mirror of
https://github.com/libretro/bsnes-libretro.git
synced 2024-12-02 14:57:15 +00:00
ae5d380d06
byuu says: Changelog: - fixed nall/path.hpp compilation issue - fixed ruby/audio/xaudio header declaration compilation issue (again) - cleaned up xaudio2.hpp file to match my coding syntax (12.5% of the file was whitespace overkill) - added null terminator entry to nall/windows/utf8.hpp argc[] array - nall/windows/guid.hpp uses the Windows API for generating the GUID - this should stop all the bug reports where two nall users were generating GUIDs at the exact same second - fixed hiro/cocoa compilation issue with uint# types - fixed major higan/sfc Super Game Boy audio latency issue - fixed higan/sfc CPU core bug with pei, [dp], [dp]+y instructions - major cleanups to higan/processor/r65816 core - merged emulation/native-mode opcodes - use camel-case naming on memory.hpp functions - simplify address masking code for memory.hpp functions - simplify a few opcodes themselves (avoid redundant copies, etc) - rename regs.* to r.* to match modern convention of other CPU cores - removed device.order<> concept from Emulator::Interface - cores will now do the translation to make the job of the UI easier - fixed plurality naming of arrays in Emulator::Interface - example: emulator.ports[p].devices[d].inputs[i] - example: vector<Medium> media - probably more surprises Major show-stoppers to the next official release: - we need to work on GB core improvements: LY=153/0 case, multiple STAT IRQs case, GBC audio output regs, etc. - we need to re-add software cursors for light guns (Super Scope, Justifier) - after the above, we need to fix the turbo button for the Super Scope I really have no idea how I want to implement the light guns. Ideally, we'd want it in higan/video, so we can support the NES Zapper with the same code. But this isn't going to be easy, because only the SNES knows when its output is interlaced, and its resolutions can vary as {256,512}x{224,240,448,480} which requires pixel doubling that was hard-coded to the SNES-specific behavior, but isn't appropriate to be exposed in higan/video.
108 lines
3.1 KiB
C++
108 lines
3.1 KiB
C++
#pragma once
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namespace nall { namespace HID {
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struct Input {
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Input(const string& name) : _name(name) {}
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auto name() const -> string { return _name; }
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auto value() const -> int16_t { return _value; }
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auto setValue(int16_t value) -> void { _value = value; }
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private:
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string _name;
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int16_t _value = 0;
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friend class Group;
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};
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struct Group : vector<Input> {
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Group(const string& name) : _name(name) {}
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auto name() const -> string { return _name; }
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auto input(uint id) -> Input& { return operator[](id); }
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auto append(const string& name) -> void { vector::append(Input{name}); }
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auto find(const string& name) const -> maybe<uint> {
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for(auto id : range(size())) {
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if(operator[](id)._name == name) return id;
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}
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return nothing;
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}
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private:
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string _name;
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friend class Device;
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};
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struct Device : vector<Group> {
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Device(const string& name) : _name(name) {}
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auto pathID() const -> uint32_t { return (uint32_t)(_id >> 32); }
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auto deviceID() const -> uint32_t { return (uint32_t)(_id >> 0); }
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auto vendorID() const -> uint16_t { return (uint16_t)(_id >> 16); }
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auto productID() const -> uint16_t { return (uint16_t)(_id >> 0); }
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virtual auto isNull() const -> bool { return false; }
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virtual auto isKeyboard() const -> bool { return false; }
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virtual auto isMouse() const -> bool { return false; }
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virtual auto isJoypad() const -> bool { return false; }
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auto name() const -> string { return _name; }
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auto id() const -> uint64_t { return _id; }
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auto setID(uint64_t id) -> void { _id = id; }
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auto group(uint id) -> Group& { return operator[](id); }
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auto append(const string& name) -> void { vector::append(Group{name}); }
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auto find(const string& name) const -> maybe<uint> {
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for(auto id : range(size())) {
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if(operator[](id)._name == name) return id;
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}
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return nothing;
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}
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private:
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string _name;
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uint64_t _id = 0;
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};
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struct Null : Device {
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Null() : Device("Null") {}
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auto isNull() const -> bool { return true; }
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};
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struct Keyboard : Device {
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enum GroupID : uint { Button };
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Keyboard() : Device("Keyboard") { append("Button"); }
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auto isKeyboard() const -> bool { return true; }
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auto buttons() -> Group& { return group(GroupID::Button); }
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};
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struct Mouse : Device {
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enum GroupID : uint { Axis, Button };
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Mouse() : Device("Mouse") { append("Axis"), append("Button"); }
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auto isMouse() const -> bool { return true; }
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auto axes() -> Group& { return group(GroupID::Axis); }
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auto buttons() -> Group& { return group(GroupID::Button); }
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};
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struct Joypad : Device {
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enum GroupID : uint { Axis, Hat, Trigger, Button };
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Joypad() : Device("Joypad") { append("Axis"), append("Hat"), append("Trigger"), append("Button"); }
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auto isJoypad() const -> bool { return true; }
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auto axes() -> Group& { return group(GroupID::Axis); }
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auto hats() -> Group& { return group(GroupID::Hat); }
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auto triggers() -> Group& { return group(GroupID::Trigger); }
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auto buttons() -> Group& { return group(GroupID::Button); }
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auto rumble() const -> bool { return _rumble; }
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auto setRumble(bool rumble) -> void { _rumble = rumble; }
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private:
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bool _rumble = false;
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};
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}}
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