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https://github.com/MickGyver/DaemonBite-Retro-Controllers-USB
synced 2024-11-24 10:12:16 -05:00
SNES/NES controller adapter added.
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150
SNESControllersUSB/Gamepad.cpp
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150
SNESControllersUSB/Gamepad.cpp
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/* Gamepad.cpp
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*
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* Based on the advanced HID library for Arduino:
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* https://github.com/NicoHood/HID
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* Copyright (c) 2014-2015 NicoHood
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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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#pragma once
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#include "Gamepad.h"
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static const uint8_t _hidReportDescriptor[] PROGMEM = {
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0x05, 0x01, // USAGE_PAGE (Generic Desktop)
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0x09, 0x04, // USAGE (Joystick) (Maybe change to gamepad? I don't think so but...)
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0xa1, 0x01, // COLLECTION (Application)
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0xa1, 0x00, // COLLECTION (Physical)
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0x05, 0x09, // USAGE_PAGE (Button)
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0x19, 0x01, // USAGE_MINIMUM (Button 1)
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0x29, 0x08, // USAGE_MAXIMUM (Button 8)
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0x15, 0x00, // LOGICAL_MINIMUM (0)
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0x25, 0x01, // LOGICAL_MAXIMUM (1)
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0x95, 0x08, // REPORT_COUNT (8)
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0x75, 0x01, // REPORT_SIZE (1)
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0x81, 0x02, // INPUT (Data,Var,Abs)
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0x05, 0x01, // USAGE_PAGE (Generic Desktop)
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0x09, 0x01, // USAGE (pointer)
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0xa1, 0x00, // COLLECTION (Physical)
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0x09, 0x30, // USAGE (X)
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0x09, 0x31, // USAGE (Y)
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0x15, 0xff, // LOGICAL_MINIMUM (-1)
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0x25, 0x01, // LOGICAL_MAXIMUM (1)
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0x95, 0x02, // REPORT_COUNT (2)
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0x75, 0x08, // REPORT_SIZE (8)
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0x81, 0x02, // INPUT (Data,Var,Abs)
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0xc0, // END_COLLECTION
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0xc0, // END_COLLECTION
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0xc0, // END_COLLECTION
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};
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Gamepad_::Gamepad_(void) : PluggableUSBModule(1, 1, epType), protocol(HID_REPORT_PROTOCOL), idle(1)
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{
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epType[0] = EP_TYPE_INTERRUPT_IN;
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PluggableUSB().plug(this);
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}
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int Gamepad_::getInterface(uint8_t* interfaceCount)
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{
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*interfaceCount += 1; // uses 1
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HIDDescriptor hidInterface = {
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D_INTERFACE(pluggedInterface, 1, USB_DEVICE_CLASS_HUMAN_INTERFACE, HID_SUBCLASS_NONE, HID_PROTOCOL_NONE),
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D_HIDREPORT(sizeof(_hidReportDescriptor)),
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D_ENDPOINT(USB_ENDPOINT_IN(pluggedEndpoint), USB_ENDPOINT_TYPE_INTERRUPT, USB_EP_SIZE, 0x01)
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};
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return USB_SendControl(0, &hidInterface, sizeof(hidInterface));
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}
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int Gamepad_::getDescriptor(USBSetup& setup)
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{
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// Check if this is a HID Class Descriptor request
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if (setup.bmRequestType != REQUEST_DEVICETOHOST_STANDARD_INTERFACE) { return 0; }
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if (setup.wValueH != HID_REPORT_DESCRIPTOR_TYPE) { return 0; }
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// In a HID Class Descriptor wIndex cointains the interface number
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if (setup.wIndex != pluggedInterface) { return 0; }
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// Reset the protocol on reenumeration. Normally the host should not assume the state of the protocol
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// due to the USB specs, but Windows and Linux just assumes its in report mode.
