Controller: Add emulation of Namco GunCon
This commit is contained in:
219
src/core/namco_guncon.cpp
Normal file
219
src/core/namco_guncon.cpp
Normal file
@ -0,0 +1,219 @@
|
||||
#include "namco_guncon.h"
|
||||
#include "common/assert.h"
|
||||
#include "common/log.h"
|
||||
#include "common/state_wrapper.h"
|
||||
#include "gpu.h"
|
||||
#include "imgui.h"
|
||||
#include "system.h"
|
||||
#include <array>
|
||||
Log_SetChannel(NamcoGunCon);
|
||||
|
||||
NamcoGunCon::NamcoGunCon(System* system) : m_system(system) {}
|
||||
|
||||
NamcoGunCon::~NamcoGunCon() = default;
|
||||
|
||||
ControllerType NamcoGunCon::GetType() const
|
||||
{
|
||||
return ControllerType::NamcoGunCon;
|
||||
}
|
||||
|
||||
std::optional<s32> NamcoGunCon::GetAxisCodeByName(std::string_view axis_name) const
|
||||
{
|
||||
return StaticGetAxisCodeByName(axis_name);
|
||||
}
|
||||
|
||||
std::optional<s32> NamcoGunCon::GetButtonCodeByName(std::string_view button_name) const
|
||||
{
|
||||
return StaticGetButtonCodeByName(button_name);
|
||||
}
|
||||
|
||||
void NamcoGunCon::Reset()
|
||||
{
|
||||
m_transfer_state = TransferState::Idle;
|
||||
}
|
||||
|
||||
bool NamcoGunCon::DoState(StateWrapper& sw)
|
||||
{
|
||||
if (!Controller::DoState(sw))
|
||||
return false;
|
||||
|
||||
sw.Do(&m_button_state);
|
||||
sw.Do(&m_position_x);
|
||||
sw.Do(&m_position_y);
|
||||
sw.Do(&m_transfer_state);
|
||||
return true;
|
||||
}
|
||||
|
||||
void NamcoGunCon::SetAxisState(s32 axis_code, float value) {}
|
||||
|
||||
void NamcoGunCon::SetButtonState(Button button, bool pressed)
|
||||
{
|
||||
static constexpr std::array<u8, static_cast<size_t>(Button::Count)> indices = {{13, 3, 14}};
|
||||
if (pressed)
|
||||
m_button_state &= ~(u16(1) << indices[static_cast<u8>(button)]);
|
||||
else
|
||||
m_button_state |= u16(1) << indices[static_cast<u8>(button)];
|
||||
}
|
||||
|
||||
void NamcoGunCon::SetButtonState(s32 button_code, bool pressed)
|
||||
{
|
||||
if (button_code < 0 || button_code >= static_cast<s32>(Button::Count))
|
||||
return;
|
||||
|
||||
SetButtonState(static_cast<Button>(button_code), pressed);
|
||||
}
|
||||
|
||||
void NamcoGunCon::ResetTransferState()
|
||||
{
|
||||
m_transfer_state = TransferState::Idle;
|
||||
}
|
||||
|
||||
bool NamcoGunCon::Transfer(const u8 data_in, u8* data_out)
|
||||
{
|
||||
static constexpr u16 ID = 0x5A63;
|
||||
|
||||
switch (m_transfer_state)
|
||||
{
|
||||
case TransferState::Idle:
|
||||
{
|
||||
// ack when sent 0x01, send ID for 0x42
|
||||
if (data_in == 0x42)
|
||||
{
|
||||
*data_out = Truncate8(ID);
|
||||
m_transfer_state = TransferState::IDMSB;
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
*data_out = 0xFF;
|
||||
return (data_in == 0x01);
|
||||
}
|
||||
}
|
||||
|
||||
case TransferState::IDMSB:
|
||||
{
|
||||
*data_out = Truncate8(ID >> 8);
|
||||
m_transfer_state = TransferState::ButtonsLSB;
|
||||
return true;
|
||||
}
|
||||
|
||||
case TransferState::ButtonsLSB:
|
||||
{
|
||||
*data_out = Truncate8(m_button_state);
|
||||
m_transfer_state = TransferState::ButtonsMSB;
|
||||
return true;
|
||||
}
|
||||
|
||||
case TransferState::ButtonsMSB:
