thug/Code/Sys/SIO/siodev.cpp
2016-02-14 08:39:12 +11:00

704 lines
21 KiB
C++

/*****************************************************************************
** **
** Neversoft Entertainment **
** **
** Copyright (C) 1999 - All Rights Reserved **
** **
******************************************************************************
** **
** Project: SYS Library **
** **
** Module: SYS (SYS_) **
** **
** File name: siodev.cpp **
** **
** Created: 05/26/2000 - spg **
** **
** Description: Generic input device **
** **
*****************************************************************************/
/*****************************************************************************
** Includes **
*****************************************************************************/
#include <stdlib.h>
#include <string.h>
#include <core/defines.h>
#include <sys/sioman.h>
#include <sys/mem/memman.h>
#include <libpad.h>
/*****************************************************************************
** Externals **
*****************************************************************************/
/*****************************************************************************
** DBG Defines **
*****************************************************************************/
namespace SIO
{
/*****************************************************************************
** Private Types **
*****************************************************************************/
/*****************************************************************************
** Private Data **
*****************************************************************************/
/*****************************************************************************
** Public Data **
*****************************************************************************/
/*****************************************************************************
** Private Prototypes **
*****************************************************************************/
/*****************************************************************************
** Private Functions **
*****************************************************************************/
/******************************************************************/
/* */
/* */
/******************************************************************/
void Device::process( void )
{
switch( m_state )
{
case vIDLE:
break;
case vBUSY:
wait();
break;
case vACQUIRING:
acquisition_pending();
break;
case vPRESS_MODE_ON_COMPLETE:
m_data.m_button_mode = vANALOG;
m_state = vACQUIRED;
break;
case vPRESS_MODE_OFF_COMPLETE:
m_data.m_button_mode = vDIGITAL;
m_state = vACQUIRED;
break;
case vACQUIRED:
read_data();
break;
default:
break;
}
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void Device::wait( void )
{
Dbg_MsgAssert(( m_next_state >= 0 ) && ( m_next_state <= vNUM_STATES ),( "No next state set for wait state" ));
if( scePadGetReqState( m_data.m_port, m_data.m_slot ) != scePadReqStateBusy )
{
if( get_status() != vNOTREADY )
{
m_state = m_next_state;
m_next_state = vIDLE;
}
}
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void Device::read_data ( void )
{
int state;
state = scePadGetState( m_data.m_port, m_data.m_slot );
switch ( state )
{
case scePadStateFindCTP1:
case scePadStateStable:
if( scePadRead( m_data.m_port, m_data.m_slot, m_data.m_control_data ) > 0 )
{
m_data.m_valid = true;
m_plugged_in=true;
}
else
{
m_data.m_valid = false;
}
break;
case scePadStateDiscon:
// We lost connection to the controller. Try to reacquire it
// Also, display message if it is required.
