Merge pull request #2103 from DinsFire64/5_1-new

stac support & Linux LED refactor (2078)
This commit is contained in:
Crystal Squirrel
2021-03-23 04:42:05 +00:00
committed by GitHub
11 changed files with 1013 additions and 324 deletions
+5
View File
@@ -227,17 +227,22 @@ if(NOT APPLE)
endif()
else() # Unix/Linux TODO: Linux HAVE_PARALLEL_PORT
if(LINUX)
list(APPEND SMDATA_LINK_LIB "udev")
list(APPEND SMDATA_ARCH_LIGHTS_SRC
"arch/Lights/LightsDriver_Linux_Leds.cpp"
"arch/Lights/LightsDriver_Linux_PIUIO.cpp"
"arch/Lights/LightsDriver_Linux_PIUIO_Leds.cpp"
"arch/Lights/LightsDriver_Linux_PIUIOBTN_Leds.cpp"
"arch/Lights/LightsDriver_Linux_ITGIO.cpp"
"arch/Lights/LightsDriver_Linux_stac.cpp"
"arch/Lights/LightsDriver_LinuxWeedTech.cpp")
list(APPEND SMDATA_ARCH_LIGHTS_HPP
"arch/Lights/LightsDriver_Linux_Leds.h"
"arch/Lights/LightsDriver_Linux_PIUIO.h"
"arch/Lights/LightsDriver_Linux_PIUIO_Leds.h"
"arch/Lights/LightsDriver_Linux_PIUIOBTN_Leds.h"
"arch/Lights/LightsDriver_Linux_ITGIO.h"
"arch/Lights/LightsDriver_Linux_stac.h"
"arch/Lights/LightsDriver_LinuxWeedTech.h")
if(WITH_PARALLEL_PORT)
list(APPEND SMDATA_ARCH_LIGHTS_SRC
+84 -103
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@@ -18,121 +18,100 @@
REGISTER_LIGHTS_DRIVER_CLASS2(ITGIO, Linux_ITGIO);
//NOTE: light index 14 is not mapped, this is the coin drop "light"
//NOTE: light index 14 is not mapped,
//this is the coin drop "light" to increment the coin counter.
namespace {
const char *cabinet_leds[NUM_CabinetLight] = {
//UL, UR, LL, LR, Bass L, Bass R
"/sys/class/leds/itgio::output8/brightness",
"/sys/class/leds/itgio::output10/brightness",
"/sys/class/leds/itgio::output9/brightness",
"/sys/class/leds/itgio::output11/brightness",
"/sys/class/leds/itgio::output15/brightness",
"/sys/class/leds/itgio::output15/brightness",
namespace
{
const int cabinet_lights[NUM_CabinetLight] = {
8, //LIGHT_MARQUEE_UP_LEFT
10, //LIGHT_MARQUEE_UP_RIGHT
9, //LIGHT_MARQUEE_LR_LEFT
11, //LIGHT_MARQUEE_LR_RIGHT
15, //LIGHT_BASS_LEFT
15, //LIGHT_BASS_RIGHT
};
const char *dance_leds[NUM_GameController][NUM_GameButton] = {
{
nullptr, nullptr, nullptr, nullptr,
//player start
"/sys/class/leds/itgio::output13/brightness",
nullptr, nullptr, nullptr, nullptr, nullptr, nullptr,
//left right up down
"/sys/class/leds/itgio::output1/brightness",
"/sys/class/leds/itgio::output0/brightness",
"/sys/class/leds/itgio::output3/brightness",
"/sys/class/leds/itgio::output2/brightness",
},
{
nullptr, nullptr, nullptr, nullptr,
//player start
"/sys/class/leds/itgio::output12/brightness",
nullptr, nullptr, nullptr, nullptr, nullptr, nullptr,
//left right up down
"/sys/class/leds/itgio::output5/brightness",
"/sys/class/leds/itgio::output4/brightness",
"/sys/class/leds/itgio::output7/brightness",
"/sys/class/leds/itgio::output6/brightness",
},
const int player1_lights[NUM_GameButton] = {
-1, //GAME_BUTTON_MENULEFT
-1, //GAME_BUTTON_MENURIGHT
-1, //GAME_BUTTON_MENUUP
-1, //GAME_BUTTON_MENUDOWN
13, //GAME_BUTTON_START
-1, //GAME_BUTTON_SELECT
-1, //GAME_BUTTON_BACK
-1, //GAME_BUTTON_COIN
-1, //GAME_BUTTON_OPERATOR
-1, //GAME_BUTTON_EFFECT_UP
-1, //GAME_BUTTON_EFFECT_DOWN
1, //GAME_BUTTON_CUSTOM_01
0, //GAME_BUTTON_CUSTOM_02
3, //GAME_BUTTON_CUSTOM_03
2, //GAME_BUTTON_CUSTOM_04
-1, //GAME_BUTTON_CUSTOM_05
-1, //GAME_BUTTON_CUSTOM_06
-1, //GAME_BUTTON_CUSTOM_07
-1, //GAME_BUTTON_CUSTOM_08
-1, //GAME_BUTTON_CUSTOM_09
-1, //GAME_BUTTON_CUSTOM_10
-1, //GAME_BUTTON_CUSTOM_11
-1, //GAME_BUTTON_CUSTOM_12
-1, //GAME_BUTTON_CUSTOM_13
-1, //GAME_BUTTON_CUSTOM_14
-1, //GAME_BUTTON_CUSTOM_15
-1, //GAME_BUTTON_CUSTOM_16
-1, //GAME_BUTTON_CUSTOM_17
-1, //GAME_BUTTON_CUSTOM_18
-1, //GAME_BUTTON_CUSTOM_19
};
bool SetLight(const char *filename, bool on)
{
if (filename == nullptr)
return true;
FILE *f = fopen(filename, "w");
if (f == nullptr)
{
return false;
}
fprintf(f, "%d", on ? 255 : 0);
fclose(f);
return true;
}
}
const int player2_lights[NUM_GameButton] = {
-1, //GAME_BUTTON_MENULEFT
-1, //GAME_BUTTON_MENURIGHT
-1, //GAME_BUTTON_MENUUP
-1, //GAME_BUTTON_MENUDOWN
12, //GAME_BUTTON_START
-1, //GAME_BUTTON_SELECT
-1, //GAME_BUTTON_BACK
-1, //GAME_BUTTON_COIN
-1, //GAME_BUTTON_OPERATOR
-1, //GAME_BUTTON_EFFECT_UP
-1, //GAME_BUTTON_EFFECT_DOWN
5, //GAME_BUTTON_CUSTOM_01
4, //GAME_BUTTON_CUSTOM_02
7, //GAME_BUTTON_CUSTOM_03
6, //GAME_BUTTON_CUSTOM_04
-1, //GAME_BUTTON_CUSTOM_05
-1, //GAME_BUTTON_CUSTOM_06
-1, //GAME_BUTTON_CUSTOM_07
-1, //GAME_BUTTON_CUSTOM_08
-1, //GAME_BUTTON_CUSTOM_09
-1, //GAME_BUTTON_CUSTOM_10
-1, //GAME_BUTTON_CUSTOM_11
-1, //GAME_BUTTON_CUSTOM_12
-1, //GAME_BUTTON_CUSTOM_13
-1, //GAME_BUTTON_CUSTOM_14
-1, //GAME_BUTTON_CUSTOM_15
-1, //GAME_BUTTON_CUSTOM_16
-1, //GAME_BUTTON_CUSTOM_17
-1, //GAME_BUTTON_CUSTOM_18
-1, //GAME_BUTTON_CUSTOM_19
};
LightsDriver_Linux_ITGIO::LightsDriver_Linux_ITGIO()
} // namespace
void LightsDriver_Linux_ITGIO::Set(const LightsState *ls)
{
}
SetCabinetLights(cabinet_lights, ls);
LightsDriver_Linux_ITGIO::~LightsDriver_Linux_ITGIO()
{
}
void LightsDriver_Linux_ITGIO::SetGameControllerLight(const LightsState *ls, GameController c, GameButton gb)
{
//only push a change in the light iff it's an actual change.
