izapple2/frontend/a2sdl/sdlJoysticks.go

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package main
import (
"github.com/veandco/go-sdl2/sdl"
)
/*
Apple 2 supports four paddles and 3 pushbuttons. The first two paddles are
the X, Y axis of the first joystick. The second two correspond the the second
joystick.
Button 0 is the primary button of joystick 0.
Button 1 is the secondary button of joystick 0 but also the primary button of
joystick 1.
Button 2 is the secondary button of Joystick 1.
*/
type sdlJoysticks struct {
paddle [4]uint8
hasPaddle [4]bool
button [4]bool
keys [3]bool
mousebuttons [3]bool
useMouse bool
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}
func newSDLJoysticks(useMouseAlt bool) *sdlJoysticks {
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var j sdlJoysticks
err := sdl.InitSubSystem(sdl.INIT_JOYSTICK)
if err != nil {
panic(err)
}
// Init up to two joysticks
sdl.JoystickEventState(sdl.ENABLE)
joyCount := sdl.NumJoysticks()
for iJoy := 0; iJoy < joyCount && iJoy < 2; iJoy++ {
/*joystick := */ sdl.JoystickOpen(iJoy)
j.hasPaddle[iJoy*2] = true
j.hasPaddle[iJoy*2+1] = true
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}
// Initialize to max resistance if unplugged
j.paddle[0] = 255
j.paddle[1] = 255
j.paddle[2] = 255
j.paddle[3] = 255
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if useMouseAlt && !j.hasPaddle[0] {
// Use the mouse as joystick
j.useMouse = true
j.hasPaddle[0] = true
j.hasPaddle[1] = true
j.paddle[0] = 127
j.paddle[1] = 127
}
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// To enter Apple IIe on self test mode
//j.keys[1] = true
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return &j
}
func (j *sdlJoysticks) putAxisEvent(e *sdl.JoyAxisEvent) {
if e.Which >= 2 || e.Axis >= 2 {
// Process only the first two axis of the first two joysticks
return
}
j.paddle[uint8(e.Which)*2+e.Axis] = uint8((e.Value >> 8) + 128)
}
func (j *sdlJoysticks) putButtonEvent(e *sdl.JoyButtonEvent) {
if e.Which >= 2 {
// Process only the buttons of the first two joysticks
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return
}
j.button[uint8(e.Which)*2+(e.Button%2)] = (e.State != 0)
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}
func mouseToJoyCentered(x int32, w int32) uint8 {
r := x - (w / 2) + 127
if r >= 255 {
r = 255
}
if r < 0 {
r = 0
}
return uint8(r)
}
func (j *sdlJoysticks) putMouseMotionEvent(e *sdl.MouseMotionEvent, width int32, height int32) {
if j.useMouse {
// The mouse moves on all the window
//j.paddle[0] = mouseToJoyFull(e.X, width)
//j.paddle[1] = mouseToJoyFull(e.Y, height)
// The mouse moves around the center of the window
j.paddle[0] = mouseToJoyCentered(e.X, width)
j.paddle[1] = mouseToJoyCentered(e.Y, height)
}
}
func (j *sdlJoysticks) putMouseButtonEvent(e *sdl.MouseButtonEvent) {
pressed := e.State == sdl.PRESSED
switch e.Button {
case 1: //BUTTON_LEFT
j.mousebuttons[0] = pressed
case 3: //BUTTON_RIGHT
j.mousebuttons[1] = pressed
case 2: //BUTTON_MIDDLE
j.mousebuttons[2] = pressed
}
}
func (j *sdlJoysticks) putKey(keyEvent *sdl.KeyboardEvent) {
/*
We will simultate joystick buttons with keyboard keys.
Actually the Apple//e does this with the open and solid apple keys.
Alt key - button 0 - Open apple
AltGr key - button 1- Solid apple
//Win key - button 2 (Not in the Apple //e keyboard)
*/
pressed := keyEvent.Type == sdl.KEYDOWN
switch keyEvent.Keysym.Sym {
case sdl.K_LALT:
j.keys[0] = pressed
case sdl.K_RALT:
j.keys[1] = pressed
//case sdl.K_LGUI:
// j.keys[2] = pressed
}
}
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func (j *sdlJoysticks) ReadButton(i int) bool {
var value bool
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switch i {
case 0:
value = j.button[0] || j.keys[0] || j.mousebuttons[0]
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case 1:
// It can be secondary of first or primary of second
value = j.button[1] || j.button[2] || j.keys[1] || j.mousebuttons[1]
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case 2:
value = j.button[3] || j.keys[2] || j.mousebuttons[2]
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}
return value
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}
func (j *sdlJoysticks) ReadPaddle(i int) (uint8, bool) {
return j.paddle[i], j.hasPaddle[i]
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}