dolphin/Source/Plugins/Plugin_Wiimote/Src/wiimote_real.cpp
fires.gc c76c477a6d restructured NAND application loading... it isn't complete but an improvement
i have changed the update of the IPC too... update for the command queues and update of the devices are split in two functions now


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2455 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-02-27 23:44:15 +00:00

485 lines
13 KiB
C++

// Copyright (C) 2003-2008 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
//////////////////////////////////////////////////////////////////////////////////////////
// Includes
// ¯¯¯¯¯¯¯¯¯¯¯¯¯
#include <iostream> // System
#include <queue>
#include "wiiuse.h"
#include "Common.h"
#include "Thread.h"
#include "StringUtil.h"
#include "ConsoleWindow.h"
#include "Timer.h"
#include "pluginspecs_wiimote.h"
#include "wiimote_hid.h"
#include "main.h"
#include "Config.h"
#include "EmuMain.h"
#include "EmuDefinitions.h"
#define EXCLUDE_H // Avoid certain declarations in wiimote_real.h
#include "wiimote_real.h"
#if defined(HAVE_WX) && HAVE_WX
#include "ConfigDlg.h"
#endif
extern SWiimoteInitialize g_WiimoteInitialize;
////////////////////////////////////////
namespace WiiMoteReal
{
//******************************************************************************
// Forwarding
//******************************************************************************
class CWiiMote;
#ifdef _WIN32
DWORD WINAPI ReadWiimote_ThreadFunc(void* arg);
#else
void* ReadWiimote_ThreadFunc(void* arg);
#endif
//******************************************************************************
// Variable declarations
//******************************************************************************
wiimote_t** g_WiiMotesFromWiiUse = NULL;
Common::Thread* g_pReadThread = NULL;
int g_NumberOfWiiMotes;
CWiiMote* g_WiiMotes[MAX_WIIMOTES];
bool g_Shutdown = false;
bool g_ThreadGoing = false;
bool g_LocalThread = true;
bool g_IRSensing = false;
bool g_MotionSensing = false;
u64 g_UpdateTime = 0;
int g_UpdateCounter = 0;
bool g_RunTemporary = false;
int g_RunTemporaryCountdown = 0;
u8 g_EventBuffer[32];
//******************************************************************************
// Probably this class should be in its own file
//******************************************************************************
class CWiiMote
{
public:
//////////////////////////////////////////
// On create and on uncreate
// ---------------
CWiiMote(u8 _WiimoteNumber, wiimote_t* _pWiimote)
: m_WiimoteNumber(_WiimoteNumber)
, m_channelID(0)
, m_pWiiMote(_pWiimote)
, m_pCriticalSection(NULL)
, m_LastReportValid(false)
{
m_pCriticalSection = new Common::CriticalSection();
//wiiuse_set_leds(m_pWiiMote, WIIMOTE_LED_4);
#ifdef _WIN32
// F|RES: i dunno if we really need this
CancelIo(m_pWiiMote->dev_handle);
#endif
}
virtual ~CWiiMote()
{
delete m_pCriticalSection;
};
//////////////////////
//////////////////////////////////////////
// Queue raw HID data from the core to the wiimote
// ---------------
void SendData(u16 _channelID, const u8* _pData, u32 _Size)
{
m_channelID = _channelID;
m_pCriticalSection->Enter();
{
SEvent WriteEvent;
memcpy(WriteEvent.m_PayLoad, _pData + 1, _Size - 1);
m_EventWriteQueue.push(WriteEvent);
// Debugging
//std::string Temp = ArrayToString(WriteEvent.m_PayLoad, 28, 0, 30);
//Console::Print("Wiimote Write:\n%s\n", Temp.c_str());
}
m_pCriticalSection->Leave();
}
/////////////////////
//////////////////////////////////////////////////
/* Read and write data to the Wiimote */
// ---------------
void ReadData()
{
m_pCriticalSection->Enter();
// Send data to the Wiimote
if (!m_EventWriteQueue.empty())
{
//Console::Print("Writing data to the Wiimote\n");
SEvent& rEvent = m_EventWriteQueue.front();
wiiuse_io_write(m_pWiiMote, (byte*)rEvent.m_PayLoad, MAX_PAYLOAD);
m_EventWriteQueue.pop();
#ifdef _WIN32
// Debugging. Move the data one step to the right first.
