Duckstation/src/core/playstation_mouse.cpp

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#include "playstation_mouse.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 "system.h"
#include <array>
Log_SetChannel(PlayStationMouse);
JIT optimizations and refactoring (#675) * CPU/Recompiler: Use rel32 call where possible for no-args * JitCodeBuffer: Support using preallocated buffer * CPU/Recompiler/AArch64: Use bl instead of blr for short branches * CPU/CodeCache: Allocate recompiler buffer in program space This means we don't need 64-bit moves for every call out of the recompiler. * GTE: Don't store as u16 and load as u32 * CPU/Recompiler: Add methods to emit global load/stores * GTE: Convert class to namespace * CPU/Recompiler: Call GTE functions directly * Settings: Turn into a global variable * GPU: Replace local pointers with global * InterruptController: Turn into a global pointer * System: Replace local pointers with global * Timers: Turn into a global instance * DMA: Turn into a global instance * SPU: Turn into a global instance * CDROM: Turn into a global instance * MDEC: Turn into a global instance * Pad: Turn into a global instance * SIO: Turn into a global instance * CDROM: Move audio FIFO to the heap * CPU/Recompiler: Drop ASMFunctions No longer needed since we have code in the same 4GB window. * CPUCodeCache: Turn class into namespace * Bus: Local pointer -> global pointers * CPU: Turn class into namespace * Bus: Turn into namespace * GTE: Store registers in CPU state struct Allows relative addressing on ARM. * CPU/Recompiler: Align code storage to page size * CPU/Recompiler: Fix relative branches on A64 * HostInterface: Local references to global * System: Turn into a namespace, move events out * Add guard pages * Android: Fix build
2020-07-31 07:09:18 +00:00
PlayStationMouse::PlayStationMouse()
{
JIT optimizations and refactoring (#675) * CPU/Recompiler: Use rel32 call where possible for no-args * JitCodeBuffer: Support using preallocated buffer * CPU/Recompiler/AArch64: Use bl instead of blr for short branches * CPU/CodeCache: Allocate recompiler buffer in program space This means we don't need 64-bit moves for every call out of the recompiler. * GTE: Don't store as u16 and load as u32 * CPU/Recompiler: Add methods to emit global load/stores * GTE: Convert class to namespace * CPU/Recompiler: Call GTE functions directly * Settings: Turn into a global variable * GPU: Replace local pointers with global * InterruptController: Turn into a global pointer * System: Replace local pointers with global * Timers: Turn into a global instance * DMA: Turn into a global instance * SPU: Turn into a global instance * CDROM: Turn into a global instance * MDEC: Turn into a global instance * Pad: Turn into a global instance * SIO: Turn into a global instance * CDROM: Move audio FIFO to the heap * CPU/Recompiler: Drop ASMFunctions No longer needed since we have code in the same 4GB window. * CPUCodeCache: Turn class into namespace * Bus: Local pointer -> global pointers * CPU: Turn class into namespace * Bus: Turn into namespace * GTE: Store registers in CPU state struct Allows relative addressing on ARM. * CPU/Recompiler: Align code storage to page size * CPU/Recompiler: Fix relative branches on A64 * HostInterface: Local references to global * System: Turn into a namespace, move events out * Add guard pages * Android: Fix build
2020-07-31 07:09:18 +00:00
m_last_host_position_x = g_host_interface->GetDisplay()->GetMousePositionX();
m_last_host_position_y = g_host_interface->GetDisplay()->GetMousePositionY();
}
PlayStationMouse::~PlayStationMouse() = default;
ControllerType PlayStationMouse::GetType() const
{
return ControllerType::NamcoGunCon;
}
std::optional<s32> PlayStationMouse::GetAxisCodeByName(std::string_view axis_name) const
{
return StaticGetAxisCodeByName(axis_name);
}
