stella/src/emucore/Paddles.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) 1995-2010 by Bradford W. Mott 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.
//
// $Id$
//============================================================================
#define TRIGMAX 240
#define TRIGMIN 1
#include "Event.hxx"
#include "Paddles.hxx"
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Paddles::Paddles(Jack jack, const Event& event, const System& system, bool swap)
: Controller(jack, event, system, Controller::Paddles)
{
// Swap the paddle events, from paddle 0 <=> 1 and paddle 2 <=> 3
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
// Also consider whether this is the left or right port
if(myJack == Left)
{
if(!swap)
{
myP0AxisValue = Event::SALeftAxis0Value;
myP0DecEvent1 = Event::PaddleZeroDecrease;
myP0DecEvent2 = Event::JoystickZeroRight;
myP0IncEvent1 = Event::PaddleZeroIncrease;
myP0IncEvent2 = Event::JoystickZeroLeft;
myP0FireEvent1 = Event::PaddleZeroFire;
myP0FireEvent2 = Event::JoystickZeroFire1;
myP1AxisValue = Event::SALeftAxis1Value;
myP1DecEvent1 = Event::PaddleOneDecrease;
myP1DecEvent2 = Event::JoystickZeroUp;
myP1IncEvent1 = Event::PaddleOneIncrease;
myP1IncEvent2 = Event::JoystickZeroDown;
myP1FireEvent1 = Event::PaddleOneFire;
myP1FireEvent2 = Event::JoystickZeroFire3;
if(_MOUSEX_PADDLE < 0) _MOUSEX_PADDLE = 0;
}
else
{
myP0AxisValue = Event::SALeftAxis1Value;
myP0DecEvent1 = Event::PaddleOneDecrease;
myP0DecEvent2 = Event::JoystickZeroUp;
myP0IncEvent1 = Event::PaddleOneIncrease;
myP0IncEvent2 = Event::JoystickZeroDown;
myP0FireEvent1 = Event::PaddleOneFire;
myP0FireEvent2 = Event::JoystickZeroFire3;
myP1AxisValue = Event::SALeftAxis0Value;
myP1DecEvent1 = Event::PaddleZeroDecrease;
myP1DecEvent2 = Event::JoystickZeroRight;
myP1IncEvent1 = Event::PaddleZeroIncrease;
myP1IncEvent2 = Event::JoystickZeroLeft;
myP1FireEvent1 = Event::PaddleZeroFire;
myP1FireEvent2 = Event::JoystickZeroFire1;
if(_MOUSEX_PADDLE < 0) _MOUSEX_PADDLE = 1;
}
}
else
{
if(!swap)
{
myP0AxisValue = Event::SARightAxis0Value;
myP0DecEvent1 = Event::PaddleTwoDecrease;
myP0DecEvent2 = Event::JoystickOneRight;
myP0IncEvent1 = Event::PaddleTwoIncrease;
myP0IncEvent2 = Event::JoystickOneLeft;
myP0FireEvent1 = Event::PaddleTwoFire;
myP0FireEvent2 = Event::JoystickOneFire1;
myP1AxisValue = Event::SARightAxis1Value;
myP1DecEvent1 = Event::PaddleThreeDecrease;
myP1DecEvent2 = Event::JoystickOneUp;
myP1IncEvent1 = Event::PaddleThreeIncrease;
myP1IncEvent2 = Event::JoystickOneDown;
myP1FireEvent1 = Event::PaddleThreeFire;
myP1FireEvent2 = Event::JoystickOneFire3;
if(_MOUSEX_PADDLE < 0) _MOUSEX_PADDLE = 0;
}
else
{
myP0AxisValue = Event::SARightAxis1Value;
myP0DecEvent1 = Event::PaddleThreeDecrease;
myP0DecEvent2 = Event::JoystickOneUp;
myP0IncEvent1 = Event::PaddleThreeIncrease;
myP0IncEvent2 = Event::JoystickOneDown;
myP0FireEvent1 = Event::PaddleThreeFire;
myP0FireEvent2 = Event::JoystickOneFire3;
myP1AxisValue = Event::SARightAxis0Value;
myP1DecEvent1 = Event::PaddleTwoDecrease;
myP1DecEvent2 = Event::JoystickOneRight;
myP1IncEvent1 = Event::PaddleTwoIncrease;
myP1IncEvent2 = Event::JoystickOneLeft;
myP1FireEvent1 = Event::PaddleTwoFire;
myP1FireEvent2 = Event::JoystickOneFire1;
