HatariWii/src/joy.c

866 lines
24 KiB
C

/*
Hatari - joy.c
This file is distributed under the GNU General Public License, version 2
or at your option any later version. Read the file gpl.txt for details.
Joystick routines.
NOTE: The ST uses the joystick port 1 as the default controller.
*/
const char Joy_fileid[] = "Hatari joy.c : " __DATE__ " " __TIME__;
#include <SDL.h>
#include "main.h"
#include "configuration.h"
#include "ioMem.h"
#include "joy.h"
#include "log.h"
#include "screen.h"
#include "video.h"
#include "statusbar.h"
#define JOY_DEBUG 0
#if JOY_DEBUG
#define Dprintf(a) printf a
#else
#define Dprintf(a)
#endif
#define JOY_BUTTON1 1
#define JOY_BUTTON2 2
#ifdef GEKKO
#include <wiiuse/wpad.h>
/* SDL Wii reports the GameCube pads from index 4 to 7. So we redefine JOYSTICK_COUNT from 6 to 8
* in order to find the last 2 GC pads. 4 players like Gauntlet isn't playable with these controllers otherwise */
#undef JOYSTICK_COUNT
#define JOYSTICK_COUNT 8
#endif
typedef struct
{
int XPos,YPos; /* the actually read axis values in range of -32768...0...32767 */
int XAxisID,YAxisID; /* the IDs of the physical PC joystick's axis to be used to gain ST joystick axis input */
int Buttons; /* JOY_BUTTON1 */
} JOYREADING;
typedef struct
{
const char *SDLJoystickName;
int XAxisID,YAxisID; /* the IDs associated with a certain SDL joystick */
} JOYAXISMAPPING;
static SDL_Joystick *sdlJoystick[ JOYSTICK_COUNT ] = /* SDL's joystick structures */
{
#ifdef GEKKO
NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
#else
NULL, NULL, NULL, NULL, NULL, NULL
#endif
};
/* Further explanation see JoyInit() */
static JOYAXISMAPPING const *sdlJoystickMapping[ JOYSTICK_COUNT ] = /* references which axis are actually in use by the selected SDL joystick */
{
#ifdef GEKKO
NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
#else
NULL, NULL, NULL, NULL, NULL, NULL
#endif
};
static bool bJoystickWorking[ JOYSTICK_COUNT ] = /* Is joystick plugged in and working? */
{
#ifdef GEKKO
false, false, false, false, false, false, false, false
#else
false, false, false, false, false, false
#endif
};
int JoystickSpaceBar = false; /* State of space-bar on joystick button 2 */
#ifdef GEKKO
int Joy1HatMode = 0; /* Wii Joy #1 hat mode. */
int Joy2HatMode = 0; /* Wii Joy #2 hat mode. */
static const int HatStArrow[4]={75,72,77,80};
bool Dpad_Dir[4];
#endif
static Uint8 nJoyKeyEmu[ JOYSTICK_COUNT ];
static Uint16 nSteJoySelect;
/**
* Get joystick name
*/
const char *Joy_GetName(int id)
{
#if WITH_SDL2
return SDL_JoystickName(sdlJoystick[id]);
#else
return SDL_JoystickName(id);
#endif
}
/**
* Return maximum available real joystick ID
*/
int Joy_GetMaxId(void)
{
int count = SDL_NumJoysticks();
if (count > JOYSTICK_COUNT)
count = JOYSTICK_COUNT;
return count - 1;
}
/**
* Make sure real Joystick ID is valid, and if not, disable it & return false
*/
bool Joy_ValidateJoyId(int i)
{
/* Unavailable joystick ID -> disable it if necessary */
if (ConfigureParams.Joysticks.Joy[i].nJoystickMode == JOYSTICK_REALSTICK &&
!bJoystickWorking[ConfigureParams.Joysticks.Joy[i].nJoyId])
{
Log_Printf(LOG_WARN, "Selected real Joystick %d unavailable, disabling ST joystick %d\n", ConfigureParams.Joysticks.Joy[i].nJoyId, i);
ConfigureParams.Joysticks.Joy[i].nJoystickMode = JOYSTICK_DISABLED;
ConfigureParams.Joysticks.Joy[i].nJoyId = 0;
return false;
}
return true;
}
/*-----------------------------------------------------------------------*/
/**
* This function initialises the (real) joysticks.
