stella/src/emucore/Paddles.cxx

457 lines
16 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.
//============================================================================
#include <cmath>
#include "Event.hxx"
#include "Paddles.hxx"
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Paddles::Paddles(Jack jack, const Event& event, const System& system,
bool swappaddle, bool swapaxis, bool swapdir)
: Controller(jack, event, system, Controller::Type::Paddles)
{
// We must start with minimum resistance; see commit
// 38b452e1a047a0dca38c5bcce7c271d40f76736e for more information
setPin(AnalogPin::Five, MIN_RESISTANCE);
setPin(AnalogPin::Nine, MIN_RESISTANCE);
// The following logic reflects that mapping paddles to different
// devices can be extremely complex
// As well, while many paddle games have horizontal movement of
// objects (which maps nicely to horizontal movement of the joystick
// or mouse), others have vertical movement
// This vertical handling is taken care of by swapping the axes
// On the other hand, some games treat paddle resistance differently,
// (ie, increasing resistance can move an object right instead of left)
// This is taken care of by swapping the direction of movement
// Arrgh, did I mention that paddles are complex ...
// As much as possible, precompute which events we care about for
// a given port; this will speed up processing in update()
// Consider whether this is the left or right port
if(myJack == Jack::Left)
{
if(!swappaddle) // First paddle is 0, second is 1
{
// These aren't affected by changes in axis orientation
myP0AxisValue = Event::PaddleZeroAnalog;
myP1AxisValue = Event::PaddleOneAnalog;
myP0FireEvent = Event::PaddleZeroFire;
myP1FireEvent = Event::PaddleOneFire;
// Direction of movement is swapped
// That is, moving in a certain direction on an axis can
// result in either increasing or decreasing paddle movement
if(!swapdir)
{
myP0DecEvent = Event::PaddleZeroDecrease;
myP0IncEvent = Event::PaddleZeroIncrease;
myP1DecEvent = Event::PaddleOneDecrease;
myP1IncEvent = Event::PaddleOneIncrease;
}
else
{
myP0DecEvent = Event::PaddleZeroIncrease;
myP0IncEvent = Event::PaddleZeroDecrease;
myP1DecEvent = Event::PaddleOneIncrease;
myP1IncEvent = Event::PaddleOneDecrease;
}
}
else // First paddle is 1, second is 0
{
// These aren't affected by changes in axis orientation
myP0AxisValue = Event::PaddleOneAnalog;
myP1AxisValue = Event::PaddleZeroAnalog;
myP0FireEvent = Event::PaddleOneFire;
myP1FireEvent = Event::PaddleZeroFire;
// Direction of movement is swapped
// That is, moving in a certain direction on an axis can
// result in either increasing or decreasing paddle movement
if(!swapdir)
{
myP0DecEvent = Event::PaddleOneDecrease;
myP0IncEvent = Event::PaddleOneIncrease;
myP1DecEvent = Event::PaddleZeroDecrease;
myP1IncEvent = Event::PaddleZeroIncrease;
}
else
{
myP0DecEvent = Event::PaddleOneIncrease;
myP0IncEvent = Event::PaddleOneDecrease;
myP1DecEvent = Event::PaddleZeroIncrease;
myP1IncEvent = Event::PaddleZeroDecrease;
}
}
}
else // Jack is right port
{
if(!swappaddle) // First paddle is 2, second is 3
{
// These aren't affected by changes in axis orientation
myP0AxisValue = Event::PaddleTwoAnalog;
myP1AxisValue = Event::PaddleThreeAnalog;
myP0FireEvent = Event::PaddleTwoFire;
myP1FireEvent = Event::PaddleThreeFire;
// Direction of movement is swapped
// That is, moving in a certain direction on an axis can
