snes9x/controls.h

292 lines
9.4 KiB
C

/*****************************************************************************\
Snes9x - Portable Super Nintendo Entertainment System (TM) emulator.
This file is licensed under the Snes9x License.
For further information, consult the LICENSE file in the root directory.
\*****************************************************************************/
#ifndef _CONTROLS_H_
#define _CONTROLS_H_
#define S9xNoMapping 0
#define S9xButtonJoypad 1
#define S9xButtonMouse 2
#define S9xButtonSuperscope 3
#define S9xButtonJustifier 4
#define S9xButtonCommand 5
#define S9xButtonMulti 6
#define S9xButtonMacsRifle 7
#define S9xAxisJoypad 8
#define S9xPointer 9
#define S9xButtonPseudopointer 254
#define S9xAxisPseudopointer 253
#define S9xAxisPseudobuttons 252
// These are automatically kicked out to the S9xHandlePortCommand function.
// If your port wants to define port-specific commands or whatever, use these values for the s9xcommand_t type field.
#define S9xButtonPort 251
#define S9xAxisPort 250
#define S9xPointerPort 249
#define S9xBadMapping 255
#define InvalidControlID ((uint32) -1)
// S9xButtonPseudopointer and S9xAxisPseudopointer will report pointer motion using IDs PseudoPointerBase through PseudoPointerBase+7.
// S9xAxisPseudopointer command types. S9xAxisPseudobuttons will report buttons with IDs PseudoButtonBase to PseudoButtonBase+255.
#define PseudoPointerBase (InvalidControlID - 8)
#define PseudoButtonBase (PseudoPointerBase - 256)
typedef struct
{
uint8 type;
uint8 multi_press:2;
uint8 button_norpt:1;
union
{
union
{
struct
{
uint8 idx:3; // Pad number 0-7
uint8 toggle:1; // If set, toggle turbo/sticky for the button
uint8 turbo:1; // If set, be a 'turbo' button
uint8 sticky:1; // If set, toggle button state (on/turbo or off) when pressed and do nothing on release
uint16 buttons; // Which buttons to actuate. Use SNES_*_MASK constants from snes9x.h
} joypad;
struct
{
uint8 idx:1; // Mouse number 0-1
uint8 left:1; // buttons
uint8 right:1;
} mouse;
struct
{
uint8 fire:1;
uint8 cursor:1;
uint8 turbo:1;
uint8 pause:1;
uint8 aim_offscreen:1; // Pretend we're pointing the gun offscreen (ignore the pointer)
} scope;
struct
{
uint8 idx:3; // Pseudo-pointer number 0-7
uint8 speed_type:2; // 0=variable, 1=slow, 2=med, 3=fast
int8 UD:2; // -1=up, 1=down, 0=no vertical motion
int8 LR:2; // -1=left, 1=right, 0=no horizontal motion
} pointer;
struct
{
uint8 idx:1; // Justifier number 0-1
uint8 trigger:1; // buttons
uint8 start:1;
uint8 aim_offscreen:1; // Pretend we're pointing the gun offscreen (ignore the pointer)
} justifier;
struct
{
uint8 trigger:1;
} macsrifle;
int32 multi_idx;
uint16 command;
} button;
union
{
struct
{
uint8 idx:3; // Pad number 0-7
uint8 invert:1; // 1 = positive is Left/Up/Y/X/L
uint8 axis:3; // 0=Left/Right, 1=Up/Down, 2=Y/A, 3=X/B, 4=L/R
uint8 threshold; // (threshold+1)/256% deflection is a button press
} joypad;
struct
{
uint8 idx:3; // Pseudo-pointer number 0-7
uint8 speed_type:2; // 0=variable, 1=slow, 2=med, 3=fast
uint8 invert:1; // 1 = invert axis, so positive is up/left
uint8 HV:1; // 0=horizontal, 1=vertical
} pointer;
struct
{
uint8 threshold; // (threshold+1)/256% deflection is a button press
uint8 negbutton; // Button ID for negative deflection
uint8 posbutton; // Button ID for positive deflection
} button;
} axis;
struct // Which SNES-pointers to control with this pointer
{
uint16 aim_mouse0:1;
uint16 aim_mouse1:1;
uint16 aim_scope:1;
uint16 aim_justifier0:1;
uint16 aim_justifier1:1;
uint16 aim_macsrifle:1;
} pointer;
uint8 port[4];
};
} s9xcommand_t;
// Starting out...
void S9xUnmapAllControls (void);
// Setting which controllers are plugged in.
enum controllers
{
CTL_NONE, // all ids ignored
CTL_JOYPAD, // use id1 to specify 0-7
CTL_MOUSE, // use id1 to specify 0-1
CTL_SUPERSCOPE,
CTL_JUSTIFIER, // use id1: 0=one justifier, 1=two justifiers
CTL_MP5, // use id1-id4 to specify pad 0-7 (or -1)
CTL_MACSRIFLE
};
void S9xSetController (int port, enum controllers controller, int8 id1, int8 id2, int8 id3, int8 id4); // port=0-1
void S9xGetController (int port, enum controllers *controller, int8 *id1, int8 *id2, int8 *id3, int8 *id4);
void S9xReportControllers (void);
// Call this when you're done with S9xSetController, or if you change any of the controller Settings.*Master flags.
