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2021-08-07 20:15:13 +02:00

151 lines
4.5 KiB
C

/*****************************************************************************\
Snes9x - Portable Super Nintendo Entertainment System (TM) emulator.
This file is licensed under the Snes9x License.
For further information, consult the LICENSE file in the root directory.
\*****************************************************************************/
#ifndef _CONTROLS_H_
#define _CONTROLS_H_
#define S9xNoMapping 0
#define S9xButtonJoypad 1
#define S9xButtonCommand 2
// These are automatically kicked out to the S9xHandlePortCommand function.
// If your port wants to define port-specific commands or whatever, use these values for the s9xcommand_t type field.
#define S9xButtonPort 251
#define S9xBadMapping 255
#define InvalidControlID ((uint32) -1)
typedef struct
{
uint8 type;
uint8 multi_press:2;
uint8 button_norpt:1;
union
{
union
{
struct
{
uint8 idx:3; // Pad number 0-7
uint8 toggle:1; // If set, toggle turbo/sticky for the button
uint8 turbo:1; // If set, be a 'turbo' button
uint8 sticky:1; // If set, toggle button state (on/turbo or off) when pressed and do nothing on release
uint16 buttons; // Which buttons to actuate. Use SNES_*_MASK constants from snes9x.h
} joypad;
int32 multi_idx;
uint16 command;
} button;
uint8 port[4];
};
} s9xcommand_t;
// Starting out...
void S9xUnmapAllControls (void);
// Setting which controllers are plugged in.
enum controllers
{
CTL_NONE, // all ids ignored
CTL_JOYPAD, // use id1 to specify 0-7
};
void S9xSetController (int port, enum controllers controller, int8 id1, int8 id2, int8 id3, int8 id4); // port=0-1
// Functions for translation s9xcommand_t's into strings, and vice versa.
// free() the returned string after you're done with it.
s9xcommand_t S9xGetCommandT (const char *name);
// Generic mapping functions
s9xcommand_t S9xGetMapping (uint32 id);
void S9xUnmapID (uint32 id);
// Button mapping functions.
// If a button is mapped with poll=TRUE, then S9xPollButton will be called whenever snes9x feels a need for that mapping.
// Otherwise, snes9x will assume you will call S9xReportButton() whenever the button state changes.
// S9xMapButton() will fail and return FALSE if mapping.type isn't an S9xButton* type.
bool S9xMapButton (uint32 id, s9xcommand_t mapping, bool poll);
void S9xReportButton (uint32 id, bool pressed);
// Do whatever the s9xcommand_t says to do.
// If cmd.type is a button type, data1 should be TRUE (non-0) or FALSE (0) to indicate whether the 'button' is pressed or released.
// If cmd.type is an axis, data1 holds the deflection value.
// If cmd.type is a pointer, data1 and data2 are the positions of the pointer.
void S9xApplyCommand (s9xcommand_t cmd, int16 data1, int16 data2);
//////////
// These functions are called by snes9x into your port, so each port should implement them.
// If something was mapped with poll=TRUE, these functions will be called when snes9x needs the button/axis/pointer state.
// Fill in the reference options as appropriate.
bool S9xPollButton (uint32 id, bool *pressed);
// These are called when snes9x tries to apply a command with a S9x*Port type.
// data1 and data2 are filled in like S9xApplyCommand.
void S9xHandlePortCommand (s9xcommand_t cmd, int16 data1, int16 data2);
// Called before already-read SNES joypad data is being used by the game if your port defines SNES_JOY_READ_CALLBACKS.
#ifdef SNES_JOY_READ_CALLBACKS
void S9xOnSNESPadRead (void);
#endif
// These are for your use.
s9xcommand_t S9xGetPortCommandT (const char *name);
char * S9xGetPortCommandName (s9xcommand_t command);
void S9xSetupDefaultKeymap (void);
bool8 S9xMapInput (const char *name, s9xcommand_t *cmd);
//////////
// These functions are called from snes9x into this subsystem. No need to use them from a port.
// Use when resetting snes9x.
void S9xControlsReset (void);
// Use when writing to $4016.
void S9xSetJoypadLatch (bool latch);
// Use when reading $4016/7 (JOYSER0 and JOYSER1).
uint8 S9xReadJOYSERn (int n);
// End-Of-Frame processing. Sets gun latch variables and tries to draw crosshairs
void S9xControlEOF (void);
// Functions and a structure for snapshot.
struct SControlSnapshot
{
uint8 ver;
uint8 port1_read_idx[2];
uint8 dummy1[4]; // for future expansion
uint8 port2_read_idx[2];
uint8 dummy2[4];
bool8 pad_read, pad_read_last;
uint8 internal[60]; // yes, we need to save this!
uint8 internal_macs[5];
};
void S9xControlPreSaveState (struct SControlSnapshot *s);
void S9xControlPostLoadState (struct SControlSnapshot *s);
#endif