Duckstation/src/core/namco_guncon.cpp

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#include "namco_guncon.h"
#include "common/assert.h"
#include "common/log.h"
#include "common/state_wrapper.h"
#include "gpu.h"
#include "host_display.h"
#include "host_interface.h"
#include "resources.h"
#include "system.h"
#include <array>
Log_SetChannel(NamcoGunCon);
NamcoGunCon::NamcoGunCon(System* system) : m_system(system) {}
NamcoGunCon::~NamcoGunCon() = default;
ControllerType NamcoGunCon::GetType() const
{
return ControllerType::NamcoGunCon;
}
std::optional<s32> NamcoGunCon::GetAxisCodeByName(std::string_view axis_name) const
{
return StaticGetAxisCodeByName(axis_name);
}
std::optional<s32> NamcoGunCon::GetButtonCodeByName(std::string_view button_name) const
{
return StaticGetButtonCodeByName(button_name);
}
void NamcoGunCon::Reset()
{
m_transfer_state = TransferState::Idle;
}
bool NamcoGunCon::DoState(StateWrapper& sw)
{
if (!Controller::DoState(sw))
return false;
sw.Do(&m_button_state);
sw.Do(&m_position_x);
sw.Do(&m_position_y);
sw.Do(&m_transfer_state);
return true;
}
void NamcoGunCon::SetAxisState(s32 axis_code, float value) {}
void NamcoGunCon::SetButtonState(Button button, bool pressed)
{
static constexpr std::array<u8, static_cast<size_t>(Button::Count)> indices = {{13, 3, 14}};
if (pressed)
m_button_state &= ~(u16(1) << indices[static_cast<u8>(button)]);
else
m_button_state |= u16(1) << indices[static_cast<u8>(button)];
}
void NamcoGunCon::SetButtonState(s32 button_code, bool pressed)
{
if (button_code < 0 || button_code >= static_cast<s32>(Button::Count))
return;
SetButtonState(static_cast<Button>(button_code), pressed);
}
void NamcoGunCon::ResetTransferState()
{
m_transfer_state = TransferState::Idle;
}
bool NamcoGunCon::Transfer(const u8 data_in, u8* data_out)
{
static constexpr u16 ID = 0x5A63;
switch (m_transfer_state)
{
case TransferState::Idle:
{
// ack when sent 0x01, send ID for 0x42
if (data_in == 0x42)
{
*data_out = Truncate8(ID);
m_transfer_state = TransferState::IDMSB;
return true;
}
else
{
*data_out = 0xFF;
return (data_in == 0x01);
}
}
case TransferState::IDMSB:
{
*data_out = Truncate8(ID >> 8);
m_transfer_state = TransferState::ButtonsLSB;
return true;
}
case TransferState::ButtonsLSB:
{
*data_out = Truncate8(m_button_state);
m_transfer_state = TransferState::ButtonsMSB;
return true;
}
case TransferState::ButtonsMSB:
{
*data_out = Truncate8(m_button_state >> 8);
m_transfer_state = TransferState::XLSB;
return true;
}
case TransferState::XLSB:
{
UpdatePosition();
*data_out = Truncate8(m_position_x);
m_transfer_state = TransferState::XMSB;
return true;
}
case TransferState::XMSB:
{
*data_out = Truncate8(m_position_x >> 8);
m_transfer_state = TransferState::YLSB;
return true;
}
case TransferState::YLSB:
{
*data_out = Truncate8(m_position_y);
m_transfer_state = TransferState::YMSB;
return true;
}
case TransferState::YMSB:
{
*data_out = Truncate8(m_position_y >> 8);
m_transfer_state = TransferState::Idle;
return false;
}
default:
{
UnreachableCode();
return false;
}
}
}
void NamcoGunCon::UpdatePosition()
{
// get screen coordinates
const HostDisplay* display = m_system->GetHostInterface()->GetDisplay();
const s32 mouse_x = display->GetMousePositionX();
const s32 mouse_y = display->GetMousePositionY();
// are we within the active display area?
