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@h3lls
Created September 3, 2017 08:27
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Amiibo reader in EmulationStation
//EmulationStation, a graphical front-end for ROM browsing. Created by Alec "Aloshi" Lofquist.
//http://www.aloshi.com
#include <SDL.h>
#include <iostream>
#include <iomanip>
#include "Renderer.h"
#include "views/ViewController.h"
#include "SystemData.h"
#include <boost/filesystem.hpp>
#include "guis/GuiDetectDevice.h"
#include "guis/GuiMsgBox.h"
#include "AudioManager.h"
#include "platform.h"
#include "Log.h"
#include "Window.h"
#include "EmulationStation.h"
#include "Settings.h"
#include <sstream>
#include <boost/locale.hpp>
#include "GamelistDB.h"
#include "SystemManager.h"
#include <nfc/nfc.h>
#include <nfc/nfc-types.h>
#include "utils/nfc-utils.h"
#ifdef WIN32
#include <Windows.h>
#endif
#define MAX_DEVICE_COUNT 16
namespace fs = boost::filesystem;
static nfc_device *pnd = NULL;
static nfc_context *context;
static bool nfc_initialized = false;
void
print_nfc_target(const nfc_target *pnt, bool verbose)
{
char *s;
str_nfc_target(&s, pnt, verbose);
printf("%s", s);
nfc_free(s);
}
int
snprint_hex(char *dst, size_t size, const uint8_t *pbtData, const size_t szBytes)
{
size_t szPos;
size_t res = 0;
for (szPos = 0; szPos < szBytes; szPos++) {
res += snprintf(dst + res, size - res, "%02x", pbtData[szPos]);
}
//res += snprintf(dst + res, size - res, "\n");
return res;
}
bool read_nfc_card(nfc_target *nt, bool verbose)
{
const uint8_t uiPollNr = 1;
const uint8_t uiPeriod = 1;
const nfc_modulation nmModulations[1] = {
{ .nmt = NMT_ISO14443A, .nbr = NBR_106 },
// { .nmt = NMT_ISO14443B, .nbr = NBR_106 },
// { .nmt = NMT_FELICA, .nbr = NBR_212 },
// { .nmt = NMT_FELICA, .nbr = NBR_424 },
// { .nmt = NMT_JEWEL, .nbr = NBR_106 },
};
const size_t szModulations = 1;
const char *acLibnfcVersion = nfc_version();
if (verbose)
std::cout << "\nLib NFC: " << acLibnfcVersion << "\n";
int res = 0;
if (nfc_initialized == false)
{
nfc_init(&context);
if (context == NULL) {
std::cout << "Unable to init libnfc (malloc)";
return false;
}
pnd = nfc_open(context, NULL);
if (pnd == NULL) {
std::cout << "Unable to open NFC device.";
nfc_exit(context);
return false;
}
if (nfc_initiator_init(pnd) < 0) {
nfc_perror(pnd, "nfc_initiator_init");
nfc_close(pnd);
nfc_exit(context);
return false;
}
nfc_initialized = true;
}
if (verbose) {
printf("NFC reader: %s opened\n", nfc_device_get_name(pnd));
printf("NFC device will poll during %ld ms (%u pollings of %lu ms for %" PRIdPTR " modulations)\n", (unsigned long) uiPollNr * szModulations * uiPeriod * 150, uiPollNr, (unsigned long) uiPeriod * 150, szModulations);
}
if ((res = nfc_initiator_poll_target(pnd, nmModulations, szModulations, uiPollNr, uiPeriod, nt)) < 0) {
//nfc_perror(pnd, "nfc_initiator_poll_target");
// nfc_close(pnd);
// nfc_exit(context);
//printf("Error Polling\n");
return false;
//exit(EXIT_FAILURE);
}
if (res > 0) {
if (verbose)
print_nfc_target(nt, verbose);
} else {
printf("No target found.\n");
}
// printf("Waiting for card removing...");
// while (0 == nfc_initiator_target_is_present(pnd, NULL)) {}
// nfc_perror(pnd, "nfc_initiator_target_is_present");
// printf("done.\n");
// nfc_close(pnd);
// nfc_exit(context);
if (verbose)
std::cout << "\nComplete, exiting\n";
}
bool parseArgs(int argc, char* argv[], unsigned int* width, unsigned int* height)
{
for(int i = 1; i < argc; i++)
{
if(strcmp(argv[i], "--resolution") == 0)
{
if(i >= argc - 2)
{
std::cerr << "Invalid resolution supplied.";
return false;
}
*width = atoi(argv[i + 1]);
*height = atoi(argv[i + 2]);
i += 2; // skip the argument value
}else if(strcmp(argv[i], "--gamelist-only") == 0)
{
Settings::getInstance()->setBool("ParseGamelistOnly", true);
}else if(strcmp(argv[i], "--test-nfc") == 0)
{
nfc_target nt;
return read_nfc_card(&nt, true);
//return false;
}else if(strcmp(argv[i], "--ignore-gamelist") == 0)
{
Settings::getInstance()->setBool("IgnoreGamelist", true);
}else if(strcmp(argv[i], "--draw-framerate") == 0)
