mirror of
https://gitea.tendokyu.moe/Dniel97/segatools.git
synced 2024-11-24 05:20:10 +01:00
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>
|
|
#include <xinput.h>
|
|
|
|
#include <stdbool.h>
|
|
#include <stdint.h>
|
|
|
|
#include "idzio/idzio.h"
|
|
|
|
static bool idz_io_coin;
|
|
static uint16_t idz_io_coins;
|
|
static bool idz_io_shifting;
|
|
static uint8_t idz_io_gear;
|
|
|
|
HRESULT idz_io_init(void)
|
|
{
|
|
return S_OK;
|
|
}
|
|
|
|
void idz_io_jvs_read_buttons(uint8_t *opbtn_out, uint8_t *gamebtn_out)
|
|
{
|
|
uint8_t opbtn;
|
|
uint8_t gamebtn;
|
|
XINPUT_STATE xi;
|
|
WORD xb;
|
|
|
|
opbtn = 0;
|
|
gamebtn = 0;
|
|
|
|
/* Update test/service buttons */
|
|
|
|
if (GetAsyncKeyState('1')) {
|
|
opbtn |= IDZ_IO_OPBTN_TEST;
|
|
}
|
|
|
|
if (GetAsyncKeyState('2')) {
|
|
opbtn |= IDZ_IO_OPBTN_SERVICE;
|
|
}
|
|
|
|
/* Update gameplay buttons */
|
|
|
|
memset(&xi, 0, sizeof(xi));
|
|
XInputGetState(0, &xi);
|
|
xb = xi.Gamepad.wButtons;
|
|
|
|
if (xb & XINPUT_GAMEPAD_DPAD_UP) {
|
|
gamebtn |= IDZ_IO_GAMEBTN_UP;
|
|
}
|
|
|
|
if (xb & XINPUT_GAMEPAD_DPAD_DOWN) {
|
|
gamebtn |= IDZ_IO_GAMEBTN_DOWN;
|
|
}
|
|
|
|
if (xb & XINPUT_GAMEPAD_DPAD_LEFT) {
|
|
gamebtn |= IDZ_IO_GAMEBTN_LEFT;
|
|
}
|
|
|
|
if (xb & XINPUT_GAMEPAD_DPAD_RIGHT) {
|
|
gamebtn |= IDZ_IO_GAMEBTN_RIGHT;
|
|
}
|
|
|
|
if (xb & XINPUT_GAMEPAD_START) {
|
|
gamebtn |= IDZ_IO_GAMEBTN_START;
|
|
}
|
|
|
|
if (xb & XINPUT_GAMEPAD_BACK) {
|
|
gamebtn |= IDZ_IO_GAMEBTN_VIEW_CHANGE;
|
|
}
|
|
|
|
*opbtn_out = opbtn;
|
|
*gamebtn_out = gamebtn;
|
|
}
|
|
|
|
void idz_io_jvs_read_shifter(uint8_t *gear)
|
|
{
|
|
bool shift_inc;
|
|
bool shift_dec;
|
|
XINPUT_STATE xi;
|
|
WORD xb;
|
|
|
|
memset(&xi, 0, sizeof(xi));
|
|
XInputGetState(0, &xi);
|
|
xb = xi.Gamepad.wButtons;
|
|
|
|
if (xb & XINPUT_GAMEPAD_START) {
|
|
idz_io_gear = 0; /* Reset to Neutral when start is pressed */
|
|
}
|
|
|
|
shift_inc = xb & (XINPUT_GAMEPAD_X | XINPUT_GAMEPAD_RIGHT_SHOULDER);
|
|
shift_dec = xb & (XINPUT_GAMEPAD_Y | XINPUT_GAMEPAD_LEFT_SHOULDER);
|
|
|
|
if (!idz_io_shifting) {
|
|
if (shift_inc && idz_io_gear < 6) {
|
|
idz_io_gear++;
|
|
}
|
|
|
|
if (shift_dec && idz_io_gear > 0) {
|
|
idz_io_gear--;
|
|
}
|
|
}
|
|
|
|
idz_io_shifting = shift_inc || shift_dec;
|
|
*gear = idz_io_gear;
|
|
}
|
|
|
|
void idz_io_jvs_read_analogs(struct idz_io_analog_state *out)
|
|
{
|
|
XINPUT_STATE xi;
|
|
int left;
|
|
int right;
|
|
|
|
memset(&xi, 0, sizeof(xi));
|
|
XInputGetState(0, &xi);
|
|
|
|
left = xi.Gamepad.sThumbLX;
|
|
|
|
if (left < -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE) {
|
|
left += XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE;
|
|
} else if (left > XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE) {
|
|
left -= XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE;
|
|
} else {
|
|
left = 0;
|
|
}
|
|
|
|
right = xi.Gamepad.sThumbRX;
|
|
|
|
if (right < -XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE) {
|
|
right += XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE;
|
|
} else if (right > XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE) {
|
|
right -= XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE;
|
|
} else {
|
|
right = 0;
|
|
}
|
|
|
|
out->wheel = (left + right) / 2;
|
|
out->accel = xi.Gamepad.bRightTrigger << 8;
|
|
out->brake = xi.Gamepad.bLeftTrigger << 8;
|
|
}
|
|
|
|
void idz_io_jvs_read_coin_counter(uint16_t *out)
|
|
{
|
|
if (GetAsyncKeyState('3')) {
|
|
if (!idz_io_coin) {
|
|
idz_io_coin = true;
|
|
idz_io_coins++;
|
|
}
|
|
} else {
|
|
idz_io_coin = false;
|
|
}
|
|
|
|
*out = idz_io_coins;
|
|
}
|