WIP Modified stac light driver. testing needed and it is not linux only anymore
This commit is contained in:
@@ -25,264 +25,87 @@
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REGISTER_LIGHTS_DRIVER_CLASS2(stac, Linux_stac);
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StacDevice::StacDevice(uint8_t pn)
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{
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memset(outputBuffer, 0x00, sizeof(outputBuffer));
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deviceVID = STAC_VID;
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playerNumber = pn;
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switch (playerNumber)
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{
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case 1:
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devicePID = STAC_PID_P1;
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break;
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case 2:
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devicePID = STAC_PID_P2;
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break;
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default:
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LOG->Warn("STAC: Invalid player number instantiated, no PID set.");
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break;
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}
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}
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//function adapted from example in:
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//https://web.archive.org/web/20190312223426/http://www.signal11.us/oss/udev/
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//allows us to find the /dev/hidraw device that matches the Snek usb VID and PID.
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void StacDevice::FindDevice()
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{
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struct udev *udev;
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struct udev_enumerate *enumerate;
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struct udev_list_entry *devices, *dev_list_entry;
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struct udev_device *dev;
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const char *devVID;
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const char *devPID;
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bool found = false;
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/* Create the udev object */
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udev = udev_new();
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if (!udev)
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{
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LOG->Warn("Can't create udev");
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return;
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}
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/* Create a list of the devices in the 'hidraw' subsystem. */
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enumerate = udev_enumerate_new(udev);
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udev_enumerate_add_match_subsystem(enumerate, "hidraw");
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udev_enumerate_scan_devices(enumerate);
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devices = udev_enumerate_get_list_entry(enumerate);
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/* For each item enumerated, print out its information.
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udev_list_entry_foreach is a macro which expands to
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a loop. The loop will be executed for each member in
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devices, setting dev_list_entry to a list entry
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which contains the device's path in /sys. */
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udev_list_entry_foreach(dev_list_entry, devices)
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{
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const char *path;
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/* Get the filename of the /sys entry for the device
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and create a udev_device object (dev) representing it */
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path = udev_list_entry_get_name(dev_list_entry);
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dev = udev_device_new_from_syspath(udev, path);
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devicePath = udev_device_get_devnode(dev);
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/* The device pointed to by dev contains information about
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the hidraw device. In order to get information about the
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USB device, get the parent device with the
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subsystem/devtype pair of "usb"/"usb_device". This will
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be several levels up the tree, but the function will find
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it.*/
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dev = udev_device_get_parent_with_subsystem_devtype(
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dev,
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"usb",
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"usb_device");
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if (!dev)
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{
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LOG->Warn("Unable to find parent usb device.");
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return;
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}
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devVID = udev_device_get_sysattr_value(dev, "idVendor");
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devPID = udev_device_get_sysattr_value(dev, "idProduct");
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udev_device_unref(dev);
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if (strcmp(devVID, deviceVID) == 0 &&
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strcmp(devPID, devicePID) == 0)
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{
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found = true;
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break;
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}
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}
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/* Free the enumerator object */
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udev_enumerate_unref(enumerate);
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udev_unref(udev);
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if (!found)
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{
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devicePath = nullptr;
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}
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}
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void StacDevice::Connect()
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{
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devicePath = nullptr;
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fd = -1;
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FindDevice();
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if (devicePath == nullptr)
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{
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LOG->Warn("stac pn%d not found. Please ensure device is connected to system.", playerNumber);
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}
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else
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{
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fd = open(devicePath, O_RDWR | O_NONBLOCK);
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if (!IsConnected())
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{
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LOG->Warn("Could not open stac pn%d at %s. Check device permissions or udev rules. errno: %d: %s", playerNumber, devicePath, errno, strerror(errno));
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}
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else
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{
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LOG->Info("Successfully opened stac pn%d at: %s", playerNumber, devicePath);
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//ensure the device, when connected, gets a fresh state.
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newState = true;
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}
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}
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}
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void StacDevice::Close()
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{
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if (fd >= 0)
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{
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close(fd);
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LOG->Info("Closed stac pn%d at: %s", playerNumber, devicePath);
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fd = -1;
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}
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}
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void StacDevice::SetInBuffer(int index, bool lightState)
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{
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//the first byte is the report ID, so we offset it here to adjust.
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uint8_t index_offset = index + 1;
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//each index in the array represents a single light,
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//the light will turn on for any value that isn't 0x00
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uint8_t val = lightState ? 0xFF : 0x00;
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//ensure the index is valid and the light value has changed.
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if (index_offset < STAC_HIDREPORT_SIZE && outputBuffer[index_offset] != val)
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{
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outputBuffer[index_offset] = val;
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//signal the loop to push the new buffer to the device.
