Mesen2/Core/SNES/Input/SnesMouse.h
Sour ee09a7bde2 UI: Revert addition of snes mouse option
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
2024-06-25 18:31:49 +09:00

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3.3 KiB
C++

#pragma once
#include "pch.h"
#include "Shared/BaseControlDevice.h"
#include "Shared/Interfaces/IKeyManager.h"
#include "Shared/KeyManager.h"
#include "Shared/InputHud.h"
#include "Shared/Emulator.h"
#include "Shared/EmuSettings.h"
#include "Utilities/Serializer.h"
class SnesMouse : public BaseControlDevice
{
private:
static constexpr uint8_t _sensitivityLut[2][8] = { { 0, 1, 2, 3, 8, 10, 12, 21 }, { 0, 1, 4, 9, 12, 20, 24, 28 } };
uint32_t _stateBuffer = 0;
uint8_t _sensitivity = 0;
uint8_t _upFlag = 0;
uint8_t _leftFlag = 0;
EmuSettings* _settings = nullptr;
protected:
bool HasCoordinates() override { return true; }
void Serialize(Serializer &s) override
{
BaseControlDevice::Serialize(s);
SV(_stateBuffer);
SV(_sensitivity);
SV(_upFlag);
SV(_leftFlag);
}
string GetKeyNames() override
{
return "LR";
}
void InternalSetStateFromInput() override
{
for(KeyMapping& keyMapping : _keyMappings) {
SetPressedState(Buttons::Left, KeyManager::IsKeyPressed(keyMapping.CustomKeys[0]));
SetPressedState(Buttons::Right, KeyManager::IsKeyPressed(keyMapping.CustomKeys[1]));
}
SetMovement(KeyManager::GetMouseMovement(_emu, _settings->GetInputConfig().MouseSensitivity));
}
public:
enum Buttons { Left = 0, Right };
SnesMouse(Emulator* emu, uint8_t port, KeyMappingSet keyMappings) : BaseControlDevice(emu, ControllerType::SnesMouse, port, keyMappings)
{
_settings = _emu->GetSettings();
}
void WriteRam(uint16_t addr, uint8_t value) override
{
StrobeProcessWrite(value);
}
uint8_t ReadRam(uint16_t addr) override
{
uint8_t output = 0;
if((addr == 0x4016 && (_port & 0x01) == 0) || (addr == 0x4017 && (_port & 0x01) == 1)) {
StrobeProcessRead();
if(_strobe) {
_sensitivity = (_sensitivity + 1) % 3;
}
output = (_stateBuffer & 0x80000000) >> 31;
if(_port >= 2) {
output <<= 1;
}
_stateBuffer <<= 1;
}
return output;
}
void RefreshStateBuffer() override
{
MouseMovement mov = GetMovement();
int32_t dx = mov.dx;
int32_t dy = mov.dy;
//These flags will maintain and report their last moved direction.
//It's a hardware quirk that the real mouse does. (unknown if any games rely on this)
if(dx != 0) { _leftFlag = dx < 0 ? 0x80 : 0; }
if(dy != 0) { _upFlag = dy < 0 ? 0x80 : 0; }
dx = std::min(std::abs(dx), 127);
dy = std::min(std::abs(dy), 127);
if(_sensitivity > 0) {
dx = _sensitivityLut[_sensitivity - 1][std::min(7, dx)];
dy = _sensitivityLut[_sensitivity - 1][std::min(7, dy)];
}
uint8_t byte1 = 0;
uint8_t byte2 = 0x01 | ((_sensitivity & 0x03) << 4) | (IsPressed(SnesMouse::Buttons::Left) ? 0x40 : 0) | (IsPressed(SnesMouse::Buttons::Right) ? 0x80 : 0);
uint8_t byte3 = dy | _upFlag;
uint8_t byte4 = dx | _leftFlag;
_stateBuffer = (byte1 << 24) | (byte2 << 16) | (byte3 << 8) | byte4;
}
void InternalDrawController(InputHud& hud) override
{
hud.DrawOutline(11, 14);
hud.DrawButton(1, 1, 4, 5, IsPressed(Buttons::Left));
hud.DrawButton(6, 1, 4, 5, IsPressed(Buttons::Right));
hud.DrawNumber(hud.GetControllerIndex() + 1, 4, 7);
}
vector<DeviceButtonName> GetKeyNameAssociations() override
{
return {
{ "xOffset", BaseControlDevice::DeviceXCoordButtonId, true },
{ "yOffset", BaseControlDevice::DeviceYCoordButtonId, true },
{ "left", Buttons::Left },
{ "right", Buttons::Right }
};
}
};