*/
void Joy_Init(void)
{
/* Joystick axis mapping table */
/* Matthias Arndt <marndt@asmsoftware.de> */
/* Somehow, not all SDL joysticks are created equal. */
/* Not all pads or sticks use axis 0 for x and axis 1 */
/* for y information. */
/* This table allows to remap the axis to used. */
/* A joystick is identified by its SDL name and */
/* followed by the X axis to use and the Y axis. */
/* Find out the axis number with the tool jstest. */
/* FIXME: Read those settings from a configuration file and make them tunable from the GUI. */
static const JOYAXISMAPPING AxisMappingTable [] =
{
/* Example entry for mapping joystick axis for a certain device: */
/* USB game pad with ID ID 0079:0011, sold by Speedlink with axis 3 and 4 used */
/*{"USB Gamepad" , 3, 4}, */
/* Default entry used if no other SDL joystick name does match (should be last of this list) */
{"*DEFAULT*" , 0, 1},
};
int i, j, nPadsConnected;
/* Initialise SDL's joystick subsystem: */
if (SDL_InitSubSystem(SDL_INIT_JOYSTICK) < 0)
{
Log_Printf(LOG_ERROR, "Could not init joysticks: %s\n", SDL_GetError());
return;
}
/* Scan joystick connection array for working joysticks */
nPadsConnected = SDL_NumJoysticks();
for (i = 0; i < nPadsConnected && i < JOYSTICK_COUNT ; i++)
{
/* Open the joystick for use */
sdlJoystick[i] = SDL_JoystickOpen(i);
/* Is joystick ok? */
if (sdlJoystick[i] != NULL)
{
/* Set as working */
bJoystickWorking[i] = true;
Log_Printf(LOG_DEBUG, "Joystick %i: %s\n", i, Joy_GetName(i));
/* determine joystick axis mapping for given SDL joystick name, last is default: */
for (j = 0; j < ARRAYSIZE(AxisMappingTable)-1; j++) {
/* check if ID string matches the one reported by SDL: */
if(strncmp(AxisMappingTable[j].SDLJoystickName, Joy_GetName(i), strlen(AxisMappingTable[j].SDLJoystickName)) == 0)
break;
}
sdlJoystickMapping[i] = &(AxisMappingTable[j]);
Log_Printf(LOG_DEBUG, "Joystick %i maps axis %d and %d (%s)\n", i, sdlJoystickMapping[i]->XAxisID, sdlJoystickMapping[i]->YAxisID,
sdlJoystickMapping[i]->SDLJoystickName );
}
}
for (i = 0; i < JOYSTICK_COUNT ; i++)
Joy_ValidateJoyId(i);
JoystickSpaceBar = false;
}
/*-----------------------------------------------------------------------*/
/**
* Close the (real) joysticks.
*/
void Joy_UnInit(void)
{
int i, nPadsConnected;
nPadsConnected = SDL_NumJoysticks();
for (i = 0; i < nPadsConnected && i < JOYSTICK_COUNT ; i++)
{
if (bJoystickWorking[i] == true)
{
SDL_JoystickClose(sdlJoystick[i]);
}
}
}
#ifdef GEKKO
/*-----------------------------------------------------------------------*/
/**
* Check the availability of Wiimote 1
* If not found, try to use the Gamecube pad if plugged.
*/
bool Joy_CheckWiimote(void)
{
int GcPadConnected = 0;
WPADData *wpad;
u32 type;
VIDEO_WaitVSync();
GcPadConnected = PAD_ScanPads();
WPAD_ScanPads();
wpad = WPAD_Data(0);
/* Wiimote 1 not found */
if (WPAD_Probe(0, &type) == WPAD_ERR_NO_CONTROLLER)
{
/* Gc controller plugged */
if (GcPadConnected == 1)
return false;
}
/* Wiimote 1 is available */
else if (WPAD_Probe(0, &type) == WPAD_ERR_NONE)
{
return true;
}
}
/*-----------------------------------------------------------------------*/
/**
* Wii hat events to ST arrow keys.
