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itgmania212121/src/arch/Lights/SextetUtils.h
T

168 lines
5.8 KiB
C

#ifndef SextetUtils_H
#define SextetUtils_H
#include "LightsDriver.h"
/*
* Utility functions that both `LightsDriver_Win32Serial` and `LightsDriver_SextetStream`
* take advantage of, in order to encode the lights data into a common format.
*/
// Number of printable characters used to encode lights
static const size_t CABINET_SEXTET_COUNT = 1;
static const size_t CONTROLLER_SEXTET_COUNT = 6;
// Number of bytes to contain the full pack and a trailing LF
static const size_t FULL_SEXTET_COUNT = CABINET_SEXTET_COUNT + (NUM_GameController * CONTROLLER_SEXTET_COUNT) + 1;
// Serialization routines
// Encodes the low 6 bits of a byte as a printable, non-space ASCII
// character (i.e., within the range 0x21-0x7E) such that the low 6 bits of
// the character are the same as the input.
inline uint8_t printableSextet(uint8_t data)
{
// Maps the 6-bit value into the range 0x30-0x6F, wrapped in such a way
// that the low 6 bits of the result are the same as the data (so
// decoding is trivial).
//
// 00nnnn -> 0100nnnn (0x4n)
// 01nnnn -> 0101nnnn (0x5n)
// 10nnnn -> 0110nnnn (0x6n)
// 11nnnn -> 0011nnnn (0x3n)
// Put another way, the top 4 bits H of the output are determined from
// the top two bits T of the input like so:
// H = ((T + 1) mod 4) + 3
return ((data + (uint8_t)0x10) & (uint8_t)0x3F) + (uint8_t)0x30;
}
// Packs 6 booleans into a 6-bit value
inline uint8_t packPlainSextet(bool b0, bool b1, bool b2, bool b3, bool b4, bool b5)
{
return (uint8_t)(
(b0 ? 0x01 : 0) |
(b1 ? 0x02 : 0) |
(b2 ? 0x04 : 0) |
(b3 ? 0x08 : 0) |
(b4 ? 0x10 : 0) |
(b5 ? 0x20 : 0));
}
// Packs 6 booleans into a printable sextet
inline uint8_t packPrintableSextet(bool b0, bool b1, bool b2, bool b3, bool b4, bool b5)
{
return printableSextet(packPlainSextet(b0, b1, b2, b3, b4, b5));
}
// Packs the cabinet lights into a printable sextet and adds it to a buffer
inline size_t packCabinetLights(const LightsState* ls, uint8_t* buffer)
{
buffer[0] = packPrintableSextet(
ls->m_bCabinetLights[LIGHT_MARQUEE_UP_LEFT],
ls->m_bCabinetLights[LIGHT_MARQUEE_UP_RIGHT],
ls->m_bCabinetLights[LIGHT_MARQUEE_LR_LEFT],
ls->m_bCabinetLights[LIGHT_MARQUEE_LR_RIGHT],
ls->m_bCabinetLights[LIGHT_BASS_LEFT],
ls->m_bCabinetLights[LIGHT_BASS_RIGHT]);
return CABINET_SEXTET_COUNT;
}
// Packs the button lights for a controller into 6 printable sextets and
// adds them to a buffer
inline size_t packControllerLights(const LightsState* ls, GameController gc, uint8_t* buffer)
{
// Menu buttons
buffer[0] = packPrintableSextet(
ls->m_bGameButtonLights[gc][GAME_BUTTON_MENULEFT],
ls->m_bGameButtonLights[gc][GAME_BUTTON_MENURIGHT],
ls->m_bGameButtonLights[gc][GAME_BUTTON_MENUUP],
ls->m_bGameButtonLights[gc][GAME_BUTTON_MENUDOWN],
ls->m_bGameButtonLights[gc][GAME_BUTTON_START],
ls->m_bGameButtonLights[gc][GAME_BUTTON_SELECT]);
// Other non-sensors
buffer[1] = packPrintableSextet(
ls->m_bGameButtonLights[gc][GAME_BUTTON_BACK],
ls->m_bGameButtonLights[gc][GAME_BUTTON_COIN],
ls->m_bGameButtonLights[gc][GAME_BUTTON_OPERATOR],
ls->m_bGameButtonLights[gc][GAME_BUTTON_EFFECT_UP],
ls->m_bGameButtonLights[gc][GAME_BUTTON_EFFECT_DOWN],
false);
// Sensors
buffer[2] = packPrintableSextet(
ls->m_bGameButtonLights[gc][GAME_BUTTON_CUSTOM_01],
ls->m_bGameButtonLights[gc][GAME_BUTTON_CUSTOM_02],
ls->m_bGameButtonLights[gc][GAME_BUTTON_CUSTOM_03],
ls->m_bGameButtonLights[gc][GAME_BUTTON_CUSTOM_04],
ls->m_bGameButtonLights[gc][GAME_BUTTON_CUSTOM_05],
ls->m_bGameButtonLights[gc][GAME_BUTTON_CUSTOM_06]);
buffer[3] = packPrintableSextet(
ls->m_bGameButtonLights[gc][GAME_BUTTON_CUSTOM_07],
ls->m_bGameButtonLights[gc][GAME_BUTTON_CUSTOM_08],
ls->m_bGameButtonLights[gc][GAME_BUTTON_CUSTOM_09],
ls->m_bGameButtonLights[gc][GAME_BUTTON_CUSTOM_10],
ls->m_bGameButtonLights[gc][GAME_BUTTON_CUSTOM_11],
ls->m_bGameButtonLights[gc][GAME_BUTTON_CUSTOM_12]);
buffer[4] = packPrintableSextet(
ls->m_bGameButtonLights[gc][GAME_BUTTON_CUSTOM_13],
ls->m_bGameButtonLights[gc][GAME_BUTTON_CUSTOM_14],
ls->m_bGameButtonLights[gc][GAME_BUTTON_CUSTOM_15],
ls->m_bGameButtonLights[gc][GAME_BUTTON_CUSTOM_16],
ls->m_bGameButtonLights[gc][GAME_BUTTON_CUSTOM_17],
ls->m_bGameButtonLights[gc][GAME_BUTTON_CUSTOM_18]);
buffer[5] = packPrintableSextet(
ls->m_bGameButtonLights[gc][GAME_BUTTON_CUSTOM_19],
false,
false,
false,
false,
false);
return CONTROLLER_SEXTET_COUNT;
}
inline size_t packLine(uint8_t* buffer, const LightsState* ls)
{
size_t index = 0;
index += packCabinetLights(ls, &(buffer[index]));
FOREACH_ENUM(GameController, gc)
{
index += packControllerLights(ls, gc, &(buffer[index]));
}
// Terminate with LF
buffer[index++] = 0xA;
return index;
}
#endif
/*
* Copyright © 2014 Peter S. May
*
* 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, sublicense, and/or sell copies of the Software, and to permit
* persons to whom the Software is furnished to do so, subject to the
* following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* 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. IN
* NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
* DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
* OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
* USE OR OTHER DEALINGS IN THE SOFTWARE.
*/