mirror of
https://github.com/RetroDECK/Duckstation.git
synced 2024-11-27 16:15:41 +00:00
302 lines
8.1 KiB
C++
302 lines
8.1 KiB
C++
#include "namco_guncon.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 "resources.h"
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#include "system.h"
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#include <array>
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Log_SetChannel(NamcoGunCon);
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NamcoGunCon::NamcoGunCon() = default;
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NamcoGunCon::~NamcoGunCon() = default;
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ControllerType NamcoGunCon::GetType() const
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{
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return ControllerType::NamcoGunCon;
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}
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std::optional<s32> NamcoGunCon::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> NamcoGunCon::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 NamcoGunCon::Reset()
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{
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m_transfer_state = TransferState::Idle;
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}
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bool NamcoGunCon::DoState(StateWrapper& sw, bool apply_input_state)
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{
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if (!Controller::DoState(sw, apply_input_state))
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return false;
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u16 button_state = m_button_state;
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u16 position_x = m_position_x;
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u16 position_y = m_position_y;
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sw.Do(&button_state);
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sw.Do(&position_x);
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sw.Do(&position_y);
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if (apply_input_state)
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{
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m_button_state = button_state;
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m_position_x = position_x;
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m_position_y = position_y;
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}
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sw.Do(&m_transfer_state);
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return true;
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}
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void NamcoGunCon::SetAxisState(s32 axis_code, float value) {}
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void NamcoGunCon::SetButtonState(Button button, bool pressed)
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{
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if (button == Button::ShootOffscreen)
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{
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m_shoot_offscreen = pressed;
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SetButtonState(Button::Trigger, pressed);
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return;
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}
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static constexpr std::array<u8, static_cast<size_t>(Button::Count)> indices = {{13, 3, 14}};
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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 NamcoGunCon::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 NamcoGunCon::ResetTransferState()
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{
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m_transfer_state = TransferState::Idle;
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}
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bool NamcoGunCon::Transfer(const u8 data_in, u8* data_out)
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{
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static constexpr u16 ID = 0x5A63;
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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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*data_out = 0xFF;
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if (data_in == 0x01)
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{
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m_transfer_state = TransferState::Ready;
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return true;
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}
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return false;
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}
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case TransferState::Ready:
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{
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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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*data_out = 0xFF;
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return false;
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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::XLSB;
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return true;
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}
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case TransferState::XLSB:
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{
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UpdatePosition();
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*data_out = Truncate8(m_position_x);
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m_transfer_state = TransferState::XMSB;
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return true;
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}
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case TransferState::XMSB:
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{
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*data_out = Truncate8(m_position_x >> 8);
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m_transfer_state = TransferState::YLSB;
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return true;
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}
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case TransferState::YLSB:
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{
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*data_out = Truncate8(m_position_y);
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m_transfer_state = TransferState::YMSB;
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return true;
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}
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case TransferState::YMSB:
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{
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*data_out = Truncate8(m_position_y >> 8);
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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 NamcoGunCon::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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// are we within the active display area?
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u32 tick, line;
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if (mouse_x < 0 || mouse_y < 0 ||
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!g_gpu->ConvertScreenCoordinatesToBeamTicksAndLines(mouse_x, mouse_y, m_x_scale, &tick, &line) ||
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m_shoot_offscreen)
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{
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Log_DebugPrintf("Lightgun out of range for window coordinates %d,%d", mouse_x, mouse_y);
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m_position_x = 0x01;
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m_position_y = 0x0A;
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return;
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}
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// 8MHz units for X = 44100*768*11/7 = 53222400 / 8000000 = 6.6528
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const double divider = static_cast<double>(g_gpu->GetCRTCFrequency()) / 8000000.0;
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m_position_x = static_cast<u16>(static_cast<float>(tick) / static_cast<float>(divider));
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m_position_y = static_cast<u16>(line);
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Log_DebugPrintf("Lightgun window coordinates %d,%d -> tick %u line %u 8mhz ticks %u", mouse_x, mouse_y, tick, line,
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m_position_x);
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}
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std::unique_ptr<NamcoGunCon> NamcoGunCon::Create()
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{
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return std::make_unique<NamcoGunCon>();
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}
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std::optional<s32> NamcoGunCon::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> NamcoGunCon::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(Trigger);
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BUTTON(ShootOffscreen);
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BUTTON(A);
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BUTTON(B);
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return std::nullopt;
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#undef BUTTON
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}
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Controller::AxisList NamcoGunCon::StaticGetAxisNames()
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{
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return {};
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}
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Controller::ButtonList NamcoGunCon::StaticGetButtonNames()
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{
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return {{TRANSLATABLE("NamcoGunCon", "Trigger"), static_cast<s32>(Button::Trigger)},
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{TRANSLATABLE("NamcoGunCon", "ShootOffscreen"), static_cast<s32>(Button::ShootOffscreen)},
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{TRANSLATABLE("NamcoGunCon", "A"), static_cast<s32>(Button::A)},
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{TRANSLATABLE("NamcoGunCon", "B"), static_cast<s32>(Button::B)}};
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}
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u32 NamcoGunCon::StaticGetVibrationMotorCount()
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{
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return 0;
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}
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Controller::SettingList NamcoGunCon::StaticGetSettings()
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{
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static constexpr std::array<SettingInfo, 3> settings = {
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{{SettingInfo::Type::Path, "CrosshairImagePath", TRANSLATABLE("NamcoGunCon", "Crosshair Image Path"),
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TRANSLATABLE("NamcoGunCon", "Path to an image to use as a crosshair/cursor.")},
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{SettingInfo::Type::Float, "CrosshairScale", TRANSLATABLE("NamcoGunCon", "Crosshair Image Scale"),
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TRANSLATABLE("NamcoGunCon", "Scale of crosshair image on screen."), "1.0", "0.0001", "100.0", "0.10"},
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{SettingInfo::Type::Float, "XScale", TRANSLATABLE("NamcoGunCon", "X Scale"),
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TRANSLATABLE("NamcoGunCon", "Scales X coordinates relative to the center of the screen."), "1.0", "0.01", "2.0",
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"0.01"}}};
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return SettingList(settings.begin(), settings.end());
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}
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void NamcoGunCon::LoadSettings(const char* section)
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{
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Controller::LoadSettings(section);
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std::string path = g_host_interface->GetStringSettingValue(section, "CrosshairImagePath");
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if (path != m_crosshair_image_path)
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{
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m_crosshair_image_path = std::move(path);
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if (m_crosshair_image_path.empty() ||
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!Common::LoadImageFromFile(&m_crosshair_image, m_crosshair_image_path.c_str()))
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{
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m_crosshair_image.Invalidate();
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}
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}
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if (!m_crosshair_image.IsValid())
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{
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m_crosshair_image.SetPixels(Resources::CROSSHAIR_IMAGE_WIDTH, Resources::CROSSHAIR_IMAGE_HEIGHT,
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Resources::CROSSHAIR_IMAGE_DATA.data());
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}
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m_crosshair_image_scale = g_host_interface->GetFloatSettingValue(section, "CrosshairScale", 1.0f);
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m_x_scale = g_host_interface->GetFloatSettingValue(section, "XScale", 1.0f);
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}
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bool NamcoGunCon::GetSoftwareCursor(const Common::RGBA8Image** image, float* image_scale, bool* relative_mode)
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{
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if (!m_crosshair_image.IsValid())
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return false;
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*image = &m_crosshair_image;
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*image_scale = m_crosshair_image_scale;
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*relative_mode = false;
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return true;
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}
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