*
* FIXME: It was handled in main.c but I realized the 20 Years Atari ST demo
* had issue with hats not responding. Here, it's a quick hack with a delay
* or else in dungeon master for ex., directions are sent twice or more...
*/
static void Joy_WiiHatArrow(bool pushed)
{
int i;
static int now = 0, start = 0;
int delay = 0;
bool repeat = false;
delay = Joy_CheckRepeat();
start = SDL_GetTicks();
if (start - now > delay)
{
now = start;
repeat = true;
}
if (repeat)
{
for (i=0; i < 4; i++)
{
if (Dpad_Dir[i])
IKBD_PressSTKey(HatStArrow[i], pushed);
}
}
}
#endif
/*-----------------------------------------------------------------------*/
/**
* Read details from joystick using SDL calls
* NOTE ID is that of SDL
*/
static bool Joy_ReadJoystick(int nSdlJoyID, JOYREADING *pJoyReading)
{
/* Joystick is OK, read position from the configured joystick axis */
pJoyReading->XPos = SDL_JoystickGetAxis(sdlJoystick[nSdlJoyID], pJoyReading->XAxisID);
pJoyReading->YPos = SDL_JoystickGetAxis(sdlJoystick[nSdlJoyID], pJoyReading->YAxisID);
/* Sets bit #0 if button #1 is pressed: */
pJoyReading->Buttons = SDL_JoystickGetButton(sdlJoystick[nSdlJoyID], 0);
/* Sets bit #1 if button #2 is pressed: */
if (SDL_JoystickGetButton(sdlJoystick[nSdlJoyID], 1))
pJoyReading->Buttons |= JOY_BUTTON2;
return true;
}
/*-----------------------------------------------------------------------*/
/**
* Read PC joystick and return ST format byte, i.e. lower 4 bits direction
* and top bit fire.
* NOTE : ID 0 is Joystick 0/Mouse and ID 1 is Joystick 1 (default),
* ID 2 and 3 are STE joypads and ID 4 and 5 are parport joysticks.
*/
Uint8 Joy_GetStickData(int nStJoyId)
{
Uint8 nData = 0;
JOYREADING JoyReading;
int nSdlJoyId;
int nAxes; /* how many joystick axes are on the current selected SDL joystick? */
#ifdef GEKKO
int i;
/* Enable a second button to act as ST button only if no ST key assigned */
bool JoyWii1But2Fire = (ConfigureParams.Joysticks.Joy[0].nKeytoJoyWii1Button[1] == 0) ? 1 : 0;
bool JoyGc1ButyFire = (ConfigureParams.Joysticks.Joy[0].nKeytoJoyWii1Button[7] == 0 ) ? 1 : 0;
#endif
nSdlJoyId = ConfigureParams.Joysticks.Joy[nStJoyId].nJoyId;
nAxes = SDL_JoystickNumAxes(sdlJoystick[nSdlJoyId]);
#ifdef GEKKO
/* Open the wii virtual keyboard */
if ( SDL_JoystickGetButton(sdlJoystick[0], 5)) /* Wiimote 1 button + */
Dialog_Virtualkeybdlg();
else if ( SDL_JoystickGetButton(sdlJoystick[0], 18)) /* Classic 1 button + */
Dialog_Virtualkeybdlg();
else if ( SDL_JoystickGetButton(sdlJoystick[4], 4)) /* Gamecube pad 1 button Z */
Dialog_Virtualkeybdlg();
/* Open the wii virtual keyboard */
if ((SDL_JoystickGetButton(sdlJoystick[0], 6))
|| (SDL_JoystickGetButton(sdlJoystick[0], 19))
