337 lines
9.9 KiB
C++
337 lines
9.9 KiB
C++
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#include "Arduino.h"
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#ifndef GAMEPAD_COUNT
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#define GAMEPAD_COUNT 2
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#endif
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#define BUTTON_COUNT 9
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#include "gamepad/Gamepad.h"
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enum
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{
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SC_BTN_UP = 1,
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SC_BTN_DOWN = 2,
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SC_BTN_LEFT = 4,
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SC_BTN_RIGHT = 8,
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SC_BTN_A = 16,
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SC_BTN_B = 32,
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SC_BTN_C = 64,
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SC_BTN_X = 128,
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SC_BTN_Y = 256,
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SC_BTN_Z = 512,
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SC_BTN_START = 1024,
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SC_BTN_MODE = 2048,
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SC_BTN_HOME = 4096,
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SC_BIT_SH_UP = 0,
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SC_BIT_SH_DOWN = 1,
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SC_BIT_SH_LEFT = 2,
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SC_BIT_SH_RIGHT = 3,
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SC_PIN1_BIT = 0,
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SC_PIN2_BIT = 1,
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SC_PIN3_BIT = 2,
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SC_PIN4_BIT = 3,
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SC_PIN6_BIT = 4,
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SC_PIN9_BIT = 5,
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DB9_PIN1_BIT1 = 7,
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DB9_PIN2_BIT1 = 6,
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DB9_PIN3_BIT1 = 5,
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DB9_PIN4_BIT1 = 4,
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DB9_PIN6_BIT1 = 3,
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DB9_PIN9_BIT1 = 1,
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DB9_PIN1_BIT2 = 3,
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DB9_PIN2_BIT2 = 2,
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DB9_PIN3_BIT2 = 1,
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DB9_PIN4_BIT2 = 0,
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DB9_PIN6_BIT2 = 4,
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DB9_PIN9_BIT2 = 7
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};
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//individual data pin for each controller
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static const int DATA_PIN[GAMEPAD_COUNT][6] = {
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{DB9_PIN1_BIT1, DB9_PIN2_BIT1, DB9_PIN3_BIT1, DB9_PIN4_BIT1, DB9_PIN6_BIT1, DB9_PIN9_BIT1},
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#if GAMEPAD_COUNT > 1
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{DB9_PIN1_BIT2, DB9_PIN2_BIT2, DB9_PIN3_BIT2, DB9_PIN4_BIT2, DB9_PIN6_BIT2, DB9_PIN9_BIT2},
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#endif
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};
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// pressing one of these buttons on the controller... (read below)
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static const int translateFromButton[BUTTON_COUNT] = {
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SC_BTN_A,
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SC_BTN_B,
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SC_BTN_C,
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SC_BTN_X,
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SC_BTN_Y,
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SC_BTN_Z,
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SC_BTN_START,
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SC_BTN_MODE,
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SC_BTN_HOME,
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};
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// ... translates to one of these buttons over HID
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static const int translateToHid[BUTTON_COUNT] = {
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BUTTON_Y,
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BUTTON_B,
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BUTTON_A,
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BUTTON_L,
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BUTTON_X,
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BUTTON_R,
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BUTTON_START,
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BUTTON_SELECT,
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BUTTON_MENU,
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};
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const byte SC_CYCLE_DELAY = 10; // Delay (µs) between setting the select pin and reading the button pins
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class SegaControllers32U4 {
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public:
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SegaControllers32U4(void);
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void readState();
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word currentState[GAMEPAD_COUNT];
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// Controller previous states
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word lastState[GAMEPAD_COUNT];
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void poll(void (*controllerChanged)(const int controller)) {
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readState();
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for (int c = 0; c < GAMEPAD_COUNT; c++) {
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if (currentState[c] != lastState[c]) {
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controllerChanged(c);
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lastState[c] = currentState[c];
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}
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}
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}
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bool down(int controller, int button) const {
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return currentState[controller] & button;
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}
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#ifdef DEBUG
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void printState(byte gp) {
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auto cs = currentState[gp];
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//Serial.println(cs);
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//Serial.print((cs & SC_CTL_ON) ? "+" : "-");
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Serial.print((cs & SC_BTN_UP) ? "U" : "0");
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Serial.print((cs & SC_BTN_DOWN) ? "D" : "0");
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Serial.print((cs & SC_BTN_LEFT) ? "L" : "0");
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Serial.print((cs & SC_BTN_RIGHT) ? "R" : "0");
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Serial.print((cs & SC_BTN_START) ? "S" : "0");
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Serial.print((cs & SC_BTN_A) ? "A" : "0");
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Serial.print((cs & SC_BTN_B) ? "B" : "0");
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Serial.print((cs & SC_BTN_C) ? "C" : "0");
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Serial.print((cs & SC_BTN_X) ? "X" : "0");
