diff --git a/ESP32-S3-Analog/ESP32-S3-Analog.ino b/ESP32-S3-Analog/ESP32-S3-Analog.ino index 692d3bc..38c3b79 100644 --- a/ESP32-S3-Analog/ESP32-S3-Analog.ino +++ b/ESP32-S3-Analog/ESP32-S3-Analog.ino @@ -1,3 +1,4 @@ +#define PLAYERS 2 #define CHANNELS 4 // SAMPLE_CACHE_LENGTH must be power of 2 (8, 16, 32, etc.) @@ -16,121 +17,145 @@ #define RESET_TIME 40 // Sensitivity multipliers for each channel, 1.0 as the baseline -#define L_DON_SENS 1.0 -#define L_KAT_SENS 1.0 -#define R_DON_SENS 1.0 -#define R_KAT_SENS 1.0 +#define P1_L_DON_SENS 1.0 +#define P1_L_KAT_SENS 1.0 +#define P1_R_DON_SENS 1.0 +#define P1_R_KAT_SENS 1.0 +#define P2_L_DON_SENS 1.0 +#define P2_L_KAT_SENS 1.0 +#define P2_R_DON_SENS 1.0 +#define P2_R_KAT_SENS 1.0 // Input pins for each channel -#define L_DON_IN 4 -#define L_KAT_IN 5 -#define R_DON_IN 6 -#define R_KAT_IN 7 +#define P1_L_DON_IN 4 +#define P1_L_KAT_IN 5 +#define P1_R_DON_IN 6 +#define P1_R_KAT_IN 7 +#define P2_L_DON_IN 8 +#define P2_L_KAT_IN 3 +#define P2_R_DON_IN 9 +#define P2_R_KAT_IN 10 // Output LED pins for each channel (just for visualization) -#define L_DON_LED 10 -#define L_KAT_LED 11 -#define R_DON_LED 12 -#define R_KAT_LED 13 +#define P1_L_DON_LED 11 +#define P1_L_KAT_LED 12 +#define P1_R_DON_LED 13 +#define P1_R_KAT_LED 14 +#define P2_L_DON_LED 42 +#define P2_L_KAT_LED 41 +#define P2_R_DON_LED 40 +#define P2_R_KAT_LED 39 + +#define AXIS_RANGE 1023 #include "USB.h" #include "Joystick_ESP32S2.h" #include "cache.h" -Cache inputWindow[CHANNELS]; -unsigned long power[CHANNELS]; -unsigned long lastPower[CHANNELS]; +Cache inputWindow[PLAYERS][CHANNELS]; +unsigned long power[PLAYERS][CHANNELS]; +unsigned long lastPower[PLAYERS][CHANNELS]; -bool triggered; -unsigned long triggeredTime[CHANNELS]; +bool triggered[PLAYERS]; +unsigned long triggeredTime[PLAYERS][CHANNELS]; -const byte inPins[] = {L_DON_IN, L_KAT_IN, R_DON_IN, R_KAT_IN}; -const byte outPins[] = {L_DON_LED, L_KAT_LED, R_DON_LED, R_KAT_LED}; -const float sensitivities[] = {L_DON_SENS, L_KAT_SENS, R_DON_SENS, R_KAT_SENS}; -uint axisValues[] = {0, 0, 0, 0}; +const byte inPins[PLAYERS][CHANNELS] = { + P1_L_DON_IN, P1_L_KAT_IN, P1_R_DON_IN, P1_R_KAT_IN, + P2_L_DON_IN, P2_L_KAT_IN, P2_R_DON_IN, P2_R_KAT_IN +}; +const byte outPins[PLAYERS][CHANNELS] = { + P1_L_DON_LED, P1_L_KAT_LED, P1_R_DON_LED, P1_R_KAT_LED, + P2_L_DON_LED, P2_L_KAT_LED, P2_R_DON_LED, P2_R_KAT_LED +}; +const float sensitivities[PLAYERS][CHANNELS] = { + P1_L_DON_SENS, P1_L_KAT_SENS, P1_R_DON_SENS, P1_R_KAT_SENS, + P2_L_DON_SENS, P2_L_KAT_SENS, P2_R_DON_SENS, P2_R_KAT_SENS +}; + +uint axisValues[PLAYERS][CHANNELS] = {0, 0, 0, 0, 0, 0, 0, 0}; + +int outputValue[PLAYERS] = {0, 0}; +uint resetTimer[PLAYERS] = {0, 0}; + +short maxIndex[PLAYERS] = {0, 0}; +float maxPower[PLAYERS] = {0, 0}; uint shifter = 0; -int outputValue = 0; -uint resetTimer = 0; - -short