Mercurial > repos > blastem
diff io.c @ 421:d0cacb4ade0b
Move IO code to a separate file and do a tiny bit of refactoring
author | Mike Pavone <pavone@retrodev.com> |
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date | Tue, 25 Jun 2013 19:20:39 -0700 |
parents | |
children | 440efd7d27a9 |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/io.c Tue Jun 25 19:20:39 2013 -0700 @@ -0,0 +1,354 @@ +#include "io.h" +#include "blastem.h" +#include "render.h" + +enum { + BIND_NONE, + BIND_GAMEPAD1, + BIND_GAMEPAD2, + BIND_UI +}; + +typedef enum { + UI_DEBUG_MODE_INC, + UI_DEBUG_PAL_INC, + UI_ENTER_DEBUGGER +} ui_action; + +typedef struct { + uint8_t bind_type; + uint8_t subtype_a; + uint8_t subtype_b; + uint8_t value; +} keybinding; + +typedef struct { + keybinding bindings[4]; + uint8_t state; +} joydpad; + +keybinding * bindings[256]; +keybinding * joybindings[MAX_JOYSTICKS]; +joydpad * joydpads[MAX_JOYSTICKS]; +const uint8_t dpadbits[] = {RENDER_DPAD_UP, RENDER_DPAD_DOWN, RENDER_DPAD_LEFT, RENDER_DPAD_RIGHT}; + +void bind_key(int keycode, uint8_t bind_type, uint8_t subtype_a, uint8_t subtype_b, uint8_t value) +{ + int bucket = keycode >> 8 & 0xFF; + if (!bindings[bucket]) { + bindings[bucket] = malloc(sizeof(keybinding) * 256); + memset(bindings[bucket], 0, sizeof(keybinding) * 256); + } + int idx = keycode & 0xFF; + bindings[bucket][idx].bind_type = bind_type; + bindings[bucket][idx].subtype_a = subtype_a; + bindings[bucket][idx].subtype_b = subtype_b; + bindings[bucket][idx].value = value; +} + +void bind_button(int joystick, int button, uint8_t bind_type, uint8_t subtype_a, uint8_t subtype_b, uint8_t value) +{ + if (joystick >= MAX_JOYSTICKS) { + return; + } + if (!joybindings[joystick]) { + int num = render_joystick_num_buttons(joystick); + if (!num) { + return; + } + joybindings[joystick] = malloc(sizeof(keybinding)*num); + memset(joybindings[joystick], 0, sizeof(keybinding)*num); + } + joybindings[joystick][button].bind_type = bind_type; + joybindings[joystick][button].subtype_a = subtype_a; + joybindings[joystick][button].subtype_b = subtype_b; + joybindings[joystick][button].value = value; +} + +void bind_dpad(int joystick, int dpad, int direction, uint8_t bind_type, uint8_t subtype_a, uint8_t subtype_b, uint8_t value) +{ + if (joystick >= MAX_JOYSTICKS) { + return; + } + if (!joydpads[joystick]) { + int num = render_joystick_num_hats(joystick); + if (!num) { + return; + } + joydpads[joystick] = malloc(sizeof(joydpad)*num); + memset(joydpads[joystick], 0, sizeof(joydpad)*num); + } + for (int i = 0; i < 4; i ++) { + if (dpadbits[i] & direction) { + joydpads[joystick][dpad].bindings[i].bind_type = bind_type; + joydpads[joystick][dpad].bindings[i].subtype_a = subtype_a; + joydpads[joystick][dpad].bindings[i].subtype_b = subtype_b; + joydpads[joystick][dpad].bindings[i].value = value; + break; + } + } +} + +#define GAMEPAD_BUTTON(PRI_SLOT, SEC_SLOT, VALUE) (PRI_SLOT << 12 | SEC_SLOT << 8 | VALUE) + +#define DPAD_UP GAMEPAD_BUTTON(GAMEPAD_TH0, GAMEPAD_TH1, 0x01) +#define BUTTON_Z GAMEPAD_BUTTON(GAMEPAD_EXTRA, GAMEPAD_NONE, 0x01) +#define DPAD_DOWN GAMEPAD_BUTTON(GAMEPAD_TH0, GAMEPAD_TH1, 0x02) +#define BUTTON_Y GAMEPAD_BUTTON(GAMEPAD_EXTRA, GAMEPAD_NONE, 0x02) +#define DPAD_LEFT GAMEPAD_BUTTON(GAMEPAD_TH1, GAMEPAD_NONE, 0x04) +#define BUTTON_X GAMEPAD_BUTTON(GAMEPAD_EXTRA, GAMEPAD_NONE, 0x04) +#define DPAD_RIGHT GAMEPAD_BUTTON(GAMEPAD_TH1, GAMEPAD_NONE, 0x08) +#define BUTTON_MODE GAMEPAD_BUTTON(GAMEPAD_EXTRA, GAMEPAD_NONE, 0x08) +#define BUTTON_A GAMEPAD_BUTTON(GAMEPAD_TH0, GAMEPAD_NONE, 