if (ls->m_bGameButtonLights[c][gb] == previousLS.m_bGameButtonLights[c][gb])
{
return;
}
if (!SetLight(dance_leds[c][gb], ls->m_bGameButtonLights[c][gb]))
{
//grab the game info for a proper debug log.
const InputScheme *pInput = &GAMESTATE->GetCurrentGame()->m_InputScheme;
RString sInputName = pInput->m_szName;
LOG->Warn("Error setting button light %s", GameButtonToString(pInput, gb).c_str());
}
}
void LightsDriver_Linux_ITGIO::Set( const LightsState *ls )
{
FOREACH_CabinetLight(light)
{
// Only SetLight if LightsState has changed since previous iteration.
// This reduces unncessary strain on udev. -dguzek
if (ls->m_bCabinetLights[light] == previousLS.m_bCabinetLights[light] )
{
continue;
}
if (!SetLight(cabinet_leds[light], ls->m_bCabinetLights[light]))
{
LOG->Warn("Error setting cabinet light %s",
CabinetLightToString(light).c_str());
return;
}
}
FOREACH_ENUM(GameController, c)
{
//takes care of each of the player buttons (UDLR)
FOREACH_GameButton_Custom(gb)
{
SetGameControllerLight(ls, c, gb);
}
//Takes care of the cabinet based player lights.
SetGameControllerLight(ls, c, GAME_BUTTON_START);
}
SetGameControllerLights(GameController_1, player1_lights, ls);
SetGameControllerLights(GameController_2, player1_lights, ls);
previousLS = *ls;
}
/*
* (c) 2020 StepMania team
* (c) 2020 din
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
@@ -154,4 +133,6 @@ void LightsDriver_Linux_ITGIO::Set( const LightsState *ls )
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/
*
* i love lamp
*/
+14 -13
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@@ -1,27 +1,26 @@
/* LightsDriver_Linux_ITGIO: Control ITGIO lights via /sys/class/leds */
#ifndef LightsDriver_Linux_ITGIO_H
#define LightsDriver_Linux_ITGIO_H
#include "arch/Lights/LightsDriver.h"
#include "arch/Lights/LightsDriver_Linux_Leds.h"
class LightsDriver_Linux_ITGIO : public LightsDriver
class LightsDriver_Linux_ITGIO : public LightsDriver_Linux_Leds
{
private:
LightsState previousLS;
void SetGameControllerLight(const LightsState *ls, GameController c, GameButton gb);
public:
LightsDriver_Linux_ITGIO();
virtual ~LightsDriver_Linux_ITGIO();
LightsDriver_Linux_ITGIO() {}
virtual ~LightsDriver_Linux_ITGIO() {}
virtual void Set( const LightsState *ls );
virtual void Set(const LightsState *ls);
virtual const char *GetGameControllerLightFile()
{
return "/sys/class/leds/itgio::output%d/brightness";
}
};
#endif
/*
* (c) 2020 StepMania team
* (c) 2020 din
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
@@ -43,4 +42,6 @@ public:
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/
*
* i love lamp
*/
+163
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@@ -0,0 +1,163 @@
#include "global.h"
#include <stdio.h>
#if defined(HAVE_UNISTD_H)
#include <unistd.h>
#endif
#include <sys/types.h>
#include <sys/stat.h>
#if defined(HAVE_FCNTL_H)
#include <fcntl.h>
#endif
#include <errno.h>
#include "LightsDriver_Linux_Leds.h"
#include "GameState.h"
#include "Game.h"
#include "RageLog.h"
bool LightsDriver_Linux_Leds::WriteLight(const char *filename, bool state)
{
//if we are setting a light that doesn't exist, let the caller know the function was a "success"
//nullptr is used to define that the stepmania light is not mapped by the caller.
if (filename == nullptr)
{
return true;
}
//LOG->Trace("LED: %s -> %d", filename, state);
FILE *f = fopen(filename, "w");
//if the filename should exist, but doesn't, let the caller know of the failure (if desired) and log it.
if (f == nullptr)
{
LOG->Warn("Failed to set Linux_Led at %s. Check device permissions or udev rules. errno: %d: %s",
filename, errno, strerror(errno));
return false;
}
//write and close the file.
fprintf(f, "%d", state ? LINUX_LED_STATE_ON : LINUX_LED_STATE_OFF);
fclose(f);
return true;
}
bool LightsDriver_Linux_Leds::IsDance()
{
pInput = &GAMESTATE->GetCurrentGame()->m_InputScheme;
sInputName = pInput->m_szName;
return sInputName.EqualsNoCase("dance");
}
bool LightsDriver_Linux_Leds::IsPump()
{
pInput = &GAMESTATE->GetCurrentGame()->m_InputScheme;
sInputName = pInput->m_szName;
return sInputName.EqualsNoCase("pump");
}
void LightsDriver_Linux_Leds::SetLight(const char *filename, bool previous, bool desired)
{
//don't overload the linux system if the light has not been changed.