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protocol = HID_REPORT_PROTOCOL;
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return USB_SendControl(TRANSFER_PGM, _hidReportDescriptor, sizeof(_hidReportDescriptor));
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}
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bool Gamepad_::setup(USBSetup& setup)
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{
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if (pluggedInterface != setup.wIndex) {
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return false;
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}
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uint8_t request = setup.bRequest;
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uint8_t requestType = setup.bmRequestType;
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if (requestType == REQUEST_DEVICETOHOST_CLASS_INTERFACE)
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{
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if (request == HID_GET_REPORT) {
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// TODO: HID_GetReport();
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return true;
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}
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if (request == HID_GET_PROTOCOL) {
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// TODO: Send8(protocol);
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return true;
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}
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}
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if (requestType == REQUEST_HOSTTODEVICE_CLASS_INTERFACE)
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{
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if (request == HID_SET_PROTOCOL) {
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protocol = setup.wValueL;
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return true;
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}
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if (request == HID_SET_IDLE) {
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idle = setup.wValueL;
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return true;
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}
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if (request == HID_SET_REPORT)
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{
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}
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}
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return false;
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}
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void Gamepad_::reset()
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{
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_GamepadReport.X = 0;
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_GamepadReport.Y = 0;
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_GamepadReport.buttons = 0;
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this->send();
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}
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void Gamepad_::send()
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{
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USB_Send(pluggedEndpoint | TRANSFER_RELEASE, &_GamepadReport, sizeof(GamepadReport));
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}
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uint8_t Gamepad_::getShortName(char *name)
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{
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return 0;
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}
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74
SNESControllersUSB/Gamepad.h
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74
SNESControllersUSB/Gamepad.h
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/* Gamepad.h
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*
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* Based on the advanced HID library for Arduino:
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* https://github.com/NicoHood/HID
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* Copyright (c) 2014-2015 NicoHood
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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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#pragma once
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#include "HID.h"
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// The numbers after colon are bit fields, meaning how many bits the field uses.
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// Remove those if there are problems
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typedef struct {
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union
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{
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struct {
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bool b0: 1 ;
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bool b1: 1 ;
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bool b2: 1 ;
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bool b3: 1 ;
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bool b4: 1 ;
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bool b5: 1 ;
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bool b6: 1 ;
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bool b7: 1 ;
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};
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uint8_t buttons;
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};
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int8_t X ;
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int8_t Y ;
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} GamepadReport;
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class Gamepad_ : public PluggableUSBModule
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{
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private:
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uint8_t reportId;
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protected:
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int getInterface(uint8_t* interfaceCount);
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int getDescriptor(USBSetup& setup);
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uint8_t getShortName(char *name);
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bool setup(USBSetup& setup);
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uint8_t epType[1];
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uint8_t protocol;
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uint8_t idle;
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public:
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GamepadReport _GamepadReport;
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Gamepad_(void);
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void reset(void);
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void send();
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};
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15
SNESControllersUSB/README.md
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15
SNESControllersUSB/README.md
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# DaemonBite SNES/NES USB Controller adapter
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## Introduction
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With this simple to build adapter you can connect NES gamepads to a PC, Raspberry PI, MiSTer FPGA etc. The Arduino Pro Micro has very low lag when configured as a USB gamepad and it is plug n' play once it has been programmed.
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## Parts you need
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- Arduino Pro Micro (ATMega32U4)
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- Male end of NES controller extension cable
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- Heat shrink tube (Ø ~20mm)
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- Micro USB cable
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## Wiring
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![Assemble1](images/nes-usb-adapter-wiring.png)
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## License
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This project is licensed under the GNU General Public License v3.0.
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141
SNESControllersUSB/SNESControllersUSB.ino
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141
SNESControllersUSB/SNESControllersUSB.ino
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/* DaemonBite (S)NES Controllers to 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 "Gamepad.h"
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#define GAMEPAD_COUNT 2 // NOTE: No more than TWO gamepads are possible at the moment due to a USB HID issue.
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#define GAMEPAD_COUNT_MAX 4 // NOTE: For some reason, can't have more than two gamepads without serial breaking. Can someone figure out why?