0x10) +#define BUTTON_B GAMEPAD_BUTTON(GAMEPAD_TH1, GAMEPAD_NONE, 0x10) +#define BUTTON_START GAMEPAD_BUTTON(GAMEPAD_TH0, GAMEPAD_NONE, 0x20) +#define BUTTON_C GAMEPAD_BUTTON(GAMEPAD_TH1, GAMEPAD_NONE, 0x20) + +void bind_gamepad(int keycode, int gamepadnum, int button) +{ + + if (gamepadnum < 1 || gamepadnum > 2) { + return; + } + uint8_t bind_type = gamepadnum - 1 + BIND_GAMEPAD1; + bind_key(keycode, bind_type, button >> 12, button >> 8 & 0xF, button & 0xFF); +} + +void bind_button_gamepad(int joystick, int joybutton, int gamepadnum, int padbutton) +{ + if (gamepadnum < 1 || gamepadnum > 2) { + return; + } + uint8_t bind_type = gamepadnum - 1 + BIND_GAMEPAD1; + bind_button(joystick, joybutton, bind_type, padbutton >> 12, padbutton >> 8 & 0xF, padbutton & 0xFF); +} + +void bind_dpad_gamepad(int joystick, int dpad, uint8_t direction, int gamepadnum, int button) +{ + if (gamepadnum < 1 || gamepadnum > 2) { + return; + } + uint8_t bind_type = gamepadnum - 1 + BIND_GAMEPAD1; + bind_dpad(joystick, dpad, direction, bind_type, button >> 12, button >> 8 & 0xF, button & 0xFF); +} + +void bind_ui(int keycode, ui_action action) +{ + bind_key(keycode, BIND_UI, action, 0, 0); +} + +void handle_binding_down(keybinding * binding) +{ + switch(binding->bind_type) + { + case BIND_GAMEPAD1: + case BIND_GAMEPAD2: + if (binding->subtype_a <= GAMEPAD_EXTRA) { + genesis->ports[binding->bind_type - BIND_GAMEPAD1].input[binding->subtype_a] |= binding->value; + } + if (binding->subtype_b <= GAMEPAD_EXTRA) { + genesis->ports[binding->bind_type - BIND_GAMEPAD1].input[binding->subtype_b] |= binding->value; + } + break; + } +} + +void handle_keydown(int keycode) +{ + int bucket = keycode >> 8 & 0xFF; + if (!bindings[bucket]) { + return; + } + int idx = keycode & 0xFF; + keybinding * binding = bindings[bucket] + idx; + handle_binding_down(binding); +} + +void handle_joydown(int joystick, int button) +{ + if (!joybindings[joystick]) { + return; + } + keybinding * binding = joybindings[joystick] + button; + handle_binding_down(binding); +} + +uint8_t ui_debug_mode = 0; +uint8_t ui_debug_pal = 0; + +void handle_binding_up(keybinding * binding) +{ + switch(binding->bind_type) + { + case BIND_GAMEPAD1: + case BIND_GAMEPAD2: + if (binding->subtype_a <= GAMEPAD_EXTRA) { + genesis->ports[binding->bind_type - BIND_GAMEPAD1].input[binding->subtype_a] &= ~binding->value; + } + if (binding->subtype_b <= GAMEPAD_EXTRA) { + genesis->ports[binding->bind_type - BIND_GAMEPAD1].input[binding->subtype_b] &= ~binding->value; + } + break; + case BIND_UI: + switch (binding->subtype_a) + { + case UI_DEBUG_MODE_INC: + ui_debug_mode++; + if (ui_debug_mode == 4) { + ui_debug_mode = 0; + } + render_debug_mode(ui_debug_mode); + break; + case UI_DEBUG_PAL_INC: + ui_debug_pal++; + if (ui_debug_pal == 4) { + ui_debug_pal = 0; + } + render_debug_pal(ui_debug_pal); + break; + case UI_ENTER_DEBUGGER: + break_on_sync = 1; + break; + } + break; + } +} + +void handle_keyup(int keycode) +{ + int bucket = keycode >> 8 & 0xFF; + if (!bindings[bucket]) { + return; + } + int idx = keycode & 0xFF; + keybinding * binding = bindings[bucket] + idx; + handle_binding_up(binding); +} + +void handle_joyup(int joystick, int button) +{ + if (!joybindings[joystick]) { + return; + } + keybinding * binding = joybindings[joystick] + button; + handle_binding_up(binding); +} + +void handle_joy_dpad(int joystick, int dpadnum, uint8_t value) +{ + if (!joydpads[joystick]) { + return; + } + joydpad * dpad = joydpads[joystick] + dpadnum; + uint8_t newdown = (value ^ dpad->state) & value; + uint8_t