Duckstation/src/core/controller.cpp

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#include "controller.h"
#include "analog_controller.h"
#include "common/state_wrapper.h"
#include "digital_controller.h"
#include "namco_guncon.h"
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#include "negcon.h"
#include "playstation_mouse.h"
Controller::Controller() = default;
Controller::~Controller() = default;
void Controller::Reset() {}
bool Controller::DoState(StateWrapper& sw)
{
return !sw.HasError();
}
void Controller::ResetTransferState() {}
bool Controller::Transfer(const u8 data_in, u8* data_out)
{
*data_out = 0xFF;
return false;
}
void Controller::SetAxisState(s32 axis_code, float value) {}
void Controller::SetButtonState(s32 button_code, bool pressed) {}
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u32 Controller::GetVibrationMotorCount() const
{
return 0;
}
float Controller::GetVibrationMotorStrength(u32 motor)
{
return 0.0f;
}
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
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void Controller::LoadSettings(const char* section) {}
bool Controller::GetSoftwareCursor(const Common::RGBA8Image** image, float* image_scale)
{
return false;
}
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
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std::unique_ptr<Controller> Controller::Create(ControllerType type, u32 index)
{
switch (type)
{
case ControllerType::DigitalController:
return DigitalController::Create();
case ControllerType::AnalogController:
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
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return AnalogController::Create(index);
case ControllerType::NamcoGunCon:
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
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return NamcoGunCon::Create();
case ControllerType::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
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return PlayStationMouse::Create();
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case ControllerType::NeGcon:
return NeGcon::Create();
case ControllerType::None:
default:
return {};
}
}
std::optional<s32> Controller::GetAxisCodeByName(std::string_view button_name) const
{
return std::nullopt;
}
std::optional<s32> Controller::GetButtonCodeByName(std::string_view button_name) const
{
return std::nullopt;
}
Controller::AxisList Controller::GetAxisNames(ControllerType type)
{
switch (type)
{
case ControllerType::DigitalController:
return DigitalController::StaticGetAxisNames();
case ControllerType::AnalogController:
return AnalogController::StaticGetAxisNames();
case ControllerType::NamcoGunCon:
return NamcoGunCon::StaticGetAxisNames();
case ControllerType::PlayStationMouse:
return PlayStationMouse::StaticGetAxisNames();
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case ControllerType::NeGcon:
return NeGcon::StaticGetAxisNames();
case ControllerType::None:
default:
return {};
}
}
Controller::ButtonList Controller::GetButtonNames(ControllerType type)
{
switch (type)
{
case ControllerType::DigitalController:
return DigitalController::StaticGetButtonNames();
case ControllerType::AnalogController:
return AnalogController::StaticGetButtonNames();
case ControllerType::NamcoGunCon:
return NamcoGunCon::StaticGetButtonNames();
case ControllerType::PlayStationMouse:
return PlayStationMouse::StaticGetButtonNames();
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case ControllerType::NeGcon:
return NeGcon::StaticGetButtonNames();
case ControllerType::None:
default:
return {};
}
}
u32 Controller::GetVibrationMotorCount(ControllerType type)
{
switch (type)
{
case ControllerType::DigitalController:
return DigitalController::StaticGetVibrationMotorCount();
case ControllerType::AnalogController:
return AnalogController::StaticGetVibrationMotorCount();
case ControllerType::NamcoGunCon:
return NamcoGunCon::StaticGetVibrationMotorCount();
case ControllerType::PlayStationMouse:
return PlayStationMouse::StaticGetVibrationMotorCount();
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case ControllerType::NeGcon:
return NeGcon::StaticGetVibrationMotorCount();
case ControllerType::None:
default:
return 0;
}
}
std::optional<s32> Controller::GetAxisCodeByName(ControllerType type, std::string_view axis_name)
{
switch (type)
{
case ControllerType::DigitalController:
return DigitalController::StaticGetAxisCodeByName(axis_name);
case ControllerType::AnalogController:
return AnalogController::StaticGetAxisCodeByName(axis_name);
case ControllerType::NamcoGunCon:
return NamcoGunCon::StaticGetAxisCodeByName(axis_name);
case ControllerType::PlayStationMouse:
return PlayStationMouse::StaticGetAxisCodeByName(axis_name);
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case ControllerType::NeGcon:
return NeGcon::StaticGetAxisCodeByName(axis_name);
case ControllerType::None:
default:
return std::nullopt;
}
}
std::optional<s32> Controller::GetButtonCodeByName(ControllerType type, std::string_view button_name)
{
switch (type)
{
case ControllerType::DigitalController:
return DigitalController::StaticGetButtonCodeByName(button_name);
case ControllerType::AnalogController:
return AnalogController::StaticGetButtonCodeByName(button_name);
case ControllerType::NamcoGunCon:
return NamcoGunCon::StaticGetButtonCodeByName(button_name);
case ControllerType::PlayStationMouse:
return PlayStationMouse::StaticGetButtonCodeByName(button_name);
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case ControllerType::NeGcon:
return NeGcon::StaticGetButtonCodeByName(button_name);
case ControllerType::None:
default:
return std::nullopt;
}
}
Controller::SettingList Controller::GetSettings(ControllerType type)
{
switch (type)
{
case ControllerType::AnalogController:
return AnalogController::StaticGetSettings();
case ControllerType::NamcoGunCon:
return NamcoGunCon::StaticGetSettings();
case ControllerType::NeGcon:
return NeGcon::StaticGetSettings();
default:
return {};
}
}