/* 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 (buf[i], 0x80); Notify(PSTR(" "), 0x80); } #endif if (buf[0] == 0x01) // Check report ID memcpy(&ps4Data, buf + 1, min((uint8_t)(len - 1), 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 (len, 0x80); #endif return; } memcpy(&ps4Data, buf + 3, min((uint8_t)(len - 3), sizeof(ps4Data))); } else { #ifdef DEBUG_USB_HOST Notify(PSTR("\r\nUnknown report id: "), 0x80); D_PrintHex (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; };