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/*
             LUFA Library
     Copyright (C) Dean Camera, 2017.

  dean [at] fourwalledcubicle [dot] com
           www.lufa-lib.org
*/

/*
  Copyright 2017  Dean Camera (dean [at] fourwalledcubicle [dot] com)

  Permission to use, copy, modify, distribute, and sell this
  software and its documentation for any purpose is hereby granted
  without fee, provided that the above copyright notice appear in
  all copies and that both that the copyright notice and this
  permission notice and warranty disclaimer appear in supporting
  documentation, and that the name of the author not be used in
  advertising or publicity pertaining to distribution of the
  software without specific, written prior permission.

  The author disclaims all warranties with regard to this
  software, including all implied warranties of merchantability
  and fitness.  In no event shall the author be liable for any
  special, indirect or consequential damages or any damages
  whatsoever resulting from loss of use, data or profits, whether
  in an action of contract, negligence or other tortious action,
  arising out of or in connection with the use or performance of
  this software.
*/

/** \file
 *
 *  Main source file for the Mouse demo. This file contains the main tasks of the demo and
 *  is responsible for the initial application hardware configuration.
 */

#include "Mouse.h"

/** Indicates what report mode the host has requested, true for normal HID reporting mode, \c false for special boot
 *  protocol reporting mode.
 */
static bool UsingReportProtocol = true;

/** Current Idle period. This is set by the host via a Set Idle HID class request to silence the device's reports
 *  for either the entire idle duration, or until the report status changes (e.g. the user moves the mouse).
 */
static uint16_t IdleCount = 0;

/** Current Idle period remaining. When the IdleCount value is set, this tracks the remaining number of idle
 *  milliseconds. This is separate to the IdleCount timer and is incremented and compared as the host may request
 *  the current idle period via a Get Idle HID class request, thus its value must be preserved.
 */
static uint16_t IdleMSRemaining = 0;


/** Main program entry point. This routine configures the hardware required by the application, then
 *  enters a loop to run the application tasks in sequence.
 */
int main(void)
{
	SetupHardware();

	LEDs_SetAllLEDs(LEDMASK_USB_NOTREADY);
	GlobalInterruptEnable();

	for (;;)
	{
		Mouse_Task();
		USB_USBTask();
	}
}

/** Configures the board hardware and chip peripherals for the demo's functionality. */
void SetupHardware(void)
{
#if (ARCH == ARCH_AVR8)
	/* Disable watchdog if enabled by bootloader/fuses */
	MCUSR &= ~(1 << WDRF);
	wdt_disable();

	/* Disable clock division */
	clock_prescale_set(clock_div_1);
#elif (ARCH == ARCH_XMEGA)
	/* Start the PLL to multiply the 2MHz RC oscillator to 32MHz and switch the CPU core to run from it */
	XMEGACLK_StartPLL(CLOCK_SRC_INT_RC2MHZ, 2000000, F_CPU);
	XMEGACLK_SetCPUClockSource(CLOCK_SRC_PLL);

	/* Start the 32MHz internal RC oscillator and start the DFLL to increase it to 48MHz using the USB SOF as a reference */
	XMEGACLK_StartInternalOscillator(CLOCK_SRC_INT_RC32MHZ);
	XMEGACLK_StartDFLL(CLOCK_SRC_INT_RC32MHZ, DFLL_REF_INT_USBSOF, F_USB);

	PMIC.CTRL = PMIC_LOLVLEN_bm | PMIC_MEDLVLEN_bm | PMIC_HILVLEN_bm;
#endif

	/* Hardware Initialization */
	Joystick_Init();
	LEDs_Init();
	Buttons_Init();
	USB_Init();
}

/** Event handler for the USB_Connect event. This indicates that the device is enumerating via the status LEDs and
 *  starts the library USB task to begin the enumeration and USB management process.
 */
void EVENT_USB_Device_Connect(void)
{
	/* Indicate USB enumerating */
	LEDs_SetAllLEDs(LEDMASK_USB_ENUMERATING);

	/* Default to report protocol on connect */
	UsingReportProtocol = true;
}

/** Event handler for the USB_Disconnect event. This indicates that the device is no longer connected to a host via
 *  the status LEDs and stops the USB management and Mouse reporting tasks.
 */
void EVENT_USB_Device_Disconnect(void)
{
	/* Indicate USB not ready */
	LEDs_SetAllLEDs(LEDMASK_USB_NOTREADY);
}

