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https://github.com/bsnes-emu/bsnes.git
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This represents a major code restructuring. The dot-based and scanline-based renderers are now split into two separate core libraries, asnes and bsnes. For now at least, these are -internal- names. I'm not entirely decided on how I'm going to handle releasing these two separate builds. Regardless, the folders need names. asnes has had all of the processor subfolders collapsed back into their parent folders. In other words, ppu's functions were moved into ppu/sppu, and then ppu was deleted, and then ppu/sppu became the new ppu. Repeat this for the cpu, smp and dsp and there you go. asnes/dsp also removed the DSP_STATE_MACHINE option. This was done for the sake of consistency with the rest of the core. asnes' debugger mode is currently extremely broken, but I will be fixing it in time. And for now, bsnes has kept the processor abstraction layer. I may keep it around, not sure yet. It doesn't hurt speed or anything, so I'm not too worried about making a decision right away. I may throw snesfilter, snesreader and supergameboy into this folder, just to have everything in one place. The alternate GUI forks are definitely going in there as dotnet, cocoa and python. Compiled output goes to the out/ folder now, to prevent conflicts with a file and folder named bsnes, for instance.
87 lines
1.9 KiB
C++
87 lines
1.9 KiB
C++
class Input {
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public:
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enum class Device : unsigned {
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None,
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Joypad,
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Multitap,
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Mouse,
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SuperScope,
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Justifier,
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Justifiers,
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};
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enum class JoypadID : unsigned {
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B = 0, Y = 1, Select = 2, Start = 3,
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Up = 4, Down = 5, Left = 6, Right = 7,
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A = 8, X = 9, L = 10, R = 11,
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};
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enum class MouseID : unsigned {
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X = 0, Y = 1, Left = 2, Right = 3,
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};
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enum class SuperScopeID : unsigned {
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X = 0, Y = 1, Trigger = 2, Cursor = 3, Turbo = 4, Pause = 5,
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};
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enum class JustifierID : unsigned {
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X = 0, Y = 1, Trigger = 2, Start = 3,
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};
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uint8 port_read(bool port);
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void port_set_device(bool port, Device device);
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void init();
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void poll();
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void update();
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//light guns (Super Scope, Justifier(s)) strobe IOBit whenever the CRT
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//beam cannon is detected. this needs to be tested at the cycle level
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//(hence inlining here for speed) to avoid 'dead space' during DRAM refresh.
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//iobit is updated during port_set_device(),
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//latchx, latchy are updated during update() (once per frame)
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alwaysinline void tick() {
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//only test if Super Scope or Justifier is connected
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if(iobit && cpu.vcounter() == latchy && cpu.hcounter() == latchx) {
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ppu.latch_counters();
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}
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}
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private:
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bool iobit;
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int16_t latchx, latchy;
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struct port_t {
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Device device;
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unsigned counter0; //read counters
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unsigned counter1;
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struct superscope_t {
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int x, y;
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bool trigger;
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bool cursor;
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bool turbo;
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bool pause;
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bool offscreen;
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bool turbolock;
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bool triggerlock;
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bool pauselock;
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} superscope;
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struct justifier_t {
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bool active;
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int x1, x2;
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int y1, y2;
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bool trigger1, trigger2;
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bool start1, start2;
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} justifier;
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} port[2];
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friend class System;
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friend class Video;
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};
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extern Input input;
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