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https://gitea.tendokyu.moe/Dniel97/segatools.git
synced 2024-11-30 23:57:15 +01:00
164 lines
3.9 KiB
C
164 lines
3.9 KiB
C
#include <windows.h>
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#include <assert.h>
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#include <stdlib.h>
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#include <string.h>
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#include "board/io4.h"
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#include "idachook/idac-dll.h"
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#include "util/dprintf.h"
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static HRESULT idac_io4_poll(void *ctx, struct io4_state *state);
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static HRESULT idac_io4_write_gpio(uint8_t* payload, size_t len);
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static uint16_t coins;
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static const struct io4_ops idac_io4_ops = {
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.poll = idac_io4_poll,
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.write_gpio = idac_io4_write_gpio
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};
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static const uint16_t idac_gear_signals[] = {
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/* Neutral */
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0x0000,
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/* 1: Left|Up */
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0x0028,
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/* 2: Left|Down */
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0x0018,
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/* 3: Up */
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0x0020,
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/* 4: Down */
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0x0010,
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/* 5: Right|Up */
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0x0024,
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/* 6: Right|Down */
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0x0014,
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};
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HRESULT idac_io4_hook_init(const struct io4_config *cfg)
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{
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HRESULT hr;
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assert(idac_dll.init != NULL);
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hr = io4_hook_init(cfg, &idac_io4_ops, NULL);
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if (FAILED(hr)) {
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return hr;
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}
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return idac_dll.init();
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}
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static HRESULT idac_io4_poll(void *ctx, struct io4_state *state)
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{
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uint8_t opbtn;
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uint8_t gamebtn;
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uint8_t gear;
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struct idac_io_analog_state analog_state;
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HRESULT hr;
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assert(idac_dll.get_opbtns != NULL);
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assert(idac_dll.get_gamebtns != NULL);
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assert(idac_dll.get_analogs != NULL);
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assert(idac_dll.get_shifter != NULL);
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memset(state, 0, sizeof(*state));
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memset(&analog_state, 0, sizeof(analog_state));
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opbtn = 0;
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gamebtn = 0;
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gear = 0;
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idac_dll.get_opbtns(&opbtn);
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idac_dll.get_gamebtns(&gamebtn);
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idac_dll.get_shifter(&gear);
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idac_dll.get_analogs(&analog_state);
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if (opbtn & IDAC_IO_OPBTN_TEST) {
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state->buttons[0] |= IO4_BUTTON_TEST;
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}
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if (opbtn & IDAC_IO_OPBTN_SERVICE) {
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state->buttons[0] |= IO4_BUTTON_SERVICE;
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}
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if (opbtn & IDAC_IO_OPBTN_COIN) {
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coins++;
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}
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state->chutes[0] = coins << 8;
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if (gamebtn & IDAC_IO_GAMEBTN_START) {
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state->buttons[0] |= 1 << 7;
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}
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if (gamebtn & IDAC_IO_GAMEBTN_VIEW_CHANGE) {
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state->buttons[0] |= 1 << 1;
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}
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if (gamebtn & IDAC_IO_GAMEBTN_UP) {
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state->buttons[0] |= 1 << 5;
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}
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if (gamebtn & IDAC_IO_GAMEBTN_DOWN) {
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state->buttons[0] |= 1 << 4;
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}
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if (gamebtn & IDAC_IO_GAMEBTN_LEFT) {
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state->buttons[0] |= 1 << 3;
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}
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if (gamebtn & IDAC_IO_GAMEBTN_RIGHT) {
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state->buttons[0] |= 1 << 2;
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}
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/* Update simulated six-speed shifter */
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if (gear > 6) {
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gear = 6;
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}
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state->buttons[1] = idac_gear_signals[gear];
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/* Steering wheel increases left-to-right.
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Use 0x8000 as the center point. */
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state->adcs[0] = 0x8000 + analog_state.wheel;
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state->adcs[1] = analog_state.accel;
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state->adcs[2] = analog_state.brake;
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return S_OK;
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}
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static HRESULT idac_io4_write_gpio(uint8_t* payload, size_t len)
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{
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// Just fast fail if there aren't enough bytes in the payload
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if (len < 3)
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return S_OK;
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// This command is used for lights in IDAC, but it only contains button lights,
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// and only in the first 3 bytes of the payload; everything else is padding to
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// make the payload 62 bytes. The rest of the cabinet lights and the side button
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// lights are handled separately, by the 15070 lights controller.
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uint32_t lights_data = (uint32_t) ((uint8_t)(payload[0]) << 24 |
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(uint8_t)(payload[1]) << 16 |
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(uint8_t)(payload[2]) << 8);
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// Since Sega uses an odd ordering for the first part of the bitfield,
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// let's normalize the data and just send over bytes for the receiver
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// to interpret as ON/OFF values.
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uint8_t rgb_out[6] = {
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lights_data & IDAC_IO_LED_START ? 0xFF : 0x00,
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lights_data & IDAC_IO_LED_VIEW_CHANGE ? 0xFF : 0x00,
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lights_data & IDAC_IO_LED_UP ? 0xFF : 0x00,
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lights_data & IDAC_IO_LED_DOWN ? 0xFF : 0x00,
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lights_data & IDAC_IO_LED_RIGHT ? 0xFF : 0x00,
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lights_data & IDAC_IO_LED_LEFT ? 0xFF : 0x00,
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};
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idac_dll.led_set_leds(rgb_out);
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return S_OK;
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}
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