Controller: Add emulation of Namco GunCon
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66
src/core/namco_guncon.h
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66
src/core/namco_guncon.h
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#pragma once
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#include "controller.h"
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#include <memory>
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#include <optional>
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#include <string_view>
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class NamcoGunCon final : public Controller
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{
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public:
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enum class Button : u8
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{
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Trigger = 0,
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A = 1,
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B = 2,
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Count
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};
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NamcoGunCon(System* system);
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~NamcoGunCon() override;
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static std::unique_ptr<NamcoGunCon> Create(System* system);
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static std::optional<s32> StaticGetAxisCodeByName(std::string_view button_name);
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static std::optional<s32> StaticGetButtonCodeByName(std::string_view button_name);
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static AxisList StaticGetAxisNames();
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static ButtonList StaticGetButtonNames();
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static u32 StaticGetVibrationMotorCount();
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ControllerType GetType() const override;
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std::optional<s32> GetAxisCodeByName(std::string_view axis_name) const override;
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std::optional<s32> GetButtonCodeByName(std::string_view button_name) const override;
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void Reset() override;
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bool DoState(StateWrapper& sw) override;
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void SetAxisState(s32 axis_code, float value) override;
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void SetButtonState(s32 button_code, bool pressed) override;
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void ResetTransferState() override;
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bool Transfer(const u8 data_in, u8* data_out) override;
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void SetButtonState(Button button, bool pressed);
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private:
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void UpdatePosition();
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enum class TransferState : u8
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{
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Idle,
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IDMSB,
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ButtonsLSB,
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ButtonsMSB,
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XLSB,
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XMSB,
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YLSB,
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YMSB
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};
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System* m_system;
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// buttons are active low
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u16 m_button_state = UINT16_C(0xFFFF);
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u16 m_position_x = 0;
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u16 m_position_y = 0;
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TransferState m_transfer_state = TransferState::Idle;
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};
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