// result in either increasing or decreasing paddle movement
if(!swapdir)
{
myP0DecEvent = Event::PaddleTwoDecrease;
myP0IncEvent = Event::PaddleTwoIncrease;
myP1DecEvent = Event::PaddleThreeDecrease;
myP1IncEvent = Event::PaddleThreeIncrease;
}
else
{
myP0DecEvent = Event::PaddleTwoIncrease;
myP0IncEvent = Event::PaddleTwoDecrease;
myP1DecEvent = Event::PaddleThreeIncrease;
myP1IncEvent = Event::PaddleThreeDecrease;
}
}
else // First paddle is 3, second is 2
{
// These aren't affected by changes in axis orientation
myP0AxisValue = Event::PaddleThreeAnalog;
myP1AxisValue = Event::PaddleTwoAnalog;
myP0FireEvent = Event::PaddleThreeFire;
myP1FireEvent = Event::PaddleTwoFire;
// Direction of movement is swapped
// That is, moving in a certain direction on an axis can
// result in either increasing or decreasing paddle movement
if(!swapdir)
{
myP0DecEvent = Event::PaddleThreeDecrease;
myP0IncEvent = Event::PaddleThreeIncrease;
myP1DecEvent = Event::PaddleTwoDecrease;
myP1IncEvent = Event::PaddleTwoIncrease;
}
else
{
myP0DecEvent = Event::PaddleThreeIncrease;
myP0IncEvent = Event::PaddleThreeDecrease;
myP1DecEvent = Event::PaddleTwoIncrease;
myP1IncEvent = Event::PaddleTwoDecrease;
}
}
}
// The following are independent of whether or not the port
// is left or right
MOUSE_SENSITIVITY = swapdir ? -abs(MOUSE_SENSITIVITY) :
abs(MOUSE_SENSITIVITY);
if(!swapaxis)
{
myAxisMouseMotion = Event::MouseAxisXMove;
myAxisDigitalZero = 0;
myAxisDigitalOne = 1;
}
else
{
myAxisMouseMotion = Event::MouseAxisYMove;
myAxisDigitalZero = 1;
myAxisDigitalOne = 0;
}
// Digital pins 1, 2 and 6 are not connected
setPin(DigitalPin::One, true);
setPin(DigitalPin::Two, true);
setPin(DigitalPin::Six, true);
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void Paddles::update()
{
setPin(DigitalPin::Three, true);
setPin(DigitalPin::Four, true);
// Digital events (from keyboard or joystick hats & buttons)
setPin(DigitalPin::Three, myEvent.get(myP1FireEvent) == 0);
setPin(DigitalPin::Four, myEvent.get(myP0FireEvent) == 0);
// Paddle movement is a very difficult thing to accurately emulate,
// since it originally came from an analog device that had very
// peculiar behaviour
// Compounding the problem is the fact that we'd like to emulate
// movement with 'digital' data (like from a keyboard or a digital
// joystick axis), but also from a mouse (relative values)
// and Stelladaptor-like devices (absolute analog values clamped to
// a certain range)
// And to top it all off, we don't want one devices input to conflict
// with the others ...
// Analog axis events from Stelladaptor-like devices
// These devices generate data in the range -32768 to 32767,
// so we have to scale appropriately
// Since these events are generated and stored indefinitely,
// we only process the first one we see (when it differs from
// previous values by a pre-defined amount)
// Otherwise, it would always override input from digital and mouse
bool sa_changed = false;
int sa_xaxis = myEvent.get(myP0AxisValue);
int sa_yaxis = myEvent.get(myP1AxisValue);
int new_val;
static constexpr std::array<double, MAX_DEJITTER - MIN_DEJITTER + 1> bFac = {
// higher values mean more dejitter strength
0, // off
0.50, 0.59, 0.67, 0.74, 0.80,
0.85, 0.89, 0.92, 0.94, 0.95
};
static constexpr std::array<double, MAX_DEJITTER - MIN_DEJITTER + 1> dFac = {
// lower values mean more dejitter strength
1, // off
1.0 / 181, 1.0 / 256, 1.0 / 362, 1.0 / 512, 1.0 / 724,
1.0 / 1024, 1.0 / 1448, 1.0 / 2048, 1.0 / 2896, 1.0 / 4096
