qmk_firmware/keyboards/snes_macropad/matrix.c

147 lines
3.8 KiB
C

// Copyright 2023 John Barbero Unenge (@jbarberu)
// SPDX-License-Identifier: GPL-2.0-or-later
#include "matrix.h"
#include "gpio.h"
#include "wait.h"
#include "string.h"
#define SNES_CLOCK GP0
#define SNES_LATCH GP1
#define SNES_D0 GP2
#define SNES_D1 GP3
#define SNES_IO GP4
#define KBD_ROW0 GP24
#define KBD_ROW1 GP23
#define KBD_ROW2 GP22
#define KBD_NUM_ROWS 3
#define KBD_COL0 GP18
#define KBD_COL1 GP19
#define KBD_COL2 GP20
#define KBD_COL3 GP21
#define KBD_ROW_SETUP_DELAY_US 5
// The real snes will clock 16 bits out of the controller, but only really has 12 bits of data
#define SNES_DATA_BITS 16
#define SNES_DATA_SETUP_DELAY_US 10
#define SNES_CLOCK_PULSE_DURATION 10
static const int kbd_pin_map[] = {
KBD_ROW0,
KBD_ROW1,
KBD_ROW2
};
void matrix_init_custom(void) {
// init snes controller
setPinInputHigh(SNES_D0);
// todo: look into protocol for other strange snes controllers that use D1 and IO
// setPinInputHigh(SNES_D1);
// setPinInputHigh(SNES_IO);
setPinOutput(SNES_CLOCK);
setPinOutput(SNES_LATCH);
writePinLow(SNES_CLOCK);
writePinLow(SNES_LATCH);
// init rows
setPinOutput(KBD_ROW0);
setPinOutput(KBD_ROW1);
setPinOutput(KBD_ROW2);
writePinHigh(KBD_ROW0);
writePinHigh(KBD_ROW1);
writePinHigh(KBD_ROW2);
// init columns
setPinInputHigh(KBD_COL0);
setPinInputHigh(KBD_COL1);
setPinInputHigh(KBD_COL2);
setPinInputHigh(KBD_COL3);
}
static matrix_row_t readRow(size_t row, int setupDelay) {
const int pin = kbd_pin_map[row];
// select the row
setPinOutput(pin);
writePinLow(pin);
wait_us(setupDelay);
// read the column data
const matrix_row_t ret =
(readPin(KBD_COL0) ? 0 : 1 << 0)
| (readPin(KBD_COL1) ? 0 : 1 << 1)
| (readPin(KBD_COL2) ? 0 : 1 << 2)
| (readPin(KBD_COL3) ? 0 : 1 << 3);
// deselect the row
setPinOutput(pin);
writePinHigh(pin);
return ret;
}
static void readKeyboard(matrix_row_t current_matrix[]) {
for (size_t row = 0; row < KBD_NUM_ROWS; ++row) {
current_matrix[row] = readRow(row, KBD_ROW_SETUP_DELAY_US);
}
}
static matrix_row_t getBits(uint16_t value, size_t bit0, size_t bit1, size_t bit2, size_t bit3) {
matrix_row_t ret = 0;
ret |= (value >> bit3) & 1;
ret <<= 1;
ret |= (value >> bit2) & 1;
ret <<= 1;
ret |= (value >> bit1) & 1;
ret <<= 1;
ret |= (value >> bit0) & 1;
return ret;
}
static void readSnesController(matrix_row_t current_matrix[]) {
uint16_t controller = 0;
writePinHigh(SNES_LATCH);
for (size_t bit = 0; bit < SNES_DATA_BITS; ++bit) {
// Wait for shift register to setup the data line
wait_us(SNES_DATA_SETUP_DELAY_US);
// Shift accumulated data and read data pin
controller <<= 1;
controller |= readPin(SNES_D0) ? 0 : 1;
// todo: maybe read D1 and IO here too
// Shift next bit in
writePinHigh(SNES_CLOCK);
wait_us(SNES_CLOCK_PULSE_DURATION);
writePinLow(SNES_CLOCK);
}
writePinLow(SNES_LATCH);
controller >>= 4;
// SNES button order is pretty random, and we'd like them to be a bit tidier
current_matrix[3] = getBits(controller, 1, 0, 8, 9);
current_matrix[4] = getBits(controller, 7, 6, 5, 4);
current_matrix[5] = getBits(controller, 3, 11, 2, 10);
}
bool matrix_scan_custom(matrix_row_t current_matrix[]) {
const size_t MATRIX_ARRAY_SIZE = MATRIX_ROWS * sizeof(matrix_row_t);
// create a copy of the current_matrix, before we read hardware state
matrix_row_t last_value[MATRIX_ROWS];
memcpy(last_value, current_matrix, MATRIX_ARRAY_SIZE);
// read hardware state into current_matrix
readKeyboard(current_matrix);
readSnesController(current_matrix);
// check if anything changed
return memcmp(last_value, current_matrix, MATRIX_ARRAY_SIZE) != 0;
}