mirror of https://github.com/stella-emu/stella.git
91 lines
3.0 KiB
C++
91 lines
3.0 KiB
C++
//============================================================================
|
|
//
|
|
// 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.
|
|
//============================================================================
|
|
|
|
#ifndef GENESIS_HXX
|
|
#define GENESIS_HXX
|
|
|
|
#include "bspf.hxx"
|
|
#include "Control.hxx"
|
|
#include "Event.hxx"
|
|
|
|
/**
|
|
The standard Sega Genesis controller works with the 2600 console for
|
|
joystick directions and some of the buttons. Button 'B' corresponds to
|
|
the normal fire button (joy0fire), while button 'C' is read through
|
|
INPT1 (analog pin 5).
|
|
|
|
@author Stephen Anthony
|
|
*/
|
|
class Genesis : public Controller
|
|
{
|
|
public:
|
|
/**
|
|
Create a new Genesis gamepad 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
|
|
*/
|
|
Genesis(Jack jack, const Event& event, const System& system);
|
|
virtual ~Genesis() = default;
|
|
|
|
public:
|
|
/**
|
|
Update the entire digital and analog pin state according to the
|
|
events currently set.
|
|
*/
|
|
void update() override;
|
|
|
|
/**
|
|
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) override;
|
|
|
|
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 myUpEvent, myDownEvent, myLeftEvent, myRightEvent,
|
|
myFire1Event, myFire2Event;
|
|
|
|
// Controller to emulate in normal mouse axis mode
|
|
int myControlID;
|
|
|
|
private:
|
|
// Following constructors and assignment operators not supported
|
|
Genesis() = delete;
|
|
Genesis(const Genesis&) = delete;
|
|
Genesis(Genesis&&) = delete;
|
|
Genesis& operator=(const Genesis&) = delete;
|
|
Genesis& operator=(Genesis&&) = delete;
|
|
};
|
|
|
|
#endif
|