Completed, working, and tested Sega Saturn support
This commit is contained in:
parent
ff5273b844
commit
4f6a0693e6
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@ -327,6 +327,7 @@ lib_deps = ${in-gc-micro.lib_deps}, ${out-switchusb.lib_deps}
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[in-saturn]
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[in-saturn]
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src_filter = -<*> +<SegaSaturn.cpp>
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src_filter = -<*> +<SegaSaturn.cpp>
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build_flags = ${common.build_flags} -DGAMEPAD_INPUT=6
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build_flags = ${common.build_flags} -DGAMEPAD_INPUT=6
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lib_deps = watterott/digitalWriteFast @ 1.0.0
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[env:esp32-saturn-bt]
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[env:esp32-saturn-bt]
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extends = esp32, in-saturn, out-bt
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extends = esp32, in-saturn, out-bt
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@ -348,23 +349,23 @@ extends = micro, in-saturn, out-debug
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src_filter = ${in-saturn.src_filter} ${out-debug.src_filter}
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src_filter = ${in-saturn.src_filter} ${out-debug.src_filter}
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build_flags = ${in-saturn.build_flags} ${out-debug.build_flags}
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build_flags = ${in-saturn.build_flags} ${out-debug.build_flags}
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# micro doesn't have enough pins for both radio and 2 gamepads
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# so these must be built with only support for 1 gamepad
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[env:micro-saturn-radio]
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[env:micro-saturn-radio]
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extends = micro, in-saturn, out-radio
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extends = micro, in-saturn, out-radio
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src_filter = ${in-saturn.src_filter} ${out-radio.src_filter}
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src_filter = ${in-saturn.src_filter} ${out-radio.src_filter}
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build_flags = ${in-saturn.build_flags} ${out-radio.build_flags} -DGAMEPAD_COUNT=1
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build_flags = ${in-saturn.build_flags} ${out-radio.build_flags}
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lib_deps = ${in-saturn.lib_deps}, ${out-radio.lib_deps}
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[env:micro-saturn-usbradio]
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[env:micro-saturn-usbradio]
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extends = micro, in-saturn, out-usbradio
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extends = micro, in-saturn, out-usbradio
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src_filter = ${in-saturn.src_filter} ${out-usbradio.src_filter}
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src_filter = ${in-saturn.src_filter} ${out-usbradio.src_filter}
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build_flags = ${in-saturn.build_flags} ${out-usbradio.build_flags} -DGAMEPAD_COUNT=1
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build_flags = ${in-saturn.build_flags} ${out-usbradio.build_flags}
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lib_deps = ${in-saturn.lib_deps}, ${out-usbradio.lib_deps}
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[env:micro-saturn-switchusb]
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[env:micro-saturn-switchusb]
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extends = micro, in-saturn, out-switchusb
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extends = micro, in-saturn, out-switchusb
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src_filter = ${in-saturn.src_filter} ${out-switchusb.src_filter}
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src_filter = ${in-saturn.src_filter} ${out-switchusb.src_filter}
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build_flags = ${in-saturn.build_flags} ${out-switchusb.build_flags}
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build_flags = ${in-saturn.build_flags} ${out-switchusb.build_flags}
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lib_deps = ${in-saturn.lib_deps}, ${out-switchusb.lib_deps}
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# wii input
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# wii input
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@ -466,7 +467,7 @@ src_filter = ${ohm.src_filter}
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extends = micro, ohm
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extends = micro, ohm
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src_filter = ${ohm.src_filter}
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src_filter = ${ohm.src_filter}
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[env:native]
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#[env:native]
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src_filter = -<*> +<test_N64Esp32.cpp>
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#src_filter = -<*> +<test_N64Esp32.cpp>
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platform = native
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#platform = native
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test_ignore = test_embedded
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#test_ignore = test_embedded
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@ -1,48 +1,3 @@
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/* DaemonBite Saturn USB Adapter
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* Author: Mikael Norrgård <mick@daemonbite.com>
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*
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* Copyright (c) 2020 Mikael Norrgård <http://daemonbite.com>
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*
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* GNU GENERAL PUBLIC LICENSE
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* Version 3, 29 June 2007
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* 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
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* along with this program. If not, see <https://www.gnu.org/licenses/>.
