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34e0ba84f1
All AppleJack controllers start in mouse emulation mode, behaving exactly like ADB mice. Only upon receiving a Listen command on register 3 with handler ID 0x46 does the AppleJack switch protocols, albeit such a change consisting merely of expanding register 0's buffer size to 4 bytes. In this state, the first 2 bytes remain defined as they are for an ADB mouse; the additional 16 bits carry the respective states of each of the AppleJack controller's remaining 11 buttons out of a possible supported 16. For backward compatibility, honor both mouse clicks and shoulder button presses on the host when considering the state of the emulated trigger buttons.
61 lines
1.7 KiB
C++
61 lines
1.7 KiB
C++
/*
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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 definitions. */
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#ifndef ADB_APPLEJACK_H
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#define ADB_APPLEJACK_H
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#include <devices/common/adb/adbmouse.h>
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#include <devices/common/hwcomponent.h>
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#include <memory>
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#include <string>
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enum : uint8_t {
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APPLEJACK_HANDLER_ID = 0x46,
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};
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class GamepadEvent;
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class AdbAppleJack : public AdbMouse {
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public:
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AdbAppleJack(std::string name);
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~AdbAppleJack() = default;
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static std::unique_ptr<HWComponent> create() {
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return std::unique_ptr<AdbAppleJack>(new AdbAppleJack("ADB-APPLEJACK"));
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}
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void reset() override;
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void event_handler(const GamepadEvent& event);
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bool get_register_0() override;
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void set_register_3() override;
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private:
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uint32_t buttons_state = 0;
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bool triggers_changed = false;
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bool buttons_changed = false;
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};
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#endif // ADB_APPLEJACK_H
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