//
// by cal2
// GCC/SDL port by Niels Wagenaar (Linux/WIN32) and Caz (BeOS)
-// Cleanups/fixes by James L. Hammons
+// Cleanups/fixes by James Hammons
// (C) 2010 Underground Software
//
-// JLH = James L. Hammons <jlhamm@acm.org>
+// JLH = James Hammons <jlhamm@acm.org>
//
// Who When What
// --- ---------- -------------------------------------------------------------
#include <SDL.h>
#include <time.h>
#include "gpu.h"
-//#include "gui.h"
#include "jaguar.h"
#include "log.h"
#include "settings.h"
-#include "video.h"
-
-#define BUTTON_U 0
-#define BUTTON_D 1
-#define BUTTON_L 2
-#define BUTTON_R 3
-#define BUTTON_s 4
-#define BUTTON_7 5
-#define BUTTON_4 6
-#define BUTTON_1 7
-#define BUTTON_0 8
-#define BUTTON_8 9
-#define BUTTON_5 10
-#define BUTTON_2 11
-#define BUTTON_d 12
-#define BUTTON_9 13
-#define BUTTON_6 14
-#define BUTTON_3 15
-
-#define BUTTON_A 16
-#define BUTTON_B 17
-#define BUTTON_C 18
-#define BUTTON_OPTION 19
-#define BUTTON_PAUSE 20
// Global vars
static uint8 joystick_ram[4];
-static uint8 joypad_0_buttons[21];
-static uint8 joypad_1_buttons[21];
+uint8 joypad_0_buttons[21];
+uint8 joypad_1_buttons[21];
bool keyBuffer[21];
+SDL_Joystick * joystick1;
+
//extern bool finished;
////extern bool showGUI;
bool GUIKeyHeld = false;
void JoystickExec(void)
{
- uint8 * keystate = SDL_GetKeyState(NULL);
+// uint8 * keystate = SDL_GetKeyState(NULL);
- memset(joypad_0_buttons, 0, 21);
- memset(joypad_1_buttons, 0, 21);
+// memset(joypad_0_buttons, 0, 21);
+// memset(joypad_1_buttons, 0, 21);
gpu_start_log = 0; // Only log while key down!
effect_start = 0;
effect_start2 = effect_start3 = effect_start4 = effect_start5 = effect_start6 = 0;
blit_start_log = 0;
iLeft = iRight = false;
+#if 0
if ((keystate[SDLK_LALT] || keystate[SDLK_RALT]) & keystate[SDLK_RETURN])
ToggleFullscreen();
joypad_0_buttons[BUTTON_B] = 0x01;
if (keystate[vjs.p1KeyBindings[6]])
joypad_0_buttons[BUTTON_A] = 0x01;
+//I may yet move these to O and P...
+ if (keystate[vjs.p1KeyBindings[7]])
+ joypad_0_buttons[BUTTON_OPTION] = 0x01;
+ if (keystate[vjs.p1KeyBindings[8]])
+ joypad_0_buttons[BUTTON_PAUSE] = 0x01;
+
+ if (keystate[vjs.p1KeyBindings[9]])
+ joypad_0_buttons[BUTTON_0] = 0x01;
+ if (keystate[vjs.p1KeyBindings[10]])
+ joypad_0_buttons[BUTTON_1] = 0x01;
+ if (keystate[vjs.p1KeyBindings[11]])
+ joypad_0_buttons[BUTTON_2] = 0x01;
+ if (keystate[vjs.p1KeyBindings[12]])
+ joypad_0_buttons[BUTTON_3] = 0x01;
+ if (keystate[vjs.p1KeyBindings[13]])
+ joypad_0_buttons[BUTTON_4] = 0x01;
+ if (keystate[vjs.p1KeyBindings[14]])
+ joypad_0_buttons[BUTTON_5] = 0x01;
+ if (keystate[vjs.p1KeyBindings[15]])
+ joypad_0_buttons[BUTTON_6] = 0x01;
+ if (keystate[vjs.p1KeyBindings[16]])
+ joypad_0_buttons[BUTTON_7] = 0x01;
+ if (keystate[vjs.p1KeyBindings[17]])
+ joypad_0_buttons[BUTTON_8] = 0x01;
+ if (keystate[vjs.p1KeyBindings[18]])
+ joypad_0_buttons[BUTTON_9] = 0x01;
+ if (keystate[vjs.p1KeyBindings[19]])
+ joypad_0_buttons[BUTTON_s] = 0x01;
+ if (keystate[vjs.p1KeyBindings[20]])
+ joypad_0_buttons[BUTTON_d] = 0x01;
#else
if (keyBuffer[0])
joypad_0_buttons[BUTTON_U] = 0x01;
joypad_0_buttons[BUTTON_B] = 0x01;
if (keyBuffer[6])
joypad_0_buttons[BUTTON_A] = 0x01;
-#endif
//I may yet move these to O and P...