{
Settings::getInstance()->setBool("DrawFramerate", true);
}else if(strcmp(argv[i], "--no-exit") == 0)
{
Settings::getInstance()->setBool("ShowExit", false);
}else if(strcmp(argv[i], "--debug") == 0)
{
Settings::getInstance()->setBool("Debug", true);
Settings::getInstance()->setBool("HideConsole", false);
Log::setReportingLevel(LogDebug);
}else if(strcmp(argv[i], "--windowed") == 0)
{
Settings::getInstance()->setBool("Windowed", true);
}else if(strcmp(argv[i], "--vsync") == 0)
{
bool vsync = (strcmp(argv[i + 1], "on") == 0 || strcmp(argv[i + 1], "1") == 0) ? true : false;
Settings::getInstance()->setBool("VSync", vsync);
i++; // skip vsync value
}else if(strcmp(argv[i], "--help") == 0 || strcmp(argv[i], "-h") == 0)
{
#ifdef WIN32
// This is a bit of a hack, but otherwise output will go to nowhere
// when the application is compiled with the "WINDOWS" subsystem (which we usually are).
// If you're an experienced Windows programmer and know how to do this
// the right way, please submit a pull request!
AttachConsole(ATTACH_PARENT_PROCESS);
freopen("CONOUT$", "wb", stdout);
#endif
std::cout <<
"EmulationStation, a graphical front-end for ROM browsing.\n"
"Written by Alec \"Aloshi\" Lofquist.\n"
"Version " << PROGRAM_VERSION_STRING << ", built " << PROGRAM_BUILT_STRING << "\n\n"
"Command line arguments:\n"
"--resolution [width] [height] try and force a particular resolution\n"
"--gamelist-only skip automatic game search, only read from gamelist.xml\n"
"--ignore-gamelist ignore the gamelist (useful for troubleshooting)\n"
"--draw-framerate display the framerate\n"
"--no-exit don't show the exit option in the menu\n"
"--debug more logging, show console on Windows\n"
"--scrape scrape using command line interface\n"
"--windowed not fullscreen, should be used with --resolution\n"
"--vsync [1/on or 0/off] turn vsync on or off (default is on)\n"
"--help, -h summon a sentient, angry tuba\n\n"
"More information available in README.md.\n";
return false; //exit after printing help
}
}
return true;
}
bool verifyHomeFolderExists()
{
// make sure the config directory exists
std::string home = getHomePath();
std::string configDir = home + "/.emulationstation";
if(!fs::exists(configDir))
{
std::cout << "Creating config directory \"" << configDir << "\"\n";
fs::create_directory(configDir);
if(!fs::exists(configDir))
{
std::cerr << "Config directory could not be created!\n";
return false;
}
}
return true;
}
// Returns true if everything is OK,
bool loadSystemConfigFile(const char** errorString)
{
*errorString = NULL;
try {
SystemManager::getInstance()->loadConfig();
}
catch(ESException& e) {
LOG(LogError) << "Error while parsing systems configuration file!";
LOG(LogError) << e.what();
*errorString = "IT LOOKS LIKE YOUR SYSTEMS CONFIGURATION FILE HAS NOT BEEN SET UP OR IS INVALID. YOU'LL NEED TO DO THIS BY HAND, UNFORTUNATELY.\n\n"
"VISIT EMULATIONSTATION.ORG FOR MORE INFORMATION.";
return false;
}
if(SystemManager::getInstance()->getSystems().size() == 0)
{
LOG(LogError) << "No systems found! Does at least one system have a game present? (check that extensions match!)\n(Also, make sure you've updated your es_systems.cfg for XML!)";
*errorString = "WE CAN'T FIND ANY SYSTEMS!\n"
"CHECK THAT YOUR PATHS ARE CORRECT IN THE SYSTEMS CONFIGURATION FILE, "
"AND YOUR GAME DIRECTORY HAS AT LEAST ONE GAME WITH THE CORRECT EXTENSION.\n\n"
"VISIT EMULATIONSTATION.ORG FOR MORE INFORMATION.";
return false;
}
return true;
}
// called on exit, assuming we get far enough to have the log initialized
void close_log_on_exit()
{
Log::close();
}
void delete_singletons_on_exit()
{
delete SystemManager::getInstance();
}
int main(int argc, char* argv[])
{
unsigned int width = 0;
unsigned int height = 0;
std::locale::global(boost::locale::generator().generate(""));
boost::filesystem::path::imbue(std::locale());
if(!parseArgs(argc, argv, &width, &height))
return 0;
// only show the console on Windows if HideConsole is false
#ifdef WIN32
// MSVC has a "SubSystem" option, with two primary options: "WINDOWS" and "CONSOLE".
