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alexbevi
GitHub Repository: alexbevi/BizHawk
Path: blob/master/EMU7800/Core/InputState.cs
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/*
 * InputState.cs
 *
 * Class containing the input state of the console and its controllers,
 * mapping emulator input devices to external input.
 *
 * Copyright � 2003-2010 Mike Murphy
 *
 */
using System;

namespace EMU7800.Core
{
    public class InputState
    {
        #region Fields

        const int
            PaddleOhmMin                = 100000,
            PaddleOhmMax                = 800000;

        const int
            LeftControllerJackIndex     = 0,
            RightControllerJackIndex    = 1,
            ConsoleSwitchIndex          = 2,
            ControllerActionStateIndex  = 3,
            OhmsIndex                   = ControllerActionStateIndex + 4,
            LightgunPositionIndex       = ControllerActionStateIndex + 4,
            InputStateSize              = ControllerActionStateIndex + 8 + 1;

        // For driving controllers
        readonly byte[] _rotGrayCodes = new byte[] { 0x0f, 0x0d, 0x0c, 0x0e };
        readonly int[] _rotState = new int[2];

        readonly int[] _nextInputState = new int[InputStateSize];
        readonly int[] _inputState = new int[InputStateSize];

		bool _lagged = true;

        #endregion

        #region Public Members

        /// <summary>
        /// Enables the incoming input state buffer to be populated prior to the start of the frame.
        /// Useful for input playback senarios.
        /// </summary>
        /// <return>Return value is ignored.</return>
        public Func<int[], object> InputAdvancing { get; set; }

        /// <summary>
        /// Enables access to the input state buffer.
        /// Useful for input recording senarios.
        /// </summary>
        /// <return>Return value is ignored.</return>
        public Func<int[], object> InputAdvanced { get; set; }

        public void CaptureInputState()
        {
            if (InputAdvancing != null)
                InputAdvancing(_nextInputState);
            Buffer.BlockCopy(_nextInputState, 0, _inputState, 0, InputStateSize * sizeof(int));
            if (InputAdvanced != null)
                InputAdvanced(_inputState);
			_lagged = true;
        }

        public Controller LeftControllerJack
        {
            get { return (Controller)_nextInputState[LeftControllerJackIndex]; }
            set { _nextInputState[LeftControllerJackIndex] = (int)value; }
        }

        public Controller RightControllerJack
        {
            get { return (Controller)_nextInputState[RightControllerJackIndex]; }
            set { _nextInputState[RightControllerJackIndex] = (int)value; }
        }

        public bool IsGameBWConsoleSwitchSet
        {
            get { return (_nextInputState[ConsoleSwitchIndex] & (1 << (int) ConsoleSwitch.GameBW)) != 0; }
        }

        public bool IsLeftDifficultyAConsoleSwitchSet
        {
            get { return (_nextInputState[ConsoleSwitchIndex] & (1 << (int)ConsoleSwitch.LeftDifficultyA)) != 0; }
        }

        public bool IsRightDifficultyAConsoleSwitchSet
        {
            get { return (_nextInputState[ConsoleSwitchIndex] & (1 << (int)ConsoleSwitch.RightDifficultyA)) != 0; }
        }

