RetroArch/input/common/hid/device_null.c
gblues f7135bcee6 Fix analog reading on GCA
== 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.
2018-04-22 23:47:07 -07:00

220 lines
6.0 KiB
C

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