// In "WINDOWS" mode, no console is automatically created for us. This is good,
// because we can choose to only create the console window if the user explicitly
// asks for it, preventing it from flashing open and then closing.
// In "CONSOLE" mode, a console is always automatically created for us before we
// enter main. In this case, we can only hide the console after the fact, which
// will leave a brief flash.
// TL;DR: You should compile ES under the "WINDOWS" subsystem.
// I have no idea how this works with non-MSVC compilers.
if(!Settings::getInstance()->getBool("HideConsole"))
{
// we want to show the console
// if we're compiled in "CONSOLE" mode, this is already done.
// if we're compiled in "WINDOWS" mode, no console is created for us automatically;
// the user asked for one, so make one and then hook stdin/stdout/sterr up to it
if(AllocConsole()) // should only pass in "WINDOWS" mode
{
freopen("CONIN$", "r", stdin);
freopen("CONOUT$", "wb", stdout);
freopen("CONOUT$", "wb", stderr);
}
}else{
// we want to hide the console
// if we're compiled with the "WINDOWS" subsystem, this is already done.
// if we're compiled with the "CONSOLE" subsystem, a console is already created;
// it'll flash open, but we hide it nearly immediately
if(GetConsoleWindow()) // should only pass in "CONSOLE" mode
ShowWindow(GetConsoleWindow(), SW_HIDE);
}
#endif
// if ~/.emulationstation doesn't exist and cannot be created, bail
if(!verifyHomeFolderExists())
return 1;
// start the logger
Log::open();
LOG(LogInfo) << "EmulationStation - v" << PROGRAM_VERSION_STRING << ", built " << PROGRAM_BUILT_STRING;
// always close the log on exit
atexit(&close_log_on_exit);
// delete SystemDatas at exit too
atexit(&delete_singletons_on_exit);
Window window;
ViewController::init(&window);
window.pushGui(ViewController::get());
if(!window.init(width, height))
{
LOG(LogError) << "Window failed to initialize!";
return 1;
}
std::string glExts = (const char*)glGetString(GL_EXTENSIONS);
LOG(LogInfo) << "Checking available OpenGL extensions...";
LOG(LogInfo) << " ARB_texture_non_power_of_two: " << (glExts.find("ARB_texture_non_power_of_two") != std::string::npos ? "ok" : "MISSING");
window.renderLoadingScreen();
const char* errorMsg = NULL;
if(!loadSystemConfigFile(&errorMsg))
{
// something went terribly wrong
if(errorMsg == NULL)
{
LOG(LogError) << "Unknown error occured while parsing system config file.";
Renderer::deinit();
return 1;
}
// we can't handle es_systems.cfg file problems inside ES itself, so display the error message then quit
window.pushGui(new GuiMsgBox(&window,
errorMsg,
"QUIT", [] {
SDL_Event* quit = new SDL_Event();
quit->type = SDL_QUIT;
SDL_PushEvent(quit);
}));
}
//dont generate joystick events while we're loading (hopefully fixes "automatically started emulator" bug)
SDL_JoystickEventState(SDL_DISABLE);
// preload what we can right away instead of waiting for the user to select it
// this makes for no delays when accessing content, but a longer startup time
ViewController::get()->preload();
// choose which GUI to open depending on if an input configuration already exists
if(errorMsg == NULL)
{