maxIndex; -float maxPower; - -unsigned long lastTime; Joystick_ Joystick(JOYSTICK_DEFAULT_REPORT_ID, JOYSTICK_TYPE_GAMEPAD, 10, 4, - true, true, true, true, true, true, + true, true, false, true, true, false, false, false, false, false, false); void setup() { - Serial.begin(250000); - for (byte i = 0; i < CHANNELS; i++) { - power[i] = 0; - lastPower[i] = 0; - triggered = false; - pinMode(inPins[i], INPUT); - pinMode(outPins[i], OUTPUT); + for (byte p = 0; p < PLAYERS; p++) { + for (byte i = 0; i < CHANNELS; i++) { + power[p][i] = 0; + lastPower[p][i] = 0; + triggered[p] = false; + pinMode(inPins[p][i], INPUT); + pinMode(outPins[p][i], OUTPUT); + } + maxIndex[p] = -1; + maxPower[p] = 0; } - maxIndex = -1; - maxPower = 0; - lastTime = micros(); USB.PID(0x4869); USB.VID(0x4869); USB.productName("Taiko Controller"); USB.manufacturerName("GitHub Community"); USB.begin(); Joystick.begin(false); - Joystick.setXAxisRange(-1024, 1023); - Joystick.setYAxisRange(-1024, 1023); - Joystick.setZAxisRange(-1024, 1023); - Joystick.setRxAxisRange(-1024, 1023); - Joystick.setRyAxisRange(-1024, 1023); - Joystick.setRzAxisRange(-1024, 1023); + Joystick.setXAxisRange(-AXIS_RANGE, AXIS_RANGE); + Joystick.setYAxisRange(-AXIS_RANGE, AXIS_RANGE); + Joystick.setRxAxisRange(-AXIS_RANGE, AXIS_RANGE); + Joystick.setRyAxisRange(-AXIS_RANGE, AXIS_RANGE); } void loop() { - for (byte i = 0; i < CHANNELS; i++) { - inputWindow[i].put(analogRead(inPins[i])); - power[i] = sensitivities[i] * (power[i] - inputWindow[i].get(1) + inputWindow[i].get()); + for (byte p = 0; p < PLAYERS; p++) { - if (lastPower[i] > maxPower && power[i] < lastPower[i]) { - maxPower = lastPower[i]; - maxIndex = i; + for (byte i = 0; i < CHANNELS; i++) { + inputWindow[p][i].put(analogRead(inPins[p][i])); + power[p][i] = sensitivities[p][i] * (power[p][i] - inputWindow[p][i].get(1) + inputWindow[p][i].get()); + + if (lastPower[p][i] > maxPower[p] && power[p][i] < lastPower[p][i]) { + maxPower[p] = lastPower[p][i]; + maxIndex[p] = i; + } + lastPower[p][i] = power[p][i]; } - lastPower[i] = power[i]; - } - if (!triggered && maxPower >= HIT_THRES) { - triggered = true; - digitalWrite(outPins[maxIndex], HIGH); - outputValue = (int)(1023 * (maxPower >= MAX_THRES ? 1 : maxPower / MAX_THRES)); - } + if (!triggered[p] && maxPower[p] >= HIT_THRES) { + triggered[p] = true; + digitalWrite(outPins[p][maxIndex[p]], HIGH); + outputValue[p] = (int)(AXIS_RANGE * (maxPower[p] >= MAX_THRES ? 