if (previous != desired)
{
WriteLight(filename, desired);
}
}
void LightsDriver_Linux_Leds::SetCabinetLights(const char *stringArray[], const LightsState *ls)
{
FOREACH_CabinetLight(light)
{
SetLight(stringArray[light], previousLS.m_bCabinetLights[light], ls->m_bCabinetLights[light]);
}
}
void LightsDriver_Linux_Leds::SetCabinetLights(const int intArray[], const LightsState *ls)
{
const char *baseFileLocation = GetGameControllerLightFile();
if (baseFileLocation != nullptr)
{
char fileName[LINUX_LED_MAX_DIRECTORY_LENGTH];
FOREACH_CabinetLight(light)
{
//valid lights are zero and positive.
if (intArray[light] >= 0)
{
//don't waste sprintf time if we don't need to change the light
if (previousLS.m_bCabinetLights[light] != ls->m_bCabinetLights[light])
{
sprintf(fileName, baseFileLocation, intArray[light]);
SetLight(fileName, previousLS.m_bCabinetLights[light], ls->m_bCabinetLights[light]);
}
}
}
}
}
void LightsDriver_Linux_Leds::SetGameControllerLights(GameController gc, const char *stringArray[], const LightsState *ls)
{
//iterate over all gamebuttons, including the menu/start/etc buttons.
FOREACH_ENUM(GameButton, gb)
{
SetLight(stringArray[gb], previousLS.m_bGameButtonLights[gc][gb], ls->m_bGameButtonLights[gc][gb]);
}
}
void LightsDriver_Linux_Leds::SetGameControllerLights(GameController gc, const int intArray[], const LightsState *ls)
{
const char *baseFileLocation = GetGameControllerLightFile();
if (baseFileLocation != nullptr)
{
char fileName[LINUX_LED_MAX_DIRECTORY_LENGTH];
//iterate over all gamebuttons, including the menu/start/etc buttons.
FOREACH_ENUM(GameButton, gb)
{
//valid lights are zero and positive.
if (intArray[gb] >= 0)
{
//don't waste sprintf time if we don't need to change the light
if (previousLS.m_bGameButtonLights[gc][gb] != ls->m_bGameButtonLights[gc][gb])
{
sprintf(fileName, baseFileLocation, intArray[gb]);
SetLight(fileName, previousLS.m_bGameButtonLights[gc][gb], ls->m_bGameButtonLights[gc][gb]);
}
}
}
}
}
/*
* (c) 2020 din
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*
* i love lamp
*/
+66
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@@ -0,0 +1,66 @@
/* LightsDriver_Linux_Leds: Control Linux system lights via /sys/class/leds */
#ifndef LightsDriver_Linux_Leds_H
#define LightsDriver_Linux_Leds_H
#include "arch/Lights/LightsDriver.h"
class LightsDriver_Linux_Leds : public LightsDriver
{
private:
static const uint8_t LINUX_LED_STATE_ON = 255;
static const uint8_t LINUX_LED_STATE_OFF = 0;
static const int LINUX_LED_MAX_DIRECTORY_LENGTH = PATH_MAX;
const InputScheme *pInput;
RString sInputName;
bool WriteLight(const char *filename, bool state);
protected:
LightsState previousLS;
bool IsDance();
bool IsPump();
void SetLight(const char *filename, bool previous, bool desired);
void SetCabinetLights(const char *stringArray[], const LightsState *ls);
void SetCabinetLights(const int intArray[], const LightsState *ls);
void SetGameControllerLights(GameController gc, const char *stringArray[], const LightsState *ls);
void SetGameControllerLights(GameController gc, const int intArray[], const LightsState *ls);
public:
virtual void Set(const LightsState *ls) = 0;
virtual const char *GetGameControllerLightFile() = 0;
};
#endif
/*
* (c) 2020 din
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*
* i love lamp
*/
@@ -10,6 +10,7 @@
#include <fcntl.h>
#endif
#include <errno.h>
#include "LightsDriver_Linux_PIUIOBTN_Leds.h"
#include "GameState.h"
#include "Game.h"
@@ -17,75 +18,85 @@
REGISTER_LIGHTS_DRIVER_CLASS2(PIUIOBTN_Leds, Linux_PIUIOBTN_Leds);
namespace {
const char *game_btn_leds[NUM_GameController][NUM_GameButton] = {
{
"/sys/class/leds/piuio::bboutput6/brightness", //P1 GAME_BUTTON_MENULEFT
"/sys/class/leds/piuio::bboutput5/brightness", //P1 GAME_BUTTON_MENURIGHT
nullptr, nullptr,
"/sys/class/leds/piuio::bboutput4/brightness", //P1 GAME_BUTTON_START
"/sys/class/leds/piuio::bboutput7/brightness", //P1 GAME_BUTTON_SELECT
},
{
"/sys/class/leds/piuio::bboutput2/brightness", //P2 GAME_BUTTON_MENULEFT
"/sys/class/leds/piuio::bboutput1/brightness", //P2 GAME_BUTTON_MENURIGHT
nullptr, nullptr,
"/sys/class/leds/piuio::bboutput0/brightness", //P2 GAME_BUTTON_START
"/sys/class/leds/piuio::bboutput3/brightness", //P2 GAME_BUTTON_SELECT
},
namespace
{
const int player1_lights[NUM_GameButton] = {
6, //GAME_BUTTON_MENULEFT
5, //GAME_BUTTON_MENURIGHT
-1, //GAME_BUTTON_MENUUP
-1, //GAME_BUTTON_MENUDOWN
4, //GAME_BUTTON_START