|| (SDL_JoystickGetButton(sdlJoystick[4], 7)))
Dialog_DoProperty();
#endif
/* Are we emulating the joystick via the keyboard? */
if (ConfigureParams.Joysticks.Joy[nStJoyId].nJoystickMode == JOYSTICK_KEYBOARD)
{
/* If holding 'SHIFT' we actually want cursor key movement, so ignore any of this */
if ( !(SDL_GetModState()&(KMOD_LSHIFT|KMOD_RSHIFT)) )
{
nData = nJoyKeyEmu[nStJoyId];
}
}
else if (ConfigureParams.Joysticks.Joy[nStJoyId].nJoystickMode == JOYSTICK_REALSTICK
&& bJoystickWorking[nSdlJoyId])
{
/* get joystick axis from configuration settings and make them plausible */
JoyReading.XAxisID = sdlJoystickMapping[nSdlJoyId]->XAxisID;
JoyReading.YAxisID = sdlJoystickMapping[nSdlJoyId]->YAxisID;
/* make selected axis IDs plausible */
if( (JoyReading.XAxisID == JoyReading.YAxisID) /* same joystick axis for two directions? */
||(JoyReading.XAxisID > nAxes) /* ID for x axis beyond nr of existing axes? */
||(JoyReading.YAxisID > nAxes) /* ID for y axis beyond nr of existing axes? */
)
{
/* define sane SDL joystick axis defaults and prepare them for saving back to the config file: */
JoyReading.XAxisID = 0;
JoyReading.YAxisID = 1;
}
/* Read real joystick and map to emulated ST joystick for emulation */
if (!Joy_ReadJoystick(nSdlJoyId, &JoyReading))
{
/* Something is wrong, we cannot read the joystick from SDL */
bJoystickWorking[nSdlJoyId] = false;
return 0;
}
/* Directions */
if (JoyReading.YPos <= JOYRANGE_UP_VALUE)
nData |= ATARIJOY_BITMASK_UP;
else if (JoyReading.YPos >= JOYRANGE_DOWN_VALUE)
nData |= ATARIJOY_BITMASK_DOWN;
if (JoyReading.XPos <= JOYRANGE_LEFT_VALUE)
nData |= ATARIJOY_BITMASK_LEFT;
else if (JoyReading.XPos >= JOYRANGE_RIGHT_VALUE)
nData |= ATARIJOY_BITMASK_RIGHT;
#ifdef GEKKO
/* Wii controllers hats as ST joystick */
if (Joy1HatMode == 0)
{
if (SDL_JoystickGetHat(sdlJoystick[nSdlJoyId], 0) & SDL_HAT_LEFT)
nData |= 0x04;
if (SDL_JoystickGetHat(sdlJoystick[nSdlJoyId], 0) & SDL_HAT_RIGHT)
nData |= 0x08;
if (SDL_JoystickGetHat(sdlJoystick[nSdlJoyId], 0) & SDL_HAT_UP)
nData |= 0x01;
if (SDL_JoystickGetHat(sdlJoystick[nSdlJoyId], 0) & SDL_HAT_DOWN)
nData |= 0x02;
}
/* Wii controller hats as ST arrow keys */
if (Joy1HatMode == 2)
{
if ((SDL_JoystickGetHat(sdlJoystick[0], 0) & SDL_HAT_CENTERED)
|| (SDL_JoystickGetHat(sdlJoystick[4], 0) & SDL_HAT_CENTERED))
{
/* Reset Wii hats */
for (i=0; i<4; i++)
{
Dpad_Dir[i] = false;
}
}
if ((SDL_JoystickGetHat(sdlJoystick[0], 0) & SDL_HAT_LEFT)
|| (SDL_JoystickGetHat(sdlJoystick[4], 0) & SDL_HAT_LEFT))
{
Dpad_Dir[0] = true;
}
if ((SDL_JoystickGetHat(sdlJoystick[0], 0) & SDL_HAT_UP)
|| (SDL_JoystickGetHat(sdlJoystick[4], 0) & SDL_HAT_UP))
{