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Serial.print((cs & SC_BTN_Y) ? "Y" : "0");
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Serial.print((cs & SC_BTN_Z) ? "Z" : "0");
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Serial.print((cs & SC_BTN_MODE) ? "M" : "0");
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Serial.print((cs & SC_BTN_HOME) ? "H" : "0");
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Serial.println(" sending");
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}
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#endif
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private:
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void readPort(byte c, byte reg1, byte reg2);
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boolean _pinSelect;
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byte _ignoreCycles[GAMEPAD_COUNT];
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boolean _connected[GAMEPAD_COUNT];
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boolean _sixButtonMode[GAMEPAD_COUNT];
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byte _inputReg1;
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byte _inputReg2;
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#if GAMEPAD_COUNT > 1
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byte _inputReg3;
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#endif
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};
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SegaControllers32U4::SegaControllers32U4(void) {
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// Setup input pins (A0,A1,A2,A3,14,15 or PF7,PF6,PF5,PF4,PB3,PB1)
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DDRF &= ~B11110000; // input
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PORTF |= B11110000; // high to enable internal pull-up
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DDRB &= ~B00001010; // input
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PORTB |= B00001010; // high to enable internal pull-up
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// Setup input pins (TXO,RXI,2,3,4,6 or PD3,PD2,PD1,PD0,PD4,PD7)
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DDRD &= ~B10011111; // input
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PORTD |= B10011111; // high to enable internal pull-up
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DDRC |= B01000000; // Select pins as output
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DDRE |= B01000000;
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PORTC |= B01000000; // Select pins high
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PORTE |= B01000000;
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_pinSelect = true;
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for (int c = 0; c < GAMEPAD_COUNT; c++) {
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currentState[c] = 0;
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lastState[c] = 0;
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_connected[c] = 0;
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_sixButtonMode[c] = false;
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_ignoreCycles[c] = 0;
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}
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}
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void SegaControllers32U4::readState() {
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// Set the select pins low/high
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_pinSelect = !_pinSelect;
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if (!_pinSelect) {
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PORTE &= ~B01000000;
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PORTC &= ~B01000000;
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} else {
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PORTE |= B01000000;
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PORTC |= B01000000;
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}
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// Short delay to stabilise outputs in controller
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delayMicroseconds(SC_CYCLE_DELAY);
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// Read all input registers
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_inputReg1 = PINF;
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_inputReg2 = PINB;
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#if GAMEPAD_COUNT > 1
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_inputReg3 = PIND;
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#endif
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readPort(0, _inputReg1, _inputReg2);
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#if GAMEPAD_COUNT > 1
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readPort(1, _inputReg3, _inputReg3);
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#endif
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}
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// "Normal" Six button controller reading routine, done a bit differently in this project
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// Cycle TH out TR in TL in D3 in D2 in D1 in D0 in
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// 0 LO Start A 0 0 Down Up
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// 1 HI C B Right Left Down Up
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// 2 LO Start A 0 0 Down Up (Check connected and read Start and A in this cycle)
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// 3 HI C B Right Left Down Up (Read B, C and directions in this cycle)
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// 4 LO Start A 0 0 0 0 (Check for six button controller in this cycle)
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// 5 HI C B Mode X Y Z (Read X,Y,Z and Mode in this cycle)
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// 6 LO --- --- --- --- --- Home (Home only for 8bitdo wireless gamepads)
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// 7 HI --- --- --- --- --- ---
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void SegaControllers32U4::readPort(byte c, byte reg1, byte reg2) {
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if (_ignoreCycles[c] <= 0) {
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if (_pinSelect) // Select pin is HIGH
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{
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if (_connected[c]) {
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// Check if six button mode is active
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if (_sixButtonMode[c]) {
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// Read input pins for X, Y, Z, Mode
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(bitRead(reg1, DATA_PIN[c][0]) == LOW) ? currentState[c] |= SC_BTN_Z : currentState[c] &= ~SC_BTN_Z;
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(bitRead(reg1, DATA_PIN[c][1]) == LOW) ? currentState[c] |= SC_BTN_Y : currentState[c] &= ~SC_BTN_Y;
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(bitRead(reg1, DATA_PIN[c][2]) == LOW) ? currentState[c] |= SC_BTN_X : currentState[c] &= ~SC_BTN_X;
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(bitRead(reg1, DATA_PIN[c][3]) == LOW) ? currentState[c] |= SC_BTN_MODE : currentState[c] &= ~SC_BTN_MODE;
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_sixButtonMode[c] = false;
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_ignoreCycles[c] = 2; // Ignore the two next cycles (cycles 6 and 7 in table above)
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} else {
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// Read input pins for Up, Down, Left, Right, B, C
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(bitRead(reg1, DATA_PIN[c][0]) == LOW) ? currentState[c] |= SC_BTN_UP : currentState[c] &= ~SC_BTN_UP;
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(bitRead(reg1, DATA_PIN[c][1]) == LOW) ? currentState[c] |= SC_BTN_DOWN : currentState[c] &= ~SC_BTN_DOWN;
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(bitRead(reg1, DATA_PIN[c][2]) == LOW) ? currentState[c] |= SC_BTN_LEFT : currentState[c] &= ~SC_BTN_LEFT;
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(bitRead(reg1, DATA_PIN[c][3]) == LOW) ? currentState[c] |= SC_BTN_RIGHT : currentState[c] &= ~SC_BTN_RIGHT;