7, //GAME_BUTTON_SELECT
-1, //GAME_BUTTON_BACK
-1, //GAME_BUTTON_COIN
-1, //GAME_BUTTON_OPERATOR
-1, //GAME_BUTTON_EFFECT_UP
-1, //GAME_BUTTON_EFFECT_DOWN
-1, //GAME_BUTTON_CUSTOM_01
-1, //GAME_BUTTON_CUSTOM_02
-1, //GAME_BUTTON_CUSTOM_03
-1, //GAME_BUTTON_CUSTOM_04
-1, //GAME_BUTTON_CUSTOM_05
-1, //GAME_BUTTON_CUSTOM_06
-1, //GAME_BUTTON_CUSTOM_07
-1, //GAME_BUTTON_CUSTOM_08
-1, //GAME_BUTTON_CUSTOM_09
-1, //GAME_BUTTON_CUSTOM_10
-1, //GAME_BUTTON_CUSTOM_11
-1, //GAME_BUTTON_CUSTOM_12
-1, //GAME_BUTTON_CUSTOM_13
-1, //GAME_BUTTON_CUSTOM_14
-1, //GAME_BUTTON_CUSTOM_15
-1, //GAME_BUTTON_CUSTOM_16
-1, //GAME_BUTTON_CUSTOM_17
-1, //GAME_BUTTON_CUSTOM_18
-1, //GAME_BUTTON_CUSTOM_19
};
bool SetLight(const char *filename, bool on)
{
if (filename == nullptr)
return true;
FILE *f = fopen(filename, "w");
if (f == nullptr)
{
return false;
}
fprintf(f, "%d", on ? 255 : 0);
fclose(f);
return true;
}
}
const int player2_lights[NUM_GameButton] = {
2, //GAME_BUTTON_MENULEFT
1, //GAME_BUTTON_MENURIGHT
-1, //GAME_BUTTON_MENUUP
-1, //GAME_BUTTON_MENUDOWN
0, //GAME_BUTTON_START
3, //GAME_BUTTON_SELECT
-1, //GAME_BUTTON_BACK
-1, //GAME_BUTTON_COIN
-1, //GAME_BUTTON_OPERATOR
-1, //GAME_BUTTON_EFFECT_UP
-1, //GAME_BUTTON_EFFECT_DOWN
-1, //GAME_BUTTON_CUSTOM_01
-1, //GAME_BUTTON_CUSTOM_02
-1, //GAME_BUTTON_CUSTOM_03
-1, //GAME_BUTTON_CUSTOM_04
-1, //GAME_BUTTON_CUSTOM_05
-1, //GAME_BUTTON_CUSTOM_06
-1, //GAME_BUTTON_CUSTOM_07
-1, //GAME_BUTTON_CUSTOM_08
-1, //GAME_BUTTON_CUSTOM_09
-1, //GAME_BUTTON_CUSTOM_10
-1, //GAME_BUTTON_CUSTOM_11
-1, //GAME_BUTTON_CUSTOM_12
-1, //GAME_BUTTON_CUSTOM_13
-1, //GAME_BUTTON_CUSTOM_14
-1, //GAME_BUTTON_CUSTOM_15
-1, //GAME_BUTTON_CUSTOM_16
-1, //GAME_BUTTON_CUSTOM_17
-1, //GAME_BUTTON_CUSTOM_18
-1, //GAME_BUTTON_CUSTOM_19
};
} // namespace
LightsDriver_Linux_PIUIOBTN_Leds::LightsDriver_Linux_PIUIOBTN_Leds()
void LightsDriver_Linux_PIUIOBTN_Leds::Set(const LightsState *ls)
{
}
LightsDriver_Linux_PIUIOBTN_Leds::~LightsDriver_Linux_PIUIOBTN_Leds()
{
}
void LightsDriver_Linux_PIUIOBTN_Leds::Set( const LightsState *ls )
{
const InputScheme *pInput = &GAMESTATE->GetCurrentGame()->m_InputScheme;
RString sInputName = pInput->m_szName;
FOREACH_ENUM(GameController, c)
{
FOREACH_ENUM( GameButton, gb )
{
if (ls->m_bGameButtonLights[c][gb] == previousLS.m_bGameButtonLights[c][gb])
{
continue;
}
if (!SetLight(game_btn_leds[c][gb], ls->m_bGameButtonLights[c][gb]))
{
LOG->Warn("Error setting button light %s",
GameButtonToString(pInput, gb).c_str());
return;
}
}
}
SetGameControllerLights(GameController_1, player1_lights, ls);
SetGameControllerLights(GameController_2, player2_lights, ls);
previousLS = *ls;
}
/*
* (c) 2020 StepMania team
* (c) 2020 din
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
@@ -107,4 +118,6 @@ void LightsDriver_Linux_PIUIOBTN_Leds::Set( const LightsState *ls )
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/
*
* i love lamp
*/
@@ -1,26 +1,26 @@
/* LightsDriver_Linux_PIUIOBTN_Leds: Control PIUIO Button Board lights via /sys/class/leds */
#ifndef LightsDriver_Linux_PIUIOBTN_Leds_H
#define LightsDriver_Linux_PIUIOBTN_Leds_H
#include "arch/Lights/LightsDriver.h"
#include "arch/Lights/LightsDriver_Linux_Leds.h"
class LightsDriver_Linux_PIUIOBTN_Leds : public LightsDriver
class LightsDriver_Linux_PIUIOBTN_Leds : public LightsDriver_Linux_Leds
{
private:
LightsState previousLS;
public:
LightsDriver_Linux_PIUIOBTN_Leds();
virtual ~LightsDriver_Linux_PIUIOBTN_Leds();
LightsDriver_Linux_PIUIOBTN_Leds() {}
virtual ~LightsDriver_Linux_PIUIOBTN_Leds() {}
virtual void Set( const LightsState *ls );
virtual void Set(const LightsState *ls);
virtual const char *GetGameControllerLightFile()
{
return "/sys/class/leds/piuio::bboutput%d/brightness";
}
};
#endif
/*
* (c) 2020 StepMania team
* (c) 2020 din
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
@@ -42,4 +42,6 @@ public:
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/
*
* i love lamp
*/
+157 -123
View File
@@ -18,146 +18,178 @@
REGISTER_LIGHTS_DRIVER_CLASS2(PIUIO_Leds, Linux_PIUIO_Leds);
namespace {
const char *cabinet_leds[NUM_CabinetLight] = {
"/sys/class/leds/piuio::output23/brightness",
"/sys/class/leds/piuio::output26/brightness",
"/sys/class/leds/piuio::output25/brightness",
"/sys/class/leds/piuio::output24/brightness",
"/sys/class/leds/piuio::output10/brightness",
"/sys/class/leds/piuio::output10/brightness",
//NOTE: front usb ports are off by default, index 27 enables them.
