mirror of
https://github.com/libretro/RetroArch
synced 2025-01-16 16:29:28 +00:00
f7135bcee6
== DETAILS After a little trial and error, I got analog input working for the Wii U GC adapter. DS3 might work, but it's untested.
220 lines
6.0 KiB
C
220 lines
6.0 KiB
C
/* RetroArch - A frontend for libretro.
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* Copyright (C) 2010-2014 - Hans-Kristian Arntzen
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* Copyright (C) 2011-2017 - Daniel De Matteis
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*
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* RetroArch is free software: you can redistribute it and/or modify it under the terms
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* of the GNU General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with RetroArch.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "hid_device_driver.h"
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extern pad_connection_interface_t null_pad_connection;
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/*
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* This is the instance data structure for the pad you are implementing.
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* This is a good starting point, but you can add/remove things as makes
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* sense for the pad you're writing for. The pointer to this structure
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* will be passed in as a void pointer to the methods you implement below.
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*/
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typedef struct null_instance {
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void *handle; /* a handle to the HID subsystem adapter */
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joypad_connection_t *pad; /* a pointer to the joypad connection you assign
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in init() */
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int slot; /* which slot does this pad occupy? */
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uint32_t buttons; /* a bitmap of the digital buttons for the pad */
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uint16_t motors[2]; /* rumble strength, if appropriate */
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uint8_t data[64]; /* a buffer large enough to hold the device's
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max rx packet */
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} null_instance_t;
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/**
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* Use the HID_ macros (see input/include/hid_driver.h) to send data packets
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* to the device. When this method returns, the device needs to be in a state
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* where we can read data packets from the device. So, if there's any
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* activation packets (see the ds3 and Wii U GameCube adapter drivers for
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* examples), send them here.
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*
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* While you *can* allocate the retro pad here, it isn't mandatory (see
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* the Wii U GC adapter).
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*
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* If initialization fails, return NULL.
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*/
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static void *null_init(void *handle)
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{
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null_instance_t *instance;
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instance = (null_instance_t *)calloc(1, sizeof(null_instance_t));
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if(!instance)
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goto error;
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memset(instance, 0, sizeof(null_instance_t));
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instance->handle = handle;
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instance->pad = hid_pad_register(instance, &null_pad_connection);
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if(!instance->pad)
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goto error;
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RARCH_LOG("[null]: init complete.\n");
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return instance;
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error:
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RARCH_ERR("[null]: init failed.\n");
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if(instance)
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free(instance);
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return NULL;
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}
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/*
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* Gets called when the pad is disconnected. It must clean up any memory
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* allocated and used by the instance data.
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*/
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static void null_free(void *data)
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{
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null_instance_t *instance = (null_instance_t *)data;
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if(instance) {
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hid_pad_deregister(instance->pad);
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free(instance);
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}
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}
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/**
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* Handle a single packet from the device.
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* For most pads you'd just forward it onto the pad driver (see below).
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* A more complicated example is in the Wii U GC adapter driver.
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*/
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static void null_handle_packet(void *data, uint8_t *buffer, size_t size)
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{
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null_instance_t *instance = (null_instance_t *)data;
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if(instance && instance->pad)
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instance->pad->iface->packet_handler(instance->pad->data, buffer, size);
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}
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/**
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* Return true if the passed in VID and PID are supported by the driver.
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*/
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static bool null_detect(uint16_t vendor_id, uint16_t product_id)
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{
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return vendor_id == VID_NONE && product_id == PID_NONE;
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}
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/**
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* Assign function pointers to the driver structure.
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*/
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hid_device_t null_hid_device = {
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null_init,
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null_free,
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null_handle_packet,
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null_detect,
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"Null HID device"
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};
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/**
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* This is called via hid_pad_register(). In the common case where the
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* device only controls one pad, you can simply return the data parameter.
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* But if you need to track multiple pads attached to the same HID device
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* (see: Wii U GC adapter), you can allocate that memory here.
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*/
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static void *null_pad_init(void *data, uint32_t slot, hid_driver_t *driver)
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{
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null_instance_t *instance = (null_instance_t *)data;
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if(!instance)
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return NULL;
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instance->slot = slot;
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return instance;
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}
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/**
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* If you allocate any memory in null_pad_init() above, de-allocate it here.
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*/
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static void null_pad_deinit(void *data)
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{
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}
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/**
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* Translate the button data from the pad into the input_bits_t format
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* that RetroArch can use.
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*/
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static void null_get_buttons(void *data, input_bits_t *state)
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{
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null_instance_t *instance = (null_instance_t *)data;
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if(!instance)
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return;
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/* TODO: get buttons */
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}
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/**
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* Handle a single packet for the pad.
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*/
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static void null_packet_handler(void *data, uint8_t *packet, uint16_t size)
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{
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null_instance_t *instance = (null_instance_t *)data;
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if(!instance)
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return;
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RARCH_LOG_BUFFER(packet, size);
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}
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/**
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* If the pad doesn't support rumble, then this can just be a no-op.
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*/
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static void null_set_rumble(void *data, enum retro_rumble_effect effect, uint16_t strength)
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{
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}
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/**
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* Read analog sticks.
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* If the pad doesn't have any analog axis, just return 0 here.
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*
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* The return value must conform to the following characteristics:
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* - (0, 0) is center
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* - (-32768,-32768) is top-left
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* - (32767,32767) is bottom-right
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*/
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static int16_t null_get_axis(void *data, unsigned axis)
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{
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return 0;
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}
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/**
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* The name the pad will show up as in the UI, also used to auto-assign
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* buttons in input/input_autodetect_builtin.c
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*/
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static const char *null_get_name(void *data)
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{
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return "Null HID Pad";
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}
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/**
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* Read the state of a single button.
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*/
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static bool null_button(void *data, uint16_t joykey)
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{
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return false;
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}
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/**
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* Fill in the joypad interface
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*/
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pad_connection_interface_t null_pad_connection = {
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null_pad_init,
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null_pad_deinit,
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null_packet_handler,
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null_set_rumble,
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null_get_buttons,
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null_get_axis,
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null_get_name,
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null_button
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};
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