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controls.h
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controls.h
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/***********************************************************************************
Snes9x - Portable Super Nintendo Entertainment System (TM) emulator.
(c) Copyright 1996 - 2002 Gary Henderson ([email protected]),
Jerremy Koot ([email protected])
(c) Copyright 2002 - 2004 Matthew Kendora
(c) Copyright 2002 - 2005 Peter Bortas ([email protected])
(c) Copyright 2004 - 2005 Joel Yliluoma (http://iki.fi/bisqwit/)
(c) Copyright 2001 - 2006 John Weidman ([email protected])
(c) Copyright 2002 - 2006 funkyass ([email protected]),
Kris Bleakley ([email protected])
(c) Copyright 2002 - 2010 Brad Jorsch ([email protected]),
Nach ([email protected]),
(c) Copyright 2002 - 2011 zones ([email protected])
(c) Copyright 2006 - 2007 nitsuja
(c) Copyright 2009 - 2018 BearOso,
OV2
(c) Copyright 2017 qwertymodo
(c) Copyright 2011 - 2017 Hans-Kristian Arntzen,
Daniel De Matteis
(Under no circumstances will commercial rights be given)
BS-X C emulator code
(c) Copyright 2005 - 2006 Dreamer Nom,
zones
C4 x86 assembler and some C emulation code
(c) Copyright 2000 - 2003 _Demo_ ([email protected]),
Nach,
zsKnight ([email protected])
C4 C++ code
(c) Copyright 2003 - 2006 Brad Jorsch,
Nach
DSP-1 emulator code
(c) Copyright 1998 - 2006 _Demo_,
Andreas Naive ([email protected]),
Gary Henderson,
Ivar ([email protected]),
John Weidman,
Kris Bleakley,
Matthew Kendora,
Nach,
neviksti ([email protected])
DSP-2 emulator code
(c) Copyright 2003 John Weidman,
Kris Bleakley,
Lord Nightmare ([email protected]),
Matthew Kendora,
neviksti
DSP-3 emulator code
(c) Copyright 2003 - 2006 John Weidman,
Kris Bleakley,
Lancer,
z80 gaiden
DSP-4 emulator code
(c) Copyright 2004 - 2006 Dreamer Nom,
John Weidman,
Kris Bleakley,
Nach,
z80 gaiden
OBC1 emulator code
(c) Copyright 2001 - 2004 zsKnight,
pagefault ([email protected]),
Kris Bleakley
Ported from x86 assembler to C by sanmaiwashi
SPC7110 and RTC C++ emulator code used in 1.39-1.51
(c) Copyright 2002 Matthew Kendora with research by
zsKnight,
John Weidman,
Dark Force
SPC7110 and RTC C++ emulator code used in 1.52+
(c) Copyright 2009 byuu,
neviksti
S-DD1 C emulator code
(c) Copyright 2003 Brad Jorsch with research by
Andreas Naive,
John Weidman
S-RTC C emulator code
(c) Copyright 2001 - 2006 byuu,
John Weidman
ST010 C++ emulator code
(c) Copyright 2003 Feather,
John Weidman,
Kris Bleakley,
Matthew Kendora
Super FX x86 assembler emulator code
(c) Copyright 1998 - 2003 _Demo_,
pagefault,
zsKnight
Super FX C emulator code
(c) Copyright 1997 - 1999 Ivar,
Gary Henderson,
John Weidman
Sound emulator code used in 1.5-1.51
(c) Copyright 1998 - 2003 Brad Martin
(c) Copyright 1998 - 2006 Charles Bilyue'
Sound emulator code used in 1.52+
(c) Copyright 2004 - 2007 Shay Green ([email protected])
S-SMP emulator code used in 1.54+
(c) Copyright 2016 byuu
SH assembler code partly based on x86 assembler code
(c) Copyright 2002 - 2004 Marcus Comstedt ([email protected])
2xSaI filter
(c) Copyright 1999 - 2001 Derek Liauw Kie Fa
HQ2x, HQ3x, HQ4x filters
(c) Copyright 2003 Maxim Stepin ([email protected])
NTSC filter
(c) Copyright 2006 - 2007 Shay Green
GTK+ GUI code
(c) Copyright 2004 - 2018 BearOso
Win32 GUI code
(c) Copyright 2003 - 2006 blip,
funkyass,
Matthew Kendora,
Nach,
nitsuja
(c) Copyright 2009 - 2018 OV2
Mac OS GUI code
(c) Copyright 1998 - 2001 John Stiles
(c) Copyright 2001 - 2011 zones
Libretro port
(c) Copyright 2011 - 2017 Hans-Kristian Arntzen,
Daniel De Matteis
(Under no circumstances will commercial rights be given)
Specific ports contains the works of other authors. See headers in
individual files.