//It is currently unmapped.
namespace
{
const int cabinet_lights[NUM_CabinetLight] = {
23, //LIGHT_MARQUEE_UP_LEFT
26, //LIGHT_MARQUEE_UP_RIGHT
25, //LIGHT_MARQUEE_LR_LEFT
24, //LIGHT_MARQUEE_LR_RIGHT
10, //LIGHT_BASS_LEFT
10, //LIGHT_BASS_RIGHT
};
const char *dance_leds[NUM_GameController][NUM_GameButton] = {
{
nullptr, nullptr, nullptr, nullptr, nullptr, nullptr, nullptr, nullptr, nullptr, nullptr, nullptr,
"/sys/class/leds/piuio::output20/brightness",
"/sys/class/leds/piuio::output21/brightness",
"/sys/class/leds/piuio::output18/brightness",
"/sys/class/leds/piuio::output19/brightness",
},
{
nullptr, nullptr, nullptr, nullptr, nullptr, nullptr, nullptr, nullptr, nullptr, nullptr, nullptr,
"/sys/class/leds/piuio::output4/brightness",
"/sys/class/leds/piuio::output5/brightness",
"/sys/class/leds/piuio::output2/brightness",
"/sys/class/leds/piuio::output3/brightness",
},
const int player1_dance_lights[NUM_GameButton] = {
-1, //GAME_BUTTON_MENULEFT
-1, //GAME_BUTTON_MENURIGHT
-1, //GAME_BUTTON_MENUUP
-1, //GAME_BUTTON_MENUDOWN
-1, //GAME_BUTTON_START
-1, //GAME_BUTTON_SELECT
-1, //GAME_BUTTON_BACK
-1, //GAME_BUTTON_COIN
-1, //GAME_BUTTON_OPERATOR
-1, //GAME_BUTTON_EFFECT_UP
-1, //GAME_BUTTON_EFFECT_DOWN
20, //GAME_BUTTON_CUSTOM_01
21, //GAME_BUTTON_CUSTOM_02
18, //GAME_BUTTON_CUSTOM_03
19, //GAME_BUTTON_CUSTOM_04
-1, //GAME_BUTTON_CUSTOM_05
-1, //GAME_BUTTON_CUSTOM_06
-1, //GAME_BUTTON_CUSTOM_07
-1, //GAME_BUTTON_CUSTOM_08
-1, //GAME_BUTTON_CUSTOM_09
-1, //GAME_BUTTON_CUSTOM_10
-1, //GAME_BUTTON_CUSTOM_11
-1, //GAME_BUTTON_CUSTOM_12
-1, //GAME_BUTTON_CUSTOM_13
-1, //GAME_BUTTON_CUSTOM_14
-1, //GAME_BUTTON_CUSTOM_15
-1, //GAME_BUTTON_CUSTOM_16
-1, //GAME_BUTTON_CUSTOM_17
-1, //GAME_BUTTON_CUSTOM_18
-1, //GAME_BUTTON_CUSTOM_19
};
const char *pump_leds[NUM_GameController][NUM_GameButton] = {
{
nullptr, nullptr, nullptr, nullptr, nullptr, nullptr, nullptr, nullptr, nullptr, nullptr, nullptr,
"/sys/class/leds/piuio::output2/brightness",
"/sys/class/leds/piuio::output3/brightness",
"/sys/class/leds/piuio::output4/brightness",
"/sys/class/leds/piuio::output5/brightness",
"/sys/class/leds/piuio::output6/brightness",
},
{
nullptr, nullptr, nullptr, nullptr, nullptr, nullptr, nullptr, nullptr, nullptr, nullptr, nullptr,
"/sys/class/leds/piuio::output18/brightness",
"/sys/class/leds/piuio::output19/brightness",
"/sys/class/leds/piuio::output20/brightness",
"/sys/class/leds/piuio::output21/brightness",
"/sys/class/leds/piuio::output22/brightness",
},
const int player2_dance_lights[NUM_GameButton] = {
-1, //GAME_BUTTON_MENULEFT
-1, //GAME_BUTTON_MENURIGHT
-1, //GAME_BUTTON_MENUUP
-1, //GAME_BUTTON_MENUDOWN
-1, //GAME_BUTTON_START
-1, //GAME_BUTTON_SELECT
-1, //GAME_BUTTON_BACK
-1, //GAME_BUTTON_COIN
-1, //GAME_BUTTON_OPERATOR
-1, //GAME_BUTTON_EFFECT_UP
-1, //GAME_BUTTON_EFFECT_DOWN
4, //GAME_BUTTON_CUSTOM_01
5, //GAME_BUTTON_CUSTOM_02
2, //GAME_BUTTON_CUSTOM_03
3, //GAME_BUTTON_CUSTOM_04
-1, //GAME_BUTTON_CUSTOM_05
-1, //GAME_BUTTON_CUSTOM_06
-1, //GAME_BUTTON_CUSTOM_07
-1, //GAME_BUTTON_CUSTOM_08
-1, //GAME_BUTTON_CUSTOM_09
-1, //GAME_BUTTON_CUSTOM_10
-1, //GAME_BUTTON_CUSTOM_11
-1, //GAME_BUTTON_CUSTOM_12
-1, //GAME_BUTTON_CUSTOM_13
-1, //GAME_BUTTON_CUSTOM_14
-1, //GAME_BUTTON_CUSTOM_15
-1, //GAME_BUTTON_CUSTOM_16
-1, //GAME_BUTTON_CUSTOM_17
-1, //GAME_BUTTON_CUSTOM_18
-1, //GAME_BUTTON_CUSTOM_19
};
bool SetLight(const char *filename, bool on)
{
if (filename == nullptr)
return true;
FILE *f = fopen(filename, "w");
if (f == nullptr)
{
return false;
}
fprintf(f, "%d", on ? 255 : 0);
fclose(f);
return true;
}
}
const int player1_pump_lights[NUM_GameButton] = {
-1, //GAME_BUTTON_MENULEFT
-1, //GAME_BUTTON_MENURIGHT
-1, //GAME_BUTTON_MENUUP
-1, //GAME_BUTTON_MENUDOWN
-1, //GAME_BUTTON_START
-1, //GAME_BUTTON_SELECT
-1, //GAME_BUTTON_BACK
-1, //GAME_BUTTON_COIN
-1, //GAME_BUTTON_OPERATOR
-1, //GAME_BUTTON_EFFECT_UP
-1, //GAME_BUTTON_EFFECT_DOWN
2, //GAME_BUTTON_CUSTOM_01
3, //GAME_BUTTON_CUSTOM_02
4, //GAME_BUTTON_CUSTOM_03
5, //GAME_BUTTON_CUSTOM_04
6, //GAME_BUTTON_CUSTOM_05
-1, //GAME_BUTTON_CUSTOM_06
-1, //GAME_BUTTON_CUSTOM_07
-1, //GAME_BUTTON_CUSTOM_08
-1, //GAME_BUTTON_CUSTOM_09
-1, //GAME_BUTTON_CUSTOM_10
-1, //GAME_BUTTON_CUSTOM_11
-1, //GAME_BUTTON_CUSTOM_12
-1, //GAME_BUTTON_CUSTOM_13
-1, //GAME_BUTTON_CUSTOM_14
-1, //GAME_BUTTON_CUSTOM_15
-1, //GAME_BUTTON_CUSTOM_16
-1, //GAME_BUTTON_CUSTOM_17
-1, //GAME_BUTTON_CUSTOM_18
-1, //GAME_BUTTON_CUSTOM_19
};
LightsDriver_Linux_PIUIO_Leds::LightsDriver_Linux_PIUIO_Leds()
const int player2_pump_lights[NUM_GameButton] = {
-1, //GAME_BUTTON_MENULEFT
-1, //GAME_BUTTON_MENURIGHT
-1, //GAME_BUTTON_MENUUP
-1, //GAME_BUTTON_MENUDOWN
-1, //GAME_BUTTON_START
-1, //GAME_BUTTON_SELECT
-1, //GAME_BUTTON_BACK
-1, //GAME_BUTTON_COIN
-1, //GAME_BUTTON_OPERATOR
-1, //GAME_BUTTON_EFFECT_UP
-1, //GAME_BUTTON_EFFECT_DOWN
18, //GAME_BUTTON_CUSTOM_01
