1 | //============================================================================ |
2 | // |
3 | // SSSS tt lll lll |
4 | // SS SS tt ll ll |
5 | // SS tttttt eeee ll ll aaaa |
6 | // SSSS tt ee ee ll ll aa |
7 | // SS tt eeeeee ll ll aaaaa -- "An Atari 2600 VCS Emulator" |
8 | // SS SS tt ee ll ll aa aa |
9 | // SSSS ttt eeeee llll llll aaaaa |
10 | // |
11 | // Copyright (c) 1995-2019 by Bradford W. Mott, Stephen Anthony |
12 | // and the Stella Team |
13 | // |
14 | // See the file "License.txt" for information on usage and redistribution of |
15 | // this file, and for a DISCLAIMER OF ALL WARRANTIES. |
16 | //============================================================================ |
17 | |
18 | #ifndef GENESIS_HXX |
19 | #define GENESIS_HXX |
20 | |
21 | #include "bspf.hxx" |
22 | #include "Control.hxx" |
23 | #include "Event.hxx" |
24 | |
25 | /** |
26 | The standard Sega Genesis controller works with the 2600 console for |
27 | joystick directions and some of the buttons. Button 'B' corresponds to |
28 | the normal fire button (joy0fire), while button 'C' is read through |
29 | INPT1 (analog pin 5). |
30 | |
31 | @author Stephen Anthony |
32 | */ |
33 | class Genesis : public Controller |
34 | { |
35 | public: |
36 | /** |
37 | Create a new Genesis gamepad plugged into the specified jack |
38 | |
39 | @param jack The jack the controller is plugged into |
40 | @param event The event object to use for events |
41 | @param system The system using this controller |
42 | */ |
43 | Genesis(Jack jack, const Event& event, const System& system); |
44 | virtual ~Genesis() = default; |
45 | |
46 | public: |
47 | /** |
48 | Update the entire digital and analog pin state according to the |
49 | events currently set. |
50 | */ |
51 | void update() override; |
52 | |
53 | /** |
54 | Returns the name of this controller. |
55 | */ |
56 | string name() const override { return "Genesis" ; } |
57 | |
58 | /** |
59 | Determines how this controller will treat values received from the |
60 | X/Y axis and left/right buttons of the mouse. Since not all controllers |
61 | use the mouse the same way (or at all), it's up to the specific class to |
62 | decide how to use this data. |
63 | |
64 | In the current implementation, the left button is tied to the X axis, |
65 | and the right one tied to the Y axis. |
66 | |
67 | @param xtype The controller to use for x-axis data |
68 | @param xid The controller ID to use for x-axis data (-1 for no id) |
69 | @param ytype The controller to use for y-axis data |
70 | @param yid The controller ID to use for y-axis data (-1 for no id) |
71 | |
72 | @return Whether the controller supports using the mouse |
73 | */ |
74 | bool setMouseControl( |
75 | Controller::Type xtype, int xid, Controller::Type ytype, int yid) override; |
76 | |
77 | private: |
78 | // Pre-compute the events we care about based on given port |
79 | // This will eliminate test for left or right port in update() |
80 | Event::Type myUpEvent, myDownEvent, myLeftEvent, myRightEvent, |
81 | myFire1Event, myFire2Event; |
82 | |
83 | // Controller to emulate in normal mouse axis mode |
84 | int myControlID; |
85 | |
86 | private: |
87 | // Following constructors and assignment operators not supported |
88 | Genesis() = delete; |
89 | Genesis(const Genesis&) = delete; |
90 | Genesis(Genesis&&) = delete; |
91 | Genesis& operator=(const Genesis&) = delete; |
92 | Genesis& operator=(Genesis&&) = delete; |
93 | }; |
94 | |
95 | #endif |
96 | |