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
205 lines
5.4 KiB
C++
205 lines
5.4 KiB
C++
#include "playstation_mouse.h"
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#include "common/assert.h"
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#include "common/log.h"
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#include "common/state_wrapper.h"
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#include "gpu.h"
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#include "host_display.h"
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#include "host_interface.h"
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#include "system.h"
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#include <array>
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Log_SetChannel(PlayStationMouse);
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PlayStationMouse::PlayStationMouse()
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{
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m_last_host_position_x = g_host_interface->GetDisplay()->GetMousePositionX();
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m_last_host_position_y = g_host_interface->GetDisplay()->GetMousePositionY();
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}
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PlayStationMouse::~PlayStationMouse() = default;
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ControllerType PlayStationMouse::GetType() const
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{
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return ControllerType::NamcoGunCon;
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}
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std::optional<s32> PlayStationMouse::GetAxisCodeByName(std::string_view axis_name) const
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{
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return StaticGetAxisCodeByName(axis_name);
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}
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std::optional<s32> PlayStationMouse::GetButtonCodeByName(std::string_view button_name) const
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{
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return StaticGetButtonCodeByName(button_name);
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}
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void PlayStationMouse::Reset()
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{
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m_transfer_state = TransferState::Idle;
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}
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bool PlayStationMouse::DoState(StateWrapper& sw)
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{
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if (!Controller::DoState(sw))
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return false;
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sw.Do(&m_button_state);
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sw.Do(&m_delta_x);
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sw.Do(&m_delta_y);
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sw.Do(&m_transfer_state);
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return true;
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}
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void PlayStationMouse::SetAxisState(s32 axis_code, float value) {}
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void PlayStationMouse::SetButtonState(Button button, bool pressed)
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{
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static constexpr std::array<u8, static_cast<size_t>(Button::Count)> indices = {{11, 10}};
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if (pressed)
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m_button_state &= ~(u16(1) << indices[static_cast<u8>(button)]);
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else
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m_button_state |= u16(1) << indices[static_cast<u8>(button)];
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}
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void PlayStationMouse::SetButtonState(s32 button_code, bool pressed)
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{
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if (button_code < 0 || button_code >= static_cast<s32>(Button::Count))
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return;
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SetButtonState(static_cast<Button>(button_code), pressed);
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}
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void PlayStationMouse::ResetTransferState()
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{
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m_transfer_state = TransferState::Idle;
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}
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bool PlayStationMouse::Transfer(const u8 data_in, u8* data_out)
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{
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static constexpr u16 ID = 0x5A12;
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switch (m_transfer_state)
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{
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case TransferState::Idle:
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{
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// ack when sent 0x01, send ID for 0x42
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if (data_in == 0x42)
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{
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*data_out = Truncate8(ID);
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m_transfer_state = TransferState::IDMSB;
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return true;
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}
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else
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{
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*data_out = 0xFF;
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return (data_in == 0x01);
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}
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}
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case TransferState::IDMSB:
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{
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*data_out = Truncate8(ID >> 8);
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m_transfer_state = TransferState::ButtonsLSB;
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return true;
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}
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case TransferState::ButtonsLSB:
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{
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*data_out = Truncate8(m_button_state);
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m_transfer_state = TransferState::ButtonsMSB;
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return true;
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}
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case TransferState::ButtonsMSB:
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{
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*data_out = Truncate8(m_button_state >> 8);
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m_transfer_state = TransferState::DeltaX;
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return true;
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}
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case TransferState::DeltaX:
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{
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UpdatePosition();
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*data_out = static_cast<u8>(m_delta_x);
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m_transfer_state = TransferState::DeltaY;
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return true;
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}
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case TransferState::DeltaY:
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{
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*data_out = static_cast<u8>(m_delta_y);
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m_transfer_state = TransferState::Idle;
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return false;
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}
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default:
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{
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UnreachableCode();
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return false;
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}
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}
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}
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void PlayStationMouse::UpdatePosition()
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{
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// get screen coordinates
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const HostDisplay* display = g_host_interface->GetDisplay();
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const s32 mouse_x = display->GetMousePositionX();
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const s32 mouse_y = display->GetMousePositionY();
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const s32 delta_x = mouse_x - m_last_host_position_x;
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const s32 delta_y = mouse_y - m_last_host_position_y;
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m_last_host_position_x = mouse_x;
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m_last_host_position_y = mouse_y;
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if (delta_x != 0 || delta_y != 0)
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Log_InfoPrintf("dx=%d, dy=%d", delta_x, delta_y);
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m_delta_x = static_cast<s8>(std::clamp<s32>(delta_x, std::numeric_limits<s8>::min(), std::numeric_limits<s8>::max()));
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m_delta_y = static_cast<s8>(std::clamp<s32>(delta_y, std::numeric_limits<s8>::min(), std::numeric_limits<s8>::max()));
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}
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std::unique_ptr<PlayStationMouse> PlayStationMouse::Create()
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{
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return std::make_unique<PlayStationMouse>();
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}
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std::optional<s32> PlayStationMouse::StaticGetAxisCodeByName(std::string_view button_name)
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{
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return std::nullopt;
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}
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std::optional<s32> PlayStationMouse::StaticGetButtonCodeByName(std::string_view button_name)
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{
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#define BUTTON(name) \
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if (button_name == #name) \
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{ \
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return static_cast<s32>(ZeroExtend32(static_cast<u8>(Button::name))); \
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}
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BUTTON(Left);
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BUTTON(Right);
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return std::nullopt;
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#undef BUTTON
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}
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Controller::AxisList PlayStationMouse::StaticGetAxisNames()
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{
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return {};
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}
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Controller::ButtonList PlayStationMouse::StaticGetButtonNames()
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{
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#define B(n) \
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{ \
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#n, static_cast < s32>(Button::n) \
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}
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return {B(Left), B(Right)};
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#undef B
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}
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u32 PlayStationMouse::StaticGetVibrationMotorCount()
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{
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return 0;
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}
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