JD2022-TU1/main/extern/Camcam/LIBS/Input/Wiimote/wiimote.h

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// _______________________________________________________________________________
//
// - WiiYourself! - native C++ Wiimote library v1.01
// (c) gl.tter 2007-8 - http://gl.tter.org
//
// see License.txt for conditions of use. see History.txt for change log.
// _______________________________________________________________________________
//
// wiimote.h (tab = 4 spaces)
#ifdef _MSC_VER // VC
# pragma once
#endif
#ifndef _WIIMOTE_H
# define _WIIMOTE_H
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#include <tchar.h> // auto Unicode/Ansi support
#include <queue> // for HID write method
#include <list> // for state recording
using namespace std;
#ifdef _MSC_VER // VC-specific: _DEBUG build only _ASSERT() sanity checks
# include <crtdbg.h>
#else
# define _ASSERT // (add your compiler's implementation if you like)
#endif
#include "wiimote_state.h"
// configs:
// we request periodic status report updates to refresh the battery level
// and to detect connection loss (through failed writes)
#define REQUEST_STATUS_EVERY_MS 1000
// all threads (read/parse, audio streaming, async rumble...) use this priority
#define WORKER_THREAD_PRIORITY THREAD_PRIORITY_HIGHEST
// internals
#define WIIYOURSELF_VERSION_MAJOR 1
#define WIIYOURSELF_VERSION_MINOR1 0
#define WIIYOURSELF_VERSION_MINOR2 1
#define WIIYOURSELF_VERSION_STR _T("1.01")
// clarity
typedef HANDLE EVENT;
// state data changes can be signalled to the app via a callback. Set the wiimote
// object's 'ChangedCallback' any time to enable them. 'changed' is a combination
// of flags indicating which state has changed since the last callback.
typedef void (*state_changed_callback) (class wiimote &owner,
state_change_flags changed);
// internals
typedef BOOLEAN (__stdcall *hidwrite_ptr)(HANDLE HidDeviceObject,
PVOID ReportBuffer,
ULONG ReportBufferLength);
// wiimote class - connects and manages a wiimote and its optional extensions
// (Nunchuk/Classic Controller), and exposes their state
class wiimote : public wiimote_state
{
public:
wiimote ();
~wiimote ();
public:
// wiimote data input mode (use with SetReportType())
// (only enable what you need to save battery power)
enum input_report
{
// combinations if buttons/acceleration/IR/Extension data
IN_BUTTONS = 0x30,
IN_BUTTONS_ACCEL = 0x31,
IN_BUTTONS_ACCEL_IR = 0x33, // reports IR EXTENDED data (dot sizes)
IN_BUTTONS_ACCEL_EXT = 0x35,
IN_BUTTONS_ACCEL_IR_EXT = 0x37, // reports IR BASIC data (no dot sizes)
};
public: // convenience accessors:
inline bool IsConnected () const { return bStatusReceived; }
// if IsConnected() unexpectedly returns false, connection was probably lost
inline bool ConnectionLost () const { return bConnectionLost; }
inline bool NunchukConnected () const { return (Internal.bExtension && (Internal.ExtensionType==wiimote_state::NUNCHUK)); }
inline bool ClassicConnected () const { return (Internal.bExtension && (Internal.ExtensionType==wiimote_state::CLASSIC)); }
inline bool IsPlayingAudio () const { return (Internal.Speaker.Freq && Internal.Speaker.Volume); }
inline bool IsPlayingSample () const { return IsPlayingAudio() && (CurrentSample != NULL); }
inline bool IsUsingHIDwrites () const { return bUseHIDwrite; }
inline bool IsRecordingState () const { return Recording.bEnabled; }
static inline unsigned TotalConnected() { return _TotalConnected; }
public: // data
// optional callbacks - set these to your own fuctions (if required)
state_changed_callback ChangedCallback;
// you can avoid unnecessary callback overhead by specifying a mask
// of which state changes should trigger them (default is any)
state_change_flags CallbackTriggerFlags;
// get the button name from its bit index (some bits are unused)
static const TCHAR* ButtonNameFromBit [16];
// same for the Classic Controller
static const TCHAR* ClassicButtonNameFromBit [16];
// get the frequency from speaker_freq enum
static const unsigned FreqLookup [10];
struct GunFiled_
{
unsigned char FrameNum;
unsigned char FrameFinish;
unsigned char DATA[5];
} GunFiled[4];
public: // methods
// call Connect() first - returns true if wiimote was found & enabled
// - 'wiimote_index' specifies which *installed* (not necessarily
// *connected*) wiimote should be tried (1 = first, 2 = 2nd etc).
// if you just want the first *available* wiimote that isn't already
// in use, pass in FIRST_AVAILABLE (default).