// Returns true if something was disabled.
bool S9xVerifyControllers (void);
// Functions for translation s9xcommand_t's into strings, and vice versa.
// free() the returned string after you're done with it.
char * S9xGetCommandName (s9xcommand_t command);
s9xcommand_t S9xGetCommandT (const char *name);
// Returns an array of strings naming all the snes9x commands.
// Note that this is only the strings for S9xButtonCommand!
// The idea is that this would be used for a pull-down list in a config GUI. DO NOT free() the returned value.
const char ** S9xGetAllSnes9xCommands (void);
// Generic mapping functions
s9xcommand_t S9xGetMapping (uint32 id);
void S9xUnmapID (uint32 id);
// Button mapping functions.
// If a button is mapped with poll=TRUE, then S9xPollButton will be called whenever snes9x feels a need for that mapping.
// Otherwise, snes9x will assume you will call S9xReportButton() whenever the button state changes.
// S9xMapButton() will fail and return FALSE if mapping.type isn't an S9xButton* type.
bool S9xMapButton (uint32 id, s9xcommand_t mapping, bool poll);
void S9xReportButton (uint32 id, bool pressed);
// Pointer mapping functions.
// If a pointer is mapped with poll=TRUE, then S9xPollPointer will be called whenever snes9x feels a need for that mapping.
// Otherwise, snes9x will assume you will call S9xReportPointer() whenever the pointer position changes.
// S9xMapPointer() will fail and return FALSE if mapping.type isn't an S9xPointer* type.
// Note that position [0,0] is considered the upper-left corner of the 'screen',
// and either [255,223] or [255,239] is the lower-right.
// Note that the SNES mouse doesn't aim at a particular point,
// so the SNES's idea of where the mouse pointer is will probably differ from your OS's idea.
bool S9xMapPointer (uint32 id, s9xcommand_t mapping, bool poll);
void S9xReportPointer (uint32 id, int16 x, int16 y);
// Axis mapping functions.
// If an axis is mapped with poll=TRUE, then S9xPollAxis will be called whenever snes9x feels a need for that mapping.
// Otherwise, snes9x will assume you will call S9xReportAxis() whenever the axis deflection changes.
// S9xMapAxis() will fail and return FALSE if mapping.type isn't an S9xAxis* type.
// Note that value is linear -32767 through 32767 with 0 being no deflection.
// If your axis reports differently you should transform the value before passing it to S9xReportAxis().
bool S9xMapAxis (uint32 id, s9xcommand_t mapping, bool poll);
void S9xReportAxis (uint32 id, int16 value);
// Do whatever the s9xcommand_t says to do.
// If cmd.type is a button type, data1 should be TRUE (non-0) or FALSE (0) to indicate whether the 'button' is pressed or released.
// If cmd.type is an axis, data1 holds the deflection value.
// If cmd.type is a pointer, data1 and data2 are the positions of the pointer.
void S9xApplyCommand (s9xcommand_t cmd, int16 data1, int16 data2);
//////////
// These functions are called by snes9x into your port, so each port should implement them.
// If something was mapped with poll=TRUE, these functions will be called when snes9x needs the button/axis/pointer state.
// Fill in the reference options as appropriate.
bool S9xPollButton (uint32 id, bool *pressed);
bool S9xPollPointer (uint32 id, int16 *x, int16 *y);
bool S9xPollAxis (uint32 id, int16 *value);
// These are called when snes9x tries to apply a command with a S9x*Port type.
// data1 and data2 are filled in like S9xApplyCommand.
void S9xHandlePortCommand (s9xcommand_t cmd, int16 data1, int16 data2);
// Called before already-read SNES joypad data is being used by the game if your port defines SNES_JOY_READ_CALLBACKS.
#ifdef SNES_JOY_READ_CALLBACKS
void S9xOnSNESPadRead (void);
#endif
// These are for your use.
s9xcommand_t S9xGetPortCommandT (const char *name);
char * S9xGetPortCommandName (s9xcommand_t command);
void S9xSetupDefaultKeymap (void);
bool8 S9xMapInput (const char *name, s9xcommand_t *cmd);
//////////
// These functions are called from snes9x into this subsystem. No need to use them from a port.
// Use when resetting snes9x.
void S9xControlsReset (void);
void S9xControlsSoftReset (void);
// Use when writing to $4016.
void S9xSetJoypadLatch (bool latch);
// Use when reading $4016/7 (JOYSER0 and JOYSER1).
uint8 S9xReadJOYSERn (int n);
// End-Of-Frame processing. Sets gun latch variables and tries to draw crosshairs
void S9xControlEOF (void);
// Functions and a structure for snapshot.
struct SControlSnapshot
{
uint8 ver;
uint8 port1_read_idx[2];
uint8 dummy1[4]; // for future expansion
uint8 port2_read_idx[2];
uint8 dummy2[4];
uint8 mouse_speed[2];
uint8 justifier_select;
uint8 dummy3[8];
bool8 pad_read, pad_read_last;
uint8 internal[60]; // yes, we need to save this!
uint8 internal_macs[5];
};
void S9xControlPreSaveState (struct SControlSnapshot *s);
void S9xControlPostLoadState (struct SControlSnapshot *s);
#endif