stella/src/emucore/Booster.cxx

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//============================================================================
//
// SSSS tt lll lll
// SS SS tt ll ll
// SS tttttt eeee ll ll aaaa
// SSSS tt ee ee ll ll aa
// SS tt eeeeee ll ll aaaaa -- "An Atari 2600 VCS Emulator"
// SS SS tt ee ll ll aa aa
// SSSS ttt eeeee llll llll aaaaa
//
// Copyright (c) 1995-2018 by Bradford W. Mott, Stephen Anthony
// and the Stella Team
//
// See the file "License.txt" for information on usage and redistribution of
// this file, and for a DISCLAIMER OF ALL WARRANTIES.
//============================================================================
#include "Event.hxx"
#include "Booster.hxx"
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
BoosterGrip::BoosterGrip(Jack jack, const Event& event, const System& system)
: Controller(jack, event, system, Controller::BoosterGrip),
myControlID(-1)
{
OK, another huge commit. I need to commit this now, because things are starting to go out of sync on my development machines. OK, where to begin ... Changed state file format, so older state files will no longer work. The changes aren't finalized yet, so expect more breakage. Added getByte() and putByte() methods to serialized data, resulting in smaller state files (previously, 1-byte values were stored as 4-byte ints). Totally reworked controller handling code. Controller state is now explicitly set with an ::update() method, making it easier to serialize. Some work is still required on the serialization stuff for more advanced controllers. Added a 'Serializable' interface to all carts, device, controllers, etc that can be (de)serialized. This fixes a long-standing design issue which I personally caused many years ago. Console switches state (SWCHB register) is now saved to state files. Added beginnings of movie support. Basically, this saves an initial state file, and thereafter continuously saves controller and console switches state. Support is still somewhat rough and there's no UI for it, but it does successfully save and later load/play state movies. Removed specific events for driving controllers, and have them use joystick events instead. This has the nice side effect that joystick direction remapping 'just works' for driving controllers too. Fixed issues with paddle emulation seen in 'Night Driver' ROM. Related to this, removed a hack wrt paddles when grabmouse is enabled. There's still some work to do when using the mouse to emulate paddles, but the Stelladaptor and real paddles work fine. Added beginnings of TrackBall CX-22 controller emulation. It doesn't actually do anything yet, but the class is there :) Probably some other stuff that I'm forgetting ... git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@1385 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
2007-10-03 21:41:19 +00:00
if(myJack == Left)
{
myUpEvent = Event::JoystickZeroUp;
myDownEvent = Event::JoystickZeroDown;
myLeftEvent = Event::JoystickZeroLeft;
myRightEvent = Event::JoystickZeroRight;
myFireEvent = Event::JoystickZeroFire;
myTriggerEvent = Event::JoystickZeroFire5;
myBoosterEvent = Event::JoystickZeroFire9;
myXAxisValue = Event::SALeftAxis0Value;
myYAxisValue = Event::SALeftAxis1Value;
OK, another huge commit. I need to commit this now, because things are starting to go out of sync on my development machines. OK, where to begin ... Changed state file format, so older state files will no longer work. The changes aren't finalized yet, so expect more breakage. Added getByte() and putByte() methods to serialized data, resulting in smaller state files (previously, 1-byte values were stored as 4-byte ints). Totally reworked controller handling code. Controller state is now explicitly set with an ::update() method, making it easier to serialize. Some work is still required on the serialization stuff for more advanced controllers. Added a 'Serializable' interface to all carts, device, controllers, etc that can be (de)serialized. This fixes a long-standing design issue which I personally caused many years ago. Console switches state (SWCHB register) is now saved to state files. Added beginnings of movie support. Basically, this saves an initial state file, and thereafter continuously saves controller and console switches state. Support is still somewhat rough and there's no UI for it, but it does successfully save and later load/play state movies. Removed specific events for driving controllers, and have them use joystick events instead. This has the nice side effect that joystick direction remapping 'just works' for driving controllers too. Fixed issues with paddle emulation seen in 'Night Driver' ROM. Related to this, removed a hack wrt paddles when grabmouse is enabled. There's still some work to do when using the mouse to emulate paddles, but the Stelladaptor and real paddles work fine. Added beginnings of TrackBall CX-22 controller emulation. It doesn't actually do anything yet, but the class is there :) Probably some other stuff that I'm forgetting ... git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@1385 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
