mirror of
https://gitea.tendokyu.moe/Dniel97/segatools.git
synced 2024-11-27 22:40:48 +01:00
251 lines
7.2 KiB
C
251 lines
7.2 KiB
C
#include <assert.h>
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#include <math.h>
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#include <stdbool.h>
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#include <stdint.h>
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#include <windows.h>
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#include <xinput.h>
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#include "idacio/xi.h"
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#include "idacio/backend.h"
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#include "idacio/config.h"
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#include "idacio/idacio.h"
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#include "idacio/shifter.h"
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#include "util/dprintf.h"
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static void idac_xi_get_gamebtns(uint8_t *gamebtn_out);
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static void idac_xi_get_shifter(uint8_t *gear);
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static void idac_xi_get_analogs(struct idac_io_analog_state *out);
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static HRESULT idac_xi_ffb_init(void);
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static void idac_xi_ffb_toggle(bool active);
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static void idac_xi_ffb_constant_force(uint8_t direction, uint8_t force);
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static void idac_xi_ffb_rumble(uint8_t force, uint8_t period);
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static void idac_xi_ffb_damper(uint8_t force);
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static HRESULT idac_xi_config_apply(const struct idac_xi_config *cfg);
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static const struct idac_io_backend idac_xi_backend = {
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.get_gamebtns = idac_xi_get_gamebtns,
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.get_shifter = idac_xi_get_shifter,
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.get_analogs = idac_xi_get_analogs,
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.ffb_init = idac_xi_ffb_init,
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.ffb_toggle = idac_xi_ffb_toggle,
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.ffb_constant_force = idac_xi_ffb_constant_force,
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.ffb_rumble = idac_xi_ffb_rumble,
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.ffb_damper = idac_xi_ffb_damper
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};
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static bool idac_xi_single_stick_steering;
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static bool idac_xi_linear_steering;
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static uint16_t idac_xi_left_stick_deadzone;
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static uint16_t idac_xi_right_stick_deadzone;
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const uint16_t max_stick_value = 32767;
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/* Apply steering wheel restriction. Real cabs only report about 76% of
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the output value when the wheel is turned to either of its maximum positions. */
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const uint16_t max_wheel_value = 24831;
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HRESULT idac_xi_init(const struct idac_xi_config *cfg, const struct idac_io_backend **backend) {
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HRESULT hr;
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assert(cfg != NULL);
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assert(backend != NULL);
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hr = idac_xi_config_apply(cfg);
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if (FAILED(hr)) {
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return hr;
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}
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dprintf("IDACIO: Using XInput controller\n");
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*backend = &idac_xi_backend;
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return S_OK;
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}
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static HRESULT idac_xi_config_apply(const struct idac_xi_config *cfg) {
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/* Deadzones check */
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if (cfg->left_stick_deadzone > 32767 || cfg->left_stick_deadzone < 0) {
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dprintf("XInput: Left stick deadzone is too large or negative\n");
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return E_INVALIDARG;
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}
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if (cfg->right_stick_deadzone > 32767 || cfg->right_stick_deadzone < 0) {
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dprintf("XInput: Right stick deadzone is too large or negative\n");
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return E_INVALIDARG;
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}
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dprintf("XInput: --- Begin configuration ---\n");
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dprintf("XInput: Single Stick Steering : %i\n", cfg->single_stick_steering);
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dprintf("XInput: Linear Steering . . . : %i\n", cfg->linear_steering);
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dprintf("XInput: Left Deadzone . . . . : %i\n", cfg->left_stick_deadzone);
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dprintf("XInput: Right Deadzone . . . : %i\n", cfg->right_stick_deadzone);
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dprintf("XInput: --- End configuration ---\n");
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idac_xi_single_stick_steering = cfg->single_stick_steering;
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idac_xi_linear_steering = cfg->linear_steering;
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idac_xi_left_stick_deadzone = cfg->left_stick_deadzone;
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idac_xi_right_stick_deadzone = cfg->right_stick_deadzone;
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return S_OK;
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}
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static void idac_xi_get_gamebtns(uint8_t *gamebtn_out) {
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uint8_t gamebtn;
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XINPUT_STATE xi;
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WORD xb;
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assert(gamebtn_out != NULL);
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gamebtn = 0;
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memset(&xi, 0, sizeof(xi));
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XInputGetState(0, &xi);
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xb = xi.Gamepad.wButtons;
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if (xb & XINPUT_GAMEPAD_DPAD_UP) {
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gamebtn |= IDAC_IO_GAMEBTN_UP;
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}
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if (xb & XINPUT_GAMEPAD_DPAD_DOWN) {
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gamebtn |= IDAC_IO_GAMEBTN_DOWN;
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}
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if (xb & (XINPUT_GAMEPAD_DPAD_LEFT | XINPUT_GAMEPAD_LEFT_THUMB)) {
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gamebtn |= IDAC_IO_GAMEBTN_LEFT;
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}
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if (xb & (XINPUT_GAMEPAD_DPAD_RIGHT | XINPUT_GAMEPAD_RIGHT_THUMB)) {
