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454 lines
15 KiB
C
454 lines
15 KiB
C
/***********************************************************************************
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Snes9x - Portable Super Nintendo Entertainment System (TM) emulator.
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(c) Copyright 1996 - 2002 Gary Henderson (gary.henderson@ntlworld.com),
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Jerremy Koot (jkoot@snes9x.com)
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(c) Copyright 2002 - 2004 Matthew Kendora
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(c) Copyright 2002 - 2005 Peter Bortas (peter@bortas.org)
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(c) Copyright 2004 - 2005 Joel Yliluoma (http://iki.fi/bisqwit/)
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(c) Copyright 2001 - 2006 John Weidman (jweidman@slip.net)
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(c) Copyright 2002 - 2006 funkyass (funkyass@spam.shaw.ca),
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Kris Bleakley (codeviolation@hotmail.com)
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(c) Copyright 2002 - 2010 Brad Jorsch (anomie@users.sourceforge.net),
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Nach (n-a-c-h@users.sourceforge.net),
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zones (kasumitokoduck@yahoo.com)
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(c) Copyright 2006 - 2007 nitsuja
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(c) Copyright 2009 - 2010 BearOso,
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OV2
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BS-X C emulator code
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(c) Copyright 2005 - 2006 Dreamer Nom,
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zones
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C4 x86 assembler and some C emulation code
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(c) Copyright 2000 - 2003 _Demo_ (_demo_@zsnes.com),
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Nach,
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zsKnight (zsknight@zsnes.com)
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C4 C++ code
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(c) Copyright 2003 - 2006 Brad Jorsch,
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Nach
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DSP-1 emulator code
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(c) Copyright 1998 - 2006 _Demo_,
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Andreas Naive (andreasnaive@gmail.com),
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Gary Henderson,
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Ivar (ivar@snes9x.com),
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John Weidman,
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Kris Bleakley,
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Matthew Kendora,
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Nach,
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neviksti (neviksti@hotmail.com)
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DSP-2 emulator code
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(c) Copyright 2003 John Weidman,
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Kris Bleakley,
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Lord Nightmare (lord_nightmare@users.sourceforge.net),
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Matthew Kendora,
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neviksti
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DSP-3 emulator code
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(c) Copyright 2003 - 2006 John Weidman,
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Kris Bleakley,
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Lancer,
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z80 gaiden
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DSP-4 emulator code
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(c) Copyright 2004 - 2006 Dreamer Nom,
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John Weidman,
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Kris Bleakley,
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Nach,
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z80 gaiden
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OBC1 emulator code
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(c) Copyright 2001 - 2004 zsKnight,
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pagefault (pagefault@zsnes.com),
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Kris Bleakley
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Ported from x86 assembler to C by sanmaiwashi
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SPC7110 and RTC C++ emulator code used in 1.39-1.51
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(c) Copyright 2002 Matthew Kendora with research by
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zsKnight,
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John Weidman,
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Dark Force
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SPC7110 and RTC C++ emulator code used in 1.52+
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(c) Copyright 2009 byuu,
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neviksti
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S-DD1 C emulator code
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(c) Copyright 2003 Brad Jorsch with research by
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Andreas Naive,
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John Weidman
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S-RTC C emulator code
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(c) Copyright 2001 - 2006 byuu,
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John Weidman
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ST010 C++ emulator code
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(c) Copyright 2003 Feather,
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John Weidman,
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Kris Bleakley,
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Matthew Kendora
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Super FX x86 assembler emulator code
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(c) Copyright 1998 - 2003 _Demo_,
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pagefault,
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zsKnight
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Super FX C emulator code
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(c) Copyright 1997 - 1999 Ivar,
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Gary Henderson,
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John Weidman
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Sound emulator code used in 1.5-1.51
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(c) Copyright 1998 - 2003 Brad Martin
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(c) Copyright 1998 - 2006 Charles Bilyue'
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Sound emulator code used in 1.52+
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(c) Copyright 2004 - 2007 Shay Green (gblargg@gmail.com)
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SH assembler code partly based on x86 assembler code
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(c) Copyright 2002 - 2004 Marcus Comstedt (marcus@mc.pp.se)
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2xSaI filter
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(c) Copyright 1999 - 2001 Derek Liauw Kie Fa
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HQ2x, HQ3x, HQ4x filters
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(c) Copyright 2003 Maxim Stepin (maxim@hiend3d.com)
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NTSC filter
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(c) Copyright 2006 - 2007 Shay Green
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GTK+ GUI code
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(c) Copyright 2004 - 2010 BearOso
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Win32 GUI code
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(c) Copyright 2003 - 2006 blip,
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funkyass,
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Matthew Kendora,
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Nach,
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nitsuja
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(c) Copyright 2009 - 2010 OV2
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Mac OS GUI code
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(c) Copyright 1998 - 2001 John Stiles
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(c) Copyright 2001 - 2010 zones
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Specific ports contains the works of other authors. See headers in
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individual files.