/** Event handler for the USB_ConfigurationChanged event. This is fired when the host sets the current configuration
 *  of the USB device after enumeration - the device endpoints are configured and the mouse reporting task started.
 */
void EVENT_USB_Device_ConfigurationChanged(void)
{
	bool ConfigSuccess = true;

	/* Setup HID Report Endpoint */
	ConfigSuccess &= Endpoint_ConfigureEndpoint(MOUSE_EPADDR, EP_TYPE_INTERRUPT, MOUSE_EPSIZE, 1);

	/* Turn on Start-of-Frame events for tracking HID report period expiry */
	USB_Device_EnableSOFEvents();

	/* Indicate endpoint configuration success or failure */
	LEDs_SetAllLEDs(ConfigSuccess ? LEDMASK_USB_READY : LEDMASK_USB_ERROR);
}

/** Event handler for the USB_ControlRequest event. This is used to catch and process control requests sent to
 *  the device from the USB host before passing along unhandled control requests to the library for processing
 *  internally.
 */
void EVENT_USB_Device_ControlRequest(void)
{
	/* Handle HID Class specific requests */
	switch (USB_ControlRequest.bRequest)
	{
		case HID_REQ_GetReport:
			if (USB_ControlRequest.bmRequestType == (REQDIR_DEVICETOHOST | REQTYPE_CLASS | REQREC_INTERFACE))
			{
				USB_MouseReport_Data_t MouseReportData;

				/* Create the next mouse report for transmission to the host */
				CreateMouseReport(&MouseReportData);

				Endpoint_ClearSETUP();

				/* Write the report data to the control endpoint */
				Endpoint_Write_Control_Stream_LE(&MouseReportData, sizeof(MouseReportData));
				Endpoint_ClearOUT();

				/* Clear the report data afterwards */
				memset(&MouseReportData, 0, sizeof(MouseReportData));
			}

			break;
		case HID_REQ_GetProtocol:
			if (USB_ControlRequest.bmRequestType == (REQDIR_DEVICETOHOST | REQTYPE_CLASS | REQREC_INTERFACE))
			{
				Endpoint_ClearSETUP();

				/* Write the current protocol flag to the host */
				Endpoint_Write_8(UsingReportProtocol);

				Endpoint_ClearIN();
				Endpoint_ClearStatusStage();
			}

			break;
		case HID_REQ_SetProtocol:
			if (USB_ControlRequest.bmRequestType == (REQDIR_HOSTTODEVICE | REQTYPE_CLASS | REQREC_INTERFACE))
			{
				Endpoint_ClearSETUP();
				Endpoint_ClearStatusStage();

				/* Set or clear the flag depending on what the host indicates that the current Protocol should be */
				UsingReportProtocol = (USB_ControlRequest.wValue != 0);
			}

			break;
		case HID_REQ_SetIdle:
			if (USB_ControlRequest.bmRequestType == (REQDIR_HOSTTODEVICE | REQTYPE_CLASS | REQREC_INTERFACE))
			{
				Endpoint_ClearSETUP();
				Endpoint_ClearStatusStage();

				/* Get idle period in MSB, must multiply by 4 to get the duration in milliseconds */
				IdleCount = ((USB_ControlRequest.wValue & 0xFF00) >> 6);
			}

			break;
		case HID_REQ_GetIdle:
			if (USB_ControlRequest.bmRequestType == (REQDIR_DEVICETOHOST | REQTYPE_CLASS | REQREC_INTERFACE))
			{
				Endpoint_ClearSETUP();

				/* Write the current idle duration to the host, must be divided by 4 before sent to host */
				Endpoint_Write_8(IdleCount >> 2);

				Endpoint_ClearIN();
				Endpoint_ClearStatusStage();
			}

			break;
	}
}

/** Event handler for the USB device Start Of Frame event. */
void EVENT_USB_Device_StartOfFrame(void)
{
	/* One millisecond has elapsed, decrement the idle time remaining counter if it has not already elapsed */
	if (IdleMSRemaining)
	  IdleMSRemaining--;
}

