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83 lines
2.4 KiB
C
83 lines
2.4 KiB
C
#pragma once
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#include <windows.h>
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#include <stdint.h>
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enum {
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FGO_IO_OPBTN_TEST = 0x01,
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FGO_IO_OPBTN_SERVICE = 0x02,
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FGO_IO_OPBTN_COIN = 0x04,
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};
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enum {
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FGO_IO_GAMEBTN_SPEED_UP = 0x01,
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FGO_IO_GAMEBTN_TARGET = 0x02,
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FGO_IO_GAMEBTN_ATTACK = 0x04,
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FGO_IO_GAMEBTN_NOBLE_PHANTASHM = 0x08,
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FGO_IO_GAMEBTN_CAMERA = 0x10,
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};
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/* Get the version of the Fate Grand Order IO API that this DLL supports. This
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function should return a positive 16-bit integer, where the high byte is
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the major version and the low byte is the minor version (as defined by the
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Semantic Versioning standard).
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The latest API version as of this writing is 0x0100. */
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uint16_t fgo_io_get_api_version(void);
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/* Initialize the IO DLL. This is the second function that will be called on
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your DLL, after fgo_io_get_api_version.
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All subsequent calls to this API may originate from arbitrary threads.
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Minimum API version: 0x0100 */
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HRESULT fgo_io_init(void);
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/* Send any queued outputs (of which there are currently none, though this may
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change in subsequent API versions) and retrieve any new inputs.
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Minimum API version: 0x0100 */
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HRESULT fgo_io_poll(void);
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/* Get the state of the cabinet's operator buttons as of the last poll. See
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FGO_IO_OPBTN enum above: this contains bit mask definitions for button
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states returned in *opbtn. All buttons are active-high.
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Minimum API version: 0x0100 */
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void fgo_io_get_opbtns(uint8_t *opbtn);
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/* Get the state of the cabinet's gameplay buttons as of the last poll. See
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FGO_IO_GAMEBTN enum above: this contains bit mask definitions for button
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states returned in *gamebtn. All buttons are active-high.
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Minimum API version: 0x0100 */
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void fgo_io_get_gamebtns(uint8_t *gamebtn);
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/* Get the position of the cabinet stick as of the last poll. The center
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position should be equal to or close to 32767.
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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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HRESULT fgo_io_led_init(void);
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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_colors(uint8_t board, uint8_t *rgb);
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