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https://github.com/SourMesen/Mesen2.git
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This doesn't appear to be particularly useful and doesn't appear to be related to the original issue that was reported regarding mouse movement
126 lines
No EOL
3.3 KiB
C++
126 lines
No EOL
3.3 KiB
C++
#pragma once
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#include "pch.h"
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#include "Shared/BaseControlDevice.h"
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#include "Shared/Interfaces/IKeyManager.h"
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#include "Shared/KeyManager.h"
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#include "Shared/InputHud.h"
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#include "Shared/Emulator.h"
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#include "Shared/EmuSettings.h"
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#include "Utilities/Serializer.h"
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class SnesMouse : public BaseControlDevice
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{
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private:
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static constexpr uint8_t _sensitivityLut[2][8] = { { 0, 1, 2, 3, 8, 10, 12, 21 }, { 0, 1, 4, 9, 12, 20, 24, 28 } };
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uint32_t _stateBuffer = 0;
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uint8_t _sensitivity = 0;
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uint8_t _upFlag = 0;
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uint8_t _leftFlag = 0;
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EmuSettings* _settings = nullptr;
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protected:
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bool HasCoordinates() override { return true; }
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void Serialize(Serializer &s) override
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{
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BaseControlDevice::Serialize(s);
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SV(_stateBuffer);
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SV(_sensitivity);
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SV(_upFlag);
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SV(_leftFlag);
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}
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string GetKeyNames() override
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{
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return "LR";
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}
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void InternalSetStateFromInput() override
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{
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for(KeyMapping& keyMapping : _keyMappings) {
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SetPressedState(Buttons::Left, KeyManager::IsKeyPressed(keyMapping.CustomKeys[0]));
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SetPressedState(Buttons::Right, KeyManager::IsKeyPressed(keyMapping.CustomKeys[1]));
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}
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SetMovement(KeyManager::GetMouseMovement(_emu, _settings->GetInputConfig().MouseSensitivity));
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}
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public:
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enum Buttons { Left = 0, Right };
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SnesMouse(Emulator* emu, uint8_t port, KeyMappingSet keyMappings) : BaseControlDevice(emu, ControllerType::SnesMouse, port, keyMappings)
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{
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_settings = _emu->GetSettings();
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}
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void WriteRam(uint16_t addr, uint8_t value) override
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{
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StrobeProcessWrite(value);
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}
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uint8_t ReadRam(uint16_t addr) override
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{
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uint8_t output = 0;
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if((addr == 0x4016 && (_port & 0x01) == 0) || (addr == 0x4017 && (_port & 0x01) == 1)) {
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StrobeProcessRead();
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if(_strobe) {
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_sensitivity = (_sensitivity + 1) % 3;
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}
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output = (_stateBuffer & 0x80000000) >> 31;
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if(_port >= 2) {
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output <<= 1;
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}
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_stateBuffer <<= 1;
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}
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return output;
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}
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void RefreshStateBuffer() override
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{
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MouseMovement mov = GetMovement();
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int32_t dx = mov.dx;
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int32_t dy = mov.dy;
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//These flags will maintain and report their last moved direction.
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//It's a hardware quirk that the real mouse does. (unknown if any games rely on this)
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if(dx != 0) { _leftFlag = dx < 0 ? 0x80 : 0; }
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if(dy != 0) { _upFlag = dy < 0 ? 0x80 : 0; }
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dx = std::min(std::abs(dx), 127);
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dy = std::min(std::abs(dy), 127);
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if(_sensitivity > 0) {
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dx = _sensitivityLut[_sensitivity - 1][std::min(7, dx)];
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dy = _sensitivityLut[_sensitivity - 1][std::min(7, dy)];
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}
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uint8_t byte1 = 0;
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uint8_t byte2 = 0x01 | ((_sensitivity & 0x03) << 4) | (IsPressed(SnesMouse::Buttons::Left) ? 0x40 : 0) | (IsPressed(SnesMouse::Buttons::Right) ? 0x80 : 0);
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uint8_t byte3 = dy | _upFlag;
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uint8_t byte4 = dx | _leftFlag;
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_stateBuffer = (byte1 << 24) | (byte2 << 16) | (byte3 << 8) | byte4;
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}
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void InternalDrawController(InputHud& hud) override
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{
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hud.DrawOutline(11, 14);
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hud.DrawButton(1, 1, 4, 5, IsPressed(Buttons::Left));
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hud.DrawButton(6, 1, 4, 5, IsPressed(Buttons::Right));
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hud.DrawNumber(hud.GetControllerIndex() + 1, 4, 7);
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}
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vector<DeviceButtonName> GetKeyNameAssociations() override
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{
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return {
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{ "xOffset", BaseControlDevice::DeviceXCoordButtonId, true },
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{ "yOffset", BaseControlDevice::DeviceYCoordButtonId, true },
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{ "left", Buttons::Left },
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{ "right", Buttons::Right }
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};
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}
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}; |