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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include <math.h> // Needed for "tan()" function
#include "osys_n64.h"
// Pad buttons
#define START_BUTTON(a) (a & 0x1000)
#define A_BUTTON(a) (a & 0x8000)
#define B_BUTTON(a) (a & 0x4000)
#define Z_BUTTON(a) (a & 0x2000)
// Triggers
#define TL_BUTTON(a) (a & 0x0020)
#define TR_BUTTON(a) (a & 0x0010)
// D-Pad
#define DL_BUTTON(a) (a & 0x0200)
#define DR_BUTTON(a) (a & 0x0100)
#define DU_BUTTON(a) (a & 0x0800)
#define DD_BUTTON(a) (a & 0x0400)
// Yellow C buttons
#define CL_BUTTON(a) (a & 0x0002)
#define CR_BUTTON(a) (a & 0x0001)
#define CU_BUTTON(a) (a & 0x0008)
#define CD_BUTTON(a) (a & 0x0004)
// Macro for button press checking
#define PRESSED_START(now, before) (START_BUTTON(now) && !START_BUTTON(before))
#define RELEASED_START(now, before) (!START_BUTTON(now) && START_BUTTON(before))
#define PRESSED_A(now, before) (A_BUTTON(now) && !A_BUTTON(before))
#define RELEASED_A(now, before) (!A_BUTTON(now) && A_BUTTON(before))
#define PRESSED_B(now, before) (B_BUTTON(now) && !B_BUTTON(before))
#define RELEASED_B(now, before) (!B_BUTTON(now) && B_BUTTON(before))
#define PRESSED_Z(now, before) (Z_BUTTON(now) && !Z_BUTTON(before))
#define RELEASED_Z(now, before) (!Z_BUTTON(now) && Z_BUTTON(before))
#define PRESSED_TL(now, before) (TL_BUTTON(now) && !TL_BUTTON(before))
#define RELEASED_TL(now, before) (!TL_BUTTON(now) && TL_BUTTON(before))
#define PRESSED_TR(now, before) (TR_BUTTON(now) && !TR_BUTTON(before))
#define RELEASED_TR(now, before) (!TR_BUTTON(now) && TR_BUTTON(before))
#define PRESSED_DL(now, before) (DL_BUTTON(now) && !DL_BUTTON(before))
#define RELEASED_DL(now, before) (!DL_BUTTON(now) && DL_BUTTON(before))
#define PRESSED_DR(now, before) (DR_BUTTON(now) && !DR_BUTTON(before))
#define RELEASED_DR(now, before) (!DR_BUTTON(now) && DR_BUTTON(before))
#define PRESSED_DU(now, before) (DU_BUTTON(now) && !DU_BUTTON(before))
#define RELEASED_DU(now, before) (!DU_BUTTON(now) && DU_BUTTON(before))
#define PRESSED_DD(now, before) (DD_BUTTON(now) && !DD_BUTTON(before))
#define RELEASED_DD(now, before) (!DD_BUTTON(now) && DD_BUTTON(before))
#define PRESSED_CL(now, before) (CL_BUTTON(now) && !CL_BUTTON(before))
#define RELEASED_CL(now, before) (!CL_BUTTON(now) && CL_BUTTON(before))
#define PRESSED_CR(now, before) (CR_BUTTON(now) && !CR_BUTTON(before))
#define RELEASED_CR(now, before) (!CR_BUTTON(now) && CR_BUTTON(before))
#define PRESSED_CU(now, before) (CU_BUTTON(now) && !CU_BUTTON(before))
#define RELEASED_CU(now, before) (!CU_BUTTON(now) && CU_BUTTON(before))
#define PRESSED_CD(now, before) (CD_BUTTON(now) && !CD_BUTTON(before))
#define RELEASED_CD(now, before) (!CD_BUTTON(now) && CD_BUTTON(before))
#define MOUSE_DEADZONE 0
#define MOUSE_SENSIBILITY 1.5f
#define PAD_DEADZONE 1
#define PAD_ACCELERATION 15
#define PAD_CHECK_TIME 40
static controller_data_buttons _ctrlData;
void OSystem_N64::readControllerAnalogInput(void) {
int8 pad_analogX, pad_analogY;
int8 pad_mouseX, pad_mouseY;
// Read current controller status
controller_Read_Buttons(&_ctrlData);
pad_analogX = 0;
pad_analogY = 0;
if (_controllerPort >= 0) {
pad_analogX = (_ctrlData.c[_controllerPort].throttle >> 8) & 0xFF;
pad_analogY = (_ctrlData.c[_controllerPort].throttle >> 0) & 0xFF;
}
pad_mouseX = 0;
pad_mouseY = 0;
if (_mousePort >= 0) { // If mouse is present, read movement values
pad_mouseX = (_ctrlData.c[_mousePort].throttle >> 8) & 0xFF;
pad_mouseY = (_ctrlData.c[_mousePort].throttle >> 0) & 0xFF;
}
float mx = _tempMouseX;
float my = _tempMouseY;
// Limit the analog range for pad.
