//============================================================================ // // 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) 1995-2014 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. // // $Id$ //============================================================================ #ifndef TRACKBALL_HXX #define TRACKBALL_HXX #include "bspf.hxx" #include "Control.hxx" #include "Event.hxx" /** The various trackball-like controllers supported by the Atari 2600. They're all placed in one class, since other than a few minor differences, they work almost exactly the same. This code was heavily borrowed from z26. The supported controllers include: TrackBall22: Atari 2600 CX-22 Trakball TrackBall80: Atari ST CX-80 Trakball AmigaMouse: Amiga Mouse @author Stephen Anthony & z26 team @version $Id$ */ class TrackBall : public Controller { public: /** Create a new TrackBall controller 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 type The type of trackball controller */ TrackBall(Jack jack, const Event& event, const System& system, Type type); /** Destructor */ virtual ~TrackBall(); public: using Controller::read; /** Read the entire state of all digital pins for this controller. Note that this method must use the lower 4 bits, and zero the upper bits. @return The state of all digital pins */ uInt8 read(); /** Update the entire digital and analog pin state according to the events currently set. */ void update(); /** Determines how this controller will treat values received from the X/Y axis and left/right buttons of the mouse. Since not all controllers use the mouse the same way (or at all), it's up to the specific class to decide how to use this data. In the current implementation, the left button is tied to the X axis, and the right one tied to the Y axis. @param xtype The controller to use for x-axis data @param xid The controller ID to use for x-axis data (-1 for no id) @param ytype The controller to use for y-axis data @param yid The controller ID to use for y-axis data (-1 for no id) @return Whether the controller supports using the mouse */ bool setMouseControl( Controller::Type xtype, int xid, Controller::Type ytype, int yid); private: // Counter to iterate through the gray codes int myHCounter, myVCounter; // How many new horizontal and vertical values this frame int myTrakBallCountH, myTrakBallCountV; // How many lines to wait before sending new horz and vert val int myTrakBallLinesH, myTrakBallLinesV; // Was TrakBall moved left or moved right instead int myTrakBallLeft; // Was TrakBall moved down or moved up instead int myTrakBallDown; int myScanCountH, myScanCountV, myCountH, myCountV; // Whether to use the mouse to emulate this controller int myMouseEnabled; // CX-22 static const uInt32 ourTrakBallTableTB_H[2][2]; static const uInt32 ourTrakBallTableTB_V[2][2]; // ST mouse / CX-80 static const uInt32 ourTrakBallTableST_H[4]; static const uInt32 ourTrakBallTableST_V[4]; // Amiga mouse static const uInt32 ourTrakBallTableAM_H[4]; static const uInt32 ourTrakBallTableAM_V[4]; }; #endif