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Snes9x homepage: http://www.snes9x.com/
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Permission to use, copy, modify and/or distribute Snes9x in both binary
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and source form, for non-commercial purposes, is hereby granted without
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fee, providing that this license information and copyright notice appear
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with all copies and any derived work.
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This software is provided 'as-is', without any express or implied
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warranty. In no event shall the authors be held liable for any damages
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arising from the use of this software or it's derivatives.
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Snes9x is freeware for PERSONAL USE only. Commercial users should
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seek permission of the copyright holders first. Commercial use includes,
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but is not limited to, charging money for Snes9x or software derived from
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Snes9x, including Snes9x or derivatives in commercial game bundles, and/or
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using Snes9x as a promotion for your commercial product.
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The copyright holders request that bug fixes and improvements to the code
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should be forwarded to them so everyone can benefit from the modifications
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in future versions.
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Super NES and Super Nintendo Entertainment System are trademarks of
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Nintendo Co., Limited and its subsidiary companies.
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***********************************************************************************/
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#include "port.h"
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#ifndef _CONTROLS_H_
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#define _CONTROLS_H_
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#define S9xNoMapping 0
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#define S9xButtonJoypad 1
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#define S9xButtonMouse 2
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#define S9xButtonSuperscope 3
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#define S9xButtonJustifier 4
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#define S9xButtonCommand 5
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#define S9xButtonMulti 6
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#define S9xAxisJoypad 7
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#define S9xPointer 8
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#define S9xButtonPseudopointer 254
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#define S9xAxisPseudopointer 253
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#define S9xAxisPseudobuttons 252
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// These are automatically kicked out to the S9xHandlePortCommand function.
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// If your port wants to define port-specific commands or whatever, use these values for the s9xcommand_t type field.
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#define S9xButtonPort 251
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#define S9xAxisPort 250
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#define S9xPointerPort 249
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#define S9xBadMapping 255
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#define InvalidControlID ((uint32) -1)
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// S9xButtonPseudopointer and S9xAxisPseudopointer will report pointer motion using IDs PseudoPointerBase through PseudoPointerBase+7.
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// S9xAxisPseudopointer command types. S9xAxisPseudobuttons will report buttons with IDs PseudoButtonBase to PseudoButtonBase+255.