};
const double baseFactor = bFac[DEJITTER_BASE];
const double diffFactor = dFac[DEJITTER_DIFF];
if(abs(myLastAxisX - sa_xaxis) > 10)
{
// dejitter, suppress small changes only
double dejitter = std::pow(baseFactor, abs(sa_xaxis - myLastAxisX) * diffFactor);
new_val = sa_xaxis * (1 - dejitter) + myLastAxisX * dejitter;
// only use new dejittered value for larger differences
if(abs(new_val - sa_xaxis) > 10)
sa_xaxis = new_val;
setPin(AnalogPin::Nine, Int32(MAX_RESISTANCE *
(BSPF::clamp(32768 - Int32(Int32(sa_xaxis) * SENSITIVITY + XCENTER), 0, 65536) / 65536.0)));
sa_changed = true;
}
if(abs(myLastAxisY - sa_yaxis) > 10)
{
// dejitter, suppress small changes only
double dejitter = std::pow(baseFactor, abs(sa_yaxis - myLastAxisY) * diffFactor);
new_val = sa_yaxis * (1 - dejitter) + myLastAxisY * dejitter;
// only use new dejittered value for larger differences
if (abs(new_val - sa_yaxis) > 10)
sa_yaxis = new_val;
setPin(AnalogPin::Five, Int32(MAX_RESISTANCE *
(BSPF::clamp(32768 - Int32(Int32(sa_yaxis) * SENSITIVITY + YCENTER), 0, 65536) / 65536.0)));
sa_changed = true;
}
myLastAxisX = sa_xaxis;
myLastAxisY = sa_yaxis;
if(sa_changed)
return;
// Mouse motion events give relative movement
// That is, they're only relevant if they're non-zero
if(myMPaddleID > -1)
{
// We're in auto mode, where a single axis is used for one paddle only
myCharge[myMPaddleID] = BSPF::clamp(myCharge[myMPaddleID] -
(myEvent.get(myAxisMouseMotion) * MOUSE_SENSITIVITY),
TRIGMIN, TRIGRANGE);
if(myEvent.get(Event::MouseButtonLeftValue) ||
myEvent.get(Event::MouseButtonRightValue))
setPin(ourButtonPin[myMPaddleID], false);
}
else
{
// Test for 'untied' mouse axis mode, where each axis is potentially
// mapped to a separate paddle
if(myMPaddleIDX > -1)
{
myCharge[myMPaddleIDX] = BSPF::clamp(myCharge[myMPaddleIDX] -
(myEvent.get(Event::MouseAxisXMove) * MOUSE_SENSITIVITY),
TRIGMIN, TRIGRANGE);
if(myEvent.get(Event::MouseButtonLeftValue))
setPin(ourButtonPin[myMPaddleIDX], false);
}
if(myMPaddleIDY > -1)
{
myCharge[myMPaddleIDY] = BSPF::clamp(myCharge[myMPaddleIDY] -
(myEvent.get(Event::MouseAxisYMove) * MOUSE_SENSITIVITY),
TRIGMIN, TRIGRANGE);
if(myEvent.get(Event::MouseButtonRightValue))
setPin(ourButtonPin[myMPaddleIDY], false);
}
}
// Finally, consider digital input, where movement happens
// until a digital event is released
if(myKeyRepeat0)
{
myPaddleRepeat0++;
if(myPaddleRepeat0 > DIGITAL_SENSITIVITY)
myPaddleRepeat0 = DIGITAL_DISTANCE;
}
if(myKeyRepeat1)
{
myPaddleRepeat1++;
if(myPaddleRepeat1 > DIGITAL_SENSITIVITY)
myPaddleRepeat1 = DIGITAL_DISTANCE;
}
myKeyRepeat0 = false;
myKeyRepeat1 = false;
if(myEvent.get(myP0DecEvent))
{
myKeyRepeat0 = true;
if(myCharge[myAxisDigitalZero] > myPaddleRepeat0)
myCharge[myAxisDigitalZero] -= myPaddleRepeat0;
}
if(myEvent.get(myP0IncEvent))
{
myKeyRepeat0 = true;
if((myCharge[myAxisDigitalZero] + myPaddleRepeat0) < TRIGRANGE)
myCharge[myAxisDigitalZero] += myPaddleRepeat0;
}
if(myEvent.get(myP1DecEvent))
{
myKeyRepeat1 = true;
if(myCharge[myAxisDigitalOne] > myPaddleRepeat1)
myCharge[myAxisDigitalOne] -= myPaddleRepeat1;
}
if(myEvent.get(myP1IncEvent))
{
myKeyRepeat1 = true;
if((myCharge[myAxisDigitalOne] + myPaddleRepeat1) < TRIGRANGE)
myCharge[myAxisDigitalOne] += myPaddleRepeat1;
}
// Only change state if the charge has actually changed
if(myCharge[1] != myLastCharge[1])
setPin(AnalogPin::Five, Int32(MAX_RESISTANCE * (myCharge[1] / double(TRIGMAX))));
