//============================================================================ // // 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" for information on usage and redistribution of // this file, and for a DISCLAIMER OF ALL WARRANTIES. // // $Id$ //============================================================================ #ifndef PADDLES_HXX #define PADDLES_HXX #include "bspf.hxx" #include "Control.hxx" #include "Event.hxx" /** The standard Atari 2600 pair of paddle controllers. @author Bradford W. Mott @version $Id$ */ class Paddles : public Controller { public: /** Create a new pair of paddle controllers plugged into the specified jack @param jack The jack the controller is plugged into @param event The event object to use for events @param system The system using this controller @param swap Whether to swap the paddles plugged into this jack */ Paddles(Jack jack, const Event& event, const System& system, bool swap); /** Destructor */ virtual ~Paddles(); public: /** Update the entire digital and analog pin state according to the events currently set. */ virtual void update(); /** Sets the speed for digital emulation of paddle movement. This is only used for *digital* events (ie, buttons or keys generating paddle movement events); axis events from joysticks, Stelladaptors or the mouse are not modified. */ static void setDigitalSpeed(int speed) { _PADDLE_SPEED = speed; } /** Sets the mouse to emulate the paddle 'number' in the X or Y axis. X -> dir 0, Y -> dir 1 */ static void setMouseIsPaddle(int number, int dir = 0); private: // Pre-compute the events we care about based on given port // This will eliminate test for left or right port in update() Event::Type myP0AxisValue, myP1AxisValue, myP0DecEvent1, myP0DecEvent2, myP0IncEvent1, myP0IncEvent2, myP1DecEvent1, myP1DecEvent2, myP1IncEvent1, myP1IncEvent2, myP0FireEvent1, myP0FireEvent2, myP1FireEvent1, myP1FireEvent2; int myKeyRepeat0; int myPaddleRepeat0; int myKeyRepeat1; int myPaddleRepeat1; int myCharge[2]; int myLastCharge[2]; int myLeftMotion[2]; static int _PADDLE_SPEED; static int _MOUSEX_PADDLE; static int _MOUSEY_PADDLE; // Lookup table for associating paddle buttons with controller pins // Yes, this is hideously complex static const Controller::DigitalPin ourButtonPin[2]; }; #endif