diff --git a/gx/utils/wrap_wiiuse.c b/gx/utils/wrap_wiiuse.c new file mode 100644 index 0000000..3b1ab25 --- /dev/null +++ b/gx/utils/wrap_wiiuse.c @@ -0,0 +1,189 @@ +/**************************************************************************** + * wrap_wiiuse.c + * + * libwiiuse wrapper for 3rd-party Classic Controller & Wii U Pro Controller support + * + * Copyright (C) 2015 Eke-Eke, based on technical info & code from Tueidj + * + * Redistribution and use in source and binary forms, with or without modification, + * are permitted provided that the following conditions are met: + * + * 1. Redistributions of source code must retain the above copyright notice, + * this list of conditions and the following disclaimer. + * + * 2. Redistributions in binary form must reproduce the above copyright notice, + * this list of conditions and the following disclaimer in the documentation and/or + * other materials provided with the distribution. + * + * 3. The name of the author may not be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" + * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE + * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR + * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF + * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS + * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN + * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) + * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE + * POSSIBILITY OF SUCH DAMAGE. + * + ****************************************************************************************/ + +#ifdef HW_RVL + +#include +#include + +#define WM_EXP_MEM_BASE 0x04A40000 + +#define WM_CTRL_STATUS_BYTE1_ATTACHMENT 0x02 + +#define WIIMOTE_STATE_WIIU_PRO_FOUND 0x00002 +#define WIIMOTE_STATE_HANDSHAKE 0x00004 +#define WIIMOTE_STATE_HANDSHAKE_COMPLETE 0x00008 + +extern void __real_wiiuse_handshake(struct wiimote_t *wm,ubyte *data,uword len); +extern void __real_wiiuse_set_ir(struct wiimote_t *wm,int status); +extern int __real_classic_ctrl_handshake(struct wiimote_t* wm, struct classic_ctrl_t* cc, ubyte* data, uword len); + +static ubyte id[2]; + +void __wrap_wiiuse_handshake(struct wiimote_t *wm,ubyte *data,uword len) +{ + if (!wm->handshake_state) + { + if (len==0) + { + /* 1st step : read wiimote status (this will also starts expansion handshake if one is connected) */ + wiiuse_set_leds(wm,WIIMOTE_LED_NONE,NULL); + wiiuse_status(wm,__wrap_wiiuse_handshake); + return; + } + + if (len > 2) + { + /* 2nd step: read expansion controller ID (if connected) */ + if (data[2]&WM_CTRL_STATUS_BYTE1_ATTACHMENT) + { + wiiuse_read_data(wm,id,WM_EXP_MEM_BASE+0xFE,2,__wrap_wiiuse_handshake); + return; + } + } + else + { + /* 3rd step: finish handshake without trying to read internal memory if Wii U pro controller is detected */ + if ((data[0]==0x01) && (data[1]==0x20)) + { + int *state = (int *)&wm->state; + WIIUSE_EVENT_TYPE *event = (WIIUSE_EVENT_TYPE *)&wm->event; + *state &= ~WIIMOTE_STATE_HANDSHAKE; + *state |= (WIIMOTE_STATE_HANDSHAKE_COMPLETE | WIIMOTE_STATE_WIIU_PRO_FOUND); + *event = WIIUSE_CONNECT; + wiiuse_status(wm,NULL); + return; + } + } + } + + /* proceed with default handshake sequence */ + __real_wiiuse_handshake(wm,data,len); +} + +void __wrap_wiiuse_set_ir(struct wiimote_t *wm,int status) +{ + /* do not enable IR on Wii U Pro Controller */ + if (wm->state & WIIMOTE_STATE_WIIU_PRO_FOUND) + { + /* this will force data report modes 0x34 or 0x35 */ + wiiuse_status(wm,NULL); + return; + } + + __real_wiiuse_set_ir(wm,status); +} + +int __wrap_classic_ctrl_handshake(struct wiimote_t* wm, struct classic_ctrl_t* cc, ubyte* data, uword len) +{ + /* detect Wii U Pro Controller */ + if ((len > 223) && (data[222] == 0x01) && (data[223] == 0x20)) + { + /* set default calibration values */ + cc->btns = 0; + cc->btns_held = 0; + cc->btns_released = 0; + cc->ljs.max.x = cc->ljs.max.y = cc->rjs.max.x = cc->rjs.max.y = 255; + cc->ljs.min.x = cc->ljs.min.y = cc->rjs.min.x = cc->rjs.min.y = 0; + cc->ljs.center.x = cc->ljs.center.y = cc->rjs.center.x = cc->rjs.center.y = 128; + + /* finish expansion handshake */ + int *type = (int *)&wm->exp.type; + *type = EXP_CLASSIC; + return 1; + } + + /* sometimes the first 16 bytes are invalid but the next 16 bytes are ok (?) */ + if (data[0] == 0xFF) + { + if (data[16] != 0xFF) + data += 16; + } + + /* some 3rd-party classic controllers return invalid factory calibration data */ + if ((data[0] <= data[2]) || (data[1] >= data[2]) || (data[3] <= data[5]) || (data[4] >= data[5]) || + (data[6] <= data[8]) || (data[7] >= data[8]) || (data[9] <= data[11]) || (data[10] >= data[11])) + { + /* this will reset to default values */ + memset(data, 0, 16); + } + + return __real_classic_ctrl_handshake(wm, cc, data, len); +} + +void __wrap_classic_ctrl_event(struct classic_ctrl_t* cc, ubyte* msg) +{ + /* save previously pressed buttons */ + cc->btns_last = cc->btns; + + /* detect Wii U pro controller */ + if (cc->rjs.max.x == 0xFF) + { + /* pressed buttons (0 is active, 1 is inactive) */ + cc->btns = ~((msg[8] << 8) | msg[9]) & CLASSIC_CTRL_BUTTON_ALL; + + /* convert 12-bit little endian analog joysticks position to 8-bit values */ + cc->ljs.pos.x = (msg[0] >> 4) | (msg[1] << 4); + cc->rjs.pos.x = (msg[2] >> 4) | (msg[3] << 4); + cc->ljs.pos.y = (msg[4] >> 4) | (msg[5] << 4); + cc->rjs.pos.y = (msg[6] >> 4) | (msg[7] << 4); + + /* left/right triggers (not analog) */ + cc->ls_raw = cc->btns & CLASSIC_CTRL_BUTTON_FULL_L ? 0x1F : 0; + cc->rs_raw = cc->btns & CLASSIC_CTRL_BUTTON_FULL_R ? 0x1F : 0; + } + else + { + /* pressed buttons (0 is active, 1 is inactive) */ + cc->btns = ~((msg[4] << 8) | msg[5]) & CLASSIC_CTRL_BUTTON_ALL; + + /* analog joysticks position */ + cc->ljs.pos.x = (msg[0] & 0x3F); + cc->ljs.pos.y = (msg[1] & 0x3F); + cc->rjs.pos.x = ((msg[0] & 0xC0) >> 3) | ((msg[1] & 0xC0) >> 5) | ((msg[2] & 0x80) >> 7); + cc->rjs.pos.y = (msg[2] & 0x1F); + + /* left/right triggers (analog) */ + cc->ls_raw = (((msg[2] & 0x60) >> 2) | ((msg[3] & 0xE0) >> 5)); + cc->rs_raw = (msg[3] & 0x1F); + } + + /* held buttons */ + cc->btns_held = (cc->btns & cc->btns_last); + + /* released buttons */ + cc->btns_released = (~cc->btns & cc->btns_last); +} + +#endif