]> Shamusworld >> Repos - virtualjaguar/blobdiff - src/joystick.cpp
Minor changes to make the key definition dialog a bit nicer.
[virtualjaguar] / src / joystick.cpp
index 2de43cecfabd054952d95b013381141a014acf98..dc498d02134d87aeaeca92acb5d01185e8ef3203 100644 (file)
 #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;
@@ -82,16 +59,17 @@ 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();
 
@@ -114,6 +92,36 @@ void JoystickExec(void)
                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;
@@ -130,37 +138,37 @@ void JoystickExec(void)
                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;
@@ -260,6 +268,20 @@ 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
 
        // Joystick support [nwagenaar]