mirror of
https://github.com/dolphin-emu/dolphin.git
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5ba7952988
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2014 8ced0084-cf51-0410-be5f-012b33b47a6e
384 lines
10 KiB
C++
384 lines
10 KiB
C++
// Copyright (C) 2003-2008 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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//////////////////////////////////////////////////////////////////////////////////////////
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// Includes
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// ¯¯¯¯¯¯¯¯¯¯¯¯¯
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#include "pluginspecs_wiimote.h"
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#include <vector>
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#include <string>
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#include "Common.h" // Common
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#include "StringUtil.h" // for ArrayToString()
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#include "main.h"
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#include "wiimote_hid.h"
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#include "EmuSubroutines.h"
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#include "EmuDefinitions.h"
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#include "EmuMain.h"
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#include "Encryption.h" // for extension encryption
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#include "Logging.h" // for startConsoleWin, Console::Print, GetConsoleHwnd
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#include "Config.h" // for g_Config
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////////////////////////////////////
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extern SWiimoteInitialize g_WiimoteInitialize;
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namespace WiiMoteEmu
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{
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// ===================================================
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/* Bit shift conversions */
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// -------------
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u32 convert24bit(const u8* src) {
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return (src[0] << 16) | (src[1] << 8) | src[2];
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}
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u16 convert16bit(const u8* src) {
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return (src[0] << 8) | src[1];
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}
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// ==============
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// ===================================================
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/* Calibrate the mouse position to the emulation window. */
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// ----------------
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void GetMousePos(float& x, float& y)
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{
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#ifdef _WIN32
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POINT point;
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GetCursorPos(&point);
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ScreenToClient(g_WiimoteInitialize.hWnd, &point);
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RECT Rect;
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GetClientRect(g_WiimoteInitialize.hWnd, &Rect);
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int width = Rect.right - Rect.left;
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int height = Rect.bottom - Rect.top;
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x = point.x / (float)width;
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y = point.y / (float)height;
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#else
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// TODO fix on linux
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x = 0.5f;
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y = 0.5f;
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#endif
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}
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// ===================================================
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/* Homebrew encryption for 0x00000000 encryption keys. */
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// ----------------
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void CryptBuffer(u8* _buffer, u8 _size)
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{
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for (int i=0; i<_size; i++)
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{
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_buffer[i] = ((_buffer[i] - 0x17) ^ 0x17) & 0xFF;
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}
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}
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void WriteCrypted16(u8* _baseBlock, u16 _address, u16 _value)
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{
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u16 cryptedValue = _value;
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CryptBuffer((u8*)&cryptedValue, sizeof(u16));
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*(u16*)(_baseBlock + _address) = cryptedValue;
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//PanicAlert("Converted %04x to %04x", _value, cryptedValue);
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}
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// ================
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// ===================================================
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/* Write initial values to Eeprom and registers. */
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// ----------------
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void Initialize()
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{
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if (g_EmulatedWiiMoteInitialized) return;
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memset(g_Eeprom, 0, WIIMOTE_EEPROM_SIZE);
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memcpy(g_Eeprom, EepromData_0, sizeof(EepromData_0));
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memcpy(g_Eeprom + 0x16D0, EepromData_16D0, sizeof(EepromData_16D0));
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g_ReportingMode = 0;
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/* Extension data for homebrew applications that use the 0x00000000 key. This
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writes 0x0000 in encrypted form (0xfefe) to 0xfe in the extension register. */
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//WriteCrypted16(g_RegExt, 0xfe, 0x0000); // Fully inserted Nunchuk
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// Copy extension id and calibration to its register
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if(g_Config.bNunchuckConnected)
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{
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memcpy(g_RegExt + 0x20, nunchuck_calibration, sizeof(nunchuck_calibration));
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memcpy(g_RegExt + 0xfa, nunchuck_id, sizeof(nunchuck_id));
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}
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else if(g_Config.bClassicControllerConnected)
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{
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memcpy(g_RegExt + 0x20, classic_calibration, sizeof(classic_calibration));
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memcpy(g_RegExt + 0xfa, classic_id, sizeof(classic_id));
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}
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g_EmulatedWiiMoteInitialized = true;
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// I forgot what these were for?
