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segatools-dniel97/idzio/idzio.c
Tau 9ea6e09fdc Tweak JVS coin count APIs
This makes things more consistent with the button/analog APIs.
2019-08-03 17:41:39 -04:00

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;
}