19, //GAME_BUTTON_CUSTOM_02
20, //GAME_BUTTON_CUSTOM_03
21, //GAME_BUTTON_CUSTOM_04
22, //GAME_BUTTON_CUSTOM_05
-1, //GAME_BUTTON_CUSTOM_06
-1, //GAME_BUTTON_CUSTOM_07
-1, //GAME_BUTTON_CUSTOM_08
-1, //GAME_BUTTON_CUSTOM_09
-1, //GAME_BUTTON_CUSTOM_10
-1, //GAME_BUTTON_CUSTOM_11
-1, //GAME_BUTTON_CUSTOM_12
-1, //GAME_BUTTON_CUSTOM_13
-1, //GAME_BUTTON_CUSTOM_14
-1, //GAME_BUTTON_CUSTOM_15
-1, //GAME_BUTTON_CUSTOM_16
-1, //GAME_BUTTON_CUSTOM_17
-1, //GAME_BUTTON_CUSTOM_18
-1, //GAME_BUTTON_CUSTOM_19
};
} // namespace
void LightsDriver_Linux_PIUIO_Leds::Set(const LightsState *ls)
{
}
SetCabinetLights(cabinet_lights, ls);
LightsDriver_Linux_PIUIO_Leds::~LightsDriver_Linux_PIUIO_Leds()
{
}
void LightsDriver_Linux_PIUIO_Leds::Set( const LightsState *ls )
{
FOREACH_CabinetLight(light)
//gamemode is checked here as gamemode can change during runtime
//...although I'd be impressed if someone wanted to swap from pump to dance
//on a cabinet without shutting down first...
//...including swapping pads from your pump cabinet to your itg cabinet...
if (IsDance())
{
// Only SetLight if LightsState has changed since previous iteration.
// This reduces unncessary strain on udev. -dguzek
if (ls->m_bCabinetLights[light] == previousLS.m_bCabinetLights[light] )
{
continue;
}
if (!SetLight(cabinet_leds[light], ls->m_bCabinetLights[light]))
{
LOG->Warn("Error setting cabinet light %s",
CabinetLightToString(light).c_str());
return;
}
SetGameControllerLights(GameController_1, player1_dance_lights, ls);
SetGameControllerLights(GameController_2, player1_dance_lights, ls);
}
const InputScheme *pInput = &GAMESTATE->GetCurrentGame()->m_InputScheme;
RString sInputName = pInput->m_szName;
if (sInputName.EqualsNoCase("dance"))
else if (IsPump())
{
FOREACH_ENUM(GameController, c)
{
FOREACH_GameButton_Custom(gb)
{
if (ls->m_bGameButtonLights[c][gb] == previousLS.m_bGameButtonLights[c][gb])
{
continue;
}
if (!SetLight(dance_leds[c][gb], ls->m_bGameButtonLights[c][gb]))
{
LOG->Warn("Error setting button light %s",
GameButtonToString(pInput, gb).c_str());
return;
}
}
}
}
else if (sInputName.EqualsNoCase("pump"))
{
FOREACH_ENUM(GameController, c)
{
FOREACH_GameButton_Custom(gb)
{
if (ls->m_bGameButtonLights[c][gb] == previousLS.m_bGameButtonLights[c][gb])
{
continue;
}
if (!SetLight(pump_leds[c][gb], ls->m_bGameButtonLights[c][gb]))
{
LOG->Warn("Error setting button light %s",
GameButtonToString(pInput, gb).c_str());
return;
}
}
}
}
else
{
return;
SetGameControllerLights(GameController_1, player1_pump_lights, ls);
SetGameControllerLights(GameController_2, player1_pump_lights, ls);
}
previousLS = *ls;
}
/*
* (c) 2014 StepMania team
* (c) 2020 din
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
@@ -179,4 +211,6 @@ void LightsDriver_Linux_PIUIO_Leds::Set( const LightsState *ls )
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/
*
* i love lamp
*/
+15 -12
View File
@@ -1,26 +1,27 @@
/* LightsDriver_Linux_PIUIO_Leds: Control PIUIO lights via /sys/class/leds */
#ifndef LightsDriver_Linux_PIUIO_Leds_H
#define LightsDriver_Linux_PIUIO_Leds_H
#include "arch/Lights/LightsDriver.h"
#include "arch/Lights/LightsDriver_Linux_Leds.h"
class LightsDriver_Linux_PIUIO_Leds : public LightsDriver
class LightsDriver_Linux_PIUIO_Leds : public LightsDriver_Linux_Leds
{
private:
LightsState previousLS;
public:
LightsDriver_Linux_PIUIO_Leds();
virtual ~LightsDriver_Linux_PIUIO_Leds();
LightsDriver_Linux_PIUIO_Leds() {}
virtual ~LightsDriver_Linux_PIUIO_Leds() {}
virtual void Set( const LightsState *ls );
virtual void Set(const LightsState *ls);
virtual const char *GetGameControllerLightFile()
{
return "/sys/class/leds/piuio::output%d/brightness";
}
};
#endif
/*
* (c) 2014 StepMania team
* (c) 2020 din
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
@@ -42,4 +43,6 @@ public:
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/
*
* i love lamp
*/
+286
View File
@@ -0,0 +1,286 @@
#include "global.h"
#include <stdio.h>
#if defined(HAVE_UNISTD_H)
#include <unistd.h>
#endif
#include <sys/types.h>
#include <sys/stat.h>
#if defined(HAVE_FCNTL_H)
#include <fcntl.h>
#endif
#include <errno.h>
#include "LightsDriver_Linux_stac.h"
#include "GameState.h"
#include "Game.h"
#include "RageLog.h"
#include <libudev.h>
#include <fcntl.h>
#include <linux/hidraw.h>
#include <sys/ioctl.h>
REGISTER_LIGHTS_DRIVER_CLASS2(stac, Linux_stac);
StacDevice::StacDevice(uint8_t pn)
{
memset(outputBuffer, 0x00, sizeof(outputBuffer));
deviceVID = STAC_VID;
playerNumber = pn;
switch (playerNumber)
{
case 1:
devicePID = STAC_PID_P1;
break;
case 2:
devicePID = STAC_PID_P2;
break;
default:
LOG->Warn("STAC: Invalid player number instantiated, no PID set.");
break;
}
}
//function adapted from example in:
//https://web.archive.org/web/20190312223426/http://www.signal11.us/oss/udev/
//allows us to find the /dev/hidraw device that matches the Snek usb VID and PID.
