Apple_II_Keyboard/libraries/USB_Host_Shield_Library_2.0/PS4Parser.cpp

154 lines
6.0 KiB
C++

/* Copyright (C) 2014 Kristian Lauszus, TKJ Electronics. All rights reserved.
This software may be distributed and modified under the terms of the GNU
General Public License version 2 (GPL2) as published by the Free Software
Foundation and appearing in the file GPL2.TXT included in the packaging of
this file. Please note that GPL2 Section 2[b] requires that all works based
on this software must also be made publicly available under the terms of
the GPL2 ("Copyleft").
Contact information
-------------------
Kristian Lauszus, TKJ Electronics
Web : http://www.tkjelectronics.com
e-mail : kristianl@tkjelectronics.com
*/
#include "PS4Parser.h"
enum DPADEnum {
DPAD_UP = 0x0,
DPAD_UP_RIGHT = 0x1,
DPAD_RIGHT = 0x2,
DPAD_RIGHT_DOWN = 0x3,
DPAD_DOWN = 0x4,
DPAD_DOWN_LEFT = 0x5,
DPAD_LEFT = 0x6,
DPAD_LEFT_UP = 0x7,
DPAD_OFF = 0x8,
};
// To enable serial debugging see "settings.h"
//#define PRINTREPORT // Uncomment to print the report send by the PS4 Controller
bool PS4Parser::checkDpad(ButtonEnum b) {
switch (b) {
case UP:
return ps4Data.btn.dpad == DPAD_LEFT_UP || ps4Data.btn.dpad == DPAD_UP || ps4Data.btn.dpad == DPAD_UP_RIGHT;
case RIGHT:
return ps4Data.btn.dpad == DPAD_UP_RIGHT || ps4Data.btn.dpad == DPAD_RIGHT || ps4Data.btn.dpad == DPAD_RIGHT_DOWN;
case DOWN:
return ps4Data.btn.dpad == DPAD_RIGHT_DOWN || ps4Data.btn.dpad == DPAD_DOWN || ps4Data.btn.dpad == DPAD_DOWN_LEFT;
case LEFT:
return ps4Data.btn.dpad == DPAD_DOWN_LEFT || ps4Data.btn.dpad == DPAD_LEFT || ps4Data.btn.dpad == DPAD_LEFT_UP;
default:
return false;
}
}
bool PS4Parser::getButtonPress(ButtonEnum b) {
if (b <= LEFT) // Dpad
return checkDpad(b);
else
return ps4Data.btn.val & (1UL << pgm_read_byte(&PS4_BUTTONS[(uint8_t)b]));
}
bool PS4Parser::getButtonClick(ButtonEnum b) {
uint32_t mask = 1UL << pgm_read_byte(&PS4_BUTTONS[(uint8_t)b]);
bool click = buttonClickState.val & mask;
buttonClickState.val &= ~mask; // Clear "click" event
return click;
}
uint8_t PS4Parser::getAnalogButton(ButtonEnum b) {
if (b == L2) // These are the only analog buttons on the controller
return ps4Data.trigger[0];
else if (b == R2)
return ps4Data.trigger[1];
return 0;
}
uint8_t PS4Parser::getAnalogHat(AnalogHatEnum a) {
return ps4Data.hatValue[(uint8_t)a];
}
void PS4Parser::Parse(uint8_t len, uint8_t *buf) {
if (len > 1 && buf) {
#ifdef PRINTREPORT
Notify(PSTR("\r\n"), 0x80);
for (uint8_t i = 0; i < len; i++) {
D_PrintHex<uint8_t > (buf[i], 0x80);
Notify(PSTR(" "), 0x80);
}
#endif
if (buf[0] == 0x01) // Check report ID
memcpy(&ps4Data, buf + 1, min((uint8_t)(len - 1), MFK_CASTUINT8T sizeof(ps4Data)));
else if (buf[0] == 0x11) { // This report is send via Bluetooth, it has an offset of 2 compared to the USB data
if (len < 4) {
#ifdef DEBUG_USB_HOST
Notify(PSTR("\r\nReport is too short: "), 0x80);
D_PrintHex<uint8_t > (len, 0x80);
#endif
return;
}
memcpy(&ps4Data, buf + 3, min((uint8_t)(len - 3), MFK_CASTUINT8T sizeof(ps4Data)));
} else {
#ifdef DEBUG_USB_HOST
Notify(PSTR("\r\nUnknown report id: "), 0x80);
D_PrintHex<uint8_t > (buf[0], 0x80);
#endif
return;
}
if (ps4Data.btn.val != oldButtonState.val) { // Check if anything has changed
buttonClickState.val = ps4Data.btn.val & ~oldButtonState.val; // Update click state variable
oldButtonState.val = ps4Data.btn.val;
// The DPAD buttons does not set the different bits, but set a value corresponding to the buttons pressed, we will simply set the bits ourself
uint8_t newDpad = 0;
if (checkDpad(UP))
newDpad |= 1 << UP;
if (checkDpad(RIGHT))
newDpad |= 1 << RIGHT;
if (checkDpad(DOWN))
newDpad |= 1 << DOWN;
if (checkDpad(LEFT))
newDpad |= 1 << LEFT;
if (newDpad != oldDpad) {
buttonClickState.dpad = newDpad & ~oldDpad; // Override values
oldDpad = newDpad;
}
}
}
if (ps4Output.reportChanged)
sendOutputReport(&ps4Output); // Send output report
}
void PS4Parser::Reset() {
uint8_t i;
for (i = 0; i < sizeof(ps4Data.hatValue); i++)
ps4Data.hatValue[i] = 127; // Center value
ps4Data.btn.val = 0;
oldButtonState.val = 0;
for (i = 0; i < sizeof(ps4Data.trigger); i++)
ps4Data.trigger[i] = 0;
for (i = 0; i < sizeof(ps4Data.xy)/sizeof(ps4Data.xy[0]); i++) {
for (uint8_t j = 0; j < sizeof(ps4Data.xy[0].finger)/sizeof(ps4Data.xy[0].finger[0]); j++)
ps4Data.xy[i].finger[j].touching = 1; // The bit is cleared if the finger is touching the touchpad
}
ps4Data.btn.dpad = DPAD_OFF;
oldButtonState.dpad = DPAD_OFF;
buttonClickState.dpad = 0;
oldDpad = 0;
ps4Output.bigRumble = ps4Output.smallRumble = 0;
ps4Output.r = ps4Output.g = ps4Output.b = 0;
ps4Output.flashOn = ps4Output.flashOff = 0;
ps4Output.reportChanged = false;
};