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*/
33class 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