m_plugged_in=false;
Unacquire();
Acquire();
break;
}
}
/******************************************************************/
/* */
/* */
/******************************************************************/
bool Device::IsPluggedIn()
{
return m_plugged_in;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void Device::acquisition_pending( void )
{
int status;
status = get_status();
if(( status == vCONNECTED ) || ( status == vREADY ))
{
// sucessful. Now query the controller for capabilities
query_capabilities();
}
// failed to acquire controller
// stay in this state and continue to try to acquire it or prompt the user if it is mandatory
// that they have a controller in
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void Device::query_capabilities( void )
{
int id, ex_id;
// Get controller ID
id = scePadInfoMode( m_data.m_port, m_data.m_slot, InfoModeCurID, 0 );
if( id == 0 )
{
Dbg_Warning( "Unsupported controller or controller disconnected" );
Unacquire();
return;
}
// Get extended ID, if one exists
ex_id = scePadInfoMode( m_data.m_port, m_data.m_slot, InfoModeCurExID, 0 );
// if we have a valid extended ID, use it instead
if( ex_id > 0 )
{
id = ex_id;
}
m_data.m_type = id;
m_data.m_button_mode = vDIGITAL;
switch( id )
{
case vNEGI_COM:
Dbg_Message( "Detected NeGi-CON Controller in %d:%d", m_data.m_port, m_data.m_slot );
break;
case vKONAMI_GUN:
Dbg_Message( "Detected GunCON(Konami) Controller in %d:%d", m_data.m_port, m_data.m_slot );
break;
case vDIGITAL_CTRL:
Dbg_Message( "Detected Digital Controller in %d:%d", m_data.m_port, m_data.m_slot );
// Switch to Analog if it's supported
if( scePadInfoMode( m_data.m_port, m_data.m_slot, InfoModeCurExID, 0 ) != 0 )
{
if( scePadSetMainMode( m_data.m_port, m_data.m_slot, 1, 3 ) == 0 )
{
Dbg_Warning( "scePadSetMainMode not sent properly" );
}
// Return so that we stay in this state and re-query as an analog controller
return;
}
break;
case vJOYSTICK:
Dbg_Message( "Detected Analog Joystick in %d:%d", m_data.m_port, m_data.m_slot );
break;
case vNAMCO_GUN:
Dbg_Message( "Detected GunCON(NAMCO) Controller in %d:%d", m_data.m_port, m_data.m_slot );
break;
case vANALOG_CTRL:
{
int i, j;
Dbg_Message( "Detected Analog Controller in %d:%d", m_data.m_port, m_data.m_slot );
m_data.m_caps.SetMask( mANALOG );
// check if it's a dual shock 2
if( scePadInfoPressMode( m_data.m_port, m_data.m_slot ) == 1 )
{
m_data.m_caps.SetMask( mANALOG_BUTTONS );
}
// check for actuator support
if(( m_data.m_num_actuators = scePadInfoAct( m_data.m_port, m_data.m_slot, -1, 0 )) > 0 )
{
m_data.m_caps.SetMask( mACTUATORS );
for( i = 0; i < m_data.m_num_actuators; i++ )
{
int power;
power = scePadInfoAct( m_data.m_port, m_data.m_slot, i, InfoActSize );
if( power == 0 )
{
m_data.m_actuator_max[i] = 1;
}
else
{
m_data.m_actuator_max[i] = 255;
}
}
for( i = 0; i < m_data.m_num_actuators; i++ )
{
m_data.m_actuator_align[ i ] = i;
}
for( j = i; j < 6; j++ )
{
m_data.m_actuator_align[ j ] = 0xFF;
}
if( scePadSetActAlign( m_data.m_port, m_data.m_slot, m_data.m_actuator_align ) == 0 )
{
Dbg_Warning( "scePadSetActAlign not sent properly" );
}
m_state = vBUSY;
m_next_state = vACQUIRED;
return;
}
break;
}
case vFISHING_CTRL:
Dbg_Message( "Detected TSURI-CON(fishing) Controller in %d:%d", m_data.m_port, m_data.m_slot );
break;
case vJOG_CTRL:
Dbg_Message( "Detected JOG-CON Controller in %d:%d", m_data.m_port, m_data.m_slot );
break;
default:
Dbg_Message( "Detected Controller of unknown type in %d:%d", m_data.m_port, m_data.m_slot );
break;
}
m_state = vACQUIRED;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
int Device::get_status( void )
{
int state;
state = scePadGetState( m_data.m_port, m_data.m_slot );
