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9ea6e09fdc
This makes things more consistent with the button/analog APIs.
82 lines
3.2 KiB
C
82 lines
3.2 KiB
C
#pragma once
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#include <windows.h>
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#include <stdbool.h>
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#include <stdint.h>
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/* Initialize the Project Diva IO provider DLL. This is the first function to be
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called on this DLL. Returning failure from this function will cause the main
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application to immediately exit.
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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 diva_io_init(void);
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/* Poll JVS input.
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opbtn returns the cabinet test/service state, where bit 0 is Test and Bit 1
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is Service.
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gamebtn bits, from least significant to most significant, are:
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Circle Cross Square Triangle Start UNUSED UNUSED UNUSED */
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void diva_io_jvs_poll(uint8_t *opbtn, uint8_t *gamebtn);
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/* Read the current state of the coin counter. This value should be incremented
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for every coin detected by the coin acceptor mechanism. This count does not
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need to persist beyond the lifetime of the process. */
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void diva_io_jvs_read_coin_counter(uint16_t *out);
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/* Set the state of the coin blocker. Parameter is true if the blocker is
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disengaged (i.e. coins can be inserted) and false if the blocker is engaged
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(i.e. the coin slot should be physically blocked). */
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void diva_io_jvs_set_coin_blocker(bool open);
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/* Project Diva touch sliders consist of 32 pressure sensitive cells, where
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cell 1 (array index 0) is the rightmost cell and cell 32 (array index 31) is
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the leftmost cell. */
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/* Callback function supplied to your IO DLL. This must be called with a
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pointer to a 32-byte array of pressure values, one byte per slider cell.
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Cells reporting a pressure value of at least 20 are considered to be pressed.
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This threshold is not configurable.
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The callback will copy the pressure state data out of your buffer before
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returning. The pointer will not be retained. */
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typedef void (*diva_io_slider_callback_t)(const uint8_t *state);
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/* Start polling the slider. Your DLL must start a polling thread and call the
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supplied function periodically from that thread with new input state. The
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update interval is up to you, but if your input device doesn't have any
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preferred interval then 1 kHz is a reasonable maximum frequency.
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Note that you do have to have to call the callback "occasionally" even if
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nothing is changing, otherwise the game will raise a comm timeout error. */
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void diva_io_slider_start(diva_io_slider_callback_t callback);
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/* Stop polling the slider. You must cease to invoke the input callback before
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returning from this function.
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This *will* be called in the course of regular operation. For example,
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every time you go into the operator menu the slider and all of the other I/O
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on the cabinet gets restarted.
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Following on from the above, the slider polling loop *will* be restarted
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after being stopped in the course of regular operation. Do not permanently
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tear down your input driver in response to this function call. */
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void diva_io_slider_stop(void);
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/* Update the RGB lighting on the slider. A pointer to an array of 32 * 3 = 96
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bytes is supplied. Layout is probably strictly linear but still TBD. */
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void diva_io_slider_set_leds(const uint8_t *rgb);
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