mirror of
https://github.com/UberGuidoZ/Flipper.git
synced 2024-12-23 06:50:12 +00:00
299 lines
8.0 KiB
C
299 lines
8.0 KiB
C
#include <stdint.h>
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#include <furi.h> // Core API
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#include "wii_anal.h"
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#include "wii_i2c.h"
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#include "wii_ec.h"
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#include "bc_logging.h"
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#include "gfx/images.h" // Images
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#include "wii_anal_lcd.h" // Drawing functions
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#include "wii_anal_keys.h" // key mappings
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//----------------------------------------------------------------------------- ----------------------------------------
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// List of known perhipherals
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//
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// More perhipheral ID codes here: https://wiibrew.org/wiki/Wiimote/Extension_Controllers#The_New_Way
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//
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const ecId_t ecId[PID_CNT] = {
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[PID_UNKNOWN] =
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{{0x00, 0x00, 0x00, 0x00, 0x00, 0x00},
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"Unknown Perhipheral",
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SCENE_DUMP,
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NULL,
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NULL,
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NULL,
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NULL,
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ec_show,
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ec_key},
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// If you're wise, ONLY edit this bit
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[PID_NUNCHUCK] =
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{{0x00, 0x00, 0xA4, 0x20, 0x00, 0x00},
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"Nunchuck",
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SCENE_NUNCHUCK,
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NULL,
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nunchuck_decode,
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nunchuck_msg,
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nunchuck_calib,
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nunchuck_show,
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nunchuck_key},
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[PID_NUNCHUCK_R2] =
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{{0xFF, 0x00, 0xA4, 0x20, 0x00, 0x00},
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"Nunchuck (rev2)",
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SCENE_NUNCHUCK,
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NULL,
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nunchuck_decode,
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nunchuck_msg,
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nunchuck_calib,
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nunchuck_show,
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nunchuck_key},
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[PID_CLASSIC] =
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{{0x00, 0x00, 0xA4, 0x20, 0x01, 0x01},
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"Classic Controller",
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SCENE_CLASSIC,
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NULL,
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classic_decode,
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classic_msg,
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classic_calib,
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classic_show,
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classic_key},
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[PID_CLASSIC_PRO] =
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{{0x01, 0x00, 0xA4, 0x20, 0x01, 0x01},
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"Classic Controller Pro",
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SCENE_CLASSIC,
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NULL,
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classic_decode,
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classic_msg,
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classic_calib,
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classic_show,
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classic_key},
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[PID_BALANCE] =
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{{0x00, 0x00, 0xA4, 0x20, 0x04, 0x02},
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"Balance Board",
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SCENE_DUMP,
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NULL,
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NULL,
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NULL,
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NULL,
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NULL,
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NULL},
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[PID_GH_GUITAR] =
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{{0x00, 0x00, 0xA4, 0x20, 0x01, 0x03},
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"Guitar Hero Guitar",
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SCENE_DUMP,
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NULL,
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NULL,
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NULL,
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NULL,
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NULL,
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NULL},
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[PID_GH_DRUMS] =
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{{0x01, 0x00, 0xA4, 0x20, 0x01, 0x03},
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"Guitar Hero World Tour Drums",
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SCENE_DUMP,
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NULL,
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NULL,
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NULL,
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NULL,
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NULL,
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NULL},
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[PID_TURNTABLE] =
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{{0x03, 0x00, 0xA4, 0x20, 0x01, 0x03},
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"DJ Hero Turntable",
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SCENE_DUMP,
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NULL,
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NULL,
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NULL,
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NULL,
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NULL,
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NULL},
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[PID_TAIKO_DRUMS] =
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{{0x00, 0x00, 0xA4, 0x20, 0x01, 0x11},
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"Taiko Drum Controller)",
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SCENE_DUMP,
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NULL,
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NULL,
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NULL,
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NULL,
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NULL,
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NULL}, // Taiko no Tatsujin TaTaCon (Drum controller)
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[PID_UDRAW] =
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{{0xFF, 0x00, 0xA4, 0x20, 0x00, 0x13},
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"uDraw Tablet",
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SCENE_DUMP,
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udraw_init,
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NULL,
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NULL,
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NULL,
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NULL,
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NULL}, //! same as drawsome?
