mirror of
https://github.com/libretro/RetroArch.git
synced 2024-11-25 00:49:47 +00:00
09f3c3ca77
Fixed classic controller's analogs, were not working at all. Restored sixaxis controller support, now with completely rewroten library. Changed detection order (GC, Sixaxis, Wiimote/Nunchuck/Classic, left wiimote at the end, otherwise we needed to disconnect it to be able to use GC controller or sixaxis controller.
121 lines
2.7 KiB
C
121 lines
2.7 KiB
C
#ifndef _SICKSAXIS_H_
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#define _SICKSAXIS_H_
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#include <gccore.h>
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#define SS_MAX_DEV 8
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#define SS_VENDOR_ID 0x054C
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#define SS_PRODUCT_ID 0x0268
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#define SS_PAYLOAD_SIZE 49
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struct SS_BUTTONS {
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uint8_t left : 1;
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uint8_t down : 1;
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uint8_t right : 1;
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uint8_t up : 1;
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uint8_t start : 1;
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uint8_t R3 : 1;
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uint8_t L3 : 1;
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uint8_t select : 1;
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uint8_t square : 1;
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uint8_t cross : 1;
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uint8_t circle : 1;
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uint8_t triangle : 1;
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uint8_t R1 : 1;
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uint8_t L1 : 1;
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uint8_t R2 : 1;
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uint8_t L2 : 1;
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uint8_t not_used : 7;
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uint8_t PS : 1;
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};
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struct SS_ANALOG {
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uint8_t x;
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uint8_t y;
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};
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struct SS_DPAD_SENSITIVE {
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uint8_t up;
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uint8_t right;
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uint8_t down;
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uint8_t left;
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};
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struct SS_SHOULDER_SENSITIVE {
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uint8_t L2;
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uint8_t R2;
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uint8_t L1;
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uint8_t R1;
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};
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struct SS_BUTTON_SENSITIVE {
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uint8_t triangle;
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uint8_t circle;
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uint8_t cross;
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uint8_t square;
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};
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struct SS_MOTION {
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uint16_t acc_x;
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uint16_t acc_y;
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uint16_t acc_z;
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uint16_t z_gyro;
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};
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struct SS_GAMEPAD {
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uint8_t hid_data;
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uint8_t unk0;
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struct SS_BUTTONS buttons;
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uint8_t unk1;
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struct SS_ANALOG left_analog;
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struct SS_ANALOG right_analog;
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uint32_t unk2;
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struct SS_DPAD_SENSITIVE dpad_sens;
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struct SS_SHOULDER_SENSITIVE shoulder_sens;
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struct SS_BUTTON_SENSITIVE button_sens;
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uint16_t unk3;
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uint8_t unk4;
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uint8_t status;
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uint8_t power_rating;
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uint8_t comm_status;
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uint32_t unk5;
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uint32_t unk6;
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uint8_t unk7;
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struct SS_MOTION motion;
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}__attribute__((packed));
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struct SS_ATTRIBUTE_RUMBLE {
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uint8_t duration_right;
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uint8_t power_right;
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uint8_t duration_left;
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uint8_t power_left;
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};
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struct SS_ATTRIBUTES {
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struct SS_ATTRIBUTE_RUMBLE rumble;
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int led;
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};
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struct ss_device {
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struct SS_GAMEPAD pad;
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struct SS_ATTRIBUTES attributes;
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int device_id;
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int fd;
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int connected;
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int enabled;
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}__attribute__((aligned(32)));
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int ss_init(struct ss_device *dev_list, int slots);
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int ss_shutdown();
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int ss_is_ready(struct ss_device *dev);
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int ss_read_pad(struct ss_device *dev);
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int ss_set_led(struct ss_device *dev, int led);
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int ss_set_rumble(struct ss_device *dev, uint8_t duration_right, uint8_t power_right, uint8_t duration_left, uint8_t power_left);
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#endif
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