]> Shamusworld >> Repos - virtualjaguar/blobdiff - src/joystick.cpp
Fix to M68K core vs. DSP thread sync problem.
[virtualjaguar] / src / joystick.cpp
index 9fe2197a276dbf14e5caebc7ac03e44239bed4d8..208b58b2be51cb5ecbfca18f5206312c2455772e 100644 (file)
@@ -3,7 +3,14 @@
 //
 // 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 Hammons <jlhamm@acm.org>
+//
+// Who  When        What
+// ---  ----------  -------------------------------------------------------------
+// JLH  01/16/2010  Created this log ;-)
 //
 
 #include "joystick.h"
 #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;
@@ -72,22 +59,24 @@ void JoystickInit(void)
 
 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();
 
        // Keybindings in order of U, D, L, R, C, B, A, Op, Pa, 0-9, #, *
 //     vjs.p1KeyBindings[0] = sdlemu_getval_int("p1k_up", SDLK_UP);
 
+#if 0
        if (keystate[vjs.p1KeyBindings[0]])
                joypad_0_buttons[BUTTON_U] = 0x01;
        if (keystate[vjs.p1KeyBindings[1]])
@@ -133,12 +122,62 @@ void JoystickExec(void)
                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;
+       if (keyBuffer[1])
+               joypad_0_buttons[BUTTON_D] = 0x01;
+       if (keyBuffer[2])
+               joypad_0_buttons[BUTTON_L] = 0x01;
+       if (keyBuffer[3])
+               joypad_0_buttons[BUTTON_R] = 0x01;
+       // The buttons are labelled C,B,A on the controller (going from left to right)
+       if (keyBuffer[4])
+               joypad_0_buttons[BUTTON_C] = 0x01;
+       if (keyBuffer[5])
+               joypad_0_buttons[BUTTON_B] = 0x01;
+       if (keyBuffer[6])
+               joypad_0_buttons[BUTTON_A] = 0x01;
+//I may yet move these to O and P...
+       if (keyBuffer[7])
+               joypad_0_buttons[BUTTON_OPTION] = 0x01;
+       if (keyBuffer[8])
+               joypad_0_buttons[BUTTON_PAUSE] = 0x01;
 
-       extern bool debounceRunKey;
+       if (keyBuffer[9])
+               joypad_0_buttons[BUTTON_0] = 0x01;
+       if (keyBuffer[10])
+               joypad_0_buttons[BUTTON_1] = 0x01;
+       if (keyBuffer[11])
+               joypad_0_buttons[BUTTON_2] = 0x01;
+       if (keyBuffer[12])
+               joypad_0_buttons[BUTTON_3] = 0x01;
+       if (keyBuffer[13])
+               joypad_0_buttons[BUTTON_4] = 0x01;
+       if (keyBuffer[14])
+               joypad_0_buttons[BUTTON_5] = 0x01;
+       if (keyBuffer[15])
+               joypad_0_buttons[BUTTON_6] = 0x01;
+       if (keyBuffer[16])
+               joypad_0_buttons[BUTTON_7] = 0x01;
+       if (keyBuffer[17])
+               joypad_0_buttons[BUTTON_8] = 0x01;
+       if (keyBuffer[18])
+               joypad_0_buttons[BUTTON_9] = 0x01;
+       if (keyBuffer[19])
+               joypad_0_buttons[BUTTON_s] = 0x01;
+       if (keyBuffer[20])
+               joypad_0_buttons[BUTTON_d] = 0x01;
+#endif
+
+#warning "!!! FIX !!! (debounceRunKey)"
+//     extern bool debounceRunKey;
+       bool debounceRunKey;
     if (keystate[SDLK_ESCAPE])
     {
                if (!debounceRunKey)
-               finished = true;
+#warning "!!! FIX !!! (finished = true)"
+;//            finished = true;
     }
     else
                debounceRunKey = false;
@@ -146,7 +185,8 @@ void JoystickExec(void)
        if (keystate[SDLK_TAB])
        {
                if (!GUIKeyHeld)
-                       showGUI = !showGUI, GUIKeyHeld = true;
+#warning "!!! FIX !!! (showGUI = !showGUI, ...)"
+;//                    showGUI = !showGUI, GUIKeyHeld = true;
        }
        else
                GUIKeyHeld = false;
@@ -228,14 +268,30 @@ void JoystickExec(void)
        }
        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
+
+// This is handled by the GUI layer, as it should
+#if 0
        // Joystick support [nwagenaar]
 
     if (vjs.useJoystick)
     {
-               extern SDL_Joystick * joystick;
-               int16 x = SDL_JoystickGetAxis(joystick, 0),
-                       y = SDL_JoystickGetAxis(joystick, 1);
+               extern SDL_Joystick * joystick1;
+               int16 x = SDL_JoystickGetAxis(joystick1, 0),
+                       y = SDL_JoystickGetAxis(joystick1, 1);
 
                if (x > 16384)
                        joypad_0_buttons[BUTTON_R] = 0x01;
@@ -246,16 +302,17 @@ void JoystickExec(void)
                if (y < -16384)
                        joypad_0_buttons[BUTTON_U] = 0x01;
 
-               if (SDL_JoystickGetButton(joystick, 0) == SDL_PRESSED)
+               if (SDL_JoystickGetButton(joystick1, 0) == SDL_PRESSED)
                        joypad_0_buttons[BUTTON_A] = 0x01;
-               if (SDL_JoystickGetButton(joystick, 1) == SDL_PRESSED)
+               if (SDL_JoystickGetButton(joystick1, 1) == SDL_PRESSED)
                        joypad_0_buttons[BUTTON_B] = 0x01;
-               if (SDL_JoystickGetButton(joystick, 2) == SDL_PRESSED)
+               if (SDL_JoystickGetButton(joystick1, 2) == SDL_PRESSED)
                        joypad_0_buttons[BUTTON_C] = 0x01;
        }
 
        // Needed to ensure that the events queue is empty [nwagenaar]
     SDL_PumpEvents();
+#endif
 }
 
 void JoystickReset(void)
@@ -271,6 +328,9 @@ void JoystickDone(void)
 
 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;
@@ -284,7 +344,10 @@ uint8 JoystickReadByte(uint32 offset)
 // 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;
@@ -292,17 +355,17 @@ uint8 JoystickReadByte(uint32 offset)
                        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;
@@ -320,9 +383,11 @@ uint8 JoystickReadByte(uint32 offset)
                // 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])
@@ -340,12 +405,35 @@ uint8 JoystickReadByte(uint32 offset)
                        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;
        }