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#define PseudoPointerBase (InvalidControlID - 8)
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#define PseudoButtonBase (PseudoPointerBase - 256)
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typedef struct
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{
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uint8 type;
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uint8 multi_press:2;
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uint8 button_norpt:1;
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union
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{
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union
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{
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struct
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{
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uint8 idx:3; // Pad number 0-7
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uint8 toggle:1; // If set, toggle turbo/sticky for the button
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uint8 turbo:1; // If set, be a 'turbo' button
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uint8 sticky:1; // If set, toggle button state (on/turbo or off) when pressed and do nothing on release
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uint16 buttons; // Which buttons to actuate. Use SNES_*_MASK constants from snes9x.h
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} joypad;
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struct
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{
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uint8 idx:1; // Mouse number 0-1
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uint8 left:1; // buttons
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uint8 right:1;
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} mouse;
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struct
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{
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uint8 fire:1;
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uint8 cursor:1;
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uint8 turbo:1;
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uint8 pause:1;
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uint8 aim_offscreen:1; // Pretend we're pointing the gun offscreen (ignore the pointer)
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} scope;
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struct
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{
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uint8 idx:3; // Pseudo-pointer number 0-7
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uint8 speed_type:2; // 0=variable, 1=slow, 2=med, 3=fast
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int8 UD:2; // -1=up, 1=down, 0=no vertical motion
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int8 LR:2; // -1=left, 1=right, 0=no horizontal motion
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} pointer;
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struct
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{
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uint8 idx:1; // Justifier number 0-1
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uint8 trigger:1; // buttons
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uint8 start:1;
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uint8 aim_offscreen:1; // Pretend we're pointing the gun offscreen (ignore the pointer)
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} justifier;
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int32 multi_idx;
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uint16 command;
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} button;
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union
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{
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struct
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{
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uint8 idx:3; // Pad number 0-7
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uint8 invert:1; // 1 = positive is Left/Up/Y/X/L
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uint8 axis:3; // 0=Left/Right, 1=Up/Down, 2=Y/A, 3=X/B, 4=L/R
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uint8 threshold; // (threshold+1)/256% deflection is a button press
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} joypad;
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struct
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{
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uint8 idx:3; // Pseudo-pointer number 0-7
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uint8 speed_type:2; // 0=variable, 1=slow, 2=med, 3=fast
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uint8 invert:1; // 1 = invert axis, so positive is up/left
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uint8 HV:1; // 0=horizontal, 1=vertical
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} pointer;
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struct
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{
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uint8 threshold; // (threshold+1)/256% deflection is a button press
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uint8 negbutton; // Button ID for negative deflection
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uint8 posbutton; // Button ID for positive deflection
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} button;
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} axis;
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struct // Which SNES-pointers to control with this pointer
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{
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uint16 aim_mouse0:1;
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uint16 aim_mouse1:1;
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uint16 aim_scope:1;
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uint16 aim_justifier0:1;
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uint16 aim_justifier1:1;
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} pointer;
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uint8 port[4];
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};
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} s9xcommand_t;
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// Starting out...
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void S9xUnmapAllControls (void);
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// Setting which controllers are plugged in.
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enum controllers
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{
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CTL_NONE, // all ids ignored
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CTL_JOYPAD, // use id1 to specify 0-7
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CTL_MOUSE, // use id1 to specify 0-1
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CTL_SUPERSCOPE,
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CTL_JUSTIFIER, // use id1: 0=one justifier, 1=two justifiers
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CTL_MP5 // use id1-id4 to specify pad 0-7 (or -1)
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};
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void S9xSetController (int port, enum controllers controller, int8 id1, int8 id2, int8 id3, int8 id4); // port=0-1
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void S9xGetController (int port, enum controllers *controller, int8 *id1, int8 *id2, int8 *id3, int8 *id4);
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void S9xReportControllers (void);
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// Call this when you're done with S9xSetController, or if you change any of the controller Settings.*Master flags.
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// Returns true if something was disabled.
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bool S9xVerifyControllers (void);
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// Functions for translation s9xcommand_t's into strings, and vice versa.
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// free() the returned string after you're done with it.
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char * S9xGetCommandName (s9xcommand_t command);
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s9xcommand_t S9xGetCommandT (const char *name);
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// Returns an array of strings naming all the snes9x commands.
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// Note that this is only the strings for S9xButtonCommand!
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// The idea is that this would be used for a pull-down list in a config GUI. DO NOT free() the returned value.
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const char ** S9xGetAllSnes9xCommands (void);
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// Generic mapping functions
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s9xcommand_t S9xGetMapping (uint32 id);
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void S9xUnmapID (uint32 id);
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// Button mapping functions.
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// If a button is mapped with poll=TRUE, then S9xPollButton will be called whenever snes9x feels a need for that mapping.
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// Otherwise, snes9x will assume you will call S9xReportButton() whenever the button state changes.
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// S9xMapButton() will fail and return FALSE if mapping.type isn't an S9xButton* type.
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bool S9xMapButton (uint32 id, s9xcommand_t mapping, bool poll);
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void S9xReportButton (uint32 id, bool pressed);
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// Pointer mapping functions.
