mirror of
https://github.com/RetroDECK/Duckstation.git
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b6f871d2b9
* 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
72 lines
1.8 KiB
C++
72 lines
1.8 KiB
C++
#pragma once
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#include "controller.h"
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#include <memory>
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#include <optional>
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#include <string_view>
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class NamcoGunCon final : public Controller
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{
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public:
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enum class Button : u8
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{
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Trigger = 0,
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A = 1,
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B = 2,
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Count
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};
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NamcoGunCon();
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~NamcoGunCon() override;
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static std::unique_ptr<NamcoGunCon> Create();
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static std::optional<s32> StaticGetAxisCodeByName(std::string_view button_name);
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static std::optional<s32> StaticGetButtonCodeByName(std::string_view button_name);
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static AxisList StaticGetAxisNames();
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static ButtonList StaticGetButtonNames();
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static u32 StaticGetVibrationMotorCount();
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static SettingList StaticGetSettings();
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ControllerType GetType() const override;
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std::optional<s32> GetAxisCodeByName(std::string_view axis_name) const override;
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std::optional<s32> GetButtonCodeByName(std::string_view button_name) const override;
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void Reset() override;
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bool DoState(StateWrapper& sw) override;
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void LoadSettings(const char* section) override;
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bool GetSoftwareCursor(const Common::RGBA8Image** image, float* image_scale) override;
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void SetAxisState(s32 axis_code, float value) override;
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void SetButtonState(s32 button_code, bool pressed) override;
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void ResetTransferState() override;
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bool Transfer(const u8 data_in, u8* data_out) override;
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void SetButtonState(Button button, bool pressed);
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private:
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void UpdatePosition();
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enum class TransferState : u8
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{
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Idle,
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IDMSB,
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ButtonsLSB,
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ButtonsMSB,
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XLSB,
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XMSB,
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YLSB,
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YMSB
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};
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Common::RGBA8Image m_crosshair_image;
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std::string m_crosshair_image_path;
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float m_crosshair_image_scale = 1.0f;
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// buttons are active low
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u16 m_button_state = UINT16_C(0xFFFF);
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u16 m_position_x = 0;
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u16 m_position_y = 0;
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TransferState m_transfer_state = TransferState::Idle;
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};
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