Files
Momentum-Firmware/applications/external/wii_ec_anal/wii_ec_classic.c
2023-03-17 22:50:23 +00:00

440 lines
15 KiB
C

#include <stdint.h>
#include <furi.h> // Core API
#include "wii_anal.h"
#include "wii_ec.h"
#include "bc_logging.h"
//#include "gfx/images.h" // Images
#include "wii_anal_lcd.h" // Drawing functions
#include "wii_anal_keys.h" // key mappings
// ** If you want to see what this source code looks like with all the MACROs expanded
// ** grep -v '#include ' wii_i2c_classic.c | gcc -E -o /dev/stdout -xc -
#include "wii_ec_macros.h"
//----------------------------------------------------------------------------- ----------------------------------------
// Classic Controller ... Classic Controller Pro is electronically the same
//
// ANA{l} ANA{r}
// BTN{l} BTN{L} BTN{R} BTN{r}
// ,--------. ,-, ,-, .--------,
// .----------------------------------------------------------.
// | |
// | BTN{W} BTN{x} |
// | BTN{A} BTN{D} BTN{-} BTN{h} BTN{+} BTN{y} BTN{a} |
// | BTN{S} BTN{b} |
// | |
// | ANA{y} ANA{Y} |
// | ANA{x} ANA{X} |
// | |
// `----------------------------------------------------------'
//+============================================================================ ========================================
// https://wiibrew.org/wiki/Wiimote/Extension_Controllers/Classic_Controller
// I think a LOT of drugs went in to "designing" this layout
// ...And yes, the left-joystick has an extra 'bit' of precision!
// ...Also: trgZ{L|R} WILL continue to increase after btnZ{L|R} has gone active
//
void classic_decode(wiiEC_t* const pec) {
ecDecClassic_t* p = &pec->dec[(pec->decN = !pec->decN)].classic;
uint8_t* joy = pec->joy;
p->trgZL = ((joy[2] >> 2) & 0x18) | ((joy[3] >> 5) & 0x07); // {5}
p->btnZL = !(joy[4] & 0x20); // !{1}
p->trgZR = joy[3] & 0x1F; // {5}
p->btnZR = !(joy[4] & 0x02); // !{1}
p->btnL = !(joy[5] & 0x80); // !{1}
p->btnR = !(joy[5] & 0x04); // !{1}
p->padU = !(joy[5] & 0x01); // !{1}
p->padD = !(joy[4] & 0x40); // !{1}
p->padL = !(joy[5] & 0x02); // !{1}
p->padR = !(joy[4] & 0x80); // !{1}
p->btnM = !(joy[4] & 0x10); // !{1}
p->btnH = !(joy[4] & 0x08); // !{1}
p->btnP = !(joy[4] & 0x04); // !{1}
p->btnX = !(joy[5] & 0x08); // !{1}
p->btnY = !(joy[5] & 0x20); // !{1}
p->btnA = !(joy[5] & 0x10); // !{1}
p->btnB = !(joy[5] & 0x40); // !{1}
p->joyLX = joy[0] & 0x3F; // {6}
p->joyLY = joy[1] & 0x3F; // {6}
p->joyRX = ((joy[0] >> 3) & 0x18) | ((joy[1] >> 5) & 0x06) | ((joy[2] >> 7) & 0x01); // {5}
p->joyRY = joy[2] & 0x1F; // {5}
DEBUG(
">%d> ZL{%02X}%c, L:%c, R:%c, ZR{%02X}%c",
pec->decN,
p->trgZL,
(p->btnZL ? '#' : '.'),
(p->btnL ? '#' : '.'),
(p->btnR ? '#' : '.'),
p->trgZR,
(p->btnZR ? '#' : '.'));
DEBUG(
">%d> D:{%c,%c,%c,%c}, H:{%c,%c,%c}, B:{%c,%c,%c,%c}",
pec->decN,
(p->padU ? 'U' : '.'),
(p->padD ? 'D' : '.'),
(p->padL ? 'L' : '.'),
(p->padR ? 'R' : '.'),
(p->btnM ? '-' : '.'),