memcpy(rEvent.m_PayLoad + 1, rEvent.m_PayLoad, sizeof(rEvent.m_PayLoad) - 1);
rEvent.m_PayLoad[0] = 0xa2;
InterruptDebugging(false, rEvent.m_PayLoad);
#endif
}
m_pCriticalSection->Leave();
// Read data from wiimote (but don't send it to the core, just filter and queue)
if (wiiuse_io_read(m_pWiiMote))
{
const byte* pBuffer = m_pWiiMote->event_buf;
// Check if we have a channel (connection) if so save the data...
if (m_channelID > 0)
{
m_pCriticalSection->Enter();
// Filter out data reports
if (pBuffer[0] >= 0x30)
{
// Copy Buffer to LastReport
memcpy(m_LastReport.m_PayLoad, pBuffer, MAX_PAYLOAD);
m_LastReportValid = true;
}
else
{
// Copy Buffer to ImportantEvent
SEvent ImportantEvent;
memcpy(ImportantEvent.m_PayLoad, pBuffer, MAX_PAYLOAD);
// Put it in the read queue right away
m_EventReadQueue.push(ImportantEvent);
}
m_pCriticalSection->Leave();
}
#ifdef _WIN32
/* Debugging
//if(GetAsyncKeyState('V'))
{
std::string Temp = ArrayToString(pBuffer, 20, 0, 30);
Console::Print("Data: %s\n", Temp.c_str());
} */
#endif
}
};
/////////////////////
//////////////////////////////////////////
// Send queued data to the core
// ---------------
void Update()
{
// Thread function
m_pCriticalSection->Enter();
if (m_EventReadQueue.empty())
{
// Send the data report
if (m_LastReportValid) SendEvent(m_LastReport);
}
else
{
// Send a 0x20, 0x21 or 0x22 report
SendEvent(m_EventReadQueue.front());
m_EventReadQueue.pop();
}
m_pCriticalSection->Leave();
};
/////////////////////
//////////////////////////////////////////
// Clear events
// ---------------
void ClearEvents()
{
while (!m_EventReadQueue.empty())
m_EventReadQueue.pop();
while (!m_EventWriteQueue.empty())
m_EventWriteQueue.pop();
}
/////////////////////
private:
struct SEvent
{
SEvent()
{
memset(m_PayLoad, 0, MAX_PAYLOAD);
}
byte m_PayLoad[MAX_PAYLOAD];
};
typedef std::queue<SEvent> CEventQueue;
u8 m_WiimoteNumber; // Just for debugging
u16 m_channelID;
CEventQueue m_EventReadQueue; // Read from Wiimote
CEventQueue m_EventWriteQueue; // Write to Wiimote
Common::CriticalSection* m_pCriticalSection;
bool m_LastReportValid;
SEvent m_LastReport;
wiimote_t* m_pWiiMote; // This is g_WiiMotesFromWiiUse[]
//////////////////////////////////////////
// Send queued data to the core
// ---------------
void SendEvent(SEvent& _rEvent)
{
// We don't have an answer channel
if (m_channelID == 0) return;
// Check event buffer
u8 Buffer[1024];
u32 Offset = 0;
hid_packet* pHidHeader = (hid_packet*)(Buffer + Offset);
Offset += sizeof(hid_packet);
pHidHeader->type = HID_TYPE_DATA;
pHidHeader->param = HID_PARAM_INPUT;