Dpad_Dir[1] = true;
}
if ((SDL_JoystickGetHat(sdlJoystick[0], 0) & SDL_HAT_RIGHT)
|| (SDL_JoystickGetHat(sdlJoystick[4], 0) & SDL_HAT_RIGHT))
{
Dpad_Dir[2] = true;
}
if ((SDL_JoystickGetHat(sdlJoystick[0], 0) & SDL_HAT_DOWN)
|| (SDL_JoystickGetHat(sdlJoystick[4], 0) & SDL_HAT_DOWN))
{
Dpad_Dir[3] = true;
}
Joy_WiiHatArrow(true);
}
if (Joy2HatMode == 2)
{
if ((SDL_JoystickGetHat(sdlJoystick[1], 0) & SDL_HAT_CENTERED)
|| (SDL_JoystickGetHat(sdlJoystick[5], 0) & SDL_HAT_CENTERED))
{
/* Reset Wii hats */
for (i=0; i<4; i++)
{
Dpad_Dir[i] = false;
}
}
if ((SDL_JoystickGetHat(sdlJoystick[1], 0) & SDL_HAT_LEFT)
|| (SDL_JoystickGetHat(sdlJoystick[5], 0) & SDL_HAT_LEFT))
{
Dpad_Dir[0] = true;
}
if ((SDL_JoystickGetHat(sdlJoystick[1], 0) & SDL_HAT_UP)
|| (SDL_JoystickGetHat(sdlJoystick[5], 0) & SDL_HAT_UP))
{
Dpad_Dir[1] = true;
}
if ((SDL_JoystickGetHat(sdlJoystick[1], 0) & SDL_HAT_RIGHT)
|| (SDL_JoystickGetHat(sdlJoystick[5], 0) & SDL_HAT_RIGHT))
{
Dpad_Dir[2] = true;
}
if ((SDL_JoystickGetHat(sdlJoystick[1], 0) & SDL_HAT_DOWN)
|| (SDL_JoystickGetHat(sdlJoystick[5], 0) & SDL_HAT_DOWN))
{
Dpad_Dir[3] = true;
}
Joy_WiiHatArrow(true);
}
/* Default wii buttons as ST joystick button */
if (JoyReading.Buttons & JOY_BUTTON1 || SDL_JoystickGetButton(sdlJoystick[nSdlJoyId], 9) // Wiimote 1/Classic 1 button A
|| ( SDL_JoystickGetButton(sdlJoystick[0], 3) && JoyWii1But2Fire ) // Wiimote 1 button 2
|| ( SDL_JoystickGetButton(sdlJoystick[4], 3) && JoyGc1ButyFire )) // GC pad 1 button Y
nData |= ATARIJOY_BITMASK_FIRE;
#else
/* PC Joystick button 1 is set as ST joystick button */
if (JoyReading.Buttons & JOY_BUTTON1)
nData |= ATARIJOY_BITMASK_FIRE;
#endif
/* Enable PC Joystick button 2 to mimick space bar (For XenonII, Flying Shark etc...) */
if (nStJoyId == JOYID_JOYSTICK1 && (JoyReading.Buttons & JOY_BUTTON2))
{
if (ConfigureParams.Joysticks.Joy[nStJoyId].bEnableJumpOnFire2)
{
/* If "Jump on Button 2" is enabled, PC Joystick button 2 acts as "ST Joystick up" */
nData |= ATARIJOY_BITMASK_UP;
} else {
/* If "Jump on Button 2" is not enabled, PC Joystick button 2 acts as pressing SPACE on the ST keyboard */
/* Only press 'space bar' if not in NULL state */
if (!JoystickSpaceBar)
{
/* Press, ikbd will send packets and de-press */
JoystickSpaceBar = JOYSTICK_SPACE_DOWN;
}
}
}
}
/* Ignore fire button every 8 frames if enabled autofire (for both cursor emulation and joystick) */
if (ConfigureParams.Joysticks.Joy[nStJoyId].bEnableAutoFire)
{
if ((nVBLs&0x7)<4)
nData &= ~ATARIJOY_BITMASK_FIRE; /* Remove top bit! */
}
return nData;
}
/*-----------------------------------------------------------------------*/
/**
* Get the fire button states.