- if (keystate[vjs.p1KeyBindings[7]])
+ if (keyBuffer[7])
joypad_0_buttons[BUTTON_OPTION] = 0x01;
- if (keystate[vjs.p1KeyBindings[8]])
+ if (keyBuffer[8])
joypad_0_buttons[BUTTON_PAUSE] = 0x01;
- if (keystate[vjs.p1KeyBindings[9]])
+ if (keyBuffer[9])
joypad_0_buttons[BUTTON_0] = 0x01;
- if (keystate[vjs.p1KeyBindings[10]])
+ if (keyBuffer[10])
joypad_0_buttons[BUTTON_1] = 0x01;
- if (keystate[vjs.p1KeyBindings[11]])
+ if (keyBuffer[11])
joypad_0_buttons[BUTTON_2] = 0x01;
- if (keystate[vjs.p1KeyBindings[12]])
+ if (keyBuffer[12])
joypad_0_buttons[BUTTON_3] = 0x01;
- if (keystate[vjs.p1KeyBindings[13]])
+ if (keyBuffer[13])
joypad_0_buttons[BUTTON_4] = 0x01;
- if (keystate[vjs.p1KeyBindings[14]])
+ if (keyBuffer[14])
joypad_0_buttons[BUTTON_5] = 0x01;
- if (keystate[vjs.p1KeyBindings[15]])
+ if (keyBuffer[15])
joypad_0_buttons[BUTTON_6] = 0x01;
- if (keystate[vjs.p1KeyBindings[16]])
+ if (keyBuffer[16])
joypad_0_buttons[BUTTON_7] = 0x01;
- if (keystate[vjs.p1KeyBindings[17]])
+ if (keyBuffer[17])
joypad_0_buttons[BUTTON_8] = 0x01;
- if (keystate[vjs.p1KeyBindings[18]])
+ if (keyBuffer[18])
joypad_0_buttons[BUTTON_9] = 0x01;
- if (keystate[vjs.p1KeyBindings[19]])
+ if (keyBuffer[19])
joypad_0_buttons[BUTTON_s] = 0x01;
- if (keystate[vjs.p1KeyBindings[20]])
+ if (keyBuffer[20])
joypad_0_buttons[BUTTON_d] = 0x01;
+#endif
#warning "!!! FIX !!! (debounceRunKey)"
// extern bool debounceRunKey;
}
else
bssHeld = false;
+#endif
+ // We need to ensure that illegal combinations are not possible.
+ // So, we do a simple minded way here...
+ // It would be better to check to see which one was pressed last
+ // and discard that one, but for now...
+//This didn't work... Was still able to do bad combination.
+//It's because the GUI is changing this *after* we fix it here.
+#if 0
+ if (joypad_0_buttons[BUTTON_R] && joypad_0_buttons[BUTTON_L])
+ joypad_0_buttons[BUTTON_L] = 0;
+
+ if (joypad_0_buttons[BUTTON_U] && joypad_0_buttons[BUTTON_D])
+ joypad_0_buttons[BUTTON_D] = 0;
+#endif
// Joystick support [nwagenaar]
uint8 JoystickReadByte(uint32 offset)
{
+// For now, until we can fix the 2nd controller... :-P
+//memset(joypad_1_buttons, 0, 21);
+
#warning "No bounds checking done in JoystickReadByte!"
// extern bool hardwareTypeNTSC;
offset &= 0x03;
// This is bad--we're assuming that a bit is set in the last case. Might not be so!
// NOTE: values $7, B, D, & E are only legal ones for pad 0, (rows 3 to 0, in both cases)
// $E, D, B, & 7 are only legal ones for pad 1
-// So the following code is WRONG!
+// So the following code is WRONG! (now fixed! ;-)
+// Also: we should explicitly check for those bit patterns, as other patterns
+// are legal and yield other controllers... !!! FIX !!!
+#warning "!!! Need to explicitly check for the proper bit combinations! !!!"
if (!(pad0Index & 0x01))
pad0Index = 0;
pad0Index = 1;
else if (!(pad0Index & 0x04))
pad0Index = 2;
- else
+ else if (!(pad0Index & 0x08))
pad0Index = 3;
if (!(pad1Index & 0x01))
- pad1Index = 0;
+ pad1Index = 3;
else if (!(pad1Index & 0x02))
- pad1Index = 1;
- else if (!(pad1Index & 0x04))
pad1Index = 2;
- else
- pad1Index = 3;
+ else if (!(pad1Index & 0x04))
+ pad1Index = 1;
+ else if (!(pad1Index & 0x08))
+ pad1Index = 0;
if (joypad_0_buttons[(pad0Index << 2) + 0]) data |= 0x01;
if (joypad_0_buttons[(pad0Index << 2) + 1]) data |= 0x02;
// Hardware ID returns NTSC/PAL identification bit here
uint8 data = 0x2F | (vjs.hardwareTypeNTSC ? 0x10 : 0x00);
int pad0Index = joystick_ram[1] & 0x0F;
-//unused int pad1Index = (joystick_ram[1] >> 4) & 0x0F;
+ int pad1Index = (joystick_ram[1] >> 4) & 0x0F;
-//WTF is this shit?
+//This is more stuff to add to the button reading, as the preceeding only
+//yields 16 buttons...
+#warning "!!! This reports TeamTap incorrectly when PAUSE pressed on controller #1 or #2 !!!"
if (!(pad0Index & 0x01))
{
if (joypad_0_buttons[BUTTON_PAUSE])
if (joypad_0_buttons[BUTTON_C])
data ^= 0x02;
}
- else
+ else if (!(pad0Index & 0x08))
{
if (joypad_0_buttons[BUTTON_OPTION])
data ^= 0x02;
}
+ if (!(pad1Index & 0x08))
+ {
+ if (joypad_1_buttons[BUTTON_PAUSE])
+ data ^= 0x04;
+ if (joypad_1_buttons[BUTTON_A])
+ data ^= 0x08;
+ }
+ else if (!(pad1Index & 0x04))
+ {
+ if (joypad_1_buttons[BUTTON_B])
+ data ^= 0x08;
+ }
+ else if (!(pad1Index & 0x02))
+ {
+ if (joypad_1_buttons[BUTTON_C])
+ data ^= 0x08;
+ }
+ else if (!(pad1Index & 0x01))
+ {
+ if (joypad_1_buttons[BUTTON_OPTION])
+ data ^= 0x08;
+ }
+
return data;
}