void StacDevice::FindDevice()
{
struct udev *udev;
struct udev_enumerate *enumerate;
struct udev_list_entry *devices, *dev_list_entry;
struct udev_device *dev;
const char *devVID;
const char *devPID;
bool found = false;
/* Create the udev object */
udev = udev_new();
if (!udev)
{
LOG->Warn("Can't create udev");
return;
}
/* Create a list of the devices in the 'hidraw' subsystem. */
enumerate = udev_enumerate_new(udev);
udev_enumerate_add_match_subsystem(enumerate, "hidraw");
udev_enumerate_scan_devices(enumerate);
devices = udev_enumerate_get_list_entry(enumerate);
/* For each item enumerated, print out its information.
udev_list_entry_foreach is a macro which expands to
a loop. The loop will be executed for each member in
devices, setting dev_list_entry to a list entry
which contains the device's path in /sys. */
udev_list_entry_foreach(dev_list_entry, devices)
{
const char *path;
/* Get the filename of the /sys entry for the device
and create a udev_device object (dev) representing it */
path = udev_list_entry_get_name(dev_list_entry);
dev = udev_device_new_from_syspath(udev, path);
devicePath = udev_device_get_devnode(dev);
/* The device pointed to by dev contains information about
the hidraw device. In order to get information about the
USB device, get the parent device with the
subsystem/devtype pair of "usb"/"usb_device". This will
be several levels up the tree, but the function will find
it.*/
dev = udev_device_get_parent_with_subsystem_devtype(
dev,
"usb",
"usb_device");
if (!dev)
{
LOG->Warn("Unable to find parent usb device.");
return;
}
devVID = udev_device_get_sysattr_value(dev, "idVendor");
devPID = udev_device_get_sysattr_value(dev, "idProduct");
udev_device_unref(dev);
if (strcmp(devVID, deviceVID) == 0 &&
strcmp(devPID, devicePID) == 0)
{
found = true;
break;
}
}
/* Free the enumerator object */
udev_enumerate_unref(enumerate);
udev_unref(udev);
if (!found)
{
devicePath = nullptr;
}
}
void StacDevice::Connect()
{
devicePath = nullptr;
fd = -1;
FindDevice();
if (devicePath == nullptr)
{
LOG->Warn("stac pn%d not found. Please ensure device is connected to system.", playerNumber);
}
else
{
fd = open(devicePath, O_RDWR | O_NONBLOCK);
if (!IsConnected())
{
LOG->Warn("Could not open stac pn%d at %s. Check device permissions or udev rules. errno: %d: %s", playerNumber, devicePath, errno, strerror(errno));
}
else
{
LOG->Info("Successfully opened stac pn%d at: %s", playerNumber, devicePath);
//ensure the device, when connected, gets a fresh state.
newState = true;
}
}
}
void StacDevice::Close()
{
if (fd >= 0)
{
close(fd);
LOG->Info("Closed stac pn%d at: %s", playerNumber, devicePath);
fd = -1;
}
}
void StacDevice::SetInBuffer(int index, bool lightState)
{
//the first byte is the report ID, so we offset it here to adjust.
uint8_t index_offset = index + 1;
//each index in the array represents a single light,
//the light will turn on for any value that isn't 0x00
uint8_t val = lightState ? 0xFF : 0x00;
//ensure the index is valid and the light value has changed.
if (index_offset < STAC_HIDREPORT_SIZE && outputBuffer[index_offset] != val)
{
outputBuffer[index_offset] = val;
//signal the loop to push the new buffer to the device.
newState = true;
}
}
void StacDevice::PushBufferToDevice()
{
//first check to make sure we have *new* data to send to the device.
if (newState)
{
//Always ensure there is a report ID before writing,
//otherwise linux will complain and throw errors.
outputBuffer[0] = STAC_REPORT_ID;
int res = write(fd, outputBuffer, STAC_HIDREPORT_SIZE);
if (res < 0)
{
LOG->Warn("stac pn%d Write Error: %d: %s", playerNumber, errno, strerror(errno));
//close on error write to signal a reconnect.
Close();
}
newState = false;
}
}
LightsDriver_Linux_stac::LightsDriver_Linux_stac()
{
//attempt to connect on game launch
stacPlayer1->Connect();
stacPlayer2->Connect();
//we keep track of if the device has *ever* been connected to signal
//if we want to try to reconnect.
