex[p]], LOW);
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maxPower = 0;
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maxPower[p] = 0;
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maxIndex = -1;
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maxIndex[p] = -1;
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outputValue = 0;
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outputValue[p] = 0;
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}
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}
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for (byte i = 0; i < CHANNELS; i++) {
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for (byte i = 0; i < CHANNELS; i++) {
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if (triggered && i == maxIndex) {
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if (triggered[p] && i == maxIndex[p]) {
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axisValues[i] = outputValue;
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axisValues[p][i] = outputValue[p];
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} else {
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} else {
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axisValues[i] = 0;
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axisValues[p][i] = 0;
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}
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}
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}
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}
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Joystick.setXAxis(axisValues[0]);
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if (triggered[p]) {
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Joystick.setYAxis(axisValues[1]);
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resetTimer[p]++;
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Joystick.setRxAxis(axisValues[2]);
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}
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Joystick.setRyAxis(axisValues[3]);
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}
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Joystick.setXAxis((axisValues[0][0] > 0 ? axisValues[0][0] : -axisValues[0][1]));
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Joystick.setYAxis((axisValues[0][2] > 0 ? axisValues[0][2] : -axisValues[0][3]));
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Joystick.setRxAxis((axisValues[1][0] > 0 ? axisValues[1][0] : -axisValues[1][1]));
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Joystick.setRyAxis((axisValues[1][2] > 0 ? axisValues[1][2] : -axisValues[1][3]));
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Joystick.sendState();
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Joystick.sendState();
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if (triggered) {
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resetTimer++;
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}
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}
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}
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Binary file not shown.
@ -114,7 +114,7 @@ If you prefer to use the Arduino Micro/Leonardo board, please refer to the [Ardu
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- Open the `gamecontrollerdb.txt` file in the game folder and add one entry under `#Windows`:
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- Open the `gamecontrollerdb.txt` file in the game folder and add one entry under `#Windows`:
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`030052a8694800006948000000000000,Taiko Controller,+leftx:+a0,+lefty:+a1,+rightx:+a3,+righty:+a4,platform:Windows,`
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`030052a8694800006948000000000000,Taiko Controller,-leftx:-a0,+leftx:+a0,-lefty:-a1,+lefty:+a1,-rightx:-a3,+rightx:+a3,-righty:-a4,+righty:+a4,platform:Windows,`
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This will tell the game that our ESP32 controller is a gamepad called "Taiko Controller", and map the axis to the standard SDL2 library so that the game can recognize the analog inputs.
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This will tell the game that our ESP32 controller is a gamepad called "Taiko Controller", and map the axis to the standard SDL2 library so that the game can recognize the analog inputs.
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@ -114,7 +114,7 @@ Arduino Micro/Leonardoボードを使用する場合は、[Arduino XInputライ
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- ゲームフォルダ内の`gamecontrollerdb.txt`ファイルを開き、`#Windows`の下に次のエントリを追加します:
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- ゲームフォルダ内の`gamecontrollerdb.txt`ファイルを開き、`#Windows`の下に次のエントリを追加します:
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`030052a8694800006948000000000000,Taiko Controller,+leftx:+a0,+lefty:+a1,+rightx:+a3,+righty:+a4,platform:Windows,`
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`030052a8694800006948000000000000,Taiko Controller,-leftx:-a0,+leftx:+a0,-lefty:-a1,+lefty:+a1,-rightx:-a3,+rightx:+a3,-righty:-a4,+righty:+a4,platform:Windows,`
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これにより、ゲームはESP32コントローラーが「Taiko Controller」というゲームパッドであることを認識し、標準のSDL2ライブラリに軸をマップするため、ゲームがアナログ入力を認識できるようになります。
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これにより、ゲームはESP32コントローラーが「Taiko Controller」というゲームパッドであることを認識し、標準のSDL2ライブラリに軸をマップするため、ゲームがアナログ入力を認識できるようになります。
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@ -114,7 +114,7 @@
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- 打开游戏文件夹中的`gamecontrollerdb.txt`文件,并在`#Windows`下添加一条条目:
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- 打开游戏文件夹中的`gamecontrollerdb.txt`文件,并在`#Windows`下添加一条条目:
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`030052a8694800006948000000000000,Taiko Controller,+leftx:+a0,+lefty:+a1,+rightx:+a3,+righty:+a4,platform:Windows,`
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`030052a8694800006948000000000000,Taiko Controller,-leftx:-a0,+leftx:+a0,-lefty:-a1,+lefty:+a1,-rightx:-a3,+rightx:+a3,-righty:-a4,+righty:+a4,platform:Windows,`
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这将告诉游戏我们的ESP32控制器是一个名为“Taiko Controller”的游戏手柄,并将轴映射到标准SDL2库,以便游戏能够识别模拟输入。
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这将告诉游戏我们的ESP32控制器是一个名为“Taiko Controller”的游戏手柄,并将轴映射到标准SDL2库,以便游戏能够识别模拟输入。
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