Flipper/Applications/Official/source-OLDER/grnch/wii_ec_anal/wii_ec.c

299 lines
8.0 KiB
C

#include <stdint.h>
#include <furi.h> // Core API
#include "wii_anal.h"
#include "wii_i2c.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
//----------------------------------------------------------------------------- ----------------------------------------
// List of known perhipherals
//
// More perhipheral ID codes here: https://wiibrew.org/wiki/Wiimote/Extension_Controllers#The_New_Way
//
const ecId_t ecId[PID_CNT] = {
[PID_UNKNOWN] =
{{0x00, 0x00, 0x00, 0x00, 0x00, 0x00},
"Unknown Perhipheral",
SCENE_DUMP,
NULL,
NULL,
NULL,
NULL,
ec_show,
ec_key},
// If you're wise, ONLY edit this bit
[PID_NUNCHUCK] =
{{0x00, 0x00, 0xA4, 0x20, 0x00, 0x00},
"Nunchuck",
SCENE_NUNCHUCK,
NULL,
nunchuck_decode,
nunchuck_msg,
nunchuck_calib,
nunchuck_show,
nunchuck_key},
[PID_NUNCHUCK_R2] =
{{0xFF, 0x00, 0xA4, 0x20, 0x00, 0x00},
"Nunchuck (rev2)",
SCENE_NUNCHUCK,
NULL,
nunchuck_decode,
nunchuck_msg,
nunchuck_calib,
nunchuck_show,
nunchuck_key},
[PID_CLASSIC] =
{{0x00, 0x00, 0xA4, 0x20, 0x01, 0x01},
"Classic Controller",
SCENE_CLASSIC,
NULL,
classic_decode,
classic_msg,
classic_calib,
classic_show,
classic_key},
[PID_CLASSIC_PRO] =
{{0x01, 0x00, 0xA4, 0x20, 0x01, 0x01},
"Classic Controller Pro",
SCENE_CLASSIC,
NULL,
classic_decode,
classic_msg,
classic_calib,
classic_show,
classic_key},
[PID_BALANCE] =
{{0x00, 0x00, 0xA4, 0x20, 0x04, 0x02},
"Balance Board",
SCENE_DUMP,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL},
[PID_GH_GUITAR] =
{{0x00, 0x00, 0xA4, 0x20, 0x01, 0x03},
"Guitar Hero Guitar",
SCENE_DUMP,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL},
[PID_GH_DRUMS] =
{{0x01, 0x00, 0xA4, 0x20, 0x01, 0x03},
"Guitar Hero World Tour Drums",
SCENE_DUMP,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL},
[PID_TURNTABLE] =
{{0x03, 0x00, 0xA4, 0x20, 0x01, 0x03},
"DJ Hero Turntable",
SCENE_DUMP,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL},
[PID_TAIKO_DRUMS] =
{{0x00, 0x00, 0xA4, 0x20, 0x01, 0x11},
"Taiko Drum Controller)",
SCENE_DUMP,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL}, // Taiko no Tatsujin TaTaCon (Drum controller)
[PID_UDRAW] =
{{0xFF, 0x00, 0xA4, 0x20, 0x00, 0x13},
"uDraw Tablet",
SCENE_DUMP,
udraw_init,
NULL,
NULL,
NULL,
NULL,
NULL}, //! same as drawsome?