// Create the buffer
memcpy(&Buffer[Offset], _rEvent.m_PayLoad, MAX_PAYLOAD);
/* This Offset value is not exactly correct like it is for the emulated Wiimote reports. It's
often to big, but I guess that's okay. The game will know how big the actual data is. */
Offset += MAX_PAYLOAD;
// Send it
g_WiimoteInitialize.pWiimoteInput(m_channelID, Buffer, Offset);
// Debugging
// ReadDebugging(false, Buffer, Offset);
}
/////////////////////
};
//******************************************************************************
// Function Definitions
//******************************************************************************
void SendAcc(u8 _ReportID)
{
byte DataAcc[MAX_PAYLOAD];
DataAcc[0] = 0x22; // Report 0x12
DataAcc[1] = 0x00; // Core buttons
DataAcc[2] = 0x00;
DataAcc[3] = _ReportID; // Reporting mode
wiiuse_io_write(WiiMoteReal::g_WiiMotesFromWiiUse[0], (byte*)DataAcc, MAX_PAYLOAD);
std::string Temp = ArrayToString(DataAcc, 28, 0, 30);
Console::Print("SendAcc: %s\n", Temp.c_str());
//22 00 00 _reportID 00
}
// Clear any potential queued events
void ClearEvents()
{
for (int i = 0; i < g_NumberOfWiiMotes; i++)
g_WiiMotes[i]->ClearEvents();
}
// Flash lights, and if connecting, also rumble
void FlashLights(bool Connect)
{
if(Connect) wiiuse_rumble(WiiMoteReal::g_WiiMotesFromWiiUse[0], 1);
wiiuse_set_leds(WiiMoteReal::g_WiiMotesFromWiiUse[0], WIIMOTE_LED_1 | WIIMOTE_LED_2 | WIIMOTE_LED_3 | WIIMOTE_LED_4);
sleep(100);
if(Connect) wiiuse_rumble(WiiMoteReal::g_WiiMotesFromWiiUse[0], 0);
// End with light 1 or 4
if(Connect)
wiiuse_set_leds(WiiMoteReal::g_WiiMotesFromWiiUse[0], WIIMOTE_LED_1);
else
wiiuse_set_leds(WiiMoteReal::g_WiiMotesFromWiiUse[0], WIIMOTE_LED_4);
}
int Initialize()
{
// Return if already initialized
if (g_RealWiiMoteInitialized) return g_NumberOfWiiMotes;
// Clear the wiimote classes
memset(g_WiiMotes, 0, sizeof(CWiiMote*) * MAX_WIIMOTES);
// Call Wiiuse.dll
g_WiiMotesFromWiiUse = wiiuse_init(MAX_WIIMOTES);
g_NumberOfWiiMotes = wiiuse_find(g_WiiMotesFromWiiUse, MAX_WIIMOTES, 5);
if (g_NumberOfWiiMotes > 0) g_RealWiiMotePresent = true;
Console::Print("Found No of Wiimotes: %i\n", g_NumberOfWiiMotes);
// Remove the wiiuse_poll() threshold
wiiuse_set_accel_threshold(g_WiiMotesFromWiiUse[0], 0);
// Set the sensor bar position, this should only affect the internal wiiuse api functions
wiiuse_set_ir_position(g_WiiMotesFromWiiUse[0], WIIUSE_IR_ABOVE);
// Set flags
//wiiuse_set_flags(g_WiiMotesFromWiiUse[0], NULL, WIIUSE_SMOOTHING);
// I don't seem to need wiiuse_connect() in Windows. But Linux needs it.
