Duckstation/src/core/playstation_mouse.cpp

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#include "playstation_mouse.h"
#include "common/assert.h"
#include "common/log.h"
#include "gpu.h"
#include "host.h"
#include "host_display.h"
#include "system.h"
#include "util/state_wrapper.h"
#include <array>
Log_SetChannel(PlayStationMouse);
static constexpr std::array<u8, static_cast<size_t>(PlayStationMouse::Button::Count)> s_button_indices = {{11, 10}};
PlayStationMouse::PlayStationMouse(u32 index) : Controller(index)
{
m_last_host_position_x = g_host_display->GetMousePositionX();
m_last_host_position_y = g_host_display->GetMousePositionY();
}
PlayStationMouse::~PlayStationMouse() = default;
ControllerType PlayStationMouse::GetType() const
{
return ControllerType::PlayStationMouse;
}
void PlayStationMouse::Reset()
{
m_transfer_state = TransferState::Idle;
}
bool PlayStationMouse::DoState(StateWrapper& sw, bool apply_input_state)
{
if (!Controller::DoState(sw, apply_input_state))
return false;
u16 button_state = m_button_state;
u8 delta_x = m_delta_x;
u8 delta_y = m_delta_y;
sw.Do(&button_state);
sw.Do(&delta_x);
sw.Do(&delta_y);
if (apply_input_state)
{
m_button_state = button_state;
m_delta_x = delta_x;
m_delta_y = delta_y;
}
sw.Do(&m_transfer_state);
return true;
}
float PlayStationMouse::GetBindState(u32 index) const
{
if (index >= s_button_indices.size())
return 0.0f;
const u32 bit = s_button_indices[index];
return static_cast<float>(((m_button_state >> bit) & 1u) ^ 1u);
}
void PlayStationMouse::SetBindState(u32 index, float value)
{
if (index > s_button_indices.size())
return;
if (value >= 0.5f)
m_button_state &= ~(u16(1) << s_button_indices[index]);
else
m_button_state |= u16(1) << s_button_indices[index];
}
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:
{
*data_out = 0xFF;
if (data_in == 0x01)
{
m_transfer_state = TransferState::Ready;
return true;
}
return false;
}
case TransferState::Ready:
{
if (data_in == 0x42)
{
*data_out = Truncate8(ID);
m_transfer_state = TransferState::IDMSB;
return true;
}
*data_out = 0xFF;
return false;
}
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
const s32 mouse_x = g_host_display->GetMousePositionX();
const s32 mouse_y = g_host_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_DevPrintf("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()));
}
std::unique_ptr<PlayStationMouse> PlayStationMouse::Create(u32 index)
{
return std::make_unique<PlayStationMouse>(index);
}
static const Controller::ControllerBindingInfo s_binding_info[] = {
#define BUTTON(name, display_name, button, genb) \
{ \
name, display_name, static_cast<u32>(button), Controller::ControllerBindingType::Button, genb \
}
BUTTON("Left", "Left Button", PlayStationMouse::Button::Left, GenericInputBinding::Cross),
BUTTON("Right", "Right Button", PlayStationMouse::Button::Right, GenericInputBinding::Circle),
#undef BUTTON
};
static const SettingInfo s_settings[] = {
{SettingInfo::Type::Boolean, "RelativeMouseMode", TRANSLATABLE("PlayStationMouse", "Relative Mouse Mode"),
TRANSLATABLE("PlayStationMouse", "Locks the mouse cursor to the window, use for FPS games."), "false"},
};
const Controller::ControllerInfo PlayStationMouse::INFO = {ControllerType::PlayStationMouse,
"PlayStationMouse",
TRANSLATABLE("ControllerType", "PlayStation Mouse"),
s_binding_info,
countof(s_binding_info),
s_settings,
countof(s_settings),
Controller::VibrationCapabilities::NoVibration};
void PlayStationMouse::LoadSettings(SettingsInterface& si, const char* section)
{
Controller::LoadSettings(si, section);
m_use_relative_mode = si.GetBoolValue(section, "RelativeMouseMode", false);
}
bool PlayStationMouse::GetSoftwareCursor(const Common::RGBA8Image** image, float* image_scale, bool* relative_mode)
{
*relative_mode = m_use_relative_mode;
return m_use_relative_mode;
}