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// g_RegExt[0xfd] = 0x1e;
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// g_RegExt[0xfc] = 0x9a;
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}
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// ================
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void DoState(void* ptr, int mode)
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{
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//TODO: implement
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}
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/* We don't need to do anything here. All values will be reset as FreeLibrary() is called
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when we stop a game */
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void Shutdown(void)
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{}
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// ===================================================
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/* An ack delay of 1 was not small enough, but 2 seemed to work, that was about between 20 ms and
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100 ms in my case. I'm not sure what it means in frame delays. */
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// ----------------
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void CreateAckDelay(u8 _ChannelID, u16 _ReportID)
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{
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// Settings
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int GlobalDelay = 2;
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// Queue an acknowledgment
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wm_ackdelay Tmp;
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Tmp.Delay = GlobalDelay;
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Tmp.ChannelID = _ChannelID;
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Tmp.ReportID = (u8)_ReportID;
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AckDelay.push_back(Tmp);
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}
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void CheckAckDelay()
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{
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for (int i = 0; i < (int)AckDelay.size(); i++)
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{
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// See if there are any acks to send
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if (AckDelay.at(i).Delay >= 0)
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{
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if(AckDelay.at(i).Delay == 0)
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{
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WmSendAck(AckDelay.at(i).ChannelID, AckDelay.at(i).ReportID, 0);
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AckDelay.erase(AckDelay.begin() + i);
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continue;
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}
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AckDelay.at(i).Delay--;
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//Console::Print("%i 0x%04x 0x%02x", i, AckDelay.at(i).ChannelID, AckDelay.at(i).ReportID);
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}
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}
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}
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// ================
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// ===================================================
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/* This function produce Wiimote Input, i.e. reports from the Wiimote in response
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to Output from the Wii. */
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// ----------------
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void InterruptChannel(u16 _channelID, const void* _pData, u32 _Size)
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{
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//Console::Print("Emu InterruptChannel\n");
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LOGV(WII_IPC_WIIMOTE, 3, "=============================================================");
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LOGV(WII_IPC_WIIMOTE, 3, "Wiimote_Input");
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const u8* data = (const u8*)_pData;
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// -----------------------------------------------------
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/* Debugging. We have not yet decided how much of 'data' we will use, it's not determined
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by sizeof(data). We have to determine it by looking at the data cases. */
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// -----------------
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/*int size;
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switch(data[1])
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{
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case 0x10:
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size = 4; // I don't know the size
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break;
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case WM_LEDS: // 0x11
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size = sizeof(wm_leds);
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break;
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case WM_DATA_REPORTING: // 0x12
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size = sizeof(wm_data_reporting);
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break;
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case WM_REQUEST_STATUS: // 0x15
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size = sizeof(wm_request_status);
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break;
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case WM_WRITE_DATA: // 0x16
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size = sizeof(wm_write_data);
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break;
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case WM_READ_DATA: // 0x17
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size = sizeof(wm_read_data);
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break;
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case WM_IR_PIXEL_CLOCK: // 0x13
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case WM_IR_LOGIC: // 0x1a
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case WM_SPEAKER_ENABLE: // 0x14
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case WM_SPEAKER_MUTE:
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size = 1;
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break;
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default:
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PanicAlert("HidOutputReport: Unknown channel 0x%02x", data[1]);
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return;
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}
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std::string Temp = ArrayToString(data, size + 2, 0, 30);
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//LOGV(WII_IPC_WIIMOTE, 3, " Data: %s", Temp.c_str());
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Console::Print("\n%s: InterruptChannel: %s\n", Tm(true).c_str(), Temp.c_str());*/
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// -----------------------------------
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hid_packet* hidp = (hid_packet*) data;
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switch(hidp->type)
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{
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case HID_TYPE_DATA:
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{
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switch(hidp->param)
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{
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case HID_PARAM_OUTPUT:
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{
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wm_report* sr = (wm_report*)hidp->data;
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HidOutputReport(_channelID, sr);
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/* This is the 0x22 answer to all Inputs. In most games it didn't matter