// When moving in diagonal the max/min of 128/-128 was not reached
// yielding weird results for the tangent acceleration function
if (pad_analogX > 60) pad_analogX = 60;
else if (pad_analogX < -60) pad_analogX = -60;
if (pad_analogY > 60) pad_analogY = 60;
else if (pad_analogY < -60) pad_analogY = -60;
// Gamepad
if (abs(pad_analogX) > PAD_DEADZONE)
mx += tan(pad_analogX * (M_PI / 140));
if (abs(pad_analogY) > PAD_DEADZONE)
my -= tan(pad_analogY * (M_PI / 140));
// Mouse
if (abs(pad_mouseX) > MOUSE_DEADZONE)
mx += (pad_mouseX / MOUSE_SENSIBILITY);
if (abs(pad_mouseY) > MOUSE_DEADZONE)
my -= (pad_mouseY / MOUSE_SENSIBILITY);
if (mx < 0)
mx = 0;
if (mx >= _mouseMaxX)
mx = _mouseMaxX - 1;
if (my < 0)
my = 0;
if (my >= _mouseMaxY)
my = _mouseMaxY - 1;
_tempMouseX = mx;
_tempMouseY = my;
}
bool OSystem_N64::pollEvent(Common::Event &event) {
// Check Timers. Not the best place, but checking in interrupts proved to be unsafe
checkTimers();
// Refill audio buffers, doing this inside interrupts could be harmful
refillAudioBuffers();
// Read current controller status
controller_Read_Buttons(&_ctrlData);
static uint16 oldButtons = 0; // old button data... used for button press/release
static uint16 oldMouseButtons = 0;
uint16 newButtons = 0;
if (_controllerPort >= 0)
newButtons = _ctrlData.c[_controllerPort].buttons; // Read from controller
uint16 newMouseButtons = 0;
if (_mousePort >= 0)
newMouseButtons = _ctrlData.c[_mousePort].buttons;
bool buttonPressed = false;
static bool left_digital = false;
static bool right_digital = false;
static bool up_digital = false;
static bool down_digital = false;
if (newButtons != oldButtons) { // Check PAD button press
if (PRESSED_DL(newButtons, oldButtons)) // Pressed LEFT
left_digital = true;
else if (RELEASED_DL(newButtons, oldButtons)) // Released LEFT
left_digital = false;
if (PRESSED_DR(newButtons, oldButtons)) // Pressed RIGHT
right_digital = true;
else if (RELEASED_DR(newButtons, oldButtons)) // Released RIGHT
right_digital = false;
if (PRESSED_DU(newButtons, oldButtons)) // Pressed UP
up_digital = true;
else if (RELEASED_DU(newButtons, oldButtons)) // Released UP
up_digital = false;
if (PRESSED_DD(newButtons, oldButtons)) // Pressed DOWN
down_digital = true;
else if (RELEASED_DD(newButtons, oldButtons)) // Released DOWN
down_digital = false;
// Check if there is a button pressed, apart from DPAD
if ((newButtons & 0xF0FF) != (oldButtons & 0xF0FF))
buttonPressed = true;
if (PRESSED_B(newButtons, oldButtons)) { // Pressed B - Right Mouse Button
event.type = Common::EVENT_RBUTTONDOWN;
} else if (RELEASED_B(newButtons, oldButtons)) { // Released B
event.type = Common::EVENT_RBUTTONUP;
} else if (PRESSED_A(newButtons, oldButtons)) { // Pressed A - Period
event.kbd.keycode = Common::KEYCODE_PERIOD;
event.kbd.ascii = '.';
event.type = Common::EVENT_KEYDOWN;
} else if (RELEASED_A(newButtons, oldButtons)) { // Released A
event.kbd.keycode = Common::KEYCODE_PERIOD;