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gamebtn |= IDAC_IO_GAMEBTN_RIGHT;
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}
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if (xb & (XINPUT_GAMEPAD_START | XINPUT_GAMEPAD_A)) {
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gamebtn |= IDAC_IO_GAMEBTN_START;
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}
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if (xb & (XINPUT_GAMEPAD_BACK | XINPUT_GAMEPAD_B)) {
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gamebtn |= IDAC_IO_GAMEBTN_VIEW_CHANGE;
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}
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*gamebtn_out = gamebtn;
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}
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static void idac_xi_get_shifter(uint8_t *gear) {
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bool shift_dn;
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bool shift_up;
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XINPUT_STATE xi;
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WORD xb;
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assert(gear != NULL);
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memset(&xi, 0, sizeof(xi));
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XInputGetState(0, &xi);
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xb = xi.Gamepad.wButtons;
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if (xb & XINPUT_GAMEPAD_START) {
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/* Reset to Neutral when start is pressed */
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idac_shifter_set(0);
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}
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shift_dn = xb & (XINPUT_GAMEPAD_Y | XINPUT_GAMEPAD_LEFT_SHOULDER);
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shift_up = xb & (XINPUT_GAMEPAD_X | XINPUT_GAMEPAD_RIGHT_SHOULDER);
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idac_shifter_update(shift_dn, shift_up);
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*gear = idac_shifter_current_gear();
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}
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static int16_t calculate_norm_steering(int16_t axis, uint16_t deadzone, bool linear_steering) {
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// determine how far the controller is pushed
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float magnitude = sqrt(axis*axis);
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// determine the direction the controller is pushed
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float norm_axis = axis / magnitude;
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float norm_magnitude = 0.0;
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// check if the controller is outside a circular dead zone
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if (magnitude > deadzone)
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{
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// clip the magnitude at its expected maximum value
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if (magnitude > max_stick_value) magnitude = max_stick_value;
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// adjust magnitude relative to the end of the dead zone
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magnitude -= deadzone;
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// optionally normalize the magnitude with respect to its expected range
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// giving a magnitude value of 0.0 to 1.0
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norm_magnitude = magnitude / (max_stick_value - deadzone);
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} else // if the controller is in the deadzone zero out the magnitude
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{
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magnitude = 0.0;
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norm_magnitude = 0.0;
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}
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// apply non-linear transform to the axis
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if (!linear_steering) {
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return norm_axis * pow(norm_magnitude, 3.0) * max_wheel_value;
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}
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return norm_axis * norm_magnitude * max_wheel_value;
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}
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static void idac_xi_get_analogs(struct idac_io_analog_state *out) {
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XINPUT_STATE xi;
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int left;
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int right;
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assert(out != NULL);
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memset(&xi, 0, sizeof(xi));
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XInputGetState(0, &xi);
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left = xi.Gamepad.sThumbLX;
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right = xi.Gamepad.sThumbRX;
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// normalize the steering axis
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left = calculate_norm_steering(left, idac_xi_left_stick_deadzone, idac_xi_linear_steering);
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right = calculate_norm_steering(right, idac_xi_right_stick_deadzone, idac_xi_linear_steering);
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if (idac_xi_single_stick_steering) {
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out->wheel = left;
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} else {
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out->wheel = (left + right) / 2;
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}
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out->accel = xi.Gamepad.bRightTrigger << 8;
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out->brake = xi.Gamepad.bLeftTrigger << 8;
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}
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static HRESULT idac_xi_ffb_init(void) {
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return S_OK;
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}
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static void idac_xi_ffb_toggle(bool active) {
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XINPUT_VIBRATION vibration;
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memset(&vibration, 0, sizeof(vibration));
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XInputSetState(0, &vibration);
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}
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static void idac_xi_ffb_constant_force(uint8_t direction, uint8_t force) {
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return;
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}
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static void idac_xi_ffb_rumble(uint8_t force, uint8_t period) {
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XINPUT_VIBRATION vibration;
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/* XInput max strength is 65.535, so multiply the 127.0 by 516. */
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uint16_t strength = force * 516;
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memset(&vibration, 0, sizeof(vibration));
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vibration.wLeftMotorSpeed = strength;
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vibration.wRightMotorSpeed = strength;
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XInputSetState(0, &vibration);
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}
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static void idac_xi_ffb_damper(uint8_t force) {
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return;
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}
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