/*************************************************************************************** * Genesis Plus * Sega Mouse support * * Copyright Eke-Eke (2007-2011) * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * ****************************************************************************************/ #include "shared.h" static struct { uint8 State; uint8 Counter; uint8 Wait; uint8 Port; } mouse; void mouse_reset(int port) { input.analog[port][0] = 0; input.analog[port][1] = 0; mouse.State = 0x60; mouse.Counter = 0; mouse.Wait = 0; mouse.Port = port; } unsigned char mouse_read() { unsigned int temp = 0x00; int x = input.analog[mouse.Port][0]; int y = input.analog[mouse.Port][1]; switch (mouse.Counter) { case 0: /* initial */ temp = 0x00; break; case 1: /* xxxx1011 */ temp = 0x0B; break; case 2: /* xxxx1111 */ temp = 0x0F; break; case 3: /* xxxx1111 */ temp = 0x0F; break; case 4: /* Axis sign & overflow (not emulated) bits */ temp |= (x < 0); temp |= (y < 0) << 1; /* temp |= (abs(x) > 255) << 2; temp |= (abs(y) > 255) << 3; */ break; case 5: /* START, A, B, C buttons state (active high) */ temp = (input.pad[mouse.Port] >> 4) & 0x0F; break; case 6: /* X Axis MSB */ temp = (x >> 4) & 0x0F; break; case 7: /* X Axis LSB */ temp = (x & 0x0F); break; case 8: /* Y Axis MSB */ temp = (y >> 4) & 0x0F; break; case 9: /* Y Axis LSB */ temp = (y & 0x0F); break; } /* TL = busy status */ if (mouse.Wait) { /* wait before ACK, fix some buggy mouse routine (Shangai 2, Wack World,...) */ mouse.Wait = 0; /* TL = !TR */ temp |= (~mouse.State & 0x20) >> 1; } else { /* TL = TR (data is ready) */ temp |= (mouse.State & 0x20) >> 1; } return temp; } void mouse_write(unsigned char data, unsigned char mask) { /* update bits set as output only */ data = (mouse.State & ~mask) | (data & mask); if (mouse.Counter == 0) { /* wait for TH 1->0 transition */ if ((mouse.State & 0x40) && !(data & 0x40)) { /* start acquisition */ mouse.Counter = 1; } } else { /* TR handshake */ if ((mouse.State ^ data) & 0x20) { /* increment phase */ if (mouse.Counter < 10) { mouse.Counter++; } /* input latency */ mouse.Wait = 1; } } /* end of acquisition (TH=1) */ if (data & 0x40) { mouse.Counter = 0; } /* update internal state */ mouse.State = data; }