event.kbd.ascii = '.';
event.type = Common::EVENT_KEYUP;
} else if (PRESSED_START(newButtons, oldButtons)) { // Pressed START
event.kbd.keycode = Common::KEYCODE_F5;
event.kbd.ascii = Common::ASCII_F5;
event.type = Common::EVENT_KEYDOWN;
} else if (RELEASED_START(newButtons, oldButtons)) { // Released START
event.kbd.keycode = Common::KEYCODE_F5;
event.kbd.ascii = Common::ASCII_F5;
event.type = Common::EVENT_KEYUP;
} else if (PRESSED_TL(newButtons, oldButtons)) { // Pressed Trigger Left - ESC
event.kbd.keycode = Common::KEYCODE_ESCAPE;
event.kbd.ascii = 27;
event.type = Common::EVENT_KEYDOWN;
} else if (RELEASED_TL(newButtons, oldButtons)) { // Released Trigger Left
event.kbd.keycode = Common::KEYCODE_ESCAPE;
event.kbd.ascii = 27;
event.type = Common::EVENT_KEYUP;
} else if (PRESSED_TR(newButtons, oldButtons)) { // Pressed Trigger Right - F7
event.kbd.keycode = Common::KEYCODE_F7;
event.kbd.ascii = Common::ASCII_F7;
event.type = Common::EVENT_KEYDOWN;
} else if (RELEASED_TR(newButtons, oldButtons)) { // Released Trigger Right
event.kbd.keycode = Common::KEYCODE_F7;
event.kbd.ascii = Common::ASCII_F7;
event.type = Common::EVENT_KEYUP;
} else if (PRESSED_Z(newButtons, oldButtons)) { // Pressed Z - Left Mouse Button
event.type = Common::EVENT_LBUTTONDOWN;
} else if (RELEASED_Z(newButtons, oldButtons)) { // Released Z
event.type = Common::EVENT_LBUTTONUP;
}
uint8 curKPad = 0; // Current simulated keypad button press
static uint8 lastKPad = 0; // Previously simulated keypad button press
// Check which directions are pressed
if (CU_BUTTON(newButtons)) {
if (CL_BUTTON(newButtons)) {
curKPad = 7;
} else if (CR_BUTTON(newButtons)) {
curKPad = 9;
} else {
curKPad = 8;
}
} else if (CD_BUTTON(newButtons)) {
if (CL_BUTTON(newButtons)) {
curKPad = 1;
} else if (CR_BUTTON(newButtons)) {
curKPad = 3;
} else {
curKPad = 2;
}
} else if (CL_BUTTON(newButtons)) {
curKPad = 4;
} else if (CR_BUTTON(newButtons)) {
curKPad = 6;
}
switch (lastKPad) {
case 7: // UP - LEFT
if (curKPad != 7) {
event.kbd.keycode = Common::KEYCODE_KP7;
event.type = Common::EVENT_KEYUP;
lastKPad = 0;
}
break;
case 9: // UP - RIGHT
if (curKPad != 9) {
event.kbd.keycode = Common::KEYCODE_KP9;
event.type = Common::EVENT_KEYUP;
lastKPad = 0;
}
break;
case 1: // DOWN - LEFT
if (curKPad != 1) {
event.kbd.keycode = Common::KEYCODE_KP1;
event.type = Common::EVENT_KEYUP;
lastKPad = 0;
}
break;
case 3: // DOWN - RIGHT
if (curKPad != 3) {
event.kbd.keycode = Common::KEYCODE_KP3;
event.type = Common::EVENT_KEYUP;
lastKPad = 0;
}
break;
case 4: // LEFT
if (curKPad != 4) {
event.kbd.keycode = Common::KEYCODE_KP4;
event.type = Common::EVENT_KEYUP;
lastKPad = 0;
}
break;
case 6: // RIGHT
if (curKPad != 6) {
event.kbd.keycode = Common::KEYCODE_KP6;
event.type = Common::EVENT_KEYUP;
lastKPad = 0;
}
break;
case 8: // UP
if (curKPad != 8) {
event.kbd.keycode = Common::KEYCODE_KP8;
event.type = Common::EVENT_KEYUP;
lastKPad = 0;
}
break;
