/*---------------------------------------------------------------------------* Project: TwlSDK - CTRDG - libraries - ARM9 File: ctrdg_vib.c Copyright 2008 Nintendo. All rights reserved. These coded instructions, statements, and computer programs contain proprietary information of Nintendo of America Inc. and/or Nintendo Company Ltd., and are protected by Federal copyright law. They may not be disclosed to third parties or copied or duplicated in any form, in whole or in part, without the prior written consent of Nintendo. $Date:: 2007-11-15#$ $Rev: 2414 $ $Author: hatamoto_minoru $ *---------------------------------------------------------------------------*/ #include /*-----------------------------------------------------------------------* Type, Constant *-----------------------------------------------------------------------*/ #ifdef SDK_FINALROM #define VIBi_FatalError(...) (void)0; #else #define VIBi_FatalError(...) OS_Panic(__VA_ARGS__) #endif #define VIBi_INTR_DELAY_TICK (19) #define VIBi_BITID (2) typedef struct { u32 current_pos; /* Current position in pulse set */ u32 rest_pos; /* Position that is the pause time. */ u32 rest_tick; /* Length of the pause time. 1 = 1 Tick */ u32 on_tick[VIB_PULSE_NUM_MAX]; /* Length of the activation time. 1 = 1 Tick */ u32 off_tick[VIB_PULSE_NUM_MAX];/* Length of the stop time. 1 = 1 Tick */ BOOL is_enable; /* TRUE if oscillating. */ u32 repeat_num; /* Number of times to repeat pulse set. When 0, repeats endlessly. */ u32 current_count; /* Indicates the number of times that the pulse set was repeated. */ VIBCartridgePulloutCallback cartridge_pullout_callback; /* Cartridge removal callback */ } VIBiPulseInfo; /*-----------------------------------------------------------------------* Function prototypes *-----------------------------------------------------------------------*/ //--- Auto Function Prototype --- Don't comment here. BOOL VIB_Init(void); void VIB_End(void); void VIB_StartPulse(const VIBPulseState * state); void VIB_StopPulse(void); BOOL VIB_IsExecuting(void); void VIB_SetCartridgePulloutCallback(VIBCartridgePulloutCallback func); BOOL VIB_IsCartridgeEnabled(void); static inline u32 VIBi_PulseTimeToTicks(u32 pulse_time); static BOOL VIBi_PulledOutCallbackCartridge(void); static void VIBi_MotorOnOff(VIBiPulseInfo * pulse_vib); static void VIBi_SleepCallback(void *); //--- End of Auto Function Prototype /*-----------------------------------------------------------------------* Variables *-----------------------------------------------------------------------*/ /* The cache is accessed in 32-byte units, so align the front. */ static VIBiPulseInfo pulse_vib ATTRIBUTE_ALIGN(32); static PMSleepCallbackInfo sc_info; /*-----------------------------------------------------------------------* Global Function Definitions *-----------------------------------------------------------------------*/ /*! Initializes pulse rumble. \n When called twice, it is equivalent to VIB_IsCartridgeEnabled. Inside this function, before entering sleep mode, the callback that stops vibration is registered using NitroSDK's PM_AppendPreSleepCallback function. @retval TRUE: Initialization succeeded. @retval FALSE: Initialization failed. */ BOOL VIB_Init(void) { static BOOL is_initialized; if (is_initialized) { return VIB_IsCartridgeEnabled(); } is_initialized = TRUE; if (CTRDGi_IsBitIDAtInit(VIBi_BITID)) { MI_CpuClearFast(&pulse_vib, sizeof(pulse_vib)); CTRDG_SetPulledOutCallback(VIBi_PulledOutCallbackCartridge); /* Register the callback used before entering sleep. */ PM_SetSleepCallbackInfo(&sc_info, VIBi_SleepCallback, NULL); PM_AppendPreSleepCallback(&sc_info); return TRUE; } else { return FALSE; } } /*! Stop usage of the Rumble Pak library. Stop the pulse rumble, delete the pre-sleep callback registered with the VIB_Init function, and delete the cartridge-removal callback. */ void VIB_End(void) { VIB_StopPulse(); PM_DeletePreSleepCallback(&sc_info); CTRDG_SetPulledOutCallback(NULL); } /*! Starts the pulse rumble. \n If the previous pulse rumble has not been completed, this lets it complete and then starts. \n