newup = ((~value) ^ (~dpad->state)) & (~value); + dpad->state = value; + for (int i = 0; i < 4; i++) { + if (newdown & dpadbits[i]) { + handle_binding_down(dpad->bindings + i); + } else if(newup & dpadbits[i]) { + handle_binding_up(dpad->bindings + i); + } + } +} + +void set_keybindings() +{ + bind_gamepad(RENDERKEY_UP, 1, DPAD_UP); + bind_gamepad(RENDERKEY_DOWN, 1, DPAD_DOWN); + bind_gamepad(RENDERKEY_LEFT, 1, DPAD_LEFT); + bind_gamepad(RENDERKEY_RIGHT, 1, DPAD_RIGHT); + bind_gamepad('a', 1, BUTTON_A); + bind_gamepad('s', 1, BUTTON_B); + bind_gamepad('d', 1, BUTTON_C); + bind_gamepad('q', 1, BUTTON_X); + bind_gamepad('w', 1, BUTTON_Y); + bind_gamepad('e', 1, BUTTON_Z); + bind_gamepad('\r', 1, BUTTON_START); + bind_gamepad('f', 1, BUTTON_MODE); + bind_ui('[', UI_DEBUG_MODE_INC); + bind_ui(']', UI_DEBUG_PAL_INC); + bind_ui('u', UI_ENTER_DEBUGGER); + + bind_dpad_gamepad(0, 0, RENDER_DPAD_UP, 2, DPAD_UP); + bind_dpad_gamepad(0, 0, RENDER_DPAD_DOWN, 2, DPAD_DOWN); + bind_dpad_gamepad(0, 0, RENDER_DPAD_LEFT, 2, DPAD_LEFT); + bind_dpad_gamepad(0, 0, RENDER_DPAD_RIGHT, 2, DPAD_RIGHT); + bind_button_gamepad(0, 0, 2, BUTTON_A); + bind_button_gamepad(0, 1, 2, BUTTON_B); + bind_button_gamepad(0, 2, 2, BUTTON_C); + bind_button_gamepad(0, 3, 2, BUTTON_X); + bind_button_gamepad(0, 4, 2, BUTTON_Y); + bind_button_gamepad(0, 5, 2, BUTTON_Z); + bind_button_gamepad(0, 6, 2, BUTTON_START); + bind_button_gamepad(0, 7, 2, BUTTON_MODE); +} + +#define TH 0x40 +#define TH_TIMEOUT 8000 + +void io_adjust_cycles(io_port * pad, uint32_t current_cycle, uint32_t deduction) +{ + /*uint8_t control = pad->control | 0x80; + uint8_t th = control & pad->output; + if (pad->input[GAMEPAD_TH0] || pad->input[GAMEPAD_TH1]) { + printf("adjust_cycles | control: %X, TH: %X, GAMEPAD_TH0: %X, GAMEPAD_TH1: %X, TH Counter: %d, Timeout: %d, Cycle: %d\n", control, th, pad->input[GAMEPAD_TH0], pad->input[GAMEPAD_TH1], pad->th_counter,pad->timeout_cycle, current_cycle); + }*/ + if (current_cycle >= pad->timeout_cycle) { + pad->th_counter = 0; + } else { + pad->timeout_cycle -= deduction; + } +} + +void io_data_write(io_port * pad, uint8_t value, uint32_t current_cycle) +{ + if (pad->control & TH) { + //check if TH has changed + if ((pad->output & TH) ^ (value & TH)) { + if (current_cycle >= pad->timeout_cycle) { + pad->th_counter = 0; + } + if (!(value & TH)) { + pad->th_counter++; + } + pad->timeout_cycle = current_cycle + TH_TIMEOUT; + } + } + pad->output = value; +} + +uint8_t io_data_read(io_port * pad, uint32_t current_cycle) +{ + uint8_t control = pad->control | 0x80; + uint8_t th = control & pad->output; + uint8_t input; + if (current_cycle >= pad->timeout_cycle) { + pad->th_counter = 0; + } + /*if (pad->input[GAMEPAD_TH0] || pad->input[GAMEPAD_TH1]) { + printf("io_data_read | control: %X, TH: %X, GAMEPAD_TH0: %X, GAMEPAD_TH1: %X, TH Counter: %d, Timeout: %d, Cycle: %d\n", control, th, pad->input[GAMEPAD_TH0], pad->input[GAMEPAD_TH1], pad->th_counter,pad->timeout_cycle, context->current_cycle); + }*/ + if (th) { + if (pad->th_counter == 3) { + input = pad->input[GAMEPAD_EXTRA]; + } else { + input = pad->input[GAMEPAD_TH1]; + } + } else { + if (pad->th_counter == 3) { + input = pad->input[GAMEPAD_TH0] | 0xF; + } else if(pad->th_counter == 4) { + input = pad->input[GAMEPAD_TH0] & 0x30; + } else { + input = pad->input[GAMEPAD_TH0] | 0xC; + } + } + uint8_t value = ((~input) & (~control)) | (pad->output & control); + /*if (pad->input[GAMEPAD_TH0] || pad->input[GAMEPAD_TH1]) { + printf ("value: %X\n", value); + }*/ + return value; +} + +