mirror of
https://github.com/dingusdev/dingusppc.git
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101 lines
3.4 KiB
C++
101 lines
3.4 KiB
C++
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/*
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DingusPPC - The Experimental PowerPC Macintosh emulator
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Copyright (C) 2018-24 divingkatae and maximum
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(theweirdo) spatium
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(Contact divingkatae#1017 or powermax#2286 on Discord for more info)
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <https://www.gnu.org/licenses/>.
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*/
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/** @file Apple Desktop Bus AppleJack controller emulation. */
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#include <devices/common/adb/adbapplejack.h>
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#include <devices/common/adb/adbbus.h>
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#include <devices/deviceregistry.h>
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#include <core/hostevents.h>
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#include <loguru.hpp>
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AdbAppleJack::AdbAppleJack(std::string name) : AdbMouse(name, AdbMouse::TRACKBALL, 2, 7, 300) {
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EventManager::get_instance()->add_gamepad_handler(this, &AdbAppleJack::event_handler);
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}
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void AdbAppleJack::event_handler(const GamepadEvent& event) {
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uint32_t button_bit = 1 << event.button;
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if (event.flags & GAMEPAD_EVENT_DOWN)
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this->buttons_state |= button_bit;
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else if (event.flags & GAMEPAD_EVENT_UP)
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this->buttons_state &= ~button_bit;
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if (button_bit & ((1 << GamepadButton::LeftTrigger) | (1 << GamepadButton::RightTrigger)))
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this->triggers_changed = true;
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else
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this->buttons_changed = true;
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}
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void AdbAppleJack::reset() {
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this->AdbMouse::reset();
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this->buttons_state = 0;
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this->triggers_changed = false;
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this->buttons_changed = false;
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LOG_F(INFO, "%s: reset; in mouse emulation mode", this->name.c_str());
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}
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bool AdbAppleJack::get_register_0() {
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bool changed = this->triggers_changed || this->buttons_changed;
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uint8_t mouse_buttons = this->AdbMouse::get_buttons_state();
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// AppleJack triggers always affect the mouse button bits.
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mouse_buttons |= (this->buttons_state >> (GamepadButton::LeftTrigger - 0)) & 1;
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mouse_buttons |= (this->buttons_state >> (GamepadButton::RightTrigger - 1)) & 2;
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changed |= this->AdbMouse::get_register_0(mouse_buttons, changed);
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this->triggers_changed = false;
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if (this->dev_handler_id == APPLEJACK_HANDLER_ID && this->buttons_changed) {
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uint8_t* out_buf = this->host_obj->get_output_buf();
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out_buf[2] = ~this->buttons_state >> 8;
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out_buf[3] = ~this->buttons_state & 0xFF;
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this->host_obj->set_output_count(4);
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this->buttons_changed = false;
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}
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return changed;
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}
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void AdbAppleJack::set_register_3() {
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if (this->host_obj->get_input_count() < 2) // ensure we got enough data
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return;
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const uint8_t* in_data = this->host_obj->get_input_buf();
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switch (in_data[1]) {
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case APPLEJACK_HANDLER_ID: // switch over to AppleJack protocol
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this->dev_handler_id = in_data[1];
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LOG_F(INFO, "%s: switched to AppleJack mode", this->name.c_str());
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break;
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default:
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this->AdbMouse::set_register_3();
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break;
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}
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}
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static const DeviceDescription AdbAppleJack_Descriptor = {
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AdbAppleJack::create, {}, {}
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};
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REGISTER_DEVICE(AdbAppleJack, AdbAppleJack_Descriptor);
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