|
||||
{
|
||||
*data_out = Truncate8(m_button_state >> 8);
|
||||
m_transfer_state = TransferState::XLSB;
|
||||
return true;
|
||||
}
|
||||
|
||||
case TransferState::XLSB:
|
||||
{
|
||||
UpdatePosition();
|
||||
*data_out = Truncate8(m_position_x);
|
||||
m_transfer_state = TransferState::XMSB;
|
||||
return true;
|
||||
}
|
||||
|
||||
case TransferState::XMSB:
|
||||
{
|
||||
*data_out = Truncate8(m_position_x >> 8);
|
||||
m_transfer_state = TransferState::YLSB;
|
||||
return true;
|
||||
}
|
||||
|
||||
case TransferState::YLSB:
|
||||
{
|
||||
*data_out = Truncate8(m_position_y);
|
||||
m_transfer_state = TransferState::YMSB;
|
||||
return true;
|
||||
}
|
||||
|
||||
case TransferState::YMSB:
|
||||
{
|
||||
*data_out = Truncate8(m_position_y >> 8);
|
||||
m_transfer_state = TransferState::Idle;
|
||||
return false;
|
||||
}
|
||||
|
||||
default:
|
||||
{
|
||||
UnreachableCode();
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void NamcoGunCon::UpdatePosition()
|
||||
{
|
||||
// get screen coordinates. TODO better way
|
||||
const s32 mouse_x = static_cast<s32>(ImGui::GetIO().MousePos.x);
|
||||
const s32 mouse_y = static_cast<s32>(ImGui::GetIO().MousePos.y);
|
||||
|
||||
// are we within the active display area?
|
||||
u32 tick, line;
|
||||
if (mouse_x < 0 || mouse_y < 0 ||
|
||||
!m_system->GetGPU()->ConvertScreenCoordinatesToBeamTicksAndLines(mouse_x, mouse_y, &tick, &line))
|
||||
{
|
||||
Log_DebugPrintf("Lightgun out of range for window coordinates %d,%d", mouse_x, mouse_y);
|
||||
m_position_x = 0x01;
|
||||
m_position_y = 0x0A;
|
||||
return;
|
||||
}
|
||||
|
||||
// 8MHz units for X = 44100*768*11/7 = 53222400 / 8000000 = 6.6528
|
||||
m_position_x = static_cast<u16>(static_cast<float>(tick) * (1.0f / 6.6528f));
|
||||
m_position_y = static_cast<u16>(line);
|
||||
Log_DebugPrintf("Lightgun window coordinates %d,%d -> tick %u line %u 8mhz ticks %u", tick, line, m_position_x);
|
||||
}
|
||||
|
||||
std::unique_ptr<NamcoGunCon> NamcoGunCon::Create(System* system)
|
||||
{
|
||||
return std::make_unique<NamcoGunCon>(system);
|
||||
}
|
||||
|
||||
std::optional<s32> NamcoGunCon::StaticGetAxisCodeByName(std::string_view button_name)
|
||||
{
|
||||
return std::nullopt;
|
||||
}
|
||||
|
||||
std::optional<s32> NamcoGunCon::StaticGetButtonCodeByName(std::string_view button_name)
|
||||
{
|
||||
#define BUTTON(name) \
|
||||
if (button_name == #name) \
|
||||
{ \
|
||||
return static_cast<s32>(ZeroExtend32(static_cast<u8>(Button::name))); \
|
||||
}
|
||||
|
||||
BUTTON(Trigger);
|
||||
BUTTON(A);
|
||||
BUTTON(B);
|
||||
|
||||
return std::nullopt;
|
||||
|
||||
#undef BUTTON
|
||||
}
|
||||
|
||||
Controller::AxisList NamcoGunCon::StaticGetAxisNames()
|
||||
{
|
||||
return {};
|
||||
}
|
||||
|
||||
Controller::ButtonList NamcoGunCon::StaticGetButtonNames()
|
||||
{
|
||||
#define B(n) \
|
||||
{ \
|
||||
#n, static_cast < s32>(Button::n) \
|
||||
}
|
||||
return {B(Trigger), B(A), B(B)};
|
||||
#undef B
|
||||
}
|
||||
|
||||
u32 NamcoGunCon::StaticGetVibrationMotorCount()
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
Reference in New Issue
Block a user