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// (It has something to do with how Arduino handles HID devices)
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#define SNES 0
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#define NES 1
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#define GPTYPE NES // NOTE: Set gamepad type here (NES or SNES)! :)
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#define BUTTON_READ_DELAY 300 // Button read delay in µs
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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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// Wire it all up according to the following table:
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//
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// NES SNES Arduino Pro Micro
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// --------------------------------------
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// VCC VCC (All gamepads)
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// GND GND (All gamepads)
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// OUT0 (LATCH) 2 (PD1, All gamepads)
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// CUP (CLOCK) 3 (PD0, All gamepads)
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// D1 (GP1: DATA) A0 (PF7, Gamepad 1)
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// D1 (GP2: DATA) A1 (PF6, Gamepad 2)
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// D1 (GP3: DATA) A2 (PF5, Gamepad 3)
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// D1 (GP4: DATA) A3 (PF4, Gamepad 4)
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// Set up USB HID gamepads
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Gamepad_ Gamepad[GAMEPAD_COUNT];
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// Controllers
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uint16_t buttons[GAMEPAD_COUNT_MAX] = {0,0,0,0};
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uint16_t buttonsPrev[GAMEPAD_COUNT_MAX] = {0,0,0,0};
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uint8_t gpBit[GAMEPAD_COUNT_MAX] = {B10000000,B01000000,B00100000,B00010000};
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uint16_t btnBitsSnes[12] = {0x200,0x800,0x8000,0x4000,UP,DOWN,LEFT,RIGHT,0x100,0x400,0x1000,0x2000};
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uint16_t btnBitsNes[8] = {0x100,0x200,0x8000,0x4000,UP,DOWN,LEFT,RIGHT};
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uint16_t *btnBits;
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uint8_t gp = 0;
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uint8_t gpType = GPTYPE;
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uint8_t buttonCount = 0;
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// Timing
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long microsNow = 0;
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long microsButtons = 0;
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void setup()
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{
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// Setup latch and clock pins (2,3 or PD1, PD0)
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DDRD |= B00000011; // output
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PORTD &= ~B00000011; // low
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// Setup data pins (A0-A3 or PF7-PF4)
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DDRF &= ~B11110000; // inputs
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PORTF |= B11110000; // enable internal pull-ups
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if(gpType == SNES) {
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buttonCount = 12;
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btnBits = btnBitsSnes;
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}
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else {
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buttonCount = 8;
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btnBits = btnBitsNes;
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}
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}
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void loop()
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{
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// Get current time
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microsNow = micros();
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// See if enough time has passed since last button read
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if(microsNow > microsButtons+BUTTON_READ_DELAY)
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{
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// Pulse latch
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sendLatch();
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for(uint8_t btn=0; btn<buttonCount; btn++)
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{
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for(gp=0; gp<GAMEPAD_COUNT; gp++)
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(PINF & gpBit[gp]) ? buttons[gp] &= ~btnBits[btn] : buttons[gp] |= btnBits[btn];
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sendClock();
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}
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microsButtons = microsNow+100;
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}
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for(gp=0; gp<GAMEPAD_COUNT; gp++)
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{
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// Has any buttons changed state?
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if (buttons[gp] != buttonsPrev[gp])
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{
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Gamepad[gp]._GamepadReport.buttons = buttons[gp] >> 8;
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Gamepad[gp]._GamepadReport.Y = ((buttons[gp] & DOWN) >> 1) - (buttons[gp] & UP);
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Gamepad[gp]._GamepadReport.X = ((buttons[gp] & RIGHT) >> 3) - ((buttons[gp] & LEFT) >> 2);
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buttonsPrev[gp] = buttons[gp];
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Gamepad[gp].send();
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}
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}
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}
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void sendLatch()
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{
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// Send a latch pulse to (S)NES controller(s)
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PORTD |= B00000010; // Set HIGH
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delayMicroseconds(12);
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PORTD &= ~B00000010; // Set LOW
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delayMicroseconds(6);
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}
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void sendClock()
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{
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// Send a clock pulse to (S)NES controller(s)
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PORTD |= B10000001; // Set HIGH
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delayMicroseconds(6);
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PORTD &= ~B10000001; // Set LOW
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delayMicroseconds(6);
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}
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