/** Fills the given HID report data structure with the next HID report to send to the host.
 *
 *  \param[out] ReportData  Pointer to a HID report data structure to be filled
 */
void CreateMouseReport(USB_MouseReport_Data_t* const ReportData)
{
	uint8_t JoyStatus_LCL    = Joystick_GetStatus();
	uint8_t ButtonStatus_LCL = Buttons_GetStatus();

	/* Clear the report contents */
	memset(ReportData, 0, sizeof(USB_MouseReport_Data_t));

	if (JoyStatus_LCL & JOY_UP)
	  ReportData->Y = -1;
	else if (JoyStatus_LCL & JOY_DOWN)
	  ReportData->Y =  1;

	if (JoyStatus_LCL & JOY_LEFT)
	  ReportData->X = -1;
	else if (JoyStatus_LCL & JOY_RIGHT)
	  ReportData->X =  1;

	if (JoyStatus_LCL & JOY_PRESS)
	  ReportData->Button |= (1 << 0);

	if (ButtonStatus_LCL & BUTTONS_BUTTON1)
	  ReportData->Button |= (1 << 1);
}

/** Sends the next HID report to the host, via the keyboard data endpoint. */
void SendNextReport(void)
{
	static USB_MouseReport_Data_t PrevMouseReportData;
	USB_MouseReport_Data_t        MouseReportData;
	bool                          SendReport;

	/* Create the next mouse report for transmission to the host */
	CreateMouseReport(&MouseReportData);

	/* Check to see if the report data has changed - if so a report MUST be sent */
	SendReport = (memcmp(&PrevMouseReportData, &MouseReportData, sizeof(USB_MouseReport_Data_t)) != 0);

	/* Override the check if the Y or X values are non-zero - we want continuous movement while the joystick
	 * is being held down (via continuous reports), otherwise the cursor will only move once per joystick toggle */
	if ((MouseReportData.Y != 0) || (MouseReportData.X != 0))
	  SendReport = true;

	/* Check if the idle period is set and has elapsed */
	if (IdleCount && (!(IdleMSRemaining)))
	{
		/* Reset the idle time remaining counter */
		IdleMSRemaining = IdleCount;

		/* Idle period is set and has elapsed, must send a report to the host */
		SendReport = true;
	}

	/* Select the Mouse Report Endpoint */
	Endpoint_SelectEndpoint(MOUSE_EPADDR);

	/* Check if Mouse Endpoint Ready for Read/Write and if we should send a new report */
	if (Endpoint_IsReadWriteAllowed() && SendReport)
	{
		/* Save the current report data for later comparison to check for changes */
		PrevMouseReportData = MouseReportData;

		/* Write Mouse Report Data */
		Endpoint_Write_Stream_LE(&MouseReportData, sizeof(MouseReportData), NULL);

		/* Finalize the stream transfer to send the last packet */
		Endpoint_ClearIN();
	}
}

/** Task to manage HID report generation and transmission to the host, when in report mode. */
void Mouse_Task(void)
{
	/* Device must be connected and configured for the task to run */
	if (USB_DeviceState != DEVICE_STATE_Configured)
	  return;

