Mesen-S/Core/SnesController.cpp
Sour 5f055110fa Added Game Boy support
CPU/APU are decent - PPU is still just a scanline renderer
No Super Game Boy support yet
2020-05-18 16:11:08 -04:00

104 lines
2.9 KiB
C++

#include "stdafx.h"
#include "SnesController.h"
#include "Console.h"
SnesController::SnesController(Console* console, uint8_t port, KeyMappingSet keyMappings) : BaseControlDevice(console, port, keyMappings)
{
_turboSpeed = keyMappings.TurboSpeed;
}
string SnesController::GetKeyNames()
{
return "ABXYLRSTUDLR";
}
void SnesController::InternalSetStateFromInput()
{
for(KeyMapping keyMapping : _keyMappings) {
SetPressedState(Buttons::A, keyMapping.A);
SetPressedState(Buttons::B, keyMapping.B);
SetPressedState(Buttons::X, keyMapping.X);
SetPressedState(Buttons::Y, keyMapping.Y);
SetPressedState(Buttons::L, keyMapping.L);
SetPressedState(Buttons::R, keyMapping.R);
SetPressedState(Buttons::Start, keyMapping.Start);
SetPressedState(Buttons::Select, keyMapping.Select);
SetPressedState(Buttons::Up, keyMapping.Up);
SetPressedState(Buttons::Down, keyMapping.Down);
SetPressedState(Buttons::Left, keyMapping.Left);
SetPressedState(Buttons::Right, keyMapping.Right);
uint8_t turboFreq = 1 << (4 - _turboSpeed);
bool turboOn = (uint8_t)(_console->GetFrameCount() % turboFreq) < turboFreq / 2;
if(turboOn) {
SetPressedState(Buttons::A, keyMapping.TurboA);
SetPressedState(Buttons::B, keyMapping.TurboB);
SetPressedState(Buttons::X, keyMapping.TurboX);
SetPressedState(Buttons::Y, keyMapping.TurboY);
SetPressedState(Buttons::L, keyMapping.TurboL);
SetPressedState(Buttons::R, keyMapping.TurboR);
}
}
}
uint16_t SnesController::ToByte()
{
//"A Super NES controller returns a 16-bit report in a similar order: B, Y, Select, Start, Up, Down, Left, Right, A, X, L, R, then four 0 bits."
return
(uint8_t)IsPressed(Buttons::B) |
((uint8_t)IsPressed(Buttons::Y) << 1) |
((uint8_t)IsPressed(Buttons::Select) << 2) |
((uint8_t)IsPressed(Buttons::Start) << 3) |
((uint8_t)IsPressed(Buttons::Up) << 4) |
((uint8_t)IsPressed(Buttons::Down) << 5) |
((uint8_t)IsPressed(Buttons::Left) << 6) |
((uint8_t)IsPressed(Buttons::Right) << 7) |
((uint8_t)IsPressed(Buttons::A) << 8) |
((uint8_t)IsPressed(Buttons::X) << 9) |
((uint8_t)IsPressed(Buttons::L) << 10) |
((uint8_t)IsPressed(Buttons::R) << 11);
}
void SnesController::Serialize(Serializer & s)
{
BaseControlDevice::Serialize(s);
s.Stream(_stateBuffer);
}
void SnesController::RefreshStateBuffer()
{
_stateBuffer = (uint32_t)ToByte();
}
ControllerType SnesController::GetControllerType()
{
return ControllerType::SnesController;
}
uint8_t SnesController::ReadRam(uint16_t addr)
{
uint8_t output = 0;
if(IsCurrentPort(addr)) {
StrobeProcessRead();
if(_port >= 2) {
output = (_stateBuffer & 0x01) << 1; //P3/P4 are reported in bit 2
} else {
output = _stateBuffer & 0x01;
}
_stateBuffer >>= 1;
//"All subsequent reads will return D=1 on an authentic controller but may return D=0 on third party controllers."
_stateBuffer |= 0x8000;
}
return output;
}
void SnesController::WriteRam(uint16_t addr, uint8_t value)
{
StrobeProcessWrite(value);
}