std::optional<s32> PlayStationMouse::GetButtonCodeByName(std::string_view button_name) const
{
return StaticGetButtonCodeByName(button_name);
}
void PlayStationMouse::Reset()
{
m_transfer_state = TransferState::Idle;
}
bool PlayStationMouse::DoState(StateWrapper& sw)
{
if (!Controller::DoState(sw))
return false;
sw.Do(&m_button_state);
sw.Do(&m_delta_x);
sw.Do(&m_delta_y);
sw.Do(&m_transfer_state);
return true;
}
void PlayStationMouse::SetAxisState(s32 axis_code, float value) {}
void PlayStationMouse::SetButtonState(Button button, bool pressed)
{
static constexpr std::array<u8, static_cast<size_t>(Button::Count)> indices = {{11, 10}};
if (pressed)
m_button_state &= ~(u16(1) << indices[static_cast<u8>(button)]);
else
m_button_state |= u16(1) << indices[static_cast<u8>(button)];
}
void PlayStationMouse::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 PlayStationMouse::ResetTransferState()
{
m_transfer_state = TransferState::Idle;
}
bool PlayStationMouse::Transfer(const u8 data_in, u8* data_out)
{
static constexpr u16 ID = 0x5A12;
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::DeltaX;
return true;
}
case TransferState::DeltaX:
{
UpdatePosition();
*data_out = static_cast<u8>(m_delta_x);
m_transfer_state = TransferState::DeltaY;
return true;
}
case TransferState::DeltaY:
{
*data_out = static_cast<u8>(m_delta_y);
m_transfer_state = TransferState::Idle;
return false;
}
default:
{
UnreachableCode();
return false;
}
}
}
void PlayStationMouse::UpdatePosition()
{
// get screen coordinates
JIT optimizations and refactoring (#675) * CPU/Recompiler: Use rel32 call where possible for no-args * JitCodeBuffer: Support using preallocated buffer * CPU/Recompiler/AArch64: Use bl instead of blr for short branches * CPU/CodeCache: Allocate recompiler buffer in program space This means we don't need 64-bit moves for every call out of the recompiler. * GTE: Don't store as u16 and load as u32 * CPU/Recompiler: Add methods to emit global load/stores * GTE: Convert class to namespace * CPU/Recompiler: Call GTE functions directly * Settings: Turn into a global variable * GPU: Replace local pointers with global * InterruptController: Turn into a global pointer * System: Replace local pointers with global * Timers: Turn into a global instance * DMA: Turn into a global instance * SPU: Turn into a global instance * CDROM: Turn into a global instance * MDEC: Turn into a global instance * Pad: Turn into a global instance * SIO: Turn into a global instance * CDROM: Move audio FIFO to the heap * CPU/Recompiler: Drop ASMFunctions No longer needed since we have code in the same 4GB window. * CPUCodeCache: Turn class into namespace * Bus: Local pointer -> global pointers * CPU: Turn class into namespace * Bus: Turn into namespace * GTE: Store registers in CPU state struct Allows relative addressing on ARM. * CPU/Recompiler: Align code storage to page size * CPU/Recompiler: Fix relative branches on A64 * HostInterface: Local references to global * System: Turn into a namespace, move events out * Add guard pages * Android: Fix build
2020-07-31 07:09:18 +00:00
const HostDisplay* display = g_host_interface->GetDisplay();
const s32 mouse_x = display->GetMousePositionX();
const s32 mouse_y = display->GetMousePositionY();
const s32 delta_x = mouse_x - m_last_host_position_x;
const s32 delta_y = mouse_y - m_last_host_position_y;
m_last_host_position_x = mouse_x;
m_last_host_position_y = mouse_y;
if (delta_x != 0 || delta_y != 0)
Log_InfoPrintf("dx=%d, dy=%d", delta_x, delta_y);
m_delta_x = static_cast<s8>(std::clamp<s32>(delta_x, std::numeric_limits<s8>::min(), std::numeric_limits<s8>::max()));
m_delta_y = static_cast<s8>(std::clamp<s32>(delta_y, std::numeric_limits<s8>::min(), std::numeric_limits<s8>::max()));
}
