Cleanup input

Gamepad loops based on # of players(4 max), while other inputs are looped by number of ports(2 max).
This commit is contained in:
retro-wertz
2018-01-03 20:06:13 +08:00
parent 221c1fae87
commit fe04e86c42

View File

@@ -58,6 +58,7 @@ static bool overscan_v;
#endif #endif
static bool use_raw_palette; static bool use_raw_palette;
static bool use_par; static bool use_par;
static bool enable_4player = false;
static unsigned turbo_enabler[MAX_PLAYERS] = {0}; static unsigned turbo_enabler[MAX_PLAYERS] = {0};
static unsigned turbo_delay = 0; static unsigned turbo_delay = 0;
static unsigned input_type[MAX_PLAYERS + 1] = {0}; /* 4-players + famicom expansion */ static unsigned input_type[MAX_PLAYERS + 1] = {0}; /* 4-players + famicom expansion */
@@ -843,6 +844,9 @@ void set_input_nes_controller(unsigned port, int x)
FCEU_printf(" Player %u: Gamepad\n", port + 1); FCEU_printf(" Player %u: Gamepad\n", port + 1);
break; break;
} }
if (enable_4player) // check if 4-player mode is enabled
input_type[2] = input_type[3] = RETRO_DEVICE_GAMEPAD;
} }
/* Set Famicom controllers */ /* Set Famicom controllers */
@@ -867,7 +871,7 @@ void set_input_famicom_controller(int x)
break; break;
default: default:
/* Do not disable port if a 4-player adaptor is used */ /* Do not disable port if a 4-player adaptor is used */
if (input_type[2] != RETRO_DEVICE_GAMEPAD || input_type[3] != RETRO_DEVICE_GAMEPAD) if (!enable_4player)
{ {
input_type[4] = 0; input_type[4] = 0;
FCEUI_SetInputFC(SIFC_NONE, NULL, 0); FCEUI_SetInputFC(SIFC_NONE, NULL, 0);
@@ -1223,68 +1227,68 @@ unsigned char turbo_button_toggle[MAX_PLAYERS][TURBO_BUTTONS] = { {0} };
static void FCEUD_UpdateInput(void) static void FCEUD_UpdateInput(void)
{ {
unsigned player, i; unsigned player, port, i;
unsigned char pad[4];
for (player = 0; player < MAX_PLAYERS; player++)
pad[player] = 0; /* reset pads */
poll_cb(); poll_cb();
/* process nes inputs */ JSReturn = 0;
// nes gamepad
for (player = 0; player < MAX_PLAYERS; player++) for (player = 0; player < MAX_PLAYERS; player++)
{ {
switch (input_type[player]) uint8_t input_buf = 0;
bool player_enabled = (input_type[player] == RETRO_DEVICE_GAMEPAD);
for (i = 0; i < 8; i++)
input_buf |= (player_enabled && input_cb(player, RETRO_DEVICE_JOYPAD, 0,
bindmap[i].retro)) ? bindmap[i].nes : 0;
/* Turbo A and Turbo B buttons are
* mapped to Joypad X and Joypad Y
* in RetroArch joypad.
*
* We achieve this by keeping track of
* the number of times it increments
* the toggle counter and fire or not fire
* depending on whether the delay value has
* been reached.
*/
if (turbo_enabler[player] == 1 && player_enabled)
{ {
case RETRO_DEVICE_GAMEPAD: /* Handle Turbo A & B buttons */
for (i = 0; i < 8; i++) for (i = 8; i < 10; i++)
pad[player] |= input_cb(player, RETRO_DEVICE_JOYPAD, 0, {
bindmap[i].retro) ? bindmap[i].nes : 0; if (input_cb(player, RETRO_DEVICE_JOYPAD, 0, bindmap[i].retro))
/* Turbo A and Turbo B buttons are
* mapped to Joypad X and Joypad Y
* in RetroArch joypad.
*
* We achieve this by keeping track of