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newState = true;
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}
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}
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void StacDevice::PushBufferToDevice()
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{
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//first check to make sure we have *new* data to send to the device.
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if (newState)
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{
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//Always ensure there is a report ID before writing,
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//otherwise linux will complain and throw errors.
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outputBuffer[0] = STAC_REPORT_ID;
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int res = write(fd, outputBuffer, STAC_HIDREPORT_SIZE);
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if (res < 0)
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{
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LOG->Warn("stac pn%d Write Error: %d: %s", playerNumber, errno, strerror(errno));
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//close on error write to signal a reconnect.
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Close();
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}
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newState = false;
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}
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}
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LightsDriver_Linux_stac::LightsDriver_Linux_stac()
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{
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//attempt to connect on game launch
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stacPlayer1->Connect();
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stacPlayer2->Connect();
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memset(outputBuffer[GameController_1], 0x00, STAC_HIDREPORT_SIZE);
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memset(outputBuffer[GameController_2], 0x00, STAC_HIDREPORT_SIZE);
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//we keep track of if the device has *ever* been connected to signal
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//if we want to try to reconnect.
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//because if there is no P2 stac connected, then we don't want to go
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//searching for something that was *never* there.
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haveSeenP1 = stacPlayer1->IsConnected();
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haveSeenP2 = stacPlayer2->IsConnected();
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// Open the device using the VID, PID,
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// and optionally the Serial number.
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handleP1 = hid_open(STAC_VID, STAC_PID_P1, NULL);
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handleP2 = hid_open(STAC_VID, STAC_PID_P2, NULL);
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if (!handleP1) {
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LOG->Warn("Stac P1 device not found.");
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hid_exit();
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return;
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}
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}
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LightsDriver_Linux_stac::~LightsDriver_Linux_stac()
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{
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stacPlayer1->Close();
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stacPlayer2->Close();
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if(handleP1)
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hid_close(handleP1);
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if (handleP2)
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hid_close(handleP2);
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delete stacPlayer1;
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delete stacPlayer2;
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// Finalize the hidapi library
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hid_exit();
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}
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void LightsDriver_Linux_stac::HandleState(const LightsState *ls, StacDevice *dev, GameController ctrlNum)
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void LightsDriver_Linux_stac::SetBuffer(int index, bool lightState, GameController ctrlNum)
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{
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//the first byte is the report ID, so we offset it here to adjust.
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uint8_t index_offset = index + 1;
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//each index in the array represents a single light,
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//the light will turn on for any value that isn't 0x00
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uint8_t val = lightState ? 0xFF : 0x00;
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//ensure the index is valid and the light value has changed.
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if (index_offset < STAC_HIDREPORT_SIZE && outputBuffer[ctrlNum][index_offset] != val)
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{
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outputBuffer[ctrlNum][index_offset] = val;
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//signal the loop to push the new buffer to the device.
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stateChanged = true;
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}
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}
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void LightsDriver_Linux_stac::HandleState(const LightsState *ls, GameController ctrlNum)
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{
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if (!handle[ctrlNum])
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return;
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//check to see which game we are running as it can change during gameplay.
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const InputScheme *pInput = &GAMESTATE->GetCurrentGame()->m_InputScheme;
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RString sInputName = pInput->m_szName;
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if (sInputName.EqualsNoCase("dance"))
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{
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dev->SetInBuffer(STAC_LIGHTINDEX_BTN1, ls->m_bGameButtonLights[ctrlNum][DANCE_BUTTON_UP]);
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dev->SetInBuffer(STAC_LIGHTINDEX_BTN2, ls->m_bGameButtonLights[ctrlNum][DANCE_BUTTON_DOWN]);
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dev->SetInBuffer(STAC_LIGHTINDEX_BTN3, ls->m_bGameButtonLights[ctrlNum][DANCE_BUTTON_LEFT]);
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dev->SetInBuffer(STAC_LIGHTINDEX_BTN4, ls->m_bGameButtonLights[ctrlNum][DANCE_BUTTON_RIGHT]);
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}
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else if (sInputName.EqualsNoCase("pump"))
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{
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dev->SetInBuffer(STAC_LIGHTINDEX_BTN1, ls->m_bGameButtonLights[ctrlNum][PUMP_BUTTON_UPLEFT]);
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dev->SetInBuffer(STAC_LIGHTINDEX_BTN2, ls->m_bGameButtonLights[ctrlNum][PUMP_BUTTON_UPRIGHT]);