case 2: // DOWN
if (curKPad != 2) {
event.kbd.keycode = Common::KEYCODE_KP2;
event.type = Common::EVENT_KEYUP;
lastKPad = 0;
}
break;
case 0: // No previous press
if (curKPad == 7) { // UP - LEFT
event.type = Common::EVENT_KEYDOWN;
event.kbd.keycode = Common::KEYCODE_KP7;
} else if (curKPad == 9) { // UP - RIGHT
event.type = Common::EVENT_KEYDOWN;
event.kbd.keycode = Common::KEYCODE_KP9;
} else if (curKPad == 1) { // DOWN - LEFT
event.type = Common::EVENT_KEYDOWN;
event.kbd.keycode = Common::KEYCODE_KP1;
} else if (curKPad == 3) { // DOWN - RIGHT
event.type = Common::EVENT_KEYDOWN;
event.kbd.keycode = Common::KEYCODE_KP3;
} else if (curKPad == 4) { // LEFT
event.type = Common::EVENT_KEYDOWN;
event.kbd.keycode = Common::KEYCODE_KP4;
} else if (curKPad == 6) { // RIGHT
event.type = Common::EVENT_KEYDOWN;
event.kbd.keycode = Common::KEYCODE_KP6;
} else if (curKPad == 8) { // UP
event.type = Common::EVENT_KEYDOWN;
event.kbd.keycode = Common::KEYCODE_KP8;
} else if (curKPad == 2) { // DOWN
event.type = Common::EVENT_KEYDOWN;
event.kbd.keycode = Common::KEYCODE_KP2;
}
lastKPad = curKPad;
break;
default:
lastKPad = 0;
break; // Do nothing.
}
// A simulated keypad has been "pressed", input the ascii code
if (curKPad != 0) {
event.kbd.ascii = event.kbd.keycode - Common::KEYCODE_KP0 + '0';
}
oldButtons = newButtons; // Save current button status
if (buttonPressed) {
event.mouse.x = _mouseX;
event.mouse.y = _mouseY;
return true;
}
}
if (newMouseButtons != oldMouseButtons) { // Check mouse button press
buttonPressed = true;
if (PRESSED_B(newMouseButtons, oldMouseButtons)) { // Pressed Right Mouse Button
event.type = Common::EVENT_RBUTTONDOWN;
} else if (RELEASED_B(newMouseButtons, oldMouseButtons)) { // Released RMB
event.type = Common::EVENT_RBUTTONUP;
} else if (PRESSED_A(newMouseButtons, oldMouseButtons)) { // Pressed Left Mouse Button
event.type = Common::EVENT_LBUTTONDOWN;
} else if (RELEASED_A(newMouseButtons, oldMouseButtons)) { // Released LMB
event.type = Common::EVENT_LBUTTONUP;
}
oldMouseButtons = newMouseButtons; // Save current button status
if (buttonPressed) {
event.mouse.x = _mouseX;
event.mouse.y = _mouseY;
return true;
}
}
static uint32 _lastPadCheck = 0;
uint32 curTime = getMillis();
if ((curTime - _lastPadCheck) > PAD_CHECK_TIME) {
_lastPadCheck = curTime;
float mx = _tempMouseX;
float my = _tempMouseY;
if (left_digital || right_digital || up_digital || down_digital) {
if (left_digital)
mx -= 2;
else if (right_digital)
mx += 2;
if (up_digital)
my -= 2;
else if (down_digital)
my += 2;
}
if (mx < 0)
mx = 0;
if (mx >= _mouseMaxX)
mx = _mouseMaxX - 1;
if (my < 0)
my = 0;
if (my >= _mouseMaxY)
my = _mouseMaxY - 1;
if ((mx != _mouseX) || (my != _mouseY)) {
event.type = Common::EVENT_MOUSEMOVE;
event.mouse.x = _mouseX = _tempMouseX = mx;
event.mouse.y = _mouseY = _tempMouseY = my;
_dirtyOffscreen = true;
return true;
}
}
return false;
}
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