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

221 lines
7.0 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;
}