For SDVX 1-4: passes amp values through as-is For SDVX5: ignores the amp volume control (as the game uses windows volume controls, which will work without any hooks)
96 lines
1.7 KiB
C
96 lines
1.7 KiB
C
#include <stdbool.h>
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#include <stddef.h>
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#include <stdint.h>
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#include "bemanitools/glue.h"
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#include "bemanitools/input.h"
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#include "bemanitools/sdvxio.h"
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static uint16_t sdvx_io_gpio[2];
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static uint8_t sdvx_io_gpio_sys;
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void sdvx_io_set_loggers(
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log_formatter_t misc,
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log_formatter_t info,
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log_formatter_t warning,
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log_formatter_t fatal)
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{
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input_set_loggers(misc, info, warning, fatal);
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}
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bool sdvx_io_init(
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thread_create_t thread_create,
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thread_join_t thread_join,
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thread_destroy_t thread_destroy)
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{
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input_init(thread_create, thread_join, thread_destroy);
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mapper_config_load("sdvx");
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return true;
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}
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void sdvx_io_fini(void)
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{
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input_fini();
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}
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void sdvx_io_set_gpio_lights(uint32_t gpio_lights)
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{
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size_t i;
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for (i = 0; i < 16; i++) {
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if (gpio_lights & (1 << i)) {
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mapper_write_light(i, 255);
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} else {
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mapper_write_light(i, 0);
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}
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}
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}
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void sdvx_io_set_pwm_light(uint8_t light_no, uint8_t intensity)
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{
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mapper_write_light(light_no + 0x10, intensity);
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}
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bool sdvx_io_write_output(void)
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{
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return true;
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}
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bool sdvx_io_read_input(void)
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{
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uint32_t pack;
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pack = mapper_update();
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sdvx_io_gpio_sys = pack & 0xFF;
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sdvx_io_gpio[0] = (pack >> 8) & 0x00FF;
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sdvx_io_gpio[1] = (pack >> 16) & 0x00FF;
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return 0;
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}
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uint8_t sdvx_io_get_input_gpio_sys(void)
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{
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return sdvx_io_gpio_sys;
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}
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uint16_t sdvx_io_get_input_gpio(uint8_t gpio_bank)
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{
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if (gpio_bank > 1) {
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return 0;
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}
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return sdvx_io_gpio[gpio_bank];
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}
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uint16_t sdvx_io_get_spinner_pos(uint8_t spinner_no)
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{
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return mapper_read_analog(spinner_no) * 4;
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}
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bool sdvx_io_set_amp_volume(uint8_t primary, uint8_t headphone, uint8_t subwoofer)
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{
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return true;
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}
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