mirror of
https://github.com/MickGyver/DaemonBite-Retro-Controllers-USB
synced 2024-11-16 06:15:11 -05:00
92 lines
2.6 KiB
C++
92 lines
2.6 KiB
C++
/* DaemonBite Sega 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 "SegaControllers32U4.h"
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#include "Gamepad.h"
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// ATT: 20 chars max (including NULL at the end) according to Arduino source code.
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// Additionally serial number is used to differentiate arduino projects to have different button maps!
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const char *gp_serial = "Sega/C= to USB";
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// Controller DB9 pins (looking face-on to the end of the plug):
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//
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// 5 4 3 2 1
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// 9 8 7 6
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//
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// Connect pin 5 to +5V and pin 8 to GND
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// Connect the remaining pins to digital I/O pins (see below)
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// DB9 Arduino Pro Micro
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// --------------------------------------
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// 1 A0 PF7
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// 2 A1 PF6
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// 3 A2 PF5
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// 4 A3 PF4
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// 6 14 PB3
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// 7 7 PE6
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// 9 15 PB1
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// 1 TXO PD3
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// 2 RXI PD2
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// 3 2 PD1
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// 4 3 PD0
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// 6 4 PD4
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// 7 5 PC6
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// 9 6 PD7
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SegaControllers32U4 controllers;
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// Set up USB HID gamepads
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Gamepad_ Gamepad[2];
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bool usbUpdate[2] = {false,false}; // Should gamepad data be sent to USB?
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// Controller states
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word currentState[2] = {0,0};
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word lastState[2] = {1,1};
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void setup()
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{
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for(byte gp=0; gp<=1; gp++)
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Gamepad[gp].reset();
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}
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void loop()
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{
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for(byte gp=0; gp<=1; gp++) {
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currentState[gp] = controllers.getStateMD(gp);
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sendState(gp);
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}
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}
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void sendState(byte gp)
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{
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// Only report controller state if it has changed
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if (currentState[gp] != lastState[gp])
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{
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Gamepad[gp]._GamepadReport.buttons = currentState[gp] >> 5;
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Gamepad[gp]._GamepadReport.Y = ((currentState[gp] & SC_BTN_DOWN) >> SC_BIT_DOWN) - ((currentState[gp] & SC_BTN_UP) >> SC_BIT_UP);
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Gamepad[gp]._GamepadReport.X = ((currentState[gp] & SC_BTN_RIGHT) >> SC_BIT_RIGHT) - ((currentState[gp] & SC_BTN_LEFT) >> SC_BIT_LEFT);
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Gamepad[gp].send();
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lastState[gp] = currentState[gp];
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}
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}
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