	/* Send the next mouse report to the host */
	SendNextReport();
}
so.univ-lyon1.fr/thierry.excoffier/ZMW/). See the [Wiki](https://github.com/ocornut/imgui/wiki) for more references and [Bindings](https://github.com/ocornut/imgui/wiki/Bindings) for third-party bindings to different languages and frameworks. Support Forums -------------- If you have issues with: compiling, linking, adding fonts, running or displaying Dear ImGui, or wiring inputs: please post on the Discourse forum: https://discourse.dearimgui.org/c/getting-started. For any other questions, bug reports, requests, feedback, you may post on https://github.com/ocornut/imgui/issues. Frequently Asked Question (FAQ) ------------------------------- **Where is the documentation?** - The documentation is at the top of imgui.cpp + effectively imgui.h. - Example code is in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function. It covers most features of ImGui so you can read the code and call the function itself to see its output. - Standalone example applications using e.g. OpenGL/DirectX are provided in the examples/ folder. - We obviously needs better documentation! Consider contributing or becoming a [Patron](http://www.patreon.com/imgui) to promote this effort. - Your programming IDE is your friend, find the type or function declaration to find comments associated to it. **Which version should I get?** I occasionally tag [Releases](https://github.com/ocornut/imgui/releases) but it is generally safe and recommended to sync to master/latest. The library is fairly stable and regressions tend to be fixed fast when reported. You may also peak at the [Multi-Viewport](https://github.com/ocornut/imgui/issues/1542) and [Docking](https://github.com/ocornut/imgui/issues/2109) branches. Even though they are marked beta, several projects are using them and they are kept in sync with master regularly. **Who uses Dear ImGui?** See the [Software using dear imgui page](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) for an (incomplete) list of games/software which are publicly known to use dear imgui. Please add yours if you can! **Why the odd dual naming, "dear imgui" vs "ImGui"?** The library started its life and is best known as "ImGui" only due to the fact that I didn't give it a proper name when I released it. However, the term IMGUI (immediate-mode graphical user interface) was coined before and is being used in variety of other situations. It seemed confusing and unfair to hog the name. To reduce the ambiguity without affecting existing codebases, I have decided on an alternate, longer name "dear imgui" that people can use to refer to this specific library in ambiguous situations. **How can I tell whether to dispatch mouse/keyboard to imgui or to my application?** <br>**How can I display an image? What is ImTextureID, how does it works?** <br>**How can I have multiple widgets with the same label or without a label? A primer on labels and the ID Stack.** <br>**How can I use my own math types instead of ImVec2/ImVec4?** <br>**How can I load a different font than the default?** <br>**How can I easily use icons in my application?** <br>**How can I load multiple fonts?** <br>**How can I display and input non-latin characters such as Chinese, Japanese, Korean, Cyrillic?** <br>**How can I use the drawing facilities without an Dear ImGui window? (using ImDrawList API)** <br>**I integrated Dear ImGui in my engine and the text or lines are blurry..** <br>**I integrated Dear ImGui in my engine and some elements are disappearing when I move windows around..** <br>**How can I help?** See the FAQ in imgui.cpp for answers. **How do you use Dear ImGui on a platform that may not have a mouse or keyboard?** You can control Dear ImGui with a gamepad, see the explanation in imgui.cpp about how to use the navigation feature (short version: map your gamepad inputs into the `io.NavInputs[]` array and set `io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad`). You can share your computer mouse seamlessly with your console/tablet/phone using [Synergy](http://synergy-project.org). This is the preferred solution for developer productivity. In particular, their [micro-synergy-client](https://github.com/symless/micro-synergy-client) repo there is _uSynergy.c_ sources for a small embeddable that you can use on any platform to connect to your host PC using Synergy 1.x. You may also use a third party solution such as [Remote ImGui](https://github.com/JordiRos/remoteimgui). For touch inputs, you can increase the hit box of widgets (via the _style.TouchPadding_ setting) to accommodate a little for the lack of precision of touch inputs, but it is recommended you use a mouse or gamepad to allow optimizing for screen real-estate and precision. **Can you create elaborate/serious tools with Dear ImGui?** Yes. People have written game editors, data browsers, debuggers, profilers and all sort of non-trivial tools with the library. In my experience the simplicity of the API is very empowering. Your UI runs close to your live data. Make the tools always-on and everybody in the team will be inclined to create new tools (as opposed to more "offline" UI toolkits where only a fraction of your team effectively creates tools). The list of sponsors below is also an indicator that serious game teams have been using the library. Dear ImGui is very programmer centric and the immediate-mode GUI paradigm might requires you to readjust some habits before you can realize its full potential. Dear ImGui is about making things that are simple, efficient and powerful. **Can you reskin the look of Dear ImGui?