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*
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*/
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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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#include "gamepad/Gamepad.h"
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#include "pins.h"
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// How many microseconds to wait after setting select lines? (2µs is enough according to the Saturn developer's manual)
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// 20µs is a "safe" value that seems to work for original Saturn controllers and Retrobit wired controllers
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#define SELECT_PAUSE 20
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// Uncomment to support the Retro Bit 2.4GHz wireless controller (this will increase lag a lot)
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//#define RETROBIT_WL
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#define UP 0x01
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#define DOWN 0x02
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#define LEFT 0x04
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#define RIGHT 0x08
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/* -------------------------------------------------------------------------
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/* -------------------------------------------------------------------------
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Saturn controller socket (looking face-on at the front of the socket):
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Saturn controller socket (looking face-on at the front of the socket):
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___________________
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___________________
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@ -54,175 +9,281 @@ ___________________
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/ 9 8 7 6 5 4 3 2 1 \
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/ 9 8 7 6 5 4 3 2 1 \
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|___________________|
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|___________________|
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Saturn (P1) Arduino Pro Micro
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Saturn
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--------------------------------------
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-----------------
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1 VCC VCC - black
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1 VCC - black
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2 DATA1 2 PD1 - white
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2 DATA1 - white
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3 DATA0 3 PD0 - gray
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3 DATA0 - gray
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4 SEL1 15 PB1 (Shared with P2) - blue
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4 SEL1 - blue
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5 SEL0 14 PB3 (Shared with P2) - green
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5 SEL0 - green
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6 TL (5V) 4 PD4 - yellow
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6 TL (5V) - yellow
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7 DATA3 TXO PD3 - orange
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7 DATA3 - orange
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8 DATA2 RXI PD2 - red
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8 DATA2 - red
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9 GND GND - brown
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9 GND - brown
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Saturn (P2) Arduino Pro Micro
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--------------------------------------
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1 VCC VCC
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2 DATA1 A2 PF5
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3 DATA0 A3 PF4
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4 SEL1 15 PB1 (Shared with P1)
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5 SEL0 14 PB3 (Shared with P1)
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6 TL (5V) 6 PD7
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7 DATA3 A0 PF7
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8 DATA2 A1 PF6
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9 GND GND
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NOTE: The receiver of the Retro Bit 2.4GHz controller needs to be plugged
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NOTE: The receiver of the Retro Bit 2.4GHz controller needs to be plugged
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in after the adapter has been connected to USB and the RETROBIT_WL
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in after the adapter has been connected to USB and the RETROBIT_WL
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define needs to be uncommented.
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define needs to be uncommented.
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------------------------------------------------------------------------- */
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------------------------------------------------------------------------- */
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#include "Arduino.h"
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#include <digitalWriteFast.h>
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//#define digitalWriteFast digitalWrite
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//#define digitalReadFast digitalRead
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#ifndef GAMEPAD_COUNT
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#define GAMEPAD_COUNT 2
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#endif
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#include "gamepad/Gamepad.h"
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// How many microseconds to wait after setting select lines? (2µs is enough according to the Saturn developer's manual)
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// 20µs is a "safe" value that seems to work for original Saturn controllers and Retrobit wired controllers
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#define SELECT_PAUSE 10
