stella/src/emucore/Paddles.hxx

116 lines
3.6 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) 1995-2011 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.
//
// $Id$
//============================================================================
#ifndef PADDLES_HXX
#define PADDLES_HXX
#include "bspf.hxx"
#include "Control.hxx"
#include "Event.hxx"
/**
The standard Atari 2600 pair of paddle controllers.
@author Bradford W. Mott
@version $Id$
*/
class Paddles : public Controller
{
public:
/**
Create a new pair of paddle controllers 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 swapport Whether to swap the paddles plugged into this jack
@param swapaxis Whether to swap the axis on the paddle (x <-> y)
@param swapdir Whether to swap the direction for which an axis
causes movement (lesser axis values cause paddle
resistance to decrease instead of increase)
*/
Paddles(Jack jack, const Event& event, const System& system,
bool swapport, bool swapaxis, bool swapdir);
/**
Destructor
*/
virtual ~Paddles();
public:
/**
Update the entire digital and analog pin state according to the
events currently set.
*/
void update();
/**
Sets the sensitivity for digital emulation of paddle movement.
This is only used for *digital* events (ie, buttons or keys,
or digital joystick axis events); Stelladaptors or the mouse are
not modified.
@param sensitivity Value from 1 to 10, with larger values
causing more movement
*/
static void setDigitalSensitivity(int sensitivity);
/**
Sets the sensitivity for analog emulation of paddle movement
using a mouse.
@param sensitivity Value from 1 to 10, with larger values
causing more movement
*/
static void setMouseSensitivity(int sensitivity);
private:
// Range of values over which digital and mouse movement is scaled
// to paddle resistance
enum {
TRIGRANGE = 4096,
TRIGMAX = 3856,
TRIGMIN = 1
};
// Pre-compute the events we care about based on given port
// This will eliminate test for left or right port in update()
Event::Type myP0AxisValue, myP1AxisValue,
myP0DecEvent1, myP0DecEvent2, myP0IncEvent1, myP0IncEvent2,
myP1DecEvent1, myP1DecEvent2, myP1IncEvent1, myP1IncEvent2,
myP0FireEvent1, myP0FireEvent2, myP1FireEvent1, myP1FireEvent2,
myAxisMouseMotion;
bool myKeyRepeat0, myKeyRepeat1;
int myPaddleRepeat0, myPaddleRepeat1;
int myCharge[2], myLastCharge[2];
int myLastAxisX, myLastAxisY;
int myAxisDigitalZero, myAxisDigitalOne;
static int _DIGITAL_SENSITIVITY, _DIGITAL_DISTANCE;
static int _MOUSE_SENSITIVITY;
// Lookup table for associating paddle buttons with controller pins
// Yes, this is hideously complex
static const Controller::DigitalPin ourButtonPin[2];
};
#endif