2007-10-03 21:41:19 +00:00
}
else
{
myUpEvent = Event::JoystickOneUp;
myDownEvent = Event::JoystickOneDown;
myLeftEvent = Event::JoystickOneLeft;
myRightEvent = Event::JoystickOneRight;
myFireEvent = Event::JoystickOneFire;
myTriggerEvent = Event::JoystickOneFire5;
myBoosterEvent = Event::JoystickOneFire9;
myXAxisValue = Event::SARightAxis0Value;
myYAxisValue = Event::SARightAxis1Value;
OK, another huge commit. I need to commit this now, because things are starting to go out of sync on my development machines. OK, where to begin ... Changed state file format, so older state files will no longer work. The changes aren't finalized yet, so expect more breakage. Added getByte() and putByte() methods to serialized data, resulting in smaller state files (previously, 1-byte values were stored as 4-byte ints). Totally reworked controller handling code. Controller state is now explicitly set with an ::update() method, making it easier to serialize. Some work is still required on the serialization stuff for more advanced controllers. Added a 'Serializable' interface to all carts, device, controllers, etc that can be (de)serialized. This fixes a long-standing design issue which I personally caused many years ago. Console switches state (SWCHB register) is now saved to state files. Added beginnings of movie support. Basically, this saves an initial state file, and thereafter continuously saves controller and console switches state. Support is still somewhat rough and there's no UI for it, but it does successfully save and later load/play state movies. Removed specific events for driving controllers, and have them use joystick events instead. This has the nice side effect that joystick direction remapping 'just works' for driving controllers too. Fixed issues with paddle emulation seen in 'Night Driver' ROM. Related to this, removed a hack wrt paddles when grabmouse is enabled. There's still some work to do when using the mouse to emulate paddles, but the Stelladaptor and real paddles work fine. Added beginnings of TrackBall CX-22 controller emulation. It doesn't actually do anything yet, but the class is there :) Probably some other stuff that I'm forgetting ... git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@1385 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
2007-10-03 21:41:19 +00:00
}
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
OK, another huge commit. I need to commit this now, because things are starting to go out of sync on my development machines. OK, where to begin ... Changed state file format, so older state files will no longer work. The changes aren't finalized yet, so expect more breakage. Added getByte() and putByte() methods to serialized data, resulting in smaller state files (previously, 1-byte values were stored as 4-byte ints). Totally reworked controller handling code. Controller state is now explicitly set with an ::update() method, making it easier to serialize. Some work is still required on the serialization stuff for more advanced controllers. Added a 'Serializable' interface to all carts, device, controllers, etc that can be (de)serialized. This fixes a long-standing design issue which I personally caused many years ago. Console switches state (SWCHB register) is now saved to state files. Added beginnings of movie support. Basically, this saves an initial state file, and thereafter continuously saves controller and console switches state. Support is still somewhat rough and there's no UI for it, but it does successfully save and later load/play state movies. Removed specific events for driving controllers, and have them use joystick events instead. This has the nice side effect that joystick direction remapping 'just works' for driving controllers too. Fixed issues with paddle emulation seen in 'Night Driver' ROM. Related to this, removed a hack wrt paddles when grabmouse is enabled. There's still some work to do when using the mouse to emulate paddles, but the Stelladaptor and real paddles work fine. Added beginnings of TrackBall CX-22 controller emulation. It doesn't actually do anything yet, but the class is there :) Probably some other stuff that I'm forgetting ... git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@1385 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
