stella/src/emucore/Control.hxx

309 lines
9.5 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 CONTROLLER_HXX
#define CONTROLLER_HXX
class Controller;
class Event;
class System;
#include <functional>
#include "Serializable.hxx"
#include "bspf.hxx"
/**
A controller is a device that plugs into either the left or right
controller jack of the Video Computer System (VCS). The pins of
the controller jacks are mapped as follows:
-------------
\ 1 2 3 4 5 /
\ 6 7 8 9 /
---------
Left Controller Right Controller
pin 1 D4 PIA SWCHA D0 PIA SWCHA
pin 2 D5 PIA SWCHA D1 PIA SWCHA
pin 3 D6 PIA SWCHA D2 PIA SWCHA
pin 4 D7 PIA SWCHA D3 PIA SWCHA
pin 5 D7 TIA INPT1 (Dumped) D7 TIA INPT3 (Dumped)
pin 6 D7 TIA INPT4 (Latched) D7 TIA INPT5 (Latched)
pin 7 +5 +5
pin 8 GND GND
pin 9 D7 TIA INPT0 (Dumped) D7 TIA INPT2 (Dumped)
Each of the pins connected to the PIA can be configured as an
input or output pin. The "dumped" TIA pins are used to charge
a capacitor. A potentiometer is sometimes connected to these
pins for analog input.
This is a base class for all controllers. It provides a view
of the controller from the perspective of the controller's jack.
@author Bradford W. Mott
*/
class Controller : public Serializable
{
/**
Various classes that need special access to the underlying controller state
*/
friend class M6532;
friend class RiotDebug;
friend class CompuMate;
public:
/**
Enumeration of the controller jacks
*/
enum Jack { Left = 0, Right = 1 };
/**
Enumeration of the digital pins of a controller port
*/
enum DigitalPin { One, Two, Three, Four, Six };
/**
Enumeration of the analog pins of a controller port
*/
enum AnalogPin { Five, Nine };
/**
Enumeration of the controller types
*/
enum Type
{
AmigaMouse, AtariMouse, AtariVox, BoosterGrip, CompuMate,
Driving, Genesis, Joystick, Keyboard, KidVid, MindLink,
Paddles, SaveKey, TrakBall
};
/**
Callback type for analog pin updates
*/
using onAnalogPinUpdateCallback = std::function<void(AnalogPin)>;
public:
/**
Create a new 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 for this controller
*/
Controller(Jack jack, const Event& event, const System& system,
Type type);
virtual ~Controller() = default;
/**
Returns the jack that this controller is plugged into.
*/
Jack jack() const { return myJack; }
/**
Returns the type of this controller.
*/
Type type() const { return myType; }
/**
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
*/
virtual uInt8 read();
/**
Read the value of the specified digital pin for this controller.
@param pin The pin of the controller jack to read
@return The state of the pin
*/
virtual bool read(DigitalPin pin);
/**
Read the resistance at the specified analog pin for this controller.
The returned value is the resistance measured in ohms.
@param pin The pin of the controller jack to read
@return The resistance at the specified pin
*/
virtual Int32 read(AnalogPin pin);
/**
Write the given value to the specified digital pin for this
controller. Writing is only allowed to the pins associated
with the PIA. Therefore you cannot write to pin six.
@param pin The pin of the controller jack to write to
@param value The value to write to the pin
*/
virtual void write(DigitalPin pin, bool value) { }
/**
Called after *all* digital pins have been written on Port A.
Most controllers don't do anything in this case.
@param value The entire contents of the SWCHA register
*/
virtual void controlWrite(uInt8 value) { }
/**
Update the entire digital and analog pin state according to the
events currently set.
*/
virtual void update() = 0;
/**
Answers whether the controller is intrinsically an analog controller.
Specific controllers should override and implement this method.
*/
virtual bool isAnalog() const { return false; }
/**
Notification method invoked by the system after its reset method has
been called. It may be necessary to override this method for
controllers that need to know a reset has occurred.
*/
virtual void reset() { }
/**
Notification method invoked by the system indicating that the
console is about to be destroyed. It may be necessary to override
this method for controllers that need cleanup before exiting.
*/
virtual void close() { }
/**
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
*/
virtual bool setMouseControl(
Controller::Type xtype, int xid, Controller::Type ytype, int yid)
{ return false; }
/**
Returns more detailed information about this controller.
*/
virtual string about(bool swappedPorts) const
{
return name() + " in " + (((myJack == Left) ^ swappedPorts) ?
"left port" : "right port");
}
/**
The following two functions are used by the debugger to set
the specified pins to the given value. Note that this isn't the
same as a write; the debugger is allowed special access and is
actually 'below' the controller level.
@param pin The pin of the controller jack to modify
@param value The value to set on the pin
*/
void set(DigitalPin pin, bool value);
void set(AnalogPin pin, Int32 value);
/**
Saves the current state of this controller to the given Serializer.
@param out The serializer device to save to.
@return The result of the save. True on success, false on failure.
*/
bool save(Serializer& out) const override;
/**
Loads the current state of this controller from the given Serializer.
@param in The serializer device to load from.
@return The result of the load. True on success, false on failure.
*/
bool load(Serializer& in) override;
/**
Returns the name of this controller.
*/
string name() const override { return myName; }
/**
Inject a callback to be notified on analog pin updates.
*/
void setOnAnalogPinUpdateCallback(onAnalogPinUpdateCallback callback) {
myOnAnalogPinUpdateCallback = callback;
}
public:
/// Constant which represents maximum resistance for analog pins
static constexpr Int32 MAX_RESISTANCE = 0x7FFFFFFF;
/// Constant which represents minimum resistance for analog pins
static constexpr Int32 MIN_RESISTANCE = 0x00000000;
protected:
void updateAnalogPin(AnalogPin, Int32 value);
protected:
/// Specifies which jack the controller is plugged in
const Jack myJack;
/// Reference to the event object this controller uses
const Event& myEvent;
/// Pointer to the System object (used for timing purposes)
const System& mySystem;
/// Specifies which type of controller this is (defined by child classes)
const Type myType;
/// Specifies the name of this controller based on type
string myName;
/// The boolean value on each digital pin
bool myDigitalPinState[5];
/// The callback that is dispatched whenver an analog pin has changed
onAnalogPinUpdateCallback myOnAnalogPinUpdateCallback;
private:
/// The analog value on each analog pin
Int32 myAnalogPinValue[2];
private:
// Following constructors and assignment operators not supported
Controller() = delete;
Controller(const Controller&) = delete;
Controller(Controller&&) = delete;
Controller& operator=(const Controller&) = delete;
Controller& operator=(Controller&&) = delete;
};
#endif