* the number of times it increments
* the toggle counter and fire or not fire
* depending on whether the delay value has
* been reached.
*/
if (turbo_enabler[player] == 1)
{ {
/* Handle Turbo A & B buttons */ if (turbo_button_toggle[player][i-8] == 0)
for (i = 8; i < 10; i++) input_buf |= bindmap[i].nes;
{ turbo_button_toggle[player][i-8]++;
if (input_cb(player, RETRO_DEVICE_JOYPAD, 0, bindmap[i].retro)) if (turbo_button_toggle[player][i-8] > turbo_delay)
{ /* Reset the toggle if delay value is reached */
if (turbo_button_toggle[player][i-8] == 0) turbo_button_toggle[player][i-8] = 0;
pad[player] |= bindmap[i].nes;
turbo_button_toggle[player][i-8]++;
if (turbo_button_toggle[player][i-8] > turbo_delay)
/* Reset the toggle if delay value is reached */
turbo_button_toggle[player][i-8] = 0;
}
else
/* If the button is not pressed, just reset the toggle */
turbo_button_toggle[player][i-8] = 0;
}
} }
else
/* If the button is not pressed, just reset the toggle */
turbo_button_toggle[player][i-8] = 0;
}
}
JSReturn |= (input_buf & 0xff) << (player << 3);
}
JSReturn = (pad[0] & 0xff) | ((pad[1] & 0xff) << 8) | /* other inputs*/
((pad[2] & 0xff) << 16) | ((pad[3] & 0xff) << 24); for (port = 0; port < MAX_PORTS; port++)
break; /* RETRO_DEVICE_GAMEPAD */ {
switch (input_type[port])
{
case RETRO_DEVICE_ARKANOID: case RETRO_DEVICE_ARKANOID:
case RETRO_DEVICE_ZAPPER: case RETRO_DEVICE_ZAPPER:
if (player < MAX_PORTS) get_mouse_input(port, MouseData[port]);
get_mouse_input(player, MouseData[player]); break;
break; /* RETRO_DEVICE_ZAPPER */
} }
} }
/* process famicom inputs */ /* famicom inputs */
switch (input_type[4]) switch (input_type[4])
{ {
case RETRO_DEVICE_FC_ARKANOID: case RETRO_DEVICE_FC_ARKANOID:
@@ -1844,12 +1848,8 @@ bool retro_load_game(const struct retro_game_info *game)
return false; return false;
} }
input_type[0] = RETRO_DEVICE_GAMEPAD; for (i = 0; i < MAX_PORTS; i++)
input_type[1] = RETRO_DEVICE_GAMEPAD; FCEUI_SetInput(i, SI_GAMEPAD, &JSReturn, 0);
input_type[2] = RETRO_DEVICE_NONE;
input_type[3] = RETRO_DEVICE_NONE;
FCEUI_SetInput(0, SI_GAMEPAD, &JSReturn, 0);
FCEUI_SetInput(1, SI_GAMEPAD, &JSReturn, 0);
external_palette_exist = ipalette; external_palette_exist = ipalette;
if (external_palette_exist) if (external_palette_exist)
@@ -1874,8 +1874,7 @@ bool retro_load_game(const struct retro_game_info *game)
if (fourscore_db_list[i].crc == iNESGameCRC32) if (fourscore_db_list[i].crc == iNESGameCRC32)
{ {
FCEUI_DisableFourScore(0); FCEUI_DisableFourScore(0);
input_type[2] = RETRO_DEVICE_GAMEPAD; enable_4player = true;
input_type[3] = RETRO_DEVICE_GAMEPAD;
break; break;
} }
} }
@@ -1885,8 +1884,7 @@ bool retro_load_game(const struct retro_game_info *game)
if (famicom_4p_db_list[i].crc == iNESGameCRC32) if (famicom_4p_db_list[i].crc == iNESGameCRC32)
{ {
FCEUI_SetInputFC(SIFC_4PLAYER, &JSReturn, 0); FCEUI_SetInputFC(SIFC_4PLAYER, &JSReturn, 0);
input_type[2] = RETRO_DEVICE_GAMEPAD; enable_4player = true;
input_type[3] = RETRO_DEVICE_GAMEPAD;
break; break;
} }
} }