/*****************************************************************************\ Snes9x - Portable Super Nintendo Entertainment System (TM) emulator. This file is licensed under the Snes9x License. For further information, consult the LICENSE file in the root directory. \*****************************************************************************/ #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