if(_MOUSEX_PADDLE < 0) _MOUSEX_PADDLE = 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
// Digital pins 1, 2 and 6 are not connected
myDigitalPinState[One] =
myDigitalPinState[Two] =
myDigitalPinState[Six] = true;
// Digital emulation of analog paddle movement
myKeyRepeat0 = myPaddleRepeat0 = myKeyRepeat1 = myPaddleRepeat1 = 0;
myCharge[0] = myCharge[1] =
myLastCharge[0] = myLastCharge[1] = TRIGMAX/2; // half of maximum paddle charge
myLeftMotion[0] = myLeftMotion[1] = 0;
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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
Paddles::~Paddles()
{
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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 Paddles::update()
{
myDigitalPinState[Three] = myDigitalPinState[Four] = true;
// Digital events (from keyboard or joystick hats & buttons)
myDigitalPinState[Three] =
(myEvent.get(myP1FireEvent1) == 0 && myEvent.get(myP1FireEvent2) == 0);
myDigitalPinState[Four] =
(myEvent.get(myP0FireEvent1) == 0 && myEvent.get(myP0FireEvent2) == 0);
if(myKeyRepeat0)
{
myPaddleRepeat0++;
if(myPaddleRepeat0 > _PADDLE_SPEED) myPaddleRepeat0 = 2;
}
if(myKeyRepeat1)
{
myPaddleRepeat1++;
if(myPaddleRepeat1 > _PADDLE_SPEED) myPaddleRepeat1 = 2;
}
myKeyRepeat0 = 0;
myKeyRepeat1 = 0;
if(myEvent.get(myP0DecEvent1) || myEvent.get(myP0DecEvent2))
{
myKeyRepeat0 = 1;
if(myCharge[0] > myPaddleRepeat0)
myCharge[0] -= myPaddleRepeat0;
}
if(myEvent.get(myP0IncEvent1) || myEvent.get(myP0IncEvent2))
{
myKeyRepeat0 = 1;
if((myCharge[0] + myPaddleRepeat0) < TRIGMAX)
myCharge[0] += myPaddleRepeat0;
}
if(myEvent.get(myP1DecEvent1) || myEvent.get(myP1DecEvent2))
{
myKeyRepeat1 = 1;
if(myCharge[1] > myPaddleRepeat1)
myCharge[1] -= myPaddleRepeat1;
}
if(myEvent.get(myP1IncEvent1) || myEvent.get(myP1IncEvent2))
{
myKeyRepeat1 = 1;
if((myCharge[1] + myPaddleRepeat1) < TRIGMAX)
myCharge[1] += myPaddleRepeat1;
}
// Mouse events
if(myJack == Left && (_MOUSEX_PADDLE == 0 || _MOUSEX_PADDLE == 1))
{
// TODO - add infrastructure to map mouse direction to increase or decrease charge
myCharge[_MOUSEX_PADDLE] -= myEvent.get(Event::MouseAxisXValue);
if(myCharge[_MOUSEX_PADDLE] < TRIGMIN) myCharge[_MOUSEX_PADDLE] = TRIGMIN;
if(myCharge[_MOUSEX_PADDLE] > TRIGMAX) myCharge[_MOUSEX_PADDLE] = TRIGMAX;
if(myEvent.get(Event::MouseButtonValue))
myDigitalPinState[ourButtonPin[_MOUSEX_PADDLE]] = false;
}
else if(myJack == Right && (_MOUSEX_PADDLE == 2 || _MOUSEX_PADDLE == 3))
{
// TODO - add infrastructure to map mouse direction to increase or decrease charge
myCharge[_MOUSEX_PADDLE-2] -= myEvent.get(Event::MouseAxisXValue);
if(myCharge[_MOUSEX_PADDLE-2] < TRIGMIN) myCharge[_MOUSEX_PADDLE-2] = TRIGMIN;
if(myCharge[_MOUSEX_PADDLE-2] > TRIGMAX) myCharge[_MOUSEX_PADDLE-2] = TRIGMAX;
if(myEvent.get(Event::MouseButtonValue))
myDigitalPinState[ourButtonPin[_MOUSEX_PADDLE-2]] = false;
}
// Axis events (possibly use analog values)
int xaxis = myEvent.get(myP0AxisValue);
int yaxis = myEvent.get(myP1AxisValue);
// Filter out jitter by not allowing rapid direction changes
int charge0 = ((32767 - xaxis) >> 8) & 0xff;
if(charge0 - myLastCharge[0] > 0) // we are moving left
{
if(!myLeftMotion[0]) // moving right before?