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(bitRead(reg2, DATA_PIN[c][4]) == LOW) ? currentState[c] |= SC_BTN_B : currentState[c] &= ~SC_BTN_B;
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(bitRead(reg2, DATA_PIN[c][5]) == LOW) ? currentState[c] |= SC_BTN_C : currentState[c] &= ~SC_BTN_C;
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}
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} else // No Mega Drive controller is connected, use SMS/Atari mode
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{
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// Clear current state
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currentState[c] = 0;
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// Read input pins for Up, Down, Left, Right, Fire1, Fire2
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if (bitRead(reg1, DATA_PIN[c][0]) == LOW) {
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currentState[c] |= SC_BTN_UP;
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}
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if (bitRead(reg1, DATA_PIN[c][1]) == LOW) {
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currentState[c] |= SC_BTN_DOWN;
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}
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if (bitRead(reg1, DATA_PIN[c][2]) == LOW) {
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currentState[c] |= SC_BTN_LEFT;
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}
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if (bitRead(reg1, DATA_PIN[c][3]) == LOW) {
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currentState[c] |= SC_BTN_RIGHT;
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}
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if (bitRead(reg2, DATA_PIN[c][4]) == LOW) {
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currentState[c] |= SC_BTN_A;
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}
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if (bitRead(reg2, DATA_PIN[c][5]) == LOW) {
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currentState[c] |= SC_BTN_B;
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}
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}
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} else // Select pin is LOW
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{
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// Check if a controller is connected
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_connected[c] = (bitRead(reg1, DATA_PIN[c][2]) == LOW && bitRead(reg1, DATA_PIN[c][3]) == LOW);
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// Check for six button mode
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_sixButtonMode[c] = (bitRead(reg1, DATA_PIN[c][0]) == LOW && bitRead(reg1, DATA_PIN[c][1]) == LOW);
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// Read input pins for A and Start
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if (_connected[c]) {
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if (!_sixButtonMode[c]) {
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(bitRead(reg2, DATA_PIN[c][4]) == LOW) ? currentState[c] |= SC_BTN_A : currentState[c] &= ~SC_BTN_A;
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(bitRead(reg2, DATA_PIN[c][5]) == LOW) ? currentState[c] |= SC_BTN_START : currentState[c] &= ~SC_BTN_START;
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}
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}
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}
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} else {
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if (_ignoreCycles[c]-- == 2) // Decrease the ignore cycles counter and read 8bitdo home in first "ignored" cycle, this cycle is unused on normal 6-button controllers
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{
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(bitRead(reg1, DATA_PIN[c][0]) == LOW) ? currentState[c] |= SC_BTN_HOME : currentState[c] &= ~SC_BTN_HOME;
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}
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}
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}
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SegaControllers32U4 controllers;
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GAMEPAD_CLASS gamepad;
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void setup() {
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Serial.begin(115200);
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gamepad.begin();
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}
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void controllerChanged(const int c) {
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#ifdef DEBUG
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controllers.printState(c);
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#endif
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gamepad.buttons(c, 0);
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// if start and select are held at the same time, send menu and only menu
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if (controllers.down(c, SC_BTN_START) && controllers.down(c, SC_BTN_DOWN)) {
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gamepad.press(c, BUTTON_MENU);
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} else {
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// actually send buttons held
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for (uint8_t btn = 0; btn < BUTTON_COUNT; btn++) {
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if (controllers.down(c, translateFromButton[btn])) {
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gamepad.press(c, translateToHid[btn]);
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}
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}
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}
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if (controllers.down(c, SC_BTN_DOWN)) {
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if (controllers.down(c, SC_BTN_RIGHT)) {
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gamepad.setHatSync(c, DPAD_DOWN_RIGHT);
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} else if (controllers.down(c, SC_BTN_LEFT)) {
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gamepad.setHatSync(c, DPAD_DOWN_LEFT);
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} else {
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gamepad.setHatSync(c, DPAD_DOWN);
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}
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} else if (controllers.down(c, SC_BTN_UP)) {
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if (controllers.down(c, SC_BTN_RIGHT)) {
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gamepad.setHatSync(c, DPAD_UP_RIGHT);
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} else if (controllers.down(c, SC_BTN_LEFT)) {
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gamepad.setHatSync(c, DPAD_UP_LEFT);
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} else {
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gamepad.setHatSync(c, DPAD_UP);
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}
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} else if (controllers.down(c, SC_BTN_RIGHT)) {
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gamepad.setHatSync(c, DPAD_RIGHT);
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} else if (controllers.down(c, SC_BTN_LEFT)) {
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gamepad.setHatSync(c, DPAD_LEFT);
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} else {
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gamepad.setHatSync(c, DPAD_CENTERED);
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}
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}
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void loop() {
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if (gamepad.isConnected()) {
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controllers.poll(controllerChanged);
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}
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}
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