Snes9x homepage: http://www.snes9x.com/
Permission to use, copy, modify and/or distribute Snes9x in both binary
and source form, for non-commercial purposes, is hereby granted without
fee, providing that this license information and copyright notice appear
with all copies and any derived work.
This software is provided 'as-is', without any express or implied
warranty. In no event shall the authors be held liable for any damages
arising from the use of this software or it's derivatives.
Snes9x is freeware for PERSONAL USE only. Commercial users should
seek permission of the copyright holders first. Commercial use includes,
but is not limited to, charging money for Snes9x or software derived from
Snes9x, including Snes9x or derivatives in commercial game bundles, and/or
using Snes9x as a promotion for your commercial product.
The copyright holders request that bug fixes and improvements to the code
should be forwarded to them so everyone can benefit from the modifications
in future versions.
Super NES and Super Nintendo Entertainment System are trademarks of
Nintendo Co., Limited and its subsidiary companies.
***********************************************************************************/
#ifndef _CONTROLS_H_
#define _CONTROLS_H_
#define S9xNoMapping 0
#define S9xButtonJoypad 1
#define S9xButtonMouse 2
#define S9xButtonSuperscope 3
#define S9xButtonJustifier 4
#define S9xButtonCommand 5
#define S9xButtonMulti 6
#define S9xButtonMacsRifle 7
#define S9xAxisJoypad 8
#define S9xPointer 9
#define S9xButtonPseudopointer 254
#define S9xAxisPseudopointer 253
#define S9xAxisPseudobuttons 252
// These are automatically kicked out to the S9xHandlePortCommand function.
// If your port wants to define port-specific commands or whatever, use these values for the s9xcommand_t type field.
#define S9xButtonPort 251
#define S9xAxisPort 250
#define S9xPointerPort 249
#define S9xBadMapping 255
#define InvalidControlID ((uint32) -1)
// S9xButtonPseudopointer and S9xAxisPseudopointer will report pointer motion using IDs PseudoPointerBase through PseudoPointerBase+7.
// S9xAxisPseudopointer command types. S9xAxisPseudobuttons will report buttons with IDs PseudoButtonBase to PseudoButtonBase+255.