Because the status is copied by the library, there is no need to allocate memory. Check the hardware restrictions before rumble starts. If the restrictions are violated and this is a debug or release build, display a message using the OS_Panic function, and halt the program. If this is a final ROM build, pulse rumble is not started. @sa VIBPulseState @param state: Pulse rumble status. */ void VIB_StartPulse(const VIBPulseState * state) { if (!VIB_IsCartridgeEnabled()) return; VIB_StopPulse(); { int i; /* Check the ON time */ for (i = 0; i < state->pulse_num; i++) { /* Whether or not the ON time is 0 */ if (state->on_time[i] == 0) { VIBi_FatalError("pulse_vib: on_time[%d] must not be 0.\n", i); return; } /* Does the ON time exceed VIB_ON_TIME_MAX? */ if (state->on_time[i] > VIB_ON_TIME_MAX) { VIBi_FatalError("pulse_vib: on_time[%d] is over VIB_ON_TIME_MAX.\n", i); return; } } /* Check the OFF time */ for (i = 0; i < state->pulse_num - 1; i++) { /* Whether or not the OFF time is 0 */ if (state->off_time[i] == 0) { VIBi_FatalError("pulse_vib: off_time[%d] must not be 0.\n", i); return; } /* Does the OFF time exceed the previous ON time? */ if (state->on_time[i] > state->off_time[i]) { VIBi_FatalError("pulse_vib: on_time[%d] is over off_time[%d].\n", i, i); return; } } /* Is the REST time less than VIB_REST_TIME_MIN? */ if (state->rest_time < VIB_REST_TIME_MIN) { VIBi_FatalError("pulse_vib: rest_time is less than VIB_REST_TIME_MIN.\n", i); return; } } pulse_vib.rest_tick = VIBi_PulseTimeToTicks(state->rest_time) - VIBi_INTR_DELAY_TICK; pulse_vib.repeat_num = state->repeat_num; pulse_vib.current_count = 0; pulse_vib.current_pos = 0; { u32 i; for (i = 0; i < VIB_PULSE_NUM_MAX; i++) { pulse_vib.on_tick[i] = VIBi_PulseTimeToTicks(state->on_time[i]) - VIBi_INTR_DELAY_TICK; pulse_vib.off_tick[i] = VIBi_PulseTimeToTicks(state->off_time[i]) - VIBi_INTR_DELAY_TICK; } } pulse_vib.rest_pos = state->pulse_num * 2 - 1; pulse_vib.is_enable = TRUE; /* Send a pulse_vib structure pointer */ VIBi_MotorOnOff(&pulse_vib); } /*! Stops pulse rumble. */ void VIB_StopPulse(void) { if (pulse_vib.is_enable) { pulse_vib.is_enable = FALSE; /* Send a pulse_vib structure pointer */ VIBi_MotorOnOff(&pulse_vib); } } /*! Returns whether or not pulse rumble has completed. It is considered to have completed at the point when the last rest_time has finished. @retval TRUE: Pulse rumble has not completed. @retval FALSE: Pulse rumble has completed. */ BOOL VIB_IsExecuting(void) { return pulse_vib.is_enable; } /*! Registers the Game Pak removal callback. When the Game Pak is pulled out, the library immediately stops the pulse rumble. @n If a callback was registered using this function, it will be called afterwards. @param func: Game Pak removal callback */ void VIB_SetCartridgePulloutCallback(VIBCartridgePulloutCallback func) { pulse_vib.cartridge_pullout_callback = func; } /*! Returns whether or not the Rumble Pak is enabled. (If removed and inserted once, the function does not return TRUE) @retval TRUE: The Rumble Pak is enabled. @retval FALSE: The Rumble Pak is not enabled. */ BOOL VIB_IsCartridgeEnabled(void) { return CTRDG_IsBitID(VIBi_BITID); } /*-----------------------------------------------------------------------* Local Function Definition *-----------------------------------------------------------------------*/ static inline u32 VIBi_PulseTimeToTicks(u32 pulse_time) { return ((OS_SYSTEM_CLOCK / 1000) * (pulse_time)) / 64 / 10; } static BOOL VIBi_PulledOutCallbackCartridge(void) { VIB_StopPulse(); if (pulse_vib.cartridge_pullout_callback) { pulse_vib.cartridge_pullout_callback(); } return FALSE; /* Do not stop the software right away. */ } /*! Turn vibration on and off. pulse_vib->is_enable @li TRUE: Turn vibration on. @li FALSE: Turn vibration off. */ static void VIBi_MotorOnOff(VIBiPulseInfo * pulse_vib) { /* Flush the shared memory that has been set */ DC_FlushRange(pulse_vib, sizeof(VIBiPulseInfo)); if (pulse_vib->is_enable == TRUE) { CTRDG_SendToARM7(pulse_vib); } else { CTRDG_SendToARM7(NULL); } } static void VIBi_SleepCallback(void *) { VIB_StopPulse(); }