203 lines
7.5 KiB
C++
203 lines
7.5 KiB
C++
#include "gamepad.h"
|
|
#include <SDL2/SDL.h>
|
|
#include "z80.h"
|
|
#include "zx_ula.h"
|
|
#include <vector>
|
|
|
|
#define GAMEPAD_BUTTON_LEFT 0
|
|
#define GAMEPAD_BUTTON_RIGHT 1
|
|
#define GAMEPAD_BUTTON_UP 2
|
|
#define GAMEPAD_BUTTON_DOWN 3
|
|
#define GAMEPAD_BUTTON_FIRE 4
|
|
|
|
namespace gamepad
|
|
{
|
|
struct gamepad_t
|
|
{
|
|
SDL_GameController *gamepad;
|
|
int32_t index;
|
|
uint8_t type;
|
|
bool buttons[5] { false, false, false, false, false };
|
|
};
|
|
|
|
std::vector<gamepad_t> gamepads;
|
|
bool kempston_active = false;
|
|
|
|
int kempston_port_in(int port)
|
|
{
|
|
for (auto gamepad: gamepads)
|
|
{
|
|
if (gamepad.type == GAMEPAD_TYPE_KEMPSTON)
|
|
{
|
|
uint8_t result = 0;
|
|
if (gamepad.buttons[GAMEPAD_BUTTON_FIRE]) result |= 0x10;
|
|
if (gamepad.buttons[GAMEPAD_BUTTON_UP]) result |= 0x08;
|
|
if (gamepad.buttons[GAMEPAD_BUTTON_DOWN]) result |= 0x04;
|
|
if (gamepad.buttons[GAMEPAD_BUTTON_LEFT]) result |= 0x02;
|
|
if (gamepad.buttons[GAMEPAD_BUTTON_RIGHT]) result |= 0x01;
|
|
return result;
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
void init()
|
|
{
|
|
z80::connect_port(0x1f, 0x001f, kempston_port_in, nullptr);
|
|
}
|
|
|
|
uint8_t getNextType()
|
|
{
|
|
uint8_t next_type = GAMEPAD_TYPE_SINCLAIR_1;
|
|
bool found = false;
|
|
while (!found)
|
|
{
|
|
found = true;
|
|
for (auto gamepad : gamepads)
|
|
{
|
|
if (gamepad.type == next_type)
|
|
{
|
|
found = false;
|
|
next_type++;
|
|
if (next_type == GAMEPAD_TYPE_CUSTOM) return next_type;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
return next_type;
|
|
}
|
|
|
|
uint8_t add(int32_t index, uint8_t type)
|
|
{
|
|
if (SDL_IsGameController(index)) {
|
|
gamepad_t gamepad;
|
|
gamepad.gamepad = SDL_GameControllerOpen(index);
|
|
if (SDL_GameControllerGetAttached(gamepad.gamepad) == SDL_TRUE) SDL_GameControllerEventState(SDL_ENABLE);
|
|
gamepad.index = index;
|
|
gamepad.type = ( (type == GAMEPAD_TYPE_ANY) ? getNextType() : type );
|
|
gamepads.push_back(gamepad);
|
|
}
|
|
return gamepads.size()-1;
|
|
}
|
|
|
|
void remove(int32_t index)
|
|
{
|
|
SDL_GameController *game_controller = SDL_GameControllerFromInstanceID(index);
|
|
for (int i=0; i<gamepads.size(); ++i)
|
|
{
|
|
if (gamepads[i].gamepad == game_controller) {
|
|
gamepads.erase(gamepads.begin()+i);
|
|
break;
|
|
}
|
|
}
|
|
|
|
SDL_GameControllerClose(game_controller);
|
|
}
|
|
|
|
void buttonDown(int32_t index, uint8_t button)
|
|
{
|
|
SDL_GameController *game_controller = SDL_GameControllerFromInstanceID(index);
|
|
for (auto& gamepad : gamepads)
|
|
{
|
|
if (gamepad.gamepad == game_controller)
|
|
{
|
|
switch(button)
|
|
{
|
|
case SDL_CONTROLLER_BUTTON_DPAD_LEFT: gamepad.buttons[GAMEPAD_BUTTON_LEFT]=true; break;
|
|
case SDL_CONTROLLER_BUTTON_DPAD_RIGHT: gamepad.buttons[GAMEPAD_BUTTON_RIGHT]=true; break;
|
|
case SDL_CONTROLLER_BUTTON_DPAD_DOWN: gamepad.buttons[GAMEPAD_BUTTON_DOWN]=true; break;
|
|
case SDL_CONTROLLER_BUTTON_DPAD_UP: gamepad.buttons[GAMEPAD_BUTTON_UP]=true; break;