** You can alter the look of the interface to some degree: changing colors, sizes, padding, rounding, fonts. However, as Dear ImGui is designed and optimized to create debug tools, the amount of skinning you can apply is limited. There is only so much you can stray away from the default look and feel of the interface. Below is a screenshot from [LumixEngine](https://github.com/nem0/LumixEngine) with custom colors + a docking/tabs extension (both of which you can find in the Issues section and will eventually be merged): ![LumixEngine](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v151/lumix-201710-rearranged.png) **Why using C++ (as opposed to C)?** Dear ImGui takes advantage of a few C++ languages features for convenience but nothing anywhere Boost-insanity/quagmire. Dear ImGui does NOT require C++11 so it can be used with most old C++ compilers. Dear ImGui doesn't use any C++ header file. Language-wise, function overloading and default parameters are used to make the API easier to use and code more terse. Doing so I believe the API is sitting on a sweet spot and giving up on those features would make the API more cumbersome. Other features such as namespace, constructors and templates (in the case of the ImVector<> class) are also relied on as a convenience. There is an auto-generated [c-api for Dear ImGui (cimgui)](https://github.com/cimgui/cimgui) by Sonoro1234 and Stephan Dilly. This is designed for binding other languages. If possible, I would suggest using your target language functionalities to try replicating the function overloading and default parameters used in C++ else the API may be harder to use. Also see [Bindings](https://github.com/ocornut/imgui/wiki/Bindings) for third-party bindings to other languages. Support dear imgui ------------------ **How can I help financing further development of Dear ImGui?** Your contributions are keeping the library alive. If you are an individual using dear imgui, please consider donating to enable me to spend more time improving the library. Monthly donations via Patreon: <br>[![Patreon](https://cloud.githubusercontent.com/assets/8225057/5990484/70413560-a9ab-11e4-8942-1a63607c0b00.png)](http://www.patreon.com/imgui) One-off donations via PayPal: <br>[![PayPal](https://www.paypalobjects.com/en_US/i/btn/btn_donate_LG.gif)](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=5Q73FPZ9C526U) Ongoing dear imgui development is financially supported on [**Patreon**](http://www.patreon.com/imgui) and by private sponsors. If your company uses dear imgui, please consider financial support (e.g. sponsoring a few weeks/months of development. I can also invoice for private support, custom development etc. contact me for details: omarcornut at gmail). Thanks! **Platinum-chocolate sponsors** - Blizzard Entertainment. **Double-chocolate sponsors** - Media Molecule, Mobigame, Insomniac Games, Aras Pranckevičius, Lizardcube, Greggman, DotEmu, Nadeo, Supercell, Runner, Friendly Shade. **Salty caramel supporters** - Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Recognition Robotics, Chris Genova, ikrima, Glenn Fiedler, Geoffrey Evans, Dakko Dakko, Mercury Labs, Singularity Demo Group, Mischa Alff, Sebastien Ronsse, Lionel Landwerlin, Nikolay Ivanov, Ron Gilbert, Brandon Townsend, Nikhil Deshpande, Cort Stratton, drudru, Harfang 3D, Jeff Roberts. **Caramel supporters** - Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly, Neil Blakey-Milner, Aleksei, NeiloGD, Justin Paver, FiniteSol, Vincent Pancaldi, James Billot, Robin Hübner, furrtek, Eric, Simon Barratt, Game Atelier, Julian Bosch, Simon Lundmark, Vincent Hamm, Farhan Wali, Matt Reyer, Colin Riley, Victor Martins, Josh Simmons, Garrett Hoofman, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Kit framework, Josh Faust, Martin Donlon, Quinton, Felix, Andrew Belt, Codecat, Cort Stratton, Claudio Canepa, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Roger Clark, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Miloš Tošić, Jonas Bernemann, Johan Andersson, Nathan Hartman, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Felipe Alfonso, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Edsel Malasig, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey, Astrofra, Jonas Lehmann, Steven Kah Hien Wong, Bartosz Bielecki, Oscar Penas, A M, Liam Moynihan, Artometa. And all other supporters; THANK YOU! (Please contact me if you would like to be added or removed from this list) Credits ------- Developed by [Omar Cornut](http://www.miracleworld.net) and every direct or indirect contributors to the GitHub. The early version of this library was developed with the support of [Media Molecule](http://www.mediamolecule.com) and first used internally on the game [Tearaway](http://tearaway.mediamolecule.com). I first discovered imgui principles at [Q-Games](http://www.q-games.com) where Atman had dropped his own simple imgui implementation in the codebase, which I spent quite some time improving and thinking about. It turned out that Atman was exposed to the concept directly by working with Casey. When I moved to Media Molecule I rewrote a new library trying to overcome the flaws and limitations of the first one I've worked with. It became this library and since then I have spent an unreasonable amount of time iterating on it. Embeds [ProggyClean.ttf](http://upperbounds.net) font by Tristan Grimmer (MIT license). Embeds [stb_textedit.h, stb_truetype.h, stb_rectpack.h](https://github.com/nothings/stb/) by Sean Barrett (public domain). Inspiration, feedback, and testing for early versions: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. And everybody posting feedback, questions and patches on the GitHub. License ------- Dear ImGui is licensed under the MIT License, see LICENSE for more information.