u32 tick, line;
if (mouse_x < 0 || mouse_y < 0 ||
!m_system->GetGPU()->ConvertScreenCoordinatesToBeamTicksAndLines(mouse_x, mouse_y, &tick, &line))
{
Log_DebugPrintf("Lightgun out of range for window coordinates %d,%d", mouse_x, mouse_y);
m_position_x = 0x01;
m_position_y = 0x0A;
return;
}
// 8MHz units for X = 44100*768*11/7 = 53222400 / 8000000 = 6.6528
const double divider = static_cast<double>(m_system->GetGPU()->GetCRTCFrequency()) / 8000000.0;
m_position_x = static_cast<u16>(static_cast<float>(tick) / static_cast<float>(divider));
m_position_y = static_cast<u16>(line);
Log_DebugPrintf("Lightgun window coordinates %d,%d -> tick %u line %u 8mhz ticks %u", mouse_x, mouse_y, tick, line,
m_position_x);
}
std::unique_ptr<NamcoGunCon> NamcoGunCon::Create(System* system)
{
return std::make_unique<NamcoGunCon>(system);
}
std::optional<s32> NamcoGunCon::StaticGetAxisCodeByName(std::string_view button_name)
{
return std::nullopt;
}
std::optional<s32> NamcoGunCon::StaticGetButtonCodeByName(std::string_view button_name)
{
#define BUTTON(name) \
if (button_name == #name) \
{ \
return static_cast<s32>(ZeroExtend32(static_cast<u8>(Button::name))); \
}
BUTTON(Trigger);
BUTTON(A);
BUTTON(B);
return std::nullopt;
#undef BUTTON
}
Controller::AxisList NamcoGunCon::StaticGetAxisNames()
{
return {};
}
Controller::ButtonList NamcoGunCon::StaticGetButtonNames()
{
#define B(n) \
{ \
#n, static_cast < s32>(Button::n) \
}
return {B(Trigger), B(A), B(B)};
#undef B
}
u32 NamcoGunCon::StaticGetVibrationMotorCount()
{
return 0;
}
Controller::SettingList NamcoGunCon::StaticGetSettings()
{
static constexpr std::array<SettingInfo, 2> settings = {
{{SettingInfo::Type::Path, "CrosshairImagePath", "Crosshair Image Path",
"Path to an image to use as a crosshair/cursor."},
{SettingInfo::Type::Float, "CrosshairScale", "Crosshair Image Scale", "Scale of crosshair image on screen.", "1.0",
"0.0001", "100.0"}}};
return SettingList(settings.begin(), settings.end());
}
void NamcoGunCon::LoadSettings(HostInterface* host_interface, const char* section)
{
Controller::LoadSettings(host_interface, section);
std::string path = host_interface->GetStringSettingValue(section, "CrosshairImagePath");
if (path != m_crosshair_image_path)
{
m_crosshair_image_path = std::move(path);
if (m_crosshair_image_path.empty() ||
!Common::LoadImageFromFile(&m_crosshair_image, m_crosshair_image_path.c_str()))
{
m_crosshair_image.Invalidate();
}
}
if (!m_crosshair_image.IsValid())
{
m_crosshair_image.SetPixels(Resources::CROSSHAIR_IMAGE_WIDTH, Resources::CROSSHAIR_IMAGE_HEIGHT,
Resources::CROSSHAIR_IMAGE_DATA.data());
}
m_crosshair_image_scale = host_interface->GetFloatSettingValue(section, "CrosshairScale", 1.0f);
}
bool NamcoGunCon::GetSoftwareCursor(const Common::RGBA8Image** image, float* image_scale)
{
if (!m_crosshair_image.IsValid())
return false;
*image = &m_crosshair_image;
*image_scale = m_crosshair_image_scale;
return true;
}