// - 'force_hidwrites' forces HID output method (it's auto-selected
// when needed and less efficient, so only force for testing).
static const unsigned FIRST_AVAILABLE = 0xffffffff;
bool Connect (unsigned wiimote_index = FIRST_AVAILABLE,
bool force_hidwrites = false);
// disconnect from the controller and stop reading data from it
void Disconnect ();
// set wiimote reporting mode (call after Connnect())
// continous = true forces the wiimote to send constant updates, even when
// nothing has changed.
// = false only sends data when something has changed (note that
// acceleration data will cause frequent updates anyway as it
// jitters even when the wiimote is stationary)
void SetReportType (input_report type, bool continuous = false);
// to read the state via polling (reading the public state data direct from
// the wiimote object) you must call RefreshState() at the top of every pass.
// returns a combination of flags to indicate which state (if any) has
// changed since the last call.
inline state_change_flags RefreshState () { return _RefreshState(false); }
// reset the wiimote (changes report type to non-continuous buttons-only,
// clears LEDs & rumble, mutes & disables speaker)
void Reset ();
// set/clear the wiimote LEDs
void SetLEDs (BYTE led_bits); // bits 0-3 are valid
// set/clear rumble
void SetRumble (bool on);
// alternative - rumble for a fixed amount of time (asynchronous)
void RumbleForAsync (unsigned milliseconds);
// *experimental* speaker support:
bool MuteSpeaker (bool on);
bool EnableSpeaker (bool on);
bool PlaySquareWave (speaker_freq freq, BYTE volume = 0x40);
// note: PlaySample currently streams from the passed-in wiimote_sample -
// don't delete it until playback has stopped.
bool PlaySample (const wiimote_sample &sample,
BYTE volume = 0x40,
speaker_freq freq_override = FREQ_NONE);
// 16bit mono sample loading/conversion to native format:
// .wav sample
static bool Load16bitMonoSampleWAV (const TCHAR* filepath,
wiimote_sample &out);
// raw 16bit mono audio data (can be signed or unsigned)
static bool Load16BitMonoSampleRAW (const TCHAR* filepath,
bool _signed,
speaker_freq freq,
wiimote_sample &out);
// converts a 16bit mono sample array to a wiimote_sample
static bool Convert16bitMonoSamples (const short* samples,
bool _signed,
DWORD length,
speaker_freq freq,
wiimote_sample &out);
static bool Convert32to16bit( int*samples_In, short*samples_Out,bool _signed,DWORD length);
static bool Convert8to16bit( char* samples_In, short* samples_Out,bool _signed,DWORD length);
static bool ConvertStereoToMono( short*samples_In, short*samples_Out,bool _signed,DWORD length);
static bool ConvertInFreqToOutFreq( short*samples_In, short*samples_Out,float Factor,DWORD length);
// state recording - records state snapshots to a 'state_history' supplied
// by the caller. states are timestamped and only added
// to the list when the specified state changes.
struct state_event {
DWORD time_ms; // system timestamp in milliseconds
wiimote_state state;
};
typedef list<state_event> state_history;
static const unsigned UNTIL_STOP = 0xffffffff;
// - pass in a 'state_history' list, and don't destroy/change it until
// recording is stopped. note the list will be cleared first.
// - you can request a specific duration (and use IsRecordingState() to detect
// the end), or UNTIL_STOP. StopRecording() can be called either way.
// - you can use 'change trigger' to specify specific state changes that will
// trigger an insert into the history (others are then ignored).
void RecordState (state_history &events_out,
unsigned max_time_ms = UNTIL_STOP,
state_change_flags change_trigger = CHANGED_ALL);
void StopRecording ();
private: // methods
// start reading asynchronously from the controller
bool BeginAsyncRead ();
// request status update (battery level, extension status etc)
void RequestStatusReport ();
// read address or register from Wiimote asynchronously (the result is
// parsed internally whenever it arrives)
bool ReadAddress (int address, short size);
// write a single BYTE to a wiimote address or register
inline void WriteData (int address, BYTE data) { WriteData(address, 1, &data); }
// write a BYTE array to a wiimote address or register
void WriteData (int address, BYTE size, const BYTE* buff);
// callback when data is ready to be processed
void OnReadData (DWORD bytes_read);
// parse individual reports by type
int ParseInput (BYTE* buff);
// initializes an extension when plugged in.
void InitializeExtension ();
// decrypts data sent from the extension
void DecryptBuffer (BYTE* buff, unsigned size);
// parses a status report
int ParseStatus (BYTE* buff);
// parses the buttons
int ParseButtons (BYTE* buff);
// parses accelerometer data
int ParseAccel (BYTE* buff);
bool EstimateOrientationFrom(wiimote_state::acceleration &accel);
void ApplyJoystickDeadZones (wiimote_state::joystick &joy);
// parses IR data from report
int ParseIR (BYTE* buff);
// parses data from an extension.