switch ( state )
{
case scePadStateFindCTP1:
return vREADY;
case scePadStateStable:
return vCONNECTED;
case scePadStateError:
case scePadStateDiscon:
case scePadStateClosed:
m_plugged_in = false;
// problems with controller connection
return vDISCONNECTED;
case scePadStateFindPad:
case scePadStateExecCmd:
return vNOTREADY;
default:
Dbg_MsgAssert( 0,( "Unhandled Controller Pad State" ));
return vREADY;
}
}
/*****************************************************************************
** Public Functions **
*****************************************************************************/
Device::Device ( int index, int port, int slot )
{
m_node = new Lst::Node< Device > ( this );
Dbg_AssertType ( m_node, Lst::Node< Device > );
Dbg_Assert( port < vMAX_PORT );
Dbg_Assert( slot < vMAX_SLOT );
m_state = vIDLE;
m_next_state = vIDLE;
m_index = index;
// Initialize device
m_data.m_port = port;
m_data.m_slot = slot;
m_data.m_caps.ClearAll();
m_data.m_num_actuators = 0;
m_data.m_button_mode = vDIGITAL;
m_data.m_valid = false;
m_plugged_in = true;
memset( m_data.m_actuator_direct, 0, ACTUATOR_BUFFER_LENGTH );
memset( m_data.m_actuator_align, 0xFF, ACTUATOR_BUFFER_LENGTH );
m_data.m_actuator_align[0] = 0;
m_data.m_actuator_align[1] = 1;
memset( m_data.m_control_data, 0, CTRL_BUFFER_LENGTH );
m_data.m_prealbuffer = Mem::Malloc( scePadDmaBufferMax * sizeof( uint128) + 63 );
m_data.m_dma_buff = (unsigned char*)((((uint32)m_data.m_prealbuffer)+63)&~63);
memset( m_data.m_dma_buff, 0, sizeof( uint128 ) * scePadDmaBufferMax );
}
/******************************************************************/
/* */
/* */
/******************************************************************/
Device::~Device ( void )
{
Dbg_AssertType ( m_node, Lst::Node< Device > );
Mem::Free( m_data.m_prealbuffer );
delete m_node;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void Device::Acquire ( void )
{
Dbg_Message( "Acquiring controller port %d slot %d\n", m_data.m_port, m_data.m_slot );
if( m_state == vIDLE )
{
if( scePadPortOpen( m_data.m_port, m_data.m_slot, (uint128*)m_data.m_dma_buff ) == 1 )
{
memset( m_data.m_control_data, 0, CTRL_BUFFER_LENGTH );
m_data.m_valid = false;
m_state = vACQUIRING;
}
else
{
Dbg_Warning( "failed to open controller port %d slot %d\n", m_data.m_port, m_data.m_slot );
}
}
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void Device::Unacquire ( void )
{
Dbg_Message( "Unacquiring controller port %d slot %d\n", m_data.m_port, m_data.m_slot );
if( m_state == vACQUIRED )
{
if( scePadPortClose( m_data.m_port, m_data.m_slot ) != 1 )
{
Dbg_Warning( "failed to close controller port %d slot %d\n", m_data.m_port, m_data.m_slot );
}
}
m_state = vIDLE;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void Device::ActivateActuator( int act_num, int percent )
{
// Do nothing if the actuators are disabled.
if (m_data.m_actuators_disabled)
{
return;
}
float act_strength;
// First, make sure we're in a ready state and our controller has actuators
if(( m_state == vACQUIRED ) && ( m_data.m_caps.TestMask( mACTUATORS )))
{
if(( act_num >= 0 ) && ( act_num < m_data.m_num_actuators ))
{
act_strength = ((float) percent * m_data.m_actuator_max[act_num] ) / 100.0f;
// for lack of a rounding function, perform this check here
if( m_data.m_actuator_max[act_num] == 1 )
{
if( act_strength > 0.001f )
{
m_data.m_actuator_direct[act_num] = 1;
}
else
{
m_data.m_actuator_direct[act_num] = 0;
}
}
else
{
m_data.m_actuator_direct[act_num] = (unsigned char) act_strength;
}
scePadSetActDirect( m_data.m_port, m_data.m_slot, m_data.m_actuator_direct );
}
}
}
/******************************************************************/
/* These disable or enable pad vibration.