* Note: More than one fire buttons are only supported for real joystick,
* not for keyboard emulation!
*/
static int Joy_GetFireButtons(int nStJoyId)
{
int nButtons = 0;
int nSdlJoyId;
int i, nMaxButtons;
nSdlJoyId = ConfigureParams.Joysticks.Joy[nStJoyId].nJoyId;
/* Are we emulating the joystick via the keyboard? */
if (ConfigureParams.Joysticks.Joy[nStJoyId].nJoystickMode == JOYSTICK_KEYBOARD)
{
if (nJoyKeyEmu[nStJoyId] & 0x80)
{
nButtons |= 1;
}
}
else if (ConfigureParams.Joysticks.Joy[nStJoyId].nJoystickMode == JOYSTICK_REALSTICK
&& bJoystickWorking[nSdlJoyId])
{
nMaxButtons = SDL_JoystickNumButtons(sdlJoystick[nSdlJoyId]);
if (nMaxButtons > 17)
nMaxButtons = 17;
/* Now read all fire buttons and set a bit for each pressed button: */
for (i = 0; i < nMaxButtons; i++)
{
if (SDL_JoystickGetButton(sdlJoystick[nSdlJoyId], i))
{
nButtons |= (1 << i);
}
}
}
return nButtons;
}
/*-----------------------------------------------------------------------*/
/**
* Set joystick cursor emulation for given port. This assumes that
* if the same keys have been defined for "cursor key emulation" in
* other ports, the emulation for them has been switched off. Returns
* 1 if the port number was OK, zero for error.
*/
bool Joy_SetCursorEmulation(int port)
{
if (port < 0 || port >= JOYSTICK_COUNT) {
return false;
}
ConfigureParams.Joysticks.Joy[port].nJoystickMode = JOYSTICK_KEYBOARD;
return true;
}
/*-----------------------------------------------------------------------*/
/**
* Toggle joystick cursor emulation between port 0, port 1 and being off
* from them. When it's turned off from them, the port's previous state
* is restored
*/
void Joy_ToggleCursorEmulation(void)
{
static JOYSTICKMODE saved[2] = { JOYSTICK_DISABLED, JOYSTICK_DISABLED };
JOYSTICKMODE state;
int i, port = 2;
for (i = 0; i < 2; i++) {
state = ConfigureParams.Joysticks.Joy[i].nJoystickMode;
if (state == JOYSTICK_KEYBOARD) {
port = i;
} else {
saved[i] = state;
}
}
switch (port) {
case 0: /* (only) in port 0, disable cursor emu */
ConfigureParams.Joysticks.Joy[0].nJoystickMode = saved[0];
break;
case 1: /* (at least) in port 1, switch cursor emu to port 0 */
ConfigureParams.Joysticks.Joy[1].nJoystickMode = saved[1];
ConfigureParams.Joysticks.Joy[0].nJoystickMode = JOYSTICK_KEYBOARD;
break;
default: /* neither in port 0 or 1, enable cursor emu to port 1 */
ConfigureParams.Joysticks.Joy[1].nJoystickMode = JOYSTICK_KEYBOARD;
}
Statusbar_UpdateInfo();
}
/*-----------------------------------------------------------------------*/
/**
* Switch between joystick types in given joyport
*/
bool Joy_SwitchMode(int port)
{
int mode;
if (port < 0 || port >= JOYSTICK_COUNT) {
return false;
}
mode = (ConfigureParams.Joysticks.Joy[port].nJoystickMode + 1) % JOYSTICK_MODES;
ConfigureParams.Joysticks.Joy[port].nJoystickMode = mode;
Statusbar_UpdateInfo();
return true;
}
/*-----------------------------------------------------------------------*/
/**
* A key has been pressed down, check if we use it for joystick emulation
* via keyboard.
