| 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 JOYSTICK_HXX |
| 19 | #define JOYSTICK_HXX |
| 20 | |
| 21 | #include "bspf.hxx" |
| 22 | #include "Control.hxx" |
| 23 | #include "Event.hxx" |
| 24 | |
| 25 | /** |
| 26 | The standard Atari 2600 joystick controller. |
| 27 | |
| 28 | @author Bradford W. Mott |
| 29 | */ |
| 30 | class Joystick : public Controller |
| 31 | { |
| 32 | public: |
| 33 | /** |
| 34 | Create a new joystick controller plugged into the specified jack |
| 35 | |
| 36 | @param jack The jack the controller is plugged into |
| 37 | @param event The event object to use for events |
| 38 | @param system The system using this controller |
| 39 | */ |
| 40 | Joystick(Jack jack, const Event& event, const System& system); |
| 41 | virtual ~Joystick() = default; |
| 42 | |
| 43 | public: |
| 44 | /** |
| 45 | Update the entire digital and analog pin state according to the |
| 46 | events currently set. |
| 47 | */ |
| 48 | void update() override; |
| 49 | |
| 50 | /** |
| 51 | Returns the name of this controller. |
| 52 | */ |
| 53 | string name() const override { return "Joystick" ; } |
| 54 | |
| 55 | /** |
| 56 | Determines how this controller will treat values received from the |
| 57 | X/Y axis and left/right buttons of the mouse. Since not all controllers |
| 58 | use the mouse the same way (or at all), it's up to the specific class to |
| 59 | decide how to use this data. |
| 60 | |
| 61 | In the current implementation, the left button is tied to the X axis, |
| 62 | and the right one tied to the Y axis. |
| 63 | |
| 64 | @param xtype The controller to use for x-axis data |
| 65 | @param xid The controller ID to use for x-axis data (-1 for no id) |
| 66 | @param ytype The controller to use for y-axis data |
| 67 | @param yid The controller ID to use for y-axis data (-1 for no id) |
| 68 | |
| 69 | @return Whether the controller supports using the mouse |
| 70 | */ |
| 71 | bool setMouseControl( |
| 72 | Controller::Type xtype, int xid, Controller::Type ytype, int yid) override; |
| 73 | |
| 74 | /** |
| 75 | Sets the deadzone amount for real analog joysticks. |
| 76 | Technically, this isn't really used by the Joystick class at all, |
| 77 | but it seemed like the best place to put it. |
| 78 | */ |
| 79 | static void setDeadZone(int deadzone); |
| 80 | inline static int deadzone() { return _DEAD_ZONE; } |
| 81 | |
| 82 | private: |
| 83 | // Pre-compute the events we care about based on given port |
| 84 | // This will eliminate test for left or right port in update() |
| 85 | Event::Type myUpEvent, myDownEvent, myLeftEvent, myRightEvent, |
| 86 | myXAxisValue, myYAxisValue, myFireEvent; |
| 87 | |
| 88 | // Controller to emulate in normal mouse axis mode |
| 89 | int myControlID; |
| 90 | |
| 91 | static int _DEAD_ZONE; |
| 92 | |
| 93 | private: |
| 94 | // Following constructors and assignment operators not supported |
| 95 | Joystick() = delete; |
| 96 | Joystick(const Joystick&) = delete; |
| 97 | Joystick(Joystick&&) = delete; |
| 98 | Joystick& operator=(const Joystick&) = delete; |
| 99 | Joystick& operator=(Joystick&&) = delete; |
| 100 | }; |
| 101 | |
| 102 | #endif |
| 103 | |