#define PseudoPointerBase (InvalidControlID - 8)
#define PseudoButtonBase (PseudoPointerBase - 256)
typedef struct
{
uint8 type;
uint8 multi_press:2;
uint8 button_norpt:1;
union
{
union
{
struct
{
uint8 idx:3; // Pad number 0-7
uint8 toggle:1; // If set, toggle turbo/sticky for the button
uint8 turbo:1; // If set, be a 'turbo' button
uint8 sticky:1; // If set, toggle button state (on/turbo or off) when pressed and do nothing on release
uint16 buttons; // Which buttons to actuate. Use SNES_*_MASK constants from snes9x.h
} joypad;
struct
{
uint8 idx:1; // Mouse number 0-1
uint8 left:1; // buttons
uint8 right:1;
} mouse;
struct
{
uint8 fire:1;
uint8 cursor:1;
uint8 turbo:1;
uint8 pause:1;
uint8 aim_offscreen:1; // Pretend we're pointing the gun offscreen (ignore the pointer)
} scope;
struct
{
uint8 idx:3; // Pseudo-pointer number 0-7
uint8 speed_type:2; // 0=variable, 1=slow, 2=med, 3=fast
int8 UD:2; // -1=up, 1=down, 0=no vertical motion
int8 LR:2; // -1=left, 1=right, 0=no horizontal motion
} pointer;
struct
{
uint8 idx:1; // Justifier number 0-1
uint8 trigger:1; // buttons
uint8 start:1;
uint8 aim_offscreen:1; // Pretend we're pointing the gun offscreen (ignore the pointer)
} justifier;
struct
{
uint8 trigger:1;
} macsrifle;
int32 multi_idx;
uint16 command;
} button;
union
{
struct
{
uint8 idx:3; // Pad number 0-7
uint8 invert:1; // 1 = positive is Left/Up/Y/X/L
uint8 axis:3; // 0=Left/Right, 1=Up/Down, 2=Y/A, 3=X/B, 4=L/R
uint8 threshold; // (threshold+1)/256% deflection is a button press
} joypad;
struct
{
uint8 idx:3; // Pseudo-pointer number 0-7
uint8 speed_type:2; // 0=variable, 1=slow, 2=med, 3=fast
uint8 invert:1; // 1 = invert axis, so positive is up/left
uint8 HV:1; // 0=horizontal, 1=vertical
} pointer;
struct
{
uint8 threshold; // (threshold+1)/256% deflection is a button press
uint8 negbutton; // Button ID for negative deflection
uint8 posbutton; // Button ID for positive deflection
} button;
} axis;
struct // Which SNES-pointers to control with this pointer
{
uint16 aim_mouse0:1;
uint16 aim_mouse1:1;
uint16 aim_scope:1;
uint16 aim_justifier0:1;
uint16 aim_justifier1:1;
uint16 aim_macsrifle:1;
} pointer;
uint8 port[4];
};
} s9xcommand_t;
// Starting out...
void S9xUnmapAllControls (void);
// Setting which controllers are plugged in.
enum controllers
{
CTL_NONE, // all ids ignored
CTL_JOYPAD, // use id1 to specify 0-7
CTL_MOUSE, // use id1 to specify 0-1
CTL_SUPERSCOPE,
CTL_JUSTIFIER, // use id1: 0=one justifier, 1=two justifiers
CTL_MP5, // use id1-id4 to specify pad 0-7 (or -1)
CTL_MACSRIFLE
};
void S9xSetController (int port, enum controllers controller, int8 id1, int8 id2, int8 id3, int8 id4); // port=0-1
void S9xGetController (int port, enum controllers *controller, int8 *id1, int8 *id2, int8 *id3, int8 *id4);
void S9xReportControllers (void);
// Call this when you're done with S9xSetController, or if you change any of the controller Settings.*Master flags.
// Returns true if something was disabled.
bool S9xVerifyControllers (void);
// Functions for translation s9xcommand_t's into strings, and vice versa.
// free() the returned string after you're done with it.
char * S9xGetCommandName (s9xcommand_t command);
s9xcommand_t S9xGetCommandT (const char *name);
// Returns an array of strings naming all the snes9x commands.
// Note that this is only the strings for S9xButtonCommand!
// The idea is that this would be used for a pull-down list in a config GUI. DO NOT free() the returned value.
const char ** S9xGetAllSnes9xCommands (void);
// Generic mapping functions
s9xcommand_t S9xGetMapping (uint32 id);
void S9xUnmapID (uint32 id);
// Button mapping functions.
// If a button is mapped with poll=TRUE, then S9xPollButton will be called whenever snes9x feels a need for that mapping.
// Otherwise, snes9x will assume you will call S9xReportButton() whenever the button state changes.
// S9xMapButton() will fail and return FALSE if mapping.type isn't an S9xButton* type.
bool S9xMapButton (uint32 id, s9xcommand_t mapping, bool poll);
void S9xReportButton (uint32 id, bool pressed);
// Pointer mapping functions.