/******************************************************************/
void Device::DisableActuators()
{
// If disabled already do nothing.
if (m_data.m_actuators_disabled)
{
return;
}
// Run through all the actuators and make sure they're off.
if(( m_state == vACQUIRED ) && ( m_data.m_caps.TestMask( mACTUATORS )))
{
for (int i=0; i<m_data.m_num_actuators; ++i)
{
// Switch it off.
m_data.m_actuator_direct[i] = 0;
}
scePadSetActDirect( m_data.m_port, m_data.m_slot, m_data.m_actuator_direct );
}
// Set the flag.
m_data.m_actuators_disabled=true;
}
void Device::EnableActuators()
{
m_data.m_actuators_disabled=false;
}
void Device::ResetActuators()
{
if (m_data.m_actuators_disabled)
{
// If disabled, then should be off anyway
// but toggle the states to make sure
EnableActuators();
DisableActuators();
}
else
{
// If enabled, then we disable them, which switched them off
// and then enable them again (in the off position).
DisableActuators();
EnableActuators();
}
}
/******************************************************************/
/* */
/* Ken: This gets called for each pad device when the game gets */
/* paused. It remembers whether the pad was vibrating & switches */
/* off vibration.
/* */
/******************************************************************/
void Device::Pause()
{
if (!m_data.m_paused_ref.InUse())
{
// First, make sure we're in a ready state and our controller has actuators
if(( m_state == vACQUIRED ) && ( m_data.m_caps.TestMask( mACTUATORS )))
{
for (int i=0; i<m_data.m_num_actuators; ++i)
{
// Save the old actuator vibration strength.
m_data.m_actuator_old_direct[i]=m_data.m_actuator_direct[i];
// Then switch it off.
m_data.m_actuator_direct[i] = 0;
}
scePadSetActDirect( m_data.m_port, m_data.m_slot, m_data.m_actuator_direct );
}
}
m_data.m_paused_ref.Acquire();
}
/******************************************************************/
/* */
/* Restores the vibration status. */
/* */
/******************************************************************/
void Device::UnPause()
{
if (m_data.m_paused_ref.InUse())
{
m_data.m_paused_ref.Release();
if (!m_data.m_paused_ref.InUse())
{
// First, make sure we're in a ready state and our controller has actuators
if(( m_state == vACQUIRED ) && ( m_data.m_caps.TestMask( mACTUATORS )))
{
for (int i=0; i<m_data.m_num_actuators; ++i)
{
// Restore the saved vibration strength.
m_data.m_actuator_direct[i]=m_data.m_actuator_old_direct[i];
}
scePadSetActDirect( m_data.m_port, m_data.m_slot, m_data.m_actuator_direct );
}
}
}
}
// Switches off vibration, and also zeros the saved
// vibration levels too so that unpausing will not
// switch them on again for goodness sake.
void Device::StopAllVibrationIncludingSaved()
{
// First, make sure we're in a ready state and our controller has actuators
if(( m_state == vACQUIRED ) && ( m_data.m_caps.TestMask( mACTUATORS )))
{
for (int i=0; i<m_data.m_num_actuators; ++i)
{
m_data.m_actuator_direct[i]=0;
m_data.m_actuator_old_direct[i]=0;
}
scePadSetActDirect( m_data.m_port, m_data.m_slot, m_data.m_actuator_direct );
}
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void Device::ActivatePressureSensitiveMode( void )
{
if( m_data.m_caps.TestMask( mANALOG_BUTTONS ))
{
if( scePadEnterPressMode( m_data.m_port, m_data.m_slot ) == 1 )
{
m_state = vBUSY;
m_next_state = vPRESS_MODE_ON_COMPLETE;
}
}
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void Device::DeactivatePressureSensitiveMode( void )
{
if( m_data.m_caps.TestMask( mANALOG_BUTTONS ))
{
if( scePadExitPressMode( m_data.m_port, m_data.m_slot ) == 1 )
{
m_state = vBUSY;
m_next_state = vPRESS_MODE_OFF_COMPLETE;
}
}
}
/******************************************************************/
/* */
/* */
/******************************************************************/
} // namespace SIO