//because if there is no P2 stac connected, then we don't want to go
//searching for something that was *never* there.
haveSeenP1 = stacPlayer1->IsConnected();
haveSeenP2 = stacPlayer2->IsConnected();
}
LightsDriver_Linux_stac::~LightsDriver_Linux_stac()
{
stacPlayer1->Close();
stacPlayer2->Close();
delete stacPlayer1;
delete stacPlayer2;
}
void LightsDriver_Linux_stac::HandleState(const LightsState *ls, StacDevice *dev, GameController ctrlNum)
{
//check to see which game we are running as it can change during gameplay.
const InputScheme *pInput = &GAMESTATE->GetCurrentGame()->m_InputScheme;
RString sInputName = pInput->m_szName;
if (sInputName.EqualsNoCase("dance"))
{
dev->SetInBuffer(STAC_LIGHTINDEX_BTN1, ls->m_bGameButtonLights[ctrlNum][DANCE_BUTTON_UP]);
dev->SetInBuffer(STAC_LIGHTINDEX_BTN2, ls->m_bGameButtonLights[ctrlNum][DANCE_BUTTON_DOWN]);
dev->SetInBuffer(STAC_LIGHTINDEX_BTN3, ls->m_bGameButtonLights[ctrlNum][DANCE_BUTTON_LEFT]);
dev->SetInBuffer(STAC_LIGHTINDEX_BTN4, ls->m_bGameButtonLights[ctrlNum][DANCE_BUTTON_RIGHT]);
}
else if (sInputName.EqualsNoCase("pump"))
{
dev->SetInBuffer(STAC_LIGHTINDEX_BTN1, ls->m_bGameButtonLights[ctrlNum][PUMP_BUTTON_UPLEFT]);
dev->SetInBuffer(STAC_LIGHTINDEX_BTN2, ls->m_bGameButtonLights[ctrlNum][PUMP_BUTTON_UPRIGHT]);
dev->SetInBuffer(STAC_LIGHTINDEX_BTN3, ls->m_bGameButtonLights[ctrlNum][PUMP_BUTTON_CENTER]);
dev->SetInBuffer(STAC_LIGHTINDEX_BTN4, ls->m_bGameButtonLights[ctrlNum][PUMP_BUTTON_DOWNLEFT]);
dev->SetInBuffer(STAC_LIGHTINDEX_BTN5, ls->m_bGameButtonLights[ctrlNum][PUMP_BUTTON_DOWNRIGHT]);
}
dev->PushBufferToDevice();
}
void LightsDriver_Linux_stac::Set(const LightsState *ls)
{
if (stacPlayer1->IsConnected())
{
HandleState(ls, stacPlayer1, GameController_1);
}
else if (haveSeenP1)
{
//only attempt to connect again if it was connected on launch.
stacPlayer1->Connect();
}
if (stacPlayer2->IsConnected())
{
HandleState(ls, stacPlayer2, GameController_2);
}
else if (haveSeenP2)
{
//only attempt to connect again if it was connected on launch.
stacPlayer2->Connect();
}
}
+135
View File
@@ -0,0 +1,135 @@
/* LightsDriver_Linux_stac: Control lights for the stac by icedragon.io via direct hidraw writes. */
#ifndef LightsDriver_Linux_stac_H
#define LightsDriver_Linux_stac_H
/*
<<<<<<< ours
* -------------------------- NOTE --------------------------
*
* This driver needs user read/write access to the icedragon.io stac.
* This can be achieved by using a udev rule like this:
*
* (player 1 then player 2)
* SUBSYSTEMS=="usb", ATTRS{idVendor}=="04d8", ATTRS{idProduct}=="eb5b", OWNER="dance", GROUP="dance", MODE="0660"
* SUBSYSTEMS=="usb", ATTRS{idVendor}=="04d8", ATTRS{idProduct}=="eb5a", OWNER="dance", GROUP="dance", MODE="0660"
*
* Refer to your distrobution's documentation on how to properly apply a udev rule.
*
* -------------------------- NOTE --------------------------
=======
* -------------------------- NOTE --------------------------
*
* This driver needs user read/write access to the icedragon.io stac.
* This can be achieved by using a udev rule like this:
*
* (player 1 then player 2)
* SUBSYSTEMS=="usb", ATTRS{idVendor}=="04d8", ATTRS{idProduct}=="eb5b", OWNER="dance", GROUP="dance", MODE="0660"
* SUBSYSTEMS=="usb", ATTRS{idVendor}=="04d8", ATTRS{idProduct}=="eb5a", OWNER="dance", GROUP="dance", MODE="0660"
*
* Refer to your distrobution's documentation on how to properly apply a udev rule.
*
* -------------------------- NOTE --------------------------
>>>>>>> theirs
*/
#include "arch/Lights/LightsDriver.h"
//static information about the device(s) in question.
#define STAC_VID "04d8"
#define STAC_PID_P1 "ea4b"
#define STAC_PID_P2 "ea4a"
#define STAC_NUMOF_LIGHTS 5
//the first byte of the buffer is a static report id.
#define STAC_HIDREPORT_SIZE (STAC_NUMOF_LIGHTS + 1)
#define STAC_REPORT_ID 0x01
//all indicies contain their respective 573 pinouts
enum StacLightIndex
{
STAC_LIGHTINDEX_BTN1 = 0,
STAC_LIGHTINDEX_BTN2 = 1,
STAC_LIGHTINDEX_BTN3 = 2,
STAC_LIGHTINDEX_BTN4 = 3,
STAC_LIGHTINDEX_BTN5 = 4,
STAC_LIGHTINDEX_MAX
};
class StacDevice
{
public:
const char *deviceVID;
const char *devicePID;
const char *devicePath;
int fd = -1;
uint8_t playerNumber = 0;
bool newState = false;
uint8_t outputBuffer[STAC_HIDREPORT_SIZE];
StacDevice(uint8_t pn);
void FindDevice();
void Connect();
void Close();
bool IsConnected()
{
//a zero/positive file descriptor is a valid one.
//and if we have opened it, then we are connected.
//if there is an error, then we close it.
return (fd >= 0);
}
void SetInBuffer(int index, bool lightState);
void PushBufferToDevice();
};
class LightsDriver_Linux_stac : public LightsDriver
{
private:
StacDevice *stacPlayer1 = new StacDevice(1);
StacDevice *stacPlayer2 = new StacDevice(2);
bool haveSeenP1 = false;
bool haveSeenP2 = false;
void HandleState(const LightsState *ls, StacDevice *dev, GameController ctrlNum);
public:
LightsDriver_Linux_stac();
virtual ~LightsDriver_Linux_stac();
virtual void Set(const LightsState *ls);
};
#endif
/*
* (c) 2021 StepMania team
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/