// -----
[PID_ERROR] =
{{0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF},
"Read Error",
SCENE_NONE,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL},
[PID_NULL] = {{0}, NULL, SCENE_NONE, NULL, NULL, NULL, NULL, NULL, NULL} // last entry
};
//+============================================================================ ========================================
void ecDecode(wiiEC_t* pec) {
if(ecId[pec->pidx].decode) ecId[pec->pidx].decode(pec);
}
//+============================================================================ ========================================
void ecCalibrate(wiiEC_t* const pec, ecCalib_t c) {
if(ecId[pec->pidx].calib) ecId[pec->pidx].calib(pec, c);
}
//+============================================================================ ========================================
void ecPoll(wiiEC_t* const pec, FuriMessageQueue* const queue) {
ENTER;
furi_assert(queue);
if(!pec->init) {
// Attempt to initialise
if(ecInit(pec, NULL)) { //! need a way to auto-start with encryption enabled
eventMsg_t msg = {
.id = EVID_WIIEC, .wiiEc = {.type = WIIEC_CONN, .in = '<', .val = pec->pidx}};
furi_message_queue_put(queue, &msg, 0);
}
} else {
// Attempt to read
switch(ecRead(pec)) {
case 2: { // device gone
eventMsg_t msg = {
.id = EVID_WIIEC, .wiiEc = {.type = WIIEC_DISCONN, .in = '>', .val = pec->pidx}};
furi_message_queue_put(queue, &msg, 0);
break;
}
case 0: { // read OK
void (*fn)(wiiEC_t*, FuriMessageQueue*) = ecId[pec->pidx].check;
if(fn) fn(pec, queue);
break;
}
case 3: // read fail
// this is probably temporary just ignore it
break;
default: // bug: unknown
case 1: // bug: not initialised - should never happen
ERROR("%s : read bug", __func__);
break;
}
}
LEAVE;
return;
}
//+============================================================================ ========================================
// This is the screen drawn for an unknown controller
// It is also available by pressing LEFT (at least once) on a "known controller" screen
//
void ec_show(Canvas* const canvas, state_t* const state) {
wiiEC_t* pec = &state->ec;
int h = 11; // line height
int x = 1; // (initial) offset for bits
int y = -h; // previous y value
int yb = 0; // y for bit patterns
int c2 = 17; // column 2
// Headings
canvas_set_font(canvas, FontSecondary);
canvas_set_color(canvas, ColorBlack);
canvas_draw_str_aligned(canvas, 0, 0, AlignLeft, AlignTop, "SID:");
canvas_draw_str_aligned(canvas, c2, 0, AlignLeft, AlignTop, pec->sid);
canvas_draw_str_aligned(canvas, 0, 11, AlignLeft, AlignTop, "PID:");
canvas_draw_str_aligned(canvas, 0, 22, AlignLeft, AlignTop, "Cal:");
// PID
x = c2;
for(int i = 0; i < 6; i++) {
show(canvas, x, 11, img_5x7[pec->pid[i] >> 4], SHOW_SET_BLK);
x += 5 + 1;
show(canvas, x, 11, img_5x7[pec->pid[i] & 0xF], SHOW_SET_BLK);
x += 5 + 1 + 2;
}
// Calibrations data
y = 11;
for(int j = 0; j <= 8; j += 8) {
x = c2;
y += 11;
for(int i = 0; i < 8; i++) {
show(canvas, x, y, img_5x7[pec->calF[i + j] >> 4], SHOW_SET_BLK);
x += 5 + 1;
show(canvas, x, y, img_5x7[pec->calF[i + j] & 0xF], SHOW_SET_BLK);
x += 5 + 1 + 2;
}
}
// Reading
x = 1;
y++;
yb = (y += h) + h + 2;
canvas_draw_line(canvas, x, y - 1, x, yb + 4);
x += 2;
for(int i = 0; i < JOY_LEN; i++) {
show(canvas, x + 1, y, img_6x8[pec->joy[i] >> 4], SHOW_SET_BLK);
show(canvas, x + 11, y, img_6x8[pec->joy[i] & 0xF], SHOW_SET_BLK);
// bits
for(int m = 0x80; m; m >>= 1) {
x += 2 * !!(m & 0x08); // nybble step
canvas_draw_box(canvas, x, yb + (2 * !(pec->joy[i] & m)), 2, 2);
x += 2; // bit step
}
// byte step
x += 1;
canvas_draw_line(canvas, x, y - 1, x, yb + 4);
x += 2;
}
// Scene navigation
if(state->scenePrev != SCENE_WAIT) show(canvas, 120, 0, &img_key_R, SHOW_SET_BLK);
}
//+============================================================================ ========================================
// The DUMP screen is
//
bool ec_key(const eventMsg_t* const msg, state_t* const state) {
int used = false; // assume key is NOT-handled
if(state->scenePrev != SCENE_WAIT) {
//# <L [ SHORT-RIGHT ]
if((msg->input.type == InputTypeShort) && (msg->input.key == InputKeyRight)) {
sceneSet(state, state->scenePrev);
used = true;
}
}
return used;
}