2007-10-03 21:41:19 +00:00
void BoosterGrip::update()
{
// Digital events (from keyboard or joystick hats & buttons)
OK, another huge commit. I need to commit this now, because things are starting to go out of sync on my development machines. OK, where to begin ... Changed state file format, so older state files will no longer work. The changes aren't finalized yet, so expect more breakage. Added getByte() and putByte() methods to serialized data, resulting in smaller state files (previously, 1-byte values were stored as 4-byte ints). Totally reworked controller handling code. Controller state is now explicitly set with an ::update() method, making it easier to serialize. Some work is still required on the serialization stuff for more advanced controllers. Added a 'Serializable' interface to all carts, device, controllers, etc that can be (de)serialized. This fixes a long-standing design issue which I personally caused many years ago. Console switches state (SWCHB register) is now saved to state files. Added beginnings of movie support. Basically, this saves an initial state file, and thereafter continuously saves controller and console switches state. Support is still somewhat rough and there's no UI for it, but it does successfully save and later load/play state movies. Removed specific events for driving controllers, and have them use joystick events instead. This has the nice side effect that joystick direction remapping 'just works' for driving controllers too. Fixed issues with paddle emulation seen in 'Night Driver' ROM. Related to this, removed a hack wrt paddles when grabmouse is enabled. There's still some work to do when using the mouse to emulate paddles, but the Stelladaptor and real paddles work fine. Added beginnings of TrackBall CX-22 controller emulation. It doesn't actually do anything yet, but the class is there :) Probably some other stuff that I'm forgetting ... git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@1385 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
2007-10-03 21:41:19 +00:00
myDigitalPinState[One] = (myEvent.get(myUpEvent) == 0);
myDigitalPinState[Two] = (myEvent.get(myDownEvent) == 0);
myDigitalPinState[Three] = (myEvent.get(myLeftEvent) == 0);
myDigitalPinState[Four] = (myEvent.get(myRightEvent) == 0);
myDigitalPinState[Six] = (myEvent.get(myFireEvent) == 0);
// The CBS Booster-grip has two more buttons on it. These buttons are
// connected to the inputs usually used by paddles.
updateAnalogPin(
Five,
(myEvent.get(myTriggerEvent) != 0) ? minimumResistance : maximumResistance
);
updateAnalogPin(
Nine,
(myEvent.get(myBoosterEvent) != 0) ? minimumResistance : maximumResistance
);
// Axis events (usually generated by the Stelladaptor)
int xaxis = myEvent.get(myXAxisValue);
int yaxis = myEvent.get(myYAxisValue);
if(xaxis > 16384-4096)
{
myDigitalPinState[Four] = false;
// Stelladaptor sends "half moved right" for L+R pushed together
if(xaxis < 16384+4096)
myDigitalPinState[Three] = false;
}
else if(xaxis < -16384)
myDigitalPinState[Three] = false;
if(yaxis > 16384-4096)
{
myDigitalPinState[Two] = false;
// Stelladaptor sends "half moved down" for U+D pushed together
if(yaxis < 16384+4096)
myDigitalPinState[One] = false;
}
else if(yaxis < -16384)
myDigitalPinState[One] = false;
// Mouse motion and button events
if(myControlID > -1)
{
// The following code was taken from z26
#define MJ_Threshold 2
int mousex = myEvent.get(Event::MouseAxisXValue),
mousey = myEvent.get(Event::MouseAxisYValue);
if(mousex || mousey)
{
if((!(abs(mousey) > abs(mousex) << 1)) && (abs(mousex) >= MJ_Threshold))
{
if(mousex < 0)
myDigitalPinState[Three] = false;
else if (mousex > 0)
myDigitalPinState[Four] = false;
}
if((!(abs(mousex) > abs(mousey) << 1)) && (abs(mousey) >= MJ_Threshold))
{
if(mousey < 0)
myDigitalPinState[One] = false;
else if(mousey > 0)
myDigitalPinState[Two] = false;
}
}
// Get mouse button state
if(myEvent.get(Event::MouseButtonLeftValue))
myDigitalPinState[Six] = false;
if(myEvent.get(Event::MouseButtonRightValue))
updateAnalogPin(Nine, minimumResistance);
}
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
bool BoosterGrip::setMouseControl(
Controller::Type xtype, int xid, Controller::Type ytype, int yid)
{
// Currently, the booster-grip takes full control of the mouse, using both
// axes for its two degrees of movement, and the left/right buttons for
// fire and booster, respectively
if(xtype == Controller::BoosterGrip && ytype == Controller::BoosterGrip &&
xid == yid)
{
myControlID = ((myJack == Left && xid == 0) ||
(myJack == Right && xid == 1)
) ? xid : -1;
}
else
myControlID = -1;
return true;
}