*/
bool Joy_KeyDown(int symkey, int modkey)
{
int i;
for (i = 0; i < JOYSTICK_COUNT; i++)
{
if (ConfigureParams.Joysticks.Joy[i].nJoystickMode == JOYSTICK_KEYBOARD
&& !(modkey & KMOD_SHIFT))
{
if (symkey == ConfigureParams.Joysticks.Joy[i].nKeyCodeUp)
{
nJoyKeyEmu[i] &= ~ATARIJOY_BITMASK_DOWN; /* Disable down */
nJoyKeyEmu[i] |= ATARIJOY_BITMASK_UP; /* Enable up */
return true;
}
else if (symkey == ConfigureParams.Joysticks.Joy[i].nKeyCodeDown)
{
nJoyKeyEmu[i] &= ~ATARIJOY_BITMASK_UP; /* Disable up */
nJoyKeyEmu[i] |= ATARIJOY_BITMASK_DOWN; /* Enable down */
return true;
}
else if (symkey == ConfigureParams.Joysticks.Joy[i].nKeyCodeLeft)
{
nJoyKeyEmu[i] &= ~ATARIJOY_BITMASK_RIGHT; /* Disable right */
nJoyKeyEmu[i] |= ATARIJOY_BITMASK_LEFT; /* Enable left */
return true;
}
else if (symkey == ConfigureParams.Joysticks.Joy[i].nKeyCodeRight)
{
nJoyKeyEmu[i] &= ~ATARIJOY_BITMASK_LEFT; /* Disable left */
nJoyKeyEmu[i] |= ATARIJOY_BITMASK_RIGHT; /* Enable right */
return true;
}
else if (symkey == ConfigureParams.Joysticks.Joy[i].nKeyCodeFire)
{
nJoyKeyEmu[i] |= ATARIJOY_BITMASK_FIRE;
return true;
}
}
}
return false;
}
/*-----------------------------------------------------------------------*/
/**
* A key has been released, check if we use it for joystick emulation
* via keyboard.
*/
bool Joy_KeyUp(int symkey, int modkey)
{
int i;
for (i = 0; i < JOYSTICK_COUNT; i++)
{
if (ConfigureParams.Joysticks.Joy[i].nJoystickMode == JOYSTICK_KEYBOARD
&& !(modkey & KMOD_SHIFT))
{
if (symkey == ConfigureParams.Joysticks.Joy[i].nKeyCodeUp)
{
nJoyKeyEmu[i] &= ~ATARIJOY_BITMASK_UP;
return true;
}
else if (symkey == ConfigureParams.Joysticks.Joy[i].nKeyCodeDown)
{
nJoyKeyEmu[i] &= ~ATARIJOY_BITMASK_DOWN;
return true;
}
else if (symkey == ConfigureParams.Joysticks.Joy[i].nKeyCodeLeft)
{
nJoyKeyEmu[i] &= ~ATARIJOY_BITMASK_LEFT;
return true;
}
else if (symkey == ConfigureParams.Joysticks.Joy[i].nKeyCodeRight)
{
nJoyKeyEmu[i] &= ~ATARIJOY_BITMASK_RIGHT;
return true;
}
else if (symkey == ConfigureParams.Joysticks.Joy[i].nKeyCodeFire)
{
nJoyKeyEmu[i] &= ~ATARIJOY_BITMASK_FIRE;
return true;
}
}
}
return false;
}
/*-----------------------------------------------------------------------*/
/**
* Read from STE joypad buttons register (0xff9200)
*/
void Joy_StePadButtons_ReadWord(void)
{
Uint16 nData = 0xffff;
if (ConfigureParams.Joysticks.Joy[JOYID_STEPADA].nJoystickMode != JOYSTICK_DISABLED
&& (nSteJoySelect & 0x0f) != 0x0f)
{
int nButtons = Joy_GetFireButtons(JOYID_STEPADA);
if (!(nSteJoySelect & 0x1))
{
if (nButtons & 0x01) /* Fire button A pressed? */
nData &= ~2;
if (nButtons & 0x10) /* Fire button PAUSE pressed? */
nData &= ~1;
}
else if (!(nSteJoySelect & 0x2))