if(myCharge[0] != myLastCharge[0])
setPin(AnalogPin::Nine, Int32(MAX_RESISTANCE * (myCharge[0] / double(TRIGMAX))));
myLastCharge[1] = myCharge[1];
myLastCharge[0] = myCharge[0];
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
bool Paddles::setMouseControl(
Controller::Type xtype, int xid, Controller::Type ytype, int yid)
{
// In 'automatic' mode, both axes on the mouse map to a single paddle,
// and the paddle axis and direction settings are taken into account
// This overrides any other mode
if(xtype == Controller::Type::Paddles && ytype == Controller::Type::Paddles && xid == yid)
{
myMPaddleID = ((myJack == Jack::Left && (xid == 0 || xid == 1)) ||
(myJack == Jack::Right && (xid == 2 || xid == 3))
) ? xid & 0x01 : -1;
myMPaddleIDX = myMPaddleIDY = -1;
}
else
{
// The following is somewhat complex, but we need to pre-process as much
// as possible, so that ::update() can run quickly
myMPaddleID = -1;
if(myJack == Jack::Left && xtype == Controller::Type::Paddles)
{
myMPaddleIDX = (xid == 0 || xid == 1) ? xid & 0x01 : -1;
myMPaddleIDY = (yid == 0 || yid == 1) ? yid & 0x01 : -1;
}
else if(myJack == Jack::Right && ytype == Controller::Type::Paddles)
{
myMPaddleIDX = (xid == 2 || xid == 3) ? xid & 0x01 : -1;
myMPaddleIDY = (yid == 2 || yid == 3) ? yid & 0x01 : -1;
}
}
return true;
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void Paddles::setAnalogXCenter(int xcenter)
{
// convert into ~5 pixel steps
XCENTER = BSPF::clamp(xcenter, MIN_ANALOG_CENTER, MAX_ANALOG_CENTER) * 860;
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void Paddles::setAnalogYCenter(int ycenter)
{
// convert into ~5 pixel steps
YCENTER = BSPF::clamp(ycenter, MIN_ANALOG_CENTER, MAX_ANALOG_CENTER) * 860;
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
float Paddles::setAnalogSensitivity(int sensitivity)
{
// BASE_ANALOG_SENSE * (1.1 ^ 20) = 1.0
SENSITIVITY = BASE_ANALOG_SENSE * std::pow(1.1F,
static_cast<float>(BSPF::clamp(sensitivity, 0, MAX_ANALOG_SENSE)));
return SENSITIVITY;
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void Paddles::setDejitterBase(int strength)
{
DEJITTER_BASE = BSPF::clamp(strength, MIN_DEJITTER, MAX_DEJITTER);
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void Paddles::setDejitterDiff(int strength)
{
DEJITTER_DIFF = BSPF::clamp(strength, MIN_DEJITTER, MAX_DEJITTER);
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void Paddles::setDigitalSensitivity(int sensitivity)
{
DIGITAL_SENSITIVITY = BSPF::clamp(sensitivity, 1, MAX_DIGITAL_SENSE);
DIGITAL_DISTANCE = 20 + (DIGITAL_SENSITIVITY << 3);
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void Paddles::setMouseSensitivity(int sensitivity)
{
MOUSE_SENSITIVITY = BSPF::clamp(sensitivity, 1, MAX_MOUSE_SENSE);
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void Paddles::setDigitalPaddleRange(int range)
{
range = BSPF::clamp(range, 1, 100);
TRIGRANGE = int(TRIGMAX * (range / 100.0));
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
int Paddles::XCENTER = 0;
int Paddles::YCENTER = 0;
float Paddles::SENSITIVITY = 1.0;
int Paddles::TRIGRANGE = Paddles::TRIGMAX;
int Paddles::DIGITAL_SENSITIVITY = -1;
int Paddles::DIGITAL_DISTANCE = -1;
int Paddles::MOUSE_SENSITIVITY = -1;
int Paddles::DEJITTER_BASE = 0;
int Paddles::DEJITTER_DIFF = 0;
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
const std::array<Controller::DigitalPin, 2> Paddles::ourButtonPin = {
DigitalPin::Four, DigitalPin::Three
};