(p->btnH ? 'H' : '.'),
(p->btnP ? '+' : '.'),
(p->btnX ? 'X' : '.'),
(p->btnY ? 'Y' : '.'),
(p->btnA ? 'A' : '.'),
(p->btnB ? 'B' : '.'));
DEBUG(
">%d> JoyL{x:%02X, y:%02X}, JoyR{x:%02X, y:%02X}",
pec->decN,
p->joyLX,
p->joyLY,
p->joyRX,
p->joyRY);
}
//+============================================================================ ========================================
// Give each button a unique character identifier
//
void classic_msg(wiiEC_t* const pec, FuriMessageQueue* const queue) {
ecDecClassic_t* new = &pec->dec[pec->decN].classic;
ecDecClassic_t* old = &pec->dec[!pec->decN].classic;
eventMsg_t msg = {
.id = EVID_WIIEC,
.wiiEc = {
.type = WIIEC_NONE,
.in = ' ',
.val = 0,
}};
ANALOG(trgZL, 'l'); // FIVE bit value
ANABTN(btnZL, trgZL, 'l');
BUTTON(btnL, 'L');
BUTTON(btnR, 'R');
ANALOG(trgZR, 'r'); // FIVE bit value
ANABTN(btnZR, trgZR, 'r');
BUTTON(padU, 'W');
BUTTON(padL, 'A');
BUTTON(padD, 'S');
BUTTON(padR, 'D');
BUTTON(btnM, '-');
BUTTON(btnH, 'h');
BUTTON(btnP, '+');
BUTTON(btnX, 'x');
BUTTON(btnY, 'y');
BUTTON(btnA, 'a');
BUTTON(btnB, 'b');
ANALOG(joyLX, 'x'); // SIX bit values
ANALOG(joyLY, 'y');
ANALOG(joyRX, 'X'); // FIVE bit values
ANALOG(joyRY, 'Y');
}
//+============================================================================ ========================================
// https://web.archive.org/web/20090415045219/http://www.wiili.org/index.php/Wiimote/Extension_Controllers/Classic_Controller#Calibration_data
//
// Calibration data
// 0..2 left analog stick X axis {maximum, minimum, center} ... JoyL is 6bits, so >>2 to compare to readings
// 3..5 left analog stick Y axis {maximum, minimum, center} ... JoyL is 6bits, so >>2 to compare to readings
// 6..8 right analog stick X axis {maximum, minimum, center} ... JoyR is 5bits, so >>3 to compare to readings
// 9..11 right analog stick Y axis {maximum, minimum, center} ... JoyR is 5bits, so >>3 to compare to readings
// 12..15 somehow describe the shoulder {5bit} button values!?
//
void classic_calib(wiiEC_t* const pec, ecCalib_t c) {
ecDecClassic_t* src = &pec->dec[pec->decN].classic; // from input
ecCalClassic_t* dst = pec->calS.classic; // to calibration data
if(c & CAL_RESET) { // initialise ready for software calibration
// LO is set to the MAXIMUM value (so it can be reduced)
// HI is set to ZERO (so it can be increased)
RESET_LO_HI(trgZL, 5); // 5bit value
RESET_LO_HI(trgZR, 5); // 5bit value
RESET_LO_MID_HI(joyLX, 6); // 6bit value
RESET_LO_MID_HI(joyLY, 6); // 6bit value
RESET_LO_MID_HI(joyRX, 5); // 5bit value
RESET_LO_MID_HI(joyRY, 5); // 5bit value
}
if(c & CAL_FACTORY) { // (re)set to factory defaults
//! strategy for factory calibration for classic controller [pro] triggers is (currently) unknown
//! FACTORY_LO( trgZL, pec->calF[12..15]);
//! FACTORY_MID(trgZL, pec->calF[12..15]);
//! FACTORY_HI( trgZL, pec->calF[12..15]);
//! FACTORY_LO( trgZR, pec->calF[12..15]);