1 : maxPower[p] / MAX_THRES)); + } - if (triggered && resetTimer >= RESET_TIME) { - triggered = false; - resetTimer = 0; - digitalWrite(outPins[maxIndex], LOW); - maxPower = 0; - maxIndex = -1; - outputValue = 0; - } + if (triggered[p] && resetTimer[p] >= RESET_TIME) { + triggered[p] = false; + resetTimer[p] = 0; + digitalWrite(outPins[p][maxIndex[p]], LOW); + maxPower[p] = 0; + maxIndex[p] = -1; + outputValue[p] = 0; + } - for (byte i = 0; i < CHANNELS; i++) { - if (triggered && i == maxIndex) { - axisValues[i] = outputValue; - } else { - axisValues[i] = 0; + for (byte i = 0; i < CHANNELS; i++) { + if (triggered[p] && i == maxIndex[p]) { + axisValues[p][i] = outputValue[p]; + } else { + axisValues[p][i] = 0; + } + } + + if (triggered[p]) { + resetTimer[p]++; } } - - Joystick.setXAxis(axisValues[0]); - Joystick.setYAxis(axisValues[1]); - Joystick.setRxAxis(axisValues[2]); - Joystick.setRyAxis(axisValues[3]); + + Joystick.setXAxis((axisValues[0][0] > 0 ? axisValues[0][0] : -axisValues[0][1])); + Joystick.setYAxis((axisValues[0][2] > 0 ? axisValues[0][2] : -axisValues[0][3])); + Joystick.setRxAxis((axisValues[1][0] > 0 ? axisValues[1][0] : -axisValues[1][1])); + Joystick.setRyAxis((axisValues[1][2] > 0 ? axisValues[1][2] : -axisValues[1][3])); Joystick.sendState(); - - if (triggered) { - resetTimer++; - } } diff --git a/ESP32-S3-Analog/extra/bnusio.dll b/ESP32-S3-Analog/extra/bnusio.dll index daa984d..add0da4 100644 Binary files a/ESP32-S3-Analog/extra/bnusio.dll and b/ESP32-S3-Analog/extra/bnusio.dll differ diff --git a/README.md b/README.md index f3330fb..5c39e32 100644 --- a/README.md +++ b/README.md @@ -114,7 +114,7 @@ If you prefer to use the Arduino Micro/Leonardo board, please refer to the [Ardu - Open the `gamecontrollerdb.txt` file in the game folder and add one entry under `#Windows`: - `030052a8694800006948000000000000,Taiko Controller,+leftx:+a0,+lefty:+a1,+rightx:+a3,+righty:+a4,platform:Windows,` + `030052a8694800006948000000000000,Taiko Controller,-leftx:-a0,+leftx:+a0,-lefty:-a1,+lefty:+a1,-rightx:-a3,+rightx:+a3,-righty:-a4,+righty:+a4,platform:Windows,` 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. diff --git a/README_ja-JP.md b/README_ja-JP.md index 9375681..7cabc2c 100644 --- a/README_ja-JP.md +++ b/README_ja-JP.md @@ -114,7 +114,7 @@ Arduino Micro/Leonardoボードを使用する場合は、[Arduino XInputライ - 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: - `030052a8694800006948000000000000,Taiko Controller,+leftx:+a0,+lefty:+a1,+rightx:+a3,+righty:+a4,platform:Windows,` + `030052a8694800006948000000000000,Taiko Controller,-leftx:-a0,+leftx:+a0,-lefty:-a1,+lefty:+a1,-rightx:-a3,+rightx:+a3,-righty:-a4,+righty:+a4,platform:Windows,` 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。 diff --git a/README_zh-CN.md b/README_zh-CN.md index 4bd1007..06e03d8 100644 --- a/README_zh-CN.md +++ b/README_zh-CN.md @@ -114,7 +114,7 @@ - 打开游戏文件夹中的`gamecontrollerdb.txt`文件,并在`#Windows`下添加一条条目: - `030052a8694800006948000000000000,Taiko Controller,+leftx:+a0,+lefty:+a1,+rightx:+a3,+righty:+a4,platform:Windows,` + `030052a8694800006948000000000000,Taiko Controller,-leftx:-a0,+leftx:+a0,-lefty:-a1,+lefty:+a1,-rightx:-a3,+rightx:+a3,-righty:-a4,+righty:+a4,platform:Windows,` 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。