if(fs::exists(InputManager::getConfigPath()) && InputManager::getInstance()->getNumConfiguredDevices() > 0)
{
ViewController::get()->goToStart();
if(SystemManager::getInstance()->hasNewGamelistXML())
{
window.pushGui(new GuiMsgBox(&window,
"NEW GAMELIST.XML DATA FOUND. IMPORT NOW?",
"YES", [] { SystemManager::getInstance()->importGamelistXML(true); },
"NO", [] {
// don't ask again
std::time_t now;
time(&now);
Settings::getInstance()->setTime("LastXMLImportTime", now);
}));
}
}else{
window.pushGui(new GuiDetectDevice(&window, true, [] { ViewController::get()->goToStart(); }));
}
}
//generate joystick events since we're done loading
SDL_JoystickEventState(SDL_ENABLE);
int amiiboLastTime = SDL_GetTicks();
int lastTime = SDL_GetTicks();
bool running = true;
while(running)
{
int amiiboPollTime = SDL_GetTicks() - amiiboLastTime;
// cap amiiboPollTime at 1000
if(amiiboPollTime > 1000)
{
nfc_target nt;
if (read_nfc_card(&nt, false))
{
char *buffer = new char[4096];
snprint_hex(buffer, 4096, nt.nti.nai.abtUid, nt.nti.nai.szUidLen);
std::cout << "Amiibo UID: " << buffer << "\n";
if (strcmp("043afeba993c81", buffer) == 0)
{
std::cout << "\n\n MARIO!\n\n";
//ViewController::get()->goToNextGameList();
ViewController::get()->goToStart();
SystemData* sd = SystemManager::getInstance()->getSystemByName("nes");
std::cout << "System Game Count: " << sd->getGameCount() << "\n";
std::vector<SystemData*> mSystems = SystemManager::getInstance()->getSystems();
for(auto it = mSystems.begin(); it != mSystems.end(); it++)
std::cout << "System: " << (*it)->getName() << "\n";
std::vector<FileData> games = sd->getGames();
for(auto it = games.begin(); it != games.end(); it++)
{
std::cout << "Game: " << (*it).getName() << "\n";
if ((*it).getName() == "Super Mario Bros.")
{
Eigen::Vector3f target(Renderer::getScreenWidth() / 2.0f, Renderer::getScreenHeight() / 2.0f, 0);
ViewController::get()->launch((*it), target);
}
}
}
else if (strcmp("04e9319ac23e80", buffer) == 0)
{
std::cout << "\n\n YOSHI!\n\n";
}
else
{
std::cout << "Unknown Amiibo detected.\n";
}
delete[] buffer;
}
//ViewController::get()->launch(game);
amiiboLastTime = SDL_GetTicks();
}
SDL_Event event;
while(SDL_PollEvent(&event))
{
switch(event.type)
{
case SDL_JOYHATMOTION:
case SDL_JOYBUTTONDOWN:
case SDL_JOYBUTTONUP:
case SDL_KEYDOWN:
case SDL_KEYUP:
case SDL_JOYAXISMOTION:
case SDL_TEXTINPUT:
case SDL_TEXTEDITING:
case SDL_JOYDEVICEADDED:
case SDL_JOYDEVICEREMOVED:
InputManager::getInstance()->parseEvent(event, &window);
break;
case SDL_QUIT:
running = false;
break;
}
}
if(window.isSleeping())
{
lastTime = SDL_GetTicks();
SDL_Delay(1); // this doesn't need to be accurate, we're just giving up our CPU time until something wakes us up
continue;
}
int curTime = SDL_GetTicks();
int deltaTime = curTime - lastTime;
lastTime = curTime;
// cap deltaTime at 1000
if(deltaTime > 1000 || deltaTime < 0)
{
deltaTime = 1000;
}
window.update(deltaTime);
window.render();
Renderer::swapBuffers();
Log::flush();
}
Settings::getInstance()->saveFile();
while(window.peekGui() != ViewController::get())
delete window.peekGui();
window.deinit();
LOG(LogInfo) << "EmulationStation cleanly shutting down.";
return 0;
}
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