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if it was written before or after HidOutputReport(), but Wii Sports
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and Mario Galaxy would stop working if it was placed before
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HidOutputReport(). Zelda - TP is even more sensitive and require
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a delay after the Input for the Nunchuck to work. It seemed to be
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enough to delay only the Nunchuck registry reads and writes but
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for now I'm delaying all inputs. Both for status changes and Eeprom
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and registry reads and writes. */
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// Limit the delay to certain registry reads and writes
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//if((data[1] == WM_WRITE_DATA || data[1] == WM_READ_DATA)
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// && data[3] == 0xa4)
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//{
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if (!g_Config.bUseRealWiimote || !g_RealWiiMotePresent) CreateAckDelay((u8)_channelID, (u16)sr->channel);
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//}
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//else
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//{
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//wm_write_data *wd = (wm_write_data*)sr->data;
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//u32 address = convert24bit(wd->address);
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//WmSendAck(_channelID, sr->channel, address);
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//}
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}
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break;
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default:
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PanicAlert("HidInput: HID_TYPE_DATA - param 0x%02x", hidp->type, hidp->param);
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break;
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}
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}
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break;
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default:
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PanicAlert("HidInput: Unknown type 0x%02x and param 0x%02x", hidp->type, hidp->param);
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break;
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}
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LOGV(WII_IPC_WIIMOTE, 3, "=============================================================");
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}
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void ControlChannel(u16 _channelID, const void* _pData, u32 _Size)
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{
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//Console::Print("Emu ControlChannel\n");
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const u8* data = (const u8*)_pData;
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// Dump raw data
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{
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LOG(WII_IPC_WIIMOTE, "Wiimote_ControlChannel");
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std::string Temp = ArrayToString(data, 0, _Size);
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Console::Print("\n%s: ControlChannel: %s\n", Tm().c_str(), Temp.c_str());
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LOG(WII_IPC_WIIMOTE, " Data: %s", Temp.c_str());
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}
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hid_packet* hidp = (hid_packet*) data;
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switch(hidp->type)
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{
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case HID_TYPE_HANDSHAKE:
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if (hidp->param == HID_PARAM_INPUT)
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{
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PanicAlert("HID_TYPE_HANDSHAKE - HID_PARAM_INPUT");
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}
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else
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{
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PanicAlert("HID_TYPE_HANDSHAKE - HID_PARAM_OUTPUT");
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}
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break;
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case HID_TYPE_SET_REPORT:
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if (hidp->param == HID_PARAM_INPUT)
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{
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PanicAlert("HID_TYPE_SET_REPORT input");
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}
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else
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{
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HidOutputReport(_channelID, (wm_report*)hidp->data);
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//return handshake
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u8 handshake = 0;
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g_WiimoteInitialize.pWiimoteInput(_channelID, &handshake, 1);
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}
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break;
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case HID_TYPE_DATA:
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PanicAlert("HID_TYPE_DATA %s", hidp->type, hidp->param == HID_PARAM_INPUT ? "input" : "output");
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break;
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default:
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PanicAlert("HidControlChanel: Unknown type %x and param %x", hidp->type, hidp->param);
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break;
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}
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}
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// ===================================================
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/* This is called from Wiimote_Update(). See SystemTimers.cpp for a documentation. I'm
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not sure exactly how often this function is called but I think it's tied to the frame
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rate of the game rather than a certain amount of times per second. */
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// ----------------
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void Update()
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{
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//LOG(WII_IPC_WIIMOTE, "Wiimote_Update");
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//Console::Print("Emu Update: %i\n", g_ReportingMode);
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switch(g_ReportingMode)
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{
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case 0:
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break;
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case WM_REPORT_CORE: SendReportCore(g_ReportingChannel); break;
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case WM_REPORT_CORE_ACCEL: SendReportCoreAccel(g_ReportingChannel); break;
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case WM_REPORT_CORE_ACCEL_IR12: SendReportCoreAccelIr12(g_ReportingChannel); break;
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case WM_REPORT_CORE_ACCEL_EXT16: SendReportCoreAccelExt16(g_ReportingChannel); break;
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case WM_REPORT_CORE_ACCEL_IR10_EXT6: SendReportCoreAccelIr10Ext(g_ReportingChannel);break;
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}
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// Potentially send a delayed acknowledgement to an InterruptChannel() Output
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CheckAckDelay();
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}
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} // end of namespace
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