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// Uncomment to support the Retro Bit 2.4GHz wireless controller (this will increase lag a lot)
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//#define RETROBIT_WL
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#include "pins.h"
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// pins
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#define P1_2 OR_PIN_2
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#define P1_3 OR_PIN_3
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#define P1_6 OR_PIN_4
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#define P1_7 OR_PIN_1
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#define P1_8 OR_PIN_11
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#define PX_4 OR_PIN_6
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#define PX_5 OR_PIN_5
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#if GAMEPAD_COUNT == 2
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#define P2_2 OR_PIN_20
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#define P2_3 OR_PIN_21
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#define P2_6 OR_PIN_10
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#define P2_7 OR_PIN_18
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#define P2_8 OR_PIN_19
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#endif
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// Set up USB HID gamepads
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// Set up USB HID gamepads
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GAMEPAD_CLASS gamepad;
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GAMEPAD_CLASS gamepad;
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// Controllers
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ScratchGamepad currentGamepad;
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uint8_t buttons[2][2] = {{0, 0}, {0, 0}};
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uint8_t buttonsPrev[2][2] = {{0, 0}, {0, 0}};
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uint8_t gp = 0;
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// Read R, X, Y, Z
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// Read R, X, Y, Z
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void read1() {
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void read1() {
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PORTB &= ~B00001010; // Set select outputs to 00
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// Set select outputs to 00
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digitalWriteFast(PX_4, LOW);
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digitalWriteFast(PX_5, LOW);
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delayMicroseconds(SELECT_PAUSE);
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delayMicroseconds(SELECT_PAUSE);
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buttons[0][1] |= (PIND & 0x0f) << 4;
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if (!digitalReadFast(P1_3)) {
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if (GAMEPAD_COUNT == 2)
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// Z
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buttons[1][1] |= (PINF & 0xf0);
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currentGamepad.press(0, BUTTON_R);
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}
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if (!digitalReadFast(P1_2)) {
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// Y
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currentGamepad.press(0, BUTTON_X);
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}
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if (!digitalReadFast(P1_8)) {
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// X
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currentGamepad.press(0, BUTTON_L);
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}
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if (!digitalReadFast(P1_7)) {
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// R
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currentGamepad.press(0, BUTTON_R2);
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}
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#if GAMEPAD_COUNT == 2
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if (!digitalReadFast(P2_3)) {
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// Z
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currentGamepad.press(1, BUTTON_R);
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}
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if (!digitalReadFast(P2_2)) {
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// Y
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currentGamepad.press(1, BUTTON_X);
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}
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if (!digitalReadFast(P2_8)) {
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// X
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currentGamepad.press(1, BUTTON_L);
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}
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if (!digitalReadFast(P2_7)) {
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// R
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currentGamepad.press(1, BUTTON_R2);
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}
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#endif
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}
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}
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// Read ST, A, C, B
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// Read ST, A, C, B
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void read2() {
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void read2() {
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PORTB ^= B00001010; // Toggle select outputs (01->10 or 10->01)
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// Toggle select outputs (01->10 or 10->01)
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digitalWriteFast(PX_4, HIGH);
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digitalWriteFast(PX_5, LOW);
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delayMicroseconds(SELECT_PAUSE);
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delayMicroseconds(SELECT_PAUSE);
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buttons[0][1] |= (PIND & 0x0f);
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if (!digitalReadFast(P1_3)) {
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if (GAMEPAD_COUNT == 2)