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// -----
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[PID_ERROR] =
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{{0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF},
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"Read Error",
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SCENE_NONE,
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NULL,
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NULL,
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NULL,
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NULL,
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NULL,
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NULL},
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[PID_NULL] = {{0}, NULL, SCENE_NONE, NULL, NULL, NULL, NULL, NULL, NULL} // last entry
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};
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//+============================================================================ ========================================
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void ecDecode(wiiEC_t* pec) {
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if(ecId[pec->pidx].decode) ecId[pec->pidx].decode(pec);
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}
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//+============================================================================ ========================================
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void ecCalibrate(wiiEC_t* const pec, ecCalib_t c) {
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if(ecId[pec->pidx].calib) ecId[pec->pidx].calib(pec, c);
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}
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//+============================================================================ ========================================
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void ecPoll(wiiEC_t* const pec, FuriMessageQueue* const queue) {
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ENTER;
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furi_assert(queue);
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if(!pec->init) {
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// Attempt to initialise
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if(ecInit(pec, NULL)) { //! need a way to auto-start with encryption enabled
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eventMsg_t msg = {
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.id = EVID_WIIEC, .wiiEc = {.type = WIIEC_CONN, .in = '<', .val = pec->pidx}};
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furi_message_queue_put(queue, &msg, 0);
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}
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} else {
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// Attempt to read
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switch(ecRead(pec)) {
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case 2: { // device gone
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eventMsg_t msg = {
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.id = EVID_WIIEC, .wiiEc = {.type = WIIEC_DISCONN, .in = '>', .val = pec->pidx}};
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furi_message_queue_put(queue, &msg, 0);
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break;
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}
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case 0: { // read OK
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void (*fn)(wiiEC_t*, FuriMessageQueue*) = ecId[pec->pidx].check;
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if(fn) fn(pec, queue);
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break;
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}
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case 3: // read fail
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// this is probably temporary just ignore it
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break;
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default: // bug: unknown
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case 1: // bug: not initialised - should never happen
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ERROR("%s : read bug", __func__);
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break;
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}
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}
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LEAVE;
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return;
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}
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//+============================================================================ ========================================
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// This is the screen drawn for an unknown controller
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// It is also available by pressing LEFT (at least once) on a "known controller" screen
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//
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void ec_show(Canvas* const canvas, state_t* const state) {
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wiiEC_t* pec = &state->ec;
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int h = 11; // line height
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int x = 1; // (initial) offset for bits
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int y = -h; // previous y value
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int yb = 0; // y for bit patterns
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int c2 = 17; // column 2
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// Headings
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canvas_set_font(canvas, FontSecondary);
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canvas_set_color(canvas, ColorBlack);
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canvas_draw_str_aligned(canvas, 0, 0, AlignLeft, AlignTop, "SID:");
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canvas_draw_str_aligned(canvas, c2, 0, AlignLeft, AlignTop, pec->sid);
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canvas_draw_str_aligned(canvas, 0, 11, AlignLeft, AlignTop, "PID:");
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canvas_draw_str_aligned(canvas, 0, 22, AlignLeft, AlignTop, "Cal:");
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// PID
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x = c2;
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for(int i = 0; i < 6; i++) {
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show(canvas, x, 11, img_5x7[pec->pid[i] >> 4], SHOW_SET_BLK);
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x += 5 + 1;
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show(canvas, x, 11, img_5x7[pec->pid[i] & 0xF], SHOW_SET_BLK);
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x += 5 + 1 + 2;
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}
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// Calibrations data
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y = 11;
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for(int j = 0; j <= 8; j += 8) {
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x = c2;
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y += 11;
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for(int i = 0; i < 8; i++) {
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show(canvas, x, y, img_5x7[pec->calF[i + j] >> 4], SHOW_SET_BLK);
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x += 5 + 1;
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show(canvas, x, y, img_5x7[pec->calF[i + j] & 0xF], SHOW_SET_BLK);
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x += 5 + 1 + 2;
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}
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}
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// Reading
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x = 1;
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y++;
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yb = (y += h) + h + 2;
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canvas_draw_line(canvas, x, y - 1, x, yb + 4);
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x += 2;
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for(int i = 0; i < JOY_LEN; i++) {
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show(canvas, x + 1, y, img_6x8[pec->joy[i] >> 4], SHOW_SET_BLK);
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show(canvas, x + 11, y, img_6x8[pec->joy[i] & 0xF], SHOW_SET_BLK);
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// bits
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for(int m = 0x80; m; m >>= 1) {
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x += 2 * !!(m & 0x08); // nybble step
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canvas_draw_box(canvas, x, yb + (2 * !(pec->joy[i] & m)), 2, 2);
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x += 2; // bit step
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}
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// byte step
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x += 1;
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canvas_draw_line(canvas, x, y - 1, x, yb + 4);
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x += 2;
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}
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// Scene navigation
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if(state->scenePrev != SCENE_WAIT) show(canvas, 120, 0, &img_key_R, SHOW_SET_BLK);
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}
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//+============================================================================ ========================================
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// The DUMP screen is
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//
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bool ec_key(const eventMsg_t* const msg, state_t* const state) {
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int used = false; // assume key is NOT-handled
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if(state->scenePrev != SCENE_WAIT) {
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//# <L [ SHORT-RIGHT ]
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if((msg->input.type == InputTypeShort) && (msg->input.key == InputKeyRight)) {
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sceneSet(state, state->scenePrev);
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used = true;
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}
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}
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return used;
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}
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