int ParseExtension (BYTE* buff, unsigned offset);
// parses data returned from a read report
int ParseReadAddress (BYTE* buff);
// reads calibration information stored on Wiimote
void ReadCalibration ();
// turns on the IR sensor (the mode must match the reporting mode caps)
void EnableIR (wiimote_state::ir::mode mode);
// disables the IR sensor
void DisableIR ();
// writes a report to the Wiimote (NULL = use 'WriteBuff')
bool WriteReport (BYTE* buff);
bool StartSampleThread ();
// returns the rumble BYTE that needs to be sent with reports.
inline BYTE GetRumbleBit () const { return Internal.bRumble? 0x01 : 0x00; }
// copy the accumulated parsed state into the public state
state_change_flags _RefreshState (bool for_callbacks);
// static thread funcs:
static unsigned __stdcall ReadParseThreadfunc (void* param);
static unsigned __stdcall AsyncRumbleThreadfunc (void* param);
static unsigned __stdcall SampleStreamThreadfunc(void* param);
static unsigned __stdcall HIDwriteThreadfunc (void* param);
private: // data
// wiimote output comands
enum output_report
{
OUT_NONE = 0x00,
OUT_LEDs = 0x11,
OUT_TYPE = 0x12,
OUT_IR = 0x13,
OUT_SPEAKER_ENABLE = 0x14,
OUT_STATUS = 0x15,
OUT_WRITEMEMORY = 0x16,
OUT_READMEMORY = 0x17,
OUT_SPEAKER_DATA = 0x18,
OUT_SPEAKER_MUTE = 0x19,
OUT_IR2 = 0x1a,
};
// input reports used only internally:
static const int IN_STATUS = 0x20;
static const int IN_READADDRESS = 0x21;
// wiimote device IDs:
static const int VID = 0x057e; // 'Nintendo'
static const int PID = 0x0306; // 'Wiimote'
// we could find this out the hard way using HID, but it's 22
static const int REPORT_LENGTH = 22;
// wiimote registers
static const int REGISTER_CALIBRATION = 0x0016;
static const int REGISTER_IR = 0x04b00030;
static const int REGISTER_IR_SENSITIVITY_1 = 0x04b00000;
static const int REGISTER_IR_SENSITIVITY_2 = 0x04b0001a;
static const int REGISTER_IR_MODE = 0x04b00033;
static const int REGISTER_EXTENSION_INIT = 0x04a40040;
static const int REGISTER_EXTENSION_TYPE = 0x04a400fe;
static const int REGISTER_EXTENSION_CALIBRATION = 0x04a40020;
HANDLE Handle; // read/write device handle
OVERLAPPED Overlapped; // for async Read/WriteFile() IO
HANDLE ReadParseThread; // waits for overlapped reads & parses result
EVENT DataRead; // signals overlapped read complete
bool bUseHIDwrite; // alternative write method (less efficient
// but required for some BT stacks (eg. MS')
// HidD_SetOutputReport is only supported from XP onwards, so detect &
// load it dynamically:
static HMODULE HidDLL;
static hidwrite_ptr _HidD_SetOutputReport;
volatile bool bStatusReceived; // for output method detection
volatile bool bConnectionLost; // auto-Disconnect()s if set
static unsigned _TotalCreated;
static unsigned _TotalConnected;
input_report ReportType; // type of data the wiimote delivers
// read buffer
BYTE ReadBuff [REPORT_LENGTH];
// for polling: state is updated on a thread internally, and made public
// via _RefreshState()
CRITICAL_SECTION StateLock;
wiimote_state Internal;
state_change_flags InternalChanged; // state changes since last RefreshState()
// periodic status report requests (for battery level and connection loss
// detection)
DWORD NextStatusTime;
// async Hidd_WriteReport() thread
HANDLE HIDwriteThread;
queue<BYTE*> HIDwriteQueue;
CRITICAL_SECTION HIDwriteQueueLock; // queue must be locked before being modified
// async rumble
HANDLE AsyncRumbleThread; // automatically disables rumble if requested
volatile DWORD AsyncRumbleTimeout;
// orientation estimation
unsigned WiimoteNearGUpdates;
unsigned NunchukNearGUpdates;
// audio
HANDLE SampleThread;
volatile bool SampleRestart;
const wiimote_sample* volatile CurrentSample; // otherwise playing square wave
// state recording
struct recording
{
volatile bool bEnabled;
state_history *StateHistory;
volatile DWORD StartTimeMS;
volatile DWORD EndTimeMS; // can be UNTIL_STOP
unsigned TriggerFlags; // wiimote changes trigger a state event
unsigned ExtTriggerFlags;// extension changes "
} Recording;
public:
class WORLD *pSceneClass;
};
#endif // _WIIMOTE_H