//! FACTORY_MID(trgZR, pec->calF[12..15]);
//! FACTORY_HI( trgZR, pec->calF[12..15]);
#if 1
FACTORY_LO(trgZL, 0x03);
FACTORY_LO(trgZR, 0x03);
FACTORY_MID(trgZL, 0x1B); //! these will be set every time the digital switch changes to ON
FACTORY_MID(trgZR, 0x1B);
#endif
FACTORY_LO(joyLX, pec->calF[1] >> 2);
FACTORY_MID(joyLX, pec->calF[2] >> 2);
FACTORY_HI(joyLX, pec->calF[0] >> 2);
FACTORY_LO(joyLY, pec->calF[4] >> 2);
FACTORY_MID(joyLY, pec->calF[5] >> 2);
FACTORY_HI(joyLY, pec->calF[3] >> 2);
FACTORY_LO(joyRX, pec->calF[7] >> 3);
FACTORY_MID(joyRX, pec->calF[8] >> 3);
FACTORY_HI(joyRX, pec->calF[6] >> 3);
FACTORY_LO(joyRY, pec->calF[10] >> 3);
FACTORY_MID(joyRY, pec->calF[11] >> 3);
FACTORY_HI(joyRY, pec->calF[9] >> 3);
}
if(c & CAL_TRACK) { // track maximum and minimum values seen
TRACK_LO_HI(trgZL);
TRACK_LO_HI(trgZR);
TRACK_LO_HI(joyLX);
TRACK_LO_HI(joyLY);
TRACK_LO_HI(joyRX);
TRACK_LO_HI(joyRY);
}
if(c & CAL_RANGE) { // perform software calibration step
RANGE_LO_HI(trgZL);
RANGE_LO_HI(trgZR);
RANGE_LO_HI(joyLX);
RANGE_LO_HI(joyLY);
RANGE_LO_HI(joyRX);
RANGE_LO_HI(joyRY);
}
if(c & CAL_CENTRE) { // reset centre point of joystick
CENTRE(joyLX);
CENTRE(joyLY);
CENTRE(joyRX);
CENTRE(joyRY);
}
}
//+============================================================================ ========================================
// bits that are common to both screens
//
static void classic_show_(Canvas* const canvas, state_t* const state) {
ecDecClassic_t* d = &state->ec.dec[state->ec.decN].classic;
ecCalClassic_t* js = state->ec.calS.classic;
static const int dead = 1; // trigger deadzone
const image_t* img = NULL; // trigger image
show(canvas, 6, 0, &img_cc_Main, SHOW_SET_BLK);
show(canvas, 62, 53, &img_cc_Cable, SHOW_SET_BLK);
// classic triggers
if(d->trgZL >= js[2].trgZL)
img = &img_cc_trg_L4;
else if(d->trgZL <= js[1].trgZL + dead)
img = NULL;
else {
// copied from the joystick calibration code
int lo = js[1].trgZL + dead + 1;
int hi = js[2].trgZL - 1;
int range = hi - lo + 1;
int div = range / 3; // each division (base amount, eg. 17/3==5)
int rem = range - (div * 3); // remainder (ie. range%3)
int hi1 = lo + div - 1; // (in brevity)
int lo3 = lo + div + div + (rem == 2); // ...
if(d->trgZL <= hi1)
img = &img_cc_trg_L1; // zone #1
else if(d->trgZL >= lo3)
img = &img_cc_trg_L3; // zone #3
else
img = &img_cc_trg_L2; // zone #2
}
if(img) show(canvas, 22, 1, img, SHOW_SET_BLK);
if(d->trgZR >= js[2].trgZR)
img = &img_cc_trg_R4;
else if(d->trgZR <= js[1].trgZR + dead)
img = NULL;
else {
// copied from the joystick calibration code
int lo = js[1].trgZR + dead + 1;
int hi = js[2].trgZR - 1;
int range = hi - lo + 1;
int div = range / 3; // each division (base amount, eg. 17/3==5)
int rem = range - (div * 3); // remainder (ie. range%3)
int hi1 = lo + div - 1; // (in brevity)
int lo3 = lo + div + div + (rem == 2); // ...
