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125 lines
2.9 KiB
C++
125 lines
2.9 KiB
C++
//
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// MouseJoystick.cpp
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// Clock Signal
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//
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// Created by Thomas Harte on 26/11/2021.
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// Copyright © 2021 Thomas Harte. All rights reserved.
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//
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#include "MouseJoystick.hpp"
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#include <algorithm>
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using namespace Amiga;
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// MARK: - Mouse.
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int Mouse::get_number_of_buttons() {
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return 2;
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}
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void Mouse::set_button_pressed(int button, bool is_set) {
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switch(button) {
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case 0:
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cia_state_ = (cia_state_ &~ 0x40) | (is_set ? 0 : 0x40);
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break;
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default:
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break;
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}
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}
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uint8_t Mouse::get_cia_button() const {
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return cia_state_;
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}
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void Mouse::reset_all_buttons() {
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cia_state_ = 0xff;
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}
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void Mouse::move(int x, int y) {
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position_[0] += x;
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position_[1] += y;
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}
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uint16_t Mouse::get_position() {
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// The Amiga hardware retains only eight bits of position
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// for the mouse; its software polls frequently and maps
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// changes into a larger space.
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//
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// On modern computers with 5k+ displays and trackpads, it
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// proved empirically possible to overflow the hardware
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// counters more quickly than software would poll.
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//
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// Therefore the approach taken for mapping mouse motion
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// into the Amiga is to do it in steps of no greater than
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// [-128, +127], as per the below.
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const int pending[] = {
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position_[0], position_[1]
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};
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const int8_t change[] = {
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int8_t(std::clamp(pending[0], -128, 127)),
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int8_t(std::clamp(pending[1], -128, 127))
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};
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position_[0] -= change[0];
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position_[1] -= change[1];
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declared_position_[0] += change[0];
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declared_position_[1] += change[1];
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return uint16_t(
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(declared_position_[1] << 8) |
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declared_position_[0]
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);
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}
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// MARK: - Joystick.
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// TODO: add second fire button.
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Joystick::Joystick() :
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ConcreteJoystick({
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Input(Input::Up),
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Input(Input::Down),
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Input(Input::Left),
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Input(Input::Right),
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Input(Input::Fire, 0),
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}) {}
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void Joystick::did_set_input(const Input &input, bool is_active) {
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// Accumulate state.
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inputs_[input.type] = is_active;
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// Determine what that does to the two position bits.
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const auto low =
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(inputs_[Input::Type::Down] ^ inputs_[Input::Type::Right]) |
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(inputs_[Input::Type::Right] << 1);
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const auto high =
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(inputs_[Input::Type::Up] ^ inputs_[Input::Type::Left]) |
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(inputs_[Input::Type::Left] << 1);
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// Ripple upwards if that affects the mouse position counters.
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const uint8_t previous_low = position_ & 3;
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uint8_t low_upper = (position_ >> 2) & 0x3f;
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const uint8_t previous_high = (position_ >> 8) & 3;
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uint8_t high_upper = (position_ >> 10) & 0x3f;
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if(!low && previous_low == 3) ++low_upper;
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if(!previous_low && low == 3) --low_upper;
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if(!high && previous_high == 3) ++high_upper;
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if(!previous_high && high == 3) --high_upper;
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position_ = uint16_t(
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low | ((low_upper & 0x3f) << 2) |
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(high << 8) | ((high_upper & 0x3f) << 10)
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);
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}
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uint16_t Joystick::get_position() {
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return position_;
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}
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uint8_t Joystick::get_cia_button() const {
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return inputs_[Input::Type::Fire] ? 0xbf : 0xff;
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}
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