using BizHawk.Emulation.Common; using BizHawk.Emulation.Cores.Nintendo.N64.NativeApi; namespace BizHawk.Emulation.Cores.Nintendo.N64 { class N64Input { private mupen64plusInputApi api; public CoreComm CoreComm { get; private set; } public IController Controller { get; set; } public bool LastFrameInputPolled { get; set; } public bool ThisFrameInputPolled { get; set; } public ControllerDefinition ControllerDefinition { get { return N64ControllerDefinition; } } public static readonly ControllerDefinition N64ControllerDefinition = new ControllerDefinition { Name = "Nintento 64 Controller", BoolButtons = { "P1 A Up", "P1 A Down", "P1 A Left", "P1 A Right", "P1 DPad U", "P1 DPad D", "P1 DPad L", "P1 DPad R", "P1 Start", "P1 Z", "P1 B", "P1 A", "P1 C Up", "P1 C Down", "P1 C Right", "P1 C Left", "P1 L", "P1 R", "P2 A Up", "P2 A Down", "P2 A Left", "P2 A Right", "P2 DPad U", "P2 DPad D", "P2 DPad L", "P2 DPad R", "P2 Start", "P2 Z", "P2 B", "P2 A", "P2 C Up", "P2 C Down", "P2 C Right", "P2 C Left", "P2 L", "P2 R", "P3 A Up", "P3 A Down", "P3 A Left", "P3 A Right", "P3 DPad U", "P3 DPad D", "P3 DPad L", "P3 DPad R", "P3 Start", "P3 Z", "P3 B", "P3 A", "P3 C Up", "P3 C Down", "P3 C Right", "P3 C Left", "P3 L", "P3 R", "P4 A Up", "P4 A Down", "P4 A Left", "P4 A Right", "P4 DPad U", "P4 DPad D", "P4 DPad L", "P4 DPad R", "P4 Start", "P4 Z", "P4 B", "P4 A", "P4 C Up", "P4 C Down", "P4 C Right", "P4 C Left", "P4 L", "P4 R", "Reset", "Power" }, FloatControls = { "P1 X Axis", "P1 Y Axis", "P2 X Axis", "P2 Y Axis", "P3 X Axis", "P3 Y Axis", "P4 X Axis", "P4 Y Axis" }, FloatRanges = { new[] {-128.0f, 0.0f, 127.0f}, new[] {-128.0f, 0.0f, 127.0f}, new[] {-128.0f, 0.0f, 127.0f}, new[] {-128.0f, 0.0f, 127.0f}, new[] {-128.0f, 0.0f, 127.0f}, new[] {-128.0f, 0.0f, 127.0f}, new[] {-128.0f, 0.0f, 127.0f}, new[] {-128.0f, 0.0f, 127.0f} } }; public N64Input(mupen64plusApi core, CoreComm comm) { api = new mupen64plusInputApi(core); CoreComm = comm; api.SetM64PInputCallback(new mupen64plusInputApi.InputCallback(GetControllerInput)); core.VInterrupt += ShiftInputPolledBools; } public void ShiftInputPolledBools() { LastFrameInputPolled = ThisFrameInputPolled; ThisFrameInputPolled = false; } /// /// Translates controller input from EmuHawk into /// N64 controller data /// /// Id of controller to update and shove public int GetControllerInput(int i) { CoreComm.InputCallback.Call(); ThisFrameInputPolled = true; // Analog stick right = +X // Analog stick up = +Y string p = "P" + (i + 1); sbyte x; if (Controller.IsPressed(p + " A Left")) { x = -127; } else if (Controller.IsPressed(p + " A Right")) { x = 127; } else { x = (sbyte)Controller.GetFloat(p + " X Axis"); } sbyte y; if (Controller.IsPressed(p + " A Up")) { y = 127; } else if (Controller.IsPressed(p + " A Down")) { y = -127; } else { y = (sbyte)Controller.GetFloat(p + " Y Axis"); } int value = ReadController(i + 1); value |= (x & 0xFF) << 16; value |= (y & 0xFF) << 24; return value; } /// /// Read all buttons from a controller and translate them /// into a form the N64 understands /// /// Number of controller to translate /// Bitlist of pressed buttons public int ReadController(int num) { int buttons = 0; if (Controller["P" + num + " DPad R"]) buttons |= (1 << 0); if (Controller["P" + num + " DPad L"]) buttons |= (1 << 1); if (Controller["P" + num + " DPad D"]) buttons |= (1 << 2); if (Controller["P" + num + " DPad U"]) buttons |= (1 << 3); if (Controller["P" + num + " Start"]) buttons |= (1 << 4); if (Controller["P" + num + " Z"]) buttons |= (1 << 5); if (Controller["P" + num + " B"]) buttons |= (1 << 6); if (Controller["P" + num + " A"]) buttons |= (1 << 7); if (Controller["P" + num + " C Right"]) buttons |= (1 << 8); if (Controller["P" + num + " C Left"]) buttons |= (1 << 9); if (Controller["P" + num + " C Down"]) buttons |= (1 << 10); if (Controller["P" + num + " C Up"]) buttons |= (1 << 11); if (Controller["P" + num + " R"]) buttons |= (1 << 12); if (Controller["P" + num + " L"]) buttons |= (1 << 13); return buttons; } } }