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// If a pointer is mapped with poll=TRUE, then S9xPollPointer will be called whenever snes9x feels a need for that mapping.
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// Otherwise, snes9x will assume you will call S9xReportPointer() whenever the pointer position changes.
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// S9xMapPointer() will fail and return FALSE if mapping.type isn't an S9xPointer* type.
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// Note that position [0,0] is considered the upper-left corner of the 'screen',
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// and either [255,223] or [255,239] is the lower-right.
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// Note that the SNES mouse doesn't aim at a particular point,
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// so the SNES's idea of where the mouse pointer is will probably differ from your OS's idea.
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bool S9xMapPointer (uint32 id, s9xcommand_t mapping, bool poll);
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void S9xReportPointer (uint32 id, int16 x, int16 y);
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// Axis mapping functions.
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// If an axis is mapped with poll=TRUE, then S9xPollAxis will be called whenever snes9x feels a need for that mapping.
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// Otherwise, snes9x will assume you will call S9xReportAxis() whenever the axis deflection changes.
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// S9xMapAxis() will fail and return FALSE if mapping.type isn't an S9xAxis* type.
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// Note that value is linear -32767 through 32767 with 0 being no deflection.
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// If your axis reports differently you should transform the value before passing it to S9xReportAxis().
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bool S9xMapAxis (uint32 id, s9xcommand_t mapping, bool poll);
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void S9xReportAxis (uint32 id, int16 value);
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// Do whatever the s9xcommand_t says to do.
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// 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.
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// If cmd.type is an axis, data1 holds the deflection value.
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// If cmd.type is a pointer, data1 and data2 are the positions of the pointer.
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void S9xApplyCommand (s9xcommand_t cmd, int16 data1, int16 data2);
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//////////
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// These functions are called by snes9x into your port, so each port should implement them.
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// If something was mapped with poll=TRUE, these functions will be called when snes9x needs the button/axis/pointer state.
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// Fill in the reference options as appropriate.
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bool S9xPollButton (uint32 id, bool *pressed);
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bool S9xPollPointer (uint32 id, int16 *x, int16 *y);
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bool S9xPollAxis (uint32 id, int16 *value);
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// These are called when snes9x tries to apply a command with a S9x*Port type.
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// data1 and data2 are filled in like S9xApplyCommand.
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void S9xHandlePortCommand (s9xcommand_t cmd, int16 data1, int16 data2);
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// Called before already-read SNES joypad data is being used by the game if your port defines SNES_JOY_READ_CALLBACKS.
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#ifdef SNES_JOY_READ_CALLBACKS
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void S9xOnSNESPadRead (void);
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#endif
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// These are for your use.
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s9xcommand_t S9xGetPortCommandT (const char *name);
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char * S9xGetPortCommandName (s9xcommand_t command);
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void S9xSetupDefaultKeymap (void);
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bool8 S9xMapInput (const char *name, s9xcommand_t *cmd);
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//////////
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// These functions are called from snes9x into this subsystem. No need to use them from a port.
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// Use when resetting snes9x.
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void S9xControlsReset (void);
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void S9xControlsSoftReset (void);
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// Use when writing to $4016.
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void S9xSetJoypadLatch (bool latch);
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// Use when reading $4016/7 (JOYSER0 and JOYSER1).
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uint8 S9xReadJOYSERn (int n);
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// End-Of-Frame processing. Sets gun latch variables and tries to draw crosshairs
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void S9xControlEOF (void);
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// Functions and a structure for snapshot.
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struct SControlSnapshot
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{
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uint8 ver;
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uint8 port1_read_idx[2];
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uint8 dummy1[4]; // for future expansion
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uint8 port2_read_idx[2];
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uint8 dummy2[4];
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uint8 mouse_speed[2];
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uint8 justifier_select;
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uint8 dummy3[8];
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bool8 pad_read, pad_read_last;
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uint8 internal[60]; // yes, we need to save this!
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};
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void S9xControlPreSaveState (struct SControlSnapshot *s);
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void S9xControlPostLoadState (struct SControlSnapshot *s);
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#endif
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