// If a pointer is mapped with poll=TRUE, then S9xPollPointer will be called whenever snes9x feels a need for that mapping.
// Otherwise, snes9x will assume you will call S9xReportPointer() whenever the pointer position changes.
// S9xMapPointer() will fail and return FALSE if mapping.type isn't an S9xPointer* type.
// Note that position [0,0] is considered the upper-left corner of the 'screen',
// and either [255,223] or [255,239] is the lower-right.
// Note that the SNES mouse doesn't aim at a particular point,
// so the SNES's idea of where the mouse pointer is will probably differ from your OS's idea.
bool S9xMapPointer (uint32 id, s9xcommand_t mapping, bool poll);
void S9xReportPointer (uint32 id, int16 x, int16 y);
// Axis mapping functions.
// If an axis is mapped with poll=TRUE, then S9xPollAxis will be called whenever snes9x feels a need for that mapping.
// Otherwise, snes9x will assume you will call S9xReportAxis() whenever the axis deflection changes.
// S9xMapAxis() will fail and return FALSE if mapping.type isn't an S9xAxis* type.
// Note that value is linear -32767 through 32767 with 0 being no deflection.
// If your axis reports differently you should transform the value before passing it to S9xReportAxis().
bool S9xMapAxis (uint32 id, s9xcommand_t mapping, bool poll);
void S9xReportAxis (uint32 id, int16 value);
// Do whatever the s9xcommand_t says to do.
// If cmd.type is a button type, data1 should be TRUE (non-0) or FALSE (0) to indicate whether the 'button' is pressed or released.
// If cmd.type is an axis, data1 holds the deflection value.
// If cmd.type is a pointer, data1 and data2 are the positions of the pointer.
void S9xApplyCommand (s9xcommand_t cmd, int16 data1, int16 data2);
//////////
// These functions are called by snes9x into your port, so each port should implement them.
// If something was mapped with poll=TRUE, these functions will be called when snes9x needs the button/axis/pointer state.
// Fill in the reference options as appropriate.
bool S9xPollButton (uint32 id, bool *pressed);
bool S9xPollPointer (uint32 id, int16 *x, int16 *y);
bool S9xPollAxis (uint32 id, int16 *value);
// These are called when snes9x tries to apply a command with a S9x*Port type.
// data1 and data2 are filled in like S9xApplyCommand.
void S9xHandlePortCommand (s9xcommand_t cmd, int16 data1, int16 data2);
// Called before already-read SNES joypad data is being used by the game if your port defines SNES_JOY_READ_CALLBACKS.
#ifdef SNES_JOY_READ_CALLBACKS
void S9xOnSNESPadRead (void);
#endif
// These are for your use.
s9xcommand_t S9xGetPortCommandT (const char *name);
char * S9xGetPortCommandName (s9xcommand_t command);
void S9xSetupDefaultKeymap (void);
bool8 S9xMapInput (const char *name, s9xcommand_t *cmd);
//////////
// These functions are called from snes9x into this subsystem. No need to use them from a port.
// Use when resetting snes9x.
void S9xControlsReset (void);
void S9xControlsSoftReset (void);
// Use when writing to $4016.
void S9xSetJoypadLatch (bool latch);
// Use when reading $4016/7 (JOYSER0 and JOYSER1).
uint8 S9xReadJOYSERn (int n);
// End-Of-Frame processing. Sets gun latch variables and tries to draw crosshairs
void S9xControlEOF (void);
// Functions and a structure for snapshot.
struct SControlSnapshot
{
uint8 ver;
uint8 port1_read_idx[2];
uint8 dummy1[4]; // for future expansion
uint8 port2_read_idx[2];
uint8 dummy2[4];
uint8 mouse_speed[2];
uint8 justifier_select;
uint8 dummy3[8];
bool8 pad_read, pad_read_last;
uint8 internal[60]; // yes, we need to save this!
uint8 internal_macs[5];
};
void S9xControlPreSaveState (struct SControlSnapshot *s);
void S9xControlPostLoadState (struct SControlSnapshot *s);
#endif