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