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// B
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buttons[1][1] |= (PINF & 0xf0) >> 4;
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currentGamepad.press(0, BUTTON_B);
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}
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if (!digitalReadFast(P1_2)) {
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// C
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currentGamepad.press(0, BUTTON_A);
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}
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if (!digitalReadFast(P1_8)) {
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// A
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currentGamepad.press(0, BUTTON_Y);
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}
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if (!digitalReadFast(P1_7)) {
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// ST
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currentGamepad.press(0, BUTTON_START);
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}
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#if GAMEPAD_COUNT == 2
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if (!digitalReadFast(P2_3)) {
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// B
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currentGamepad.press(1, BUTTON_B);
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}
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if (!digitalReadFast(P2_2)) {
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// C
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currentGamepad.press(1, BUTTON_A);
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}
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if (!digitalReadFast(P2_8)) {
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// A
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currentGamepad.press(1, BUTTON_Y);
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}
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if (!digitalReadFast(P2_7)) {
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// ST
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currentGamepad.press(1, BUTTON_START);
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}
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#endif
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}
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}
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// Read DR, DL, DD, DU
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// Read DR, DL, DD, DU
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void read3() {
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void read3() {
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PORTB ^= B00000010; // Set select outputs to 10 from 11 (toggle)
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// Set select outputs to 10 from 11 (toggle)
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digitalWriteFast(PX_4, LOW);
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digitalWriteFast(PX_5, HIGH);
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delayMicroseconds(SELECT_PAUSE);
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delayMicroseconds(SELECT_PAUSE);
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buttons[0][0] |= (PIND & 0x0f);
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if (!digitalReadFast(P1_3)) {
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if (GAMEPAD_COUNT == 2)
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// UP
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buttons[1][0] |= (PINF & 0xf0) >> 4;
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currentGamepad.pressDpad(0, DPAD_BIT_UP);
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}
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if (!digitalReadFast(P1_2)) {
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// DOWN
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currentGamepad.pressDpad(0, DPAD_BIT_DOWN);
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}
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if (!digitalReadFast(P1_8)) {
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// LEFT
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currentGamepad.pressDpad(0, DPAD_BIT_LEFT);
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}
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if (!digitalReadFast(P1_7)) {
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// RIGHT
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currentGamepad.pressDpad(0, DPAD_BIT_RIGHT);
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}
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#if GAMEPAD_COUNT == 2
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if (!digitalReadFast(P2_3)) {
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// UP
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currentGamepad.pressDpad(1, DPAD_BIT_UP);
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}
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if (!digitalReadFast(P2_2)) {
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// DOWN
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currentGamepad.pressDpad(1, DPAD_BIT_DOWN);
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}
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if (!digitalReadFast(P2_8)) {
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// LEFT
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currentGamepad.pressDpad(1, DPAD_BIT_LEFT);
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}
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if (!digitalReadFast(P2_7)) {
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// RIGHT
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currentGamepad.pressDpad(1, DPAD_BIT_RIGHT);
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}
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#endif
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}
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}
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// Read L, *, *, *
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// Read L, *, *, *
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void read4() {
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void read4() {
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PORTB |= B00001010; // Set select outputs to 11
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// Set select outputs to 11
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digitalWriteFast(PX_4, HIGH);
