John Peterson 8eeb1d0202 Wiimote: Switch between emulated and real Wiimote during gameplay.
Notice: It's currently not very user friendly and can crash or fail under some circumstances. I'll make it better momentarily. You currently have to first open the Wiimote config window and the start a game to be able to use switch back and forth after that.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2011 8ced0084-cf51-0410-be5f-012b33b47a6e
2009-01-25 23:07:15 +00:00

367 lines
9.1 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 "pluginspecs_wiimote.h"
#include "wiiuse.h"
#include <queue>
#include "Common.h"
#include "Thread.h"
#include "StringUtil.h"
#include "ConsoleWindow.h"
#include "wiimote_hid.h"
#include "main.h"
#include "EmuMain.h"
#define EXCLUDE_H // Avoid certain declarations in main.h
#include "wiimote_real.h"
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_LocalThread = true;
//******************************************************************************
// 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;
};
//////////////////////
//////////////////////////////////////////
// Send raw HID data from the core to 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);
}
m_pCriticalSection->Leave();
}
/////////////////////
//////////////////////////////////////////
// Read data from wiimote (but don't send it to the core, just filter and queue)
// ---------------
void ReadData()
{
m_pCriticalSection->Enter();
// Send data to the Wiimote
if (!m_EventWriteQueue.empty())
{
SEvent& rEvent = m_EventWriteQueue.front();
wiiuse_io_write(m_pWiiMote, (byte*)rEvent.m_PayLoad, MAX_PAYLOAD);
m_EventWriteQueue.pop();
}
m_pCriticalSection->Leave();
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 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);
m_EventReadQueue.push(ImportantEvent);
}
m_pCriticalSection->Leave();
}
//std::string Temp = ArrayToString(pBuffer, sizeof(pBuffer), 0);
//Console::Print("Data:\n%s\n", Temp.c_str());
}
};
/////////////////////
//////////////////////////////////////////
// Send queued data to the core
// ---------------
void Update()
{
// Thread function
m_pCriticalSection->Enter();
if (m_EventReadQueue.empty())
{
if (m_LastReportValid) SendEvent(m_LastReport);
}
else
{
SendEvent(m_EventReadQueue.front());
m_EventReadQueue.pop();
}
m_pCriticalSection->Leave();
};
/////////////////////
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;
Common::CriticalSection* m_pCriticalSection;
CEventQueue m_EventReadQueue;
CEventQueue m_EventWriteQueue;
bool m_LastReportValid;
SEvent m_LastReport;
wiimote_t* m_pWiiMote; // This is g_WiiMotesFromWiiUse[]
//////////////////////////////////////////
// Send event
// ---------------
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;
memcpy(&Buffer[Offset], _rEvent.m_PayLoad, MAX_PAYLOAD);
Offset += MAX_PAYLOAD;
g_WiimoteInitialize.pWiimoteInput(m_channelID, Buffer, Offset);
}
/////////////////////
};
//******************************************************************************
// Function Definitions
//******************************************************************************
int Initialize()
{
if (g_RealWiiMoteInitialized) return g_NumberOfWiiMotes;
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);
// For the status window
if (!g_EmulatorRunning)
{
// Do I need this?
//int Connect = wiiuse_connect(g_WiiMotesFromWiiUse, MAX_WIIMOTES);
//Console::Print("Connected: %i\n", Connect);
wiiuse_rumble(g_WiiMotesFromWiiUse[0], 1);
wiiuse_set_leds(g_WiiMotesFromWiiUse[0], WIIMOTE_LED_4);
Sleep(40);
wiiuse_set_leds(g_WiiMotesFromWiiUse[0], WIIMOTE_LED_NONE);
Sleep(40);
wiiuse_set_leds(g_WiiMotesFromWiiUse[0], WIIMOTE_LED_4);
Sleep(120);
wiiuse_rumble(g_WiiMotesFromWiiUse[0], 0);
}
else
{
//wiiuse_disconnect(g_WiiMotesFromWiiUse);
}
// Create Wiimote clasess
for (int i = 0; i < g_NumberOfWiiMotes; i++)
g_WiiMotes[i] = new CWiiMote(i + 1, g_WiiMotesFromWiiUse[i]);
// Create a nee thread and start listening for Wiimote data
if (g_NumberOfWiiMotes > 0)
g_pReadThread = new Common::Thread(ReadWiimote_ThreadFunc, NULL);
// Initialized
if (g_NumberOfWiiMotes > 0) { g_RealWiiMoteInitialized = true; g_Shutdown = false; }
return g_NumberOfWiiMotes;
}
void DoState(void* ptr, int mode) {}
void Shutdown(void)
{
g_Shutdown = true;
// Stop the thread
if (g_pReadThread != NULL)
{
g_pReadThread->WaitForDeath();
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;
}
// Clean up wiiuse
wiiuse_cleanup(g_WiiMotesFromWiiUse, g_NumberOfWiiMotes);
// Uninitialized
g_RealWiiMoteInitialized = false;
}
void InterruptChannel(u16 _channelID, const void* _pData, u32 _Size)
{
g_WiiMotes[0]->SendData(_channelID, (const u8*)_pData, _Size);
}
void ControlChannel(u16 _channelID, const void* _pData, u32 _Size)
{
g_WiiMotes[0]->SendData(_channelID, (const u8*)_pData, _Size);
}
//////////////////////////////////
// Read the Wiimote once
// ---------------
void Update()
{
for (int i = 0; i < g_NumberOfWiiMotes; i++)
{
g_WiiMotes[i]->Update();
}
}
//////////////////////////////////
// Continuously read the Wiimote status
// ---------------
#ifdef _WIN32
DWORD WINAPI ReadWiimote_ThreadFunc(void* arg)
#else
void *ReadWiimote_ThreadFunc(void* arg)
#endif
{
while (!g_Shutdown)
{
if(g_EmulatorRunning)
for (int i = 0; i < g_NumberOfWiiMotes; i++) g_WiiMotes[i]->ReadData();
else
ReadWiimote();
}
return 0;
}
////////////////////
}; // end of namespace