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mirror of https://gitea.tendokyu.moe/Hay1tsme/segatools.git synced 2024-11-28 11:00:49 +01:00

idzio: Break out Initial D Zero IO DLL

This commit is contained in:
Tau 2019-05-03 20:36:23 -04:00
parent b172c22322
commit 9603a528c6
8 changed files with 261 additions and 89 deletions

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@ -1,11 +1,7 @@
#include <windows.h>
#include <xinput.h>
#include <math.h>
#include <stdbool.h>
#include <stddef.h>
#include <stdint.h>
#include <stdlib.h>
#include "amex/jvs.h"
@ -13,6 +9,8 @@
#include "idzhook/jvs.h"
#include "idzio/idzio.h"
#include "jvs/jvs-bus.h"
#include "util/dprintf.h"
@ -30,12 +28,6 @@ static const struct io3_ops idz_jvs_io3_ops = {
.read_coin_counter = idz_jvs_read_coin_counter,
};
static struct io3 idz_jvs_io3;
static bool idz_jvs_coin;
static uint16_t idz_jvs_coins;
static bool idz_jvs_shifting;
static uint8_t idz_jvs_gear;
static const uint16_t idz_jvs_gear_signals[] = {
/* Neutral */
0x0000,
@ -53,79 +45,82 @@ static const uint16_t idz_jvs_gear_signals[] = {
0x1400,
};
void idz_jvs_init(void)
static struct io3 idz_jvs_io3;
HRESULT idz_jvs_init(void)
{
HRESULT hr;
hr = idz_io_init();
if (FAILED(hr)) {
return hr;
}
io3_init(&idz_jvs_io3, NULL, &idz_jvs_io3_ops, NULL);
jvs_attach(&idz_jvs_io3.jvs);
return S_OK;
}
static void idz_jvs_read_switches(void *ctx, struct io3_switch_state *out)
{
bool shift_inc;
bool shift_dec;
XINPUT_STATE xi;
WORD xb;
uint8_t opbtn;
uint8_t gamebtn;
uint8_t gear;
assert(out != NULL);
memset(&xi, 0, sizeof(xi));
XInputGetState(0, &xi);
xb = xi.Gamepad.wButtons;
opbtn = 0;
gamebtn = 0;
gear = 0;
idz_io_jvs_read_buttons(&opbtn, &gamebtn);
idz_io_jvs_read_shifter(&gear);
/* Update gameplay buttons */
if (xb & XINPUT_GAMEPAD_START) {
out->p1 |= 1 << 15;
idz_jvs_gear = 0; /* Reset to Neutral when start is pressed */
}
if (xb & XINPUT_GAMEPAD_DPAD_UP) {
if (gamebtn & IDZ_IO_GAMEBTN_UP) {
out->p1 |= 1 << 13;
}
if (xb & XINPUT_GAMEPAD_DPAD_DOWN) {
if (gamebtn & IDZ_IO_GAMEBTN_DOWN) {
out->p1 |= 1 << 12;
}
if (xb & XINPUT_GAMEPAD_DPAD_LEFT) {
if (gamebtn & IDZ_IO_GAMEBTN_LEFT) {
out->p1 |= 1 << 11;
}
if (xb & XINPUT_GAMEPAD_DPAD_RIGHT) {
if (gamebtn & IDZ_IO_GAMEBTN_RIGHT) {
out->p1 |= 1 << 10;
}
if (xb & XINPUT_GAMEPAD_BACK) {
if (gamebtn & IDZ_IO_GAMEBTN_START) {
out->p1 |= 1 << 15;
}
if (gamebtn & IDZ_IO_GAMEBTN_VIEW_CHANGE) {
out->p1 |= 1 << 9;
}
/* Update simulated six-speed shifter */
shift_inc = xb & (XINPUT_GAMEPAD_X | XINPUT_GAMEPAD_RIGHT_SHOULDER);
shift_dec = xb & (XINPUT_GAMEPAD_Y | XINPUT_GAMEPAD_LEFT_SHOULDER);
if (!idz_jvs_shifting) {
if (shift_inc && idz_jvs_gear < 6) {
idz_jvs_gear++;
}
if (shift_dec && idz_jvs_gear > 0) {
idz_jvs_gear--;
}
if (gear > 6) {
gear = 6;
}
idz_jvs_shifting = shift_inc || shift_dec;
out->p2 = idz_jvs_gear_signals[idz_jvs_gear];
out->p2 = idz_jvs_gear_signals[gear];
/* Update test/service buttons */
if (GetAsyncKeyState('1')) {
if (opbtn & IDZ_IO_OPBTN_TEST) {
out->system = 0x80;
} else {
out->system = 0;
}
if (GetAsyncKeyState('2')) {
if (opbtn & IDZ_IO_OPBTN_SERVICE) {
out->p1 |= 1 << 14;
}
}
@ -135,51 +130,23 @@ static void idz_jvs_read_analogs(
uint16_t *analogs,
uint8_t nanalogs)
{
XINPUT_STATE xi;
int left;
int right;
struct idz_io_analog_state state;
assert(analogs != NULL);
memset(&xi, 0, sizeof(xi));
XInputGetState(0, &xi);
/* Wheel */
memset(&state, 0, sizeof(state));
idz_io_jvs_read_analogs(&state);
if (nanalogs > 0) {
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;
}
analogs[0] = 0x8000 + (left + right) / 2;
analogs[0] = 0x8000 + state.wheel;
}
/* Accel */
if (nanalogs > 1) {
analogs[1] = xi.Gamepad.bRightTrigger << 8;
analogs[1] = state.accel;
}
/* Brake */
if (nanalogs > 2) {
analogs[2] = xi.Gamepad.bLeftTrigger << 8;
analogs[2] = state.brake;
}
}
@ -189,15 +156,5 @@ static uint16_t idz_jvs_read_coin_counter(void *ctx, uint8_t slot_no)
return 0;
}
if (GetAsyncKeyState('3')) {
if (!idz_jvs_coin) {
dprintf("IDZero JVS: Coin drop\n");
idz_jvs_coin = true;
idz_jvs_coins++;
}
} else {
idz_jvs_coin = false;
}
return idz_jvs_coins;
return idz_io_jvs_read_coin_counter();
}