{
if(charge0 - myLastCharge[0] <= 4)
{
myCharge[0] = myLastCharge[0];
}
else
{
myCharge[0] = (charge0 + myLastCharge[0]) >> 1;
myLastCharge[0] = charge0;
myLeftMotion[0] = 1;
}
}
else
{
myCharge[0] = (charge0 + myLastCharge[0]) >> 1;
myLastCharge[0] = charge0;
}
}
// Filter out jitter by not allowing rapid direction changes
else if(charge0 - myLastCharge[0] < 0) // we are moving right
{
if(myLeftMotion[0]) // moving left before?
{
if(myLastCharge[0] - charge0 <= 4)
{
myCharge[0] = myLastCharge[0];
}
else
{
myCharge[0] = (charge0 + myLastCharge[0]) >> 1;
myLastCharge[0] = charge0;
myLeftMotion[0] = 0;
}
}
else
{
myCharge[0] = (charge0 + myLastCharge[0]) >> 1;
myLastCharge[0] = charge0;
}
}
// Filter out jitter by not allowing rapid direction changes
int charge1 = ((32767 - yaxis) >> 8) & 0xff;
if(charge1 - myLastCharge[1] > 0) // we are moving left
{
if(!myLeftMotion[1]) // moving right before?
{
if(charge1 - myLastCharge[1] <= 4)
{
myCharge[1] = myLastCharge[1];
}
else
{
myCharge[1] = (charge1 + myLastCharge[1]) >> 1;
myLastCharge[1] = charge1;
myLeftMotion[1] = 1;
}
}
else
{
myCharge[1] = (charge1 + myLastCharge[1]) >> 1;
myLastCharge[1] = charge1;
}
}
// Filter out jitter by not allowing rapid direction changes
else if(charge1 - myLastCharge[1] < 0) // we are moving right
{
if(myLeftMotion[1]) // moving left before?
{
if(myLastCharge[1] - charge1 <= 4)
{
myCharge[1] = myLastCharge[1];
}
else
{
myCharge[1] = (charge1 + myLastCharge[1]) >> 1;
myLastCharge[1] = charge1;
myLeftMotion[1] = 0;
}
}
else
{
myCharge[1] = (charge1 + myLastCharge[1]) >> 1;
myLastCharge[1] = charge1;
}
}
myAnalogPinValue[Five] = (Int32)(1400000 * (myCharge[1] / 255.0));
myAnalogPinValue[Nine] = (Int32)(1400000 * (myCharge[0] / 255.0));
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void Paddles::setMouseIsPaddle(int number, int dir)
{
// TODO - make mouse Y axis be actually used in the code above
if(dir == 0)
_MOUSEX_PADDLE = number;
else
_MOUSEY_PADDLE = number;
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
int Paddles::_PADDLE_SPEED = 6;
int Paddles::_MOUSEX_PADDLE = -1;
int Paddles::_MOUSEY_PADDLE = -1;
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
const Controller::DigitalPin Paddles::ourButtonPin[2] = { Four, Three };