|
|
case SDL_CONTROLLER_BUTTON_A: gamepad.buttons[GAMEPAD_BUTTON_FIRE]=true; break;
|
|
}
|
|
|
|
switch(gamepad.type)
|
|
{
|
|
case GAMEPAD_TYPE_SINCLAIR_1:
|
|
switch(button)
|
|
{
|
|
case SDL_CONTROLLER_BUTTON_DPAD_LEFT: zx_ula::keydown('1'); break;
|
|
case SDL_CONTROLLER_BUTTON_DPAD_RIGHT: zx_ula::keydown('2'); break;
|
|
case SDL_CONTROLLER_BUTTON_DPAD_DOWN: zx_ula::keydown('3'); break;
|
|
case SDL_CONTROLLER_BUTTON_DPAD_UP: zx_ula::keydown('4'); break;
|
|
case SDL_CONTROLLER_BUTTON_A: zx_ula::keydown('5'); break;
|
|
}
|
|
break;
|
|
case GAMEPAD_TYPE_SINCLAIR_2:
|
|
switch(button)
|
|
{
|
|
case SDL_CONTROLLER_BUTTON_DPAD_LEFT: zx_ula::keydown('6'); break;
|
|
case SDL_CONTROLLER_BUTTON_DPAD_RIGHT: zx_ula::keydown('7'); break;
|
|
case SDL_CONTROLLER_BUTTON_DPAD_DOWN: zx_ula::keydown('8'); break;
|
|
case SDL_CONTROLLER_BUTTON_DPAD_UP: zx_ula::keydown('9'); break;
|
|
case SDL_CONTROLLER_BUTTON_A: zx_ula::keydown('0'); break;
|
|
}
|
|
break;
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
void buttonUp(int32_t index, uint8_t button)
|
|
{
|
|
SDL_GameController *game_controller = SDL_GameControllerFromInstanceID(index);
|
|
for (auto& gamepad : gamepads)
|
|
{
|
|
if (gamepad.gamepad == game_controller)
|
|
{
|
|
switch(button)
|
|
{
|
|
case SDL_CONTROLLER_BUTTON_DPAD_LEFT: gamepad.buttons[GAMEPAD_BUTTON_LEFT]=false; break;
|
|
case SDL_CONTROLLER_BUTTON_DPAD_RIGHT: gamepad.buttons[GAMEPAD_BUTTON_RIGHT]=false; break;
|
|
case SDL_CONTROLLER_BUTTON_DPAD_DOWN: gamepad.buttons[GAMEPAD_BUTTON_DOWN]=false; break;
|
|
case SDL_CONTROLLER_BUTTON_DPAD_UP: gamepad.buttons[GAMEPAD_BUTTON_UP]=false; break;
|
|
case SDL_CONTROLLER_BUTTON_A: gamepad.buttons[GAMEPAD_BUTTON_FIRE]=false; break;
|
|
}
|
|
|
|
switch(gamepad.type)
|
|
{
|
|
case GAMEPAD_TYPE_SINCLAIR_1:
|
|
switch(button)
|
|
{
|
|
case SDL_CONTROLLER_BUTTON_DPAD_LEFT: zx_ula::keyup('1'); break;
|
|
case SDL_CONTROLLER_BUTTON_DPAD_RIGHT: zx_ula::keyup('2'); break;
|
|
case SDL_CONTROLLER_BUTTON_DPAD_DOWN: zx_ula::keyup('3'); break;
|
|
case SDL_CONTROLLER_BUTTON_DPAD_UP: zx_ula::keyup('4'); break;
|
|
case SDL_CONTROLLER_BUTTON_A: zx_ula::keyup('5'); break;
|
|
}
|
|
break;
|
|
case GAMEPAD_TYPE_SINCLAIR_2:
|
|
switch(button)
|
|
{
|
|
case SDL_CONTROLLER_BUTTON_DPAD_LEFT: zx_ula::keyup('6'); break;
|
|
case SDL_CONTROLLER_BUTTON_DPAD_RIGHT: zx_ula::keyup('7'); break;
|
|
case SDL_CONTROLLER_BUTTON_DPAD_DOWN: zx_ula::keyup('8'); break;
|
|
case SDL_CONTROLLER_BUTTON_DPAD_UP: zx_ula::keyup('9'); break;
|
|
case SDL_CONTROLLER_BUTTON_A: zx_ula::keyup('0'); break;
|
|
}
|
|
break;
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
uint8_t getNumGamepads()
|
|
{
|
|
return gamepads.size();
|
|
}
|
|
|
|
uint8_t getGamepadType(uint8_t index)
|
|
{
|
|
if (gamepads.size()>index) return gamepads[index].type;
|
|
return 0;
|
|
}
|
|
|
|
void setGamepadType(uint8_t index, uint8_t type)
|
|
{
|
|
if (gamepads.size()>index) gamepads[index].type = type;
|
|
}
|
|
|
|
|
|
} |