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