		public bool Lagged
		{
			get { return _lagged; }
		}

		public Action InputPollCallback { get; set; }

        public void RaiseInput(int playerNo, MachineInput input, bool down)
        {
			if (InputPollCallback != null)
			{
				InputPollCallback();
			}
			switch (input)
            {
                case MachineInput.Fire:
                    SetControllerActionState(playerNo, ControllerAction.Trigger, down);
                    break;
                case MachineInput.Fire2:
                    SetControllerActionState(playerNo, ControllerAction.Trigger2, down);
                    break;
                case MachineInput.Left:
                    SetControllerActionState(playerNo, ControllerAction.Left, down);
                    if (down) SetControllerActionState(playerNo, ControllerAction.Right, false);
                    break;
                case MachineInput.Up:
                    SetControllerActionState(playerNo, ControllerAction.Up, down);
                    if (down) SetControllerActionState(playerNo, ControllerAction.Down, false);
                    break;
                case MachineInput.Right:
                    SetControllerActionState(playerNo, ControllerAction.Right, down);
                    if (down) SetControllerActionState(playerNo, ControllerAction.Left, false);
                    break;
                case MachineInput.Down:
                    SetControllerActionState(playerNo, ControllerAction.Down, down);
                    if (down) SetControllerActionState(playerNo, ControllerAction.Up, false);
                    break;
                case MachineInput.NumPad7:
                    SetControllerActionState(playerNo, ControllerAction.Keypad7, down);
                    break;
                case MachineInput.NumPad8:
                    SetControllerActionState(playerNo, ControllerAction.Keypad8, down);
                    break;
                case MachineInput.NumPad9:
                    SetControllerActionState(playerNo, ControllerAction.Keypad9, down);
                    break;
                case MachineInput.NumPad4:
                    SetControllerActionState(playerNo, ControllerAction.Keypad4, down);
                    break;
                case MachineInput.NumPad5:
                    SetControllerActionState(playerNo, ControllerAction.Keypad5, down);
                    break;
                case MachineInput.NumPad6:
                    SetControllerActionState(playerNo, ControllerAction.Keypad6, down);
                    break;
                case MachineInput.NumPad1:
                    SetControllerActionState(playerNo, ControllerAction.Keypad1, down);
                    break;
                case MachineInput.NumPad2:
                    SetControllerActionState(playerNo, ControllerAction.Keypad2, down);
                    break;
                case MachineInput.NumPad3:
                    SetControllerActionState(playerNo, ControllerAction.Keypad3, down);
                    break;
                case MachineInput.NumPadMult:
                    SetControllerActionState(playerNo, ControllerAction.KeypadA, down);
                    break;
                case MachineInput.NumPad0:
                    SetControllerActionState(playerNo, ControllerAction.Keypad0, down);
                    break;
                case MachineInput.NumPadHash:
                    SetControllerActionState(playerNo, ControllerAction.KeypadP, down);
                    break;
                case MachineInput.Driving0:
                    SetControllerActionState(playerNo, ControllerAction.Driving0, true);
                    SetControllerActionState(playerNo, ControllerAction.Driving1, false);
                    SetControllerActionState(playerNo, ControllerAction.Driving2, false);
                    SetControllerActionState(playerNo, ControllerAction.Driving3, false);
                    break;
                case MachineInput.Driving1:
                    SetControllerActionState(playerNo, ControllerAction.Driving0, false);
                    SetControllerActionState(playerNo, ControllerAction.Driving1, true);
                    SetControllerActionState(playerNo, ControllerAction.Driving2, false);
                    SetControllerActionState(playerNo, ControllerAction.Driving3, false);
                    break;
                case MachineInput.Driving2:
                    SetControllerActionState(playerNo, ControllerAction.Driving0, false);
                    SetControllerActionState(playerNo, ControllerAction.Driving1, false);
                    SetControllerActionState(playerNo, ControllerAction.Driving2, true);
                    SetControllerActionState(playerNo, ControllerAction.Driving3, false);
                    break;
                case MachineInput.Driving3:
                    SetControllerActionState(playerNo, ControllerAction.Driving0, false);
                    SetControllerActionState(playerNo, ControllerAction.Driving1, false);
                    SetControllerActionState(playerNo, ControllerAction.Driving2, false);
                    SetControllerActionState(playerNo, ControllerAction.Driving3, true);
                    break;
                case MachineInput.Reset:
                    SetConsoleSwitchState(ConsoleSwitch.GameReset, down);
                    break;
                case MachineInput.Select:
                    SetConsoleSwitchState(ConsoleSwitch.GameSelect, down);
                    break;
                case MachineInput.Color:
                    if (down) ToggleConsoleSwitchState(ConsoleSwitch.GameBW);
                    break;
                case MachineInput.LeftDifficulty:
                    if (down) ToggleConsoleSwitchState(ConsoleSwitch.LeftDifficultyA);
                    break;
                case MachineInput.RightDifficulty:
                    if (down) ToggleConsoleSwitchState(ConsoleSwitch.RightDifficultyA);
                    break;
            }
        }

        public void RaisePaddleInput(int playerNo, int valMax, int val)
        {
            var ohms = PaddleOhmMax - (PaddleOhmMax - PaddleOhmMin) / valMax * val;
            _nextInputState[OhmsIndex + (playerNo & 3)] = ohms;
        }

        public void RaiseLightgunPos(int playerNo, int scanline, int hpos)
        {
            var i = LightgunPositionIndex + ((playerNo & 1) << 1);
            _nextInputState[i++] = scanline;
            _nextInputState[i] = hpos;
        }

        public void ClearAllInput()
        {
            _nextInputState[ConsoleSwitchIndex] = 0;
            ClearLeftJackInput();
            ClearRightJackInput();
        }