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digitalWriteFast(PX_5, HIGH);
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delayMicroseconds(SELECT_PAUSE);
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delayMicroseconds(SELECT_PAUSE);
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buttons[0][0] |= (PIND & 0x0f) << 4;
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if (!digitalReadFast(P1_7)) {
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if (GAMEPAD_COUNT == 2)
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// L
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buttons[1][0] |= (PINF & 0xf0);
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currentGamepad.press(0, BUTTON_L2);
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}
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#if GAMEPAD_COUNT == 2
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if (!digitalReadFast(P2_7)) {
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// L
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currentGamepad.press(1, BUTTON_L2);
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}
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#endif
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}
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}
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void setup() {
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void setup() {
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// Set D0-D3 as inputs and enable pull-up resistors (port1 data pins)
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gamepad.begin();
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DDRD &= ~B00001111;
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PORTD |= B00001111;
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// Set F4-F7 as inputs and enable pull-up resistors (port2 data pins)
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// Set P1 data pins as inputs and enable pull-up resistors
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DDRF &= ~B11110000;
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pinMode(P1_3, INPUT_PULLUP);
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PORTF |= B11110000;
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pinMode(P1_2, INPUT_PULLUP);
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pinMode(P1_7, INPUT_PULLUP);
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pinMode(P1_8, INPUT_PULLUP);
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digitalWrite(P1_3, HIGH);
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||||||
|
digitalWrite(P1_2, HIGH);
|
||||||
|
digitalWrite(P1_7, HIGH);
|
||||||
|
digitalWrite(P1_8, HIGH);
|
||||||
|
|
||||||
// Set D4 and D7 as inputs and enable pull-up resistors (port1/2 TL)
|
// Set P1 TL as input and enable pull-up resistor
|
||||||
DDRD &= ~B10010000;
|
pinMode(P1_6, INPUT_PULLUP);
|
||||||
PORTD |= B10010000;
|
digitalWrite(P1_6, HIGH);
|
||||||
|
|
||||||
// Set B1 and B3 as outputs and set them HIGH (select pins)
|
#if GAMEPAD_COUNT == 2
|
||||||
PORTB |= B00001010;
|
// Set P2 data pins as inputs and enable pull-up resistors
|
||||||
DDRB |= B00001010;
|
pinMode(P2_3, INPUT_PULLUP);
|
||||||
|
pinMode(P2_2, INPUT_PULLUP);
|
||||||
|
pinMode(P2_7, INPUT_PULLUP);
|
||||||
|
pinMode(P2_8, INPUT_PULLUP);
|
||||||
|
digitalWrite(P2_3, HIGH);
|
||||||
|
digitalWrite(P2_2, HIGH);
|
||||||
|
digitalWrite(P2_7, HIGH);
|
||||||
|
digitalWrite(P2_8, HIGH);
|
||||||
|
|
||||||
|
// Set P2 TL as input and enable pull-up resistor
|
||||||
|
pinMode(P2_6, INPUT_PULLUP);
|
||||||
|
digitalWrite(P2_6, HIGH);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
// Set P1+P2 select pins as outputs and set them HIGH
|
||||||
|
pinMode(PX_4, OUTPUT);
|
||||||
|
pinMode(PX_5, OUTPUT);
|
||||||
|
digitalWrite(PX_4, HIGH);
|
||||||
|
digitalWrite(PX_5, HIGH);
|
||||||
|
|
||||||
// Wait for the controller(s) to settle
|
// Wait for the controller(s) to settle
|
||||||
delay(100);
|
delay(100);
|
||||||
}
|
}
|
||||||
|
|
||||||
void controllerChanged(const int c) {
|
|
||||||
// if start and down are held at the same time, send menu and only menu
|
|
||||||
gamepad.buttons(c, buttons[gp][1] | ((buttons[gp][0] & 0x80) << 1));
|
|
||||||
/* todo:
|
|
||||||
if (controllers.down(c, SC_BTN_START) && ((buttons[gp][0] & DOWN) >> 1)) {
|
|
||||||
gamepad.buttons(c, 0);
|
|
||||||
gamepad.press(c, BUTTON_MENU);
|
|
||||||
gamepad.setHatSync(c, DPAD_CENTERED);
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
*/
|
|
||||||
if (((buttons[gp][0] & DOWN) >> 1)) {
|
|
||||||
if (((buttons[gp][0] & RIGHT) >> 3)) {
|
|
||||||
gamepad.setHatSync(c, DPAD_DOWN_RIGHT);
|
|
||||||
} else if (((buttons[gp][0] & LEFT) >> 2)) {
|
|
||||||
gamepad.setHatSync(c, DPAD_DOWN_LEFT);
|
|
||||||
} else {
|
|
||||||
gamepad.setHatSync(c, DPAD_DOWN);
|
|
||||||
}
|
|
||||||
} else if ((buttons[gp][0] & UP)) {
|
|
||||||
if (((buttons[gp][0] & RIGHT) >> 3)) {
|
|
||||||
gamepad.setHatSync(c, DPAD_UP_RIGHT);
|
|
||||||
} else if (((buttons[gp][0] & LEFT) >> 2)) {
|
|
||||||
gamepad.setHatSync(c, DPAD_UP_LEFT);
|
|
||||||
} else {
|
|
||||||
gamepad.setHatSync(c, DPAD_UP);
|
|
||||||
}
|
|
||||||
} else if (((buttons[gp][0] & RIGHT) >> 3)) {
|
|
||||||
gamepad.setHatSync(c, DPAD_RIGHT);
|
|
||||||
} else if (((buttons[gp][0] & LEFT) >> 2)) {
|
|
||||||
gamepad.setHatSync(c, DPAD_LEFT);
|
|
||||||
} else {
|
|
||||||
gamepad.setHatSync(c, DPAD_CENTERED);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void loop() {
|
void loop() {
|
||||||
while (1) {
|
// Read all button and axes states
|
||||||
// Clear button data
|
read3();
|
||||||
buttons[0][0] = 0;
|
read2();
|
||||||
buttons[0][1] = 0;
|
read1();
|
||||||
buttons[1][0] = 0;
|
read4();
|
||||||
buttons[1][1] = 0;
|
|
||||||
|
|
||||||
// Read all button and axes states
|
// Send data to USB if values have changed
|
||||||
read3();
|
for (uint8_t gp = 0; gp < GAMEPAD_COUNT; gp++) {
|
||||||
read2();
|
if (currentGamepad.changed(gp, gamepad)) {
|
||||||
read1();
|
const auto hat = gamepad.getHat(gp);
|
||||||
read4();
|
if (hat == DPAD_DOWN && gamepad.isPressed(gp, BUTTON_START)) {
|
||||||
|
gamepad.buttons(gp, 0);
|
||||||
// Invert the readings so a 1 means a pressed button
|
gamepad.press(gp, BUTTON_MENU);
|
||||||
buttons[0][0] = ~buttons[0][0];
|
gamepad.setHatSync(gp, DPAD_CENTERED);
|
||||||
buttons[0][1] = ~buttons[0][1];
|
currentGamepad.changed(gp, gamepad);
|
||||||
buttons[1][0] = ~buttons[1][0];
|
return;
|
||||||
buttons[1][1] = ~buttons[1][1];
|
|
||||||
|
|
||||||
// Send data to USB if values have changed
|
|
||||||
for (gp = 0; gp < GAMEPAD_COUNT; gp++) {
|
|
||||||
// Has any buttons changed state?