#ifndef _WIN32
int Connect = wiiuse_connect(g_WiiMotesFromWiiUse, MAX_WIIMOTES);
Console::Print("Connected: %i\n", Connect);
#endif
// If we are connecting from the config window without a game running we flash the lights
if (!g_EmulatorRunning && g_RealWiiMotePresent) FlashLights(true);
// Create Wiimote classes
for (int i = 0; i < g_NumberOfWiiMotes; i++)
g_WiiMotes[i] = new CWiiMote(i + 1, g_WiiMotesFromWiiUse[i]);
// Create a new thread and start listening for Wiimote data
if (g_NumberOfWiiMotes > 0)
g_pReadThread = new Common::Thread(ReadWiimote_ThreadFunc, NULL);
// If we are not using the emulated wiimote we can run the thread temporary until the data has beeen copied
if(g_Config.bUseRealWiimote) g_RunTemporary = true;
/* Allocate memory and copy the Wiimote eeprom accelerometer neutral values to g_Eeprom. Unlike with
and extension we have to do this here, because this data is only read once when the Wiimote
is connected. Also, we can't change the neutral values the wiimote will report, I think, unless
we update its eeprom? In any case it's probably better to let the current calibration be where it
is and adjust the global values after that to avoid overwriting critical data on any Wiimote. */
byte *data = (byte*)malloc(sizeof(byte) * sizeof(WiiMoteEmu::EepromData_0));
wiiuse_read_data(g_WiiMotesFromWiiUse[0], data, 0, sizeof(WiiMoteEmu::EepromData_0));
// Don't run the Wiimote thread if no wiimotes were found
if (g_NumberOfWiiMotes > 0) g_Shutdown = false;
// Initialized, even if we didn't find a Wiimote
g_RealWiiMoteInitialized = true;
return g_NumberOfWiiMotes;
}
void DoState(void* ptr, int mode) {}
void Shutdown(void)
{
// Stop the loop in the thread
g_Shutdown = true;
// Stop the thread
if (g_pReadThread != NULL)
{
delete g_pReadThread;
g_pReadThread = NULL;
}
// Delete the wiimotes
for (int i = 0; i < g_NumberOfWiiMotes; i++)
{
delete g_WiiMotes[i];
g_WiiMotes[i] = NULL;
}
// Flash flights
if (!g_EmulatorRunning && g_RealWiiMotePresent)
FlashLights(false);
// Clean up wiiuse
wiiuse_cleanup(g_WiiMotesFromWiiUse, g_NumberOfWiiMotes);
// Uninitialized
g_RealWiiMoteInitialized = false;
g_RealWiiMotePresent = false;
}
void InterruptChannel(u16 _channelID, const void* _pData, u32 _Size)
{
//Console::Print("Real InterruptChannel\n");
g_WiiMotes[0]->SendData(_channelID, (const u8*)_pData, _Size);
}
void ControlChannel(u16 _channelID, const void* _pData, u32 _Size)
{
//Console::Print("Real ControlChannel\n");
g_WiiMotes[0]->SendData(_channelID, (const u8*)_pData, _Size);
}
//////////////////////////////////
// Read the Wiimote once
// ---------------
void Update()
{
//Console::Print("Real Update\n");
for (int i = 0; i < g_NumberOfWiiMotes; i++)
{
g_WiiMotes[i]->Update();
}
}
//////////////////////////////////
/* Continuously read the Wiimote status. However, the actual sending of data occurs in Update(). If we are
not currently using the real Wiimote we allow the separate ReadWiimote() function to run. Wo don't use
them at the same time to avoid a potential collision. */
// ---------------
#ifdef _WIN32
DWORD WINAPI ReadWiimote_ThreadFunc(void* arg)
#else
void *ReadWiimote_ThreadFunc(void* arg)
#endif
{
while (!g_Shutdown)
{
// We need g_ThreadGoing to do a manual WaitForSingleObject() from the configuration window
g_ThreadGoing = true;
if(g_Config.bUseRealWiimote && !g_RunTemporary)
for (int i = 0; i < g_NumberOfWiiMotes; i++) g_WiiMotes[i]->ReadData();
else
ReadWiimote();
g_ThreadGoing = false;
}
return 0;
}
////////////////////
}; // end of namespace