		// For Bizhawk
		// Emu7800's client does not call Clear input every frame so console switches behave like switches
		// Bizhawk needs to call a clear input function every frame, if we put switches in there, they would behave like buttons
		public void ClearControllerInput()
		{
			ClearLeftJackInput();
			ClearRightJackInput();
		}

        public void ClearInputByPlayer(int playerNo)
        {
            _nextInputState[OhmsIndex + (playerNo & 3)] = 0;
            _nextInputState[ControllerActionStateIndex + (playerNo & 3)] = 0;
            _nextInputState[LightgunPositionIndex + ((playerNo & 1) << 1)] = _nextInputState[LightgunPositionIndex + ((playerNo & 1) << 1) + 1] = 0;
        }

        public void ClearLeftJackInput()
        {
            _nextInputState[OhmsIndex] = _nextInputState[OhmsIndex + 1] = 0;
            _nextInputState[ControllerActionStateIndex] = 0;
            switch (LeftControllerJack)
            {
                case Controller.Paddles:
                    _nextInputState[ControllerActionStateIndex] = _nextInputState[ControllerActionStateIndex + 1] = 0;
                    break;
                default:
                    _nextInputState[ControllerActionStateIndex] = 0;
                    break;
            }
            _nextInputState[LightgunPositionIndex] = _nextInputState[LightgunPositionIndex + 1] = 0;
        }

        public void ClearRightJackInput()
        {
            _nextInputState[OhmsIndex + 2] = _nextInputState[OhmsIndex + 3] = 0;
            switch (RightControllerJack)
            {
                case Controller.Paddles:
                    _nextInputState[ControllerActionStateIndex + 2] = _nextInputState[ControllerActionStateIndex + 3] = 0;
                    break;
                default:
                    _nextInputState[ControllerActionStateIndex + 1] = 0;
                    break;
            }
            _nextInputState[LightgunPositionIndex + 2] = _nextInputState[LightgunPositionIndex + 3] = 0;
        }

        #endregion

        #region Serialization Members

        public InputState()
        {
        }

        public InputState(DeserializationContext input)
        {
            if (input == null)
                throw new ArgumentNullException("input");

            input.CheckVersion(2);
            _rotState = input.ReadIntegers(2);
            _nextInputState = input.ReadIntegers(InputStateSize);
            _inputState = input.ReadIntegers(InputStateSize);
			_lagged = input.ReadBoolean();
        }

        public void GetObjectData(SerializationContext output)
        {
            if (output == null)
                throw new ArgumentNullException("output");

            output.WriteVersion(2);
            output.Write(_rotState);
            output.Write(_nextInputState);
            output.Write(_inputState);
			output.Write(_lagged);
        }

        #endregion

        #region Internal Members

        internal bool SampleCapturedConsoleSwitchState(ConsoleSwitch consoleSwitch)
        {
			_lagged = false;
            return (_inputState[ConsoleSwitchIndex] & (1 << (int)consoleSwitch)) != 0;
        }

        internal bool SampleCapturedControllerActionState(int playerno, ControllerAction action)
        {
			_lagged = false;
            return (_inputState[ControllerActionStateIndex + (playerno & 3)] & (1 << (int)action)) != 0;
        }

        internal int SampleCapturedOhmState(int playerNo)
        {
			_lagged = false;
            return _inputState[OhmsIndex + (playerNo & 3)];
        }

        internal void SampleCapturedLightGunPosition(int playerNo, out int scanline, out int hpos)
        {
			_lagged = false;
            var i = LightgunPositionIndex + ((playerNo & 1) << 1);
            scanline = _inputState[i++];
            hpos = _inputState[i];
        }

        internal byte SampleCapturedDrivingState(int playerNo)
        {
			_lagged = false;
            if (SampleCapturedControllerActionState(playerNo, ControllerAction.Driving0))
                _rotState[playerNo] = 0;
            else if (SampleCapturedControllerActionState(playerNo, ControllerAction.Driving1))
                _rotState[playerNo] = 1;
            else if (SampleCapturedControllerActionState(playerNo, ControllerAction.Driving2))
                _rotState[playerNo] = 2;
            else if (SampleCapturedControllerActionState(playerNo, ControllerAction.Driving3))
                _rotState[playerNo] = 3;
            return _rotGrayCodes[_rotState[playerNo]];
        }

        #endregion

        #region Object Overrides

        public override string ToString()
        {
            return GetType().Name;
        }

        #endregion

        #region Helpers

        void SetControllerActionState(int playerNo, ControllerAction action, bool value)
        {
            if (value)
            {
                _nextInputState[ControllerActionStateIndex + (playerNo & 3)] |= (1 << (int)action);
            }
            else
            {
                _nextInputState[ControllerActionStateIndex + (playerNo & 3)] &= ~(1 << (int)action);
            }
        }

        void SetConsoleSwitchState(ConsoleSwitch consoleSwitch, bool value)
        {
            if (value)
            {
                _nextInputState[ConsoleSwitchIndex] |= (byte)(1 << (byte)consoleSwitch);
            }
            else
            {
                _nextInputState[ConsoleSwitchIndex] &= (byte)~(1 << (byte)consoleSwitch);
            }
        }

        void ToggleConsoleSwitchState(ConsoleSwitch consoleSwitch)
        {
            var consoleSwitchState = (_nextInputState[ConsoleSwitchIndex] & (1 << (int) consoleSwitch)) != 0;
            SetConsoleSwitchState(consoleSwitch, !consoleSwitchState);
        }

        #endregion
    }
}