Duckstation/src/core/playstation_mouse.h
Connor McLaughlin b6f871d2b9
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
2020-07-31 17:09:18 +10:00

65 lines
1.5 KiB
C++

#pragma once
#include "controller.h"
#include <memory>
#include <optional>
#include <string_view>
class PlayStationMouse final : public Controller
{
public:
enum class Button : u8
{
Left = 0,
Right = 1,
Count
};
PlayStationMouse();
~PlayStationMouse() override;
static std::unique_ptr<PlayStationMouse> Create();
static std::optional<s32> StaticGetAxisCodeByName(std::string_view button_name);
static std::optional<s32> StaticGetButtonCodeByName(std::string_view button_name);
static AxisList StaticGetAxisNames();
static ButtonList StaticGetButtonNames();
static u32 StaticGetVibrationMotorCount();
ControllerType GetType() const override;
std::optional<s32> GetAxisCodeByName(std::string_view axis_name) const override;
std::optional<s32> GetButtonCodeByName(std::string_view button_name) const override;
void Reset() override;
bool DoState(StateWrapper& sw) override;
void SetAxisState(s32 axis_code, float value) override;
void SetButtonState(s32 button_code, bool pressed) override;
void ResetTransferState() override;
bool Transfer(const u8 data_in, u8* data_out) override;
void SetButtonState(Button button, bool pressed);
private:
void UpdatePosition();
enum class TransferState : u8
{
Idle,
IDMSB,
ButtonsLSB,
ButtonsMSB,
DeltaX,
DeltaY
};
s32 m_last_host_position_x = 0;
s32 m_last_host_position_y = 0;
// buttons are active low
u16 m_button_state = UINT16_C(0xFFFF);
s8 m_delta_x = 0;
s8 m_delta_y = 0;
TransferState m_transfer_state = TransferState::Idle;
};