JIT optimizations and refactoring (#675) * CPU/Recompiler: Use rel32 call where possible for no-args * JitCodeBuffer: Support using preallocated buffer * CPU/Recompiler/AArch64: Use bl instead of blr for short branches * CPU/CodeCache: Allocate recompiler buffer in program space This means we don't need 64-bit moves for every call out of the recompiler. * GTE: Don't store as u16 and load as u32 * CPU/Recompiler: Add methods to emit global load/stores * GTE: Convert class to namespace * CPU/Recompiler: Call GTE functions directly * Settings: Turn into a global variable * GPU: Replace local pointers with global * InterruptController: Turn into a global pointer * System: Replace local pointers with global * Timers: Turn into a global instance * DMA: Turn into a global instance * SPU: Turn into a global instance * CDROM: Turn into a global instance * MDEC: Turn into a global instance * Pad: Turn into a global instance * SIO: Turn into a global instance * CDROM: Move audio FIFO to the heap * CPU/Recompiler: Drop ASMFunctions No longer needed since we have code in the same 4GB window. * CPUCodeCache: Turn class into namespace * Bus: Local pointer -> global pointers * CPU: Turn class into namespace * Bus: Turn into namespace * GTE: Store registers in CPU state struct Allows relative addressing on ARM. * CPU/Recompiler: Align code storage to page size * CPU/Recompiler: Fix relative branches on A64 * HostInterface: Local references to global * System: Turn into a namespace, move events out * Add guard pages * Android: Fix build
2020-07-31 07:09:18 +00:00
std::unique_ptr<PlayStationMouse> PlayStationMouse::Create()
{
JIT optimizations and refactoring (#675) * CPU/Recompiler: Use rel32 call where possible for no-args * JitCodeBuffer: Support using preallocated buffer * CPU/Recompiler/AArch64: Use bl instead of blr for short branches * CPU/CodeCache: Allocate recompiler buffer in program space This means we don't need 64-bit moves for every call out of the recompiler. * GTE: Don't store as u16 and load as u32 * CPU/Recompiler: Add methods to emit global load/stores * GTE: Convert class to namespace * CPU/Recompiler: Call GTE functions directly * Settings: Turn into a global variable * GPU: Replace local pointers with global * InterruptController: Turn into a global pointer * System: Replace local pointers with global * Timers: Turn into a global instance * DMA: Turn into a global instance * SPU: Turn into a global instance * CDROM: Turn into a global instance * MDEC: Turn into a global instance * Pad: Turn into a global instance * SIO: Turn into a global instance * CDROM: Move audio FIFO to the heap * CPU/Recompiler: Drop ASMFunctions No longer needed since we have code in the same 4GB window. * CPUCodeCache: Turn class into namespace * Bus: Local pointer -> global pointers * CPU: Turn class into namespace * Bus: Turn into namespace * GTE: Store registers in CPU state struct Allows relative addressing on ARM. * CPU/Recompiler: Align code storage to page size * CPU/Recompiler: Fix relative branches on A64 * HostInterface: Local references to global * System: Turn into a namespace, move events out * Add guard pages * Android: Fix build
2020-07-31 07:09:18 +00:00
return std::make_unique<PlayStationMouse>();
}
std::optional<s32> PlayStationMouse::StaticGetAxisCodeByName(std::string_view button_name)
{
return std::nullopt;
}
std::optional<s32> PlayStationMouse::StaticGetButtonCodeByName(std::string_view button_name)
{
#define BUTTON(name) \
if (button_name == #name) \
{ \
return static_cast<s32>(ZeroExtend32(static_cast<u8>(Button::name))); \
}
BUTTON(Left);
BUTTON(Right);
return std::nullopt;
#undef BUTTON
}
Controller::AxisList PlayStationMouse::StaticGetAxisNames()
{
return {};
}
Controller::ButtonList PlayStationMouse::StaticGetButtonNames()
{
#define B(n) \
{ \
#n, static_cast < s32>(Button::n) \
}
return {B(Left), B(Right)};
#undef B
}
u32 PlayStationMouse::StaticGetVibrationMotorCount()
{
return 0;
}