|
|
||||||
if (buttons[gp][0] != buttonsPrev[gp][0] || buttons[gp][1] != buttonsPrev[gp][1]) {
|
|
||||||
/*
|
|
||||||
Gamepad[gp]._GamepadReport.buttons = buttons[gp][1] | ((buttons[gp][0] & 0x80)<<1);
|
|
||||||
Gamepad[gp]._GamepadReport.Y = ((buttons[gp][0] & DOWN) >> 1) - (buttons[gp][0] & UP);
|
|
||||||
Gamepad[gp]._GamepadReport.X = ((buttons[gp][0] & RIGHT) >> 3) - ((buttons[gp][0] & LEFT) >> 2);
|
|
||||||
Gamepad[gp].send();
|
|
||||||
*/
|
|
||||||
controllerChanged(gp);
|
|
||||||
buttonsPrev[gp][0] = buttons[gp][0];
|
|
||||||
buttonsPrev[gp][1] = buttons[gp][1];
|
|
||||||
}
|
}
|
||||||
|
gamepad.setHatSync(gp, hat);
|
||||||
}
|
}
|
||||||
|
// Clear button data
|
||||||
|
currentGamepad.reset(gp);
|
||||||
|
}
|
||||||
|
|
||||||
#ifdef RETROBIT_WL
|
#ifdef RETROBIT_WL
|
||||||
// This delay is needed for the retro bit 2.4GHz wireless controller, making it more or less useless with this adapter
|
// This delay is needed for the retro bit 2.4GHz wireless controller, making it more or less useless with this adapter
|
||||||
delay(17);
|
delay(17);
|
||||||
#endif
|
#endif
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
|
@ -4,11 +4,12 @@
|
||||||
|
|
||||||
#include <Arduino.h>
|
#include <Arduino.h>
|
||||||
|
|
||||||
#define ARDUINO_ARCH_ESP32 1
|
|
||||||
#include "HIDTypes.h"
|
#include "HIDTypes.h"
|
||||||
|
|
||||||
#if GAMEPAD_OUTPUT == 5 // nintendo switch
|
#if GAMEPAD_OUTPUT == 5 // nintendo switch
|
||||||
|
|
||||||
|
#include "HID-Project.h"
|
||||||
|
|
||||||
#define BUTTON_A NSButton_A
|
#define BUTTON_A NSButton_A
|
||||||
#define BUTTON_B NSButton_B
|
#define BUTTON_B NSButton_B
|
||||||
#define BUTTON_MENU NSButton_Home
|
#define BUTTON_MENU NSButton_Home
|
||||||
|
@ -143,6 +144,11 @@
|
||||||
#define BUTTON_32 2147483648
|
#define BUTTON_32 2147483648
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
|
#define DPAD_BIT_UP 1
|
||||||
|
#define DPAD_BIT_DOWN 2
|
||||||
|
#define DPAD_BIT_LEFT 4
|
||||||
|
#define DPAD_BIT_RIGHT 8
|
||||||
|
|
||||||
#ifndef GAMEPAD_REPORT_ARRAY_ADD
|
#ifndef GAMEPAD_REPORT_ARRAY_ADD
|
||||||
// this is used by radio gamepad to send additional info
|
// this is used by radio gamepad to send additional info
|
||||||
#define GAMEPAD_REPORT_ARRAY_ADD 0
|
#define GAMEPAD_REPORT_ARRAY_ADD 0
|
||||||
|
@ -246,6 +252,7 @@ static const uint8_t _hidReportDescriptor[] PROGMEM = {
|
||||||
class AbstractGamepad {
|
class AbstractGamepad {
|
||||||
public:
|
public:
|
||||||
uint32_t _buttons[GAMEPAD_COUNT];
|
uint32_t _buttons[GAMEPAD_COUNT];
|
||||||
|
uint8_t _dpad[GAMEPAD_COUNT];
|
||||||
uint8_t gamepadReport[GAMEPAD_REPORT_LEN + GAMEPAD_REPORT_ARRAY_ADD];
|
uint8_t gamepadReport[GAMEPAD_REPORT_LEN + GAMEPAD_REPORT_ARRAY_ADD];
|
||||||
|
|
||||||
