stella/src/emucore/MindLink.hxx

128 lines
4.2 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) 1995-2020 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 MINDLINK_HXX
#define MINDLINK_HXX
#include "bspf.hxx"
#include "Control.hxx"
/**
The Atari Mindlink was an unreleased video game controller intended for
release in 1984. The Mindlink was unique in that one had to move the
muscles in one's head to control the game. These movements would be read by
infrared sensors and transferred as movement in the game. For more
information, see the following link:
http://www.atarimuseum.com/videogames/consoles/2600/mindlink.html
This code was heavily borrowed from z26, and uses conventions defined
there. Specifically, IOPortA is treated as a complete uInt8, whereas
the Stella core actually stores this information in boolean arrays
addressable by DigitalPin number.
@author Stephen Anthony & z26 team
*/
class MindLink : public Controller
{
public:
/**
Create a new MindLink 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
*/
MindLink(Jack jack, const Event& event, const System& system);
virtual ~MindLink() = default;
public:
/**
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
*/
void write(DigitalPin pin, bool value) override { setPin(pin, value); }
/**
Called after *all* digital pins have been written on Port A.
*/
void controlWrite(uInt8) override { nextMindlinkBit(); }
/**
Update the entire digital and analog pin state according to the
events currently set.
*/
void update() override;
/**
Returns the name of this controller.
*/
string name() const override { return "MindLink"; }
/**
Answers whether the controller is intrinsically an analog controller.
*/
bool isAnalog() const override { return true; }
/**
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:
void nextMindlinkBit();
private:
// Position value in Mindlink controller
// Gets transferred bitwise (16 bits)
int myMindlinkPos{0x2800};
// Which bit to transfer next
int myMindlinkShift{1};
// Whether to use the mouse to emulate this controller
int myMouseEnabled{false};
private:
// Following constructors and assignment operators not supported
MindLink() = delete;
MindLink(const MindLink&) = delete;
MindLink(MindLink&&) = delete;
MindLink& operator=(const MindLink&) = delete;
MindLink& operator=(MindLink&&) = delete;
};
#endif