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dev->SetInBuffer(STAC_LIGHTINDEX_BTN3, ls->m_bGameButtonLights[ctrlNum][PUMP_BUTTON_CENTER]);
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dev->SetInBuffer(STAC_LIGHTINDEX_BTN4, ls->m_bGameButtonLights[ctrlNum][PUMP_BUTTON_DOWNLEFT]);
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dev->SetInBuffer(STAC_LIGHTINDEX_BTN5, ls->m_bGameButtonLights[ctrlNum][PUMP_BUTTON_DOWNRIGHT]);
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SetBuffer(STAC_LIGHTINDEX_BTN1, ls->m_bGameButtonLights[ctrlNum][DANCE_BUTTON_UP], ctrlNum);
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SetBuffer(STAC_LIGHTINDEX_BTN2, ls->m_bGameButtonLights[ctrlNum][DANCE_BUTTON_DOWN], ctrlNum);
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SetBuffer(STAC_LIGHTINDEX_BTN3, ls->m_bGameButtonLights[ctrlNum][DANCE_BUTTON_LEFT], ctrlNum);
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SetBuffer(STAC_LIGHTINDEX_BTN4, ls->m_bGameButtonLights[ctrlNum][DANCE_BUTTON_RIGHT], ctrlNum);
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}
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else if (sInputName.EqualsNoCase("pump"))
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{
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SetBuffer(STAC_LIGHTINDEX_BTN1, ls->m_bGameButtonLights[ctrlNum][PUMP_BUTTON_UPLEFT], ctrlNum);
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SetBuffer(STAC_LIGHTINDEX_BTN2, ls->m_bGameButtonLights[ctrlNum][PUMP_BUTTON_UPRIGHT], ctrlNum);
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SetBuffer(STAC_LIGHTINDEX_BTN3, ls->m_bGameButtonLights[ctrlNum][PUMP_BUTTON_CENTER], ctrlNum);
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SetBuffer(STAC_LIGHTINDEX_BTN4, ls->m_bGameButtonLights[ctrlNum][PUMP_BUTTON_DOWNLEFT], ctrlNum);
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SetBuffer(STAC_LIGHTINDEX_BTN5, ls->m_bGameButtonLights[ctrlNum][PUMP_BUTTON_DOWNRIGHT], ctrlNum);
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}
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dev->PushBufferToDevice();
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if (!stateChanged)
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return;
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hid_write(handle[ctrlNum], (unsigned char*)&outputBuffer[ctrlNum], STAC_HIDREPORT_SIZE);
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stateChanged = false;
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}
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void LightsDriver_Linux_stac::Set(const LightsState *ls)
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{
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if (stacPlayer1->IsConnected())
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{
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HandleState(ls, stacPlayer1, GameController_1);
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}
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else if (haveSeenP1)
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{
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//only attempt to connect again if it was connected on launch.
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stacPlayer1->Connect();
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}
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if (stacPlayer2->IsConnected())
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{
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HandleState(ls, stacPlayer2, GameController_2);
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}
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else if (haveSeenP2)
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{
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//only attempt to connect again if it was connected on launch.
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stacPlayer2->Connect();
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}
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HandleState(ls, GameController_1);
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HandleState(ls, GameController_2);
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}
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@@ -21,6 +21,7 @@
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#include "arch/Lights/LightsDriver.h"
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#include <cstdint>
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#include "hidapi.h"
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//static information about the device(s) in question.
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#define STAC_VID "04d8"
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@@ -43,50 +44,16 @@ enum StacLightIndex
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STAC_LIGHTINDEX_MAX
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};
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class StacDevice
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{
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public:
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const char *deviceVID;
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const char *devicePID;
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const char *devicePath;
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int fd = -1;
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uint8_t playerNumber = 0;
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bool newState = false;
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uint8_t outputBuffer[STAC_HIDREPORT_SIZE];
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StacDevice(uint8_t pn);
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void FindDevice();
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void Connect();
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void Close();
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bool IsConnected()
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{
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//a zero/positive file descriptor is a valid one.
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//and if we have opened it, then we are connected.
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//if there is an error, then we close it.
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return (fd >= 0);
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}
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void SetInBuffer(int index, bool lightState);
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void PushBufferToDevice();
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};
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class LightsDriver_Linux_stac : public LightsDriver
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{
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private:
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StacDevice *stacPlayer1 = new StacDevice(1);
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StacDevice *stacPlayer2 = new StacDevice(2);
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hid_device* handle[2];
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bool haveSeenP1 = false;
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bool haveSeenP2 = false;
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bool stateChanged = false;
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uint8_t outputBuffer[2][STAC_HIDREPORT_SIZE];
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void HandleState(const LightsState *ls, StacDevice *dev, GameController ctrlNum);
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void SetBuffer(int index, bool lightState, GameController ctrlNum);
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public:
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LightsDriver_Linux_stac();
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virtual ~LightsDriver_Linux_stac();
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Reference in New Issue
Block a user