if(d->trgZR <= hi1)
img = &img_cc_trg_R1; // zone #1
else if(d->trgZR >= lo3)
img = &img_cc_trg_R3; // zone #3
else
img = &img_cc_trg_R2; // zone #2
}
if(img) show(canvas, 89, 1, img, SHOW_SET_BLK);
if(d->padU) show(canvas, 27, 16, &img_cc_pad_UD1, SHOW_ALL);
if(d->padL) show(canvas, 20, 23, &img_cc_pad_LR1, SHOW_ALL);
if(d->padD) show(canvas, 27, 28, &img_cc_pad_UD1, SHOW_ALL);
if(d->padR) show(canvas, 32, 23, &img_cc_pad_LR1, SHOW_ALL);
if(d->btnX) show(canvas, 96, 16, &img_cc_btn_X1, SHOW_ALL);
if(d->btnY) show(canvas, 85, 23, &img_cc_btn_Y1, SHOW_ALL);
if(d->btnA) show(canvas, 107, 23, &img_cc_btn_A1, SHOW_ALL);
if(d->btnB) show(canvas, 96, 30, &img_cc_btn_B1, SHOW_ALL);
canvas_set_color(canvas, ColorBlack);
if(d->btnL) canvas_draw_box(canvas, 46, 2, 5, 4);
if(d->btnR) canvas_draw_box(canvas, 77, 2, 5, 4);
if(d->btnM) canvas_draw_box(canvas, 54, 24, 4, 4);
if(d->btnH) canvas_draw_box(canvas, 62, 24, 4, 4);
if(d->btnP) canvas_draw_box(canvas, 70, 24, 4, 4);
// Show joysticks
showJoy(
canvas,
48,
42,
js[1].joyLX,
js[2].joyLX,
js[3].joyLX,
js[1].joyLY,
js[2].joyLY,
js[3].joyLY,
d->joyLX,
d->joyLY,
6);
showJoy(
canvas,
78,
42,
js[1].joyRX,
js[2].joyRX,
js[3].joyRX,
js[1].joyRY,
js[2].joyRY,
js[3].joyRY,
d->joyRX,
d->joyRY,
5);
show(canvas, 0, 55, &img_key_L, SHOW_SET_BLK);
}
//+============================================================================ ========================================
static void classic_showN(Canvas* const canvas, state_t* const state) {
ecCalClassic_t* c = (state->hold) ?
&state->ec.calS.classic[(state->hold < 0) ? 0 : 4] :
(ecCalClassic_t*)(&state->ec.dec[state->ec.decN].classic); //! danger
classic_show_(canvas, state);
showHex(canvas, 0, 0, c->trgZL, 2, 1); // 5bits
showHex(canvas, 113, 0, c->trgZR, 2, 1); // 5bits
showHex(canvas, 24, 41, c->joyLX, 2, 1); // 6bits
showHex(canvas, 41, 54, c->joyLY, 2, 1); // 6bits
showHex(canvas, 88, 41, c->joyRX, 2, 1); // 5bits
showHex(canvas, 71, 54, c->joyRY, 2, 1); // 5bits
showPeakHold(state, canvas, state->hold); // peak keys
}
//+============================================================================ ========================================
void classic_show(Canvas* const canvas, state_t* const state) {
// Classic controllers have TWO scenes
if(state->scene == SCENE_CLASSIC_N) return classic_showN(canvas, state);
// Default scene
classic_show_(canvas, state);
show(canvas, 9, 55, &img_key_R, SHOW_SET_BLK);
show(
canvas,
119,
55,
((state->calib & CAL_RANGE) && (++state->flash & 8)) ? &img_key_OKi : &img_key_OK,
SHOW_SET_BLK);
}
//+============================================================================ ========================================
static bool classic_keyN(const eventMsg_t* const msg, state_t* const state) {
int used = false; // assume key is NOT-handled
if((msg->input.type == InputTypeShort) && (msg->input.key == InputKeyLeft)) {
sceneSet(state, SCENE_CLASSIC);
used = true;
}
// Calibration keys
if(!used) used = key_calib(msg, state);
return used;
}
//+============================================================================ ========================================
bool classic_key(const eventMsg_t* const msg, state_t* const state) {
// Classic controllers have TWO scenes
if(state->scene == SCENE_CLASSIC_N) return classic_keyN(msg, state);
// Default scene
int used = false; // assume key is NOT-handled
switch(msg->input.type) {
case InputTypeShort: //# <! After InputTypeRelease within INPUT_LONG_PRESS interval
switch(msg->input.key) {
case InputKeyUp: //# <U [ SHORT-UP ]
case InputKeyDown: //# <D [ SHORT-DOWN ]
used = true; // Block peak/trough-hold
break;
case InputKeyLeft: //# <L [ SHORT-LEFT ]
sceneSet(state, SCENE_DUMP);
used = true;
break;
case InputKeyRight: //# <R [ SHORT-RIGHT ]
sceneSet(state, SCENE_CLASSIC_N);
used = true;
break;
default:
break; //# <?
}
break;
default:
break;
}
// Calibration keys
if(!used) used = key_calib(msg, state);
return used;
}