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mirror of https://github.com/MickGyver/DaemonBite-Retro-Controllers-USB synced 2024-11-24 18:22:17 -05:00
DaemonBite-Retro-Controller.../SegaControllerUSB/SegaControllerUSB.ino
2020-03-19 20:07:05 +02:00

80 lines
2.3 KiB
C++

/* DaemonBite Sega USB Adapter
* Author: Mikael Norrgård <mick@daemonbite.com>
*
* Copyright (c) 2020 Mikael Norrgård <http://daemonbite.com>
*
* GNU GENERAL PUBLIC LICENSE
* Version 3, 29 June 2007
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*
*/
#include "SegaController32U4.h"
#include "Gamepad.h"
// ATT: 20 chars max (including NULL at the end) according to Arduino source code.
// Additionally serial number is used to differentiate arduino projects to have different button maps!
const char *gp_serial = "Sega/C= to USB";
// Controller DB9 pins (looking face-on to the end of the plug):
//
// 5 4 3 2 1
// 9 8 7 6
//
// Connect pin 5 to +5V and pin 8 to GND
// Connect the remaining pins to digital I/O pins (see below)
// DB9 Arduino Pro Micro
// --------------------------------------
// 1 A0 PF7
// 2 A1 PF6
// 3 A2 PF5
// 4 A3 PF4
// 6 14 PB3
// 7 7 PE6 (Used to be 6 PD7)
// 9 15 PB1
SegaController32U4 controller;
// Set up USB HID gamepad
Gamepad_ Gamepad;
bool usbUpdate = false; // Should gamepad data be sent to USB?
// Controller states
word currentState = 0;
word lastState = 1;
void setup()
{
}
void loop()
{
currentState = controller.getStateMD();
sendState();
}
void sendState()
{
// Only report controller state if it has changed
if (currentState != lastState)
{
Gamepad._GamepadReport.buttons = currentState >> 5;
Gamepad._GamepadReport.Y = ((currentState & SC_BTN_DOWN) >> SC_BIT_DOWN) - ((currentState & SC_BTN_UP) >> SC_BIT_UP);
Gamepad._GamepadReport.X = ((currentState & SC_BTN_RIGHT) >> SC_BIT_RIGHT) - ((currentState & SC_BTN_LEFT) >> SC_BIT_LEFT);
Gamepad.send();
lastState = currentState;
}
}