AbstractGamepad() {
|
AbstractGamepad() {
|
||||||
|
@ -320,14 +327,77 @@ class AbstractGamepad {
|
||||||
return ((b & _buttons[cIdx]) > 0);
|
return ((b & _buttons[cIdx]) > 0);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
virtual void dpad(const uint8_t cIdx, uint8_t b) {
|
||||||
|
_dpad[cIdx] = b;
|
||||||
|
}
|
||||||
|
|
||||||
|
virtual void pressDpad(const uint8_t cIdx, uint8_t b) {
|
||||||
|
dpad(cIdx, _dpad[cIdx] | b);
|
||||||
|
}
|
||||||
|
|
||||||
|
virtual void releaseDpad(const uint8_t cIdx, uint8_t b) {
|
||||||
|
dpad(cIdx, _dpad[cIdx] & ~b);
|
||||||
|
}
|
||||||
|
|
||||||
|
virtual bool isDpadPressed(const uint8_t cIdx, uint8_t b) {
|
||||||
|
return ((b & _dpad[cIdx]) > 0);
|
||||||
|
}
|
||||||
|
|
||||||
virtual void sync(const uint8_t cIdx) {
|
virtual void sync(const uint8_t cIdx) {
|
||||||
sendHidReport(cIdx, &gamepadReport, GAMEPAD_REPORT_LEN);
|
sendHidReport(cIdx, &gamepadReport, GAMEPAD_REPORT_LEN);
|
||||||
}
|
}
|
||||||
|
|
||||||
virtual void sendHidReport(const uint8_t cIdx, const void* d, int len); // actually sends report
|
virtual void reset(const uint8_t cIdx) {
|
||||||
|
_buttons[cIdx] = 0;
|
||||||
|
_dpad[cIdx] = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
virtual char getHat(const uint8_t cIdx) {
|
||||||
|
// bit positions are B0000RLDU
|
||||||
|
switch (_dpad[cIdx]) {
|
||||||
|
case B00000000:
|
||||||
|
return DPAD_CENTER;
|
||||||
|
case B00000001:
|
||||||
|
return DPAD_UP;
|
||||||
|
case B00000010:
|
||||||
|
return DPAD_DOWN;
|
||||||
|
case B00000100:
|
||||||
|
return DPAD_LEFT;
|
||||||
|
case B00001000:
|
||||||
|
return DPAD_RIGHT;
|
||||||
|
case B00001001:
|
||||||
|
return DPAD_UP_RIGHT;
|
||||||
|
case B00001010:
|
||||||
|
return DPAD_DOWN_RIGHT;
|
||||||
|
case B00000110:
|
||||||
|
return DPAD_DOWN_LEFT;
|
||||||
|
case B00000101:
|
||||||
|
return DPAD_UP_LEFT;
|
||||||
|
}
|
||||||
|
return DPAD_CENTER;
|
||||||
|
}
|
||||||
|
|
||||||
|
// actually sends report
|
||||||
|
virtual void sendHidReport(const uint8_t cIdx, const void* d, int len) {
|
||||||
|
}
|
||||||
|
|
||||||
virtual ~AbstractGamepad() {
|
virtual ~AbstractGamepad() {
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
|
class ScratchGamepad : public AbstractGamepad {
|
||||||
|
public:
|
||||||
|
ScratchGamepad() : AbstractGamepad() {
|
||||||
|
}
|
||||||
|
|
||||||
|
virtual boolean changed(const uint8_t cIdx, AbstractGamepad& current) {
|
||||||
|
if (_buttons[cIdx] != current._buttons[cIdx] || _dpad[cIdx] != current._dpad[cIdx]) {
|
||||||
|
current._dpad[cIdx] = _dpad[cIdx];
|
||||||
|
current._buttons[cIdx] = _buttons[cIdx];
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
#endif // GAMEPAD_COMMON_H
|
#endif // GAMEPAD_COMMON_H
|
||||||
|
|
Loading…
Reference in New Issue