{
if (nButtons & 0x02) /* Fire button B pressed? */
nData &= ~2;
}
else if (!(nSteJoySelect & 0x4))
{
if (nButtons & 0x04) /* Fire button C pressed? */
nData &= ~2;
}
else if (!(nSteJoySelect & 0x8))
{
if (nButtons & 0x08) /* Fire button OPTION pressed? */
nData &= ~2;
}
}
if (ConfigureParams.Joysticks.Joy[JOYID_STEPADB].nJoystickMode != JOYSTICK_DISABLED
&& (nSteJoySelect & 0xf0) != 0xf0)
{
int nButtons = Joy_GetFireButtons(JOYID_STEPADB);
if (!(nSteJoySelect & 0x10))
{
if (nButtons & 0x01) /* Fire button A pressed? */
nData &= ~8;
if (nButtons & 0x10) /* Fire button PAUSE pressed? */
nData &= ~4;
}
else if (!(nSteJoySelect & 0x20))
{
if (nButtons & 0x02) /* Fire button B pressed? */
nData &= ~8;
}
else if (!(nSteJoySelect & 0x40))
{
if (nButtons & 0x04) /* Fire button C pressed? */
nData &= ~8;
}
else if (!(nSteJoySelect & 0x80))
{
if (nButtons & 0x08) /* Fire button OPTION pressed? */
nData &= ~8;
}
}
Dprintf(("0xff9200 -> 0x%04x\n", nData));
IoMem_WriteWord(0xff9200, nData);
}
/*-----------------------------------------------------------------------*/
/**
* Read from STE joypad direction/buttons register (0xff9202)
*
* This is used e.g. by Reservoir Gods' Tautology II
*/
void Joy_StePadMulti_ReadWord(void)
{
Uint16 nData = 0xff;
if (ConfigureParams.Joysticks.Joy[JOYID_STEPADA].nJoystickMode != JOYSTICK_DISABLED
&& (nSteJoySelect & 0x0f) != 0x0f)
{
nData &= 0xf0;
if (!(nSteJoySelect & 0x1))
{
nData |= ~Joy_GetStickData(JOYID_STEPADA) & 0x0f;
}
else if (!(nSteJoySelect & 0x2))
{
nData |= ~(Joy_GetFireButtons(JOYID_STEPADA) >> 13) & 0x0f;
}
else if (!(nSteJoySelect & 0x4))
{
nData |= ~(Joy_GetFireButtons(JOYID_STEPADA) >> 9) & 0x0f;
}
else if (!(nSteJoySelect & 0x8))
{
nData |= ~(Joy_GetFireButtons(JOYID_STEPADA) >> 5) & 0x0f;
}
}
if (ConfigureParams.Joysticks.Joy[JOYID_STEPADB].nJoystickMode != JOYSTICK_DISABLED
&& (nSteJoySelect & 0xf0) != 0xf0)
{
nData &= 0x0f;
if (!(nSteJoySelect & 0x10))
{
nData |= ~Joy_GetStickData(JOYID_STEPADB) << 4;
}
else if (!(nSteJoySelect & 0x20))
{
nData |= ~(Joy_GetFireButtons(JOYID_STEPADB) >> (13-4)) & 0xf0;
}
else if (!(nSteJoySelect & 0x40))
{
nData |= ~(Joy_GetFireButtons(JOYID_STEPADB) >> (9-4)) & 0xf0;
}
else if (!(nSteJoySelect & 0x80))
{
nData |= ~(Joy_GetFireButtons(JOYID_STEPADB) >> (5-4)) & 0xf0;
}
}
nData = (nData << 8) | 0x0ff;
Dprintf(("0xff9202 -> 0x%04x\n", nData));
IoMem_WriteWord(0xff9202, nData);
}
/*-----------------------------------------------------------------------*/
/**
* Write to STE joypad selection register (0xff9202)
*/
void Joy_StePadMulti_WriteWord(void)
{
nSteJoySelect = IoMem_ReadWord(0xff9202);
Dprintf(("0xff9202 <- 0x%04x\n", nSteJoySelect));
}