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@ -1,3 +1,5 @@
#pragma once
void idz_jvs_init(void);
#include <windows.h>
HRESULT idz_jvs_init(void);

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@ -14,6 +14,7 @@ shared_library(
aimeio_dll,
amex_lib,
board_lib,
idzio_dll,
jvs_lib,
platform_lib,
util_lib,

151
idzio/idzio.c Normal file
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@ -0,0 +1,151 @@
#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;
}
uint16_t idz_io_jvs_read_coin_counter(void)
{
if (GetAsyncKeyState('3')) {
if (!idz_io_coin) {
idz_io_coin = true;
idz_io_coins++;
}
} else {
idz_io_coin = false;
}
return idz_io_coins;
}

8
idzio/idzio.def Normal file
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@ -0,0 +1,8 @@
LIBRARY idzio
EXPORTS
idz_io_init
idz_io_jvs_read_analogs
idz_io_jvs_read_buttons
idz_io_jvs_read_coin_counter
idz_io_jvs_read_shifter

37
idzio/idzio.h Normal file
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@ -0,0 +1,37 @@
#pragma once
#include <windows.h>
#include <stdint.h>
enum {
IDZ_IO_OPBTN_TEST = 0x01,
IDZ_IO_OPBTN_SERVICE = 0x02,
};
enum {
IDZ_IO_GAMEBTN_UP = 0x01,
IDZ_IO_GAMEBTN_DOWN = 0x02,
IDZ_IO_GAMEBTN_LEFT = 0x04,
IDZ_IO_GAMEBTN_RIGHT = 0x08,
IDZ_IO_GAMEBTN_START = 0x10,
IDZ_IO_GAMEBTN_VIEW_CHANGE = 0x20,
};
struct idz_io_analog_state {
int16_t wheel;
uint16_t accel;
uint16_t brake;
};
HRESULT idz_io_init(void);
void idz_io_jvs_read_analogs(struct idz_io_analog_state *out);
void idz_io_jvs_read_buttons(uint8_t *opbtn, uint8_t *gamebtn);
void idz_io_jvs_read_shifter(uint8_t *gear);
uint16_t idz_io_jvs_read_coin_counter(void);
// TODO force feedback once that gets reverse engineered

15
idzio/meson.build Normal file
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@ -0,0 +1,15 @@
idzio_dll = shared_library(
'idzio',
name_prefix : '',
include_directories : inc,
implicit_include_directories : false,
vs_module_defs : 'idzio.def',
c_pch : '../precompiled.h',
dependencies : [
xinput_lib,
],
sources : [
'idzio.c',
'idzio.h',
],
)

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@ -39,6 +39,7 @@ subdir('util')
subdir('aimeio')
subdir('chuniio')
subdir('divaio')
subdir('idzio')
subdir('cardhook')
subdir('chunihook')